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/*
* 表格配置项。
* 在这里可以对表格中的各项显示进行配置,包括表格项、提示内容等内容。具体写法照葫芦画瓢即可。
* 本配置项包括:道具、怪物、图块属性、楼层属性等内容。
* 相关文档 _docs/editor.md ~ http://127.0.0.1:1055/_docs/#/editor?id=修改表格
*/
var comment_c456ea59_6018_45ef_8bcc_211a24c627dc = {
"_type": "object",
"_data": {
// --------------------------- 【道具】相关的表格配置 --------------------------- //
"items": {
"_type": "object",
"_data": {
"id": {
"_leaf": true,
"_type": "disable",
"_docs": "道具ID",
"_data": "道具ID,可于页面底部修改"
},
"cls": {
"_leaf": true,
"_type": "select",
"_select": {
"values": [
"items",
"constants",
"tools",
"equips"
]
},
"_docs": "道具类别",
"_data": "items(宝石、血瓶) constants(永久物品) tools(消耗道具) equips(装备)"
},
"name": {
"_leaf": true,
"_type": "textarea",
"_string": true,
"_data": "道具名称"
},
"text": {
"_leaf": true,
"_type": "textarea",
"_string": true,
"_docs": "道具描述",
"_data": "道具在道具栏中显示的描述"
},
"hideInToolbox": {
"_leaf": true,
"_type": "checkbox",
"_docs": "不显示在道具栏",
},
"equip": {
"_leaf": true,
"_type": "event",
"_event": "equip",
"_docs": "道具的装备属性"
},
"hideInReplay": {
"_leaf": true,
"_type": "checkbox",
"_docs": "回放不绘制道具栏",
"_data": "此项建议在会频繁连续多次使用的道具开启(如开启技能,或者《镜子》那样的镜像切换等等)"
},
"itemEffect": {
"_leaf": true,
"_type": "textarea",
"_string": true,
"_lint": true,
"_docs": "即捡即用效果",
"_data": "即捡即用类物品的效果,仅对cls为items有效。"
},
"itemEffectTip": {
"_leaf": true,
"_type": "textarea",
"_string": true,
"_docs": "即捡即用提示",
"_data": "即捡即用类物品在获得时提示的文字,仅对cls为items有效。"
},
"useItemEvent": {
"_leaf": true,
"_type": "event",
"_event": "item",
"_docs": "碰触或使用事件",
"_data": "碰触或使用本道具所执行的事件,对所有cls有效"
},
"useItemEffect": {
"_leaf": true,
"_type": "textarea",
"_string": true,
"_lint": true,
"_docs": "使用效果",
"_data": "道具效果,仅对cls为tools或constants有效。"
},
"canUseItemEffect": {
"_leaf": true,
"_type": "textarea",
"_string": true,
"_lint": true,
"_docs": "能否使用或装备",
"_data": "当前能否使用或装备该道具,仅对cls不为items有效。null表示始终不可使用但可装备"
}
}
},
"items_template": { 'cls': 'items', 'name': '新物品', 'canUseItemEffect': 'true' },
// --------------------------- 【怪物】相关的表格配置 --------------------------- //
"enemys": {
"_type": "object",
"_data": {
"id": {
"_leaf": true,
"_type": "disable",
"_docs": "怪物ID",
"_data": "怪物ID,可于页面底部修改"
},
"name": {
"_leaf": true,
"_type": "textarea",
"_string": true,
"_data": "名称"
},
"description": {
"_leaf": true,
"_type": "textarea",
"_string": true,
"_docs": "怪物描述",
"_data": "可在怪物详细信息页面写的怪物描述,支持颜色、字体大小和样式、粗体斜体等转义方式。"
},
"displayIdInBook": {
"_leaf": true,
"_type": "textarea",
"_string": true,
"_docs": "手册ID",
"_data": "在怪物手册中映射到的怪物ID。如果此项不为null,则在怪物手册中,将用目标ID来替换该怪物原本的ID。常被运用在同一个怪物的多朝向上。"
},
"faceIds": {
"_leaf": true,
"_type": "event",
"_event": "faceIds",
"_docs": "行走朝向",
"_data": "行走图朝向。在勇士撞上图块时,或图块在移动时,会自动选择最合适的朝向图块(如果存在定义)来进行绘制。"
},
"bigImage": {
"_leaf": true,
"_type": "material",
"_directory": "./project/images/:images",
"_transform": (function (one) {
if (one.endsWith('.png')) return one;
return null;
}).toString(),
"_onconfirm": (function (previous, current) {
if (current.length == 0) return null;
return current[0];
}).toString(),
"_docs": "绑定贴图",
"_data": "该怪物绑定的怪物贴图,用法详见文档"
},
"hp": {
"_leaf": true,
"_type": "textarea",
"_data": "生命值"
},
"atk": {
"_leaf": true,
"_type": "textarea",
"_data": "攻击力"
},
"def": {
"_leaf": true,
"_type": "textarea",
"_data": "防御力"
},
"money": {
"_leaf": true,
"_type": "textarea",
"_data": "金币"
},
"exp": {
"_leaf": true,
"_type": "textarea",
"_data": "经验"
},
"point": {
"_leaf": true,
"_type": "textarea",
"_data": "加点"
},
"special": {
"_leaf": true,
"_type": "popCheckboxSet",
"_checkboxSet": function () {
var array = functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a.enemys.getSpecials()
var b = [],
c = [];
for (var index = 0; index < array.length; index++) {
b.push(array[index][0])
var name = array[index][1];
if (name instanceof Function) name = name({});
c.push(name + "(" + array[index][0] + ")")
}
return {
"prefix": c,
"key": b
}
},
"_data": "特殊属性"
},
"crit": {
"_leaf": true,
"_type": "textarea",
"_docs": "致命一击",
"_data": "致命一击"
},
"charge": {
"_leaf": true,
"_type": "textarea",
