main.floors.sample1= { "floorId": "sample1", "title": "样板 1 层", "name": "1", "canFlyTo": true, "canFlyFrom": true, "canUseQuickShop": true, "defaultGround": "grass", "images": [ { "name": "bg.jpg", "canvas": "bg", "x": 0, "y": 0 } ], "weather": [ "snow", 6 ], "ratio": 1, "map": [ [ 7,131, 8,152, 9,130, 10,152,166,165,132,165,166], [ 0, 0, 0, 0, 0, 0, 0,152,165,164, 0,162,165], [152,152,152,152,121,152,152,152, 0, 0,229, 0, 0], [ 43, 33, 44,151, 0, 0, 0,152,165,161, 0,163,165], [ 21, 22, 21,151, 0, 0, 0,152,166,165, 0,165,166], [151, 0,151,151, 0, 87, 0,152,152,152, 85,153,153], [ 0, 0, 0,151, 0, 0, 0,152,152,221, 0,221,153], [ 0, 0, 0,151, 0, 0, 0,121, 0, 0, 0, 0,153], [151, 0,151,151, 0,153,153,153,153,153,153,153,153], [ 0, 0, 0, 0, 0, 0, 0,164, 0, 0,163, 0, 0], [ 1, 1, 1, 1, 0, 20, 0, 0, 0,162, 0,161, 0], [ 1, 0,123, 1, 0, 20,124, 0,121, 0,122, 0,126], [ 1, 0, 0, 1, 88, 20, 0, 0, 0, 0, 0, 0, 0] ], "firstArrive": [], "events": { "1,7": [ { "type": "setBlock", "number": "redKing", "loc": [ [ 1, 5 ] ], "time": 1500 }, { "type": "sleep", "time": 500 }, "\t[redKing]\b[this,1,5]欢迎来到魔塔,你是第一百位挑战者。\n若你能打败我所有的手下,我就与你一对一的决斗。\n现在你必须接受我的安排。", { "type": "setBlock", "number": "blueKing", "loc": [ [ 1, 6 ], [ 0, 7 ], [ 1, 8 ], [ 2, 7 ] ], "time": 500 }, "\t[hero]\b[hero]什么?", { "type": "animate", "name": "hand", "loc": "hero" }, { "type": "setValue", "name": "status:atk", "operator": "/=", "value": "10" }, { "type": "setValue", "name": "status:def", "operator": "/=", "value": "10" }, { "type": "hide", "loc": [ [ 1, 6 ], [ 0, 7 ], [ 2, 7 ], [ 1, 8 ] ], "time": 500 }, { "type": "hide", "loc": [ [ 1, 5 ] ], "time": 500 }, { "type": "hide" }, { "type": "setCurtain", "color": [ 0, 0, 0 ], "time": 1250 }, { "type": "sleep", "time": 700 }, { "type": "changeFloor", "floorId": "sample1", "loc": [ 1, 11 ], "direction": "right", "time": 1000 }, { "type": "trigger", "loc": [ 2, 11 ] } ], "2,11": [ "\t[杰克,thief]\b[this]喂!醒醒!快醒醒!", { "type": "setCurtain", "time": 1500 }, "\t[hero]\b[hero]额,我这是在什么地方?", "\t[杰克,thief]\b[this]你被魔王抓了起来扔进了监狱,和我关在了一起,但是幸运的是我在昨天刚刚挖好一条越狱的暗道!", { "type": "openDoor", "loc": [ 3, 11 ] }, { "type": "comment", "text": "{type: openDoor} 不止可以开“门”,也可以用来开墙等等" }, { "type": "sleep", "time": 300 }, "\t[杰克,thief]\b[this]我先走了,祝你好运!", { "type": "move", "time": 750, "steps": [ "right:2", "down:1" ] }, "上面是个move事件,可以对NPC等进行移动。\n详见样板中小偷事件的写法。", "\t[hero]\b[hero]怎么跑的这么快..." ], "4,2": [ "\t[老人,man]\b[this]本塔的商店有两类,全局商店和非全局商店。\n\n所谓非全局商店,就类似于右下角那个卖钥匙的老人一样,一定要碰到才能触发事件。\n\n而全局商店,则能在快捷商店中直接使用。", "\t[老人,man]\b[this]要注册一个全局商店,你需要在全塔属性中,找到“全局商店”,并在内添加你的商店信息。", "\t[老人,man]\b[this]商店信息添加后,可以在需要的事件处调用{\"type\": \"openShop\"}来打开你添加的全局商店。", "\t[老人,man]\b[this]在上面的例子里,左边是一个仿51层的金币商店,右边是一个仿24层的经验商店。\n\n商店被访问后即可在快捷商店中进行使用。", "\t[老人,man]\b[this]如果你需要在某层禁用快捷商店,可以在其楼层属性中设置“快捷商店”。