remove floor test event

This commit is contained in:
voderl 2019-10-26 14:59:25 +08:00
parent 1ba760b613
commit 5acd702ccc

View File

@ -1,15 +1,15 @@
main.floors.sample0= main.floors.sample0=
{ {
"floorId": "sample0", "floorId": "sample0",
"title": "样板 0 层", "title": "样板 0 层",
"name": "0", "name": "0",
"canFlyTo": true, "canFlyTo": true,
"canUseQuickShop": true, "canUseQuickShop": true,
"defaultGround": "ground", "defaultGround": "ground",
"images": [], "images": [],
"bgm": "bgm.mp3", "bgm": "bgm.mp3",
"item_ratio": 1, "item_ratio": 1,
"map": [ "map": [
[ 0, 0,220, 0, 0, 20, 87, 3, 65, 64, 44, 43, 42], [ 0, 0,220, 0, 0, 20, 87, 3, 65, 64, 44, 43, 42],
[ 0,246, 0,246, 0, 20, 0, 3, 58, 59, 60, 61, 41], [ 0,246, 0,246, 0, 20, 0, 3, 58, 59, 60, 61, 41],
[219, 0, 0, 0,219, 20, 0, 3, 57, 26, 62, 63, 40], [219, 0, 0, 0,219, 20, 0, 3, 57, 26, 62, 63, 40],
@ -24,7 +24,7 @@ main.floors.sample0=
[ 87, 11, 12, 13, 14, 4, 4, 2, 2, 2,122, 2, 2], [ 87, 11, 12, 13, 14, 4, 4, 2, 2, 2,122, 2, 2],
[ 88, 89, 90, 91, 92, 93, 94, 2, 81, 82, 83, 84, 86] [ 88, 89, 90, 91, 92, 93, 94, 2, 81, 82, 83, 84, 86]
], ],
"firstArrive": [ "firstArrive": [
{ {
"type": "setText", "type": "setText",
"background": "winskin.png", "background": "winskin.png",
@ -34,8 +34,8 @@ main.floors.sample0=
"\t[hero]\b[up,hero]我是谁?我从哪来?我又要到哪去?", "\t[hero]\b[up,hero]我是谁?我从哪来?我又要到哪去?",
"\t[仙子,fairy]你问我...?我也不知道啊...", "\t[仙子,fairy]你问我...?我也不知道啊...",
"本层主要对道具、门、怪物等进行介绍,有关事件的各种信息在下一层会有更为详细的说明。" "本层主要对道具、门、怪物等进行介绍,有关事件的各种信息在下一层会有更为详细的说明。"
], ],
"events": { "events": {
"10,9": [ "10,9": [
"\t[老人,man]这些是本样板支持的所有的道具。\n\n道具分为四类items, constants, toolsequips。\nitems 为即捡即用类道具,例如宝石、血瓶、剑盾等。\nconstants 为永久道具,例如怪物手册、楼层传送器、幸运金币等。\ntools 为消耗类道具,例如破墙镐、炸弹、中心对称飞行器等。\nequips 为装备,例如剑盾等。", "\t[老人,man]这些是本样板支持的所有的道具。\n\n道具分为四类items, constants, toolsequips。\nitems 为即捡即用类道具,例如宝石、血瓶、剑盾等。\nconstants 为永久道具,例如怪物手册、楼层传送器、幸运金币等。\ntools 为消耗类道具,例如破墙镐、炸弹、中心对称飞行器等。\nequips 为装备,例如剑盾等。",
"\t[老人,man]\b[up]有关道具效果定义在items.js中。\n目前大多数道具已有默认行为如有自定义的需求则需在items.js中修改代码。", "\t[老人,man]\b[up]有关道具效果定义在items.js中。\n目前大多数道具已有默认行为如有自定义的需求则需在items.js中修改代码。",
@ -95,35 +95,9 @@ main.floors.sample0=
"time": 500 "time": 500
} }
] ]
}, }
"5,9": [ },
{ "changeFloor": {
"type": "setText",
"time": 3,
"interval": 3
},
"欢迎使用事件编辑器(双击方块进入多行编辑)",
{
"type": "setText",
"time": 6,
"interval": 6
},
"欢迎使用事件编辑器(双击方块进入多行编辑)",
{
"type": "setText",
"time": 9,
"interval": 9
},
"欢迎使用事件编辑器(双击方块进入多行编辑)",
{
"type": "setText",
"time": 12,
"interval": 12
},
"欢迎使用事件编辑器(双击方块进入多行编辑)"
]
},
"changeFloor": {
"6,0": { "6,0": {
"floorId": "sample1", "floorId": "sample1",
"stair": "downFloor" "stair": "downFloor"
@ -188,13 +162,13 @@ main.floors.sample0=
"direction": "left", "direction": "left",
"time": 1000 "time": 1000
} }
}, },
"afterBattle": { "afterBattle": {
"2,6": [ "2,6": [
"\t[ghostSkeleton]不可能,你怎么可能打败我!\n一个打败怪物触发的事件" "\t[ghostSkeleton]不可能,你怎么可能打败我!\n一个打败怪物触发的事件"
] ]
}, },
"afterGetItem": { "afterGetItem": {
"11,8": [ "11,8": [
"由于状态栏放不下绿钥匙和铁门钥匙均视为tools放入工具栏中。\n碰到绿门和铁门仍然会自动使用开门。" "由于状态栏放不下绿钥匙和铁门钥匙均视为tools放入工具栏中。\n碰到绿门和铁门仍然会自动使用开门。"
], ],
@ -232,19 +206,17 @@ main.floors.sample0=
"12,5": [ "12,5": [
"装备的种类由全塔属性中的equipName决定,type的值就是该类型在equipName中的位次例如默认情况下equiptype为0代表武器同时只有type为0的装备的animate属性生效" "装备的种类由全塔属性中的equipName决定,type的值就是该类型在equipName中的位次例如默认情况下equiptype为0代表武器同时只有type为0的装备的animate属性生效"
] ]
}, },
"afterOpenDoor": { "afterOpenDoor": {
"11,12": [ "11,12": [
"你开了一个绿门触发了一个afterOpenDoor事件" "你开了一个绿门触发了一个afterOpenDoor事件"
] ]
}, },
"cannotMove": {}, "cannotMove": {},
"bgmap": [ "bgmap": [
], ],
"fgmap": [ "fgmap": [
], ],
"width": 13,
"height": 13
} }