"_docs": "勇气冲锋",
"_data": "勇气冲锋"
},
"courage": {
"_leaf": true,
"_type": "textarea",
"_docs": "勇气之刃",
"_data": "勇气之刃"
},
"together": {
"_leaf": true,
"_type": "textarea",
"_docs": "抱团",
"_data": "抱团"
},
"hungry": {
"_leaf": true,
"_type": "textarea",
"_docs": "饥渴",
"_data": "饥渴"
},
"value": {
"_leaf": true,
"_type": "textarea",
"_docs": "特殊属性数值",
"_data": "特殊属性的数值\n如:领域/阻激/激光怪的伤害值;吸血怪的吸血比例;光环怪增加生命的比例"
},
"zoneSquare": {
"_leaf": true,
"_type": "checkbox",
"_docs": "九宫格",
"_data": "领域、阻击、光环或捕捉怪是否九宫格"
},
"range": {
"_leaf": true,
"_type": "textarea",
"_range": "(thiseval==~~thiseval && thiseval>0)||thiseval==null",
"_docs": "领域范围",
"_data": "领域或光环的范围;领域不加默认为1,光环不加则为全图效果"
},
"notBomb": {
"_leaf": true,
"_type": "checkbox",
"_docs": "不可炸",
"_data": "该怪物不可被炸"
},
"n": {
"_leaf": true,
"_type": "textarea",
"_range": "(thiseval==~~thiseval && thiseval>0)||thiseval==null",
"_docs": "连击数",
"_data": "多连击的连击数,净化怪的净化倍率"
},
"add": {
"_leaf": true,
"_type": "checkbox",
"_docs": "吸血加到自身",
"_data": "吸血后是否加到自身;光环是否叠加"
},
"atkValue": {
"_leaf": true,
"_type": "textarea",
"_range": "thiseval==~~thiseval||thiseval==null",
"_docs": "退化扣攻",
"_data": "退化时勇士下降的攻击力点数;光环怪增加攻击的比例;反击的比例"
},
"defValue": {
"_leaf": true,
"_type": "textarea",
"_range": "thiseval==~~thiseval||thiseval==null",
"_docs": "退化扣防",
"_data": "退化时勇士下降的防御力点数;光环怪增加防御的比例;破甲的比例"
},
"damage": {
"_leaf": true,
"_type": "textarea",
"_range": "thiseval==~~thiseval||thiseval==null",
"_docs": "固伤",
"_data": "战前扣血的点数"
},
"beforeBattle": {
"_leaf": true,
"_type": "event",
"_event": "beforeBattle",
"_docs": "战前事件",
"_data": "和该怪物战斗前触发的事件列表"
},
"afterBattle": {
"_leaf": true,
"_type": "event",
"_event": "afterBattle",
"_docs": "战后事件",
"_data": "和该怪物战斗后触发的事件列表"
}
}
},
"enemys_template": { 'name': '新敌人', 'hp': 0, 'atk': 0, 'def': 0, 'money': 0, 'exp': 0, 'point': 0, 'special': [] },
// --------------------------- 【图块属性】相关的表格配置 --------------------------- //
"maps": {
"_type": "object",
"_data": {
"id": {
"_leaf": true,
"_type": "disable",
"_range": "false",
"_docs": "图块ID",
"_data": "图块唯一ID,可在页面底部修改"
},
"idnum": {
"_leaf": true,
"_type": "disable",
"_range": "false",
"_data": "图块数字"
},
"cls": {
"_leaf": true,
"_type": "disable",
"_range": "false",
"_data": "图块类别"
},
"name": {
"_leaf": true,
"_type": "textarea",
"_string": true,
"_data": "图块名称"
},
"trigger": {
"_leaf": true,
"_type": "select",
"_select": {
"values": [
null,
"openDoor",
"pushBox",
"ski",
"custom"
]
},
"_docs": "触发器",
"_data": "该图块的默认触发器"
},
"canPass": {
"_leaf": true,
"_type": "checkbox",
"_docs": "可通行性",
},
"script": {
"_leaf": true,
"_type": "textarea",
"_string": true,
"_lint": true,
"_docs": "碰触脚本",
"_data": "触碰到该图块时自动执行的脚本内容;此脚本会在该点的触发器执行前执行"
},
"event": {
"_leaf": true,
"_type": "event",
"_event": "item",
"_docs": "碰触事件",
"_data": "触碰到该图块时自动执行的事件内容;如果存在本事件则不会执行默认触发器"
},
"cannotOut": {
"_leaf": true,
"_type": "checkboxSet",
"_checkboxSet": {
"prefix": ["上: ", "下: ", "<br>左: ", "右: "],
"key": ["up", "down", "left", "right"]
},
"_docs": "不可出方向",
"_data": "该图块的不可出方向\n对背景层、事件层、前景层上的图块均有效"
},
"cannotIn": {
"_leaf": true,
"_type": "checkboxSet",
"_checkboxSet": {
"prefix": ["上: ", "下: ", "<br>左: ", "右: "],
"key": ["up", "down", "left", "right"]
},
"_docs": "不可入方向",
"_data": "该图块的不可入方向\n对背景层、事件层、前景层上的图块均有效"
},
"canBreak": {
"_leaf": true,
"_type": "checkbox",
"_docs": "可破震",
"_data": "该图块是否可被破墙或地震"
},
"animate": {
"_leaf": true,
"_type": "select",
"_select": {
"values": [null, 1, 2, 3, 4],
},
"_docs": "动画帧数",
"_data": "null代表素材默认帧数"
},
"doorInfo": {
"_leaf": true,
"_type": "event",
"_event": "doorInfo",
"_docs": "门信息",
"_data": "该图块的门信息,仅对animates和npc48生效。"
},
"faceIds": {
"_leaf": true,
"_type": "event",
"_event": "faceIds",
"_docs": "行走图朝向",
"_data": "行走图朝向。在勇士撞上图块时,或图块在移动时,会自动选择最合适的朝向图块(如果存在定义)来进行绘制。"
},
"bigImage": {
"_leaf": true,
"_type": "material",
"_directory": "./project/images/:images",
"_transform": (function (one) {
if (one.endsWith('.png')) return one;
return null;
}).toString(),
"_onconfirm": (function (previous, current) {
if (current.length == 0) return null;
