HollowPS_TV_experiments/extras/zzz-0.1-jsons/Event2020505.json

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//全局事件
{
"ID": 2020505,
"Specials": {
"turn": 0,
//循环计数
"cycle": 0,
//出生位置
"initPos1": 1,
"initPos2": 1,
"initPos3": 1,
"initPos4": 1,
//死亡重招做准备
"recover_pos1": 1,
"recover_pos2": 1,
"recover_pos3": 1,
"recover_pos4": 1,
//战斗
"BattleID": 0
},
"Events": {
"OnHollowCreated": {
"Actions": [
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": 50,
"Actions": [
//6条路径的方向,正确表达
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": 50,
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Direct.1001",
"Value": 1
}
]
},
{
"Weight": 50,
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Direct.1001",
"Value": 0
}
]
}
]
},
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": 50,
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Direct.1002",
"Value": 1
}
]
},
{
"Weight": 50,
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Direct.1002",
"Value": 0
}
]
}
]
},
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": 50,
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Direct.1003",
"Value": 1
}
]
},
{
"Weight": 50,
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Direct.1003",
"Value": 0
}
]
}
]
},
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": 50,
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Direct.1004",
"Value": 1
}
]
},
{
"Weight": 50,
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Direct.1004",
"Value": 0
}
]
}
]
},
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": 50,
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Direct.1005",
"Value": 1
}
]
},
{
"Weight": 50,
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Direct.1005",
"Value": 0
}
]
}
]
},
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": 50,
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Direct.1006",
"Value": 1
}
]
},
{
"Weight": 50,
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Direct.1006",
"Value": 0
}
]
}
]
},
//初始出生位置1-3
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": "25*specials(initPos1)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.1001",
"Value": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos1",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos2",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos3",
"SpecialValue": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos4",
"SpecialValue": 1
}
]
},
{
"Weight": "25*specials(initPos2)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.1001",
"Value": 2
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos1",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos2",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos3",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos4",
"SpecialValue": 1
}
]
},
{
"Weight": "25*specials(initPos3)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.1001",
"Value": 3
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos1",
"SpecialValue": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos2",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos3",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos4",
"SpecialValue": 0
}
]
},
{
"Weight": "25*specials(initPos4)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.1001",
"Value": 4
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos1",
"SpecialValue": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos2",
"SpecialValue": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos3",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos4",
"SpecialValue": 0
}
]
}
]
},
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": "25*specials(initPos1)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.1002",
"Value": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos1",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos2",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos3",
"SpecialValue": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos4",
"SpecialValue": 1
}
]
},
{
"Weight": "25*specials(initPos2)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.1002",
"Value": 2
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos1",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos2",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos3",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos4",
"SpecialValue": 1
}
]
},
{
"Weight": "25*specials(initPos3)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.1002",
"Value": 3
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos1",
"SpecialValue": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos2",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos3",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos4",
"SpecialValue": 0
}
]
},
{
"Weight": "25*specials(initPos4)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.1002",
"Value": 4
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos1",
"SpecialValue": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos2",
"SpecialValue": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos3",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos4",
"SpecialValue": 0
}
]
}
]
},
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": "25*specials(initPos1)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.1003",
"Value": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos1",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos2",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos3",
"SpecialValue": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos4",
"SpecialValue": 1
}
]
},
{
"Weight": "25*specials(initPos2)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.1003",
"Value": 2
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos1",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos2",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos3",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos4",
"SpecialValue": 1
}
]
},
{
"Weight": "25*specials(initPos3)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.1003",
"Value": 3
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos1",
