// 编辑此文件用的vscode插件: https://marketplace.visualstudio.com/items?itemName=zhaouv.vscode-mota-js-extension // 此文件通过antlr-blockly生成编辑器中的图块, 相关帮助说明: https://zhaouv.github.io/antlr-blockly/docs/#/README // 添加和修改图块的说明见 _docs/editor.md ~ http://127.0.0.1:1055/_docs/#/editor?id=修改事件编辑器 /* 特殊注入demo doubleclicktext : EvalString_1 previewBlock : true // [x, y, floorId, forceFloor] selectPoint : ["PosString_0", "PosString_1", "IdString_0", true] // 自动补全 allIds : ['EvalString_1'] allEnemys : ['EvalString_1'] allItems : ['EvalString_1'] allImages : ['EvalString_1'] allAnimates : ['EvalString_1'] allBgms : ['EvalString_1'] allSounds : ['EvalString_1'] allShops : ['EvalString_1'] allFloorIds : ['EvalString_1'] // 选择素材 material : ["./project/animates/", "IdString_0"] */ grammar MotaAction; //===============parser=============== //===blockly语句=== //事件 事件编辑器入口之一 event_m : '事件' BGNL? Newline '覆盖触发器' Bool '启用' Bool '通行状态' B_0_List '显伤' Bool BGNL? Newline action+ BEND /* event_m tooltip : 编辑魔塔的事件 helpUrl : /_docs/#/instruction default : [false,null,null,null,null] B_0_List_0=eval(B_0_List_0); var code = { 'trigger': Bool_0?'action':null, 'enable': Bool_1, 'noPass': B_0_List_0, 'displayDamage': Bool_2, 'data': 'data_asdfefw' } if (!Bool_0 && Bool_1 && (B_0_List_0===null) && Bool_2) code = 'data_asdfefw'; code=JSON.stringify(code,null,2).split('"data_asdfefw"').join('[\n'+action_0+']\n'); return code; */; //自动事件 事件编辑器入口之一 autoEvent_m : '自动事件:' '触发条件' EvalString '优先级' Int BGNL? Newline '仅在本层检测' Bool '事件流中延迟执行' Bool '允许多次执行' Bool BGNL? Newline action+ BEND /* autoEvent_m tooltip : 自动事件 helpUrl : /_docs/#/instruction default : ["flag:__door__===2",0,true,false,false,null] var code = { "condition": EvalString_0, // 条件不可为null "currentFloor": Bool_0, // 是否仅在本层检测 "priority": Int_0, // 优先级 "delayExecute": Bool_1, // 延迟执行 "multiExecute": Bool_2, // 是否允许多次执行 "data": 'autoEvent_asdfefw', // 事件列表 }; code=JSON.stringify(code,null,2).split('"autoEvent_asdfefw"').join('[\n'+action_0+']\n'); return code; */; //升级 事件编辑器入口之一 level_m : '等级提升' BGNL? Newline levelCase+ BEND /* level_m tooltip : 升级事件 helpUrl : /_docs/#/instruction var code = '[\n'+levelCase_0+']\n'; return code; */; levelCase : '需求' expression '称号' EvalString? '是否扣除经验' Bool BGNL? Newline action+ /* levelCase tooltip : 升级设定 helpUrl : /_docs/#/instruction default : [0,"",false,null] colour : this.subColor Bool_0 = Bool_0?', "clear": true':''; var code = '{"need": "'+expression_0+'", "title": "'+EvalString_0+'"'+Bool_0+', "action": [\n'+action_0+']},\n'; return code; */; //商店 事件编辑器入口之一 shop_m : '全局商店列表' BGNL? Newline shoplist+ /* shop_m tooltip : 全局商店列表 helpUrl : /_docs/#/instruction var code = '['+shoplist_0+']\n'; return code; */; shoplist : shopsub | shopitem | shopcommonevent | emptyshop ; emptyshop : Newline /* emptyshop var code = ' \n'; return code; */; shopsub : '商店 id' IdString '标题' EvalString? '图像' IdString? BGNL? Newline '文字' EvalString_Multi? BGNL? Newline '快捷名称' EvalString '未开启不显示' Bool '不可预览' Bool BGNL? Newline shopChoices+ BEND /* shopsub tooltip : 全局商店 helpUrl : /_docs/#/instruction doubleclicktext : EvalString_Multi_0 allIds : ['IdString_1'] default : ["shop1","贪婪之神","moneyShop","勇敢的武士啊, 给我${20+2*flag:shop1}金币就可以:","金币商店",false,false] var title=''; if (EvalString_0==''){ if (IdString_1=='') title=''; else title='\t['+IdString_1+']'; } else { if (IdString_1=='')title='\t['+EvalString_0+']'; else title='\t['+EvalString_0+','+IdString_1+']'; } title += EvalString_Multi_0; var code = '{\n"id": "'+IdString_0+'",\n"text": "'+title+'",\n"textInList": "'+EvalString_1+'",\n"mustEnable": '+Bool_0+',\n"disablePreview": '+Bool_1+',\n"choices":[\n'+shopChoices_0+']},\n'; return code; */; shopChoices : '商店选项' EvalString '使用条件' EvalString BGNL? Newline '图标' IdString? '颜色' ColorString? Colour '出现条件' EvalString? BGNL? Newline action+ BEND /* shopChoices tooltip : 商店选项 helpUrl : /_docs/#/instruction default : ["攻击+1","status:money>=20+2*flag:shop1","","","rgba(255,255,255,1)",""] allIds : ['IdString_0'] colour : this.subColor ColorString_0 = ColorString_0 ? (', "color": ['+ColorString_0+']') : ''; EvalString_2 = EvalString_2 && (', "condition": "'+EvalString_2+'"') IdString_0 = IdString_0? (', "icon": "'+IdString_0+'"'):''; var code = '{"text": "'+EvalString_0+'", "need": "'+EvalString_1+'"'+IdString_0+ColorString_0+EvalString_2+', "action": [\n'+action_0+']},\n'; return code; */; shopitem : '道具商店 id' IdString '快捷名称' EvalString '使用' ShopUse_List '未开启不显示' Bool BGNL? Newline shopItemChoices+ BEND /* shopitem tooltip : 道具商店 helpUrl : /_docs/#/instruction default : ["itemShop","道具商店",false] var code = { 'id': IdString_0, 'item': true, 'textInList': EvalString_0, 'use': ShopUse_List_0 || 'money', 'mustEnable': Bool_0, 'choices': 'choices_aqwedsa' } code=JSON.stringify(code,null,2).split('"choices_aqwedsa"').join('[\n'+shopItemChoices_0+']')+',\n'; return code; */; shopItemChoices : '道具名' IdString '存量' IntString? '买入价格' EvalString? '卖出价格' EvalString? '出现条件' EvalString? BEND /* shopItemChoices tooltip : 道具商店选项,每一项是道具名;买入或卖出可以不填表示只能卖出或买入 helpUrl : /_docs/#/instruction default : ["yellowKey","","10","",""] colour : this.subColor IntString_0 = IntString_0 ? (', "number": '+IntString_0) : ''; EvalString_0 = EvalString_0 ? (', "money": "'+EvalString_0+'"') : ''; EvalString_1 = EvalString_1 ? (', "sell": "'+EvalString_1+'"') : ''; if (!EvalString_0 && !EvalString_1) throw "买入金额和卖出金额至少需要填写一个"; EvalString_2 = EvalString_2 ? (', "condition": "'+EvalString_2+'"') : ''; var code = '{"id": "' + IdString_0 + '"' + IntString_0 + EvalString_0 + EvalString_1 + EvalString_2 + '},\n'; return code; */; shopcommonevent : '公共事件商店 id' IdString '快捷名称' EvalString '未开启不显示' Bool BGNL? '执行的公共事件名' EvalString '参数列表' JsonEvalString? /* shopcommonevent tooltip : 全局商店, 执行一个公共事件 helpUrl : /_docs/#/instruction default : ["shop1","回收钥匙商店",false,"回收钥匙商店",""] if (JsonEvalString_0) { if (!(JSON.parse(JsonEvalString_0) instanceof Array)) throw new Error('参数列表必须是个有效的数组!'); } var code = { 'id': IdString_0, 'textInList': EvalString_0, 'mustEnable': Bool_0, 'commonEvent': EvalString_1 } if (JsonEvalString_0) code.args = JSON.parse(JsonEvalString_0); code=JSON.stringify(code,null,2)+',\n'; return code; */; //afterBattle 事件编辑器入口之一 afterBattle_m : '战斗结束后' BGNL? Newline action+ BEND /* afterBattle_m tooltip : 系统引发的战后 helpUrl : /_docs/#/instruction var code = '[\n'+action_0+']\n'; return code; */; //afterGetItem 事件编辑器入口之一 afterGetItem_m : '获取道具后' '轻按时不触发' Bool BGNL? Newline action+ BEND /* afterGetItem_m tooltip : 系统引发的道具后事件 helpUrl : /_docs/#/instruction if (Bool_0) { return '{"disableOnGentleClick": true, "data": [\n'+action_0+']\n}'; } else { return '[\n'+action_0+']\n'; } */; //afterOpenDoor 事件编辑器入口之一 afterOpenDoor_m : '打开门后' BGNL? Newline action+ BEND /* afterOpenDoor_m tooltip : 系统引发的自定义事件 helpUrl : /_docs/#/instruction var code = '[\n'+action_0+']\n'; return code; */; //firstArrive 事件编辑器入口之一 firstArrive_m : '首次到达楼层' BGNL? Newline action+ BEND /* firstArrive_m tooltip : 首次到达楼层 helpUrl : /_docs/#/instruction var code = '[\n'+action_0+']\n'; return code; */; //eachArrive 事件编辑器入口之一 eachArrive_m : '每次到达楼层' BGNL? Newline action+ BEND /* eachArrive_m tooltip : 每次到达楼层 helpUrl : /_docs/#/instruction var code = '[\n'+action_0+']\n'; return code; */; //changeFloor 事件编辑器入口之一 changeFloor_m : '楼梯, 传送门' BGNL? Newline Floor_List IdString? Stair_List 'x' PosString? ',' 'y' PosString? '朝向' DirectionEx_List '动画时间' IntString? '穿透性' IgnoreChangeFloor_List BEND /* changeFloor_m tooltip : 楼梯, 传送门, 如果目标楼层有多个楼梯, 写upFloor或downFloor可能会导致到达的楼梯不确定, 这时候请使用loc方式来指定具体的点位置 helpUrl : /_docs/#/instruction default : [null,"MTx",null,"","",null,"",null] selectPoint : ["PosString_0", "PosString_1", "IdString_0", true] allFloorIds : ['IdString_0'] var toFloorId = IdString_0; if (Floor_List_0!='floorId') toFloorId = Floor_List_0; var loc = ''; if (PosString_0 && PosString_1) { loc = ', "loc": ['+PosString_0+', '+PosString_1+']'; } if (Stair_List_0===':now') loc = ''; else if (Stair_List_0!