HTML5魔塔样板V2.7接档工具
// 检查脚本编辑和插件编写;这两个绝对不能接
if (functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a.events.setInitData || !plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1.shop) {
document.write("
错误:请勿覆盖脚本编辑(functions.js)和插件编写(plugins.js)!
请从全新的V2.7样板中复制一个functions.js和plugins.js到project文件夹,再继续接档操作。
");
} else {
document.write("
点此一键接档
接档成功!请重启编辑器并继续以下接档流程;若仍然无法打开编辑器请联系小艾处理。
");}
请严格按照如下流程,一步步进行接档操作。请勿随意增删接档过程,以免出现编辑器白屏、闪退等情况。
- 做好备份,做好备份,做好备份!!!接档前请一定先做好备份!
- 使用RM转H5刻塔器所刻的塔不适用于此接档工具。
- 将V2.6.6样板中project目录下,除了
project/functions.js
和project/plugins.js
以外的其他文件和文件夹,直接复制到最新的V2.7样板中,然后打开本接档工具。 - 点击上述的「点此一键接档」,并看到红字提示接档成功。此时编辑器应该可以正常打开。若此时无法打开编辑器请联系小艾处理。
- 下拉框切到「全塔属性」,并注意以下内容:
- 现在素材和使用的其他图片等在文件夹中被拆分,请检查对应的图片文件已经正确移动到对应的文件夹。
- 「难度选择项」的逻辑在V2.7中被修改;请重新制作。
- 「全局商店」的结构在V2.7中被修改;请重新制作。
- 部分方框进行了合并,请一个个仔细检查是否存在问题。
- 下拉框切到「楼层属性」,并注意以下内容:
item_ratio
被重命名为ratio
,请自行修改。- 楼层贴图的结构在V2.7中被修改;请重新制作。
- 素材区的如下图块有所变动:
- 三色墙和六色门从terrains中解除引用;请用animates中的进行绘制。
- 如下图块的图块属性已被重置:三色墙、六色门、四色网、四个单向箭头、亮灯。
- 所有的
noPass:false
都改成canPass:true
;请仔细检查可通行性。 - 如下道具的道具属性已被重置,请仔细检查:三色钥匙、四色宝石(已改名Gem)、四色血瓶、破墙、破冰、炸弹、地震、冰冻、大黄门钥匙、上下楼器。
- 即时道具获得的说明和提示文字均改成了
${}
计算,ratio
需写明全称(参见宝石血瓶写法),请自行处理。 - npc48的默认动画帧数
null
改回为4;如需静止状态请手动改成1。
- 下拉框切换到「脚本编辑」,并请重新编辑各个自己改过的函数(可以双开一个原版V266项目和当前接档的项目进行处理)。
- 请注意:V2.7中的经验全部从
experience
替换成简写的exp
;写伤害计算等时请尤其注意。 - 部分文案有所改变,如「阻击」从
snipe
改名repulse
,shoes
改名amulet
等等,请自行处理。 setInitData
已被删除,请将需要的额外初始化代码写入startText
中。afterChangeLight, afterUseBomb, afterPassNet
已被删除,请去对应图块属性内修改。- 其他基本每个函数都有大幅修改,请勿直接拿原来的脚本整体覆盖,而是重新对函数进行需要的编辑!
- 请注意:V2.7中的经验全部从
- 下拉框切换到「插件编写」,并重新新增自己加过的插件。
- V2.7不能保证插件的兼容性,请谨慎测试。
- 如果插件出现不可用问题,请自行联系插件原作者更新插件到支持V2.7的版本。
- 请仔细检查每个道具的道具效果、每个怪物的属性、每个楼层属性、以及每个点的事件(建议双开对比)。主要变动如下:
- 「数值增减」事件已被删除并被数值操作+运算符替代,编辑器将解析为自定义事件;但是游戏中仍然可以正确执行(你可以选择替换与否)。
- 「隐藏事件」将不再默认删除该点(而只是纯粹的隐藏);请给有需要的「隐藏事件」勾选「同时删除」选项。
- 「绘制圆」「绘制圆边框」「重启当前事件」已经被删除,并且无法再在游戏中使用,请替换成等价的写法。
- 其他
- V2.7默认采用新版图标;如果觉得不合适可以将
materials
目录下的icons_old.png
替换掉icons.png
以使用原版图标。
- V2.7默认采用新版图标;如果觉得不合适可以将
- 接档后请做好充分的测试!最好能跑通录像以确认接档无误!