"SpecialValue": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos2",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos3",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos4",
"SpecialValue": 0
}
]
},
{
"Weight": "25*specials(initPos4)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.1003",
"Value": 4
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos1",
"SpecialValue": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos2",
"SpecialValue": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos3",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos4",
"SpecialValue": 0
}
]
}
]
},
//重置initPos
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos1",
"SpecialValue": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos2",
"SpecialValue": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos3",
"SpecialValue": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos4",
"SpecialValue": 1
},
//初始出生位置4-6
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": "25*specials(initPos1)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.1004",
"Value": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos1",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos2",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos3",
"SpecialValue": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos4",
"SpecialValue": 1
}
]
},
{
"Weight": "25*specials(initPos2)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.1004",
"Value": 2
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos1",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos2",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos3",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos4",
"SpecialValue": 1
}
]
},
{
"Weight": "25*specials(initPos3)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.1004",
"Value": 3
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos1",
"SpecialValue": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos2",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos3",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos4",
"SpecialValue": 0
}
]
},
{
"Weight": "25*specials(initPos4)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.1004",
"Value": 4
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos1",
"SpecialValue": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos2",
"SpecialValue": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos3",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos4",
"SpecialValue": 0
}
]
}
]
},
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": "25*specials(initPos1)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.1005",
"Value": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos1",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos2",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos3",
"SpecialValue": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos4",
"SpecialValue": 1
}
]
},
{
"Weight": "25*specials(initPos2)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.1005",
"Value": 2
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos1",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos2",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos3",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos4",
"SpecialValue": 1
}
]
},
{
"Weight": "25*specials(initPos3)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.1005",
"Value": 3
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos1",
"SpecialValue": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos2",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos3",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos4",
"SpecialValue": 0
}
]
},
{
"Weight": "25*specials(initPos4)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.1005",
"Value": 4
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos1",
"SpecialValue": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos2",
"SpecialValue": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos3",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos4",
"SpecialValue": 0
}
]
}
]
},
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": "25*specials(initPos1)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.1006",
"Value": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos1",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos2",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos3",
"SpecialValue": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos4",
"SpecialValue": 1
}
]
},
{
"Weight": "25*specials(initPos2)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.1006",
"Value": 2
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos1",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos2",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos3",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos4",
"SpecialValue": 1
}
]
},
{
"Weight": "25*specials(initPos3)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.1006",
"Value": 3
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos1",
"SpecialValue": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos2",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos3",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos4",
"SpecialValue": 0
}
]
},
{
"Weight": "25*specials(initPos4)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.1006",
"Value": 4
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos1",
"SpecialValue": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos2",
"SpecialValue": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos3",
"SpecialValue": 0
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "initPos4",
"SpecialValue": 0
}
]
}
]
},
//巡逻速度
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Speed.1000",
"Value": 2
}
]
}
]
}
]
},
"OnStart": {
"Actions": [
{
"$type": "Share.CConfigEmpty"
}
]
},
"OnPlayerMove": {
"Actions": [
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": 100,
"Actions": [
//cycle复位
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "cycle",
"SpecialValue": 0
},
//复位玩家踩过的路面
//【表现】左1复位玩家踩过的路面
{
"$type": "Share.CConfigSetMapState",
"X": -1,
"Y": 0,
"Position": "Relative",
"NodeType": "All",
"Radius": 0,
"Count": 1,
"FromState": [
"Finished"
],
"ToState": ["Locked"],
"EventTypeTag": "PatrolArmy"