\n如果需要永久禁用商店(直到重新通过触碰NPC打开),请使用{\"type\":\"disableShop\"}", { "type": "hide", "time": 500 } ], "1,0": [ { "type": "openShop", "id": "shop1", "open": true } ], "5,0": [ { "type": "openShop", "id": "shop2", "open": true } ], "7,7": [ "\t[老人,man]\b[this]这是一个典型的杀怪开门、强制战斗事件。", "\t[老人,man]\b[this]下面的那四个箭头表示单向通行,画在任何一个图层都有效。", { "type": "hide", "time": 500 } ], "9,7": [ { "type": "closeDoor", "id": "specialDoor", "loc": [ 8, 7 ] }, { "type": "hide" } ], "10,4": [ "\t[blackKing]\b[this]你终于还是来了。", "\t[hero]\b[hero]放开我们的公主!", "\t[blackKing]\b[this]如果我不愿意呢?", "\t[hero]\b[hero]无需多说,拔剑吧!", { "type": "battle", "loc": [ 10, 2 ] }, { "type": "openDoor", "loc": [ 8, 7 ] }, "\t[blackKing]没想到你已经变得这么强大了... 算你厉害。\n公主就交给你了,请好好对她。", { "type": "hide" } ], "10,0": [ "\t[hero]\b[hero]公主,我来救你了~", "\t[公主,princess]\b[this]快救我出去!我受够这里了!", "\t[hero]\b[hero]公主别怕,我们走吧~", { "type": "win", "reason": "救出公主" } ], "6,11": [ "\t[仙子,fairy]\b[this]通过调用 {\"type\": \"closeDoor\"} 可以在空地关上一扇门或墙。\n比如我下面这个机关门。", { "type": "closeDoor", "id": "steelDoor", "loc": [ 6, 12 ] }, "\t[仙子,fairy]\b[this]通过调用 {\"type\": \"openDoor\"} 可以无需钥匙打开一扇门或暗墙。", { "type": "openDoor", "loc": [ 6, 12 ] }, "\t[仙子,fairy]\b[this]同时,也可以对其它层进行操作,比如楼下的机关门,现在已经为你打开了。", { "type": "openDoor", "loc": [ 11, 10 ], "floorId": "sample0" }, "\t[仙子,fairy]\b[this]如果当前楼层的 show 或 hide 指定了 time 参数,则以动画效果显示,指定的参数作为淡入淡出时间(毫秒)来计算。", "\t[仙子,fairy]\b[this]现在到楼下来找我吧~", { "type": "show", "loc": [ [ 12, 10 ] ], "floorId": "sample0" }, { "type": "hide", "time": 500 } ], "8,11": [ { "type": "setValue", "name": "flag:man_times", "operator": "+=", "value": "1" }, "\t[老人,man]\b[this]在文字中使用$+{}可以计算并显示一个表达式的结果。\n", "\t[老人,man]\b[this]例如:\n你的当前攻击力是${status:atk},防御力是${status:def}。\n攻防和的十倍是${10*(status:atk+status:def)},攻防之积是${status:atk*status:def}。\n你有${item:yellowKey}把黄钥匙,${item:blueKey}把蓝钥匙,${item:redKey}把红钥匙。\n你有${item:pickaxe}个破,${item:bomb}个炸,${item:centerFly}个飞。\n这是你第${flag:man_times}次和我对话。", "\t[老人,man]\b[this]同时,你也可以通过{\"type\": \"setValue\"}来设置一个勇士的属性、道具,或某个Flag。", "\t[老人,man]\b[this]例如:\n现在我将让你的攻防提升50%,再将攻防和的十倍加到生命值上。", { "type": "setValue", "name": "status:atk", "operator": "*=", "value": "1.5" }, { "type": "setValue", "name": "status:def", "operator": "*=", "value": "1.5" }, { "type": "setValue", "name": "status:hp", "operator": "+=", "value": "10*(status:atk+status:def)" }, "\t[老人,man]\b[this]再送你500金币,1000经验,1破2炸3飞!", { "type": "setValue", "name": "status:money", "operator": "+=", "value": "500" }, { "type": "setValue", "name": "status:exp", "operator": "+=", "value": "1000" }, { "type": "setValue", "name": "item:pickaxe", "operator": "+=", "value": "1" }, { "type": "setValue", "name": "item:bomb", "operator": "+=", "value": "2" }, { "type": "setValue", "name": "item:centerFly", "operator": "+=", "value": "3" }, "\t[老人,man]\b[this]status:xxx 代表勇士的某个属性。\n其中xxx可取生命、攻击、防御、护盾、金币、经验等很多项。\n\nitem:xxx 代表勇士的某个道具的个数。\nxxx为道具ID,具体可参见items.js中的定义。\n\nflag:xxx 代表某个自定义Flag或变量。\nxxx为Flag/变量名,可以自行定义,由字母、数字和下划线甚至中文组成。\n未定义过而直接取用的Flag默认值为0.", "\t[老人,man]\b[this]你现在可以重新和我进行对话,进一步看到属性值的改变。" ], "10,11": [ { "type": "while", "condition": "true", "data": [ { "type": "switch", "condition": "flag:woman_times", "caseList": [ { "case": "0", "action": [ "\t[老人,trader]这是个很复杂的例子,它将教会你如何使用if 语句进行条件判断,以及 choices 提供选项来供用户进行选择。", "\t[老人,trader]第一次访问我将显示这段文字;从第二次开始将会向你出售钥匙。