Remove type:revisit
This commit is contained in:
parent
1faad822fb
commit
8c5fc76d8c
@ -336,7 +336,6 @@ action
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| trigger_s
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| insert_1_s
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| insert_2_s
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| revisit_s
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| exit_s
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| setBlock_s
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| showFloorImg_s
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@ -780,18 +779,6 @@ var code = '{"type": "insert", "loc": ['+PosString_0+','+PosString_1+']'+Event_L
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return code;
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*/;
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revisit_s
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: '重启当前事件' Newline
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/* revisit_s
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tooltip : revisit: 立即重启当前事件
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helpUrl : https://h5mota.com/games/template/_docs/#/event?id=revisit%EF%BC%9A%E7%AB%8B%E5%8D%B3%E9%87%8D%E5%90%AF%E5%BD%93%E5%89%8D%E4%BA%8B%E4%BB%B6
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colour : this.eventColor
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var code = '{"type": "revisit"},\n';
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return code;
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*/;
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exit_s
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: '立刻结束当前事件' Newline
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@ -3509,10 +3496,6 @@ ActionParser.prototype.parseAction = function() {
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this.next = MotaActionBlocks['waitAsync_s'].xmlText([
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this.next]);
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break;
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case "revisit": // 立刻重新执行该事件
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this.next = MotaActionBlocks['revisit_s'].xmlText([
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this.next]);
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break;
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case "callBook": // 呼出怪物手册
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this.next = MotaActionBlocks['callBook_s'].xmlText([
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this.next]);
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@ -149,7 +149,6 @@ editor_blockly = function () {
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MotaActionBlocks['dowhile_s'].xmlText(),
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MotaActionBlocks['break_s'].xmlText(),
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MotaActionBlocks['continue_s'].xmlText(),
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MotaActionBlocks['revisit_s'].xmlText(),
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MotaActionBlocks['exit_s'].xmlText(),
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MotaActionBlocks['trigger_s'].xmlText(),
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MotaActionBlocks['insert_1_s'].xmlText(),
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@ -242,6 +241,7 @@ editor_blockly = function () {
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}),
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'<label text="商店购买属性/钥匙"></label>',
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MotaActionFunctions.actionParser.parse([
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{"type": "while", "condition": "true", "data": [
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{"type": "choices", "text": "\\t[老人,man]少年,你需要钥匙吗?\\n我这里有大把的!",
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"choices": [
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{"text": "黄钥匙(\\\${9+flag:shop_times}金币)", "color": [255,255,0,1], "action": [
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@ -252,20 +252,19 @@ editor_blockly = function () {
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],
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"false": [
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"\\t[老人,man]你的金钱不足!",
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{"type": "revisit"}
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{"type": "continue"}
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]
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}
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]},
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{"text": "蓝钥匙(\\\${18+2*flag:shop_times}金币)", "color": [0,0,255,1], "action": [
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]},
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{"text": "离开", "action": [
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{"type": "exit"}
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{"type": "break"}
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]}
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]
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},
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{"type": "setValue", "name": "flag:shop_times", "operator": "+=", "value": "1"},
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{"type": "revisit"}
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], 'event'),
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{"type": "setValue", "name": "flag:shop_times", "operator": "+=", "value": "1"}
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]}], 'event'),
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'<label text="战前剧情"></label>',
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MotaActionFunctions.actionParser.parse({
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"trigger": "action",
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@ -750,12 +749,12 @@ function omitedcheckUpdateFunction(event) {
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'hide_s',
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'setValue_s',
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'if_s',
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'while_s',
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'battle_s',
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'openDoor_s',
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'choices_s',
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'setText_s',
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'exit_s',
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'revisit_s',
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'sleep_s',
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'setBlock_s',