function action() {
action_data(function() {
action_enemys(function() {
action_icons(function() {
action_items(function() {
action_maps(function() {
alert('接档成功!请重启编辑器并继续以下接档流程;若仍然无法打开编辑器请联系小艾处理。');
document.getElementById('action').style.display = 'none';
document.getElementById('message').style.display = 'block';
})
})
})
})
})
}
function encode(str) {
return btoa(encodeURIComponent(str).replace(/%([0-9A-F]{2})/g, function (match, p1) {
return String.fromCharCode(parseInt(p1, 16))
}))
}
// 接档全局属性
function action_data(callback) {
var data = data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d;
var main = data.main, firstData = data.firstData, values = data.values, flags = data.flags;
// Step 0: 移动目录
// materials
['animates', 'enemys', 'items', 'npcs', 'terrains', 'enemy48', 'npc48', 'icons', 'airwall', 'fog', 'keyboard'].forEach(function (one) {
fs.moveFile('project/images/'+one+".png", 'project/materials/'+one+'.png', function (e, d) {});
});
main.tilesets.forEach(function (one) {
if (one.indexOf('.')<0) one += '.png';
fs.moveFile('project/images/'+one, 'project/tilesets/'+one, function (e, d) {});
});
// bgms
main.bgms.forEach(function (one) {
fs.moveFile('project/sounds/'+one, 'project/bgms/'+one, function (e,d) {});
})
// Step 1: 重置levelChoose和shop
main.levelChoose = [];
firstData.shops = [];
main.fonts = [];
// Step 2: 合并main.styles
if (!main.styles) main.styles = {
"startBackground": "project/images/bg.jpg",
"startVerticalBackground": "project/images/bg.jpg",
"startLogoStyle": "color: black",
"startButtonsStyle": "background-color: #32369F; opacity: 0.85; color: #FFFFFF; border: #FFFFFF 2px solid; caret-color: #FFD700;",
"statusLeftBackground": "url(project/materials/ground.png) repeat",
"statusTopBackground": "url(project/materials/ground.png) repeat",
"toolsBackground": "url(project/materials/ground.png) repeat",
"borderColor": [204,204,204,1],
"statusBarColor": [255,255,255,1],
"floorChangingStyle": "background-color: black; color: white",
"font": "Verdana"
};
["startLogoStyle", "startButtonsStyle", "statusLeftBackground", "statusTopBackground", "toolsBackground", "font"].forEach(function (one) {
if (main[one]) main.styles[one] = main[one];
});
if (main.styles.startVerticalBackground == null) main.styles.startVerticalBackground = main.styles.startBackground;
for (var key in main.styles) delete main[key];
delete main.floorChangingBackground; delete main.floorChangingTextColor;
// Step 3: 重置勇士属性
if (main.images.indexOf('hero.png') < 0) main.images.push('hero.png');
firstData.hero.image = 'hero.png';
firstData.hero.followers = [];
if (firstData.hero.exp == null) firstData.hero.exp = firstData.hero.experience;
delete firstData.hero.experience;
delete firstData.hero.items.keys;
// Step 4: 重置全局开关
if (values.statusCanvasRowsOnMobile == null)
values.statusCanvasRowsOnMobile = flags.statusCanvasRowsOnMobile;
delete flags.statusCanvasRowsOnMobile;
if (values.redGem == null) values.redGem = values.redJewel;
if (values.blueGem == null) values.blueGem = values.blueJewel;
if (values.greenGem == null) values.greenGem = values.greenJewel;
delete values.redJewel;
delete values.blueJewel;
delete values.greenJewel;
delete values.moveSpeed;
delete values.floorChangeTime;
var statusList = [
"enableFloor",
"enableName",
"enableLv",
"enableHPMax",
"enableHP",
"enableMana",
