240 lines
11 KiB
JavaScript
240 lines
11 KiB
JavaScript
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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"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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[ 20, 20,125, 20, 20, 20, 0, 3, 53, 54, 55, 56, 39],
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[216,247,263,235,248, 6, 0, 3, 49, 50, 51, 52, 38],
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[ 6, 6,125, 6, 6, 6, 0, 1, 45, 46, 47, 48, 37],
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[224,254,212,262,204, 5, 0, 1, 31, 32, 34, 33, 36],
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[201,261,217,264,207, 5, 0, 1, 27, 28, 29, 30, 35],
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[ 5, 5,125, 5, 5, 5, 0, 1, 21, 22, 23, 24, 25],
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[ 0, 0,237, 0, 0, 0, 45, 1, 1, 1,121, 1, 1],
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[ 4, 4,133, 4, 4, 4, 0, 0, 0, 0, 0, 85,124],
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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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{
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"type": "setText",
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"background": "winskin.png",
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"time": 0
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},
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"\t[样板提示]首次到达某层可以触发 firstArrive 事件,该事件可类似于RMXP中的“自动执行脚本”。\n\n本事件支持一切的事件类型,常常用来触发对话,例如:",
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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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"10,9": [
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"\t[老人,man]\b[down,null]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project文件夹的items.js中。\n目前大多数道具已有默认行为,如有自定义的需求请修改道具的图块属性。",
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"\t[老人,man]\b[up]拾取道具结束后可触发 afterGetItem 事件。\n\n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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"type": "hide",
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"time": 500
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}
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],
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"10,11": [
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"\t[老人,trader]\b[this]这些是门,需要对应的钥匙打开。\n机关门必须使用特殊的开法。",
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"\t[老人,trader]\b[this]开门后可触发 afterOpenDoor 事件。\n\n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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"type": "hide",
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"time": 500
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}
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],
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"2,10": [
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"\t[少女,npc0]\b[this]这些是路障、楼梯、传送门。",
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"\t[少女,npc1]\b[this]血网的伤害数值、中毒后每步伤害数值、衰弱时攻防下降的数值,都在全塔属性(快捷键B)的全局数值(values)内定义。\n\n路障同样会尽量被自动寻路绕过。",
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"\t[少女,npc2]\b[this]楼梯和传送门需要在地图选点(快捷键X)的“楼层转换”中定义目标楼层和位置,可参见样板里已有的的写法。",
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{
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"type": "hide",
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"time": 500
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}
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],
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"2,5": [
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"\t[老人,wizard]\b[this]模仿、吸血、中毒、衰弱、诅咒。\n\n请注意吸血怪需要设置value为吸血数值,可参见样板中黑暗大法师的写法。",
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{
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"type": "hide",
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"time": 500
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}
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],
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"2,3": [
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"\t[老人,wizard]\b[this]领域、夹击。\n请注意领域怪需要设置value为伤害数值,可参见样板中初级巫师的写法。",
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"\t[老人,wizard]\b[this]夹击和领域同时发生时先计算领域,再夹击。\n自动寻路同样会尽量绕过你设置的这些点。",
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{
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"type": "hide",
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"time": 500
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}
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],
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"12,10": {
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"trigger": null,
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"enable": false,
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"noPass": null,
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"displayDamage": true,
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"data": [
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"\t[仙子,fairy]\b[this]只有楼上启用事件后,才能看到我并可以和我对话来触发事件。",
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{
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"type": "hide",
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"time": 500
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}
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]
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},
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"2,8": [
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"\t[老人,wizard]\b[this]这些都是各种各样的怪物,所有怪物的数据都在project文件夹的enemys.js中设置。",
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"\t[老人,wizard]\b[this]这批怪物分别为:普通、先攻、魔攻、坚固、2连击、3连击、4连击、破甲、反击、净化。",
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"\t[老人,wizard]\b[this]打败怪物后可触发 afterBattle 事件。\n\n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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"type": "hide",
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"time": 500
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}
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]
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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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},
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"0,11": {
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"floorId": "sample0",
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"loc": [
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0,
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12
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]
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},
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"0,12": {
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"floorId": "sample0",
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"stair": "upFloor"
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},
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"1,12": {
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"floorId": "sample0",