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'insert_1_s'
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@ -2063,13 +2063,6 @@ events.prototype._action_waitAsync = function (data, x, y, prefix) {
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}, 50);
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}
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events.prototype._action_revisit = function (data, x, y, prefix) {
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var block = core.getBlock(x, y);
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if (block != null && block.block.event.trigger == 'action')
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this.setEvents(block.block.event.data);
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core.doAction();
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}
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events.prototype._action_callBook = function (data, x, y, prefix) {
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if (core.isReplaying() || !core.hasItem('book')) {
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core.doAction();
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@ -1,15 +1,15 @@
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main.floors.MT0=
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{
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"floorId": "MT0",
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"title": "主塔 0 层",
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"name": "0",
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"canFlyTo": true,
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"canUseQuickShop": true,
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"cannotViewMap": false,
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"defaultGround": "ground",
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"images": [],
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"item_ratio": 1,
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"map": [
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"floorId": "MT0",
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"title": "主塔 0 层",
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"name": "0",
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"canFlyTo": true,
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"canUseQuickShop": true,
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"cannotViewMap": false,
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"defaultGround": "ground",
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"images": [],
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"item_ratio": 1,
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"map": [
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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@ -24,18 +24,21 @@ main.floors.MT0=
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
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[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
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],
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"firstArrive": [],
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"parallelDo": "",
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"events": {},
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"changeFloor": {},
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"afterBattle": {},
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"afterGetItem": {},
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"afterOpenDoor": {},
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"cannotMove": {},
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"bgmap": [
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"firstArrive": [],
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"parallelDo": "",
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"events": {},
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"changeFloor": {},
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"afterBattle": {},
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"afterGetItem": {},
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"afterOpenDoor": {},
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"cannotMove": {},
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"bgmap": [
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],
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"fgmap": [
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"fgmap": [
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],
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"width": 13,
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"height": 13,
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"autoEvent": {}
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}
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@ -1,15 +1,15 @@
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main.floors.sample0=
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{
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"floorId": "sample0",
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"title": "样板 0 层",
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"name": "0",
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"canFlyTo": true,
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"canUseQuickShop": true,
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"defaultGround": "ground",
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"images": [],
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"bgm": "bgm.mp3",
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"item_ratio": 1,
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"map": [
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"floorId": "sample0",
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"title": "样板 0 层",
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"name": "0",
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"canFlyTo": true,
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"canUseQuickShop": true,
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"defaultGround": "ground",
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"images": [],
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"bgm": "bgm.mp3",
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"item_ratio": 1,
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"map": [
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[ 0, 0,220, 0, 0, 20, 87, 3, 65, 64, 44, 43, 42],
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[ 0,246, 0,246, 0, 20, 0, 3, 58, 59, 60, 61, 41],
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[219, 0, 0, 0,219, 20, 0, 3, 57, 26, 62, 63, 40],
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@ -24,7 +24,7 @@ main.floors.sample0=
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[ 87, 11, 12, 13, 14, 4, 4, 2, 2, 2,122, 2, 2],
