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https://gitlab.com/YuukiPS/GC-Resources.git
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183 lines
5.9 KiB
Lua
183 lines
5.9 KiB
Lua
-- 基础信息
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local base_info = {
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group_id = 111101150
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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 = 150001, monster_id = 28020801, pos = { x = 2599.632, y = 237.772, z = -1186.672 }, rot = { x = 0.000, y = 120.707, z = 0.000 }, level = 1, drop_tag = "走兽", pose_id = 1 }
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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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-- 这个点是狸猫第一个到的点,它的MarkFlag要配成101
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{ config_id = 150002, gadget_id = 70360277, pos = { x = 2597.093, y = 237.271, z = -1193.014 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 1, mark_flag = 101 },
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-- 这个点是狸猫的第一个闪现点,它的MarkFlag要配成1
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{ config_id = 150003, gadget_id = 70360273, pos = { x = 2602.869, y = 237.386, z = -1198.234 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 1, mark_flag = 1 },
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-- 可以增删,按顺序配MarkFlag即可
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{ config_id = 150004, gadget_id = 70360273, pos = { x = 2607.315, y = 238.127, z = -1195.277 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 1, mark_flag = 2 },
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-- 所有的过程点和终点的MarkFlag要从1开始按照狸猫走的顺序来配
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{ config_id = 150005, gadget_id = 70360274, pos = { x = 2608.787, y = 238.168, z = -1201.306 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 1, mark_flag = 3 },
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-- 物件可以替换,换ConfigID就行
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{ config_id = 150007, gadget_id = 70310001, pos = { x = 2608.787, y = 238.168, z = -1201.306 }, rot = { x = 0.000, y = 0.000, z = 0.000 }, level = 1 },
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{ config_id = 150009, gadget_id = 70210101, pos = { x = 2609.919, y = 238.599, z = -1200.524 }, rot = { x = 0.000, y = 287.912, z = 0.000 }, level = 26, drop_tag = "搜刮点解谜遗物蒙德", isOneoff = true, persistent = true },
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-- 狸子终点、狸子特效和变成的物件需要放在同一个position
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{ config_id = 150010, gadget_id = 70360276, pos = { x = 2608.311, y = 238.183, z = -1200.778 }, rot = { x = 88.787, y = 238.167, z = 238.694 }, level = 1 }
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}
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-- 区域
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regions = {
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}
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-- 触发器
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triggers = {
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{ config_id = 1150006, name = "ANY_MONSTER_DIE_150006", event = EventType.EVENT_ANY_MONSTER_DIE, source = "", condition = "condition_EVENT_ANY_MONSTER_DIE_150006", action = "action_EVENT_ANY_MONSTER_DIE_150006" },
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-- 物件被激活时触发这个Trigger
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{ config_id = 1150008, name = "GADGET_STATE_CHANGE_150008", event = EventType.EVENT_GADGET_STATE_CHANGE, source = "", condition = "condition_EVENT_GADGET_STATE_CHANGE_150008", action = "action_EVENT_GADGET_STATE_CHANGE_150008" }
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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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io_type = 1,
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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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suite_disk = {
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[1] = {
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gadgets = {
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{ config_id = 150002, state = 0 },
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{ config_id = 150003, state = 0 },
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{ config_id = 150004, state = 0 },
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{ config_id = 150005, state = 0 }
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},
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monsters = {
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{ config_id = 150001 }
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},
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regions = { },
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triggers = { "ANY_MONSTER_DIE_150006" },
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npcs = { },
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variables = {
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}
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},
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[2] = {
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gadgets = {
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{ config_id = 150007, state = 0 },
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{ config_id = 150010, state = 0 }
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},
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monsters = {
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},
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regions = { },
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triggers = { "GADGET_STATE_CHANGE_150008" },
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npcs = { },
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variables = {
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}
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},
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[3] = {
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gadgets = {
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{ config_id = 150009, state = 0 }
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},
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monsters = {
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},
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regions = { },
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triggers = { },
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npcs = { },
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variables = {
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}
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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_ANY_MONSTER_DIE_150006(context, evt)
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--判断死亡怪物的死亡类型是否为1,0为普通死亡(比如被击杀),1为普通地被killself杀死,2为消失(比如小动物逃跑消失,北风狼脱战消失)
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if evt.param2 ~= 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_ANY_MONSTER_DIE_150006(context, evt)
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-- 添加某个flowSuite里的要素,不会更改当前场上已存在的物件/怪物状态
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ScriptLib.AddExtraFlowSuite(context, 111101150, 2, FlowSuiteOperatePolicy.DEFAULT)
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-- 将指定group的suiteIndex设为指定suite
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ScriptLib.SetFlowSuite(context, 111101150, 2)
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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_GADGET_STATE_CHANGE_150008(context, evt)
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if 150007 ~= evt.param2 or GadgetState.GearStart ~= evt.param1 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_GADGET_STATE_CHANGE_150008(context, evt)
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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, 6016, 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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-- 永久关闭CongfigId的Gadget,需要和Groups的RefreshWithBlock标签搭配
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if 0 ~= ScriptLib.KillEntityByConfigId(context, { config_id = 150010 }) then
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ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : kill_entity_by_configId")
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return -1
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end
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-- 永久关闭CongfigId的Gadget,需要和Groups的RefreshWithBlock标签搭配
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if 0 ~= ScriptLib.KillEntityByConfigId(context, { config_id = 150007 }) then
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ScriptLib.PrintContextLog(context, "@@ LUA_WARNING : kill_entity_by_configId")
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return -1
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end
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-- 将指定group的suiteIndex设为指定suite
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ScriptLib.SetFlowSuite(context, 111101150, 3)
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-- 添加某个flowSuite里的要素,如果当前与目标suite属性不一样,会纠正为目标属性,同时触发相应Trigger
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ScriptLib.AddExtraFlowSuite(context, 111101150, 3, FlowSuiteOperatePolicy.COMPLETE)
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return 0
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end |