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https://gitlab.com/YuukiPS/GC-Resources.git
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271 lines
8.3 KiB
Lua
271 lines
8.3 KiB
Lua
-- 基础信息
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local base_info = {
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group_id = 111102025
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}
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-- Trigger变量
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local defs = {
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duration = 30,
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kill_sum = 1,
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group_id = 111102025,
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gadget_controller_id = 25004
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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 = 25001, monster_id = 21010101, pos = { x = 1260.410, y = 314.895, z = -1997.612 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 1, drop_id = 1000100 }
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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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{ config_id = 25002, gadget_id = 70350082, pos = { x = 1260.330, y = 314.895, z = -1993.144 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 1, persistent = true },
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{ config_id = 25003, gadget_id = 70211021, pos = { x = 1260.364, y = 314.900, z = -1989.901 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 11, drop_tag = "战斗高级蒙德", isOneoff = true, persistent = true },
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{ config_id = 25004, gadget_id = 70360001, pos = { x = 1260.321, y = 315.364, z = -1993.157 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 1 }
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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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-- 2.0rel加的保底,如果group在挑战中间被卸载了,需要在加载时加个保底置回初始状态
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{ config_id = 1025005, name = "GROUP_LOAD_25005", event = EventType.EVENT_GROUP_LOAD, source = "", condition = "condition_EVENT_GROUP_LOAD_25005", action = "action_EVENT_GROUP_LOAD_25005", trigger_count = 0 },
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{ config_id = 1025006, name = "CHALLENGE_SUCCESS_25006", event = EventType.EVENT_CHALLENGE_SUCCESS, source = "180", condition = "", action = "action_EVENT_CHALLENGE_SUCCESS_25006", trigger_count = 0 },
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{ config_id = 1025007, name = "CHALLENGE_FAIL_25007", event = EventType.EVENT_CHALLENGE_FAIL, source = "180", condition = "", action = "action_EVENT_CHALLENGE_FAIL_25007", trigger_count = 0 },
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{ config_id = 1025008, name = "GADGET_CREATE_25008", event = EventType.EVENT_GADGET_CREATE, source = "", condition = "condition_EVENT_GADGET_CREATE_25008", action = "action_EVENT_GADGET_CREATE_25008", trigger_count = 0 },
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{ config_id = 1025009, name = "SELECT_OPTION_25009", event = EventType.EVENT_SELECT_OPTION, source = "", condition = "condition_EVENT_SELECT_OPTION_25009", action = "action_EVENT_SELECT_OPTION_25009", trigger_count = 0 },
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{ config_id = 1025010, name = "VARIABLE_CHANGE_25010", event = EventType.EVENT_VARIABLE_CHANGE, source = "", condition = "", action = "action_EVENT_VARIABLE_CHANGE_25010" }
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}
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-- 变量
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variables = {
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{ config_id = 1, name = "isFinish", value = 0, no_refresh = true }
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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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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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suites = {
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{
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-- suite_id = 1,
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-- description = suite_1,
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monsters = { },
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gadgets = { 25002, 25004 },
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regions = { },
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triggers = { "GROUP_LOAD_25005", "CHALLENGE_SUCCESS_25006", "CHALLENGE_FAIL_25007", "GADGET_CREATE_25008", "SELECT_OPTION_25009" },
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rand_weight = 100
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},
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{
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-- suite_id = 2,
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-- description = suite_2,
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monsters = { 25001 },
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gadgets = { },
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regions = { },
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triggers = { },
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rand_weight = 100
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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_GROUP_LOAD_25005(context, evt)
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-- 判断变量"isFinish"为0
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if ScriptLib.GetGroupVariableValue(context, "isFinish") ~= 0 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_GROUP_LOAD_25005(context, evt)
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-- 将configid为 25002 的物件更改为状态 GadgetState.Default
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if 0 ~= ScriptLib.SetGadgetStateByConfigId(context, 25002, GadgetState.Default) then
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ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : set_gadget_state_by_configId")
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return -1
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end
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-- 创建id为25004的gadget
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if 0 ~= ScriptLib.CreateGadget(context, { config_id = 25004 }) then
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ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : create_gadget")
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return -1
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end
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-- 删除suite2的所有内容
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ScriptLib.RemoveExtraGroupSuite(context, 111102025, 2)
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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, 3001, 4, 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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return 0
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end
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-- 触发操作
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function action_EVENT_CHALLENGE_SUCCESS_25006(context, evt)
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-- 将本组内变量名为 "isFinish" 的变量设置为 1
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if 0 ~= ScriptLib.SetGroupVariableValue(context, "isFinish", 1) then
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ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : set_groupVariable")
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return -1
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end
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-- 将configid为 25002 的物件更改为状态 GadgetState.GearStop
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if 0 ~= ScriptLib.SetGadgetStateByConfigId(context, 25002, GadgetState.GearStop) then
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ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : set_gadget_state_by_configId")
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return -1
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end
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-- 创建id为25003的gadget
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if 0 ~= ScriptLib.CreateGadget(context, { config_id = 25003 }) then
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ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : create_gadget")
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return -1
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end
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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, 3001, 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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return 0
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end
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-- 触发操作
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function action_EVENT_CHALLENGE_FAIL_25007(context, evt)
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-- 将configid为 25002 的物件更改为状态 GadgetState.Default
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if 0 ~= ScriptLib.SetGadgetStateByConfigId(context, 25002, GadgetState.Default) then
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ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : set_gadget_state_by_configId")
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return -1
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end
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-- 创建id为25004的gadget
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if 0 ~= ScriptLib.CreateGadget(context, { config_id = 25004 }) then
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ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : create_gadget")
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return -1
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end
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-- 删除suite2的所有内容
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ScriptLib.RemoveExtraGroupSuite(context, 111102025, 2)
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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, 3001, 4, 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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return 0
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end
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-- 触发条件
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function condition_EVENT_GADGET_CREATE_25008(context, evt)
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if 25004 ~= 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_CREATE_25008(context, evt)
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-- 设置操作台选项
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if 0 ~= ScriptLib.SetWorktopOptionsByGroupId(context, 111102025, 25004, {177}) then
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ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : set_wok_options_by_configid")
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return -1
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end
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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_SELECT_OPTION_25009(context, evt)
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-- 判断是gadgetid 25004 option_id 177
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if 25004 ~= evt.param1 then
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return false
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end
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if 177 ~= evt.param2 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_SELECT_OPTION_25009(context, evt)
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-- 180号挑战,duration内击杀kill_sum的怪物
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if 0 ~= ScriptLib.ActiveChallenge(context, 180, 180, defs.duration, defs.group_id, defs.kill_sum, 0) then
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return -1
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end
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-- 添加suite2的新内容
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ScriptLib.AddExtraGroupSuite(context, defs.group_id, 2)
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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 = defs.gadget_controller_id }) then
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return -1
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end
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-- 将configid为 2002 的物件更改为状态 GadgetState.GearStart
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if 0 ~= ScriptLib.SetGadgetStateByConfigId(context, 25002, GadgetState.GearStart) then
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return -1
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end
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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, 3001, 1, 1) then
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return -1
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end
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return 0
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end
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-- 触发操作
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function action_EVENT_VARIABLE_CHANGE_25010(context, evt)
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if evt.param1 == evt.param2 then return -1 end
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-- 针对当前group内变量名为 "open_door" 的变量,进行修改,变化值为 1
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if 0 ~= ScriptLib.ChangeGroupVariableValueByGroup(context, "open_door", 1, 111102023) then
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ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : change_GroupVariable_by_group")
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return -1
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end
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return 0
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end |