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[ 88, 89, 90, 91, 92, 93, 94, 2, 81, 82, 83, 84, 86]
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],
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"firstArrive": [
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"firstArrive": [
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{
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"type": "setText",
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"background": "winskin.png",
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@ -34,8 +34,8 @@ main.floors.sample0=
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"\t[hero]\b[up,hero]我是谁?我从哪来?我又要到哪去?",
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"\t[仙子,fairy]你问我...?我也不知道啊...",
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"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。"
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],
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"events": {
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],
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"events": {
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"10,9": [
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"\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, tools,equips。\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。",
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"\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。",
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@ -96,8 +96,8 @@ main.floors.sample0=
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}
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]
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}
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},
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"changeFloor": {
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},
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"changeFloor": {
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"6,0": {
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"floorId": "sample1",
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"stair": "downFloor"
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@ -162,13 +162,13 @@ main.floors.sample0=
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"direction": "left",
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"time": 1000
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}
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},
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"afterBattle": {
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},
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"afterBattle": {
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"2,6": [
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"\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)"
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]
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},
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"afterGetItem": {
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},
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"afterGetItem": {
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"11,8": [
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"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。"
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],
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@ -206,17 +206,20 @@ main.floors.sample0=
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"12,5": [
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"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"
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]
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},
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"afterOpenDoor": {
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},
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"afterOpenDoor": {
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"11,12": [
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"你开了一个绿门,触发了一个afterOpenDoor事件"
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]
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},
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"cannotMove": {},
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"bgmap": [
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},
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"cannotMove": {},
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"bgmap": [
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],
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"fgmap": [
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"fgmap": [
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],
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"width": 13,
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"height": 13,
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"autoEvent": {}
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}
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@ -1,25 +1,25 @@
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main.floors.sample1=
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{
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"floorId": "sample1",
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"title": "样板 1 层",
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"name": "1",
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"canFlyTo": true,
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"canUseQuickShop": true,
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"defaultGround": "grass",
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"images": [
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"floorId": "sample1",
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"title": "样板 1 层",
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"name": "1",
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"canFlyTo": true,
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"canUseQuickShop": true,
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"defaultGround": "grass",
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"images": [
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[
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0,
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0,
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"bg.jpg",
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0
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]
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],
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"weather": [
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],
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"weather": [
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"snow",
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6
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],