},
//【表现】左2复位玩家踩过的路面
{
"$type": "Share.CConfigSetMapState",
"X": -2,
"Y": 0,
"Position": "Relative",
"NodeType": "All",
"Radius": 0,
"Count": 1,
"FromState": [
"Finished"
],
"ToState": ["Locked"],
"EventTypeTag": "PatrolArmy"
},
//【表现】右1复位玩家踩过的路面
{
"$type": "Share.CConfigSetMapState",
"X": 1,
"Y": 0,
"Position": "Relative",
"NodeType": "All",
"Radius": 0,
"Count": 1,
"FromState": [
"Finished"
],
"ToState": ["Locked"],
"EventTypeTag": "PatrolArmy"
},
//【表现】右2复位玩家踩过的路面
{
"$type": "Share.CConfigSetMapState",
"X": 2,
"Y": 0,
"Position": "Relative",
"NodeType": "All",
"Radius": 0,
"Count": 1,
"FromState": [
"Finished"
],
"ToState": ["Locked"],
"EventTypeTag": "PatrolArmy"
},
//【表现】右3复位玩家踩过的路面
{
"$type": "Share.CConfigSetMapState",
"X": 3,
"Y": 0,
"Position": "Relative",
"NodeType": "All",
"Radius": 0,
"Count": 1,
"FromState": [
"Finished"
],
"ToState": ["Locked"],
"EventTypeTag": "PatrolArmy"
},
//【表现】上1复位玩家踩过的路面
{
"$type": "Share.CConfigSetMapState",
"X": 0,
"Y": -1,
"Position": "Relative",
"NodeType": "All",
"Radius": 0,
"Count": 1,
"FromState": [
"Finished"
],
"ToState": ["Locked"],
"EventTypeTag": "PatrolArmy"
},
//【表现】下1复位玩家踩过的路面
{
"$type": "Share.CConfigSetMapState",
"X": 0,
"Y": 1,
"Position": "Relative",
"NodeType": "All",
"Radius": 0,
"Count": 1,
"FromState": [
"Finished"
],
"ToState": ["Locked"],
"EventTypeTag": "PatrolArmy"
}
]
}
]
}
]
},
"OnEnd": {
"Actions": [
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": 1000,
"Actions": [
//清理玩家坐标
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "PlayerR.1000",
"Value": 0
},
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "PlayerP.1000",
"Value": 0
},
//重置位置标记
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "recover_pos1",
"SpecialValue": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "recover_pos2",
"SpecialValue": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "recover_pos3",
"SpecialValue": 1
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "recover_pos4",
"SpecialValue": 1
},
//如果已复活{Dead.100{specials(cycle)}}== -2则重置{Dead.100{specials(cycle)}}=0
//cycle==0
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "cycle",
"SpecialValue": 0
},
//cycle==1
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "cycle",
"SpecialValue": "specials(cycle)+1"
},
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Value": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": -2,
"CompareType": "Equal"
}
]
},
//cycle==2
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "cycle",
"SpecialValue": "specials(cycle)+1"
},
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Value": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": -2,
"CompareType": "Equal"
}
]
},
//cycle==3
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "cycle",
"SpecialValue": "specials(cycle)+1"
},
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Value": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": -2,
"CompareType": "Equal"
}
]
},
//cycle==4
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "cycle",
"SpecialValue": "specials(cycle)+1"
},
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Value": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": -2,
"CompareType": "Equal"
}
]
},
//cycle==5
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "cycle",
"SpecialValue": "specials(cycle)+1"
},
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Value": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": -2,
"CompareType": "Equal"
}
]
},
//cycle==6
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "cycle",
"SpecialValue": "specials(cycle)+1"
},
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Value": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": -2,
"CompareType": "Equal"
}
]
},
//【表现】强制完成脚下事件
{
"$type": "Share.CConfigSetMapState",
"X": 0,
"Y": 0,
"Position": "Relative",
"NodeType": "All",
"Radius": 0,
"Count": 1,
"FromState": [
"Locked",
"Unlocked",
"ShowEvent"
],
"ToState": ["Finished"]
}
]
}
]
}
]
},
"OnTurn": {
"Actions": [
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": 100,
"Actions": [
//回合+1
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "turn",
"SpecialValue": "specials(turn)+1"
},
//禁行-1
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Patrol.1000",
"Value": "scenevar(Patrol.1000)-1"
},
//死亡重招,如果需要复活
//重置循环计数发生在OnPlayerMove
//cycle=1
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "cycle",
"SpecialValue": "specials(cycle)+1"
},
//复活。如果Dead.100{specials(cycle)}==1则立即复活然后Dead.100{specials(cycle)}=-2-2意味着这回合不执行巡逻因为执行了复活逻辑
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": 100,
"Actions": [
//排除玩家位置*如果玩家还在路上
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "recover_pos1",
"SpecialValue": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "PlayerP.1000",
"Count": 1,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventBySpecials",
"ParamName": "cycle",
"Param": "scenevar(PlayerR.1000)",
"CompareType": "Equal"
}
]
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "recover_pos2",
"SpecialValue": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "PlayerP.1000",
"Count": 2,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventBySpecials",
"ParamName": "cycle",
"Param": "scenevar(PlayerR.1000)",
"CompareType": "Equal"
}
]
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "recover_pos3",
"SpecialValue": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "PlayerP.1000",
"Count": 3,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventBySpecials",
"ParamName": "cycle",
"Param": "scenevar(PlayerR.1000)",
"CompareType": "Equal"
}
]
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "recover_pos4",
"SpecialValue": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "PlayerP.1000",
"Count": 4,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventBySpecials",
"ParamName": "cycle",
"Param": "scenevar(PlayerR.1000)",
"CompareType": "Equal"
}
]
},
//如果dead.100{specials(cycle)}==1,就在非玩家位置,进行复活
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": "25*specials(recover_pos1)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": 1
}
]
},
{
"Weight": "25*specials(recover_pos2)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": 2
