--================================================================ -- -- 配置 -- --================================================================ -- 怪物 monsters = { } -- NPC npcs = { } -- 装置 gadgets = { } -- 区域 regions = { { config_id = 69, shape = RegionShape.SPHERE, radius = 46.23, pos = { x = 2176.8, y = 210.6, z = -881.6 } }, { config_id = 70, shape = RegionShape.SPHERE, radius = 6.35, pos = { x = 2442.2, y = 199.9, z = -1169.8 } }, { config_id = 71, shape = RegionShape.SPHERE, radius = 10.51, pos = { x = 2421.9, y = 200.9, z = -1162.3 } } } -- 触发器 triggers = { { name = "ENTER_REGION_69", event = EventType.EVENT_ENTER_REGION, source = "", condition = "condition_EVENT_ENTER_REGION_69", action = "action_EVENT_ENTER_REGION_69" }, { name = "ENTER_REGION_70", event = EventType.EVENT_ENTER_REGION, source = "", condition = "condition_EVENT_ENTER_REGION_70", action = "action_EVENT_ENTER_REGION_70" }, { name = "ENTER_REGION_71", event = EventType.EVENT_ENTER_REGION, source = "", condition = "condition_EVENT_ENTER_REGION_71", action = "action_EVENT_ENTER_REGION_71" } } -- 变量 variables = { { name = "is_TutorialOver", value = 0, persistent = true }, { name = "from_north", value = 0, persistent = false }, { name = "from_south", value = 0, persistent = false } } --================================================================ -- -- 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 = { }, gadgets = { }, regions = { 69, 70, 71 }, triggers = { "ENTER_REGION_69", "ENTER_REGION_70", "ENTER_REGION_71" }, rand_weight = 100 } } --================================================================ -- -- 触发器 -- --================================================================ -- 触发条件 function condition_EVENT_ENTER_REGION_69(context, evt) if evt.param1 ~= 69 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_69(context, evt) -- 变量"is_TutorialOver"赋值为0 ScriptLib.SetGroupVariableValue(context, "is_TutorialOver", 1) return 0 end -- 触发条件 function condition_EVENT_ENTER_REGION_70(context, evt) if evt.param1 ~= 70 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_70(context, evt) -- 将本组内变量名为 "from_north" 的变量设置为 1 if 0 ~= ScriptLib.SetGroupVariableValue(context, "from_north", 1) then return -1 end return 0 end -- 触发条件 function condition_EVENT_ENTER_REGION_71(context, evt) if evt.param1 ~= 71 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_71(context, evt) --当教学阶段过后,玩家再次游历这片森林会触发遭遇战斗 math.randomseed(os.time()) local n = math.random(1,3) local c_tutorialover = ScriptLib.GetGroupVariableValue(context, "is_TutorialOver") local c_direction = ScriptLib.GetGroupVariableValue(context, "from_north") if c_tutorialover ~= 0 then -- 判断玩家从北方进入 if c_direction ~= 0 then -- 重新生成指定group,指定suite if 0 ~= ScriptLib.RefreshGroup(context, { group_id = 133003087, suite = n }) then return -1 end end end return 0 end