"enableAtk",
"enableDef",
"enableMDef",
"enableMoney",
"enableExp",
"enableLevelUp",
"levelUpLeftMode",
"enableKeys",
"enableGreenKey",
"enablePZF",
"enableDebuff",
"enableSkill"
];
if (flags.statusBarItems == null) {
flags.statusBarItems = [];
statusList.forEach(function (one) {
if (flags[one]) flags.statusBarItems.push(one);
});
}
statusList.forEach(function (one) { delete flags[one]; });
delete flags.pickaxeFourDirections;
delete flags.bombFourDirections;
delete flags.snowFourDirections;
delete flags.bigKeyIsBox;
delete flags.equipment;
delete flags.iconInEquipbox;
delete flags.hatredDecrease;
delete flags.betweenAttackCeil;
delete flags.startDirectly;
delete flags.enableDisabledShop;
delete flags.checkConsole;
// 写入
var datastr = 'var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d = \n';
datastr += JSON.stringify(data, null, '\t');
fs.writeFile('project/data.js', encode(datastr), 'base64', function (err, data) {
if (err) {
alert('datas接档失败!请查看控制台报错,并刷新重试。');
console.error(err);
} else callback();
});
}
// 接档怪物:experience->exp
function action_enemys(callback) {
var enemy = enemys_fcae963b_31c9_42b4_b48c_bb48d09f3f80;
for (var id in enemy) {
if (enemy[id].experience != null) {
enemy[id].exp = enemy[id].experience;
}
delete enemy[id].experience;
}
var datastr = 'var enemys_fcae963b_31c9_42b4_b48c_bb48d09f3f80 = \n';
var emap = {};
var estr = JSON.stringify(enemy, function (k, t) {
if (t && t.hp != null) {
delete t.id;
var id_ = ":" + k + ":";
emap[id_] = JSON.stringify(t);
return id_;
} else return t;
}, '\t');
for (var id_ in emap) {
estr = estr.replace('"' + id_ + '"', emap[id_])
}
datastr += estr;
fs.writeFile('project/enemys.js', encode(datastr), 'base64', function (err, data) {
if (err) {
alert('enemys接档失败!请查看控制台报错,并刷新重试。');
console.error(err);
} else callback();
});
}
function action_icons(callback) {
var icons = icons_4665ee12_3a1f_44a4_bea3_0fccba634dc1;
var terrains = icons.terrains;
// 三色墙&六色门
delete terrains.yellowWall;
delete terrains.blueWall;
delete terrains.whiteWall;
delete terrains.yellowDoor;
delete terrains.blueDoor;
delete terrains.redDoor;
delete terrains.greenDoor;
delete terrains.specialDoor;
delete terrains.steelDoor;
// shop
if (terrains.blueShopLeft == null) terrains.blueShopLeft = terrains['blueShop-left'];
if (terrains.blueShopRight == null) terrains.blueShopRight = terrains['blueShop-right'];
if (terrains.pinkShopLeft == null) terrains.pinkShopLeft = terrains['pinkShop-left'];
if (terrains.pinkShopRight == null) terrains.pinkShopRight = terrains['pinkShop-right'];
delete terrains['blueShop-left'];
delete terrains['blueShop-right'];
delete terrains['pinkShop-left'];
delete terrains['pinkShop-right'];
if (icons.items.snow != null) icons.items.freezeBadge = icons.items.snow;
delete icons.items.snow;
var datastr = 'var icons_4665ee12_3a1f_44a4_bea3_0fccba634dc1 = \n';
datastr += JSON.stringify(icons, null, '\t');
fs.writeFile('project/icons.js', encode(datastr), 'base64', function (err, data) {
if (err) {
alert('icons接档失败!请查看控制台报错,并刷新重试。');
console.error(err);
} else callback();
});
Object.keys(icons.autotile).forEach(function (one) {
fs.moveFile('project/images/'+one+'.png', 'project/autotiles/'+one+'.png', function (e,d) {});
});
}
function action_items(callback) {
