feat:添加更多自动存档功能
This commit is contained in:
parent
8b6664c2f0
commit
656539c0b7
@ -659,6 +659,13 @@ control.prototype.moveAction = function (callback) {
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var noPass = core.noPass(core.nextX(), core.nextY()), canMove = core.canMoveHero();
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// 下一个点如果不能走
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if (noPass || !canMove) return this._moveAction_noPass(canMove, callback);
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if (core.hasFlag("autoSaveAfterItem")) {
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const nextbgNumber = core.maps.getBgNumber(core.nextX(), core.nextY(), core.status.floorId);
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if (core.onSki(nextbgNumber)) {
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core.control.autosave();
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}
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}
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this._moveAction_moving(callback);
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}
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@ -1179,8 +1186,18 @@ control.prototype.checkBlock = function () {
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if (currChase && currChase.length > 0) {
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core.push(actions, { "type": "function", "async": true, "function": "function(){\ncore.checkBlock_adjacentChase(true);\n}" });
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}
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if (actions.length > 0) core.insertAction(actions, x, y, core.plugin.autoClear);
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else core.plugin.autoClear(); // 阻击结算后执行自动清怪
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if (ambushAction.length > 0 && core.hasFlag("autoSaveAfterItem")) {
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core.push(actions, { "type": "autoSave" }); // 捕捉触发后自动存档
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}
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const autoClear = core.plugin.autoClear;
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if (autoClear) { // 检查autoClear的存在性,防止接档出现bug
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if (actions.length > 0) core.insertAction(actions, x, y, autoClear);
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else autoClear(); // 阻击结算后执行自动清怪
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}
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else {
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if (actions.length > 0) core.insertAction(actions, x, y);
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}
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}
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control.prototype.checkBlock_adjacentChase = function (inAction) {
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@ -418,7 +418,7 @@ var items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
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"cls": "tools",
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"name": "破墙镐",
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"text": "可以破坏勇士面前的墙",
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"useItemEffect": "(function () {\n\tvar canBreak = function (x, y) {\n\t\tvar block = core.getBlock(x, y);\n\t\tif (block == null || block.disable) return false;\n\t\treturn block.event.canBreak;\n\t};\n\n\tvar success = false;\n\tvar pickaxeFourDirections = false; // 是否多方向破;如果是将其改成true\n\tif (pickaxeFourDirections) {\n\t\t// 多方向破\n\t\tfor (var direction in core.utils.scan) { // 多方向破默认四方向,如需改成八方向请将这两个scan改为scan2\n\t\t\tvar delta = core.utils.scan[direction];\n\t\t\tvar nx = core.getHeroLoc('x') + delta.x,\n\t\t\t\tny = core.getHeroLoc('y') + delta.y;\n\t\t\tif (canBreak(nx, ny)) {\n\t\t\t\tcore.removeBlock(nx, ny);\n\t\t\t\tsuccess = true;\n\t\t\t}\n\t\t}\n\t} else {\n\t\t// 仅破当前\n\t\tif (canBreak(core.nextX(), core.nextY())) {\n\t\t\tcore.removeBlock(core.nextX(), core.nextY());\n\t\t\tsuccess = true;\n\t\t}\n\t}\n\n\tif (success) {\n\t\tcore.playSound('破墙镐');\n\t\tcore.drawTip(core.material.items[itemId].name + '使用成功', itemId);\n\t} else {\n\t\t// 无法使用\n\t\tcore.playSound('操作失败');\n\t\tcore.drawTip(\"当前无法使用\" + core.material.items[itemId].name, itemId);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n})();",
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"useItemEffect": "(function () {\n\tvar canBreak = function (x, y) {\n\t\tvar block = core.getBlock(x, y);\n\t\tif (block == null || block.disable) return false;\n\t\treturn block.event.canBreak;\n\t};\n\n\tvar success = false;\n\tvar pickaxeFourDirections = false; // 是否多方向破;如果是将其改成true\n\tif (pickaxeFourDirections) {\n\t\tlet hasAutoSaved = false;\n\t\t// 多方向破\n\t\tfor (var direction in core.utils.scan) { // 多方向破默认四方向,如需改成八方向请将这两个scan改为scan2\n\t\t\tvar delta = core.utils.scan[direction];\n\t\t\tvar nx = core.getHeroLoc('x') + delta.x,\n\t\t\t\tny = core.getHeroLoc('y') + delta.y;\n\t\t\tif (canBreak(nx, ny)) {\n\t\t\t\tif (core.hasFlag(\"autoSaveAfterItem\")) {\n\t\t\t\t\tif (!hasAutoSaved) core.control.autosave();\n\t\t\t\t\thasAutoSaved = true;\n\t\t\t\t}\n\t\t\t\tcore.removeBlock(nx, ny);\n\t\t\t\tsuccess = true;\n\t\t\t}\n\t\t}\n\t} else {\n\t\t// 仅破当前\n\t\tif (canBreak(core.nextX(), core.nextY())) {\n\t\t\tif (core.hasFlag(\"autoSaveAfterItem\")) {\n\t\t\t\tcore.control.autosave();\n\t\t\t}\n\t\t\tcore.removeBlock(core.nextX(), core.nextY());\n\t\t\tsuccess = true;\n\t\t}\n\t}\n\n\tif (success) {\n\t\tcore.playSound('破墙镐');\n\t\tcore.drawTip(core.material.items[itemId].name + '使用成功', itemId);\n\t} else {\n\t\t// 无法使用\n\t\tcore.playSound('操作失败');\n\t\tcore.drawTip(\"当前无法使用\" + core.material.items[itemId].name, itemId);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n})();",