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"item_ratio": 1,
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"map": [
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],
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"item_ratio": 1,
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"map": [
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[ 7,131, 8,152, 9,130, 10,152,166,165,132,165,166],
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[ 0, 0, 0, 0, 0, 0, 0,152,165,164, 0,162,165],
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[152,152,152,152,121,152,152,152, 0, 0,229, 0, 0],
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@ -34,14 +34,14 @@ main.floors.sample1=
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[ 1, 0,123, 1, 0, 20,124, 0,121, 0,122, 0,126],
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[ 1, 0, 0, 1, 88, 20, 86, 0, 0, 0, 0, 0, 0]
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],
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"firstArrive": [],
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"events": {
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"firstArrive": [],
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"events": {
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"4,10": [
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"\t[样板提示]本层楼将会对各类事件进行介绍。",
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"左边是一个仿50层的陷阱做法,上方是商店、快捷商店的使用方法,右上是一个典型的杀怪开门的例子,右下是各类可能的NPC事件。",
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"本样板目前支持的事件列表大致有:\ntext: 显示一段文字(比如你现在正在看到的)\ntip: 左上角显示提示\nshow: 使一个事件有效(可见、可被交互)\nhide: 使一个事件失效(不可见、不可被交互)\ntrigger: 触发另一个地点的事件\nanimate: 显示动画\nbattle: 强制和某怪物战斗\nopenDoor: 无需钥匙开门(例如机关门、暗墙)",
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"openShop: 打开一个全局商店\ndisableShop: 禁用一个全局商店\nchangeFloor: 传送勇士到某层某位置\nchangePos: 传送勇士到当层某位置;转向\nshowImage: 显示图片\nsetFg: 更改画面色调\nsetWeather: 更改天气\nmove: 移动事件效果\nmoveHero: 移动勇士效果\nplayBgm: 播放某个背景音乐\npauseBgm: 暂停背景音乐\nresumeBgm: 恢复背景音乐的播放\nplaySound: 播放某个音频",
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"if: 条件判断\nchoices: 提供选项\nsetValue: 设置勇士属性道具,或某个变量/flag\nupdate: 更新状态栏和地图显伤\nwin: 获得胜利(游戏通关)\nlose: 游戏失败\nsleep: 等待多少毫秒\nexit: 立刻结束当前事件\nrevisit: 立刻结束事件并重新触发\nfunction: 自定义JS脚本\n\n更多支持的事件还在编写中,欢迎您宝贵的意见。",
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"if: 条件判断\nchoices: 提供选项\nsetValue: 设置勇士属性道具,或某个变量/flag\nupdate: 更新状态栏和地图显伤\nwin: 获得胜利(游戏通关)\nlose: 游戏失败\nsleep: 等待多少毫秒\nexit: 立刻结束当前事件\nfunction: 自定义JS脚本\n\n更多支持的事件还在编写中,欢迎您宝贵的意见。",
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"有关各事件的样例,可参见本层一些NPC的写法。\n所有事件样例本层都有介绍。\n\n一个自定义事件处理完后,需要调用{\"type\": \"hide\"}该事件才不会再次出现。",
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{
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"type": "hide"
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@ -409,18 +409,24 @@ main.floors.sample1=
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],
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"10,11": [
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{
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"type": "if",
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"condition": "flag:woman_times==0",
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"true": [
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"type": "while",
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"condition": "true",
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"data": [
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{
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"type": "switch",
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"condition": "flag:woman_times",
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"caseList": [
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{
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"case": "0",
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"action": [
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"\t[老人,woman]这是个很复杂的例子,它将教会你如何使用if 语句进行条件判断,以及 choices 提供选项来供用户进行选择。",
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"\t[老人,woman]第一次访问我将显示这段文字;从第二次开始将会向你出售钥匙。\n钥匙价格将随着访问次数递增。\n当合计出售了七把钥匙后,将送你一把大黄门钥匙,并消失不再出现。",
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"\t[老人,woman]这部分的逻辑比较长,请细心看样板的写法,是很容易看懂并理解的。"
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],
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"false": [
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]
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},
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{
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"type": "if",
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"condition": "flag:woman_times==8",
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"true": [
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"case": "8",
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"action": [
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"\t[老人,woman]你购买的钥匙已经够多了,再继续卖给你的话我会有危险的。",
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"\t[老人,woman]看在你贡献给我这么多钱的份上,送你一把大黄门钥匙吧,希望你能好好用它。",
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{
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@ -437,8 +443,11 @@ main.floors.sample1=
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{
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"type": "exit"
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}
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],
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"false": [
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]
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},
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{
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"case": "default",
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"action": [
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{
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"type": "choices",
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"text": "\t[老人,woman]少年,你需要钥匙吗?\n我这里有大把的!",
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@ -464,10 +473,7 @@ main.floors.sample1=
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}
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],
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"false": [
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"\t[老人,woman]你的金钱不足!",
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{
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"type": "revisit"
|
||||
}
|
||||
"\t[老人,woman]你的金钱不足!"
|
||||
]
|
||||
}
|
||||
]
|
||||
@ -490,13 +496,13 @@ main.floors.sample1=
|
||||
"name": "item:blueKey",
|
||||
"operator": "+=",
|
||||
"value": "1"
|
||||
},
|
||||
{
|
||||
"type": "continue"
|
||||
}
|
||||
],
|
||||
"false": [
|
||||
"\t[老人,woman]你的金钱不足!",
|
||||
{
|
||||
"type": "revisit"
|
||||
}
|
||||
"\t[老人,woman]你的金钱不足!"
