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144 lines
4.0 KiB
Lua
144 lines
4.0 KiB
Lua
-- 基础信息
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local base_info = {
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group_id = 144004020
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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 = 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 }
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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 = 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 }
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}
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-- 区域
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regions = {
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{ config_id = 20005, shape = RegionShape.SPHERE, radius = 10, pos = { x = -753.144, y = 120.620, z = -21.704 }, area_id = 103 }
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}
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-- 触发器
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triggers = {
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{ 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" },
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{ 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" }
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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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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 = { 20004 },
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regions = { 20005 },
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triggers = { "ENTER_REGION_20005", "ANY_MONSTER_DIE_20006" },
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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 = { 20003 },
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gadgets = { 20004 },
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regions = { },
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triggers = { "ANY_MONSTER_DIE_20006" },
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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_ENTER_REGION_20005(context, evt)
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if evt.param1 ~= 20005 then return false end
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-- 判断角色数量不少于1
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if ScriptLib.GetRegionEntityCount(context, { region_eid = evt.source_eid, entity_type = EntityType.AVATAR }) < 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_ENTER_REGION_20005(context, evt)
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-- 将configid为 20004 的物件更改为状态 GadgetState.ChestLocked
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if 0 ~= ScriptLib.SetGadgetStateByConfigId(context, 20004, GadgetState.ChestLocked) 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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-- 添加suite2的新内容
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ScriptLib.AddExtraGroupSuite(context, 144004020, 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, 1002, 1, 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_ANY_MONSTER_DIE_20006(context, evt)
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-- 判断剩余怪物数量是否是0
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if ScriptLib.GetGroupMonsterCount(context) ~= 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_ANY_MONSTER_DIE_20006(context, evt)
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-- 将configid为 20004 的物件更改为状态 GadgetState.Default
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if 0 ~= ScriptLib.SetGadgetStateByConfigId(context, 20004, 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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-- 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, 1002, 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 |