=='loc')loc = ', "stair": "'+Stair_List_0+'"'; if (DirectionEx_List_0 == 'null') DirectionEx_List_0 = ''; DirectionEx_List_0 = DirectionEx_List_0 && (', "direction": "'+DirectionEx_List_0+'"'); IntString_0 = IntString_0 ?(', "time": '+IntString_0):''; if (IgnoreChangeFloor_List_0!='null') { IgnoreChangeFloor_List_0 = ', "ignoreChangeFloor": '+IgnoreChangeFloor_List_0; } else { IgnoreChangeFloor_List_0 = ''; } var code = '{"floorId": "'+toFloorId+'"'+loc+DirectionEx_List_0+IntString_0+IgnoreChangeFloor_List_0+' }\n'; return code; */; //commonEvent 事件编辑器入口之一 commonEvent_m : '公共事件' BGNL? Newline action+ BEND /* commonEvent_m tooltip : 公共事件 helpUrl : /_docs/#/instruction var code = '[\n'+action_0+']\n'; return code; */; //item 事件编辑器入口之一 item_m : '使用道具事件' BGNL? Newline action+ BEND /* item_m tooltip : 使用道具事件 helpUrl : /_docs/#/instruction var code = '[\n'+action_0+']\n'; return code; */; // levelChoose 事件编辑器入口之一 levelChoose_m : '难度分歧' BGNL? levelChooseList+ BEND /* levelChoose_m tooltip : 难度分歧 helpUrl : /_docs/#/instruction var code = '[\n'+levelChooseList_0+']\n'; return code; */; levelChooseList : levelChooseChoice | levelChooseEmpty; levelChooseEmpty : Newline /* levelChooseEmpty var code = ' \n'; return code; */; levelChooseChoice : '难度分歧项' '名称' EvalString '简写' EvalString '变量:hard值' NInt '颜色' ColorString? Colour BGNL Newline action+ BEND /* levelChooseChoice tooltip : 难度分歧项 helpUrl : /_docs/#/instruction default : ['简单','Easy',1,''] ColorString_0 = ColorString_0 ? (', "color": [' + ColorString_0 + ']') : ''; var code = '{"title": "'+EvalString_0+'", "name": "'+EvalString_1+'", "hard": '+NInt_0+ColorString_0+', "action": [\n'+action_0+']},\n'; return code; */; floorPartition_m : '高层塔分区管理' BGNL? floorPartitionList+ BEND /* floorPartition_m tooltip : 高层塔分区管理 helpUrl : /_docs/#/instruction var code = '[\n'+floorPartitionList_0+']\n'; return code; */; floorPartitionList : floorPartitionItem | floorPartitionEmpty; floorPartitionEmpty : Newline /* floorPartitionEmpty var code = ' \n'; return code; */; floorPartitionItem : '分区项' '起始楼层ID' IdString '终止楼层ID(不填代表到最后一层)' IdString? BEND /* floorPartitionItem tooltip : 难度分歧项 helpUrl : /_docs/#/instruction default : ['MTx',''] IdString_1 = IdString_1 ? (', "'+IdString_1+'"') : ''; var code = '["'+IdString_0+'"'+IdString_1+'],\n'; return code; */; // equip 事件编辑器入口之一 equip_m : '装备' '类型' EvalString '装备动画(第一个装备格有效)' IdString? BGNL? '数值提升项' equipList+ '百分比提升项' equipList+ BEND /* equip_m tooltip : 装备 default : ['0', ''] helpUrl : /_docs/#/instruction allAnimates : ['IdString_0'] if (!/^\d+$/.test(EvalString_0)) { EvalString_0 = '"' + EvalString_0 + '"'; } IdString_0 = IdString_0 && (', "animate": "'+IdString_0+'"'); var code = '{"type": '+EvalString_0+IdString_0+', "value": {\n'+equipList_0+'\n}, "percentage": {\n'+equipList_1+'\n}}'; return code; */; equipList : equipKnown | equipUnknown | equipEmpty; equipKnown : Equip_List ':' Number BEND /* equipKnown tooltip : 装备项 default : ['atk', 10] helpUrl : /_docs/#/instruction return '"'+Equip_List_0+'": '+Number_0+', '; */; equipUnknown : EvalString ':' Number BEND /* equipUnknown tooltip : 装备项 default : ['speed', 10] helpUrl : /_docs/#/instruction return '"'+EvalString_0+'": '+Number_0+', '; */; equipEmpty : Newline /* equipEmpty var code = ' \n'; return code; */; floorImage_m : '楼层贴图' BGNL? Newline floorImageList+ BEND /* floorImage_m tooltip : 楼层贴图 helpUrl : /_docs/#/instruction var code = '[\n'+floorImageList_0+']\n'; return code; */; floorImageList : floorOneImage | floorEmptyImage; floorOneImage : '图片名' EvalString '翻转' Reverse_List '图层' Bg_Fg2_List '绘制坐标' 'x' NInt 'y' NInt '初始禁用' Bool BGNL? Newline '裁剪起点坐标' 'x' IntString? 'y' IntString? '宽' IntString? '高' IntString? '帧数' IntString? BEND /* floorOneImage tooltip : 楼层贴图 default : ["bg.jpg","null","bg",0,0,false,"","","","",""] helpUrl : /_docs/#/instruction allImages : ['EvalString_0'] previewBlock : true if (Reverse_List_0 && Reverse_List_0 != 'null') { Reverse_List_0 = ', "reverse": "' + Reverse_List_0 + '"'; } else Reverse_List_0 = ''; Bool_0 = Bool_0 ? (', "disable": true') : ''; IntString_0 = IntString_0 && (', "sx": '+IntString_0); IntString_1 = IntString_1 && (', "sy": '+IntString_1); IntString_2 = IntString_2 && (', "w": '+IntString_2); IntString_3 = IntString_3 && (', "h": '+IntString_3); IntString_4 = IntString_4 && (', "frame": '+IntString_4); return '{"name": "'+EvalString_0+'"'+Reverse_List_0+', "canvas": "'+Bg_Fg2_List_0+'", "x": '+NInt_0+', "y": '+NInt_1+Bool_0+IntString_0+IntString_1+IntString_2+IntString_3+IntString_4+'},\n'; */; floorEmptyImage : Newline /* floorEmptyImage var code = ' \n'; return code; */; // doorInfo 事件编辑器入口之一 doorInfo_m : '门信息' '开关门时间' Int '开门音效' EvalString? '关门音效' EvalString? BGNL? Newline '需要钥匙' doorKeyList+ '如需撞到开门还需要把图块触发器改成 openDoor' BEND /* doorInfo_m tooltip : 开门信息 default : [160, 'door.mp3', 'door.mp3'] helpUrl : /_docs/#/instruction EvalString_0 = EvalString_0 && (', "openSound": "' + EvalString_0 + '"'); EvalString_1 = EvalString_1 && (', "closeSound": "' + EvalString_1 + '"'); var code = '{"time": '+Int_0+EvalString_0+EvalString_1+', "keys": {\n'+doorKeyList_0+'\n}}'; return code; */; doorKeyList : doorKeyKnown | doorKeyUnknown | doorKeyEmpty; doorKeyKnown : Key_List ':' Int '需要但不消耗' Bool BEND /* doorKeyKnown tooltip : 开门需要钥匙 default : ['yellowKey', 1, false] helpUrl : /_docs/#/instruction if (Bool_0) Key_List_0 += ':o'; return '"'+Key_List_0+'": '+Int_0+', '; */; doorKeyUnknown : IdString ':' Int '需要但不消耗' Bool BEND /* doorKeyUnknown tooltip : 开门需要钥匙 default : ['orangeKey', 1, false] helpUrl : /_docs/#/instruction allItems : ['IdString_0'] if (Bool_0) IdString_0 += ':o'; return '"'+IdString_0+'": '+Int_0+', '; */; doorKeyEmpty : Newline /* doorKeyEmpty var code = ' \n'; return code; */; faceIds_m : '行走图朝向:' BGNL? Newline '向上ID' IdString? '向下ID' IdString? '向左ID' IdString? '向右ID' IdString? BEND /* faceIds_m tooltip : 行走图朝向 default : ["","","",""] allIds : ['IdString_0','IdString_1','IdString_2','IdString_3'] helpUrl : /_docs/#/instruction return '{' + [ IdString_0 && ('"up": "' + IdString_0 +'"'), IdString_1 && ('"down": "' + IdString_1 +'"'), IdString_2 && ('"left": "' + IdString_2 +'"'), IdString_3 && ('"right": "' + IdString_3 +'"'), ].filter(function (x) { return x; }).join(', ') + '}\n'; */; mainStyle_m : '主要样式设置:' '标题界面背景图(544x422):' EvalString BGNL? Newline '竖屏标题界面背景图(422x580)' EvalString BGNL? Newline '标题样式;可写 display: none 隐藏标题' EvalString BGNL? Newline '标题按钮样式:' EvalString BGNL? Newline '横屏状态栏背景;url(...) 0 0/100% 100% no-repeat 可将图片拉伸自适配' BGNL? Newline EvalString BGNL? Newline '竖屏状态栏背景:' EvalString BGNL? Newline '竖屏工具栏背景:' EvalString BGNL? Newline '楼层切换样式:' EvalString BGNL? Newline '状态栏颜色' ColorString Colour '边框颜色' ColorString Colour BGNL? Newline '选中框颜色' ColorString Colour '全局字体' EvalString BEND /* mainStyle_m tooltip : 主要样式设置 default : ["project/images/bg.jpg", "project/images/bg.jpg", "color: white", "background-color: #32369F; opacity: 0.85; color: #FFFFFF; border: #FFFFFF 2px solid; caret-color: #FFD700;", "url(project/materials/ground.png) repeat", "url(project/materials/ground.png) repeat", "url(project/materials/ground.png) repeat", "background-color: black; color: white", "255,255,255,1", "rgba(255,255,255,1)", "204,204,204,1", "rgba(204,204,204,1)", "255,215,0,1", "rgba(255,215,0,1)", "Verdana"] helpUrl : /_docs/#/instruction var code = { startBackground: EvalString_0, startVerticalBackground: EvalString_1, startLogoStyle: EvalString_2, startButtonsStyle: EvalString_3, statusLeftBackground: EvalString_4, statusTopBackground: EvalString_5, toolsBackground: EvalString_6, floorChangingStyle: EvalString_7, statusBarColor: JSON.parse('['+ColorString_0+']'), borderColor: JSON.parse('['+ColorString_1+']'), selectColor: JSON.parse('['+ColorString_2+']'), font: EvalString_8 }; return