}
]
},
{
"Weight": "25*specials(recover_pos3)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": 3
}
]
},
{
"Weight": "25*specials(recover_pos4)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": 4
}
]
}
]
},
//完成复活后dead.100{specials(cycle)}=-2,意思是此路本回合执行的是复活操作,不需要再执行巡逻
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Value": -2
},
//进行复活
{
"$type": "Share.CConfigSetMapState",
"X": "7+scenevar(Coord.1001)",
"Y": 1,
"Position": "Absolute",
"NodeType": "All",
"Radius": 0,
"Count": 1,
"FromState": [
"Locked",
"Finished"
],
"ToState": ["ShowEvent"],
"EventTypeTag": "PatrolArmy"
}
]
}
],
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": 1,
"CompareType": "Equal"
}
]
},
//等待复活。如果Dead.100{specials(cycle)}==2则使Dead.100{specials(cycle}=1。为2意味着这回合刚死将2变更为1等待下回合复活
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Value": 1,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": 2,
"CompareType": "Equal"
}
]
},
//cycle==2
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "cycle",
"SpecialValue": "specials(cycle)+1"
},
//复活+【表现】。如果Dead.100{specials(cycle)}==1则立即复活然后Dead.100{specials(cycle)}=-2-2意味着这回合不执行巡逻因为执行了复活逻辑
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": 100,
"Actions": [
//排除玩家位置*如果玩家还在路上
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "recover_pos1",
"SpecialValue": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "PlayerP.1000",
"Count": 1,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventBySpecials",
"ParamName": "cycle",
"Param": "scenevar(PlayerR.1000)",
"CompareType": "Equal"
}
]
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "recover_pos2",
"SpecialValue": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "PlayerP.1000",
"Count": 2,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventBySpecials",
"ParamName": "cycle",
"Param": "scenevar(PlayerR.1000)",
"CompareType": "Equal"
}
]
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "recover_pos3",
"SpecialValue": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "PlayerP.1000",
"Count": 3,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventBySpecials",
"ParamName": "cycle",
"Param": "scenevar(PlayerR.1000)",
"CompareType": "Equal"
}
]
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "recover_pos4",
"SpecialValue": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "PlayerP.1000",
"Count": 4,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventBySpecials",
"ParamName": "cycle",
"Param": "scenevar(PlayerR.1000)",
"CompareType": "Equal"
}
]
},
//进行复活
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": "25*specials(recover_pos1)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": 1
}
]
},
{
"Weight": "25*specials(recover_pos2)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": 2
}
]
},
{
"Weight": "25*specials(recover_pos3)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": 3
}
]
},
{
"Weight": "25*specials(recover_pos4)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": 4
}
]
}
]
},
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Value": -2
},
{
"$type": "Share.CConfigSetMapState",
"X": "7+scenevar(Coord.1002)",
"Y": 2,
"Position": "Absolute",
"NodeType": "All",
"Radius": 0,
"Count": 1,
"FromState": [
"Locked",
"Finished"
],
"ToState": ["ShowEvent"],
"EventTypeTag": "PatrolArmy"
}
]
}
],
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": 1,
"CompareType": "Equal"
}
]
},
//等待复活。如果Dead.100{specials(cycle)}==2则使Dead.100{specials(cycle}=1。为2意味着这回合刚死将2变更为1等待下回合复活
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Value": 1,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": 2,
"CompareType": "Equal"
}
]
},
//cycle==3
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "cycle",
"SpecialValue": "specials(cycle)+1"
},
//复活+【表现】。如果Dead.100{specials(cycle)}==1则立即复活然后Dead.100{specials(cycle)}=-2-2意味着这回合不执行巡逻因为执行了复活逻辑
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": 100,
"Actions": [
//排除玩家位置*如果玩家还在路上
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "recover_pos1",
"SpecialValue": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "PlayerP.1000",
"Count": 1,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventBySpecials",
"ParamName": "cycle",
"Param": "scenevar(PlayerR.1000)",
"CompareType": "Equal"
}
]
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "recover_pos2",
"SpecialValue": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "PlayerP.1000",
"Count": 2,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventBySpecials",
"ParamName": "cycle",
"Param": "scenevar(PlayerR.1000)",
"CompareType": "Equal"
}
]
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "recover_pos3",
"SpecialValue": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "PlayerP.1000",
"Count": 3,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventBySpecials",
"ParamName": "cycle",
"Param": "scenevar(PlayerR.1000)",
"CompareType": "Equal"
}
]
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "recover_pos4",
"SpecialValue": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "PlayerP.1000",
"Count": 4,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventBySpecials",
"ParamName": "cycle",
"Param": "scenevar(PlayerR.1000)",
"CompareType": "Equal"
}
]
},
//进行复活
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": "25*specials(recover_pos1)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": 1
}
]
},
{
"Weight": "25*specials(recover_pos2)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": 2
}
]
},
{
"Weight": "25*specials(recover_pos3)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": 3
}
]
},
{
"Weight": "25*specials(recover_pos4)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": 4
}
]
}
]
},
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Value": -2
},
{
"$type": "Share.CConfigSetMapState",
"X": "7+scenevar(Coord.1003)",
"Y": 3,
"Position": "Absolute",
"NodeType": "All",
"Radius": 0,
"Count": 1,
"FromState": [
"Locked",
"Finished"
],
"ToState": ["ShowEvent"],
"EventTypeTag": "PatrolArmy"
}
]
}
],
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": 1,
"CompareType": "Equal"
}
]
},
//等待复活。如果Dead.100{specials(cycle)}==2则使Dead.100{specials(cycle}=1。为2意味着这回合刚死将2变更为1等待下回合复活
