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https://gitlab.com/YuukiPS/GC-Resources.git
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208 lines
6.0 KiB
Lua
208 lines
6.0 KiB
Lua
-- 基础信息
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local base_info = {
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group_id = 247206015
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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 = 15007, gadget_id = 70900201, pos = { x = 324.360, y = 158.404, z = 402.624 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 1 },
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{ config_id = 15008, gadget_id = 70900203, pos = { x = 210.883, y = 160.929, z = 292.255 }, 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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-- 断裂桥道
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{ config_id = 15003, shape = RegionShape.CUBIC, size = { x = 20.000, y = 20.000, z = 20.000 }, pos = { x = 324.263, y = 162.114, z = 442.007 } },
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-- 机关直道
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{ config_id = 15004, shape = RegionShape.CUBIC, size = { x = 10.000, y = 20.000, z = 10.000 }, pos = { x = 181.012, y = 150.872, z = 442.007 } },
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-- 断裂桥道房门
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{ config_id = 15005, shape = RegionShape.CUBIC, size = { x = 20.000, y = 20.000, z = 10.000 }, pos = { x = 324.360, y = 161.101, z = 402.624 } },
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-- 机关直道房门
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{ config_id = 15006, shape = RegionShape.CUBIC, size = { x = 10.000, y = 20.000, z = 10.000 }, pos = { x = 210.883, y = 163.117, z = 292.255 } }
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}
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-- 触发器
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triggers = {
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-- 断裂桥道
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{ config_id = 1015003, name = "ENTER_REGION_15003", event = EventType.EVENT_ENTER_REGION, source = "", condition = "condition_EVENT_ENTER_REGION_15003", action = "action_EVENT_ENTER_REGION_15003", trigger_count = 0 },
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-- 机关直道
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{ config_id = 1015004, name = "ENTER_REGION_15004", event = EventType.EVENT_ENTER_REGION, source = "", condition = "condition_EVENT_ENTER_REGION_15004", action = "action_EVENT_ENTER_REGION_15004", trigger_count = 0 },
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-- 断裂桥道房门
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{ config_id = 1015005, name = "ENTER_REGION_15005", event = EventType.EVENT_ENTER_REGION, source = "", condition = "condition_EVENT_ENTER_REGION_15005", action = "action_EVENT_ENTER_REGION_15005", trigger_count = 0 },
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-- 机关直道房门
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{ config_id = 1015006, name = "ENTER_REGION_15006", event = EventType.EVENT_ENTER_REGION, source = "", condition = "condition_EVENT_ENTER_REGION_15006", action = "action_EVENT_ENTER_REGION_15006", trigger_count = 0 }
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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 = { },
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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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-- suite_id = 2,
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-- description = ,
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monsters = { },
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gadgets = { },
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regions = { 15003, 15004 },
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triggers = { "ENTER_REGION_15003", "ENTER_REGION_15004" },
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rand_weight = 100
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},
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{
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-- suite_id = 3,
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-- description = ,
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monsters = { },
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gadgets = { 15007 },
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regions = { 15003, 15004, 15005 },
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triggers = { "ENTER_REGION_15003", "ENTER_REGION_15004", "ENTER_REGION_15005" },
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rand_weight = 100
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},
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{
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-- suite_id = 4,
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-- description = ,
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monsters = { },
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gadgets = { 15008 },
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regions = { 15003, 15004, 15006 },
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triggers = { "ENTER_REGION_15003", "ENTER_REGION_15004", "ENTER_REGION_15006" },
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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_15003(context, evt)
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if evt.param1 ~= 15003 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_15003(context, evt)
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-- 重新生成指定group,指定suite
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if 0 ~= ScriptLib.RefreshGroup(context, { group_id = 247206015, suite = 3 }) then
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ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : refresh_group_to_suite")
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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_15004(context, evt)
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if evt.param1 ~= 15004 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_15004(context, evt)
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-- 重新生成指定group,指定suite
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if 0 ~= ScriptLib.RefreshGroup(context, { group_id = 247206015, suite = 4 }) then
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ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : refresh_group_to_suite")
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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_15005(context, evt)
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if evt.param1 ~= 15005 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_15005(context, evt)
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-- 重新生成指定group,指定suite
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if 0 ~= ScriptLib.RefreshGroup(context, { group_id = 247206015, suite = 1 }) then
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ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : refresh_group_to_suite")
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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_15006(context, evt)
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if evt.param1 ~= 15006 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_15006(context, evt)
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-- 重新生成指定group,指定suite
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if 0 ~= ScriptLib.RefreshGroup(context, { group_id = 247206015, suite = 1 }) then
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ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : refresh_group_to_suite")
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return -1
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end
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return 0
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end |