|
||||
]
|
||||
}
|
||||
]
|
||||
@ -524,7 +530,7 @@ main.floors.sample1=
|
||||
"false": [
|
||||
"\t[老人,woman]你的金钱不足!",
|
||||
{
|
||||
"type": "revisit"
|
||||
"type": "continue"
|
||||
}
|
||||
]
|
||||
}
|
||||
@ -549,9 +555,8 @@ main.floors.sample1=
|
||||
"name": "flag:woman_times",
|
||||
"operator": "+=",
|
||||
"value": "1"
|
||||
},
|
||||
{
|
||||
"type": "revisit"
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
"12,11": [
|
||||
@ -580,9 +585,9 @@ main.floors.sample1=
|
||||
"false": []
|
||||
},
|
||||
"\t[老人,womanMagician]具体可参见样板中本事件的写法。"
|
||||
],
|
||||
},
|
||||
"changeFloor": {
|
||||
]
|
||||
},
|
||||
"changeFloor": {
|
||||
"4,12": {
|
||||
"floorId": "sample0",
|
||||
"loc": [
|
||||
@ -596,8 +601,8 @@ main.floors.sample1=
|
||||
"direction": "up"
|
||||
},
|
||||
"10,12": null
|
||||
},
|
||||
"afterBattle": {
|
||||
},
|
||||
"afterBattle": {
|
||||
"9,6": [
|
||||
{
|
||||
"type": "setValue",
|
||||
@ -614,17 +619,17 @@ main.floors.sample1=
|
||||
"value": "1"
|
||||
}
|
||||
]
|
||||
},
|
||||
"afterGetItem": {},
|
||||
"afterOpenDoor": {},
|
||||
"cannotMove": {},
|
||||
"bgmap": [
|
||||
},
|
||||
"afterGetItem": {},
|
||||
"afterOpenDoor": {},
|
||||
"cannotMove": {},
|
||||
"bgmap": [
|
||||
|
||||
],
|
||||
"fgmap": [
|
||||
"fgmap": [
|
||||
|
||||
],
|
||||
"autoEvent": {
|
||||
"autoEvent": {
|
||||
"10,5": {
|
||||
"0": {
|
||||
"condition": "flag:door==2",
|
||||
@ -636,9 +641,10 @@ main.floors.sample1=
|
||||
{
|
||||
"type": "openDoor"
|
||||
}
|
||||
|
||||
]
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
"width": 13,
|
||||
"height": 13
|
||||
}
|
||||
@ -1,15 +1,15 @@
|
||||
main.floors.sample2=
|
||||
{
|
||||
"floorId": "sample2",
|
||||
"title": "样板 2 层",
|
||||
"name": "2",
|
||||
"canFlyTo": true,
|
||||
"canUseQuickShop": true,
|
||||
"cannotViewMap": false,
|
||||
"defaultGround": "ground",
|
||||
"images": [],
|
||||
"item_ratio": 1,
|
||||
"map": [
|
||||
"floorId": "sample2",
|
||||
"title": "样板 2 层",
|
||||
"name": "2",
|
||||
"canFlyTo": true,
|
||||
"canUseQuickShop": true,
|
||||
"cannotViewMap": false,
|
||||
"defaultGround": "ground",
|
||||
"images": [],
|
||||
"item_ratio": 1,
|
||||
"map": [
|
||||
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 1,121, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
|
||||
@ -37,18 +37,18 @@ main.floors.sample2=
|
||||
[ 0, 0, 0, 0, 0,202, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,202, 0, 0, 0, 0, 0, 0, 0],
|
||||
[ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
|
||||
],
|
||||
"width": 26,
|
||||
"height": 26,
|
||||
"firstArrive": [],
|
||||
"events": {
|
||||
"width": 26,
|
||||
"height": 26,
|
||||
"firstArrive": [],
|
||||
"events": {
|
||||
"3,2": [
|
||||
"123"
|
||||
],
|
||||
"12,12": [
|
||||
"234"
|
||||
]
|
||||
},
|
||||
"changeFloor": {
|
||||
},
|
||||