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Value": 1,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": 2,
"CompareType": "Equal"
}
]
},
//cycle==4
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "cycle",
"SpecialValue": "specials(cycle)+1"
},
//复活+【表现】。如果Dead.100{specials(cycle)}==1则立即复活然后Dead.100{specials(cycle)}=-2-2意味着这回合不执行巡逻因为执行了复活逻辑
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": 100,
"Actions": [
//排除玩家位置*如果玩家还在路上
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "recover_pos1",
"SpecialValue": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "PlayerP.1000",
"Count": 1,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventBySpecials",
"ParamName": "cycle",
"Param": "scenevar(PlayerR.1000)",
"CompareType": "Equal"
}
]
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "recover_pos2",
"SpecialValue": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "PlayerP.1000",
"Count": 2,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventBySpecials",
"ParamName": "cycle",
"Param": "scenevar(PlayerR.1000)",
"CompareType": "Equal"
}
]
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "recover_pos3",
"SpecialValue": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "PlayerP.1000",
"Count": 3,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventBySpecials",
"ParamName": "cycle",
"Param": "scenevar(PlayerR.1000)",
"CompareType": "Equal"
}
]
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "recover_pos4",
"SpecialValue": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "PlayerP.1000",
"Count": 4,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventBySpecials",
"ParamName": "cycle",
"Param": "scenevar(PlayerR.1000)",
"CompareType": "Equal"
}
]
},
//进行复活
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": "25*specials(recover_pos1)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": 1
}
]
},
{
"Weight": "25*specials(recover_pos2)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": 2
}
]
},
{
"Weight": "25*specials(recover_pos3)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": 3
}
]
},
{
"Weight": "25*specials(recover_pos4)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": 4
}
]
}
]
},
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Value": -2
},
{
"$type": "Share.CConfigSetMapState",
"X": "12+scenevar(Coord.1004)",
"Y": 1,
"Position": "Absolute",
"NodeType": "All",
"Radius": 0,
"Count": 1,
"FromState": [
"Locked",
"Finished"
],
"ToState": ["ShowEvent"],
"EventTypeTag": "PatrolArmy"
}
]
}
],
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": 1,
"CompareType": "Equal"
}
]
},
//等待复活。如果Dead.100{specials(cycle)}==2则使Dead.100{specials(cycle}=1。为2意味着这回合刚死将2变更为1等待下回合复活
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Value": 1,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": 2,
"CompareType": "Equal"
}
]
},
//cycle==5
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "cycle",
"SpecialValue": "specials(cycle)+1"
},
//复活+【表现】。如果Dead.100{specials(cycle)}==1则立即复活然后Dead.100{specials(cycle)}=-2-2意味着这回合不执行巡逻因为执行了复活逻辑
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": 100,
"Actions": [
//排除玩家位置*如果玩家还在路上
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "recover_pos1",
"SpecialValue": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "PlayerP.1000",
"Count": 1,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventBySpecials",
"ParamName": "cycle",
"Param": "scenevar(PlayerR.1000)",
"CompareType": "Equal"
}
]
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "recover_pos2",
"SpecialValue": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "PlayerP.1000",
"Count": 2,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventBySpecials",
"ParamName": "cycle",
"Param": "scenevar(PlayerR.1000)",
"CompareType": "Equal"
}
]
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "recover_pos3",
"SpecialValue": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "PlayerP.1000",
"Count": 3,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventBySpecials",
"ParamName": "cycle",
"Param": "scenevar(PlayerR.1000)",
"CompareType": "Equal"
}
]
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "recover_pos4",
"SpecialValue": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "PlayerP.1000",
"Count": 4,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventBySpecials",
"ParamName": "cycle",
"Param": "scenevar(PlayerR.1000)",
"CompareType": "Equal"
}
]
},
//进行复活
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": "25*specials(recover_pos1)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": 1
}
]
},
{
"Weight": "25*specials(recover_pos2)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": 2
}
]
},
{
"Weight": "25*specials(recover_pos3)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": 3
}
]
},
{
"Weight": "25*specials(recover_pos4)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": 4
}
]
}
]
},
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Value": -2
},
{
"$type": "Share.CConfigSetMapState",
"X": "12+scenevar(Coord.1005)",
"Y": 2,
"Position": "Absolute",
"NodeType": "All",
"Radius": 0,
"Count": 1,
"FromState": [
"Locked",
"Finished"
],
"ToState": ["ShowEvent"],
"EventTypeTag": "PatrolArmy"
}
]
}
],
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": 1,
"CompareType": "Equal"
}
]
},
//等待复活。如果Dead.100{specials(cycle)}==2则使Dead.100{specials(cycle}=1。为2意味着这回合刚死将2变更为1等待下回合复活
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Value": 1,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": 2,
"CompareType": "Equal"
}
]
},
//cycle==6
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "cycle",
"SpecialValue": "specials(cycle)+1"
},
//复活+【表现】。如果Dead.100{specials(cycle)}==1则立即复活然后Dead.100{specials(cycle)}=-2-2意味着这回合不执行巡逻因为执行了复活逻辑
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": 100,
"Actions": [
//排除玩家位置*如果玩家还在路上
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "recover_pos1",
"SpecialValue": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "PlayerP.1000",
"Count": 1,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventBySpecials",
"ParamName": "cycle",
"Param": "scenevar(PlayerR.1000)",
"CompareType": "Equal"
}
]
