Remove type:revisit
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1faad822fb
commit
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@ -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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@ -38,4 +38,7 @@ main.floors.MT0=
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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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@ -219,4 +219,7 @@ main.floors.sample0=
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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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@ -41,7 +41,7 @@ main.floors.sample1=
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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"
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}
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"\t[老人,woman]你的金钱不足!"
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]
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}
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]
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@ -490,13 +496,13 @@ main.floors.sample1=
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"name": "item:blueKey",
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"operator": "+=",
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"value": "1"
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},
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{
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"type": "continue"
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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"
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}
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"\t[老人,woman]你的金钱不足!"
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]
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}
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]
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@ -524,7 +530,7 @@ main.floors.sample1=
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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"
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"type": "continue"
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}
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]
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}
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@ -549,9 +555,8 @@ main.floors.sample1=
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"name": "flag:woman_times",
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"operator": "+=",
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"value": "1"
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},
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{
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"type": "revisit"
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}
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]
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}
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],
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"12,11": [
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@ -580,7 +585,7 @@ main.floors.sample1=
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"false": []
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},
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"\t[老人,womanMagician]具体可参见样板中本事件的写法。"
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],
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]
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},
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"changeFloor": {
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"4,12": {
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@ -636,9 +641,10 @@ main.floors.sample1=
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{
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"type": "openDoor"
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}
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]
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}
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}
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}
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},
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"width": 13,
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"height": 13
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}
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@ -69,4 +69,5 @@ main.floors.sample2=
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"fgmap": [
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],
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"autoEvent": {}
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}
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@ -1002,4 +1002,7 @@ main.floors.sample3=
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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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