{ "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 } }