/* * 表格配置项。 * 在这里可以对表格中的各项显示进行配置,包括表格项、提示内容等内容。具体写法照葫芦画瓢即可。 * 本配置项包括:全塔属性的配置项。 * 相关文档 _docs/editor.md ~ http://127.0.0.1:1055/_docs/#/editor?id=修改表格 */ var data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = { "_type": "object", "_data": { "main": { "_type": "object", "_data": { "floorIds": { "_leaf": true, "_type": "textarea", "_range": "editor.mode.checkFloorIds(thiseval)", "_docs": "楼层列表", "_data": "在这里按顺序放所有的楼层;其顺序直接影响到楼层传送器、浏览地图和上/下楼器的顺序" }, "floorPartitions": { "_leaf": true, "_type": "event", "_event": "floorPartition", "_docs": "分区指定", "_data": "可以在这里指定楼层分区;主要适用于不可返回的高层塔;进入新分区后将自动调用砍层插件以减少空间消耗;未在任何分区的楼层将被视为公共区域" }, "images": { "_leaf": true, "_type": "material", "_range": "editor.mode.checkImages(thiseval, './project/images/')", "_directory": "./project/images/", "_transform": (function (one) { if (one.endsWith('.png') || one.endsWith('.jpg') || one.endsWith('.jpeg') || one.endsWith('.gif')) return one; return null; }).toString(), "_docs": "使用图片", "_data": "在此存放所有可能使用的图片(tilesets除外) \n图片可以被作为背景图(的一部分),也可以直接用自定义事件进行显示。 \n 图片名不能使用中文,不能带空格或特殊字符;可以直接改名拼音就好 \n 建议对于较大的图片,在网上使用在线的“图片压缩工具(http://compresspng.com/zh/)”来进行压缩,以节省流量 \n 依次向后添加", }, "splitImages": { "_leaf": true, "_type": "event", "_event": "splitImages", "_docs": "图片切分", "_data": "可以在这里对使用到的图片进行按照一定宽高切分,生成若干新的小图供使用" }, "tilesets": { "_leaf": true, "_type": "material", "_range": "editor.mode.checkImages(thiseval, './project/tilesets/')", "_directory": "./project/tilesets/", "_transform": (function (one) { if (one.endsWith('.png')) return one; return null; }).toString(), "_onconfirm": (function (previous, current) { // 额外素材是有序的,因此根据之前的内容进行排序,然后在之后追加新的 previous = previous || []; current = current.sort(function (a, b) { var i = previous.indexOf(a); var j = previous.indexOf(b); if (i >= 0 && j >= 0) return i - j; return j >= 0 ? 1 : -1; }); return core.subarray(current, previous) == null && !confirm("您修改了现有额外素材的内容或顺序,这可能导致已经使用的额外素材无法正确显示。确定要修改么?") ? previous : current; }).toString(), "_docs": "额外素材", "_data": "在此存放额外素材的图片名, \n可以自定导入任意张素材图片,无需PS,无需注册,即可直接在游戏中使用 \n 形式如[\"1.png\", \"2.png\"] ,将需要的素材图片放在images目录下 \n 素材的宽高必须都是32的倍数,且图片上的总图块数不超过1000(即最多有1000个32*32的图块在该图片上)" }, "animates": { "_leaf": true, "_type": "material", "_range": "editor.mode.checkUnique(thiseval)", "_directory": "./project/animates/", "_transform": (function (one) { if (one.endsWith(".animate")) return one.substring(0, one.lastIndexOf('.')); return null; }).toString(), "_docs": "使用动画", "_data": "在此存放所有可能使用的动画,必须是animate格式,在这里不写后缀名 \n动画必须放在animates目录下;文件名不能使用中文,不能带空格或特殊字符 \n \"jianji\", \"thunder\" 根据需求自行添加" }, "bgms": { "_leaf": true, "_type": "material", "_range": "editor.mode.checkUnique(thiseval)", "_directory": "./project/bgms/", "_transform": (function (one) { if (one.endsWith('.mp3') || one.endsWith('.ogg') || one.endsWith('.wav') || one.endsWith('.m4a') || one.endsWith('.flac')) return one; return null; }).toString(), "_docs": "使用音乐", "_data": "在此存放所有的bgm,和文件名一致。 \n音频名不能使用中文,不能带空格或特殊字符;可以直接改名拼音就好" }, "sounds": { "_leaf": true, "_type": "material", "_range": "editor.mode.checkUnique(thiseval)", "_directory": "./project/sounds/", "_transform": (function (one) { if (one.endsWith('.mp3') || one.endsWith('.ogg') || one.endsWith('.wav') || one.endsWith('.m4a') || one.endsWith('.flac')) return one; return null; }).toString(), "_docs": "使用音效", "_data": "在此存放所有的SE,和文件名一致 \n音频名不能使用中文,不能带空格或特殊字符;可以直接改名拼音就好" }, "fonts": { "_leaf": true, "_type": "material", "_range": "editor.mode.checkUnique(thiseval)", "_directory": "./project/fonts/", "_transform": (function (one) { if (one.endsWith(".ttf")) return one.substring(0, one.lastIndexOf('.')); return null; }).toString(), "_docs": "使用字体", "_data": "在此存放所有可能使用的字体 \n 字体名不能使用中文,不能带空格或特殊字符" }, "nameMap": { "_leaf": true, "_type": "event", "_event": "nameMap", "_docs": "文件别名", "_data": "文件别名设置,目前仅对images, animates, bgms, sounds有效。" }, "levelChoose": { "_leaf": true, "_type": "event", "_event": "levelChoose", "_docs": "难度分歧", "_data": "难度分歧定义和对应的事件;此处留空数组表示将直接开始游戏" }, "equipName": { "_leaf": true, "_type": "textarea", "_range": "(thiseval instanceof Array)||thiseval==null", "_docs": "装备孔", "_data": "装备位名称,为一个数组,此项的顺序与equiptype数值关联;例如可写[\"武器\",\"防具\",\"首饰\"]等等。" }, "startBgm": { "_leaf": true, "_type": "material", "_directory": "./project/bgms/", "_transform": (function (one) { if (one.endsWith('.mp3') || one.endsWith('.ogg') || one.endsWith('.wav') || one.endsWith('.m4a') || one.endsWith('.flac')) return one; return null; }).toString(), "_onconfirm": (function (previous, current) { if (current.length == 0) return null; return current[0]; }).toString(), "_docs": "标题音乐", "_data": "在标题界面应该播放的bgm内容" }, "styles": { "_leaf": true, "_type": "event", "_event": "mainStyle", "_docs": "主样式", "_data": "主要样式设置,包括标题、按钮、状态栏等的背景色等" } } }, "firstData": { "_type": "object", "_data": { "title": { "_leaf": true, "_type": "textarea", "_string": true, "_docs": "游戏名", "_data": "游戏名,将显示在标题页面以及切换楼层的界面中" }, "name": { "_leaf": true, "_type": "textarea", "_string": true, "_range": "/^[a-zA-Z0-9_]{1,30}$/.test(thiseval)", "_docs": "唯一英文标识符", "_data": "游戏的唯一英文标识符。由英文、数字、下划线组成,不能超过30个字符。\n此项必须修改,其将直接影响到存档的定位!" }, "version": { "_leaf": true, "_type": "textarea", "_string": true, "_docs": "游戏版本", "_data": "当前游戏版本;版本不一致的存档不能通用。" }, "floorId": { "_leaf": true, "_type": "select", "_select": { "values": data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d.main.floorIds }, "_range": "data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d.main.floorIds.indexOf(thiseval)!