if (!items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.itemEffect || !items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.itemEffectTip) {
callback();
return;
}
// Step 1: 合并内容
var items = items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a.items;
["itemEffect", "itemEffectTip", "useItemEvent", "useItemEffect", "canUseItemEffect", "equipCondition"].forEach(function(one) {
var data = items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a[one];
if (!data) return;
for (var id in data) {
if (data[id] != null && items[id])
items[id][one] = data[id];
}
});
// Step 2: 重置道具效果
var data = {
"yellowKey": {
"cls": "tools",
"name": "黄钥匙",
"text": "可以打开一扇黄门",
"hideInToolbox": true
},
"blueKey": {
"cls": "tools",
"name": "蓝钥匙",
"text": "可以打开一扇蓝门",
"hideInToolbox": true
},
"redKey": {
"cls": "tools",
"name": "红钥匙",
"text": "可以打开一扇红门",
"hideInToolbox": true
},
"redGem": {
"cls": "items",
"name": "红宝石",
"text": "攻击+${core.values.redGem}",
"itemEffect": "core.status.hero.atk += core.values.redGem * core.status.thisMap.ratio",
"itemEffectTip": ",攻击+${core.values.redGem * core.status.thisMap.ratio}",
"useItemEffect": "core.status.hero.atk += core.values.redGem",
"canUseItemEffect": "true"
},
"blueGem": {
"cls": "items",
"name": "蓝宝石",
"text": ",防御+${core.values.blueGem}",
"itemEffect": "core.status.hero.def += core.values.blueGem * core.status.thisMap.ratio",
"itemEffectTip": ",防御+${core.values.blueGem * core.status.thisMap.ratio}",
"useItemEffect": "core.status.hero.def += core.values.blueGem",
"canUseItemEffect": "true"
},
"greenGem": {
"cls": "items",
"name": "绿宝石",
"text": ",护盾+${core.values.greenGem}",
"itemEffect": "core.status.hero.mdef += core.values.greenGem * core.status.thisMap.ratio",
"itemEffectTip": ",护盾+${core.values.greenGem * core.status.thisMap.ratio}",
"useItemEffect": "core.status.hero.mdef += core.values.greenGem",
"canUseItemEffect": "true"
},
"yellowGem": {
"cls": "items",
"name": "黄宝石",
"text": "可以进行加点",
"itemEffect": "core.status.hero.hp+=1000;core.status.hero.atk+=6;core.status.hero.def+=6;core.status.hero.mdef+=10;",
"itemEffectTip": ",全属性提升",
"useItemEvent": [
{
"type": "choices",
"choices": [
{
"text": "攻击+1",
"action": [
{
"type": "setValue",
"name": "status:atk",
"operator": "+=",
"value": "1"
}
]
},
{
"text": "防御+2",
"action": [
{
"type": "setValue",
"name": "status:def",
"operator": "+=",
"value": "2"
}
]
},
{
"text": "生命+200",
"action": [
{
"type": "setValue",
"name": "status:hp",
"operator": "+=",
"value": "200"
}
]
}
]
}
],
"canUseItemEffect": "true"
},
"redPotion": {
"cls": "items",
"name": "红血瓶",
"text": ",生命+${core.values.redPotion}",
"itemEffect": "core.status.hero.hp += core.values.redPotion * core.status.thisMap.ratio",
"itemEffectTip": ",生命+${core.values.redPotion * core.status.thisMap.ratio}",
"useItemEffect": "core.status.hero.hp += core.values.redPotion",
"canUseItemEffect": "true"
},
"bluePotion": {
"cls": "items",
"name": "蓝血瓶",
"text": ",生命+${core.values.bluePotion}",
"itemEffect": "core.status.hero.hp += core.values.bluePotion * core.status.thisMap.ratio",
"itemEffectTip": ",生命+${core.values.bluePotion * core.status.thisMap.ratio}",
"useItemEffect": "core.status.hero.hp += core.values.bluePotion",
"canUseItemEffect": "true"
},
"yellowPotion": {
"cls": "items",
"name": "黄血瓶",
"text": ",生命+${core.values.yellowPotion}",
