/*
* 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。"
}
}
}
}
}