Fix \t .png issue
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@ -459,7 +459,7 @@ return code;
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*/;
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text_1_s
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: '标题' EvalString? '图像' IdString? '对话框效果' EvalString? ':' EvalString Newline
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: '标题' EvalString? '图像' EvalString? '对话框效果' EvalString? ':' EvalString Newline
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/* text_1_s
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@ -468,17 +468,17 @@ helpUrl : https://h5mota.com/games/template/_docs/#/event?id=text%EF%BC%9A%E6%98
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default : ["小妖精","fairy","","欢迎使用事件编辑器(双击方块进入多行编辑)"]
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var title='';
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if (EvalString_0==''){
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if (IdString_0=='')title='';
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else title='\\t['+IdString_0+']';
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if (EvalString_1=='' )title='';
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else title='\\t['+EvalString_1+']';
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} else {
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if (IdString_0=='')title='\\t['+EvalString_0+']';
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else title='\\t['+EvalString_0+','+IdString_0+']';
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if (EvalString_1=='')title='\\t['+EvalString_0+']';
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else title='\\t['+EvalString_0+','+EvalString_1+']';
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}
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if(EvalString_1 && !(/^(up|center|down|hero|null)(,(hero|null|\d+,\d+|\d+))?$/.test(EvalString_1))) {
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if(EvalString_2 && !(/^(up|center|down|hero|null)(,(hero|null|\d+,\d+|\d+))?$/.test(EvalString_2))) {
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throw new Error('对话框效果的用法请右键点击帮助');
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}
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EvalString_1 = EvalString_1 && ('\\b['+EvalString_1+']');
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var code = '"'+title+EvalString_1+EvalString_2+'",\n';
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EvalString_2 = EvalString_2 && ('\\b['+EvalString_2+']');
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var code = '"'+title+EvalString_2+EvalString_3+'",\n';
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return code;
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*/;
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@ -496,7 +496,7 @@ return code;
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*/;
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autoText_s
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: '自动剧情文本: 标题' EvalString? '图像' IdString? '对话框效果' EvalString? '时间' Int BGNL? EvalString Newline
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: '自动剧情文本: 标题' EvalString? '图像' EvalString? '对话框效果' EvalString? '时间' Int BGNL? EvalString Newline
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/* autoText_s
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@ -505,17 +505,17 @@ helpUrl : https://h5mota.com/games/template/_docs/#/event?id=autotext%EF%BC%9A%E
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default : ["小妖精","fairy","",3000,"用户无法跳过自动剧情文本,大段剧情文本请添加“是否跳过剧情”的提示"]
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var title='';
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if (EvalString_0==''){
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if (IdString_0=='')title='';
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else title='\\t['+IdString_0+']';
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if (EvalString_1=='' )title='';
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else title='\\t['+EvalString_1+']';
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} else {
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if (IdString_0=='')title='\\t['+EvalString_0+']';
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else title='\\t['+EvalString_0+','+IdString_0+']';
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if (EvalString_1=='')title='\\t['+EvalString_0+']';
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else title='\\t['+EvalString_0+','+EvalString_1+']';
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}
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if(EvalString_1 && !(/^(up|down)(,hero)?(,([+-]?\d+),([+-]?\d+))?$/.test(EvalString_1))) {
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if(EvalString_2 && !(/^(up|down)(,hero)?(,([+-]?\d+),([+-]?\d+))?$/.test(EvalString_2))) {
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throw new Error('对话框效果的用法请右键点击帮助');
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}
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EvalString_1 = EvalString_1 && ('\\b['+EvalString_1+']');
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var code = '{"type": "autoText", "text": "'+title+EvalString_1+EvalString_2+'", "time" :'+Int_0+'},\n';
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EvalString_2 = EvalString_2 && ('\\b['+EvalString_2+']');
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var code = '{"type": "autoText", "text": "'+title+EvalString_2+EvalString_3+'", "time" :'+Int_0+'},\n';
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return code;
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*/;
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@ -3833,7 +3833,8 @@ ActionParser.prototype.getTitleAndPosition = function (string) {
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string = string.replace(/\\t\[(([^\],]+),)?([^\],]+)\]/g, function (s0, s1, s2, s3) {
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if (s3) title = s3;
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if (s2) { icon = s3; title = s2; }
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if (icon && !/^[0-9a-zA-Z_][0-9a-zA-Z_:]*$/.test(icon)) { title += "," + icon; icon = ''; }
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if (icon && !/^(.*)\.(jpg|jpeg|png)$/.test(icon)
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&& !/^[0-9a-zA-Z_][0-9a-zA-Z_:]*$/.test(icon)) { title += "," + icon; icon = ''; }
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return "";
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}).replace(/\\b\[(.*?)\]/g, function (s0, s1) {
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position = s1; return "";
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@ -3,9 +3,9 @@
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(已修复) 2. 请求修复(如果还没修复)新建单张空白地图无法自定义宽高的bug
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(文档相关给秋橙) 3. 希望给M键“追加素材”功能写个更详细的说明,在线文档中没有所以离线文档中也没写成
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(已解决;现在注册会进行判定) 4. 请求修复图块id可以使用“0-9A-Za-z和下划线”以外的字符的bug(如贪婪之神和经验之神的两个耳朵使用了减号,它们会干扰显示文章等事件块的解析)
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5. (接上)请求修复\t[xxx,yyy.png]解析后全部被放入标题框的bug,yyy.png应放入图像框才对
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(已修复) 5. (接上)请求修复\t[xxx,yyy.png]解析后全部被放入标题框的bug,yyy.png应放入图像框才对
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(已删除此函数) 6. 增强core.getStatusName()的适用面,目前它只用于装备栏属性变化非图标模式的绘制,事实上很多写死的文案值得改为此函数的调用(如rmxp默认的“力量”、“灵巧”、“G”),同理还有一些道具名称文案也存在此问题(如“楼层传送器似乎失效了”)
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x 7. (来自鹿神)core.insertAction()在接受单个字符串参数时存在不稳定性(如跨塔抄别人脚本时),建议优化
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(不处理) 7. (来自鹿神)core.insertAction()在接受单个字符串参数时存在不稳定性(如跨塔抄别人脚本时),建议优化
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8. core.changeFloor()等函数的参数列表过于混乱,建议优化
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9. useItemEvent用于有afterGetItem事件(浅蓝点)的即捡即用类道具时,其执行次序与itemEffect相反,建议在表格注释中强调一下
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10. 装备孔的最大总个数在15*15为8而不再是6,在线文档没有提到
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