"itemEffect": "core.status.hero.hp += core.values.yellowPotion * core.status.thisMap.ratio",
"itemEffectTip": ",生命+${core.values.yellowPotion * core.status.thisMap.ratio}",
"useItemEffect": "core.status.hero.hp += core.values.yellowPotion",
"canUseItemEffect": "true"
},
"greenPotion": {
"cls": "items",
"name": "绿血瓶",
"text": ",生命+${core.values.greenPotion}",
"itemEffect": "core.status.hero.hp += core.values.greenPotion * core.status.thisMap.ratio",
"itemEffectTip": ",生命+${core.values.greenPotion * core.status.thisMap.ratio}",
"useItemEffect": "core.status.hero.hp += core.values.greenPotion",
"canUseItemEffect": "true"
},
"freezeBadge": {
"cls": "constants",
"name": "冰冻徽章",
"text": "可以将面前的熔岩变成平地",
"useItemEffect": "(function () {\n\tvar success = false;\n\n\tvar snowFourDirections = false; // 是否四方向雪花;如果是将其改成true\n\tif (snowFourDirections) {\n\t\t// 四方向雪花\n\t\tfor (var direction in core.utils.scan) {\n\t\t\tvar delta = core.utils.scan[direction];\n\t\t\tvar nx = core.getHeroLoc('x') + delta.x,\n\t\t\t\tny = core.getHeroLoc('y') + delta.y;\n\t\t\tif (core.getBlockId(nx, ny) == 'lava') {\n\t\t\t\tcore.removeBlock(nx, ny);\n\t\t\t\tsuccess = true;\n\t\t\t}\n\t\t}\n\t} else {\n\t\tif (core.getBlockId(core.nextX(), core.nextY()) == 'lava') {\n\t\t\tcore.removeBlock(core.nextX(), core.nextY());\n\t\t\tsuccess = true;\n\t\t}\n\t}\n\n\tif (success) {\n\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t} else {\n\t\tcore.drawTip(\"当前无法使用\" + core.material.items[itemId].name);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n})();",
"canUseItemEffect": "true"
},
"bigKey": {
"cls": "tools",
"name": "大黄门钥匙",
"text": "可以开启当前层所有黄门",
"itemEffect": "core.status.hero.items.keys.yellowKey++;core.status.hero.items.keys.blueKey++;core.status.hero.items.keys.redKey++;",
"itemEffectTip": ",全钥匙+1",
"useItemEffect": "(function () {\n\tvar actions = core.searchBlock(\"yellowDoor\").map(function (block) {\n\t\treturn { \"type\": \"openDoor\", \"loc\": [block.x, block.y], \"async\": true };\n\t});\n\tactions.push({ \"type\": \"waitAsync\" });\n\tactions.push({ \"type\": \"tip\", \"text\": core.material.items[itemId].name + \"使用成功\" });\n\tcore.insertAction(actions);\n})();",
"canUseItemEffect": "(function () {\n\treturn core.searchBlock('yellowDoor').length > 0;\n})();"
},
"pickaxe": {
"cls": "tools",
"name": "破墙镐",
"text": "可以破坏勇士面前的墙",
"useItemEffect": "(function () {\n\tvar canBreak = function (x, y) {\n\t\tvar block = core.getBlock(x, y);\n\t\tif (block == null || block.block.disable) return false;\n\t\treturn block.block.event.canBreak;\n\t};\n\n\tvar success = false;\n\tvar pickaxeFourDirections = false; // 是否四方向破;如果是将其改成true\n\tif (pickaxeFourDirections) {\n\t\t// 四方向破\n\t\tfor (var direction in core.utils.scan) {\n\t\t\tvar delta = core.utils.scan[direction];\n\t\t\tvar nx = core.getHeroLoc('x') + delta.x,\n\t\t\t\tny = core.getHeroLoc('y') + delta.y;\n\t\t\tif (canBreak(nx, ny)) {\n\t\t\t\tcore.removeBlock(nx, ny);\n\t\t\t\tsuccess = true;\n\t\t\t}\n\t\t}\n\t} else {\n\t\t// 仅破当前\n\t\tif (canBreak(core.nextX(), core.nextY())) {\n\t\t\tcore.removeBlock(core.nextX(), core.nextY());\n\t\t\tsuccess = true;\n\t\t}\n\t}\n\n\tif (success) {\n\t\tcore.playSound('pickaxe.mp3');\n\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t} else {\n\t\t// 无法使用\n\t\tcore.drawTip(\"当前无法使用\" + core.material.items[itemId].name);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n})();",
