-- 基础信息 local base_info = { group_id = 220121010 } --================================================================ -- -- 配置 -- --================================================================ -- 怪物 monsters = { { config_id = 10001, monster_id = 21020201, pos = { x = -48.523, y = -583.177, z = -176.408 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 1, drop_id = 1000100 }, { config_id = 10002, monster_id = 21020201, pos = { x = -41.058, y = -583.203, z = -176.013 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 1, drop_id = 1000100 }, { config_id = 10003, monster_id = 20011101, pos = { x = -43.239, y = -583.194, z = -180.278 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 1, drop_id = 1000100 }, { config_id = 10004, monster_id = 26040101, pos = { x = -45.358, y = -583.207, z = -181.169 }, rot = { x = 359.557, y = 2.282, z = 0.002 }, level = 1, drop_id = 1000100 }, { config_id = 10008, monster_id = 24010101, pos = { x = -52.412, y = -583.304, z = -174.896 }, rot = { x = 0.000, y = 72.216, z = 0.000 }, level = 1, drop_id = 1000100, pose_id = 100 }, { config_id = 10009, monster_id = 24010101, pos = { x = -37.874, y = -583.302, z = -172.562 }, rot = { x = 0.000, y = 257.205, z = 0.000 }, level = 1, drop_id = 1000100, pose_id = 100 }, { config_id = 10034, monster_id = 20011101, pos = { x = -47.021, y = -583.161, z = -179.902 }, rot = { x = 356.843, y = 9.429, z = 359.518 }, level = 1, drop_id = 1000100 } } -- NPC npcs = { } -- 装置 gadgets = { { config_id = 10010, gadget_id = 70290297, pos = { x = -45.058, y = -583.157, z = -173.841 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 1 }, { config_id = 10011, gadget_id = 70290255, pos = { x = -45.283, y = -583.150, z = -173.555 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 1 }, { config_id = 10012, gadget_id = 70290256, pos = { x = -45.058, y = -583.157, z = -173.841 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 1 }, { config_id = 10026, gadget_id = 70900201, pos = { x = -45.006, y = -580.544, z = -173.841 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 1 } } -- 区域 regions = { -- 玩家进入范围,解开机关封印 { config_id = 10013, shape = RegionShape.SPHERE, radius = 10, pos = { x = -45.099, y = -583.150, z = -173.698 } } } -- 触发器 triggers = { -- 玩家进入范围,解开机关封印 { config_id = 1010013, name = "ENTER_REGION_10013", event = EventType.EVENT_ENTER_REGION, source = "", condition = "", action = "action_EVENT_ENTER_REGION_10013" }, { config_id = 1010014, name = "ANY_MONSTER_DIE_10014", event = EventType.EVENT_ANY_MONSTER_DIE, source = "", condition = "", action = "action_EVENT_ANY_MONSTER_DIE_10014", trigger_count = 0 }, { config_id = 1010015, name = "VARIABLE_CHANGE_10015", event = EventType.EVENT_VARIABLE_CHANGE, source = "", condition = "condition_EVENT_VARIABLE_CHANGE_10015", action = "action_EVENT_VARIABLE_CHANGE_10015", trigger_count = 0 }, -- 监听转到101,召唤第一波怪 { config_id = 1010016, name = "GADGET_STATE_CHANGE_10016", event = EventType.EVENT_GADGET_STATE_CHANGE, source = "", condition = "condition_EVENT_GADGET_STATE_CHANGE_10016", action = "action_EVENT_GADGET_STATE_CHANGE_10016", trigger_count = 0 }, -- 监听转到103,召唤第二波怪 { config_id = 1010017, name = "GADGET_STATE_CHANGE_10017", event = EventType.EVENT_GADGET_STATE_CHANGE, source = "", condition = "condition_EVENT_GADGET_STATE_CHANGE_10017", action = "action_EVENT_GADGET_STATE_CHANGE_10017", trigger_count = 0 }, -- 监听转到201,召唤第三波怪 { config_id = 1010018, name = "GADGET_STATE_CHANGE_10018", event = EventType.EVENT_GADGET_STATE_CHANGE, source = "", condition = "condition_EVENT_GADGET_STATE_CHANGE_10018", action = "action_EVENT_GADGET_STATE_CHANGE_10018", trigger_count = 0 }, -- 设置战斗类型 { config_id = 1010019, name = "GADGET_CREATE_10019", event = EventType.EVENT_GADGET_CREATE, source = "", condition = "condition_EVENT_GADGET_CREATE_10019", action = "action_EVENT_GADGET_CREATE_10019", trigger_count = 0 }, { config_id = 1010020, name = "ANY_MONSTER_DIE_10020", event = EventType.EVENT_ANY_MONSTER_DIE, source = "", condition = "", action = "action_EVENT_ANY_MONSTER_DIE_10020", trigger_count = 0 }, { config_id = 1010021, name = "VARIABLE_CHANGE_10021", event = EventType.EVENT_VARIABLE_CHANGE, source = "", condition = "condition_EVENT_VARIABLE_CHANGE_10021", action = "action_EVENT_VARIABLE_CHANGE_10021", trigger_count = 0 }, { config_id = 1010022, name = "ANY_MONSTER_DIE_10022", event = EventType.EVENT_ANY_MONSTER_DIE, source = "", condition = "", action = "action_EVENT_ANY_MONSTER_DIE_10022", trigger_count = 0 }, { config_id = 1010023, name = "VARIABLE_CHANGE_10023", event = EventType.EVENT_VARIABLE_CHANGE, source = "", condition = "condition_EVENT_VARIABLE_CHANGE_10023", action = "action_EVENT_VARIABLE_CHANGE_10023", trigger_count = 0 }, -- 机关被摧毁逻辑处理 { config_id = 1010030, name = "ANY_GADGET_DIE_10030", event = EventType.EVENT_ANY_GADGET_DIE, source = "", condition = "condition_EVENT_ANY_GADGET_DIE_10030", action = "action_EVENT_ANY_GADGET_DIE_10030" }, -- 监听变为可攻击状态。 { config_id = 1010032, name = "GADGET_STATE_CHANGE_10032", event = EventType.EVENT_GADGET_STATE_CHANGE, source = "", condition = "condition_EVENT_GADGET_STATE_CHANGE_10032", action = "action_EVENT_GADGET_STATE_CHANGE_10032", trigger_count = 0 }, { config_id = 1010033, name = "TIME_AXIS_PASS_10033", event = EventType.EVENT_TIME_AXIS_PASS, source = "_wave_tick", condition = "", action = "action_EVENT_TIME_AXIS_PASS_10033", trigger_count = 0 } } -- 变量 variables = { { config_id = 1, name = "_stage1_monster", value = 0, no_refresh = false }, { config_id = 2, name = "_stage2_monster", value = 0, no_refresh = false }, { config_id = 3, name = "_stage3_monster", value = 0, no_refresh = false } } --================================================================ -- -- 初始化配置 -- --================================================================ -- 初始化时创建 init_config = { suite = 6, end_suite = 0, rand_suite = false } --================================================================ -- -- 小组配置 -- --================================================================ suites = { { -- suite_id = 1, -- description = , monsters = { }, gadgets = { 10010, 10026 }, regions = { 10013 }, triggers = { "ENTER_REGION_10013", "GADGET_STATE_CHANGE_10016", "GADGET_STATE_CHANGE_10017", "GADGET_STATE_CHANGE_10018", "GADGET_CREATE_10019", "ANY_GADGET_DIE_10030", "GADGET_STATE_CHANGE_10032" }, rand_weight = 100 }, { -- suite_id = 2, -- description = 阶段1-怪物, monsters = { 10001, 10002, 10003, 10034 }, gadgets = { 10011, 10012 }, regions = { }, triggers = { "ANY_MONSTER_DIE_10014", "VARIABLE_CHANGE_10015", "TIME_AXIS_PASS_10033" }, rand_weight = 100 }, { -- suite_id = 3, -- description = 阶段2-怪物, monsters = { 10004 }, gadgets = { 10011, 10012 }, regions = { }, triggers = { "ANY_MONSTER_DIE_10020", "VARIABLE_CHANGE_10021", "TIME_AXIS_PASS_10033" }, rand_weight = 100 }, { -- suite_id = 4, -- description = , monsters = { 10008, 10009 }, gadgets = { 10011, 10012 }, regions = { }, triggers = { "ANY_MONSTER_DIE_10022", "VARIABLE_CHANGE_10023", "TIME_AXIS_PASS_10033" }, rand_weight = 100 }, { -- suite_id = 5, -- description = , monsters = { }, gadgets = { }, regions = { }, triggers = { }, rand_weight = 100 }, { -- suite_id = 6, -- description = , monsters = { }, gadgets = { }, regions = { }, triggers = { }, rand_weight = 100 } } --================================================================ -- -- 触发器 -- --================================================================ -- 触发操作 function action_EVENT_ENTER_REGION_10013(context, evt) -- 将configid为 10010 的物件更改为状态 GadgetState.ChestLocked if 0 ~= ScriptLib.SetGadgetStateByConfigId(context, 10010, GadgetState.ChestLocked) then ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : set_gadget_state_by_configId") return -1 end -- 通知任务系统完成条件类型"LUA通知",复杂参数为quest_param的进度+1 if 0 ~= ScriptLib.AddQuestProgress(context, "2201210102") then ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : add_quest_progress") return -1 end return 0 end -- 触发操作 function action_EVENT_ANY_MONSTER_DIE_10014(context, evt) -- 针对当前group内变量名为 "_stage1_monster" 的变量,进行修改,变化值为 1 if 0 ~= ScriptLib.ChangeGroupVariableValue(context, "_stage1_monster", 1) then ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : change_GroupVariable") return -1 end return 0 end -- 触发条件 function condition_EVENT_VARIABLE_CHANGE_10015(context, evt) if evt.param1 == evt.param2 then return false end -- 判断变量"_stage1_monster"为4 if ScriptLib.GetGroupVariableValue(context, "_stage1_monster") ~= 4 then return false end return true end -- 触发操作 function action_EVENT_VARIABLE_CHANGE_10015(context, evt) -- 将configid为 10010 的物件更改为状态 GadgetState.ChestOpened if 0 ~= ScriptLib.SetGadgetStateByConfigId(context, 10010, GadgetState.ChestOpened) then ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : set_gadget_state_by_configId") return -1 end return 0 end -- 触发条件 function condition_EVENT_GADGET_STATE_CHANGE_10016(context, evt) if 10010 ~= evt.param2 or GadgetState.ChestLocked ~= evt.param1 then return false end return true end -- 触发操作 function action_EVENT_GADGET_STATE_CHANGE_10016(context, evt) -- 添加suite2的新内容 ScriptLib.AddExtraGroupSuite(context, 220121010, 2) -- 创建标识为"_wave_tick",时间节点为{4}的时间轴,true用于控制该时间轴是否循环 ScriptLib.InitTimeAxis(context, "_wave_tick", {4}, true) -- 在指定位置对应半径范围播放reminder local pos = {x=-45,y=-583,z=-173} if 0 ~= ScriptLib.ShowReminderRadius(context, 400121, pos, 100) then ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : active_reminder_ui_bypos") return -1 end return 0 end -- 触发条件 function condition_EVENT_GADGET_STATE_CHANGE_10017(context, evt) if 10010 ~= evt.param2 or GadgetState.ChestTrap ~= evt.param1 then return false end return true end -- 触发操作 function action_EVENT_GADGET_STATE_CHANGE_10017(context, evt) -- 添加suite3的新内容 ScriptLib.AddExtraGroupSuite(context, 220121010, 3) -- 在指定位置对应半径范围播放reminder local pos = {x=-45,y=-583,z=-177} if 0 ~= ScriptLib.ShowReminderRadius(context, 400121, pos, 100) then ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : active_reminder_ui_bypos") return -1 end return 0 end -- 触发条件 function condition_EVENT_GADGET_STATE_CHANGE_10018(context, evt) if 10010 ~= evt.param2 or GadgetState.GearStart ~= evt.param1 then return false end return true end -- 触发操作 function action_EVENT_GADGET_STATE_CHANGE_10018(context, evt) -- 添加suite4的新内容 ScriptLib.AddExtraGroupSuite(context, 220121010, 4) -- 在指定位置对应半径范围播放reminder local pos = {x=-45,y=-583,z=-180} if 0 ~= ScriptLib.ShowReminderRadius(context, 400121, pos, 100) then ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : active_reminder_ui_bypos") return -1 end return 0 