flyRecordPosition
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@ -258,6 +258,8 @@
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其基本写法是`\f[img,x,y]`,或者`\f[img,x,y,w,h]`,或者`\f[img,sx,sy,sw,sh,x,y,w,h]`。
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从V2.6.3开始,也可以在最后加上alpha值,即`\f[img,sx,sy,sw,sh,x,y,w,h,alpha]`。
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需要注意的是,这个图片是绘制在UI层上的,下一个事件执行时即会擦除;同时如果使用了\t的图标动画效果,重叠的地方也会被图标动画给覆盖掉。
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``` js
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@ -265,7 +267,8 @@
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"\t[勇士]\b[up,hero]\f[1.png,100,100]以(100,100)为左上角绘制1.png图片",
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"\t[hero]\f[1.png,100,100]\f[2.png,300,300]同时绘制了两张图片",
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"\f[1.png,100,100,300,300]也可以填写宽高,这样会把图片强制进行放缩到指定的宽高值",
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"\f[1.png,64,64,128,128,100,100,128,128]裁剪1.png上以(64,64)开始的128x128图片,并绘制到画布的(100,100)处"
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"\f[1.png,64,64,128,128,100,100,128,128]裁剪1.png上以(64,64)开始的128x128图片,并绘制到画布的(100,100)处",
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"\f[1.png,64,64,128,128,100,100,128,128,0.5]同上,不透明度0.5",
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]
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```
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@ -2536,8 +2536,8 @@ Global_Value_List
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Global_Flag_List
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: '显示当前楼层'|'显示勇士图标'|'显示当前等级'|'启用生命上限'|'显示魔力值'|'显示魔防值'|'显示金币值'|'显示经验值'|'允许等级提升'|'升级扣除模式'|'显示钥匙数量'|'显示破炸飞'|'显示毒衰咒'|'显示当前技能'|'楼梯边才能楼传'|'破墙镐四方向'|'炸弹四方向'|'冰冻徽章四方向'|'铁门不需要钥匙'|'开启加点'|'开启负伤'|'仇恨怪战后扣减一半'|'夹击是否上整'|'夹击不超伤害值'|'循环计算临界'|'允许轻按'|'寻路算法不绕血瓶'|'允许走到将死领域'|'允许瞬间移动'|'允许查看禁用商店'|'阻激夹域后禁用快捷商店'|'检查控制台'
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/*Global_Flag_List ['enableFloor','enableName','enableLv', 'enableHPMax', 'enableMana', 'enableMDef', 'enableMoney', 'enableExperience', 'enableLevelUp', 'levelUpLeftMode', 'enableKeys', 'enablePZF', 'enableDebuff', 'enableSkill', 'flyNearStair', 'pickaxeFourDirections', 'bombFourDirections', 'snowFourDirections', 'steelDoorWithoutKey', 'enableAddPoint', 'enableNegativeDamage', 'hatredDecrease', 'betweenAttackCeil', 'betweenAttackMax', 'useLoop', 'enableGentleClick', 'potionWhileRouting', 'canGoDeadZone', 'enableMoveDirectly', 'enableDisabledShop', 'disableShopOnDamage', 'checkConsole']*/;
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: '显示当前楼层'|'显示勇士图标'|'显示当前等级'|'启用生命上限'|'显示魔力值'|'显示魔防值'|'显示金币值'|'显示经验值'|'允许等级提升'|'升级扣除模式'|'显示钥匙数量'|'显示破炸飞'|'显示毒衰咒'|'显示当前技能'|'楼梯边才能楼传'|'楼传平面塔模式'|'破墙镐四方向'|'炸弹四方向'|'冰冻徽章四方向'|'铁门不需要钥匙'|'开启加点'|'开启负伤'|'仇恨怪战后扣减一半'|'夹击是否上整'|'夹击不超伤害值'|'循环计算临界'|'允许轻按'|'寻路算法不绕血瓶'|'允许走到将死领域'|'允许瞬间移动'|'允许查看禁用商店'|'阻激夹域后禁用快捷商店'|'检查控制台'
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/*Global_Flag_List ['enableFloor','enableName','enableLv', 'enableHPMax', 'enableMana', 'enableMDef', 'enableMoney', 'enableExperience', 'enableLevelUp', 'levelUpLeftMode', 'enableKeys', 'enablePZF', 'enableDebuff', 'enableSkill', 'flyNearStair', 'flyRecordPosition', 'pickaxeFourDirections', 'bombFourDirections', 'snowFourDirections', 'steelDoorWithoutKey', 'enableAddPoint', 'enableNegativeDamage', 'hatredDecrease', 'betweenAttackCeil', 'betweenAttackMax', 'useLoop', 'enableGentleClick', 'potionWhileRouting', 'canGoDeadZone', 'enableMoveDirectly', 'enableDisabledShop', 'disableShopOnDamage', 'checkConsole']*/;
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Colour
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: 'sdeirughvuiyasdeb'+ //为了被识别为复杂词法规则
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@ -515,7 +515,13 @@ var data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = {
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"_leaf": true,
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"_type": "checkbox",
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"_bool": "bool",
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"_data": "是否需要在楼梯边使用传送器"
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"_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。"
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},
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"flyRecordPosition": {
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"_leaf": true,
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"_type": "checkbox",
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"_bool": "bool",
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"_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。"
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},
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"pickaxeFourDirections": {
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"_leaf": true,
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@ -1170,9 +1170,12 @@ maps.prototype.terrainExists = function (x, y, id, floorId) {
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////// 某个点是否存在楼梯 //////
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maps.prototype.stairExists = function (x, y, floorId) {
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var block = this.getBlock(x, y, floorId);