JSON.stringify(code); */; //为了避免关键字冲突,全部加了_s //动作 action : text_0_s | text_1_s | text_2_s | comment_s | autoText_s | scrollText_s | setText_s | tip_s | setValue_s | setEnemy_s | setFloor_s | setGlobalAttribute_s | setGlobalValue_s | setGlobalFlag_s | show_s | hide_s | trigger_s | insert_1_s | insert_2_s | exit_s | setBlock_s | turnBlock_s | showFloorImg_s | hideFloorImg_s | showBgFgMap_s | hideBgFgMap_s | setBgFgBlock_s | setHeroIcon_s | update_s | showStatusBar_s | hideStatusBar_s | showHero_s | hideHero_s | sleep_s | wait_s | waitAsync_s | battle_s | battle_1_s | openDoor_s | closeDoor_s | changeFloor_s | changePos_s | setViewport_s | moveViewport_s | useItem_s | loadEquip_s | unloadEquip_s | openShop_s | disableShop_s | follow_s | unfollow_s | animate_s | vibrate_s | showImage_s | showImage_1_s | hideImage_s | showTextImage_s | moveImage_s | showGif_s | setCurtain_0_s | setCurtain_1_s | screenFlash_s | setWeather_s | move_s | moveAction_s | moveHero_s | jump_s | jump_1_s | jumpHero_s | jumpHero_1_s | playBgm_s | pauseBgm_s | resumeBgm_s | loadBgm_s | freeBgm_s | playSound_s | stopSound_s | setVolume_s | win_s | lose_s | restart_s | if_s | if_1_s | switch_s | for_s | forEach_s | while_s | dowhile_s | break_s | continue_s | input_s | input2_s | choices_s | confirm_s | callBook_s | callSave_s | autoSave_s | callLoad_s | previewUI_s | clearMap_s | setAttribute_s | fillText_s | fillBoldText_s | drawTextContent_s | fillRect_s | strokeRect_s | drawLine_s | drawArrow_s | fillPolygon_s | strokePolygon_s | fillEllipse_s | strokeEllipse_s | fillArc_s | strokeArc_s | drawImage_s | drawImage_1_s | drawIcon_s | drawBackground_s | drawSelector_s | drawSelector_1_s | unknown_s | function_s | pass_s ; text_0_s : '显示文章' ':' EvalString_Multi Newline /* text_0_s tooltip : text:显示一段文字(剧情) helpUrl : /_docs/#/instruction doubleclicktext : EvalString_Multi_0 default : ["欢迎使用事件编辑器(回车直接多行编辑)"] var code = '"'+EvalString_Multi_0+'"'; if (block.isCollapsed()) code = '{"type": "text", "text": '+code+', "_collapsed": true}'; return code+',\n'; */; text_1_s : '标题' EvalString? '图像' EvalString? '对话框效果' EvalString? BGNL? Newline EvalString_Multi Newline /* text_1_s tooltip : text:显示一段文字(剧情),选项较多请右键点击帮助 helpUrl : /_docs/#/instruction doubleclicktext : EvalString_Multi_0 allIds : ['EvalString_1'] default : ["小妖精","fairy","","欢迎使用事件编辑器(回车直接多行编辑)"] var title=''; if (EvalString_0==''){ if (EvalString_1=='' )title=''; else title='\\t['+EvalString_1+']'; } else { if (EvalString_1=='')title='\\t['+EvalString_0+']'; else title='\\t['+EvalString_0+','+EvalString_1+']'; } if(EvalString_2 && !(/^(up|center|down|hero|this)(,(hero|null|\d+,\d+|\d+))?$/.test(EvalString_2))) { throw new Error('对话框效果的用法请右键点击帮助'); } EvalString_2 = EvalString_2 && ('\\b['+EvalString_2+']'); var code = '"'+title+EvalString_2+EvalString_Multi_0+'"'; if (block.isCollapsed()) code = '{"type": "text", "text": '+code+', "_collapsed": true}'; return code+',\n'; */; text_2_s : '标题' EvalString? '图像' EvalString? '对话框效果' EvalString? BGNL? Newline EvalString_Multi BGNL? Newline textDrawingList* Newline /* text_2_s tooltip : text:显示一段文字(剧情),选项较多请右键点击帮助 helpUrl : /_docs/#/instruction doubleclicktext : EvalString_Multi_0 allIds : ['EvalString_1'] default : ["小妖精","fairy","","欢迎使用事件编辑器(回车直接多行编辑)",null] var title=''; if (EvalString_0==''){ if (EvalString_1=='' )title=''; else title='\\t['+EvalString_1+']'; } else { if (EvalString_1=='')title='\\t['+EvalString_0+']'; else title='\\t['+EvalString_0+','+EvalString_1+']'; } if(EvalString_2 && !(/^(up|center|down|hero|this)(,(hero|null|\d+,\d+|\d+))?$/.test(EvalString_2))) { throw new Error('对话框效果的用法请右键点击帮助'); } EvalString_2 = EvalString_2 && ('\\b['+EvalString_2+']'); var code = '"'+title+EvalString_2+textDrawingList_0.replace(/\s/g, '')+EvalString_Multi_0+'"'; if (block.isCollapsed()) code = '{"type": "text", "text": '+code+', "_collapsed": true}'; return code+',\n'; */; textDrawingList : textDrawing | textDrawingEmpty; textDrawing : '立绘' EvalString '翻转' Reverse_List '绘制坐标' 'x' IntString 'y' IntString '宽' IntString? '高' IntString? BGNL? Newline '裁剪坐标' 'x' IntString? 'y' IntString? '宽' IntString? '高' IntString? '不透明度' EvalString? '旋转角度' IntString? /* textDrawing tooltip : 立绘 helpUrl : /_docs/#/instruction default : ["fairy.png","null","0","0","","","","","","","",""] colour : this.subColor previewBlock : true allImages : ['EvalString_0'] if (Reverse_List_0 && Reverse_List_0 != 'null') EvalString_0 += Reverse_List_0; var list = [EvalString_0, IntString_0, IntString_1]; if (IntString_2 || IntString_3) { if (list.length != 3 || !IntString_2 || !IntString_3) { throw "绘制的宽和高需同时设置"; } list.push(IntString_2); list.push(IntString_3); } if (IntString_4 || IntString_5 || IntString_6 || IntString_7) { if (list.length != 5) throw "如设置裁剪区域,请先设置绘制区域的宽高"; if (!IntString_4 || !IntString_5 || !IntString_6 || !IntString_7) { throw "如设置裁剪区域,请同时设置全部的裁剪坐标和宽高"; } list.splice(1, 0, IntString_4, IntString_5, IntString_6, IntString_7); } if (EvalString_1) { if (list.length != 9) throw "如设置不透明度,需填满所有坐标和宽高"; var opacity = parseFloat(EvalString_1); if (isNaN(opacity) || opacity < 0 || opacity > 1) throw "不合法的不透明度,必须是0到1之间" list.push(opacity); } if (IntString_8) { if (list.length != 10) throw "如设置旋转角度,需填满所有坐标和宽高,以及不透明度"; list.push(IntString_8); } return "\\f[" + list.join(",")+"]"; */; textDrawingEmpty : Newline /* textDrawingEmpty var code = ''; return code; */; comment_s : '添加注释' ':' EvalString_Multi Newline /* comment_s tooltip : comment:添加一段会被游戏跳过的注释内容 helpUrl : /_docs/#/instruction doubleclicktext : EvalString_Multi_0 default : ["可以在这里写添加任何注释内容"] colour : this.commentColor var code = '{"type": "comment", "text": "'+EvalString_Multi_0+'"},\n'; return code; */; autoText_s : '自动剧情文本: 标题' EvalString? '图像' EvalString? '对话框效果' EvalString? '时间' Int BGNL? EvalString_Multi Newline /* autoText_s tooltip : autoText:自动剧情文本,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 helpUrl : /_docs/#/instruction doubleclicktext : EvalString_Multi_0 allIds : ['EvalString_1'] 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"] var title=''; if (EvalString_0==''){ if (EvalString_1=='' )title=''; else title='\\t['+EvalString_1+']'; } else { if (EvalString_1=='')title='\\t['+EvalString_0+']'; else title='\\t['+EvalString_0+','+EvalString_1+']'; } if(EvalString_2 && !(/^(up|center|down|hero|this)(,(hero|null|\d+,\d+|\d+))?$/.test(EvalString_2))) { throw new Error('对话框效果的用法请右键点击帮助'); } EvalString_2 = EvalString_2 && ('\\b['+EvalString_2+']'); var code = '{"type": "autoText", "text": "'+title+EvalString_2+EvalString_Multi_0+'", "time": '+Int_0+'},\n'; return code; */; scrollText_s : '滚动剧情文本:' '时间' Int '行距' Number '不等待执行完毕' Bool? BGNL? EvalString_Multi Newline /* scrollText_s tooltip : scrollText:滚动剧情文本,将从下到上进行滚动显示。 helpUrl : /_docs/#/instruction doubleclicktext : EvalString_Multi_0 default : [5000,1.4,false,"时间是总时间,可以使用setText事件来控制字体、颜色、大小、偏移量等"] Bool_0 = Bool_0?', "async": true':''; var code = '{"type": "scrollText", "text": "'+EvalString_Multi_0+'"'+Bool_0+', "time" :'+Int_0+', "lineHeight": '+Number_0+'},\n'; return code; */; setText_s : '设置剧情文本的属性' '位置' SetTextPosition_List '偏移像素' IntString? '对齐' TextAlign_List? BGNL? '标题颜色' ColorString? Colour '正文颜色' ColorString? Colour '背景色' EvalString? Colour BGNL? '粗体' B_1_List '标题字体大小' IntString? '正文字体大小' IntString? '行距' IntString? '打字间隔' IntString? '字符间距' IntString? Newline /* setText_s tooltip : setText:设置剧情文本的属性,颜色为RGB三元组或RGBA四元组,打字间隔为剧情文字添加的时间间隔,为整数或不填,字符间距为字符之间的距离,为整数或不填。 