/*
 * 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",
				},
				"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": "textarea",
					"_docs": "文件映射",
					"_data": "文件名映射，目前仅对images, animates, bgms, sounds有效。\n例如定义 {\"精灵石.mp3\":\"jinglingshi.mp3\"} 就可以使用\ncore.playBgm(\"精灵石.mp3\") 或对应的事件来播放该bgm。"
				},
				"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<=6)||thiseval==null",
					"_docs": "装备孔",
					"_data": "装备位名称，为不超过6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",
							"_range": "thiseval instanceof Array",
							"_data": "初始装备"
						},
						"items": {
							"_type": "object",
							"_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": "初始x坐标"
								},
								"y": {
									"_leaf": true,
									"_type": "textarea",
									"_data": "初始y坐标"
								}
							}
						},
						"flags": {
							"_leaf": true,
							"_type": "textarea",
							"_range": "thiseval instanceof Object && !(thiseval instanceof Array)",
							"_data": "游戏变量"
						},
						"followers": {
							"_leaf": true,
							"_type": "disable",
							"_data": "跟随者"
						},
						"steps": {
							"_leaf": true,
							"_type": "disable",
							"_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"
				},
				"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"
				},
				"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。"
				},
				"steelDoorWithoutKey": {
					"_leaf": true,
					"_type": "checkbox",
					"_docs": "铁门不消耗钥匙",
					"_data": "铁门是否不需要钥匙开启。如果此项为true，则无需钥匙也可以开铁门。"
				},
				"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": "加点",
					"_data": "是否支持加点"
				},
				"enableNegativeDamage": {
					"_leaf": true,
					"_type": "checkbox",
					"_docs": "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。"
				},
				"displayEnemyDamage": {
					"_leaf": true,
					"_type": "checkbox",
					"_docs": "怪物显伤",
					"_data": "是否地图怪物显伤；用户可以手动在菜单栏中开关"
				},
				"displayCritical": {
					"_leaf": true,
					"_type": "checkbox",
					"_docs": "临界显伤",
					"_data": "是否地图显示临界；用户可以手动在菜单栏中开关"
				},
				"displayExtraDamage": {
					"_leaf": true,
					"_type": "checkbox",
					"_docs": "高级显伤",
					"_data": "是否地图高级显伤（领域、夹击等）；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。"
				}
			}
		}
	}
}