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"canUseItemEffect": "true"
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},
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"icePickaxe": {
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@ -432,14 +432,14 @@ var items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
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"cls": "tools",
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"name": "炸弹",
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"text": "可以炸掉勇士面前的怪物",
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"useItemEffect": "(function () {\n\tvar bombList = []; // 炸掉的怪物坐标列表\n\tvar todo = []; // 炸弹后事件\n\tvar money = 0,\n\t\texp = 0; // 炸弹获得的金币和经验\n\n\tvar canBomb = function (x, y) {\n\t\tvar block = core.getBlock(x, y);\n\t\tif (block == null || block.disable || block.event.cls.indexOf('enemy') != 0) return false;\n\t\tvar enemy = core.getEnemyValue(block.event.id, null, x, y);\n\t\treturn { enemy, notBomb: enemy.notBomb };\n\t};\n\n\tvar bomb = function (x, y) {\n\t\tconst { enemy, notBomb } = canBomb(x, y);\n\t\tif (!enemy) {\n\t\t\tcore.drawFailTip('该点不是敌人!');\n\t\t\treturn;\n\t\t}\n\t\tif (notBomb) {\n\t\t\tcore.drawFailTip('该点敌人不可炸!');\n\t\t\treturn;\n\t\t}\n\t\tbombList.push([x, y]);\n\t\tmoney += enemy.money || 0;\n\t\texp += enemy.exp || 0;\n\t\tcore.push(todo, core.floors[core.status.floorId].afterBattle[x + \",\" + y]);\n\t\tcore.push(todo, enemy.afterBattle);\n\t\tcore.removeBlock(x, y);\n\t}\n\n\t// 如果要多方向可炸,把这里的false改成true\n\tif (false) {\n\t\tvar scan = core.utils.scan; // 多方向炸时默认四方向,如果要改成八方向炸可以改成 core.utils.scan2\n\t\tfor (var direction in scan) {\n\t\t\tvar delta = scan[direction];\n\t\t\tbomb(core.getHeroLoc('x') + delta.x, core.getHeroLoc('y') + delta.y);\n\t\t}\n\t} else {\n\t\t// 仅炸当前\n\t\tbomb(core.nextX(), core.nextY());\n\t}\n\n\tif (bombList.length == 0) {\n\t\tcore.playSound('操作失败');\n\t\tcore.drawTip('当前无法使用' + core.material.items[itemId].name, itemId);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n\n\tcore.playSound('炸弹');\n\tcore.drawTip(core.material.items[itemId].name + '使用成功', itemId);\n\n\t// 取消这里的注释可以炸弹后获得金币和经验\n\t// core.status.hero.money += money;\n\t// core.status.hero.exp += exp;\n\n\t// 取消这里的注释可以炸弹引发战后事件\n\t// if (todo.length > 0) core.insertAction(todo);\n\n})();",
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"useItemEffect": "(function () {\n\tconst bombList = []; // 炸掉的怪物坐标列表\n\tconst todo = []; // 炸弹后事件\n\tlet money = 0,\n\t\texp = 0; // 炸弹获得的金币和经验\n\n\tconst canBomb = function (x, y) {\n\t\tvar block = core.getBlock(x, y);\n\t\tif (block == null || block.disable || block.event.cls.indexOf('enemy') != 0) return false;\n\t\tvar enemy = core.getEnemyValue(block.event.id, null, x, y);\n\t\treturn { enemy, notBomb: enemy.notBomb };\n\t};\n\n\tlet hasAutoSaved = false;\n\n\tconst bomb = function (x, y) {\n\t\tconst { enemy, notBomb } = canBomb(x, y);\n\t\tif (!enemy) {\n\t\t\tcore.drawFailTip('该点不是敌人!');\n\t\t\treturn;\n\t\t}\n\t\tif (notBomb) {\n\t\t\tcore.drawFailTip('该点敌人不可炸!');\n\t\t\treturn;\n\t\t}\n\t\tif (core.hasFlag(\"autoSaveAfterItem\")) {\n\t\t\tif (!hasAutoSaved) core.control.autosave();\n\t\t\thasAutoSaved = true;\n\t\t}\n\t\tbombList.push([x, y]);\n\t\tmoney += enemy.money || 0;\n\t\texp += enemy.exp || 0;\n\t\tcore.push(todo, core.floors[core.status.floorId].afterBattle[x + \",\" + y]);\n\t\tcore.push(todo, enemy.afterBattle);\n\t\tcore.removeBlock(x, y);\n\t}\n\n\t// 如果要多方向可炸,把这里的false改成true\n\tif (false) {\n\t\tvar scan = core.utils.scan; // 多方向炸时默认四方向,如果要改成八方向炸可以改成 core.utils.scan2\n\t\tfor (var direction in scan) {\n\t\t\tvar delta = scan[direction];\n\t\t\tbomb(core.getHeroLoc('x') + delta.x, core.getHeroLoc('y') + delta.y);\n\t\t}\n\t} else {\n\t\t// 仅炸当前\n\t\tbomb(core.nextX(), core.nextY());\n\t}\n\n\tif (bombList.length == 0) {\n\t\tcore.playSound('操作失败');\n\t\tcore.drawTip('当前无法使用' + core.material.items[itemId].name, itemId);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n\n\tcore.playSound('炸弹');\n\tcore.drawTip(core.material.items[itemId].name + '使用成功', itemId);\n\n\t// 取消这里的注释可以炸弹后获得金币和经验\n\t// core.status.hero.money += money;\n\t// core.status.hero.exp += exp;\n\n\t// 取消这里的注释可以炸弹引发战后事件\n\t// if (todo.length > 0) core.insertAction(todo);\n\n})();",
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"canUseItemEffect": "true"
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},
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"centerFly": {
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"cls": "tools",
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"name": "中心对称飞行器",