return current[0];
}).toString(),
"_docs": "绑定贴图",
"_data": "该图块绑定的贴图,用法详见文档"
}
}
},
// --------------------------- 【楼层属性】相关的表格配置 --------------------------- //
"floors": {
"_type": "object",
"_data": {
"floor": {
"_type": "object",
"_data": {
"floorId": {
"_leaf": true,
"_type": "disable",
"_range": "false",
"_docs": "楼层ID",
"_data": "文件名和floorId需要保持完全一致,可在页面底部修改"
},
"title": {
"_leaf": true,
"_type": "textarea",
"_docs": "楼层名",
"_data": "楼层中文名,将在切换楼层和浏览地图时显示"
},
"name": {
"_leaf": true,
"_type": "textarea",
"_docs": "状态栏显示",
"_data": "显示在状态栏中的层数"
},
"width": {
"_leaf": true,
"_type": "disable",
"_range": "false",
"_docs": "宽度",
"_data": "地图x方向大小,请在表格最下方修改"
},
"height": {
"_leaf": true,
"_type": "disable",
"_range": "false",
"_docs": "高度",
"_data": "地图y方向大小,请在表格最下方修改"
},
"canFlyTo": {
"_leaf": true,
"_type": "checkbox",
"_docs": "可楼传飞到",
"_data": "该楼能否被楼传器飞到"
},
"canFlyFrom": {
"_leaf": true,
"_type": "checkbox",
"_docs": "可楼传飞出",
"_data": "该楼能否用楼传器飞出"
},
"canUseQuickShop": {
"_leaf": true,
"_type": "checkbox",
"_docs": "快捷商店",
"_data": "该层是否允许使用快捷商店"
},
"cannotViewMap": {
"_leaf": true,
"_type": "checkbox",
"_docs": "不可浏览",
"_data": "该层是否不允许被浏览地图看到;如果勾上则浏览地图会跳过该层"
},
"cannotMoveDirectly": {
"_leaf": true,
"_type": "checkbox",
"_docs": "不可瞬移",
"_data": "该层是否不允许瞬间移动;如果勾上则不可在此层进行瞬移"
},
"underGround": {
"_leaf": true,
"_type": "checkbox",
"_docs": "地下层",
"_data": "是否是地下层;如果该项为true则同层传送将传送至上楼梯"
},
"firstArrive": {
"_leaf": true,
"_type": "event",
"_event": "firstArrive",
"_docs": "首次到达事件",
"_data": "第一次到该楼层触发的事件,可以双击进入事件编辑器。"
},
"eachArrive": {
"_leaf": true,
"_type": "event",
"_event": "eachArrive",
"_docs": "每次到达事件",
"_data": "每次到该楼层触发的事件,可以双击进入事件编辑器;该事件会在firstArrive执行后再执行。"
},
"parallelDo": {
"_leaf": true,
"_type": "textarea",
"_string": true,
"_lint": true,
"_template": "(function (timestamp) {\\n\\t// 在这里写楼层并行脚本,大约每16.6ms执行一次\\n\\t// timestamp: 从游戏开始到当前所经过的毫秒数。\\n\\t\\n})(timestamp);",
"_docs": "并行处理脚本",
"_data": "在该层楼时执行的并行脚本处理。\n可以在这里写上任意需要自动执行的脚本,比如打怪自动开门等。\n详见文档-事件-并行事件处理。"
},
"upFloor": {
"_leaf": true,
"_type": "point",
"_range": "thiseval==null||((thiseval instanceof Array) && thiseval.length==2)",
"_docs": "上楼点",
"_data": "该层上楼点,如[2,3]。\n如果此项不为null,则楼层转换时的stair:upFloor,以及楼传器的落点会被替换成该点而不是该层的上楼梯。"
},
"downFloor": {
"_leaf": true,
"_type": "point",
"_range": "thiseval==null||((thiseval instanceof Array) && thiseval.length==2)",
"_docs": "下楼点",
"_data": "该层下楼点,如[2,3]。\n如果此项不为null,则楼层转换时的stair:downFloor,以及楼传器的落点会被替换成该点而不是该层的下楼梯。"
},
"flyPoint": {
"_leaf": true,
"_type": "point",
"_range": "thiseval==null||((thiseval instanceof Array) && thiseval.length==2)",
"_docs": "楼传落点",
"_data": "该层楼传落点,如[2,3]。\n如果此项不为null,则楼层飞行器强行落到此点,无视上下楼或平面塔属性。"
},
"defaultGround": {
"_leaf": true,
"_type": "textarea",
"_docs": "地面图块",
"_data": "默认地面的图块ID,此项修改后需要刷新才能看到效果。不填则默认是ground"
},
"images": {
"_leaf": true,
"_type": "event",
"_event": "floorImage",
"_docs": "楼层贴图"
},
"color": {
"_leaf": true,
"_type": "color",
"_docs": "色调",
"_data": "该层的默认画面色调。本项可不写(代表无色调),如果写需要是一个RGBA数组如[255,0,0,0.3]"
},
"weather": {
"_leaf": true,
"_type": "textarea",
"_docs": "天气",
"_data": "该层的默认天气。本项可忽略表示晴天,如果写则第一项为\"rain\",\"snow\", \"sun\", \"fog\", \"cloud\“代表对应的天气,第二项为1-10之间的数代表强度。\n如[\"rain\", 8]代表8级雨天。"
},
"bgm": {
"_leaf": true,
"_type": "material",
"_directory": "./project/bgms/",
"_transform": (function (one) {
if (one.endsWith('.mp3') || one.endsWith('.ogg') || one.endsWith('.wav') || one.endsWith('.m4a') || one.endsWith('.flac'))
return one;
return null;
}).toString(),
"_onconfirm": (function (previous, current) {
if (current.length == 0) return null;
if (current.length == 1) return current[0];
return current;
}).toString(),
"_docs": "背景音乐",
"_data": "到达该层后默认播放的BGM"
},
"ratio": {
"_leaf": true,
"_type": "textarea",
"_range": "thiseval==~~thiseval && thiseval>=0",
"_docs": "宝石血瓶效果",
"_data": "每一层的宝石/血瓶效果,即获得宝石和血瓶时框内\"ratio\"的值。"
}
}
},
"loc": {
"_type": "object",
"_data": {
"events": {
"_leaf": true,
"_type": "event",
"_event": "event",
"_docs": "普通事件",
"_data": "该点的可能事件列表,可以双击进入事件编辑器。"
},
