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GC-Resources/Resources/Scripts/Scene/4/scene4_group144004020.lua
KingRainbow44 8dd3a721e5
Revert "The Great De-Local'ifying of defs and base_info"
This reverts commit 0989747b
2023-08-30 21:15:50 -04:00

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Lua
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-- 基础信息
local base_info = {
group_id = 144004020
}
--================================================================
--
-- 配置
--
--================================================================
-- 怪物
monsters = {
{ config_id = 20003, monster_id = 20020101, pos = { x = -749.170, y = 120.620, z = -17.592 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 24, drop_tag = "元素之核", area_id = 103 }
}
-- NPC
npcs = {
}
-- 装置
gadgets = {
{ config_id = 20004, gadget_id = 70211012, pos = { x = -753.220, y = 120.466, z = -21.524 }, rot = { x = 0.000, y = 231.842, z = 0.000 }, level = 16, drop_tag = "战斗中级群岛", state = GadgetState.ChestTrap, isOneoff = true, persistent = true, explore = { name = "chest", exp = 1 }, area_id = 103 }
}
-- 区域
regions = {
{ config_id = 20005, shape = RegionShape.SPHERE, radius = 10, pos = { x = -753.144, y = 120.620, z = -21.704 }, area_id = 103 }
}
-- 触发器
triggers = {
{ config_id = 1020005, name = "ENTER_REGION_20005", event = EventType.EVENT_ENTER_REGION, source = "", condition = "condition_EVENT_ENTER_REGION_20005", action = "action_EVENT_ENTER_REGION_20005" },
{ config_id = 1020006, name = "ANY_MONSTER_DIE_20006", event = EventType.EVENT_ANY_MONSTER_DIE, source = "", condition = "condition_EVENT_ANY_MONSTER_DIE_20006", action = "action_EVENT_ANY_MONSTER_DIE_20006" }
}
-- 变量
variables = {
}
--================================================================
--
-- 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 = { 20004 },
regions = { 20005 },
triggers = { "ENTER_REGION_20005", "ANY_MONSTER_DIE_20006" },
rand_weight = 100
},
{
-- suite_id = 2,
-- description = suite_2,
monsters = { 20003 },
gadgets = { 20004 },
regions = { },
triggers = { "ANY_MONSTER_DIE_20006" },
rand_weight = 100
}
}
--================================================================
--
-- 触发器
--
--================================================================
-- 触发条件
function condition_EVENT_ENTER_REGION_20005(context, evt)
if evt.param1 ~= 20005 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_20005(context, evt)
-- 将configid为 20004 的物件更改为状态 GadgetState.ChestLocked
if 0 ~= ScriptLib.SetGadgetStateByConfigId(context, 20004, GadgetState.ChestLocked) then
ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : set_gadget_state_by_configId")
return -1
end
-- 添加suite2的新内容
ScriptLib.AddExtraGroupSuite(context, 144004020, 2)
-- 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_20006(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_20006(context, evt)
-- 将configid为 20004 的物件更改为状态 GadgetState.Default
if 0 ~= ScriptLib.SetGadgetStateByConfigId(context, 20004, 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