==-1", "_docs": "初始楼层", "_data": "初始楼层的ID" }, "hero": { "_type": "object", "_data": { "image": { "_leaf": true, "_type": "select", "_select": { "values": [null].concat(Object.keys(editor.core.material.images.images).filter(function (name) { return name.endsWith('.png'); })) }, "_data": "行走图" }, "animate": { "_leaf": true, "_type": "checkbox", "_docs": "帧动画", "_data": "是否开启停止状态和对话框的帧动画" }, "name": { "_leaf": true, "_type": "textarea", "_string": true, "_data": "勇士名" }, "lv": { "_leaf": true, "_type": "textarea", "_range": "thiseval==~~thiseval &&thiseval>0", "_data": "初始等级" }, "hpmax": { "_leaf": true, "_type": "textarea", "_data": "生命上限" }, "hp": { "_leaf": true, "_type": "textarea", "_data": "初始生命" }, "manamax": { "_leaf": true, "_type": "textarea", "_docs": "魔力上限", "_data": "魔力上限;此项非负才会生效(null或小于0都不会生效)" }, "mana": { "_leaf": true, "_type": "textarea", "_data": "初始魔力" }, "atk": { "_leaf": true, "_type": "textarea", "_data": "初始攻击" }, "def": { "_leaf": true, "_type": "textarea", "_data": "初始防御" }, "mdef": { "_leaf": true, "_type": "textarea", "_data": "初始护盾" }, "money": { "_leaf": true, "_type": "textarea", "_data": "初始金币" }, "exp": { "_leaf": true, "_type": "textarea", "_data": "初始经验" }, "equipment": { "_leaf": true, "_type": "textarea", "_hide": true, "_range": "thiseval instanceof Array", "_data": "初始装备" }, "items": { "_type": "object", "_hide": true, "_data": { "constants": { "_leaf": true, "_type": "textarea", "_range": "thiseval instanceof Object && !(thiseval instanceof Array)", "_docs": "永久道具", "_data": "初始永久道具个数,例如初始送手册可以写 {\"book\": 1}" }, "tools": { "_leaf": true, "_type": "textarea", "_range": "thiseval instanceof Object && !(thiseval instanceof Array)", "_docs": "消耗道具", "_data": "初始消耗道具个数,例如初始有两破可以写 {\"pickaxe\": 2}" }, "equips": { "_leaf": true, "_type": "textarea", "_range": "thiseval instanceof Object && !(thiseval instanceof Array)", "_docs": "初始拥有装备个数", "_data": "初始装备个数,例如初始送铁剑可以写 {\"sword1\": 1}" } } }, "loc": { "_type": "object", "_data": { "direction": { "_leaf": true, "_type": "select", "_data": "初始朝向", "_select": { "values": [ "up", "down", "left", "right" ] }, }, "x": { "_leaf": true, "_type": "textarea", "_data": "横坐标" }, "y": { "_leaf": true, "_type": "textarea", "_data": "纵坐标" } } }, "flags": { "_leaf": true, "_type": "textarea", "_range": "thiseval instanceof Object && !(thiseval instanceof Array)", "_data": "游戏变量" }, "followers": { "_leaf": true, "_type": "disable", "_hide": true, "_data": "跟随者" }, "steps": { "_leaf": true, "_type": "disable", "_hide": true, "_data": "行走步数" } } }, "startCanvas": { "_leaf": true, "_type": "event", "_event": "firstArrive", "_range": "thiseval==null || thiseval instanceof Array", "_docs": "标题事件", "_data": "标题界面事件化,可以使用事件流的形式来绘制开始界面等。\n需要开启startUsingCanvas这个开关。\n详见文档-个性化-标题界面事件化。" }, "startText": { "_leaf": true, "_type": "event", "_event": "firstArrive", "_range": "thiseval==null || thiseval instanceof Array", "_docs": "开场剧情", "_data": "游戏开始前剧情,可以执行任意自定义事件。