"autoEvent": {
"_type": "object",
"_leaf": false,
"_action": function (args) {
args.vobj = args.vobj || {};
for (var ii = 0; ii < 2; ii++) {
args.vobj[ii] = args.vobj[ii] || null;
}
},
"_data": function (key) {
return {
"_leaf": true,
"_type": "event",
"_event": "autoEvent",
"_data": "自动事件"
}
}
},
"changeFloor": {
"_leaf": true,
"_type": "event",
"_event": "changeFloor",
"_docs": "楼层转换",
"_data": "该点楼层转换事件;该事件不能和上面的events同时出现,否则会被覆盖"
},
"beforeBattle": {
"_leaf": true,
"_type": "event",
"_event": "beforeBattle",
"_docs": "战前事件",
"_data": "该点战斗前可能触发的事件列表,可以双击进入事件编辑器。"
},
"afterBattle": {
"_leaf": true,
"_type": "event",
"_event": "afterBattle",
"_docs": "战后事件",
"_data": "该点战斗后可能触发的事件列表,可以双击进入事件编辑器。"
},
"afterGetItem": {
"_leaf": true,
"_type": "event",
"_event": "afterGetItem",
"_docs": "道具后事件",
"_data": "该点获得道具后可能触发的事件列表,可以双击进入事件编辑器。"
},
"afterOpenDoor": {
"_leaf": true,
"_type": "event",
"_event": "afterOpenDoor",
"_docs": "开门后事件",
"_data": "该点开完门后可能触发的事件列表,可以双击进入事件编辑器。"
},
"cannotMove": {
"_leaf": true,
"_type": "checkboxSet",
"_checkboxSet": {
"prefix": ["上: ", "下: ", "<br>左: ", "右: "],
"key": ["up", "down", "left", "right"]
},
"_docs": "不可出方向",
"_data": "该点不可通行出的方向 \n 可以在这里定义该点不能前往哪个方向,可以达到悬崖之类的效果"
},
"cannotMoveIn": {
"_leaf": true,
"_type": "checkboxSet",
"_checkboxSet": {
"prefix": ["上: ", "下: ", "<br>左: ", "右: "],
"key": ["up", "down", "left", "right"]
},
"_docs": "不可入方向",
"_data": "该点不可通行入的方向 \n 可以在这里定义从哪个方向前往该点,可以达到悬崖之类的效果"
},
}
}
}
},
"floors_template": {
"floorId": "to be covered",
"title": "new floor",
"name": "new floor",
"width": 13,
"height": 13,
"canFlyTo": true,
"canFlyFrom": true,
"canUseQuickShop": true,
"cannotViewMap": false,
"cannotMoveDirectly": false,
"images": [],
"ratio": 1,
"defaultGround": "ground",
"bgm": null,
"upFloor": null,
"downFloor": null,
"color": null,
"weather": null,
"firstArrive": [],
"eachArrive": [],
"parallelDo": "",
"events": {},
"changeFloor": {},
"beforeBattle": {},
"afterBattle": {},
"afterGetItem": {},
"afterOpenDoor": {},
"autoEvent": {},
"cannotMove": {},
"cannotMoveIn": {}
}
}
}
+679
View File
@@ -0,0 +1,679 @@
/*
* 表格配置项。
* 在这里可以对表格中的各项显示进行配置,包括表格项、提示内容等内容。具体写法照葫芦画瓢即可。
* 本配置项包括:全塔属性的配置项。
* 相关文档 _docs/editor.md ~ http://127.0.0.1:1055/_docs/#/editor?id=修改表格
*/
var data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = {
"_type": "object",
"_data": {
"main": {
"_type": "object",
"_data": {
"floorIds": {
"_leaf": true,
"_type": "textarea",
"_range": "editor.mode.checkFloorIds(thiseval)",
"_docs": "楼层列表",
"_data": "在这里按顺序放所有的楼层;其顺序直接影响到楼层传送器、浏览地图和上/下楼器的顺序"
},
"floorPartitions": {
"_leaf": true,
"_type": "event",
"_event": "floorPartition",
"_docs": "分区指定",
"_data": "可以在这里指定楼层分区;主要适用于不可返回的高层塔;进入新分区后将自动调用砍层插件以减少空间消耗;未在任何分区的楼层将被视为公共区域"
},
"images": {
"_leaf": true,
"_type": "material",
"_range": "editor.mode.checkImages(thiseval, './project/images/')",
"_directory": "./project/images/",
"_transform": (function (one) {
if (one.endsWith('.png') || one.endsWith('.jpg') || one.endsWith('.jpeg') || one.endsWith('.gif'))
return one;
return null;
}).toString(),
"_docs": "使用图片",
"_data": "在此存放所有可能使用的图片(tilesets除外) \n图片可以被作为背景图(的一部分),也可以直接用自定义事件进行显示。 \n 图片名不能使用中文,不能带空格或特殊字符;可以直接改名拼音就好 \n 建议对于较大的图片,在网上使用在线的“图片压缩工具(http://compresspng.com/zh/)”来进行压缩,以节省流量 \n 依次向后添加",
},
"splitImages": {
"_leaf": true,
"_type": "event",
"_event": "splitImages",
"_docs": "图片切分",
"_data": "可以在这里对使用到的图片进行按照一定宽高切分,生成若干新的小图供使用"
},
"tilesets": {
"_leaf": true,
"_type": "material",
"_range": "editor.mode.checkImages(thiseval, './project/tilesets/')",
"_directory": "./project/tilesets/",
"_transform": (function (one) {
if (one.endsWith('.png'))
return one;
return null;
}).toString(),
"_onconfirm": (function (previous, current) {
// 额外素材是有序的,因此根据之前的内容进行排序,然后在之后追加新的
previous = previous || [];
current = current.sort(function (a, b) {
var i = previous.indexOf(a);
var j = previous.indexOf(b);
if (i >= 0 && j >= 0) return i - j;
return j >= 0 ? 1 : -1;
});
return core.subarray(current, previous) == null &&
!confirm("您修改了现有额外素材的内容或顺序,这可能导致已经使用的额外素材无法正确显示。确定要修改么?") ?
