{

    "ID": 1031,

    "Events": {

        "OnStart": {

          "Actions": [

            {

                "$type": "Share.CConfigEventModification",

                "X": 0,

                "Y": 0,

                "Position": "Relative",

                "Radius": 15,

                "ModificationNum": 4, //不知道为什么填4有用，也许填5也有用，反正这么写了

                "ModificationType": 1,

                "TargetEventID": [ 1016,1005,1017,1025,1013,1018 ],

                "TargetEventType": 1,

                //"TargetEventState": "Locked",

                //"TargetVisibleState": "Visible",

                "EventID": [ 1003,1003,1003,1003,1003,1003],

                "EventState": "Locked",

                "VisibleState": "Visible"

            },

            {

                "$type": "Share.CConfigJump",

                "Jump": "OnCount"

            }

          ]

        },

        //计数

        "OnCount": {

            "Actions": [

                {

                    "$type": "Share.CConfigJump",

                    "Jump": "Disappear",

                    "Predicates": [

                        {

                            "$type": "Share.CConfigEventBySpecials",

                            "ParamName": "count",

                            "Param": "specials(count_max)",

                            "CompareType": "GreaterEqual"

                        }

                    ]

                },

                {

                    "$type": "Share.CConfigSetSpecial",

                    "SpecialName": "count",

                    "SpecialValue": "specials(count)+1"

                },

                {

                    "$type": "Share.CConfigJump",

                    "Jump": "OnHurt"

                }

            ]

        },

        "OnHurt": {

          "Actions": [

                //得到当前各角色血量

                {

                    "$type": "Share.CConfigGetCharacterInfo",

                    "Property":"Hp",

                    "GetProperty":["Character1_Hp","Character2_Hp","Character3_Hp"]

                },

                //得到当前各角色血量最大值 HpMax_Battle

                {

                    "$type": "Share.CConfigGetCharacterInfo",

                    "Property":"HpMax_Battle",

                    "GetProperty":["Character1_hpmax","Character2_hpmax","Character3_hpmax"]

                },

                //血量转换为百分比

                {

                    "$type": "Share.CConfigSetSpecial",

                    "SpecialName": "Character1_Hp",

                    "SpecialValue": "(specials(Character1_Hp)/specials(Character1_hpmax))*100"

                },



                //判断当前血量，全部角色的血量都小于10%，陷阱失效

                {

                    "$type": "Share.CConfigJump",

                    "Jump": "Disappear",

                    "Predicates": [

                        {

                            "$type": "Share.CConfigEventBySpecials",

                            "ParamName": "Character1_Hp",

                            "Param": 10,

                            "CompareType": "Less"

                        },

                        {

                            "$type": "Share.CConfigEventBySpecials",

                            "ParamName": "Character2_Hp",

                            "Param": 10,

                            "CompareType": "Less"

                        },

                        {

                            "$type": "Share.CConfigEventBySpecials",

                            "ParamName": "Character3_Hp",

                            "Param": 10,

                            "CompareType": "Less"

                        }

                    ]

                },

                //受到伤害

                {

                    "$type": "Share.CConfigModifyProperty",

                    "Property": "Hp",

                    "Count": "-property(HpMax_Battle)*specials(HpPercentage)*0.01",

                    "Target": "All",

                    "ModifyType": "Add"

                },

                {

                    "$type": "Share.CConfigJump",

                    "Jump": "RewardWeight"

                }

            ]

        },

        //奖励权重

        "RewardWeight": {

          "Actions": [

            {

              "$type":"Share.CConfigWaitSeconds",

              "Time":"0.2"

            },

            //奖励发放

            {

              "$type": "Share.CConfigSwitchServer",

              "Switch": [

                //齿轮硬币奖励

                {

                  "Weight": 10,

                  "Actions": [

                    {

                      "$type": "Share.CConfigJump",

                      "Jump": "OnReward_A"

                    }

                  ]

                },

                //扭蛋奖励

                {

                  "Weight": 5,

                  "Actions": [

                    {

                      "$type": "Share.CConfigJump",

                      "Jump": "OnReward_B"

                    }

                  ]

                },

                //压力回复奖励

                {

                  "Weight": 10,

                  "Actions": [

                    {

                      "$type": "Share.CConfigJump",

                      "Jump": "OnReward_C"

                    }

                  ]

                },

                //丁尼奖励

                {

                  "Weight": 5,

                  "Actions": [

                    {

                      "$type": "Share.CConfigJump",

                      "Jump": "OnReward_D"

                    }

                  ]

                },

                //生命回复

                {

                  "Weight": 10,

                  "Actions": [

                    {

                      "$type": "Share.CConfigJump",

                      "Jump": "OnReward_E"

                    }

                  ]

                },

    

                //什 么 都 没 有 

                {

                  "Weight": 10,

                  "Actions": [

                    

                    {

                      "$type": "Share.CConfigJump",

                      "Jump": "OnReward_Y"

                    }

                  ]

                },

    

                //全陷阱惩罚

                {

                  "Weight": 1,

                  "Actions": [

                    {

                      "$type": "Share.CConfigJump",

                      "Jump": "OnReward_Z"

                    }

                  ]

                }

              ]

            }

          ]

