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208 lines
6.4 KiB
Lua
208 lines
6.4 KiB
Lua
-- 基础信息
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local base_info = {
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group_id = 111102024
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}
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--================================================================
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--
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-- 配置
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--
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--================================================================
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-- 怪物
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monsters = {
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{ config_id = 24001, monster_id = 28020801, pos = { x = 1244.283, y = 314.704, z = -1998.429 }, rot = { x = 0.000, y = 120.707, z = 0.000 }, level = 1, drop_tag = "走兽", pose_id = 1 }
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}
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-- NPC
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npcs = {
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}
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-- 装置
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gadgets = {
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-- 这个点是狸猫的第一个闪现点,它的MarkFlag要配成1
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{ config_id = 24002, gadget_id = 70360273, pos = { x = 1247.520, y = 314.318, z = -2009.991 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 1, mark_flag = 1 },
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-- 可以增删,按顺序配MarkFlag即可
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{ config_id = 24003, gadget_id = 70360273, pos = { x = 1251.966, y = 315.059, z = -2007.034 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 1, mark_flag = 2 },
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-- 所有的过程点和终点的MarkFlag要从1开始按照狸猫走的顺序来配
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{ config_id = 24004, gadget_id = 70360274, pos = { x = 1253.438, y = 315.100, z = -2013.063 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 1, mark_flag = 3 },
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{ config_id = 24006, gadget_id = 70210101, pos = { x = 1254.570, y = 315.531, z = -2012.281 }, rot = { x = 0.000, y = 287.912, z = 0.000 }, level = 11, drop_tag = "搜刮点解谜遗物蒙德", persistent = true },
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-- 狸子终点、狸子特效和变成的物件需要放在同一个position
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{ config_id = 24007, gadget_id = 70360276, pos = { x = 1252.962, y = 315.116, z = -2012.535 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 1 },
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{ config_id = 24011, gadget_id = 70211001, pos = { x = 1253.438, y = 315.100, z = -2013.063 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 11, drop_tag = "战斗低级蒙德", isOneoff = true, persistent = true }
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}
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-- 区域
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regions = {
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}
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-- 触发器
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triggers = {
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{ config_id = 1024008, name = "GADGET_STATE_CHANGE_24008", event = EventType.EVENT_GADGET_STATE_CHANGE, source = "", condition = "condition_EVENT_GADGET_STATE_CHANGE_24008", action = "action_EVENT_GADGET_STATE_CHANGE_24008" },
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{ config_id = 1024009, name = "ANY_MONSTER_DIE_24009", event = EventType.EVENT_ANY_MONSTER_DIE, source = "", condition = "condition_EVENT_ANY_MONSTER_DIE_24009", action = "action_EVENT_ANY_MONSTER_DIE_24009" },
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-- 物件被激活时触发这个Trigger
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{ config_id = 1024010, name = "GADGET_STATE_CHANGE_24010", event = EventType.EVENT_GADGET_STATE_CHANGE, source = "", condition = "condition_EVENT_GADGET_STATE_CHANGE_24010", action = "action_EVENT_GADGET_STATE_CHANGE_24010" }
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}
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-- 变量
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variables = {
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}
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--================================================================
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--
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-- 初始化配置
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--
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--================================================================
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-- 初始化时创建
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init_config = {
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io_type = 1,
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suite = 1,
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end_suite = 0,
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rand_suite = false
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}
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--================================================================
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--
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-- 小组配置
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--
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--================================================================
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suite_disk = {
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[1] = {
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gadgets = {
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{ config_id = 24002, state = 0 },
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{ config_id = 24003, state = 0 },
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{ config_id = 24004, state = 0 }
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},
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monsters = {
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{ config_id = 24001 }
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},
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regions = { },
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triggers = { "ANY_MONSTER_DIE_24009" },
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npcs = { },
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variables = {
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}
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},
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[2] = {
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gadgets = {
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{ config_id = 24007, state = 0 },
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{ config_id = 24011, state = 0 }
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},
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monsters = {
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},
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regions = { },
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triggers = { "GADGET_STATE_CHANGE_24010" },
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npcs = { },
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variables = {
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}
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},
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[3] = {
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gadgets = {
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{ config_id = 24006, state = 0 }
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},
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monsters = {
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},
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regions = { },
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triggers = { "GADGET_STATE_CHANGE_24008" },
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npcs = { },
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variables = {
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}
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},
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[4] = {
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gadgets = {
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},
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monsters = {
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},
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regions = { },
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triggers = { },
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npcs = { },
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variables = {
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}
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}
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}
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--================================================================
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--
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-- 触发器
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--
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--================================================================
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-- 触发条件
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function condition_EVENT_GADGET_STATE_CHANGE_24008(context, evt)
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if 24006 ~= evt.param2 or GadgetState.ChestOpened ~= evt.param1 then
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return false
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end
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return true
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end
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-- 触发操作
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function action_EVENT_GADGET_STATE_CHANGE_24008(context, evt)
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-- 将指定group的suiteIndex设为指定suite
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ScriptLib.SetFlowSuite(context, 111102024, 4)
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return 0
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end
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-- 触发条件
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function condition_EVENT_ANY_MONSTER_DIE_24009(context, evt)
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--判断死亡怪物的死亡类型是否为1,0为普通死亡(比如被击杀),1为普通地被killself杀死,2为消失(比如小动物逃跑消失,北风狼脱战消失)
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if evt.param2 ~= 1 then
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return false
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end
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return true
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end
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-- 触发操作
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function action_EVENT_ANY_MONSTER_DIE_24009(context, evt)
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-- 添加某个flowSuite里的要素,不会更改当前场上已存在的物件/怪物状态
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ScriptLib.AddExtraFlowSuite(context, 111102024, 2, FlowSuiteOperatePolicy.DEFAULT)
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-- 将指定group的suiteIndex设为指定suite
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ScriptLib.SetFlowSuite(context, 111102024, 2)
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return 0
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end
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-- 触发条件
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function condition_EVENT_GADGET_STATE_CHANGE_24010(context, evt)
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if 24011 ~= evt.param2 or GadgetState.GearStart ~= evt.param1 then
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return false
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end
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return true
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end
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-- 触发操作
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function action_EVENT_GADGET_STATE_CHANGE_24010(context, evt)
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-- 运营数据埋点,匹配LD定义的规则使用
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if 0 ~= ScriptLib.MarkPlayerAction(context, 6016, 3, 1) then
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ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : mark_playerAction")
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return -1
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end
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-- 永久关闭CongfigId的Gadget,需要和Groups的RefreshWithBlock标签搭配
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if 0 ~= ScriptLib.KillEntityByConfigId(context, { config_id = 24007 }) then
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ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : kill_entity_by_configId")
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return -1
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end
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-- 永久关闭CongfigId的Gadget,需要和Groups的RefreshWithBlock标签搭配
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if 0 ~= ScriptLib.KillEntityByConfigId(context, { config_id = 24011 }) then
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ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : kill_entity_by_configId")
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return -1
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end
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-- 将指定group的suiteIndex设为指定suite
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ScriptLib.SetFlowSuite(context, 111102024, 3)
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-- 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
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ScriptLib.AddExtraFlowSuite(context, 111102024, 3, FlowSuiteOperatePolicy.COMPLETE)
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return 0
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end |