previous : current;
}).toString(),
"_docs": "额外素材",
"_data": "在此存放额外素材的图片名, \n可以自定导入任意张素材图片,无需PS,无需注册,即可直接在游戏中使用 \n 形式如[\"1.png\", \"2.png\"] ,将需要的素材图片放在images目录下 \n 素材的宽高必须都是32的倍数,且图片上的总图块数不超过1000(即最多有1000个32*32的图块在该图片上)"
},
"animates": {
"_leaf": true,
"_type": "material",
"_range": "editor.mode.checkUnique(thiseval)",
"_directory": "./project/animates/",
"_transform": (function (one) {
if (one.endsWith(".animate")) return one.substring(0, one.lastIndexOf('.'));
return null;
}).toString(),
"_docs": "使用动画",
"_data": "在此存放所有可能使用的动画,必须是animate格式,在这里不写后缀名 \n动画必须放在animates目录下;文件名不能使用中文,不能带空格或特殊字符 \n \"jianji\", \"thunder\" 根据需求自行添加"
},
"bgms": {
"_leaf": true,
"_type": "material",
"_range": "editor.mode.checkUnique(thiseval)",
"_directory": "./project/bgms/",
"_transform": (function (one) {
if (one.endsWith('.mp3') || one.endsWith('.ogg') || one.endsWith('.wav') || one.endsWith('.m4a') || one.endsWith('.flac'))
return one;
return null;
}).toString(),
"_docs": "使用音乐",
"_data": "在此存放所有的bgm,和文件名一致。 \n音频名不能使用中文,不能带空格或特殊字符;可以直接改名拼音就好"
},
"sounds": {
"_leaf": true,
"_type": "material",
"_range": "editor.mode.checkUnique(thiseval)",
"_directory": "./project/sounds/",
"_transform": (function (one) {
if (one.endsWith('.mp3') || one.endsWith('.ogg') || one.endsWith('.wav') || one.endsWith('.m4a') || one.endsWith('.flac'))
return one;
return null;
}).toString(),
"_docs": "使用音效",
"_data": "在此存放所有的SE,和文件名一致 \n音频名不能使用中文,不能带空格或特殊字符;可以直接改名拼音就好"
},
"fonts": {
"_leaf": true,
"_type": "material",
"_range": "editor.mode.checkUnique(thiseval)",
"_directory": "./project/fonts/",
"_transform": (function (one) {
if (one.endsWith(".ttf")) return one.substring(0, one.lastIndexOf('.'));
return null;
}).toString(),
"_docs": "使用字体",
"_data": "在此存放所有可能使用的字体 \n 字体名不能使用中文,不能带空格或特殊字符"
},
"nameMap": {
"_leaf": true,
"_type": "event",
"_event": "nameMap",
"_docs": "文件别名",
"_data": "文件别名设置,目前仅对images, animates, bgms, sounds有效。"
},
"levelChoose": {
"_leaf": true,
"_type": "event",
"_event": "levelChoose",
"_docs": "难度分歧",
"_data": "难度分歧定义和对应的事件;此处留空数组表示将直接开始游戏"
},
"equipName": {
"_leaf": true,
"_type": "textarea",
"_range": "(thiseval instanceof Array && thiseval.length<=8)||thiseval==null",
"_docs": "装备孔",
"_data": "装备位名称,为不超过8个的数组,此项的顺序与equiptype数值关联;例如可写[\"武器\",\"防具\",\"首饰\"]等等。"
},
"startBgm": {
"_leaf": true,
"_type": "material",
"_directory": "./project/bgms/",
"_transform": (function (one) {
if (one.endsWith('.mp3') || one.endsWith('.ogg') || one.endsWith('.wav') || one.endsWith('.m4a') || one.endsWith('.flac'))
return one;
return null;
}).toString(),
"_onconfirm": (function (previous, current) {
if (current.length == 0) return null;
return current[0];
}).toString(),
"_docs": "标题音乐",
"_data": "在标题界面应该播放的bgm内容"
},
"styles": {
"_leaf": true,
"_type": "event",
"_event": "mainStyle",
"_docs": "主样式",
"_data": "主要样式设置,包括标题、按钮、状态栏等的背景色等"
}
}
},
"firstData": {
"_type": "object",
"_data": {
"title": {
"_leaf": true,
"_type": "textarea",
"_string": true,
"_docs": "游戏名",
"_data": "游戏名,将显示在标题页面以及切换楼层的界面中"
},
"name": {
"_leaf": true,
"_type": "textarea",
"_string": true,
"_range": "/^[a-zA-Z0-9_]{1,30}$/.test(thiseval)",
"_docs": "唯一英文标识符",
"_data": "游戏的唯一英文标识符。由英文、数字、下划线组成,不能超过30个字符。\n此项必须修改,其将直接影响到存档的定位!"
},
"version": {
"_leaf": true,
"_type": "textarea",
"_string": true,
"_docs": "游戏版本",
"_data": "当前游戏版本;版本不一致的存档不能通用。"
},
"floorId": {
"_leaf": true,
"_type": "select",
"_select": {
"values": data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d.main.floorIds
},
"_range": "data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d.main.floorIds.indexOf(thiseval)!==-1",
"_docs": "初始楼层",
"_data": "初始楼层的ID"
},
"hero": {
"_type": "object",
"_data": {
"image": {
"_leaf": true,
"_type": "select",
"_select": {
"values": [null].concat(Object.keys(editor.core.material.images.images).filter(function (name) {
return name.endsWith('.png');
}))
},
"_data": "行走图"
},
"animate": {
"_leaf": true,
"_type": "checkbox",
"_docs": "帧动画",
"_data": "是否开启停止状态和对话框的帧动画"
},
"name": {
"_leaf": true,
"_type": "textarea",
"_string": true,
"_data": "勇士名"
},
"lv": {
"_leaf": true,
"_type": "textarea",
"_range": "thiseval==~~thiseval &&thiseval>0",
"_data": "初始等级"
},
"hpmax": {
"_leaf": true,
"_type": "textarea",
"_data": "生命上限"
},
"hp": {
"_leaf": true,
"_type": "textarea",
"_data": "初始生命"
},
"manamax": {
"_leaf": true,