"canUseItemEffect": "true"
},
"icePickaxe": {
"cls": "tools",
"name": "破冰镐",
"text": "可以破坏勇士面前的一堵冰墙",
"useItemEffect": "(function () {\n\tcore.removeBlock(core.nextX(), core.nextY());\n\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n})();",
"canUseItemEffect": "(function () {\n\treturn core.getBlockId(core.nextX(), core.nextY()) == 'ice';\n})();"
},
"bomb": {
"cls": "tools",
"name": "炸弹",
"text": "可以炸掉勇士面前的怪物",
"useItemEffect": "(function () {\n\tvar canBomb = function (x, y) {\n\t\tvar block = core.getBlock(x, y);\n\t\tif (block == null || block.block.disable || block.block.event.cls.indexOf('enemy') != 0) return false;\n\t\tvar enemy = core.material.enemys[block.block.event.id];\n\t\treturn enemy && !enemy.notBomb;\n\t};\n\n\tvar bombList = []; // 炸掉的怪物坐标列表\n\tvar bombFourDirections = false; // 是否四方向可炸;如果是将其改成true。\n\tif (bombFourDirections) {\n\t\t// 四方向炸\n\t\tfor (var direction in core.utils.scan) {\n\t\t\tvar delta = core.utils.scan[direction];\n\t\t\tvar nx = core.getHeroLoc('x') + delta.x,\n\t\t\t\tny = core.getHeroLoc('y') + delta.y;\n\t\t\tif (canBomb(nx, ny)) {\n\t\t\t\tbombList.push([nx, ny]);\n\t\t\t\tcore.removeBlock(nx, ny);\n\t\t\t}\n\t\t}\n\t} else {\n\t\t// 仅炸当前\n\t\tif (canBomb(core.nextX(), core.nextY())) {\n\t\t\tbombList.push([core.nextX(), core.nextY()]);\n\t\t\tcore.removeBlock(core.nextX(), core.nextY());\n\t\t}\n\t}\n\n\tif (bombList.length > 0) {\n\t\tcore.playSound('bomb.mp3');\n\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t} else {\n\t\tcore.drawTip('当前无法使用' + core.material.items[itemId].name);\n\t\tcore.addItem(itemId, 1);\n\t\treturn;\n\t}\n\n\t// 炸弹后事件\n\t// 这是一个使用炸弹也能开门的例子\n\t/*\n\tif (core.status.floorId=='xxx' && core.terrainExists(x0,y0,'specialDoor') // 某个楼层,该机关门存在\n\t\t&& !core.enemyExists(x1,y1) && !core.enemyExists(x2,y2)) // 且守门的怪物都不存在\n\t{\n\t\tcore.insertAction([ // 插入事件\n\t\t\t{\"type\": \"openDoor\", \"loc\": [x0,y0]} // 开门\n\t\t])\n\t}\n\t*/\n})();",
"canUseItemEffect": "true"
},
"upFly": {
"cls": "tools",
"name": "上楼器",
"text": "可以飞往楼上的相同位置",
"useItemEffect": "(function () {\n\tvar floorId = core.floorIds[core.floorIds.indexOf(core.status.floorId) + 1];\n\tif (core.status.event.id == 'action') {\n\t\tcore.insertAction([\n\t\t\t{ \"type\": \"changeFloor\", \"loc\": [core.getHeroLoc('x'), core.getHeroLoc('y')], \"floorId\": floorId },\n\t\t\t{ \"type\": \"tip\", \"text\": core.material.items[itemId].name + '使用成功' }\n\t\t]);\n\t} else {\n\t\tcore.changeFloor(floorId, null, core.status.hero.loc, null, function () {\n\t\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t\t\tcore.replay();\n\t\t});\n\t}\n})();",
"canUseItemEffect": "(function () {\n\tvar floorId = core.status.floorId,\n\t\tindex = core.floorIds.indexOf(floorId);\n\tif (index < core.floorIds.length - 1) {\n\t\tvar toId = core.floorIds[index + 1],\n\t\t\ttoX = core.getHeroLoc('x'),\n\t\t\ttoY = core.getHeroLoc('y');\n\t\tvar mw = core.floors[toId].width,\n\t\t\tmh = core.floors[toId].height;\n\t\tif (toX >= 0 && toX < mw && toY >= 0 && toY < mh && core.getBlock(toX, toY, toId) == null) {\n\t\t\treturn true;\n\t\t}\n\t}\n\treturn false;\n})();"
},
"downFly": {
"cls": "tools",
"name": "下楼器",
"text": "可以飞往楼下的相同位置",