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"loc": [
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1,
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12
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]
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},
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"2,12": {
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"floorId": "sample0",
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"loc": [
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2,
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12
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]
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},
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"3,12": {
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"floorId": "sample0",
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"loc": [
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6,
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1
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],
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"direction": "up"
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},
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"4,12": {
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"floorId": "sample0",
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"loc": [
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0,
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9
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],
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"direction": "left",
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"time": 1000
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},
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"5,12": {
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"floorId": "sample0",
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"loc": [
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6,
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10
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],
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"time": 0,
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"portalWithoutTrigger": false
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},
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"6,12": {
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"floorId": "sample0",
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"loc": [
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10,
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10
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],
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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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"2,6": [
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"\t[ghostSoldier]\b[this]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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"11,8": [
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"由于状态栏放不下,铁门钥匙(根据全塔属性的系统开关勾选与否,可能还有绿钥匙)会被放入道具栏中。\n碰到绿门和铁门仍然会自动使用钥匙(根据全塔属性的系统开关勾选与否,铁门可能不需要钥匙)开门。"
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],
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"8,6": [
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"由于吸血、夹击和净化等的存在,玩家可能希望自动寻路能尽量绕开血瓶和绿宝石,\n他们可以自行在游戏设置中开关这一功能。"
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],
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"8,7": [
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"如需修改消耗品的效果,请前往全塔属性(快捷键B),找到并修改values(全局数值)内对应的具体数值即可。\n如果有高级的需求(如每个区域宝石数值变化),请修改楼层属性(快捷键V)最下方的“宝石血瓶效果”。\n如果有更高级的需求,请阅读帮助文档。"
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],
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"9,5": [
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"每层楼的“可楼传”勾选框决定了该楼层能否被飞到。\n\n勇士在不能被飞到的楼层也无法使用楼层传送器。",
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"飞行的楼层顺序由全塔属性(快捷键B)中的“楼层列表”所决定。\n\n是否必须在楼梯边使用楼传器由全塔属性中的系统开关所决定。"
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],
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"10,5": [
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"破墙镐是破面前的墙壁还是四个方向的墙壁,由其图块属性(快捷键C)的“使用效果”决定。\n哪些图块(怪物和道具除外)可以被破震,由该图块的图块属性中的“可破震”决定。"
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],
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"8,4": [
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"炸弹是只能炸面前的怪物还是四个方向的怪物,由其图块属性(快捷键C)中的“使用效果”决定。\n不能被炸的怪物请直接在该怪物的图块属性中勾选“不可炸”,可参见样板里黑衣魔王和黑暗大法师的写法。"
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],
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"10,4": [
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"“上楼”和“下楼”的目标层由全塔属性(快捷键B)的“楼层列表”顺序所决定。"
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],
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"9,2": [
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"该道具默认是大黄门钥匙,如需改为钥匙盒直接修改其图块属性(快捷键C)的“道具类别”为items即可。"
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],
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"10,2": [
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"屠龙匕首目前未被定义,可能需要自行实现功能。\n有关如何实现一个道具功能参见帮助文档。"
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],
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"12,7": [
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"剑盾的道具类别设为equips才可以装备,\n如果设为items则会直接增加属性。"
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],
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"12,6": [
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"在全塔属性(快捷键B)的系统开关中设置是否启用装备栏按钮。\n如果启用则装备栏按钮会替代楼传按钮。\n无论是否启用,玩家都可以双击道具栏按钮呼出装备栏。"
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],
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"12,5": [
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"装备的种类由全塔属性(快捷键B)中的“装备孔”决定,每件装备的“类型”就是在“装备孔”中的索引,\n例如默认情况下0代表武器。同时,只有第一个装备孔中的装备,其“普攻动画”属性才会生效。"
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]
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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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"fgmap": [
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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, 0,10169, 0,10177, 0, 0, 0, 0, 0],
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[ 0, 0, 0, 0, 0,10170, 0,10178, 0, 0, 0, 0, 0],
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[ 0, 0, 0, 0, 0,10171, 0,10179, 0, 0, 0, 0, 0],
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[ 0, 0, 0, 0, 0,10172, 0,10180, 0, 0, 0, 0, 0],
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[ 0, 0, 0, 0, 0,10186, 0,10181, 0, 0, 0, 0, 0],
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[ 0, 0, 0, 0, 0,10187, 0,10182, 0, 0, 0, 0, 0],
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[ 0, 0, 0, 0, 0,10188, 0,10183, 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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[ 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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"width": 13,
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"height": 13,
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"autoEvent": {}
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} |