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GC-Resources/Resources/Scripts/Scene/1/scene1_group111102025.lua
Yuuki b09934e7b9 Revert "remove local in defs"
This reverts commit 7e0a645ef33da87ddd5c402c6a64180001c6b03d.
2023-11-23 23:27:47 +08:00

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-- 基础信息
local base_info = {
group_id = 111102025
}
-- Trigger变量
local defs = {
duration = 30,
kill_sum = 1,
group_id = 111102025,
gadget_controller_id = 25004
}
--================================================================
--
-- 配置
--
--================================================================
-- 怪物
monsters = {
{ 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 }
}
-- NPC
npcs = {
}
-- 装置
gadgets = {
{ 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 },
{ 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 },
{ 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 }
}
-- 区域
regions = {
}
-- 触发器
triggers = {
-- 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
{ 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 },
{ config_id = 1025006, name = "CHALLENGE_SUCCESS_25006", event = EventType.EVENT_CHALLENGE_SUCCESS, source = "180", condition = "", action = "action_EVENT_CHALLENGE_SUCCESS_25006", trigger_count = 0 },
{ config_id = 1025007, name = "CHALLENGE_FAIL_25007", event = EventType.EVENT_CHALLENGE_FAIL, source = "180", condition = "", action = "action_EVENT_CHALLENGE_FAIL_25007", trigger_count = 0 },
{ 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 },
{ 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 },
{ config_id = 1025010, name = "VARIABLE_CHANGE_25010", event = EventType.EVENT_VARIABLE_CHANGE, source = "", condition = "", action = "action_EVENT_VARIABLE_CHANGE_25010" }
}
-- 变量
variables = {
{ config_id = 1, name = "isFinish", value = 0, no_refresh = true }
}
--================================================================
--
-- 初始化配置
--
--================================================================
-- 初始化时创建
init_config = {
suite = 1,
end_suite = 0,
rand_suite = false
}
--================================================================
--
-- 小组配置
--
--================================================================
suites = {
{
-- suite_id = 1,
-- description = suite_1,
monsters = { },
gadgets = { 25002, 25004 },
regions = { },
triggers = { "GROUP_LOAD_25005", "CHALLENGE_SUCCESS_25006", "CHALLENGE_FAIL_25007", "GADGET_CREATE_25008", "SELECT_OPTION_25009" },
rand_weight = 100
},
{
-- suite_id = 2,
-- description = suite_2,
monsters = { 25001 },
gadgets = { },
regions = { },
triggers = { },
rand_weight = 100
}
}
--================================================================
--
-- 触发器
--
--================================================================
-- 触发条件
function condition_EVENT_GROUP_LOAD_25005(context, evt)
-- 判断变量"isFinish"为0
if ScriptLib.GetGroupVariableValue(context, "isFinish") ~= 0 then
return false
end
return true
end
-- 触发操作
function action_EVENT_GROUP_LOAD_25005(context, evt)
-- 将configid为 25002 的物件更改为状态 GadgetState.Default
if 0 ~= ScriptLib.SetGadgetStateByConfigId(context, 25002, GadgetState.Default) then
ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : set_gadget_state_by_configId")
return -1
end
-- 创建id为25004的gadget
if 0 ~= ScriptLib.CreateGadget(context, { config_id = 25004 }) then
ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : create_gadget")
return -1
end
-- 删除suite2的所有内容
ScriptLib.RemoveExtraGroupSuite(context, 111102025, 2)
-- 运营数据埋点匹配LD定义的规则使用
if 0 ~= ScriptLib.MarkPlayerAction(context, 3001, 4, 1) then
ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : mark_playerAction")
return -1
end
return 0
end
-- 触发操作
function action_EVENT_CHALLENGE_SUCCESS_25006(context, evt)
-- 将本组内变量名为 "isFinish" 的变量设置为 1
if 0 ~= ScriptLib.SetGroupVariableValue(context, "isFinish", 1) then
ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : set_groupVariable")
return -1
end
-- 将configid为 25002 的物件更改为状态 GadgetState.GearStop
if 0 ~= ScriptLib.SetGadgetStateByConfigId(context, 25002, GadgetState.GearStop) then
ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : set_gadget_state_by_configId")
return -1
end
-- 创建id为25003的gadget
if 0 ~= ScriptLib.CreateGadget(context, { config_id = 25003 }) then
ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : create_gadget")
return -1
end
-- 运营数据埋点匹配LD定义的规则使用
if 0 ~= ScriptLib.MarkPlayerAction(context, 3001, 3, 1) then
ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : mark_playerAction")
return -1
end
return 0
end
-- 触发操作
function action_EVENT_CHALLENGE_FAIL_25007(context, evt)
-- 将configid为 25002 的物件更改为状态 GadgetState.Default
if 0 ~= ScriptLib.SetGadgetStateByConfigId(context, 25002, GadgetState.Default) then
ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : set_gadget_state_by_configId")
return -1
end
-- 创建id为25004的gadget
if 0 ~= ScriptLib.CreateGadget(context, { config_id = 25004 }) then
ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : create_gadget")
return -1
end
-- 删除suite2的所有内容
ScriptLib.RemoveExtraGroupSuite(context, 111102025, 2)
-- 运营数据埋点匹配LD定义的规则使用
if 0 ~= ScriptLib.MarkPlayerAction(context, 3001, 4, 1) then
ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : mark_playerAction")
return -1
end
return 0
end
-- 触发条件
function condition_EVENT_GADGET_CREATE_25008(context, evt)
if 25004 ~= evt.param1 then
return false
end
return true
end
-- 触发操作
function action_EVENT_GADGET_CREATE_25008(context, evt)
-- 设置操作台选项
if 0 ~= ScriptLib.SetWorktopOptionsByGroupId(context, 111102025, 25004, {177}) then
ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : set_wok_options_by_configid")
return -1
end
return 0
end
-- 触发条件
function condition_EVENT_SELECT_OPTION_25009(context, evt)
-- 判断是gadgetid 25004 option_id 177
if 25004 ~= evt.param1 then
return false
end
if 177 ~= evt.param2 then
return false
end
return true
end
-- 触发操作
function action_EVENT_SELECT_OPTION_25009(context, evt)
-- 180号挑战,duration内击杀kill_sum的怪物
if 0 ~= ScriptLib.ActiveChallenge(context, 180, 180, defs.duration, defs.group_id, defs.kill_sum, 0) then
return -1
end
-- 添加suite2的新内容
ScriptLib.AddExtraGroupSuite(context, defs.group_id, 2)
--永久关闭CongfigId的Gadget需要和Groups的RefreshWithBlock标签搭配
if 0 ~= ScriptLib.KillEntityByConfigId(context, { config_id = defs.gadget_controller_id }) then
return -1
end
-- 将configid为 2002 的物件更改为状态 GadgetState.GearStart
if 0 ~= ScriptLib.SetGadgetStateByConfigId(context, 25002, GadgetState.GearStart) then
return -1
end
-- 运营数据埋点匹配LD定义的规则使用
if 0 ~= ScriptLib.MarkPlayerAction(context, 3001, 1, 1) then
return -1
end
return 0
end
-- 触发操作
function action_EVENT_VARIABLE_CHANGE_25010(context, evt)
if evt.param1 == evt.param2 then return -1 end
-- 针对当前group内变量名为 "open_door" 的变量,进行修改,变化值为 1
if 0 ~= ScriptLib.ChangeGroupVariableValueByGroup(context, "open_door", 1, 111102023) then
ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : change_GroupVariable_by_group")
return -1
end
return 0
end