\n钥匙价格将随着访问次数递增。\n当合计出售了七把钥匙后,将送你一把大黄门钥匙,并消失不再出现。", "\t[老人,trader]这部分的逻辑比较长,请细心看样板的写法,是很容易看懂并理解的。" ] }, { "case": "8", "action": [ "\t[老人,trader]你购买的钥匙已经够多了,再继续卖给你的话我会有危险的。", "\t[老人,trader]看在你贡献给我这么多钱的份上,送你一把大黄门钥匙吧,希望你能好好用它。", { "type": "setValue", "name": "item:bigKey", "operator": "+=", "value": "1" }, "\t[老人,trader]我先走了,拜拜~", { "type": "hide", "time": 500 }, { "type": "exit" } ] }, { "case": "default", "action": [ { "type": "choices", "text": "\t[老人,trader]少年,你需要钥匙吗?\n我这里有大把的!", "choices": [ { "text": "黄钥匙(${9+flag:woman_times}金币)", "action": [ { "type": "if", "condition": "status:money>=9+flag:woman_times", "true": [ { "type": "setValue", "name": "status:money", "operator": "-=", "value": "9+flag:woman_times" }, { "type": "setValue", "name": "item:yellowKey", "operator": "+=", "value": "1" } ], "false": [ "\t[老人,trader]你的金钱不足!", { "type": "continue" } ] } ] }, { "text": "蓝钥匙(${18+2*flag:woman_times}金币)", "action": [ { "type": "if", "condition": "status:money>=18+2*flag:woman_times", "true": [ { "type": "setValue", "name": "status:money", "operator": "-=", "value": "18+2*flag:woman_times" }, { "type": "setValue", "name": "item:blueKey", "operator": "+=", "value": "1" } ], "false": [ "\t[老人,trader]你的金钱不足!", { "type": "continue" } ] } ] }, { "text": "红钥匙(${36+4*flag:woman_times}金币)", "action": [ { "type": "if", "condition": "status:money>=36+4*flag:woman_times", "true": [ { "type": "setValue", "name": "status:money", "operator": "-=", "value": "36+4*flag:woman_times" }, { "type": "setValue", "name": "item:redKey", "operator": "+=", "value": "1" } ], "false": [ "\t[老人,trader]你的金钱不足!", { "type": "continue" } ] } ] }, { "text": "离开", "action": [ { "type": "exit" } ] } ] } ] } ] }, { "type": "setValue", "name": "flag:woman_times", "operator": "+=", "value": "1" } ] } ], "12,11": [ "\t[老人,recluse]\b[this]使用 {\"type\":\"input\"} 可以弹窗请求玩家输入数字", "\t[老人,recluse]\b[this]例如这个例子:即将弹出一个输入窗口,然后会将你的输入结果直接加到你的攻击力上。", { "type": "input", "text": "请输入你要加攻击力的数值:" }, { "type": "if", "condition": "(flag:input>0)", "true": [ { "type": "setValue", "name": "status:atk", "operator": "+=", "value": "flag:input" }, { "type": "tip", "text": "操作成功,攻击+${flag:input}" }, "操作成功,攻击+${flag:input}" ], "false": [] }, "\t[老人,recluse]\b[this]具体可参见样板中本事件的写法。" ] }, "changeFloor": { "4,12": { "floorId": "sample0", "loc": [ 6, 0 ] }, "5,5": { "floorId": "sample2", "stair": "downFloor", "direction": "up" }, "10,12": null }, "afterBattle": { "9,6": [ { "type": "setValue", "name": "flag:door", "operator": "+=", "value": "1" } ], "11,6": [ { "type": "setValue", "name": "flag:door", "operator": "+=", "value": "1" } ] }, "afterGetItem": {}, "afterOpenDoor": {}, "cannotMove": {}, "bgmap": [ ], "fgmap": [ ], "autoEvent": { "10,5": { "0": { "condition": "flag:door==2", "currentFloor": true, "priority": 0, "delayExecute": false, "multiExecute": false, "data": [ { "type": "openDoor" } ] }, "1": null } }, "width": 13, "height": 13, "beforeBattle": {} }