GSServer-CBT/soggy_resources/lua/Scene/3/scene3_group133002127.lua

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--================================================================
--
-- 配置
--
--================================================================
-- 怪物
monsters = {
}
-- NPC
npcs = {
}
-- 装置
gadgets = {
}
-- 区域
regions = {
{ config_id = 143, shape = RegionShape.SPHERE, radius = 18.8, pos = { x = 1815.8, y = 234.8, z = -790.8 } },
{ config_id = 144, shape = RegionShape.SPHERE, radius = 20.7, pos = { x = 1813.8, y = 235.0, z = -771.8 } }
}
-- 触发器
triggers = {
{ name = "ENTER_REGION_143", event = EventType.EVENT_ENTER_REGION, source = "", condition = "condition_EVENT_ENTER_REGION_143", action = "action_EVENT_ENTER_REGION_143" },
{ name = "ENTER_REGION_144", event = EventType.EVENT_ENTER_REGION, source = "", condition = "condition_EVENT_ENTER_REGION_144", action = "action_EVENT_ENTER_REGION_144" }
}
-- 变量
variables = {
{ name = "door1", value = 0, persistent = false }
}
--================================================================
--
-- 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 = { },
regions = { 143, 144 },
triggers = { "ENTER_REGION_143", "ENTER_REGION_144" },
rand_weight = 100
}
}
--================================================================
--
-- 触发器
--
--================================================================
-- 触发条件
function condition_EVENT_ENTER_REGION_143(context, evt)
if evt.param1 ~= 143 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_143(context, evt)
-- 将本组内变量名为 "door1" 的变量设置为 1
if 0 ~= ScriptLib.SetGroupVariableValue(context, "door1", 1) then
return -1
end
return 0
end
-- 触发条件
function condition_EVENT_ENTER_REGION_144(context, evt)
if evt.param1 ~= 144 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
-- 判断变量"door1"为1
if ScriptLib.GetGroupVariableValue(context, "door1") ~= 1 then
return false
end
return true
end
-- 触发操作
function action_EVENT_ENTER_REGION_144(context, evt)
-- 重新生成指定group默认为独立随机
if 0 ~= ScriptLib.RefreshGroup(context, { group_id = 133002086 }) then
return -1
end
return 0
end