GSServer-CBT/soggy_resources/lua/Scene/3/scene3_group133001158.lua

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2022-11-21 11:30:31 +03:00
--================================================================
--
-- 配置
--
--================================================================
-- 怪物
monsters = {
{ config_id = 801, monster_id = 20011101, pos = { x = 1752.5, y = 194.8, z = -1529.9 }, rot = { x = 0.0, y = 0.0, z = 0.0 }, level = 5, drop_id = 303041 },
{ config_id = 802, monster_id = 20010801, pos = { x = 1753.6, y = 195.5, z = -1514.9 }, rot = { x = 0.0, y = 0.0, z = 0.0 }, level = 5, drop_id = 303041 }
}
-- NPC
npcs = {
}
-- 装置
gadgets = {
{ config_id = 2199, gadget_id = 70210032, pos = { x = 1750.4, y = 195.5, z = -1522.5 }, rot = { x = 0.0, y = 106.4, z = 0.0 }, level = 1, chest_drop_id = 403341, state = GadgetState.ChestLocked, isOneoff = true, persistent = true }
}
-- 区域
regions = {
{ config_id = 184, shape = RegionShape.SPHERE, radius = 4.9, pos = { x = 1723.1, y = 196.3, z = -1541.8 } },
{ config_id = 185, shape = RegionShape.SPHERE, radius = 5, pos = { x = 1721.6, y = 195.4, z = -1547.1 } },
{ config_id = 306, shape = RegionShape.SPHERE, radius = 5, pos = { x = 1724.1, y = 194.6, z = -1570.1 } }
}
-- 触发器
triggers = {
{ name = "ENTER_REGION_184", event = EventType.EVENT_ENTER_REGION, source = "", condition = "condition_EVENT_ENTER_REGION_184", action = "" },
{ name = "ANY_MONSTER_DIE_185", event = EventType.EVENT_ANY_MONSTER_DIE, source = "", condition = "condition_EVENT_ANY_MONSTER_DIE_185", action = "action_EVENT_ANY_MONSTER_DIE_185" },
{ name = "CLIENT_EXECUTE_306", event = EventType.EVENT_CLIENT_EXECUTE, source = "ChestStateChange", condition = "", action = "action_EVENT_CLIENT_EXECUTE_306", trigger_count = 0 }
}
-- 变量
variables = {
}
--================================================================
--
-- 初始化配置
--
--================================================================
-- 初始化时创建
init_config = {
suite = 1,
rand_suite = false,
npcs = { }
}
--================================================================
--
-- 小组配置
--
--================================================================
suites = {
{
-- suite_id = 0,
-- description = ,
monsters = { 801, 802 },
gadgets = { 2199 },
regions = { 184, 185, 306 },
triggers = { "ENTER_REGION_184", "ANY_MONSTER_DIE_185", "CLIENT_EXECUTE_306" },
rand_weight = 100
},
{
-- suite_id = 1,
-- description = suite_2,
monsters = { },
gadgets = { },
regions = { },
triggers = { },
rand_weight = 100
}
}
--================================================================
--
-- 触发器
--
--================================================================
-- 触发条件
function condition_EVENT_ENTER_REGION_184(context, evt)
if evt.param1 ~= 184 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
-- 触发条件
function condition_EVENT_ANY_MONSTER_DIE_185(context, evt)
-- 判断指定group组剩余怪物数量是否是0
if ScriptLib.GetGroupMonsterCountByGroupId(context, 133001158) ~= 0 then
return false
end
return true
end
-- 触发操作
function action_EVENT_ANY_MONSTER_DIE_185(context, evt)
-- 将configid为 2199 的物件更改为状态 GadgetState.Default
if 0 ~= ScriptLib.SetGadgetStateByConfigId(context, 2199, GadgetState.Default) then
return -1
end
return 0
end
-- 触发条件
-- 触发操作
function action_EVENT_CLIENT_EXECUTE_306(context, evt)
if evt.param1 == 0 then
local this_chest = ScriptLib.GetGadgetConfigId(context, { gadget_eid = evt.source_eid })
local this_group = ScriptLib.GetContextGroupId(context)
ScriptLib.SetGroupGadgetStateByConfigId(context, this_group, this_chest, GadgetState.Default)
return 0
end
end