"changeFloor": {
|
||||
"6,10": {
|
||||
"floorId": "sample1",
|
||||
"stair": "upFloor"
|
||||
@ -57,16 +57,17 @@ main.floors.sample2=
|
||||
"floorId": "sample3",
|
||||
"stair": "downFloor"
|
||||
}
|
||||
},
|
||||
"afterBattle": {},
|
||||
"afterGetItem": {},
|
||||
"afterOpenDoor": {},
|
||||
"cannotMove": {},
|
||||
"upFloor": null,
|
||||
"bgmap": [
|
||||
},
|
||||
"afterBattle": {},
|
||||
"afterGetItem": {},
|
||||
"afterOpenDoor": {},
|
||||
"cannotMove": {},
|
||||
"upFloor": null,
|
||||
"bgmap": [
|
||||
|
||||
],
|
||||
"fgmap": [
|
||||
"fgmap": [
|
||||
|
||||
],
|
||||
"autoEvent": {}
|
||||
}
|
||||
@ -1,25 +1,25 @@
|
||||
main.floors.sample3=
|
||||
{
|
||||
"floorId": "sample3",
|
||||
"title": "主塔 40 层",
|
||||
"name": "40",
|
||||
"canFlyTo": false,
|
||||
"canUseQuickShop": true,
|
||||
"defaultGround": "snowGround",
|
||||
"images": [],
|
||||
"color": [
|
||||
"floorId": "sample3",
|
||||
"title": "主塔 40 层",
|
||||
"name": "40",
|
||||
"canFlyTo": false,
|
||||
"canUseQuickShop": true,
|
||||
"defaultGround": "snowGround",
|
||||
"images": [],
|
||||
"color": [
|
||||
255,
|
||||
0,
|
||||
0,
|
||||
0.3
|
||||
],
|
||||
"weather": [
|
||||
],
|
||||
"weather": [
|
||||
"rain",
|
||||
10
|
||||
],
|
||||
"bgm": "bgm.mp3",
|
||||
"item_ratio": 1,
|
||||
"map": [
|
||||
],
|
||||
"bgm": "bgm.mp3",
|
||||
"item_ratio": 1,
|
||||
"map": [
|
||||
[ 5, 5, 5, 5, 5, 5, 87, 5, 5, 5, 5, 5, 5],
|
||||
[ 5, 4, 4, 4, 4, 1, 0, 1, 4, 4, 4, 4, 5],
|
||||
[ 5, 4, 4, 4, 4, 1, 85, 1, 4, 4, 4, 4, 5],
|
||||
@ -34,10 +34,10 @@ main.floors.sample3=
|
||||
[ 5, 4, 4, 4, 4, 4, 85, 4, 4, 4, 4, 4, 5],
|
||||
[ 5, 5, 5, 5, 5, 5, 88, 5, 5, 5, 5, 5, 5]
|
||||
],
|
||||
"firstArrive": [
|
||||
"firstArrive": [
|
||||
"\t[实战!]本楼将尝试复刻《宿命的旋律》40F剧情。"
|
||||
],
|
||||
"events": {
|
||||
],
|
||||
"events": {
|
||||
"6,11": {
|
||||
"enable": false,
|
||||
"data": []
|
||||
@ -906,8 +906,8 @@ main.floors.sample3=
|
||||
"enable": false,
|
||||
"data": []
|
||||
}
|
||||
},
|
||||
"changeFloor": {
|
||||
},
|
||||
"changeFloor": {
|
||||
"6,0": {
|
||||
"floorId": "sample3",
|
||||
"stair": "upFloor"
|
||||
@ -916,8 +916,8 @@ main.floors.sample3=
|
||||
"floorId": "sample2",
|
||||
"stair": "upFloor"
|
||||
}
|
||||
},
|
||||
"afterBattle": {
|
||||
},
|
||||
"afterBattle": {
|
||||
"6,4": [
|
||||
"\t[blackMagician]天真!你以为这样就能战胜我吗?",
|
||||
{
|
||||
@ -992,14 +992,17 @@ main.floors.sample3=
|
||||
]
|
||||
}
|
||||
]
|
||||
},
|
||||
"afterGetItem": {},
|
||||
"afterOpenDoor": {},
|
||||
"cannotMove": {},
|
||||
"bgmap": [
|
||||
},
|
||||
"afterGetItem": {},
|
||||
"afterOpenDoor": {},
|
||||
"cannotMove": {},
|
||||
"bgmap": [
|
||||
|
||||
],
|
||||
"fgmap": [
|
||||
"fgmap": [
|
||||
|
||||
],
|
||||
"width": 13,
|
||||
"height": 13,
|
||||
"autoEvent": {}
|
||||
}
|
||||
Loading…
Reference in New Issue
Block a user