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "recover_pos2",
"SpecialValue": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "PlayerP.1000",
"Count": 2,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventBySpecials",
"ParamName": "cycle",
"Param": "scenevar(PlayerR.1000)",
"CompareType": "Equal"
}
]
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "recover_pos3",
"SpecialValue": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "PlayerP.1000",
"Count": 3,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventBySpecials",
"ParamName": "cycle",
"Param": "scenevar(PlayerR.1000)",
"CompareType": "Equal"
}
]
},
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "recover_pos4",
"SpecialValue": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "PlayerP.1000",
"Count": 4,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventBySpecials",
"ParamName": "cycle",
"Param": "scenevar(PlayerR.1000)",
"CompareType": "Equal"
}
]
},
//进行复活
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": "25*specials(recover_pos1)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": 1
}
]
},
{
"Weight": "25*specials(recover_pos2)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": 2
}
]
},
{
"Weight": "25*specials(recover_pos3)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": 3
}
]
},
{
"Weight": "25*specials(recover_pos4)",
"Actions": [
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": 4
}
]
}
]
},
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Value": -2
},
{
"$type": "Share.CConfigSetMapState",
"X": "12+scenevar(Coord.1006)",
"Y": 3,
"Position": "Absolute",
"NodeType": "All",
"Radius": 0,
"Count": 1,
"FromState": [
"Locked",
"Finished"
],
"ToState": ["ShowEvent"],
"EventTypeTag": "PatrolArmy"
}
]
}
],
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": 1,
"CompareType": "Equal"
}
]
},
//等待复活。如果Dead.100{specials(cycle)}==2则使Dead.100{specials(cycle}=1。为2意味着这回合刚死将2变更为1等待下回合复活
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Value": 1,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": 2,
"CompareType": "Equal"
}
]
}
]
}
]
},
//是否轮到巡逻回合,轮到则进行巡逻,否则处理完复活相关逻辑就结束此回合
//回合数turn>={scenevar(Speed.1000)} and 禁止巡逻{Patrol.1000}<=0 ? PatorlLoop : OnEnd
{
"$type": "Share.CConfigIf",
"OnSuccess": "PatrolLoop",
"OnFailure": "OnEnd",
"Conditions": [
{
"$type": "Share.CConfigEventBySpecials",
"ParamName": "turn",
"Param": "scenevar(Speed.1000)",
"CompareType": "GreaterEqual"
},
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Patrol.1000",
"Count": 0,
"CompareType": "LessEqual"
}
]
}
]
},
"PatrolLoop": {
"Actions": [
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": 100,
"Actions": [
//cycle==0重置循环计数
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "cycle",
"SpecialValue": 0
},
//cycle==1
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": 100,
"Actions": [
//cycle+=1
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "cycle",
"SpecialValue": "specials(cycle)+1"
},
//如果是永久死亡{Dead.100{specials(cycle)}}== -1 ,则敌军移动方向不存在{Direct.100{specials(cycle)}}= 99
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Direct.100{specials(cycle)}",
"Value": 99,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": -1,
"CompareType": "Equal"
}
]
},
//如果是等待复活{Dead.100{specials(cycle)}}== 1 ,则敌军出生位置不存在{Coord.100{specials(cycle)}}= 99设置为99的目的是无论{Direct.100{specials(cycle)}}当前是升序还是降序,执行巡逻逻辑后(本回合),敌军出生位置依然不存在
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": 99,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": 1,
"CompareType": "Equal"
}
]
},
//更改巡逻方向
//如果当前敌军位于路径右侧{Coord.100{specials(cycle)}}== 4方向变为向左降序{Direct.100{specials(cycle)}} = 0
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Direct.100{specials(cycle)}",
"Value": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Count": 4,
"CompareType": "Equal"
}
]
},
//如果当前敌军位于路径左侧{Coord.100{specials(cycle)}}== 1方向变为向右升序{Direct.100{specials(cycle)}} = 1
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Direct.100{specials(cycle)}",
"Value": 1,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Count": 1,
"CompareType": "Equal"
}
]
},
//执行巡逻【数值】;条件:按照向左执行(降序){Direct.100{specials(cycle)}} == 0;当前敌军存活{Dead.100{specials(cycle)}} == 0;而且能够巡逻(由策略事件决定){Move.100{specials(cycle)}} == 0
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": "scenevar(Coord.100{specials(cycle)})-1",
"Predicates": [
//没死
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": 0,
"CompareType": "Equal"
},
//方向要对
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Direct.100{specials(cycle)}",
"Count": 0,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Move.100{specials(cycle)}",
"Count": 0,
"CompareType": "Equal"
}
]
},
//执行巡逻【数值】;条件:按照向右执行(升序){Direct.100{specials(cycle)}} == 1;当前敌军存活{Dead.100{specials(cycle)}} == 0;而且能够巡逻(由策略事件决定){Move.100{specials(cycle)}} == 0
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": "scenevar(Coord.100{specials(cycle)})+1",
"Predicates": [
//没死
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": 0,
"CompareType": "Equal"
},
//方向要对
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Direct.100{specials(cycle)}",
"Count": 1,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Move.100{specials(cycle)}",
"Count": 0,
"CompareType": "Equal"
}
]
}
]
}
]
},
//cycle==2
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": 100,
"Actions": [
//cycle+=1
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "cycle",
"SpecialValue": "specials(cycle)+1"
},
//如果是永久死亡{Dead.100{specials(cycle)}}== -1 ,则敌军移动方向不存在{Direct.100{specials(cycle)}}= 99
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Direct.100{specials(cycle)}",
"Value": 99,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": -1,
"CompareType": "Equal"
}
]
},
//如果是等待复活{Dead.100{specials(cycle)}}== 1 ,则敌军出生位置不存在{Coord.100{specials(cycle)}}= 99设置为99的目的是无论{Direct.100{specials(cycle)}}当前是升序还是降序,执行巡逻逻辑后(本回合),敌军出生位置依然不存在
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": 99,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": 1,
"CompareType": "Equal"
}
]
},
//更改巡逻方向
//如果当前敌军位于路径右侧{Coord.100{specials(cycle)}}== 4方向变为向左降序{Direct.100{specials(cycle)}} = 0
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Direct.100{specials(cycle)}",