helpUrl : /_docs/#/instruction default : [null,"",null,"",'rgba(255,255,255,1)',"",'rgba(255,255,255,1)',"",'rgba(255,255,255,1)',null,"","","","",""] SetTextPosition_List_0 =SetTextPosition_List_0==='null'?'': ', "position": "'+SetTextPosition_List_0+'"'; TextAlign_List_0 = TextAlign_List_0==='null'?'': ', "align": "'+TextAlign_List_0+'"'; var colorRe = MotaActionFunctions.pattern.colorRe; IntString_0 = IntString_0 ? (', "offset": '+IntString_0) : ''; ColorString_0 = ColorString_0 ? (', "title": ['+ColorString_0+']') : ''; ColorString_1 = ColorString_1 ? (', "text": ['+ColorString_1+']') : ''; if (EvalString_0) { if (colorRe.test(EvalString_0)) { EvalString_0 = ', "background": ['+EvalString_0+']'; } else if (/^\w+\.png$/.test(EvalString_0)) { EvalString_0 = ', "background": "'+EvalString_0+'"'; } else { throw new Error('背景格式错误,必须是形如0~255,0~255,0~255,0~1的颜色,或一个WindowSkin的png图片名称'); } } IntString_1 = IntString_1 ? (', "titlefont": '+IntString_1) : ''; IntString_2 = IntString_2 ? (', "textfont": '+IntString_2) : ''; IntString_3 = IntString_3 ? (', "lineHeight": '+IntString_3) : ''; IntString_4 = IntString_4 ? (', "time": '+IntString_4) : ''; IntString_5 = IntString_5 ? (', "interval": '+IntString_5) : ''; B_1_List_0 = B_1_List_0==='null'?'':', "bold": '+B_1_List_0; var code = '{"type": "setText"'+SetTextPosition_List_0+IntString_0+TextAlign_List_0+ColorString_0+ColorString_1+B_1_List_0+EvalString_0+IntString_1+IntString_2+IntString_3+IntString_4+IntString_5+'},\n'; return code; */; tip_s : '显示提示' ':' EvalString '图标ID' IdString? Newline /* tip_s tooltip : tip:显示一段提示文字 helpUrl : /_docs/#/instruction allIds : ['IdString_0'] default : ["这段话将在左上角以气泡形式显示",""] IdString_0 = IdString_0 && (', "icon": "' + IdString_0 + '"'); var code = '{"type": "tip", "text": "'+EvalString_0+'"'+IdString_0+'},\n'; return code; */; setValue_s : '数值操作' ':' '名称' idString_e AssignOperator_List expression '不刷新状态栏' Bool Newline /* setValue_s tooltip : setValue:设置勇士的某个属性、道具个数, 或某个变量/Flag的值 helpUrl : /_docs/#/instruction default : ["","","",false] colour : this.dataColor if (AssignOperator_List_0 && AssignOperator_List_0 != '=') { AssignOperator_List_0 = ', "operator": "' + AssignOperator_List_0 + '"'; } else AssignOperator_List_0 = ''; Bool_0 = Bool_0 ? ', "norefresh": true' : ''; var code = '{"type": "setValue", "name": "'+idString_e_0+'"'+AssignOperator_List_0+', "value": "'+expression_0+'"' + Bool_0 + '},\n'; return code; */; setEnemy_s : '设置怪物属性' ':' '怪物ID' IdString '的' EnemyId_List '为' expression Newline /* setEnemy_s tooltip : setEnemy:设置某个怪物的属性 helpUrl : /_docs/#/instruction default : ["greenSlime", "atk", "0"] allEnemys : ['IdString_0'] colour : this.dataColor var code = '{"type": "setEnemy", "id": "'+IdString_0+'", "name": "'+EnemyId_List_0+'", "value": "'+expression_0+'"},\n'; return code; */; setFloor_s : '设置楼层属性' ':' Floor_Meta_List '楼层名' IdString? '为' JsonEvalString Newline /* setFloor_s tooltip : setFloor:设置楼层属性;该楼层属性和编辑器中的楼层属性一一对应 helpUrl : /_docs/#/instruction default : ["title","","\"新楼层名\""] allFloorIds : ['IdString_0'] colour : this.dataColor IdString_0 = IdString_0 && (', "floorId": "'+IdString_0+'"'); var code = '{"type": "setFloor", "name": "'+Floor_Meta_List_0+'"'+IdString_0+', "value": '+JsonEvalString_0+'},\n'; return code; */; setGlobalAttribute_s : '设置全局属性' ':' Global_Attribute_List '为' EvalString Newline /* setGlobalAttribute_s tooltip : setGlobalAttribute:设置全局属性 helpUrl : /_docs/#/instruction default : ["font","Verdana"] colour : this.dataColor var code = '{"type": "setGlobalAttribute", "name": "'+Global_Attribute_List_0+'", "value": "'+EvalString_0+'"},\n'; return code; */; setGlobalValue_s : '设置全局数值' ':' Global_Value_List '为' EvalString Newline /* setGlobalValue_s tooltip : setGlobalValue:设置全局属性 helpUrl : /_docs/#/instruction default : ["lavaDamage","100"] colour : this.dataColor var code = '{"type": "setGlobalValue", "name": "'+Global_Value_List_0+'", "value": '+EvalString_0+'},\n'; return code; */; setGlobalFlag_s : '设置系统开关' ':' Global_Flag_List Bool Newline /* setGlobalFlag_s tooltip : setGlobalFlag:设置系统开关 helpUrl : /_docs/#/instruction default : ["s:enableFloor","true"] colour : this.dataColor var code = '{"type": "setGlobalFlag", "name": "'+Global_Flag_List_0+'", "value": '+Bool_0+'},\n'; return code; */; show_s : '显示事件' 'x' EvalString? ',' 'y' EvalString? '楼层' IdString? '动画时间' IntString? '不等待执行完毕' Bool? Newline /* show_s tooltip : show: 将禁用事件启用,楼层和动画时间可不填,xy可用逗号分隔表示多个点 helpUrl : /_docs/#/instruction default : ["","","","",false] selectPoint : ["EvalString_0", "EvalString_1", "IdString_0"] allFloorIds : ['IdString_0'] colour : this.mapColor var floorstr = ''; if (EvalString_0 && EvalString_1) { var pattern1 = MotaActionFunctions.pattern.id; if(pattern1.test(EvalString_0) || pattern1.test(EvalString_1)){ EvalString_0=MotaActionFunctions.PosString_pre(EvalString_0); EvalString_1=MotaActionFunctions.PosString_pre(EvalString_1); EvalString_0=[EvalString_0,EvalString_1] } else { var pattern2 = /^([+-]?\d+)(,[+-]?\d+)*$/; if(!pattern2.test(EvalString_0) || !pattern2.test(EvalString_1))throw new Error('坐标格式错误,请右键点击帮助查看格式'); EvalString_0=EvalString_0.split(','); EvalString_1=EvalString_1.split(','); if(EvalString_0.length!==EvalString_1.length)throw new Error('坐标格式错误,请右键点击帮助查看格式'); for(var ii=0;ii10) throw new Error('天气的强度等级, 在1-10之间'); Bool_0 = Bool_0 ? ', "keep": true' : '' var code = '{"type": "setWeather", "name": "'+Weather_List_0+'", "level": '+Int_0+Bool_0+'},\n'; if(Weather_List_0===''||Weather_List_0==='null'||Weather_List_0==null)code = '{"type": "setWeather"},\n'; return code; */; move_s : '移动事件' 'x' PosString? ',' 'y' PosString? '动画时间' IntString? '不消失' Bool '不等待执行完毕' Bool BGNL? StepString Newline /* move_s tooltip : move: 让某个NPC/怪物移动,位置可不填代表当前事件 helpUrl : /_docs/#/instruction default : ["","",500,false,false,"上右3下2后4左前2"] selectPoint : ["PosString_0", "PosString_1"] colour : this.mapColor var floorstr = ''; if (PosString_0 && PosString_1) { floorstr = ', "loc": ['+PosString_0+','+PosString_1+']'; } IntString_0 = IntString_0 ?(', "time": '+IntString_0):''; Bool_0 = Bool_0?', "keep": true':''; Bool_1 = Bool_1?', "async": true':''; var code = '{"type": "move"'+floorstr+IntString_0+Bool_0+Bool_1+', "steps": '+JSON.stringify(StepString_0)+'},\n'; return code; */; moveAction_s : '勇士前进一格或撞击' Newline /* moveAction_s tooltip : moveAction: 前进一格或撞击 helpUrl : /_docs/#/instruction colour : this.dataColor return '{"type": "moveAction"},\n'; */; moveHero_s : '无视地形移动勇士' '动画时间' IntString? '不等待执行完毕' Bool BGNL? StepString Newline /* moveHero_s tooltip : moveHero:移动勇士,用这种方式移动勇士的过程中将无视一切地形, 无视一切事件, 中毒状态也不会扣血 helpUrl : /_docs/#/instruction default : ["",false,"上右3下2后4左前2"] colour : this.dataColor IntString_0 = IntString_0 ?(', "time": '+IntString_0):''; Bool_0 = Bool_0?', "async": true':''; var code = '{"type": "moveHero"'+IntString_0+Bool_0+', "steps": '+JSON.stringify(StepString_0)+'},\n'; return code; */; jump_s : '跳跃事件' '起始 x' PosString? ',' 'y' PosString? '终止 x' PosString? ',' 'y' PosString? '动画时间' IntString? '不消失' Bool '不等待执行完毕' Bool Newline /* jump_s tooltip : jump: 让某个NPC/怪物跳跃 helpUrl : /_docs/#/instruction default : ["","","","",500,true,false] selectPoint : ["PosString_2", "PosString_3"] menu : [['选择起点位置','editor_blockly.selectPoint(block,["PosString_0", "PosString_1"])']] colour : this.mapColor var floorstr = ''; if (PosString_0 && PosString_1) { floorstr += ', "from": ['+PosString_0+','+PosString_1+']'; } if (PosString_2 && PosString_3) { floorstr += ', "to": ['+PosString_2+','+PosString_3+']'; } IntString_0 = IntString_0 ?(', "time": '+IntString_0):''; Bool_0 = Bool_0?', "keep": true':''; Bool_1 = Bool_1?', "async": true':''; var code = '{"type": "jump"'+floorstr+''+IntString_0+Bool_0+Bool_1+'},\n'; return code; */; jump_1_s : '跳跃事件' '起始 x' PosString? ',' 'y' PosString? '增量 dx' PosString? ',' 'dy' PosString? '动画时间' IntString? '不消失' Bool '不等待执行完毕' Bool Newline /* jump_1_s tooltip : jump: 让某个NPC/怪物跳跃,给定增量 helpUrl : /_docs/#/instruction default : ["","","0","0",500,true,false] selectPoint : ["PosString_0", "PosString_1"] colour : this.mapColor var floorstr = ''; if (PosString_0 && PosString_1) { floorstr += ', "from": ['+PosString_0+','+PosString_1+']'; } if (PosString_2 && PosString_3) { floorstr += ', "dxy": ['+PosString_2+','+PosString_3+']'; } IntString_0 = IntString_0 ?