--================================================================ -- -- 配置 -- --================================================================ -- 怪物 monsters = { { config_id = 5, monster_id = 21010501, pos = { x = -63.1, y = -41.5, z = 46.8 }, rot = { x = 0.0, y = 90.0, z = 0.0 }, level = 0, disableWander = true }, { config_id = 6, monster_id = 21010501, pos = { x = -63.1, y = -41.5, z = 54.4 }, rot = { x = 0.0, y = 90.0, z = 0.0 }, level = 0, disableWander = true }, { config_id = 7, monster_id = 22010201, pos = { x = -82.2, y = -40.5, z = 58.5 }, rot = { x = 0.0, y = 90.0, z = 0.0 }, level = 0, disableWander = true }, { config_id = 8, monster_id = 20010801, pos = { x = -87.6, y = -41.5, z = 42.3 }, rot = { x = 0.0, y = 0.0, z = 0.0 }, level = 0 }, { config_id = 9, monster_id = 20010801, pos = { x = -84.7, y = -41.5, z = 73.9 }, rot = { x = 0.0, y = 0.0, z = 0.0 }, level = 0 }, { config_id = 10, monster_id = 20010801, pos = { x = -98.0, y = -41.5, z = 57.9 }, rot = { x = 0.0, y = 0.0, z = 0.0 }, level = 0 } } -- NPC npcs = { } -- 装置 gadgets = { { config_id = 10, gadget_id = 70350003, pos = { x = -52.9, y = -46.8, z = 32.9 }, rot = { x = 0.0, y = 0.0, z = 0.0 }, level = 1 }, { config_id = 11, gadget_id = 70350002, pos = { x = -109.4, y = -38.0, z = 58.5 }, rot = { x = 0.0, y = 90.0, z = 0.0 }, level = 1 } } -- 区域 regions = { { config_id = 3, shape = RegionShape.SPHERE, radius = 5, pos = { x = -83.0, y = -40.5, z = 59.0 } }, { config_id = 4, shape = RegionShape.SPHERE, radius = 8, pos = { x = -52.2, y = -42.3, z = 10.9 } }, { config_id = 5, shape = RegionShape.CUBIC, size = { x = 22.9, y = 1.0, z = 2.2 }, pos = { x = -53.8, y = -46.5, z = 25.7 } }, { config_id = 6, shape = RegionShape.CUBIC, size = { x = 16.5, y = 8.6, z = 3.3 }, pos = { x = -57.1, y = -46.5, z = 40.6 } } } -- 触发器 triggers = { { name = "ANY_MONSTER_DIE_3", event = EventType.EVENT_ANY_MONSTER_DIE, source = "", condition = "condition_EVENT_ANY_MONSTER_DIE_3", action = "action_EVENT_ANY_MONSTER_DIE_3", trigger_count = 0 }, { name = "ENTER_REGION_4", event = EventType.EVENT_ENTER_REGION, source = "", condition = "condition_EVENT_ENTER_REGION_4", action = "action_EVENT_ENTER_REGION_4", trigger_count = 0 }, { name = "ENTER_REGION_5", event = EventType.EVENT_ENTER_REGION, source = "", condition = "condition_EVENT_ENTER_REGION_5", action = "action_EVENT_ENTER_REGION_5", trigger_count = 0 }, { name = "ENTER_REGION_6", event = EventType.EVENT_ENTER_REGION, source = "", condition = "condition_EVENT_ENTER_REGION_6", action = "action_EVENT_ENTER_REGION_6", trigger_count = 0 } } -- 变量 variables = { } --================================================================ -- -- 初始化配置 -- --================================================================ -- 初始化时创建 init_config = { suite = 1, rand_suite = true, npcs = { } } --================================================================ -- -- 小组配置 -- --================================================================ suites = { { -- suite_id = 0, -- description = , monsters = { }, gadgets = { 10 }, regions = { }, triggers = { }, rand_weight = 100 } } --================================================================ -- -- 触发器 -- --================================================================ -- 触发条件 function condition_EVENT_ANY_MONSTER_DIE_3(context, evt) -- 判断剩余怪物数量是否是0 if ScriptLib.GetGroupMonsterCount(context) ~= 0 then return false end return true end -- 触发操作 function action_EVENT_ANY_MONSTER_DIE_3(context, evt) -- 将configid为 11 的物件更改为状态 GadgetState.GearStart if 0 ~= ScriptLib.SetGadgetStateByConfigId(context, 11, GadgetState.GearStart) then return -1 end return 0 end -- 触发条件 function condition_EVENT_ENTER_REGION_4(context, evt) if evt.param1 ~= 4 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 function action_EVENT_ENTER_REGION_4(context, evt) -- 将configid为 10 的物件更改为状态 GadgetState.GearStart if 0 ~= ScriptLib.SetGadgetStateByConfigId(context, 10, GadgetState.GearStart) then return -1 end return 0 end -- 触发条件 function condition_EVENT_ENTER_REGION_5(context, evt) if evt.param1 ~= 5 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 function action_EVENT_ENTER_REGION_5(context, evt) -- 将configid为 10 的物件更改为状态 GadgetState.GearStart if 0 ~= ScriptLib.SetGadgetStateByConfigId(context, 10, GadgetState.GearStart) then return -1 end return 0 end -- 触发条件 function condition_EVENT_ENTER_REGION_6(context, evt) if evt.param1 ~= 6 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 function action_EVENT_ENTER_REGION_6(context, evt) -- 将configid为 10 的物件更改为状态 GadgetState.Default if 0 ~= ScriptLib.SetGadgetStateByConfigId(context, 10, GadgetState.Default) then return -1 end return 0 end