"_type": "textarea",
"_docs": "魔力上限",
"_data": "魔力上限;此项非负才会生效(null或小于0都不会生效)"
},
"mana": {
"_leaf": true,
"_type": "textarea",
"_data": "初始魔力"
},
"atk": {
"_leaf": true,
"_type": "textarea",
"_data": "初始攻击"
},
"def": {
"_leaf": true,
"_type": "textarea",
"_data": "初始防御"
},
"mdef": {
"_leaf": true,
"_type": "textarea",
"_data": "初始护盾"
},
"money": {
"_leaf": true,
"_type": "textarea",
"_data": "初始金币"
},
"exp": {
"_leaf": true,
"_type": "textarea",
"_data": "初始经验"
},
"equipment": {
"_leaf": true,
"_type": "textarea",
"_hide": true,
"_range": "thiseval instanceof Array",
"_data": "初始装备"
},
"items": {
"_type": "object",
"_hide": true,
"_data": {
"constants": {
"_leaf": true,
"_type": "textarea",
"_range": "thiseval instanceof Object && !(thiseval instanceof Array)",
"_docs": "永久道具",
"_data": "初始永久道具个数,例如初始送手册可以写 {\"book\": 1}"
},
"tools": {
"_leaf": true,
"_type": "textarea",
"_range": "thiseval instanceof Object && !(thiseval instanceof Array)",
"_docs": "消耗道具",
"_data": "初始消耗道具个数,例如初始有两破可以写 {\"pickaxe\": 2}"
},
"equips": {
"_leaf": true,
"_type": "textarea",
"_range": "thiseval instanceof Object && !(thiseval instanceof Array)",
"_docs": "初始拥有装备个数",
"_data": "初始装备个数,例如初始送铁剑可以写 {\"sword1\": 1}"
}
}
},
"loc": {
"_type": "object",
"_data": {
"direction": {
"_leaf": true,
"_type": "select",
"_data": "初始朝向",
"_select": {
"values": [
"up",
"down",
"left",
"right"
]
},
},
"x": {
"_leaf": true,
"_type": "textarea",
"_data": "横坐标"
},
"y": {
"_leaf": true,
"_type": "textarea",
"_data": "纵坐标"
}
}
},
"flags": {
"_leaf": true,
"_type": "textarea",
"_hide": true,
"_range": "thiseval instanceof Object && !(thiseval instanceof Array)",
"_data": "游戏变量"
},
"followers": {
"_leaf": true,
"_type": "disable",
"_hide": true,
"_data": "跟随者"
},
"steps": {
"_leaf": true,
"_type": "disable",
"_hide": true,
"_data": "行走步数"
}
}
},
"startCanvas": {
"_leaf": true,
"_type": "event",
"_event": "firstArrive",
"_range": "thiseval==null || thiseval instanceof Array",
"_docs": "标题事件",
"_data": "标题界面事件化,可以使用事件流的形式来绘制开始界面等。\n需要开启startUsingCanvas这个开关。\n详见文档-个性化-标题界面事件化。"
},
"startText": {
"_leaf": true,
"_type": "event",
"_event": "firstArrive",
"_range": "thiseval==null || thiseval instanceof Array",
"_docs": "开场剧情",
"_data": "游戏开始前剧情,可以执行任意自定义事件。\n双击进入事件编辑器。\n如果无剧情直接留一个空数组即可。"
},
"shops": {
"_leaf": true,
"_type": "event",
"_event": "shop",
"_range": "thiseval instanceof Array",
"_docs": "全局商店",
"_data": "全局商店,是一个数组,可以双击进入事件编辑器。"
},
"levelUp": {
"_leaf": true,
"_type": "event",
"_event": "level",
"_range": "thiseval==null || thiseval instanceof Array",
"_docs": "等级提升",
"_data": "经验升级所需要的数值,是一个数组,可以双击进行编辑。 \n 第一项为初始等级,仅title生效 \n 每一个里面可以含有三个参数 need, title, action \n need为所需要的经验数值,可以是个表达式。请确保need依次递增 \n title为该等级的名称,也可以省略代表使用系统默认值;本项将显示在状态栏中 \n action为本次升级所执行的事件,可由若干项组成"
}
}
},
"values": {
"_type": "object",
"_data": {
"lavaDamage": {
"_leaf": true,
"_type": "textarea",
"_data": "血网伤害"
},
"poisonDamage": {
"_leaf": true,
"_type": "textarea",
"_data": "中毒伤害"
},
"weakValue": {
"_leaf": true,
"_type": "textarea",
"_docs": "衰弱效果",
"_data": "衰弱状态下攻防减少的数值\n如果此项不小于1,则作为实际下降的数值(比如10就是攻防各下降10)\n如果在0到1之间则为下降的比例(比如0.3就是下降30%的攻防)"
},
"redGem": {
"_leaf": true,
"_type": "textarea",
"_docs": "红宝石值",
},
"blueGem": {
"_leaf": true,
"_type": "textarea",
"_docs": "蓝宝石值",
},
"greenGem": {
"_leaf": true,
"_type": "textarea",
"_docs": "绿宝石值",
},
"redPotion": {
"_leaf": true,
"_type": "textarea",
"_docs": "红血瓶值",
},
"bluePotion": {
"_leaf": true,
"_type": "textarea",
"_docs": "蓝血瓶值",
},
"yellowPotion": {
"_leaf": true,
"_type": "textarea",
"_docs": "黄血瓶值",
},
"greenPotion": {
"_leaf": true,
"_type": "textarea",
"_docs": "绿血瓶值",
},
"breakArmor": {
"_leaf": true,
"_type": "textarea",
"_docs": "破甲比例",
"_data": "破甲的比例(战斗前,怪物附加角色防御的x倍作为伤害);可以用怪物的 defValue 覆盖此值。"
},
"counterAttack": {
"_leaf": true,
"_type": "textarea",
"_docs": "反击比例",
"_data": "反击的比例(战斗时,怪物每回合附加角色攻击的x倍作为伤害,无视角色防御);可以用怪物的 atkValue 覆盖此值。"
},
"purify": {
"_leaf": true,
"_type": "textarea",
"_docs": "净化比例",
"_data": "净化的比例(战斗前,怪物附加勇士护盾的x倍作为伤害);可以用怪物的 n 覆盖此值。"
},
"hatred": {
"_leaf": true,
"_type": "textarea",
"_docs": "仇恨增值",
"_data": "仇恨属性中,每杀死一个怪物获得的仇恨值"
},
"animateSpeed": {
"_leaf": true,
"_type": "textarea",
"_docs": "全局帧动画时间",
"_data": "全局帧动画时间,即怪物振动频率,一般300比较合适"
},
"moveSpeed": {
"_leaf": true,
"_type": "textarea",
"_docs": "勇士移速",