(', "time": '+IntString_0):''; Bool_0 = Bool_0?', "keep": true':''; Bool_1 = Bool_1?', "async": true':''; var code = '{"type": "jump"'+floorstr+''+IntString_0+Bool_0+Bool_1+'},\n'; return code; */; jumpHero_s : '跳跃勇士' 'x' PosString? ',' 'y' PosString? '动画时间' IntString? '不等待执行完毕' Bool Newline /* jumpHero_s tooltip : jumpHero: 跳跃勇士 helpUrl : /_docs/#/instruction default : ["","",500,false] selectPoint : ["PosString_0", "PosString_1"] colour : this.dataColor var floorstr = ''; if (PosString_0 && PosString_1) { floorstr = ', "loc": ['+PosString_0+','+PosString_1+']'; } IntString_0 = IntString_0 ?(', "time": '+IntString_0):''; Bool_0 = Bool_0?', "async": true':''; var code = '{"type": "jumpHero"'+floorstr+IntString_0+Bool_0+'},\n'; return code; */; jumpHero_1_s : '跳跃勇士' '增量 dx' PosString? ',' 'dy' PosString? '动画时间' IntString? '不等待执行完毕' Bool Newline /* jumpHero_1_s tooltip : jumpHero: 跳跃勇士,给定增量 helpUrl : /_docs/#/instruction default : ["0","0",500,false] colour : this.dataColor var floorstr = ''; if (PosString_0 && PosString_1) { floorstr = ', "dxy": ['+PosString_0+','+PosString_1+']'; } IntString_0 = IntString_0 ?(', "time": '+IntString_0):''; Bool_0 = Bool_0?', "async": true':''; var code = '{"type": "jumpHero"'+floorstr+IntString_0+Bool_0+'},\n'; return code; */; playBgm_s : '播放背景音乐' EvalString '开始播放秒数' Int '持续到下个本事件' Bool Newline /* playBgm_s tooltip : playBgm: 播放背景音乐 helpUrl : /_docs/#/instruction default : ["bgm.mp3", 0, true] allBgms : ['EvalString_0'] material : ["./project/bgms/", "EvalString_0"] colour : this.soundColor Int_0 = Int_0 ? (', "startTime": '+Int_0) : ''; Bool_0 = Bool_0 ? ', "keep": true' : ''; var code = '{"type": "playBgm", "name": "'+EvalString_0+'"'+Int_0+Bool_0+'},\n'; return code; */; pauseBgm_s : '暂停背景音乐' Newline /* pauseBgm_s tooltip : pauseBgm: 暂停背景音乐 helpUrl : /_docs/#/instruction colour : this.soundColor var code = '{"type": "pauseBgm"},\n'; return code; */; resumeBgm_s : '恢复背景音乐' '从暂停位置继续播放' Bool Newline /* resumeBgm_s tooltip : resumeBgm: 恢复背景音乐 helpUrl : /_docs/#/instruction colour : this.soundColor Bool_0 = Bool_0 ? ', "resume": true' : ''; var code = '{"type": "resumeBgm"' + Bool_0 + '},\n'; return code; */; loadBgm_s : '预加载背景音乐' EvalString Newline /* loadBgm_s tooltip : loadBgm: 预加载某个背景音乐,之后可以直接播放 helpUrl : /_docs/#/instruction default : ["bgm.mp3"] allBgms : ['EvalString_0'] material : ["./project/bgms/", "EvalString_0"] colour : this.soundColor var code = '{"type": "loadBgm", "name": "'+EvalString_0+'"},\n'; return code; */; freeBgm_s : '释放背景音乐的缓存' EvalString Newline /* freeBgm_s tooltip : freeBgm: 释放背景音乐的缓存 helpUrl : /_docs/#/instruction default : ["bgm.mp3"] allBgms : ['EvalString_0'] colour : this.soundColor var code = '{"type": "freeBgm", "name": "'+EvalString_0+'"},\n'; return code; */; playSound_s : '播放音效' EvalString '停止之前音效' Bool? Newline /* playSound_s tooltip : playSound: 播放音效 helpUrl : /_docs/#/instruction default : ["item.mp3",false] colour : this.soundColor allSounds : ['EvalString_0'] material : ["./project/sounds/", "EvalString_0"] Bool_0 = Bool_0 ? ', "stop": true' : ''; var code = '{"type": "playSound", "name": "'+EvalString_0+'"'+Bool_0+'},\n'; return code; */; stopSound_s : '停止所有音效' Newline /* stopSound_s tooltip : stopSound: 停止所有音效 helpUrl : /_docs/#/instruction colour : this.soundColor var code = '{"type": "stopSound"},\n'; return code; */; setVolume_s : '设置音量' Int '渐变时间' IntString? '不等待执行完毕' Bool Newline /* setVolume_s tooltip : setVolume: 设置音量 helpUrl : /_docs/#/instruction default : [90, 500, false] colour : this.soundColor IntString_0 = IntString_0 ?(', "time": '+IntString_0):''; var async = Bool_0?', "async": true':''; var code = '{"type": "setVolume", "value": '+Int_0+IntString_0+async+'},\n'; return code; */; win_s : '游戏胜利,结局' ':' EvalString? '不计入榜单' Bool '不结束游戏' Bool Newline /* win_s tooltip : win: 获得胜利, 该事件会显示获胜页面, 并重新游戏 helpUrl : /_docs/#/instruction default : ["",false, false] Bool_0 = Bool_0?', "norank": 1':''; Bool_1 = Bool_1?', "noexit": 1':''; var code = '{"type": "win", "reason": "'+EvalString_0+'"'+Bool_0+Bool_1+'},\n'; return code; */; lose_s : '游戏失败,结局' ':' EvalString? Newline /* lose_s tooltip : lose: 游戏失败, 该事件会显示失败页面, 并重新开始游戏 helpUrl : /_docs/#/instruction default : [""] var code = '{"type": "lose", "reason": "'+EvalString_0+'"},\n'; return code; */; restart_s : '直接回到标题界面' Newline /* restart_s tooltip : restart: 直接回到标题界面 helpUrl : /_docs/#/instruction var code = '{"type": "restart"},\n'; return code; */; input_s : '接受用户输入数字,提示' ':' EvalString Newline /* input_s tooltip : input:接受用户输入数字, 事件只能接受非负整数输入, 所有非法的输入将全部变成0 helpUrl : /_docs/#/instruction default : ["请输入一个数"] colour : this.dataColor var code = '{"type": "input", "text": "'+EvalString_0+'"},\n'; return code; */; input2_s : '接受用户输入文本,提示' ':' EvalString Newline /* input2_s tooltip : input2:接受用户输入文本, 允许用户输入任何形式的文本 helpUrl : /_docs/#/instruction default : ["请输入文本"] colour : this.dataColor var code = '{"type": "input2", "text": "'+EvalString_0+'"},\n'; return code; */; if_s : '如果' ':' expression BGNL? Newline action+ '否则' ':' BGNL? Newline action+ BEND Newline /* if_s tooltip : if: 条件判断 helpUrl : /_docs/#/instruction colour : this.eventColor var code = ['{"type": "if", "condition": "',expression_0,'",',block.isCollapsed()?'"_collapsed": true,\n':'\n', '"true": [\n',action_0,'],\n', '"false": [\n',action_1,']', '},\n'].join(''); return code; */; if_1_s : '如果' ':' expression BGNL? Newline action+ BEND Newline /* if_1_s tooltip : if: 条件判断 helpUrl : /_docs/#/instruction colour : this.eventColor var code = ['{"type": "if", "condition": "',expression_0,'",',block.isCollapsed()?'"_collapsed": true,\n':'\n', '"true": [\n',action_0,']', '},\n'].join(''); return code; */; switch_s : '多重分歧 条件判定' ':' expression BGNL? Newline switchCase+ BEND Newline /* switch_s tooltip : switch: 多重条件分歧 helpUrl : /_docs/#/instruction default : ["判别值"] colour : this.eventColor var code = ['{"type": "switch", "condition": "',expression_0,'", ',block.isCollapsed()?'"_collapsed": true, ':'','"caseList": [\n', switchCase_0, '], },\n'].join(''); return code; */; switchCase : '如果是' expression '的场合' '不跳出' Bool BGNL? Newline action+ /* switchCase tooltip : 选项的选择 helpUrl : /_docs/#/instruction default : ["", false] colour : this.subColor Bool_0 = Bool_0?', "nobreak": true':''; var collapsed=block.isCollapsed()?', "_collapsed": true':''; var code = '{"case": "'+expression_0+'"'+Bool_0+collapsed+', "action": [\n'+action_0+']},\n'; return code; */; choices_s : '选项' ':' EvalString_Multi? BGNL? '标题' EvalString? '图像' IdString? '超时毫秒数' Int BGNL? Newline choicesContext+ BEND Newline /* choices_s tooltip : choices: 给用户提供选项 helpUrl : /_docs/#/instruction doubleclicktext : EvalString_Multi_0 default : ["","流浪者","trader",0] allIds : ['IdString_0'] var title=''; if (EvalString_0==''){ if (IdString_0=='')title=''; else title='\\t['+IdString_0+']'; } else { if (IdString_0=='')title='\\t['+EvalString_0+']'; else title='\\t['+EvalString_0+','+IdString_0+']'; } EvalString_Multi_0 = title+EvalString_Multi_0; EvalString_Multi_0 = EvalString_Multi_0 ?(', "text": "'+EvalString_Multi_0+'"'):''; Int_0 = Int_0 ? (', "timeout": '+Int_0) : ''; var code = ['{"type": "choices"',EvalString_Multi_0,Int_0,block.isCollapsed()?', "_collapsed": true':'',', "choices": [\n', choicesContext_0, ']},\n'].join(''); return code; */; choicesContext : '子选项' EvalString '图标' IdString? '颜色' ColorString? Colour '启用条件' EvalString? '出现条件' EvalString? BGNL? Newline action+ /* choicesContext tooltip : 选项的选择 helpUrl : /_docs/#/instruction default : ["提示文字:红钥匙","","","",""] allIds : ['IdString_0'] colour : this.subColor ColorString_0 = ColorString_0 ? (', "color": ['+ColorString_0+']') : ''; EvalString_1 = EvalString_1 && (', "need": "'+EvalString_1+'"'); EvalString_2 = EvalString_2 && (', "condition": "'+EvalString_2+'"'); IdString_0 = IdString_0?