end -- 触发条件 function condition_EVENT_GADGET_CREATE_10019(context, evt) if 10010 ~= evt.param1 then return false end return true end -- 触发操作 function action_EVENT_GADGET_CREATE_10019(context, evt) ScriptLib.SetEntityServerGlobalValueByConfigId(context, 10010, "SGV_Mechanic_Type", 2) return 0 end -- 触发操作 function action_EVENT_ANY_MONSTER_DIE_10020(context, evt) -- 针对当前group内变量名为 "_stage2_monster" 的变量,进行修改,变化值为 1 if 0 ~= ScriptLib.ChangeGroupVariableValue(context, "_stage2_monster", 1) then ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : change_GroupVariable") return -1 end return 0 end -- 触发条件 function condition_EVENT_VARIABLE_CHANGE_10021(context, evt) if evt.param1 == evt.param2 then return false end -- 判断变量"_stage2_monster"为1 if ScriptLib.GetGroupVariableValue(context, "_stage2_monster") ~= 1 then return false end return true end -- 触发操作 function action_EVENT_VARIABLE_CHANGE_10021(context, evt) -- 将configid为 10010 的物件更改为状态 GadgetState.ChestBramble if 0 ~= ScriptLib.SetGadgetStateByConfigId(context, 10010, GadgetState.ChestBramble) then ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : set_gadget_state_by_configId") return -1 end return 0 end -- 触发操作 function action_EVENT_ANY_MONSTER_DIE_10022(context, evt) -- 针对当前group内变量名为 "_stage3_monster" 的变量,进行修改,变化值为 1 if 0 ~= ScriptLib.ChangeGroupVariableValue(context, "_stage3_monster", 1) then ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : change_GroupVariable") return -1 end return 0 end -- 触发条件 function condition_EVENT_VARIABLE_CHANGE_10023(context, evt) if evt.param1 == evt.param2 then return false end -- 判断变量"_stage3_monster"为2 if ScriptLib.GetGroupVariableValue(context, "_stage3_monster") ~= 2 then return false end return true end -- 触发操作 function action_EVENT_VARIABLE_CHANGE_10023(context, evt) -- 将configid为 10010 的物件更改为状态 GadgetState.GearStop if 0 ~= ScriptLib.SetGadgetStateByConfigId(context, 10010, GadgetState.GearStop) then ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : set_gadget_state_by_configId") return -1 end return 0 end -- 触发条件 function condition_EVENT_ANY_GADGET_DIE_10030(context, evt) if 10010 ~= evt.param1 then return false end return true end -- 触发操作 function action_EVENT_ANY_GADGET_DIE_10030(context, evt) -- 通知任务系统完成条件类型"LUA通知",复杂参数为quest_param的进度+1 if 0 ~= ScriptLib.AddQuestProgress(context, "2201210101") then ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : add_quest_progress") return -1 end -- 卸载指定gadget ScriptLib.RemoveEntityByConfigId(context, 220121010, EntityType.GADGET, 10026 ) -- 卸载指定gadget ScriptLib.RemoveEntityByConfigId(context, 220121010, EntityType.GADGET, 10011 ) -- 卸载指定gadget ScriptLib.RemoveEntityByConfigId(context, 220121010, EntityType.GADGET, 10012 ) return 0 end -- 触发条件 function condition_EVENT_GADGET_STATE_CHANGE_10032(context, evt) if 10010 ~= evt.param2 or GadgetState.ChestOpened ~= evt.param1 then return false end return true end -- 触发操作 function action_EVENT_GADGET_STATE_CHANGE_10032(context, evt) -- 在指定位置对应半径范围播放reminder local pos = {x=-36,y=-395,z=-37} if 0 ~= ScriptLib.ShowReminderRadius(context, 400122, pos, 100) then ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : active_reminder_ui_bypos") return -1 end return 0 end -- 触发操作 function action_EVENT_TIME_AXIS_PASS_10033(context, evt) -- 将configid为 10012 的物件更改为状态 GadgetState.GearStart if 0 ~= ScriptLib.SetGadgetStateByConfigId(context, 10012, GadgetState.GearStart) then ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : set_gadget_state_by_configId") return -1 end return 0 end