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"text": "可以飞向当前楼层中心对称的位置",
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"useItemEffect": "core.playSound('centerFly.mp3');\ncore.clearMap('hero');\ncore.setHeroLoc('x', core.bigmap.width - 1 - core.getHeroLoc('x'));\ncore.setHeroLoc('y', core.bigmap.height - 1 - core.getHeroLoc('y'));\ncore.drawHero();\ncore.drawTip(core.material.items[itemId].name + '使用成功');",
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"useItemEffect": "if (core.hasFlag(\"autoSaveAfterItem\")) {\n\tcore.control.autosave();\n}\ncore.playSound('centerFly.mp3');\ncore.clearMap('hero');\ncore.setHeroLoc('x', core.bigmap.width - 1 - core.getHeroLoc('x'));\ncore.setHeroLoc('y', core.bigmap.height - 1 - core.getHeroLoc('y'));\ncore.drawHero();\ncore.drawTip(core.material.items[itemId].name + '使用成功');",
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"canUseItemEffect": "(function () {\n\tvar toX = core.bigmap.width - 1 - core.getHeroLoc('x'),\n\t\ttoY = core.bigmap.height - 1 - core.getHeroLoc('y');\n\tvar id = core.getBlockId(toX, toY);\n\treturn id == null;\n})();"
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},
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"upFly": {
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@ -500,7 +500,7 @@ var items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
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"cls": "tools",
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"name": "跳跃靴",
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"text": "能跳跃到前方两格处",
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"useItemEffect": "core.playSound(\"跳跃\");\ncore.insertAction({ \"type\": \"jumpHero\", \"loc\": [core.nextX(2), core.nextY(2)] });",
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"useItemEffect": "if (core.hasFlag(\"autoSaveAfterItem\")) {\n\tcore.control.autosave();\n}\ncore.playSound(\"跳跃\");\ncore.insertAction({ \"type\": \"jumpHero\", \"loc\": [core.nextX(2), core.nextY(2)] });",
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"canUseItemEffect": "(function () {\n\tvar nx = core.nextX(2),\n\t\tny = core.nextY(2);\n\treturn nx >= 0 && nx < core.bigmap.width && ny >= 0 && ny < core.bigmap.height && core.getBlockId(nx, ny) == null;\n})();"
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},
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"wand": {
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@ -527,7 +527,7 @@ var items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a =
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"name": "新物品",
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"canUseItemEffect": null,
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"useItemEffect": null,
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"useItemEvent": null,
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"useItemEvent": null
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},
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"orb": {
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"cls": "items",
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@ -4521,8 +4521,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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const button = this.btnMap.get('1,1');
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if (button) this.focus(button, '1,1');
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return;
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}
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else {
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} else {
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[x, y] = this.selectedPos.split(',').map((x) => parseInt(x));
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if (keyCode === KeyCodeEnum.Left) x--;
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if (keyCode === KeyCodeEnum.Up) y--;
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@ -4540,15 +4539,13 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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if (this.btnMap.has(newPos)) {
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const button = this.btnMap.get(newPos);
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this.focus(button, newPos);
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}
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else {
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} else {
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newPos = '1,' + y;
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changePos(newPos);
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}
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}
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}
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}
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else {
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} else {
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switch (keyCode) {
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case KeyCodeEnum.Enter: // Enter/Space
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case KeyCodeEnum.SpaceBar:
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@ -4594,8 +4591,13 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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super.drawContent();
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if (this.text && this.text.length > 0) {
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core.ui.drawTextContent(ctx, this.text, {
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left: 30, top: 78, bold: false, color: "white",
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align: "left", fontSize: 14, maxWidth: 350
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left: 30,
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top: 78,
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bold: false,
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color: "white",
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align: "left",
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fontSize: 14,
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maxWidth: 350
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});
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}
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}
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@ -4818,6 +4820,14 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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},
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text: '一个楼层已无物品、敌人、NPC(不含已忽略图块),且无未到达楼层传送口时可被自动隐藏,仅在首次进入此状态时在楼传界面触发。',
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replay: true,
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},
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autoSaveAfterItem: {
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getName: () => '破炸飞跳自动保存:' + (core.hasFlag('autoSaveAfterItem') ? '开' : '关'),
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effect: () => {
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invertFlag('autoSaveAfterItem');
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},
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text: '使用破、炸、飞、跳等特定道具前,以及即将走入滑冰、触发捕捉时自动存档。',
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replay: true,
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}
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}
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@ -4854,6 +4864,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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['2,4', 'skipPeform', new SettingButton(220, 305, 150, 25)],
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['1,5', 'comment', new SettingButton(40, 330, 150, 25)],
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['2,5', 'autoHideFloor', new SettingButton(220, 330, 150, 25)],
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['1,6', 'autoSaveAfterItem', new SettingButton(40, 355, 150, 25)],
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]);
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return gamePlayMenu;
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}
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@ -5000,8 +5011,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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},
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setHotKey: {
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getName: () => '',
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effect: /** @this {GameView} */
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function (num) {
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effect: /** @this {GameView} */ function (num) {
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core.utils.myprompt('输入物品名。名称(例如:破墙镐)或英文ID(例如:pickaxe)均可。', '', (value) => {
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const itemInfo = core.material.items;
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const aimItem = Object.values(itemInfo).find((item) => item.name === value || item.id === value);
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@ -5024,8 +5034,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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},
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text: '给选定的数字键绑定一个可快捷使用的物品。',
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replay: false,
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draw: /** @this {SettingButton} */
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function (ctx, num) {
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draw: /** @this {SettingButton} */ function (ctx, num) {
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const item = core.getLocalStorage('hotkey' + num, null);
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let icon, itemName;
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if (item && core.material.items.hasOwnProperty(item)) {
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@ -5056,8 +5065,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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},
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clearHotKeys: {
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getName: () => '',
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effect: /** @this {GameView} */