(', "icon": "'+IdString_0+'"'):''; var collapsed=block.isCollapsed()?', "_collapsed": true':''; var code = '{"text": "'+EvalString_0+'"'+IdString_0+ColorString_0+EvalString_1+EvalString_2+collapsed+', "action": [\n'+action_0+']},\n'; return code; */; confirm_s : '显示确认框' ':' EvalString_Multi '超时毫秒数' Int BGNL? '确定的场合' ':' '(默认选中' Bool ')' BGNL? Newline action+ '取消的场合' ':' BGNL? Newline action+ BEND Newline /* confirm_s tooltip : 弹出确认框 helpUrl : /_docs/#/instruction default : ["确认要xxx吗?",0,false] doubleclicktext : EvalString_Multi_0 Bool_0 = Bool_0?', "default": true':'' Int_0 = Int_0 ? (', "timeout": '+Int_0) : ''; var code = ['{"type": "confirm"'+Int_0+Bool_0+', "text": "',EvalString_Multi_0,'",',block.isCollapsed()?'"_collapsed": true,\n':'\n', '"yes": [\n',action_0,'],\n', '"no": [\n',action_1,']\n', '},\n'].join(''); return code; */; for_s : '循环遍历' ': ' expression '从' EvalString '到' EvalString '步增' EvalString BGNL? Newline action+ BEND Newline /* for_s tooltip : for:循环遍历 helpUrl : /_docs/#/instruction colour : this.eventColor if (!/^temp:[A-Z]$/.test(expression_0)) { throw new Error('循环遍历仅允许使用临时变量!'); } var collapsed=block.isCollapsed()?', "_collapsed": true':''; return '{"type": "for", "name": "'+expression_0+'", "from": "'+EvalString_0+'", "to": "'+EvalString_1+'", "step": "'+EvalString_2+'"'+collapsed+',\n"data": [\n'+action_0+']},\n'; */; forEach_s : '循环遍历' ': 以' expression '逐项读取列表' JsonEvalString BGNL? Newline action+ BEND Newline /* forEach_s tooltip : forEach:循环遍历列表 helpUrl : /_docs/#/instruction colour : this.eventColor if (!/^temp:[A-Z]$/.test(expression_0)) { throw new Error('循环遍历仅允许使用临时变量!'); } if (JsonEvalString_0 == '' || !(JSON.parse(JsonEvalString_0) instanceof Array)) { throw new Error('参数列表必须是个有效的数组!'); } var collapsed=block.isCollapsed()?', "_collapsed": true':''; return '{"type": "forEach", "name": "'+expression_0+'", "list": '+JsonEvalString_0 + collapsed+',\n"data": [\n'+action_0+']},\n'; */; while_s : '前置条件循环' ':' '当' expression '时' BGNL? Newline action+ BEND Newline /* while_s tooltip : while:前置条件循环 helpUrl : /_docs/#/instruction colour : this.eventColor var code = ['{"type": "while", "condition": "',expression_0,'",',block.isCollapsed()?'"_collapsed": true,\n':'\n', '"data": [\n',action_0,'],\n', '},\n'].join(''); return code; */; dowhile_s : '后置条件循环' ':' BGNL? Newline action+ BEND '当' expression '时' Newline /* dowhile_s tooltip : dowhile:后置条件循环 helpUrl : /_docs/#/instruction colour : this.eventColor var code = ['{"type": "dowhile", "condition": "',expression_0,'",',block.isCollapsed()?'"_collapsed": true,\n':'\n', '"data": [\n',action_0,'],\n', '},\n'].join(''); return code; */; break_s : '跳出当前循环或公共事件' Newline /* break_s tooltip : break:跳出循环或公共事件! helpUrl : /_docs/#/instruction colour : this.eventColor var code = '{"type": "break"},\n'; return code; */; continue_s : '提前结束本轮循环或跳出公共事件' Newline /* continue_s tooltip : continue:继续执行当前循环的下一轮,或跳出公共事件! helpUrl : /_docs/#/instruction colour : this.eventColor var code = '{"type": "continue"},\n'; return code; */; wait_s : '等待用户操作并获得按键或点击信息' '超时毫秒数' Int BGNL? Newline waitContext* BEND Newline /* wait_s tooltip : wait: 等待用户操作并获得按键或点击信息 helpUrl : /_docs/#/instruction default : [0] colour : this.soundColor Int_0 = Int_0?(', "timeout": ' + Int_0):''; waitContext_0 = waitContext_0 ? (', "data": [\n' + waitContext_0 + ']') : ''; var collapsed=block.isCollapsed()?', "_collapsed": true':''; var code = '{"type": "wait"' + Int_0 + collapsed + waitContext_0 + '},\n'; return code; */; waitContext : waitContext_1 | waitContext_2 | waitContext_empty; waitContext_1 : '按键的场合' '键值' EvalString BGNL? Newline action+ BEND Newline /* waitContext_1 tooltip : wait: 等待用户操作并获得按键或点击信息 helpUrl : /_docs/#/instruction colour : this.subColor if (!/^\d+(,\d+)*$/.test(EvalString_0)) { throw new Error('键值必须是正整数,可以以逗号分隔'); } var collapsed=block.isCollapsed()?', "_collapsed": true':''; var code = '{"case": "keyboard", "keycode": "' + EvalString_0 + '"'+collapsed+', "action": [\n' + action_0 + ']},\n'; return code; */; waitContext_2 : '点击的场合' '像素x范围' PosString '~' PosString '; y范围' PosString '~' PosString BGNL? Newline action+ BEND Newline /* waitContext_2 tooltip : wait: 等待用户操作并获得按键或点击信息 helpUrl : /_docs/#/instruction default : [0,32,0,32] previewBlock : true colour : this.subColor var collapsed=block.isCollapsed()?', "_collapsed": true':''; var code = '{"case": "mouse", "px": [' + PosString_0 + ',' + PosString_1 + '], "py": [' + PosString_2 + ',' + PosString_3 + ']'+collapsed+', "action": [\n' + action_0 + ']},\n'; return code; */; waitContext_empty : Newline /* waitContext_empty return ''; */; waitAsync_s : '等待所有异步事件执行完毕' /* waitAsync_s tooltip : waitAsync: 等待所有异步事件执行完毕 helpUrl : /_docs/#/instruction colour : this.soundColor var code = '{"type": "waitAsync"},\n'; return code; */; callBook_s : '呼出怪物手册' /* callBook_s tooltip : callBook: 呼出怪物手册;返回游戏后将继续执行后面的事件 helpUrl : /_docs/#/instruction colour : this.soundColor var code = '{"type": "callBook"},\n'; return code; */; callSave_s : '呼出存档页面' /* callSave_s tooltip : callSave: 呼出存档页面 helpUrl : /_docs/#/instruction colour : this.soundColor var code = '{"type": "callSave"},\n'; return code; */; autoSave_s : '自动存档' '不提示' Bool Newline /* autoSave_s tooltip : autoSave: 自动存档 helpUrl : /_docs/#/instruction colour : this.soundColor default : [false] Bool_0 = Bool_0 ? (', "nohint": true') : ''; var code = '{"type": "autoSave"'+Bool_0+'},\n'; return code; */; callLoad_s : '呼出读档页面' Newline /* callLoad_s tooltip : callLoad: 呼出存档页面;返回游戏后将继续执行后面的事件 helpUrl : /_docs/#/instruction colour : this.soundColor var code = '{"type": "callLoad"},\n'; return code; */; previewUI_s : 'ui绘制并预览' '(双击此项可进行预览)' BGNL? Newline action+ BEND Newline /* previewUI_s tooltip : previewUI: ui绘制并预览 helpUrl : /_docs/#/instruction previewBlock : true var collapsed=block.isCollapsed()?', "_collapsed": true':''; var code = ['{"type": "previewUI"'+collapsed+', "action": [\n', action_0,']},\n'].join(''); return code; */; clearMap_s : '清除画布' '起点像素' 'x' PosString? 'y' PosString? '宽' PosString? '高' PosString? Newline /* clearMap_s tooltip : clearMap: 清除画布 helpUrl : /_docs/#/instruction colour : this.subColor default : ["", "", "", ""] previewBlock : true PosString_0 = PosString_0 && (', "x": ' + PosString_0); PosString_1 = PosString_1 && (', "y": ' + PosString_1); PosString_2 = PosString_2 && (', "width": ' + PosString_2); PosString_3 = PosString_3 && (', "height": ' + PosString_3); var code = '{"type": "clearMap"'+PosString_0+PosString_1+PosString_2+PosString_3+'},\n'; return code; */; setAttribute_s : '设置画布属性' '字体' FontString? '填充样式' ColorString? Colour '边框样式' ColorString? Colour BGNL? '线宽度' IntString? '不透明度' EvalString? '对齐' TextAlign_List '基准线' TextBaseline_List 'z值' IntString? Newline /* setAttribute_s tooltip : setAttribute:设置画布属性 helpUrl : /_docs/#/instruction previewBlock : true colour : this.subColor default : ["","",'rgba(255,255,255,1)',"",'rgba(255,255,255,1)',"","",null,null,""] TextAlign_List_0 = TextAlign_List_0==='null'?'': ', "align": "'+TextAlign_List_0+'"'; TextBaseline_List_0 = TextBaseline_List_0==='null'?'': ', "baseline": "'+TextBaseline_List_0+'"'; FontString_0 = FontString_0 ? (', "font": "' + FontString_0 + '"') : ''; ColorString_0 = ColorString_0 ? (', "fillStyle": ['+ColorString_0+']') : ''; ColorString_1 = ColorString_1 ? (', "strokeStyle": ['+ColorString_1+']') : ''; IntString_0 = IntString_0 ? (', "lineWidth": '+IntString_0) : ''; if (EvalString_0) { var f = parseFloat(EvalString_0); if (isNaN(f) || f<0 || f>1) throw new Error('不透明度必须是0到1的浮点数或不填'); EvalString_0 = ', "alpha": '+EvalString_0; } IntString_1 = IntString_1 ? (', "z": '+IntString_1) : ''; var code = '{"type": "setAttribute"'+FontString_0+ColorString_0+ColorString_1+IntString_0+ EvalString_0+TextAlign_List_0+TextBaseline_List_0+IntString_1+'},\n'; return code; */; fillText_s : '绘制文本' 'x' PosString 'y' PosString '样式' ColorString? Colour '字体' FontString? '最大宽度' IntString? BGNL? EvalString Newline /* fillText_s tooltip : fillText:绘制一行文本;可以设置最大宽度进行放缩 helpUrl : /_docs/#/instruction colour : this.subColor previewBlock : true default : ["0","0","",'rgba(255,255,255,1)',"","","绘制一行文本"] ColorString_0 = ColorString_0 ? (', "style": ['+ColorString_0+']') : ''; FontString_0 = FontString_0 ? (', "font": "' + FontString_0 + '"') : ''; IntString_0 = IntString_0 ? (', "maxWidth": '+IntString_0) : ''; var code = '{"type": "fillText", "x": '+PosString_0+', "y": '+PosString_1+ColorString_0+FontString_0+IntString_0+', "text": "'+EvalString_0+'"},\n'; return code; */; fillBoldText_s : '绘制描边文本' 'x' PosString 'y' PosString '样式' ColorString? Colour '描边颜色' ColorString? Colour '字体' FontString? BGNL? EvalString Newline /* fillBoldText_s tooltip : fillBoldText:绘制一行描边文本 helpUrl : /_docs/#/instruction colour : this.subColor previewBlock : true default : ["0","0","",'rgba(255,255,255,1)',"",'rgba(0,0,0,1)',"","绘制一行描边文本"] ColorString_0 = ColorString_0 ? (', "style": ['+ColorString_0+']') : ''; ColorString_1 = ColorString_1 ? (', "strokeStyle": ['+ColorString_1+']') : ''; FontString_0 = FontString_0 ? (', "font": "' + FontString_0 + '"') : ''; var code = '{"type": "fillBoldText", "x": '+PosString_0+', "y": '+PosString_1+ColorString_0+ColorString_1+FontString_0+', "text": "'+EvalString_0+'"},\n'; return code; */; drawTextContent_s : '绘制多行文本' EvalString_Multi BGNL? '起点像素' 'x' PosString 'y' PosString '最大宽度' IntString? '颜色' ColorString? Colour BGNL? '对齐' TextAlign_List '字体大小' IntString? '行距' IntString? '粗体' Bool Newline /* drawTextContent_s tooltip : drawTextContent:绘制多行文本 helpUrl : /_docs/#/instruction doubleclicktext : EvalString_Multi_0 colour : this.subColor default : ["绘制多行文本\\n可双击编辑","0","0","","",'rgba(255,255,255,1)',null,"","",false] TextAlign_List_0 = TextAlign_List_0==='null'?'': ', "align": "'+TextAlign_List_0+'"'; Bool_0 = Bool_0 ? (', "bold": true') : ''; IntString_0 = IntString_0 ? (', "maxWidth": '+IntString_0) : ''; IntString_1 = IntString_1 ? (', "fontSize": '+IntString_1) : ''; IntString_2 = IntString_2 ? (', "lineHeight": '+IntString_2) : ''; ColorString_0 = ColorString_0 ? (', "color": ['+ColorString_0+']') : ''; var code = '{"type": "drawTextContent", "text": "'+EvalString_Multi_0+'", "left": '+PosString_0+', "top": '+PosString_1+TextAlign_List_0+IntString_0+IntString_1+IntString_2+ColorString_0+Bool_0+'},\n'; return code; */; fillRect_s : '绘制矩形' '起点像素' 'x' PosString 'y' PosString '宽' PosString '高' PosString '圆角半径' PosString? '旋转度数' PosString? '颜色' ColorString? Colour Newline /* fillRect_s tooltip : fillRect:绘制矩形 helpUrl : /_docs/#/instruction colour : this.subColor previewBlock : true default : ["0","0","flag:x","300","","","","rgba(255,255,255,1)"] ColorString_0 = ColorString_0 ? (', "style": ['+ColorString_0+']') : ''; PosString_4 = PosString_4 ? (', "radius": '+PosString_4) : ''; PosString_5 = PosString_5 ? (', "angle": ' + PosString_5) : ''; var code = '{"type": "fillRect", "x": '+PosString_0+', "y": '+PosString_1+', "width": '+PosString_2+', "height": '+PosString_3+PosString_4+PosString_5+ColorString_0+'},\n'; return code; */; strokeRect_s : '绘制矩形边框' '起点像素' 'x' PosString 'y' PosString '宽' PosString '高' PosString '圆角半径' PosString? '旋转度数' PosString? '颜色' ColorString? Colour '线宽' IntString? Newline /* strokeRect_s tooltip : strokeRect:绘制矩形边框 helpUrl : /_docs/#/instruction colour : this.subColor previewBlock : true default : ["0","0","flag:x","300","","","","rgba(255,255,255,1)",""] ColorString_0 = ColorString_0 ? (', "style": ['+ColorString_0+']') : ''; IntString_0 = IntString_0 ? (', "lineWidth": '+IntString_0) : ''; PosString_4 = PosString_4 ? (', "radius": '+PosString_4) : ''; PosString_5 = PosString_5 ? (', "angle": ' + PosString_5) : ''; var code = '{"type": "strokeRect", "x": '+PosString_0+', "y": '+PosString_1+', "width": '+PosString_2+', "height": '+PosString_3+PosString_4+PosString_5+ColorString_0+IntString_0+'},\n'; return code; */; drawLine_s : '绘制线段' '起点像素' 'x' PosString 'y' PosString '终点像素' 'x' PosString 'y' PosString '颜色' ColorString? Colour '线宽' IntString? Newline /* drawLine_s tooltip : drawLine:绘制线段 helpUrl : /_docs/#/instruction colour : this.subColor previewBlock : true default : ["0","0","flag:x","300","","rgba(255,255,255,1)",""] ColorString_0 = ColorString_0 ? (', "style": ['+ColorString_0+']') : ''; IntString_0 = IntString_0 ? (', "lineWidth": '+IntString_0) : ''; var code = '{"type": "drawLine", "x1": '+PosString_0+', "y1": '+PosString_1+', "x2": '+PosString_2+', "y2": '+PosString_3+ColorString_0+IntString_0+'},\n'; return code; */; drawArrow_s : '绘制箭头' '起点像素' 'x' PosString 'y' PosString '终点像素' 'x' PosString 'y' PosString '颜色' ColorString? Colour '线宽' IntString? Newline /* drawArrow_s tooltip : drawArrow:绘制箭头 helpUrl : /_docs/#/instruction colour : this.subColor previewBlock : true default : ["0","0","flag:x","300","","rgba(255,255,255,1)",""] ColorString_0 = ColorString_0 ? (', "style": ['+ColorString_0+']') : ''; IntString_0 = IntString_0 ? (', "lineWidth": '+IntString_0) : ''; var code = '{"type": "drawArrow", "x1": '+PosString_0+', "y1": '+PosString_1+', "x2": '+PosString_2+', "y2": '+PosString_3+ColorString_0+IntString_0+'},\n'; return code; */; fillPolygon_s : '绘制多边形' '顶点像素列表' 'x' EvalString 'y' EvalString '颜色' ColorString? Colour Newline /* fillPolygon_s tooltip : fillPolygon:绘制多边形 helpUrl : /_docs/#/instruction colour : this.subColor previewBlock : true default : ["0,0,100","0,100,0","","rgba(255,255,255,1)"] var pattern2 = /^([+-]?\d+)(,[+-]?\d+)*$/; if(!pattern2.test(EvalString_0) || !pattern2.test(EvalString_1))throw new Error('坐标格式错误,请右键点击帮助查看格式'); EvalString_0=EvalString_0.split(','); EvalString_1=EvalString_1.split(','); if(EvalString_0.length!==EvalString_1.length)throw new Error('坐标格式错误,请右键点击帮助查看格式'); for(var ii=0;ii': Blockly.JavaScript.ORDER_RELATIONAL, '<': Blockly.JavaScript.ORDER_RELATIONAL, '>=': Blockly.JavaScript.ORDER_RELATIONAL, '<=': Blockly.JavaScript.ORDER_RELATIONAL, '&&': Blockly.JavaScript.ORDER_LOGICAL_AND, '||': Blockly.JavaScript.ORDER_LOGICAL_OR, '^': Blockly.JavaScript.ORDER_BITWISE_XOR, 'min': Blockly.JavaScript.ORDER_MEMBER, //recieveOrder : ORDER_COMMA 'max': Blockly.JavaScript.ORDER_MEMBER, //recieveOrder : ORDER_COMMA } return [code, orders[Arithmetic_List_0]]; */; negate_e : '非' expression /* negate_e //todo 修改recieveOrder : ORDER_LOGICAL_NOT 修改 inputsInline var code = '!'+expression_0; return [code, Blockly.JavaScript.ORDER_LOGICAL_NOT]; */; unaryOperation_e : UnaryOperator_List expression /* unaryOperation_e var code = UnaryOperator_List_0 + expression_0; return [code, Blockly.JavaScript.ORDER_MEMBER]; */; bool_e : ':' Bool /* bool_e tooltip : 逻辑是否 var code = Bool_0; return [code, Blockly.JavaScript.ORDER_ATOMIC]; */; idString_e : IdString /* idString_e colour : this.idstring_eColor default : ["变量:生命"] var code = IdString_0; return [code, Blockly.JavaScript.ORDER_ATOMIC]; */; idIdList_e : Id_List ':' IdText /* idIdList_e colour : this.idstring_eColor default : [null,"自定义flag"] var code = MotaActionFunctions.replaceFromName(MotaActionFunctions.replaceToName(Id_List_0+':'+IdText_0)); return [code, Blockly.JavaScript.ORDER_ATOMIC]; */; idFixedList_e : FixedId_List /* idFixedList_e colour : this.idstring_eColor var code = FixedId_List_0; return [code, Blockly.JavaScript.ORDER_ATOMIC]; */; enemyattr_e : '怪物' IdString '的' EnemyId_List /* enemyattr_e default : ['greenSlime',"攻击"] allEnemys : ['IdString_0'] var code = 'enemy:'+IdString_0+':'+EnemyId_List_0; return [code, Blockly.JavaScript.ORDER_ATOMIC]; */; blockId_e : '图块ID:' Int ',' Int /* blockId_e default : [0,0] var code = 'blockId:'+Int_0+','+Int_1; return [code, Blockly.JavaScript.ORDER_ATOMIC]; */; blockNumber_e : '图块数字:' Int ',' Int /* blockNumber_e default : [0,0] var code = 'blockNumber:'+Int_0+','+Int_1; return [code, Blockly.JavaScript.ORDER_ATOMIC]; */; blockCls_e : '图块类别:' Int ',' Int /* blockCls_e default : [0,0] var code = 'blockCls:'+Int_0+','+Int_1; return [code, Blockly.JavaScript.ORDER_ATOMIC]; */; equip_e : '装备孔:' Int /* equip_e default : [0] var code = 'equip:'+Int_0; return [code, Blockly.JavaScript.ORDER_ATOMIC]; */; idFlag_e : '独立开关' Letter_List /* idFlag_e colour : this.idstring_eColor default : ["A"] var code = "switch:"+Letter_List_0; return [code, Blockly.JavaScript.ORDER_ATOMIC]; */; idTemp_e : '临时变量' Letter_List /* idTemp_e colour : this.idstring_eColor default : ["A"] var code = "temp:"+Letter_List_0; return [code, Blockly.JavaScript.ORDER_ATOMIC]; */; evalString_e : EvalString /* evalString_e default : ["值"] var code = EvalString_0; return [code, Blockly.JavaScript.ORDER_ATOMIC]; */; //===============lexer=============== IdText : 'sdeirughvuiyasdeb'+ //为了被识别为复杂词法规则 ; RawEvalString : 'sdeirughvuiyasdbe'+ //为了被识别为复杂词法规则 ; JsonEvalString : 'sdeirughvuiyasdbe'+ //为了被识别为复杂词法规则 ; PosString : 'sdeirughvuiyasbde'+ //为了被识别为复杂词法规则 ; IntString : 'sdeirughvuiyasbde'+ //为了被识别为复杂词法规则 ; ColorString : 'sdeirughvuiyasbde'+ //为了被识别为复杂词法规则 ; FontString : 'sdeirughvuiyasbde'+ //为了被识别为复杂词法规则 ; Floor_List : '楼层ID'|'前一楼'|'后一楼'|'当前楼' /*Floor_List ['floorId',':before',':next',':now']*/; Stair_List : '坐标'|'上楼梯'|'下楼梯'|'保持不变'|'中心对称点'|'x对称点'|'y对称点' /*Stair_List ['loc','upFloor','downFloor',':now',':symmetry',':symmetry_x',':symmetry_y']*/; SetTextPosition_List : '不改变'|'距离顶部'|'居中'|'距离底部' /*SetTextPosition_List ['null','up','center','down']*/; TextAlign_List : '不改变'|'左对齐'|'左右居中'|'右对齐' /*TextAlign_List ['null','left','center','right']*/; TextBaseline_List : '不改变'|'顶部'|'悬挂'|'居中'|'标准值'|'ideographic'|'底部' /*TextBaseline_List ['null','top','hanging','middle','alphabetic','ideographic','bottom']*/; Reverse_List : '不改变'|'左右翻转'|'上下翻转'|'中心翻转' /*Reverse_List ['null',':x',':y',':o']*/; ShopUse_List : '金币' | '经验' /*ShopUse_List ['money','exp']*/; Arithmetic_List : '加'|'减'|'乘'|'除'|'取余'|'乘方'|'等于'|'不等于'|'大于'|'小于'|'大于等于'|'小于等于'|'且'|'或'|'异或'|'取较大'|'取较小'|'弱相等'|'弱不相等' /*Arithmetic_List ['+','-','*','/','%','**','===','!==','>','<','>=','<=','&&','||','^','max','min','==','!=']*/; AssignOperator_List : '设为'|'增加'|'减少'|'乘以'|'除以'|'乘方'|'除以并取商'|'除以并取余'|'设为不小于'|'设为不大于' /*AssignOperator_List ['=','+=','-=','*=','/=','**=','//=','%=','min=','max=']*/; UnaryOperator_List : '向下取整'|'向上取整'|'四舍五入'|'整数截断'|'绝对值'|'开方' /*UnaryOperator_List ['Math.floor', 'Math.ceil', 'Math.round', 'Math.trunc', 'Math.abs', 'Math.sqrt']*/; Weather_List : '无'|'雨'|'雪'|'雾'|'云' /*Weather_List ['null','rain','snow','fog','cloud']*/; B_0_List : '不改变'|'不可通行'|'可以通行' /*B_0_List ['null','true','false']*/; B_1_List : '不改变'|'设为粗体'|'取消粗体' /*B_1_List ['null','true','false']*/; Bg_Fg_List : '背景层'|'前景层' /*Bg_Fg_List ['bg','fg']*/; Bg_Fg2_List : '背景层'|'前景层'|'自适配' /*Bg_Fg2_List ['bg','fg','auto']*/; IgnoreChangeFloor_List : '全局默认值' | '可穿透' | '不可穿透' /*IgnoreChangeFloor_List ['null','true','false']*/; Event_List : '普通事件'|'战后事件'|'道具后事件'|'开门后事件' /*Event_List ['null','afterBattle','afterGetItem','afterOpenDoor']*/; Floor_Meta_List : '楼层中文名'|'状态栏名称'|'能否使用楼传'|'能否打开快捷商店'|'是否不可浏览地图'|'是否不可瞬间移动'|'默认地面ID'|'宝石血瓶效果'|'上楼点坐标'|'下楼点坐标'|'楼传落点坐标'|'背景音乐'|'画面色调'|'天气和强度'|'是否地下层' /*Floor_Meta_List ['title','name','canFlyTo', 'canUseQuickShop', 'cannotViewMap', 'cannotMoveDirectly', 'defaultGround', 'ratio', 'upFloor', 'downFloor', 'fwlyPoint', 'bgm', 'color', 'weather', 'underGround']*/; Global_Attribute_List : '全局字体'|'横屏左侧状态栏背景'|'竖屏上方状态栏背景'|'竖屏下方道具栏背景'|'边框颜色'|'状态栏文字色'|'选中框颜色'|'楼层转换样式'|'装备列表' /*Global_Attribute_List ['font','statusLeftBackground','statusTopBackground', 'toolsBackground', 'borderColor', 'statusBarColor', 'selectColor', 'floorChangingStyle', 'equipName']*/; Global_Value_List : '血网伤害'|'中毒伤害'|'衰弱效果'|'红宝石效果'|'蓝宝石效果'|'绿宝石效果'|'红血瓶效果'|'蓝血瓶效果'|'黄血瓶效果'|'绿血瓶效果'|'破甲比例'|'反击比例'|'净化比例'|'仇恨增加值'|'动画时间' /*Global_Value_List ['lavaDamage','poisonDamage','weakValue', 'redGem', 'blueGem', 'greenGem', 'redPotion', 'bluePotion', 'yellowPotion', 'greenPotion', 'breakArmor', 'counterAttack', 'purify', 'hatred', 'animateSpeed']*/; Global_Flag_List : '显示当前楼层'|'显示勇士图标'|'显示当前等级'|'启用生命上限'|'显示生命值'|'显示魔力值'|'显示攻击力'|'显示防御力'|'显示护盾值'|'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'|'显示绿钥匙'|'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'|'铁门不需要钥匙'|'开启加点'|'开启负伤'|'夹击不超伤害值'|'循环计算临界'|'允许轻按'|'允许走到将死领域'|'允许瞬间移动'|'阻激夹域后禁用快捷商店'|'虚化前景层' /*Global_Flag_List ['s:enableFloor','s:enableName','s:enableLv', 's:enableHPMax', 's:enableHP', 's:enableMana', 's:enableAtk', 's:enableDef', 's:enableMDef', 's:enableMoney', 's:enableExp', 's:enableLevelUp', 's:levelUpLeftMode', 's:enableKeys', 's:enableGreenKey', 's:enablePZF', 's:enableDebuff', 's:enableSkill', 'flyNearStair', 'flyRecordPosition', 'steelDoorWithoutKey', 'enableAddPoint', 'enableNegativeDamage', 'betweenAttackMax', 'useLoop', 'enableGentleClick', 'canGoDeadZone', 'enableMoveDirectly', 'disableShopOnDamage', 'blurFg']*/; Colour : 'sdeirughvuiyasdeb'+ //为了被识别为复杂词法规则 ; Angle : 'sdeirughvuiyasdeb'+ //为了被识别为复杂词法规则 ; Bool: 'TRUE' | 'FALSE' ; Int : '0' | [1-9][0-9]* ; // no leading zeros NInt : '0' | '-'? [1-9][0-9]* ; Letter_List : 'A'|'B'|'C'|'D'|'E'|'F'|'G'|'H'|'I'|'J'|'K'|'L'|'M'|'N'|'O'|'P'|'Q'|'R'|'S'|'T'|'U'|'V'|'W'|'X'|'Y'|'Z' /*Letter_List ['A','B','C','D','E','F','G','H','I','J','K','L','M','N','O','P','Q','R','S','T','U','V','W','X','Y','Z']*/; Number : '-'? Int '.' Int EXP? // 1.35, 1.35E-9, 0.3, -4.5 | '-'? Int EXP // 1e10 -3e4 | '-'? Int // -3, 45 ; fragment EXP : [Ee] [+\-]? Int ; // \- since - means "range" inside [...] Direction_List : '上'|'下'|'左'|'右' /*Direction_List ['up','down','left','right']*/; DirectionEx_List : '不变'|'朝上'|'朝下'|'朝左'|'朝右'|'左转'|'右转'|'背对' /*DirectionEx_List ['null','up','down','left','right',':left',':right',':back']*/; StepString : (Direction_List Int?)+ ; IdString : [0-9a-zA-Z_][0-9a-zA-Z_:]* ; FixedId_List : '生命'|'生命上限'|'攻击'|'防御'|'护盾'|'黄钥匙'|'蓝钥匙'|'红钥匙'|'金币'|'经验'|'魔力'|'魔力上限' /*FixedId_List ['status:hp','status:hpmax','status:atk','status:def','status:mdef','item:yellowKey','item:blueKey','item:redKey','status:money','status:exp','status:mana','status:manamax']*/; Id_List : '变量' | '状态' | '物品' | '独立开关' | '临时变量' |'全局存储' /*Id_List ['flag','status','item', 'switch', 'temp', 'global']*/; EnemyId_List : '生命'|'攻击'|'防御'|'金币'|'经验'|'加点'|'属性'|'名称'|'映射名'|'属性值'|'退化扣攻'|'退化扣防'|'不可炸'|'九宫格领域'|'领域范围'|'连击数'|'吸血到自身'|'固伤值' /*EnemyId_List ['hp','atk','def','money','exp','point','special','name','displayInBook','value','atkValue','defValue','notBomb','zoneSquare','range','n','add','damage']*/; Equip_List : '生命'|'生命上限'|'攻击'|'防御'|'护盾'|'魔力'|'魔力上限' /*Equip_List ['hp','hpmax','atk','def','mdef','mana','manamax']*/; Key_List : '黄钥匙'|'蓝钥匙'|'红钥匙'|'绿钥匙'|'铁门钥匙' /*Key_List ['yellowKey','blueKey','redKey','greenKey','steelKey']*/; //转blockly后不保留需要加" EvalString : Equote_double (ESC_double | ~["\\])* Equote_double ; EvalString_Multi : Equote_double (ESC_double | ~["\\])* Equote_double ; fragment ESC_double : '\\' (["\\/bfnrt] | UNICODE) ; fragment UNICODE : 'u' HEX HEX HEX HEX ; fragment HEX : [0-9a-fA-F] ; BGNL : 'BGNLaergayergfuybgv' ; MeaningfulSplit : '=== meaningful ^ ===' ; fragment Equote_double : '"' ; BSTART : '开始' ; BEND: '结束' ; Newline : ('\r' '\n'?| '\n')// -> skip ; WhiteSpace : [ \t]+ -> skip ; BlockComment : '/*' .*? '*/' -> skip ; LineComment : '//' ~[\r\n]* -> skip ; /* Function_0 //this.evisitor.recieveOrder='ORDER_NONE'; this.evisitor.valueColor=330; this.evisitor.statementColor=70; this.evisitor.entryColor=250; this.evisitor.idstring_eColor=310; this.evisitor.subColor=190; this.evisitor.printColor=70; this.evisitor.dataColor=130; this.evisitor.eventColor=220; this.evisitor.soundColor=20; this.evisitor.commentColor=285; this.evisitor.mapColor=175; */ /* Function_1 delete(this.block('negate_e').inputsInline); this.block('idIdList_e').output='idString_e'; this.block('idFixedList_e').output='idString_e'; this.block('idFlag_e').output='idString_e'; this.block('idTemp_e').output='idString_e'; */ /* Functions MotaActionParser() */