"_data": "勇士每一格的移速,默认是100;此项可被用户修改覆盖"
},
"statusCanvasRowsOnMobile": {
"_leaf": true,
"_type": "select",
"_select": {
"values": [1, 2, 3, 4]
},
"_docs": "竖状态栏自绘行数",
"_data": "竖屏模式下,顶端状态栏canvas化后的行数。\n此项将决定竖屏的状态栏高度,如果设置则不小于1且不大于4。\n仅在statusCanvas开启时才有效"
},
"floorChangeTime": {
"_leaf": true,
"_type": "textarea",
"_docs": "楼层切换时间",
"_data": "默认楼层切换时间;当楼层切换没有显式设置时间时将用此值;可以被用户在系统设置内手动修改"
}
}
},
"flags": {
"_type": "object",
"_data": {
"statusBarItems": {
"_leaf": true,
"_type": "checkboxSet",
"_checkboxSet": {
"prefix": [
"楼层",
"名字",
"<br>等级",
"血限",
"<br>生命",
"魔力",
"<br>攻击",
"防御",
"<br>护盾",
"金币",
"<br>经验",
"升级",
"<br>升级扣除模式",
"<br>钥匙",
"绿钥",
"<br>破炸",
"负面",
"<br>技能"
],
"key": [
"enableFloor",
"enableName",
"enableLv",
"enableHPMax",
"enableHP",
"enableMana",
"enableAtk",
"enableDef",
"enableMDef",
"enableMoney",
"enableExp",
"enableLevelUp",
"levelUpLeftMode",
"enableKeys",
"enableGreenKey",
"enablePZF",
"enableDebuff",
"enableSkill"
]
},
"_data": "状态栏显示项"
},
"extendToolbar": {
"_leaf": true,
"_type": "checkbox",
"_docs": "横屏底部工具栏",
"_data": "在横屏状态下是否将工具栏挪动到游戏画布下方,从而完全解放状态栏空间"
},
"flyNearStair": {
"_leaf": true,
"_type": "checkbox",
"_docs": "楼传需在楼梯边",
"_data": "传送器是否需要在楼梯边使用;如果flyRecordPosition开启,则此项对箭头也有效。"
},
"flyRecordPosition": {
"_leaf": true,
"_type": "checkbox",
"_docs": "楼传开平面模式",
"_data": "传送器平面塔模式;此模式下楼层传送器将飞到上次离开该楼层的位置。"
},
"itemFirstText": {
"_leaf": true,
"_type": "checkbox",
"_docs": "首次道具进行提示",
"_data": "首次获得道具是否提示"
},
"equipboxButton": {
"_leaf": true,
"_type": "checkbox",
"_docs": "状态栏装备按钮",
"_data": "状态栏的装备按钮。若此项为true则将状态栏中的楼层转换器按钮换为装备栏按钮"
},
"enableAddPoint": {
"_leaf": true,
"_type": "checkbox",
"_docs": "开启加点",
"_data": "是否支持加点"
},
"enableNegativeDamage": {
"_leaf": true,
"_type": "checkbox",
"_docs": "开启负伤",
"_data": "是否支持负伤害(回血)"
},
"betweenAttackMax": {
"_leaf": true,
"_type": "checkbox",
"_docs": "夹击不超伤害值",
"_data": "夹击伤害是否不超过怪物伤害值。"
},
"useLoop": {
"_leaf": true,
"_type": "checkbox",
"_docs": "二分临界",
"_data": "是否循环计算临界;如果此项为true则使用循环法(而不是回合数计算法)来算临界\n从V2.5.3开始,对于大数据的循环法将改为使用二分法进行计算"
},
"startUsingCanvas": {
"_leaf": true,
"_type": "checkbox",
"_docs": "标题开启事件化",
"_data": "是否开始菜单canvas化;如果此项为true,则将使用canvas来绘制开始菜单"
},
"statusCanvas": {
"_leaf": true,
"_type": "checkbox",
"_docs": "开启自绘状态栏",
"_data": "是否状态栏canvas化,即手动自定义绘制状态栏。\n如果此项开启,则可在脚本编辑的drawStatusBar中自定义绘制菜单栏。"
},
"enableEnemyPoint": {
"_leaf": true,
"_type": "checkbox",
"_docs": "定点怪显",
"_data": "是否开启怪物的定点显示功能,即属性不同的怪物会在怪物手册单列;用户可以手动在菜单栏中开关"
},
"enableGentleClick": {
"_leaf": true,
"_type": "checkbox",
"_docs": "允许轻按",
"_data": "是否允许轻触(获得面前物品)"
},
"ignoreChangeFloor": {
"_leaf": true,
"_type": "checkbox",
"_docs": "允许穿透楼梯",
"_data": "经过楼梯、传送门时是否能“穿透”。\n穿透的意思是,自动寻路得到的的路径中间经过了楼梯,行走时是否触发楼层转换事件"
},
"canGoDeadZone": {
"_leaf": true,
"_type": "checkbox",
"_docs": "允许将死领域",
"_data": "是否允许走到将死的领域上。如果此项为true,则可以走到将死的领域上"
},
"enableMoveDirectly": {
"_leaf": true,
"_type": "checkbox",
"_docs": "允许瞬移",
"_data": "是否允许瞬间移动"
},
"enableRouteFolding": {
"_leaf": true,
"_type": "checkbox",
"_docs": "录像折叠",
"_data": "是否开启录像折叠功能。\n此功能将尽可能的通过优化无损耗反复走的方式来缩短录像,但在某些情况下(尤其是创新向塔中)可能会存在副作用影响录像的正确性。"
},
"disableShopOnDamage": {
"_leaf": true,
"_type": "checkbox",
"_docs": "伤害禁用商店",
"_data": "是否在经过领域/夹击/路障等伤害后禁用快捷商店。"
},
"blurFg": {
"_leaf": true,
"_type": "checkbox",
"_docs": "虚化前景层",
"_data": "是否虚化前景层;如果此项开启,则在游戏中事件层有东西(如宝石等)时虚化前景层。"
},
"autoScale": {
"_leaf": true,
"_type": "checkbox",
"_docs": "自动缩放最大化",
"_data": "是否自动缩放最大化,关闭后不再最大化"
},
}
}
}
}
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/*
* 表格配置项。
* 在这里可以对表格中的各项显示进行配置,包括表格项、提示内容等内容。具体写法照葫芦画瓢即可。
* 本配置项包括:公共事件。
* 相关文档 _docs/editor.md ~ http://127.0.0.1:1055/_docs/#/editor?id=修改表格
*/
var events_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = {
"_type": "object",
"_data": {
"commonEvent": {
"_type": "object",
"_data": function (key) {
var obj = {
"加点事件": {
"_leaf": true,
"_type": "event",
"_range": "thiseval instanceof Array",
"_event": "commonEvent",
"_data": "加点事件"
},
"回收钥匙商店": {
"_leaf": true,
"_type": "event",
"_event": "commonEvent",
"_data": "回收钥匙商店"
},
}
if (obj[key]) return obj[key];
return {
"_leaf": true,
"_type": "event",
"_event": "commonEvent",
"_data": "公共事件"
}
}
}
}
}
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/*
* 表格配置项。
* 在这里可以对表格中的各项显示进行配置,包括表格项、提示内容等内容。具体写法照葫芦画瓢即可。
* 本配置项包括:脚本编辑。
* 相关文档 _docs/editor.md ~ http://127.0.0.1:1055/_docs/#/editor?id=修改表格