        },

        //齿轮硬币

        "OnReward_A": {

          "Actions": [

            {

              "$type": "Share.CConfigEventModification",

              "X": 0,

              "Y": 0,

              "Position": "Relative",

              "Radius": 15,

              "ModificationNum": 3,

              "ModificationType": 1,

              "TargetEventID": [ 1003 ],

              "TargetEventType": 1,

              //"TargetEventState": "Locked",

              //"TargetVisibleState": "Visible",

              "EventID": [ 1016 ],

              "EventState": "ShowEvent",

              "VisibleState": "Visible"

            },

            {

              "$type": "Share.CConfigJump",

              "Jump": "OnEnd"

            }

          ]

        },

        //扭蛋

        "OnReward_B": {

          "Actions": [

                {

                  "$type": "Share.CConfigEventModification",

                  "X": 0,

                  "Y": 0,

                  "Position": "Relative",

                  "Radius": 15,

                  "ModificationNum": 2,

                  "ModificationType": 1,

                  "TargetEventID": [ 1003 ],

                  "TargetEventType": 1,

                  //"TargetEventState": "Locked",

                  //"TargetVisibleState": "Visible",

                  "EventID": [ 1005 ],

                  "EventState": "ShowEvent",

                  "VisibleState": "Visible"

                },

    

            {

              "$type": "Share.CConfigJump",

              "Jump": "OnEnd"

            }

          ]

        },

        //压力回复

        "OnReward_C": {

          "Actions": [

            {

              "$type": "Share.CConfigEventModification",

              "X": 0,

              "Y": 0,

              "Position": "Relative",

              "Radius": 15,

              "ModificationNum": 2,

              "ModificationType": 1,

              "TargetEventID": [ 1003 ],

              "TargetEventType": 1,

              //"TargetEventState": "Locked",

              //"TargetVisibleState": "Visible",

              "TargetCoreNode": 1,

              "EventID": [ 1017 ],

              "EventState": "ShowEvent",

              "VisibleState": "Visible"

            },

            {

              "$type": "Share.CConfigJump",

              "Jump": "OnEnd"

            }

    

          ]

        },

        //丁尼奖励

        "OnReward_D": {

          "Actions": [

            {

              "$type": "Share.CConfigEventModification",

              "X": 0,

              "Y": 0,

              "Position": "Relative",

              "Radius": 15,

              "ModificationNum": 3,

              "ModificationType": 1,

              "TargetEventID": [ 1003 ],

              "TargetEventType": 1,

              //"TargetEventState": "Locked",

              //"TargetVisibleState": "Visible",

              "EventID": [ 1025 ],

              "EventState": "ShowEvent",

              "VisibleState": "Visible"

            },

            {

              "$type": "Share.CConfigJump",

              "Jump": "OnEnd"

            }

          ]

        },

    

        //生命回复

        "OnReward_E": {

          "Actions": [

            {

              "$type": "Share.CConfigEventModification",

              "X": 0,

              "Y": 0,

              "Position": "Relative",

              "Radius": 15,

              "ModificationNum": 2,

              "ModificationType": 1,

              "TargetEventID": [ 1003 ],

              "TargetEventType": 1,

              //"TargetEventState": "Locked",

              //"TargetVisibleState": "Visible",

              "EventID": [ 1018 ],

              "EventState": "ShowEvent",

              "VisibleState": "Visible"

            },

            {

              "$type": "Share.CConfigJump",

              "Jump": "OnEnd"

            }

          ]

        },

    

        //什么都没有

        "OnReward_Y": {

          "Actions": [

            

            {

              "$type": "Share.CConfigShowTip",

              "TipID": 400010702, //什么都没发生呢......

              "Delay": 0

            },

            {

              "$type": "Share.CConfigJump",

              "Jump": "OnEnd"

            }

          ]

        },

    

        //全陷阱

        "OnReward_Z": {

          "Actions": [

            {

              "$type": "Share.CConfigShowTip",

              "TipID": 400010703, //！？中计了

              "Delay": 0

            },

            {

              "$type": "Share.CConfigEventModification",

              "X": 0,

              "Y": 0,

              "Position": "Relative",

              "Radius": 15,

              "ModificationNum": 8,

              "ModificationType": 1,

              "TargetEventID": [ 1003 ],

              "TargetEventType": 1,

              //"TargetEventState": "Locked",

              //"TargetVisibleState": "Visible",

              "EventID": [ 1013 ],

              "EventState": "ShowEvent",

              "VisibleState": "Visible"

            },

            {

              "$type": "Share.CConfigJump",

              "Jump": "OnEnd"

            }

          ]

        },

    

        //刺消失

        "Disappear": {

          "Actions": [

            

            {

              "$type": "Share.CConfigShowTip",

              "TipID": 400010701, //看来已经失效了

              "Delay": 0

            },

            {

              "$type": "Share.CConfigJump",

              "Jump": "OnEnd"

            }

          ]

        },

    

        "OnEnd": {

          "Actions": [

            {

              "$type": "Share.CConfigFinishEvent"

            }

          ]

        }

    },

    

    "Specials": 

    {

        //计数器

        "count": 0,

        "count_max": 3,

        //单次伤害血量的百分比

        "HpPercentage":10,

        //角色血量

        "Character1_Hp":0,

        "Character2_Hp":0,

        "Character3_Hp":0,

        //角色血量最大值

        "Character1_hpmax":0,

        "Character2_hpmax":0,

        "Character3_hpmax":0

    }

}