\n双击进入事件编辑器。\n如果无剧情直接留一个空数组即可。" }, "shops": { "_leaf": true, "_type": "event", "_event": "shop", "_range": "thiseval instanceof Array", "_docs": "全局商店", "_data": "全局商店,是一个数组,可以双击进入事件编辑器。" }, "levelUp": { "_leaf": true, "_type": "event", "_event": "level", "_range": "thiseval==null || thiseval instanceof Array", "_docs": "等级提升", "_data": "经验升级所需要的数值,是一个数组,可以双击进行编辑。 \n 第一项为初始等级,仅title生效 \n 每一个里面可以含有三个参数 need, title, action \n need为所需要的经验数值,可以是个表达式。请确保need依次递增 \n title为该等级的名称,也可以省略代表使用系统默认值;本项将显示在状态栏中 \n action为本次升级所执行的事件,可由若干项组成" } } }, "values": { "_type": "object", "_data": { "lavaDamage": { "_leaf": true, "_type": "textarea", "_data": "血网伤害" }, "poisonDamage": { "_leaf": true, "_type": "textarea", "_data": "中毒伤害" }, "weakValue": { "_leaf": true, "_type": "textarea", "_docs": "衰弱效果", "_data": "衰弱状态下攻防减少的数值\n如果此项不小于1,则作为实际下降的数值(比如10就是攻防各下降10)\n如果在0到1之间则为下降的比例(比如0.3就是下降30%的攻防)" }, "redGem": { "_leaf": true, "_type": "textarea", "_docs": "红宝石值", }, "blueGem": { "_leaf": true, "_type": "textarea", "_docs": "蓝宝石值", }, "greenGem": { "_leaf": true, "_type": "textarea", "_docs": "绿宝石值", }, "redPotion": { "_leaf": true, "_type": "textarea", "_docs": "红血瓶值", }, "bluePotion": { "_leaf": true, "_type": "textarea", "_docs": "蓝血瓶值", }, "yellowPotion": { "_leaf": true, "_type": "textarea", "_docs": "黄血瓶值", }, "greenPotion": { "_leaf": true, "_type": "textarea", "_docs": "绿血瓶值", }, "breakArmor": { "_leaf": true, "_type": "textarea", "_docs": "破甲比例", "_data": "破甲的比例(战斗前,怪物附加角色防御的x倍作为伤害);可以用怪物的 defValue 覆盖此值。" }, "counterAttack": { "_leaf": true, "_type": "textarea", "_docs": "反击比例", "_data": "反击的比例(战斗时,怪物每回合附加角色攻击的x倍作为伤害,无视角色防御);可以用怪物的 atkValue 覆盖此值。" }, "purify": { "_leaf": true, "_type": "textarea", "_docs": "净化比例", "_data": "净化的比例(战斗前,怪物附加勇士护盾的x倍作为伤害);可以用怪物的 n 覆盖此值。" }, "hatred": { "_leaf": true, "_type": "textarea", "_docs": "仇恨增值", "_data": "仇恨属性中,每杀死一个怪物获得的仇恨值" }, "animateSpeed": { "_leaf": true, "_type": "textarea", "_docs": "全局帧动画时间", "_data": "全局帧动画时间,即怪物振动频率,一般300比较合适" }, "moveSpeed": { "_leaf": true, "_type": "textarea", "_docs": "勇士移速", "_data": "勇士每一格的移速,默认是100;此项可被用户修改覆盖" }, "statusCanvasRowsOnMobile": { "_leaf": true, "_type": "select", "_select": { "values": [1, 2, 3, 4, 5] }, "_docs": "竖状态栏自绘行数", "_data": "竖屏模式下,顶端状态栏canvas化后的行数。\n此项将决定竖屏的状态栏高度,如果设置则不小于1且不大于5。\n仅在statusCanvas开启时才有效" }, "floorChangeTime": { "_leaf": true, "_type": "textarea", "_docs": "楼层切换时间", "_data": "默认楼层切换时间;当楼层切换没有显式设置时间时将用此值;可以被用户在系统设置内手动修改" } } }, "flags": { "_type": "object", "_data": { "statusBarItems": { "_leaf": true, "_type": "checkboxSet", "_checkboxSet": { "prefix": [ "楼层", "名字", "
等级", "血限", "
生命", "魔力", "
攻击", "防御", "
护盾", "金币", "
经验", "升级", "
升级扣除模式", "
钥匙", "绿钥", "