"useItemEffect": "(function () {\n\tvar floorId = core.floorIds[core.floorIds.indexOf(core.status.floorId) - 1];\n\tif (core.status.event.id == 'action') {\n\t\tcore.insertAction([\n\t\t\t{ \"type\": \"changeFloor\", \"loc\": [core.getHeroLoc('x'), core.getHeroLoc('y')], \"floorId\": floorId },\n\t\t\t{ \"type\": \"tip\", \"text\": core.material.items[itemId].name + '使用成功' }\n\t\t]);\n\t} else {\n\t\tcore.changeFloor(floorId, null, core.status.hero.loc, null, function () {\n\t\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t\t\tcore.replay();\n\t\t});\n\t}\n})();",
"canUseItemEffect": "(function () {\n\tvar floorId = core.status.floorId,\n\t\tindex = core.floorIds.indexOf(floorId);\n\tif (index > 0) {\n\t\tvar toId = core.floorIds[index - 1],\n\t\t\ttoX = core.getHeroLoc('x'),\n\t\t\ttoY = core.getHeroLoc('y');\n\t\tvar mw = core.floors[toId].width,\n\t\t\tmh = core.floors[toId].height;\n\t\tif (toX >= 0 && toX < mw && toY >= 0 && toY < mh && core.getBlock(toX, toY, toId) == null) {\n\t\t\treturn true;\n\t\t}\n\t}\n\treturn false;\n})();"
},
"earthquake": {
"cls": "tools",
"name": "地震卷轴",
"text": "可以破坏当前层的所有墙",
"useItemEffect": "(function () {\n\tvar indexes = [];\n\tfor (var index in core.status.thisMap.blocks) {\n\t\tvar block = core.status.thisMap.blocks[index];\n\t\tif (!block.disable && block.event.canBreak) {\n\t\t\tindexes.push(index);\n\t\t}\n\t}\n\tcore.removeBlockByIndexes(indexes);\n\tcore.drawMap(core.status.floorId, function () {\n\t\tcore.drawTip(core.material.items[itemId].name + '使用成功');\n\t});\n})();",
"canUseItemEffect": "(function () {\n\treturn core.status.thisMap.blocks.filter(function (block) {\n\t\treturn !block.disable && block.event.canBreak;\n\t}).length > 0;\n})();"
},
};
for (var id in data) {
items[id] = data[id];
}
var datastr = 'var items_296f5d02_12fd_4166_a7c1_b5e830c9ee3a = \n';
datastr += JSON.stringify(items, function (k, v) {
if (v && v.id != null) delete v.id;
return v;
}, '\t');
fs.writeFile('project/items.js', encode(datastr), 'base64', function (err, data) {
if (err) {
alert('items接档失败!请查看控制台报错,并刷新重试。');
console.error(err);
} else callback();
});
}
function action_maps(callback) {
var maps = maps_90f36752_8815_4be8_b32b_d7fad1d0542e;
var data = {
"1": {"cls":"animates","id":"yellowWall","canBreak":true,"animate":1,"doorInfo":{"time":160,"openSound":"door.mp3","closeSound":"door.mp3","keys":{}}},
"2": {"cls":"animates","id":"whiteWall","canBreak":true,"animate":1,"doorInfo":{"time":160,"openSound":"door.mp3","closeSound":"door.mp3","keys":{}}},
"3": {"cls":"animates","id":"blueWall","canBreak":true,"animate":1,"doorInfo":{"time":160,"openSound":"door.mp3","closeSound":"door.mp3","keys":{}}},
"7": {"cls":"terrains","id":"blueShopLeft"},
"8": {"cls":"terrains","id":"blueShopRight"},
"9": {"cls":"terrains","id":"pinkShopLeft"},
"10": {"cls":"terrains","id":"pinkShopRight"},
"11": {"cls":"animates","id":"lavaNet","canPass":true,"trigger":"null","script":"(function () {\n\t// 血网的伤害效果移动到 checkBlock 中处理\n\n\t// 如果要做一次性血网,可直接注释掉下面这句话:\n\t// core.removeBlock(core.getHeroLoc('x'), core.getHeroLoc('y'));\n})();","name":"血网"},
"12": {"cls":"animates","id":"poisonNet","canPass":true,"trigger":"null","script":"(function () {\n\t// 直接插入公共事件进行毒处理\n\tif (!core.hasItem('amulet')) {\n\t\tcore.insertAction({ \"type\": \"insert\", \"name\": \"毒衰咒处理\", \"args\": [0] });\n\t}\n\n\t// 如果要做一次性毒网,可直接注释掉下面这句话:\n\t// core.removeBlock(core.getHeroLoc('x'), core.getHeroLoc('y'));\n})()","name":"毒网"},