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if (block == null) return false;
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return block.block.event.cls == 'terrains' && (block.block.event.id == 'upFloor' || block.block.event.id == 'downFloor');
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var blockId = this.getBlockId(x, y, floorId);
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if (blockId == null) return false;
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var ids = ['upFloor','downFloor'];
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if (core.flags.flyRecordPosition)
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ids = ids.concat(['leftPortal','rightPortal','upPortal','downPortal']);
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return ids.indexOf(blockId)>=0;
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}
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////// 当前位置是否在楼梯边 //////
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@ -389,6 +389,7 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
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"enableDebuff": false,
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"enableSkill": false,
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"flyNearStair": true,
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"flyRecordPosition": false,
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"pickaxeFourDirections": false,
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"bombFourDirections": false,
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"snowFourDirections": false,
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@ -112,6 +112,9 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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// ---------- 此时还没有进行切换,当前floorId还是原来的 ---------- //
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var currentId = core.status.floorId || null; // 获得当前的floorId,可能为null
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if (!core.hasFlag("__leaveLoc__")) core.setFlag("__leaveLoc__", {});
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if (currentId != null) core.getFlag("__leaveLoc__")[currentId] = core.status.hero.loc;
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// 可以对currentId进行判定,比如删除某些自定义图层等
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// if (currentId == 'MT0') {
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// core.deleteAllCanvas();
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@ -121,7 +124,7 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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core.maps.resizeMap(floorId);
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// 检查重生怪并重置
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if (!fromLoad) {
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core.status.maps[floorId].blocks.forEach(function(block) {
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core.status.maps[floorId].blocks.forEach(function (block) {
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if (block.disable && core.enemys.hasSpecial(block.event.id, 23)) {
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block.disable = false;
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}
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@ -189,17 +192,26 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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return false;
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}
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// 平面塔模式
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var stair = null,
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loc = null;
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if (core.flags.flyRecordPosition) {
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loc = core.getFlag("__leaveLoc__", {})[toId] || null;
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}
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if (loc == null) {
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// 获得两个楼层的索引,以决定是上楼梯还是下楼梯
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var fromIndex = core.floorIds.indexOf(fromId),
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toIndex = core.floorIds.indexOf(toId);
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var stair = fromIndex <= toIndex ? "downFloor" : "upFloor";
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// 地下层:同层传送至上楼梯
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if (fromIndex == toIndex && core.status.maps[fromId].underGround) stair = "upFloor";
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}
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// 记录录像
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core.status.route.push("fly:" + toId);
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// 传送
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core.ui.closePanel();
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core.changeFloor(toId, stair, null, null, callback);
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core.changeFloor(toId, stair, loc, null, callback);
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return true;
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},
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