破炸", "负面", "
技能" ], "key": [ "enableFloor", "enableName", "enableLv", "enableHPMax", "enableHP", "enableMana", "enableAtk", "enableDef", "enableMDef", "enableMoney", "enableExp", "enableLevelUp", "levelUpLeftMode", "enableKeys", "enableGreenKey", "enablePZF", "enableDebuff", "enableSkill" ] }, "_data": "状态栏显示项" }, "autoScale": { "_leaf": true, "_type": "checkbox", "_docs": "自动缩放最大化", "_data": "是否自动缩放最大化,关闭后不再最大化" }, "extendToolbar": { "_leaf": true, "_type": "checkbox", "_docs": "横屏隐藏状态栏", "_data": "在横屏状态下是否隐藏左侧状态栏,从而获得仿RM的沉浸式体验" }, "flyNearStair": { "_leaf": true, "_type": "checkbox", "_docs": "楼传需在楼梯边", "_data": "传送器是否需要在楼梯边使用;如果flyRecordPosition开启,则此项对箭头也有效。" }, "flyRecordPosition": { "_leaf": true, "_type": "checkbox", "_docs": "楼传开平面模式", "_data": "传送器平面塔模式;此模式下楼层传送器将飞到上次离开该楼层的位置。" }, "itemFirstText": { "_leaf": true, "_type": "checkbox", "_docs": "首次道具进行提示", "_data": "首次获得道具是否提示" }, "equipboxButton": { "_leaf": true, "_type": "checkbox", "_docs": "状态栏装备按钮", "_data": "状态栏的装备按钮。若此项为true则将状态栏中的楼层转换器按钮换为装备栏按钮" }, "enableAddPoint": { "_leaf": true, "_type": "checkbox", "_docs": "开启加点", "_data": "是否支持加点" }, "enableNegativeDamage": { "_leaf": true, "_type": "checkbox", "_docs": "开启负伤", "_data": "是否支持负伤害(回血)" }, "betweenAttackMax": { "_leaf": true, "_type": "checkbox", "_docs": "夹击不超伤害值", "_data": "夹击伤害是否不超过怪物伤害值。" }, "useLoop": { "_leaf": true, "_type": "checkbox", "_docs": "二分临界", "_data": "是否循环计算临界;如果此项为true则使用循环法(而不是回合数计算法)来算临界\n从V2.5.3开始,对于大数据的循环法将改为使用二分法进行计算" }, "startUsingCanvas": { "_leaf": true, "_type": "checkbox", "_docs": "标题开启事件化", "_data": "是否开始菜单canvas化;如果此项为true,则将使用canvas来绘制开始菜单" }, "statusCanvas": { "_leaf": true, "_type": "checkbox", "_docs": "开启自绘状态栏", "_data": "是否状态栏canvas化,即手动自定义绘制状态栏。\n如果此项开启,则可在脚本编辑的drawStatusBar中自定义绘制菜单栏。" }, "enableEnemyPoint": { "_leaf": true, "_type": "checkbox", "_docs": "定点怪显", "_data": "是否开启怪物的定点显示功能,即属性不同的怪物会在怪物手册单列;用户可以手动在菜单栏中开关" }, "enableGentleClick": { "_leaf": true, "_type": "checkbox", "_docs": "允许轻按", "_data": "是否允许轻触(获得面前物品)" }, "ignoreChangeFloor": { "_leaf": true, "_type": "checkbox", "_docs": "允许穿透楼梯", "_data": "经过楼梯、传送门时是否能“穿透”。\n穿透的意思是,自动寻路得到的的路径中间经过了楼梯,行走时是否触发楼层转换事件" }, "canGoDeadZone": { "_leaf": true, "_type": "checkbox", "_docs": "允许将死领域", "_data": "是否允许走到将死的领域上。如果此项为true,则可以走到将死的领域上" }, "enableMoveDirectly": { "_leaf": true, "_type": "checkbox", "_docs": "允许瞬移", "_data": "是否允许瞬间移动" }, "enableRouteFolding": { "_leaf": true, "_type": "checkbox", "_docs": "录像折叠", "_data": "是否开启录像折叠功能。\n此功能将尽可能的通过优化无损耗反复走的方式来缩短录像,但在某些情况下(尤其是创新向塔中)可能会存在副作用影响录像的正确性。" }, "disableShopOnDamage": { "_leaf": true, "_type": "checkbox", "_docs": "伤害禁用商店", "_data": "是否在经过领域/夹击/路障等伤害后禁用快捷商店。" }, "blurFg": { "_leaf": true, "_type": "checkbox", "_docs": "虚化前景层", "_data": "是否虚化前景层;如果此项开启,则在游戏中事件层有东西(如宝石等)时虚化前景层。" } } } } }