"13": {"cls":"animates","id":"weakNet","canPass":true,"trigger":"null","script":"(function () {\n\t// 直接插入公共事件进行衰处理\n\tif (!core.hasItem('amulet')) {\n\t\tcore.insertAction({ \"type\": \"insert\", \"name\": \"毒衰咒处理\", \"args\": [1] });\n\t}\n\n\t// 如果要做一次性衰网,可直接注释掉下面这句话:\n\t// core.removeBlock(core.getHeroLoc('x'), core.getHeroLoc('y'));\n})()","name":"衰网"},
"14": {"cls":"animates","id":"curseNet","canPass":true,"trigger":"null","script":"(function () {\n\t// 直接插入公共事件进行咒处理\n\tif (!core.hasItem('amulet')) {\n\t\tcore.insertAction({ \"type\": \"insert\", \"name\": \"毒衰咒处理\", \"args\": [2] });\n\t}\n\n\t// 如果要做一次性咒网,可直接注释掉下面这句话:\n\t// core.removeBlock(core.getHeroLoc('x'), core.getHeroLoc('y'));\n})()","name":"咒网"},
"54": {"cls":"items","id":"freezeBadge"},
"81": {"cls":"animates","id":"yellowDoor","trigger":"openDoor","animate":1,"doorInfo":{"time":160,"openSound":"door.mp3","closeSound":"door.mp3","keys":{"yellowKey":1}},"name":"黄门"},
"82": {"cls":"animates","id":"blueDoor","trigger":"openDoor","animate":1,"doorInfo":{"time":160,"openSound":"door.mp3","closeSound":"door.mp3","keys":{"blueKey":1}},"name":"蓝门"},
"83": {"cls":"animates","id":"redDoor","trigger":"openDoor","animate":1,"doorInfo":{"time":160,"openSound":"door.mp3","closeSound":"door.mp3","keys":{"redKey":1}},"name":"红门"},
"84": {"cls":"animates","id":"greenDoor","trigger":"openDoor","animate":1,"doorInfo":{"time":160,"openSound":"door.mp3","closeSound":"door.mp3","keys":{"greenKey":1}},"name":"绿门"},
"85": {"cls":"animates","id":"specialDoor","trigger":"openDoor","animate":1,"doorInfo":{"time":160,"openSound":"door.mp3","closeSound":"door.mp3","keys":{"specialKey":1}},"name":"机关门"},
"86": {"cls":"animates","id":"steelDoor","trigger":"openDoor","animate":1,"doorInfo":{"time":160,"openSound":"door.mp3","closeSound":"door.mp3","keys":{"steelKey":1}},"name":"铁门"},
"161": {"cls":"terrains","id":"arrowUp","canPass":true,"cannotOut":["left","right","down"],"cannotIn":["up"]},
"162": {"cls":"terrains","id":"arrowDown","canPass":true,"cannotOut":["left","right","up"],"cannotIn":["down"]},
"163": {"cls":"terrains","id":"arrowLeft","canPass":true,"cannotOut":["up","down","right"],"cannotIn":["left"]},
"164": {"cls":"terrains","id":"arrowRight","canPass":true,"cannotOut":["up","down","left"],"cannotIn":["right"]},
"165": {"cls":"terrains","id":"light","trigger":"null","canPass":true,"script":"(function () {\n\tcore.setBlock(core.getNumberById('darkLight'), core.getHeroLoc('x'), core.getHeroLoc('y'));\n})();"},
};
for (var id in data) {
maps[id] = data[id];
}
for (var id in maps) {
if (maps[id].noPass === false || maps[id].noPass === 'false')
maps[id].canPass = true;
delete maps[id].noPass;
}
var datastr = 'var maps_90f36752_8815_4be8_b32b_d7fad1d0542e = \n';
var emap = {};
var estr = JSON.stringify(maps, function (k, v) {
if (v && v.id != null) {
var id_ = ':' + v.id + ':';
emap[id_] = JSON.stringify(v);
return id_;
} else return v
}, '\t');
for (var id_ in emap) {
estr = estr.replace('"' + id_ + '"', emap[id_])
}
datastr += estr;
fs.writeFile('project/maps.js', encode(datastr), 'base64', function (err, data) {
if (err) {
alert('maps接档失败!请查看控制台报错,并刷新重试。');
console.error(err);
} else callback();
});
}
一键复制
编辑
Web IDE
原始数据
按行查看
历史