-- 基础信息 local base_info = { group_id = 111101018 } --================================================================ -- -- 配置 -- --================================================================ -- 怪物 monsters = { { config_id = 18001, monster_id = 20011001, pos = { x = 2671.809, y = 247.525, z = -1265.268 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 1, drop_id = 1000100 }, { config_id = 18002, monster_id = 20011001, pos = { x = 2673.309, y = 247.868, z = -1267.068 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 1, drop_id = 1000100 }, { config_id = 18003, monster_id = 20011001, pos = { x = 2670.209, y = 247.838, z = -1268.469 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 1, drop_id = 1000100 } } -- NPC npcs = { } -- 装置 gadgets = { { config_id = 18004, gadget_id = 70211102, pos = { x = 2671.829, y = 247.765, z = -1267.391 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 26, drop_tag = "解谜低级蒙德", state = GadgetState.ChestTrap, isOneoff = true, persistent = true } } -- 区域 regions = { { config_id = 18005, shape = RegionShape.SPHERE, radius = 5, pos = { x = 2671.932, y = 248.042, z = -1267.249 } } } -- 触发器 triggers = { { config_id = 1018005, name = "ENTER_REGION_18005", event = EventType.EVENT_ENTER_REGION, source = "", condition = "condition_EVENT_ENTER_REGION_18005", action = "action_EVENT_ENTER_REGION_18005" }, { config_id = 1018006, name = "ANY_MONSTER_DIE_18006", event = EventType.EVENT_ANY_MONSTER_DIE, source = "", condition = "condition_EVENT_ANY_MONSTER_DIE_18006", action = "action_EVENT_ANY_MONSTER_DIE_18006" }, { config_id = 1018007, name = "GADGET_STATE_CHANGE_18007", event = EventType.EVENT_GADGET_STATE_CHANGE, source = "", condition = "condition_EVENT_GADGET_STATE_CHANGE_18007", action = "action_EVENT_GADGET_STATE_CHANGE_18007", trigger_count = 0 } } -- 变量 variables = { } --================================================================ -- -- 初始化配置 -- --================================================================ -- 初始化时创建 init_config = { io_type = 1, suite = 1, end_suite = 0, rand_suite = false } --================================================================ -- -- 小组配置 -- --================================================================ suite_disk = { [1] = { gadgets = { { config_id = 18004, state = 103 } }, monsters = { }, regions = { 18005 }, triggers = { "ENTER_REGION_18005", "ANY_MONSTER_DIE_18006", "GADGET_STATE_CHANGE_18007" }, npcs = { }, variables = { } }, [2] = { gadgets = { { config_id = 18004, state = 101 } }, monsters = { { config_id = 18001 }, { config_id = 18002 }, { config_id = 18003 } }, regions = { }, triggers = { "ANY_MONSTER_DIE_18006" }, npcs = { }, variables = { } } } --================================================================ -- -- 触发器 -- --================================================================ -- 触发条件 function condition_EVENT_ENTER_REGION_18005(context, evt) if evt.param1 ~= 18005 then return false end -- 判断角色数量不少于1 if ScriptLib.GetRegionEntityCount(context, { region_eid = evt.source_eid, entity_type = EntityType.AVATAR }) < 1 then return false end return true end -- 触发操作 function action_EVENT_ENTER_REGION_18005(context, evt) -- 添加某个flowSuite里的要素,如果当前与目标suite属性不一样,会纠正为目标属性,同时触发相应Trigger ScriptLib.AddExtraFlowSuite(context, 111101018, 2, FlowSuiteOperatePolicy.COMPLETE) -- 运营数据埋点,匹配LD定义的规则使用 if 0 ~= ScriptLib.MarkPlayerAction(context, 1002, 1, 1) then ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : mark_playerAction") return -1 end return 0 end -- 触发条件 function condition_EVENT_ANY_MONSTER_DIE_18006(context, evt) -- 判断剩余怪物数量是否是0 if ScriptLib.GetGroupMonsterCount(context) ~= 0 then return false end return true end -- 触发操作 function action_EVENT_ANY_MONSTER_DIE_18006(context, evt) -- 将configid为 18004 的物件更改为状态 GadgetState.Default if 0 ~= ScriptLib.SetGadgetStateByConfigId(context, 18004, GadgetState.Default) then ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : set_gadget_state_by_configId") return -1 end -- 运营数据埋点,匹配LD定义的规则使用 if 0 ~= ScriptLib.MarkPlayerAction(context, 1002, 3, 1) then ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : mark_playerAction") return -1 end return 0 end -- 触发条件 function condition_EVENT_GADGET_STATE_CHANGE_18007(context, evt) if 18004 ~= evt.param2 or GadgetState.Default ~= evt.param1 then return false end return true end -- 触发操作 function action_EVENT_GADGET_STATE_CHANGE_18007(context, evt) -- 调用提示id为 1110028 的提示UI,会显示在屏幕中央偏下位置,id索引自 ReminderData表格 if 0 ~= ScriptLib.ShowReminder(context, 1110028) then ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : active_reminder_ui") return -1 end return 0 end