"Value": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Count": 4,
"CompareType": "Equal"
}
]
},
//如果当前敌军位于路径左侧{Coord.100{specials(cycle)}}== 1方向变为向右升序{Direct.100{specials(cycle)}} = 1
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Direct.100{specials(cycle)}",
"Value": 1,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Count": 1,
"CompareType": "Equal"
}
]
},
//执行巡逻【数值】;条件:按照向左执行(降序){Direct.100{specials(cycle)}} == 0;当前敌军存活{Dead.100{specials(cycle)}} == 0;而且能够巡逻(由策略事件决定){Move.100{specials(cycle)}} == 0
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": "scenevar(Coord.100{specials(cycle)})-1",
"Predicates": [
//没死
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{scenevar{specials(cycle)}",
"Count": 0,
"CompareType": "Equal"
},
//方向要对
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Direct.100{specials(cycle)}",
"Count": 0,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Move.100{specials(cycle)}",
"Count": 0,
"CompareType": "Equal"
}
]
},
//执行巡逻【数值】;条件:按照向右执行(升序){Direct.100{specials(cycle)}} == 1;当前敌军存活{Dead.100{specials(cycle)}} == 0;而且能够巡逻(由策略事件决定){Move.100{specials(cycle)}} == 0
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": "scenevar(Coord.100{specials(cycle)})+1",
"Predicates": [
//没死
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{scenevar{specials(cycle)}",
"Count": 0,
"CompareType": "Equal"
},
//方向要对
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Direct.100{specials(cycle)}",
"Count": 1,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Move.100{specials(cycle)}",
"Count": 0,
"CompareType": "Equal"
}
]
}
]
}
]
},
//cycle==3
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": 100,
"Actions": [
//cycle+=1
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "cycle",
"SpecialValue": "specials(cycle)+1"
},
//如果是永久死亡{Dead.100{specials(cycle)}}== -1 ,则敌军移动方向不存在{Direct.100{specials(cycle)}}= 99
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Direct.100{specials(cycle)}",
"Value": 99,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": -1,
"CompareType": "Equal"
}
]
},
//如果是等待复活{Dead.100{specials(cycle)}}== 1 ,则敌军出生位置不存在{Coord.100{specials(cycle)}}= 99设置为99的目的是无论{Direct.100{specials(cycle)}}当前是升序还是降序,执行巡逻逻辑后(本回合),敌军出生位置依然不存在
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": 99,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": 1,
"CompareType": "Equal"
}
]
},
//更改巡逻方向
//如果当前敌军位于路径右侧{Coord.100{specials(cycle)}}== 4方向变为向左降序{Direct.100{specials(cycle)}} = 0
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Direct.100{specials(cycle)}",
"Value": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Count": 4,
"CompareType": "Equal"
}
]
},
//如果当前敌军位于路径左侧{Coord.100{specials(cycle)}}== 1方向变为向右升序{Direct.100{specials(cycle)}} = 1
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Direct.100{specials(cycle)}",
"Value": 1,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Count": 1,
"CompareType": "Equal"
}
]
},
//执行巡逻【数值】;条件:按照向左执行(降序){Direct.100{specials(cycle)}} == 0;当前敌军存活{Dead.100{specials(cycle)}} == 0;而且能够巡逻(由策略事件决定){Move.100{specials(cycle)}} == 0
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": "scenevar(Coord.100{specials(cycle)})-1",
"Predicates": [
//没死
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{scenevar{specials(cycle)}",
"Count": 0,
"CompareType": "Equal"
},
//方向要对
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Direct.100{specials(cycle)}",
"Count": 0,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Move.100{specials(cycle)}",
"Count": 0,
"CompareType": "Equal"
}
]
},
//执行巡逻【数值】;条件:按照向右执行(升序){Direct.100{specials(cycle)}} == 1;当前敌军存活{Dead.100{specials(cycle)}} == 0;而且能够巡逻(由策略事件决定){Move.100{specials(cycle)}} == 0
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": "scenevar(Coord.100{specials(cycle)})+1",
"Predicates": [
//没死
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{scenevar{specials(cycle)}",
"Count": 0,
"CompareType": "Equal"
},
//方向要对
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Direct.100{specials(cycle)}",
"Count": 1,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Move.100{specials(cycle)}",
"Count": 0,
"CompareType": "Equal"
}
]
}
]
}
]
},
//cycle==4
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": 100,
"Actions": [
//cycle+=1
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "cycle",
"SpecialValue": "specials(cycle)+1"
},
//如果是永久死亡{Dead.100{specials(cycle)}}== -1 ,则敌军移动方向不存在{Direct.100{specials(cycle)}}= 99
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Direct.100{specials(cycle)}",
"Value": 99,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": -1,
"CompareType": "Equal"
}
]
},
//如果是等待复活{Dead.100{specials(cycle)}}== 1 ,则敌军出生位置不存在{Coord.100{specials(cycle)}}= 99设置为99的目的是无论{Direct.100{specials(cycle)}}当前是升序还是降序,执行巡逻逻辑后(本回合),敌军出生位置依然不存在
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": 99,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": 1,
"CompareType": "Equal"
}
]
},
//更改巡逻方向
//如果当前敌军位于路径右侧{Coord.100{specials(cycle)}}== 4方向变为向左降序{Direct.100{specials(cycle)}} = 0
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Direct.100{specials(cycle)}",
"Value": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Count": 4,
"CompareType": "Equal"
}
]
},
//如果当前敌军位于路径左侧{Coord.100{specials(cycle)}}== 1方向变为向右升序{Direct.100{specials(cycle)}} = 1
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Direct.100{specials(cycle)}",
"Value": 1,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Count": 1,
"CompareType": "Equal"
}
]
},
//执行巡逻【数值】;条件:按照向左执行(降序){Direct.100{specials(cycle)}} == 0;当前敌军存活{Dead.100{specials(cycle)}} == 0;而且能够巡逻(由策略事件决定){Move.100{specials(cycle)}} == 0
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": "scenevar(Coord.100{specials(cycle)})-1",
"Predicates": [
//没死
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{scenevar{specials(cycle)}",
"Count": 0,
"CompareType": "Equal"
},
//方向要对
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Direct.100{specials(cycle)}",
"Count": 0,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Move.100{specials(cycle)}",
"Count": 0,
"CompareType": "Equal"
}
]
},