*/
var functions_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = {
_type: 'object',
_data: {
events: {
_type: 'object',
_data: {
resetGame: {
_leaf: true,
_type: 'textarea',
_lint: true,
_data: '重置游戏'
},
win: {
_leaf: true,
_type: 'textarea',
_lint: true,
_data: '游戏获胜'
},
lose: {
_leaf: true,
_type: 'textarea',
_lint: true,
_data: '游戏失败'
},
changingFloor: {
_leaf: true,
_type: 'textarea',
_lint: true,
_data: '切换楼层中'
},
afterChangeFloor: {
_leaf: true,
_type: 'textarea',
_lint: true,
_data: '切换楼层后'
},
flyTo: {
_leaf: true,
_type: 'textarea',
_lint: true,
_data: '楼层飞行'
},
beforeBattle: {
_leaf: true,
_type: 'textarea',
_lint: true,
_data: '战前判定'
},
afterBattle: {
_leaf: true,
_type: 'textarea',
_lint: true,
_data: '战后脚本'
},
afterOpenDoor: {
_leaf: true,
_type: 'textarea',
_lint: true,
_data: '开门后脚本'
},
afterGetItem: {
_leaf: true,
_type: 'textarea',
_lint: true,
_data: '道具后脚本'
},
afterPushBox: {
_leaf: true,
_type: 'textarea',
_lint: true,
_data: '推箱子后'
}
}
},
enemys: {
_type: 'object',
_data: {
getSpecials: {
_leaf: true,
_type: 'textarea',
_lint: true,
_data: '怪物特殊属性'
},
getEnemyInfo: {
_leaf: true,
_type: 'textarea',
_lint: true,
_data: '怪物真实属性'
},
getDamageInfo: {
_leaf: true,
_type: 'textarea',
_lint: true,
_data: '战斗伤害信息'
}
}
},
actions: {
_type: 'object',
_data: {
onKeyUp: {
_leaf: true,
_type: 'textarea',
_lint: true,
_data: '按键处理'
}
}
},
control: {
_type: 'object',
_data: {
saveData: {
_leaf: true,
_type: 'textarea',
_lint: true,
_data: '存档操作'
},
loadData: {
_leaf: true,
_type: 'textarea',
_lint: true,
_data: '读档操作'
},
getStatusLabel: {
_leaf: true,
_type: 'textarea',
_lint: true,
_data: '状态名定义'
},
triggerDebuff: {
_leaf: true,
_type: 'textarea',
_lint: true,
_data: '毒衰咒处理'
},
updateStatusBar: {
_leaf: true,
_type: 'textarea',
_lint: true,
_data: '更新状态栏'
},
updateCheckBlock: {
_leaf: true,
_type: 'textarea',
_lint: true,
_data: '阻激夹域伤害'
},
moveOneStep: {
_leaf: true,
_type: 'textarea',
_lint: true,
_data: '每步后操作'
},
moveDirectly: {
_leaf: true,
_type: 'textarea',
_lint: true,
_data: '瞬间移动'
},
parallelDo: {
_leaf: true,
_type: 'textarea',
_lint: true,
_data: '并行脚本'
}
}
},
ui: {
_type: 'object',
_data: {
drawStatistics: {
_leaf: true,
_type: 'textarea',
_lint: true,
_data: '数据统计'
}
}
}
}
};
+94
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/*
* 表格配置项。
* 在这里可以对表格中的各项显示进行配置,包括表格项、提示内容等内容。具体写法照葫芦画瓢即可。
* 本配置项包括:插件编写。
* 相关文档 _docs/editor.md ~ http://127.0.0.1:1055/_docs/#/editor?id=修改表格
*/
var plugins_comment_c456ea59_6018_45ef_8bcc_211a24c627dc = {
"_type": "object",
"_data": function (key) {
var obj = {
"init": {
"_leaf": true,
"_type": "textarea",
"_range": "typeof(thiseval)=='string'",
"_data": "自定义插件"
},
"shop": {
"_leaf": true,
"_type": "textarea",
"_range": "typeof(thiseval)=='string'",
"_data": "全局商店"
},
"drawLight": {
"_leaf": true,
"_type": "textarea",
"_range": "typeof(thiseval)=='string' || thiseval==null",
"_data": "灯光效果"
},
"removeMap": {
"_leaf": true,
"_type": "textarea",
"_range": "typeof(thiseval)=='string' || thiseval==null",
"_data": "砍层插件"
},
"fiveLayers": {
"_leaf": true,
"_type": "textarea",
"_range": "typeof(thiseval)=='string' || thiseval==null",
"_data": "五图层(背景前景2)"
},
"itemShop": {
"_leaf": true,
"_type": "textarea",
"_range": "typeof(thiseval)=='string' || thiseval==null",
"_data": "道具商店"
},
"enemyLevel": {
"_leaf": true,
"_type": "textarea",
"_range": "typeof(thiseval)=='string' || thiseval==null",
"_data": "手册显示怪物境界"
},
"dynamicHp": {
"_leaf": true,
"_type": "textarea",
"_range": "typeof(thiseval)=='string' || thiseval==null",
"_data": "动态血量变化"
},
"multiHeros": {
"_leaf": true,
"_type": "textarea",
"_range": "typeof(thiseval)=='string' || thiseval==null",
"_data": "多角色"
},
"itemCategory": {
"_leaf": true,
"_type": "textarea",
"_range": "typeof(thiseval)=='string' || thiseval==null",
"_data": "物品分类插件"
},
"heroFourFrames": {
"_leaf": true,
"_type": "textarea",
"_range": "typeof(thiseval)=='string' || thiseval==null",
"_data": "勇士四帧行走动画"
},
"startCanvas": {
"_leaf": true,
"_type": "textarea",
"_range": "typeof(thiseval)=='string' || thiseval==null",
"_data": "自绘标题界面居中"
}
}
if (obj[key]) return obj[key];
return {
"_leaf": true,
"_type": "textarea",
"_range": "typeof(thiseval)=='string' || thiseval==null",
"_template": "function () {\\n\\t// 在此增加新插件\\n\\t\\n}",
"_data": "自定义插件"
}
}
}