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function () {
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effect: /** @this {GameView} */ function () {
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for (let i = 1; i <= 9; i++) {
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core.setLocalStorage('hotkey' + i, null);
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}
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@ -5066,8 +5074,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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},
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text: '重置本页面所有快捷键到默认状态。',
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replay: false,
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draw: /** @this {SettingButton} */
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function (ctx) {
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draw: /** @this {SettingButton} */ function (ctx) {
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core.fillRoundRect(ctx, this.x, this.y, this.w, this.h, 3, '#D3D3D3');
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core.strokeRoundRect(ctx, this.x, this.y, this.w, this.h, 3, '#888888');
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core.fillText(ctx, '重置', this.x + 5, this.y + this.h / 2 + 5, '#333333', '16px Verdana');
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@ -5188,8 +5195,13 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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core.fillText(ctx, '可选按钮', 40, 265, ' #FFE4B5', '16px Verdana');
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if (this.text && this.text.length > 0) {
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core.ui.drawTextContent(ctx, this.text, {
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left: 30, top: 78, bold: false, color: "white",
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align: "left", fontSize: 14, maxWidth: 350
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left: 30,
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top: 78,
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bold: false,
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color: "white",
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align: "left",
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fontSize: 14,
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maxWidth: 350
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});
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}
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super.drawContent();
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@ -5264,22 +5276,35 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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/** @this {ConsoleMenu} */
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effect: function () {
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const dictionary = {
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'体力': 'hp', '血量': 'hp', '生命': 'hp', '血': 'hp',
|
||||
'体力上限': 'hpmax', '血量上限': 'hpmax', '生命上限': 'hpmax', '血限': 'hpmax',
|
||||
'攻击': 'atk', '攻': 'atk',
|
||||
'防御': 'def', '防': 'def',
|
||||
'魔防': 'mdef', '护盾': 'mdef', 'mf': 'mdef',
|
||||
'金币': 'money', '金钱': 'money', '钱': 'money',
|
||||
'体力': 'hp',
|
||||
'血量': 'hp',
|
||||
'生命': 'hp',
|
||||
'血': 'hp',
|
||||
'体力上限': 'hpmax',
|
||||
'血量上限': 'hpmax',
|
||||
'生命上限': 'hpmax',
|
||||
'血限': 'hpmax',
|
||||
'攻击': 'atk',
|
||||
'攻': 'atk',
|
||||
'防御': 'def',
|
||||
'防': 'def',
|
||||
'魔防': 'mdef',
|
||||
'护盾': 'mdef',
|
||||
'mf': 'mdef',
|
||||
'金币': 'money',
|
||||
'金钱': 'money',
|
||||
'钱': 'money',
|
||||
'经验': 'exp',
|
||||
'魔力': 'mana', '魔': 'mana', '蓝': 'mana',
|
||||
'魔力': 'mana',
|
||||
'魔': 'mana',
|
||||
'蓝': 'mana',
|
||||
};
|
||||
core.utils.myprompt('输入要修改的属性名称', '', (value) => {
|
||||
const heroStatus = core.status.hero;
|
||||
if (dictionary.hasOwnProperty(value)) {
|
||||
value = dictionary[value];
|
||||
}
|
||||
if (heroStatus && heroStatus.hasOwnProperty(value) &&
|
||||
['hp', 'hpmax', 'atk', 'def', 'mdef', 'money', 'exp', 'mana', 'manamax'].includes(value)) {
|
||||
if (heroStatus && heroStatus.hasOwnProperty(value) && ['hp', 'hpmax', 'atk', 'def', 'mdef', 'money', 'exp', 'mana', 'manamax'].includes(value)) {
|
||||
core.setFlag('debug_statusName', value);
|
||||
this.menu.drawContent();
|
||||
} else {
|
||||
@ -5652,8 +5677,11 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
|
||||
const quit = new TextButton(360, 10, 45, 25, '[退出]');
|
||||
|
||||
settingMenu.registerBtns([
|
||||
[0, gamePlayBtn], [1, gameViewBtn],
|
||||
[2, keyBtn], [3, toolBarBtn], [4, consoleBtn],
|
||||
[0, gamePlayBtn],
|
||||
[1, gameViewBtn],
|
||||
[2, keyBtn],
|
||||
[3, toolBarBtn],
|
||||
[4, consoleBtn],
|
||||
['quit', quit, () => settingMenu.quit()]
|
||||
]);
|
||||
|
||||
@ -5667,8 +5695,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
|
||||
}
|
||||
// @todo 新版存档界面
|
||||
},
|
||||
"opusAdaptation":
|
||||
function () {
|
||||
"opusAdaptation": function () {
|
||||
// 将__enable置为false将关闭插件
|
||||
let __enable = true;
|
||||
if (!__enable || main.mode === "editor") return;
|
||||
|
||||
Loading…
Reference in New Issue
Block a user