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https://gitlab.com/YuukiPS/GC-Resources.git
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161 lines
4.6 KiB
Lua
161 lines
4.6 KiB
Lua
-- 基础信息
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local base_info = {
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group_id = 144004128
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}
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-- Trigger变量
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local defs = {
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group_id = 144004128,
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gadget_signal_id = 128001
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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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}
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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 = 128001, gadget_id = 70220068, pos = { x = 587.044, y = 200.000, z = -459.514 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 1, persistent = true, area_id = 101 }
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}
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-- 区域
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regions = {
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-- 靠近海上浮标后切换物件状态;
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{ config_id = 128002, shape = RegionShape.SPHERE, radius = 8, pos = { x = 587.044, y = 200.000, z = -459.514 }, area_id = 101 },
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-- 靠近海上浮标后更新信号源
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{ config_id = 128003, shape = RegionShape.SPHERE, radius = 8, pos = { x = 587.044, y = 200.000, z = -459.514 }, area_id = 101 },
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-- 首次靠近海上浮标后通知任务完成
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{ config_id = 128004, shape = RegionShape.SPHERE, radius = 10, pos = { x = 587.044, y = 200.000, z = -459.514 }, area_id = 101 }
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}
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-- 触发器
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triggers = {
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-- 靠近海上浮标后切换物件状态;
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{ config_id = 1128002, name = "ENTER_REGION_128002", event = EventType.EVENT_ENTER_REGION, source = "", condition = "condition_EVENT_ENTER_REGION_128002", action = "action_EVENT_ENTER_REGION_128002", trigger_count = 0 },
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-- 靠近海上浮标后更新信号源
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{ config_id = 1128003, name = "ENTER_REGION_128003", event = EventType.EVENT_ENTER_REGION, source = "", condition = "condition_EVENT_ENTER_REGION_128003", action = "action_EVENT_ENTER_REGION_128003", trigger_count = 0 },
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-- 首次靠近海上浮标后通知任务完成
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{ config_id = 1128004, name = "ENTER_REGION_128004", event = EventType.EVENT_ENTER_REGION, source = "", condition = "condition_EVENT_ENTER_REGION_128004", action = "action_EVENT_ENTER_REGION_128004" }
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}
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-- 点位
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points = {
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-- 声明创建船只的transform
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{ config_id = 128005, pos = { x = 580.552, y = 200.000, z = -445.108 }, rot = { x = 0.000, y = 53.872, z = 0.000 }, area_id = 101 }
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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 = ,
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monsters = { },
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gadgets = { 128001 },
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regions = { 128002, 128003, 128004 },
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triggers = { "ENTER_REGION_128002", "ENTER_REGION_128003", "ENTER_REGION_128004" },
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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_128002(context, evt)
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if evt.param1 ~= 128002 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_128002(context, evt)
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-- 将configid为 128001 的物件更改为状态 GadgetState.GearStop
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if 0 ~= ScriptLib.SetGadgetStateByConfigId(context, 128001, 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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return 0
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end
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-- 触发条件
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function condition_EVENT_ENTER_REGION_128003(context, evt)
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if evt.param1 ~= 128003 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_128003(context, evt)
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ScriptLib.UnlockFloatSignal(context, defs.group_id, defs.gadget_signal_id)
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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_ENTER_REGION_128004(context, evt)
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if evt.param1 ~= 128004 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_128004(context, evt)
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-- 通知任务系统完成条件类型"LUA通知",复杂参数为quest_param的进度+1
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if 0 ~= ScriptLib.AddQuestProgress(context, "7900901") then
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ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : add_quest_progress")
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return -1
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end
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return 0
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end |