//执行巡逻【数值】;条件:按照向右执行(升序){Direct.100{specials(cycle)}} == 1;当前敌军存活{Dead.100{specials(cycle)}} == 0;而且能够巡逻(由策略事件决定){Move.100{specials(cycle)}} == 0
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": "scenevar(Coord.100{specials(cycle)})+1",
"Predicates": [
//没死
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{scenevar{specials(cycle)}",
"Count": 0,
"CompareType": "Equal"
},
//方向要对
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Direct.100{specials(cycle)}",
"Count": 1,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Move.100{specials(cycle)}",
"Count": 0,
"CompareType": "Equal"
}
]
}
]
}
]
},
//cycle==5
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": 100,
"Actions": [
//cycle+=1
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "cycle",
"SpecialValue": "specials(cycle)+1"
},
//如果是永久死亡{Dead.100{specials(cycle)}}== -1 ,则敌军移动方向不存在{Direct.100{specials(cycle)}}= 99
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Direct.100{specials(cycle)}",
"Value": 99,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": -1,
"CompareType": "Equal"
}
]
},
//如果是等待复活{Dead.100{specials(cycle)}}== 1 ,则敌军出生位置不存在{Coord.100{specials(cycle)}}= 99设置为99的目的是无论{Direct.100{specials(cycle)}}当前是升序还是降序,执行巡逻逻辑后(本回合),敌军出生位置依然不存在
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": 99,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": 1,
"CompareType": "Equal"
}
]
},
//更改巡逻方向
//如果当前敌军位于路径右侧{Coord.100{specials(cycle)}}== 4方向变为向左降序{Direct.100{specials(cycle)}} = 0
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Direct.100{specials(cycle)}",
"Value": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Count": 4,
"CompareType": "Equal"
}
]
},
//如果当前敌军位于路径左侧{Coord.100{specials(cycle)}}== 1方向变为向右升序{Direct.100{specials(cycle)}} = 1
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Direct.100{specials(cycle)}",
"Value": 1,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Count": 1,
"CompareType": "Equal"
}
]
},
//执行巡逻【数值】;条件:按照向左执行(降序){Direct.100{specials(cycle)}} == 0;当前敌军存活{Dead.100{specials(cycle)}} == 0;而且能够巡逻(由策略事件决定){Move.100{specials(cycle)}} == 0
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": "scenevar(Coord.100{specials(cycle)})-1",
"Predicates": [
//没死
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{scenevar{specials(cycle)}",
"Count": 0,
"CompareType": "Equal"
},
//方向要对
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Direct.100{specials(cycle)}",
"Count": 0,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Move.100{specials(cycle)}",
"Count": 0,
"CompareType": "Equal"
}
]
},
//执行巡逻【数值】;条件:按照向右执行(升序){Direct.100{specials(cycle)}} == 1;当前敌军存活{Dead.100{specials(cycle)}} == 0;而且能够巡逻(由策略事件决定){Move.100{specials(cycle)}} == 0
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": "scenevar(Coord.100{specials(cycle)})+1",
"Predicates": [
//没死
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{scenevar{specials(cycle)}",
"Count": 0,
"CompareType": "Equal"
},
//方向要对
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Direct.100{specials(cycle)}",
"Count": 1,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Move.100{specials(cycle)}",
"Count": 0,
"CompareType": "Equal"
}
]
}
]
}
]
},
//cycle==6
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": 100,
"Actions": [
//cycle+=1
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "cycle",
"SpecialValue": "specials(cycle)+1"
},
//如果是永久死亡{Dead.100{specials(cycle)}}== -1 ,则敌军移动方向不存在{Direct.100{specials(cycle)}}= 99
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Direct.100{specials(cycle)}",
"Value": 99,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": -1,
"CompareType": "Equal"
}
]
},
//如果是等待复活{Dead.100{specials(cycle)}}== 1 ,则敌军出生位置不存在{Coord.100{specials(cycle)}}= 99设置为99的目的是无论{Direct.100{specials(cycle)}}当前是升序还是降序,执行巡逻逻辑后(本回合),敌军出生位置依然不存在
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": 99,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{specials(cycle)}",
"Count": 1,
"CompareType": "Equal"
}
]
},
//更改巡逻方向
//如果当前敌军位于路径右侧{Coord.100{specials(cycle)}}== 4方向变为向左降序{Direct.100{specials(cycle)}} = 0
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Direct.100{specials(cycle)}",
"Value": 0,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Count": 4,
"CompareType": "Equal"
}
]
},
//如果当前敌军位于路径左侧{Coord.100{specials(cycle)}}== 1方向变为向右升序{Direct.100{specials(cycle)}} = 1
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Direct.100{specials(cycle)}",
"Value": 1,
"Predicates": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Count": 1,
"CompareType": "Equal"
}
]
},
//执行巡逻【数值】;条件:按照向左执行(降序){Direct.100{specials(cycle)}} == 0;当前敌军存活{Dead.100{specials(cycle)}} == 0;而且能够巡逻(由策略事件决定){Move.100{specials(cycle)}} == 0
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": "scenevar(Coord.100{specials(cycle)})-1",
"Predicates": [
//没死
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{scenevar{specials(cycle)}",
"Count": 0,
"CompareType": "Equal"
},
//方向要对
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Direct.100{specials(cycle)}",
"Count": 0,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Move.100{specials(cycle)}",
"Count": 0,
"CompareType": "Equal"
}
]
},
//执行巡逻【数值】;条件:按照向右执行(升序){Direct.100{specials(cycle)}} == 1;当前敌军存活{Dead.100{specials(cycle)}} == 0;而且能够巡逻(由策略事件决定){Move.100{specials(cycle)}} == 0
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{specials(cycle)}",
"Value": "scenevar(Coord.100{specials(cycle)})+1",
"Predicates": [
//没死
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{scenevar{specials(cycle)}",
"Count": 0,
"CompareType": "Equal"
},
//方向要对
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Direct.100{specials(cycle)}",
"Count": 1,
"CompareType": "Equal"
},
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Move.100{specials(cycle)}",
"Count": 0,
"CompareType": "Equal"
}
]
}
]
}
]
},
//【表现】巡逻完成,更改脚底图标,为可能的战斗做准备
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": 100,
"Actions": [
//【表现】盖上所有,如何避免玩家脚底下的事件被影响?
{
"$type": "Share.CConfigSetMapState",
"X": 0,
"Y": 0,
"Position": "Relative",
"NodeType": "All",
"Radius": 11,
"Count": 24,
"FromState": [
"ShowEvent"
],
"ToState": ["Locked"],
"EventTypeTag": "PatrolArmy"
},
//【表现】巡逻
//路径1-3
{
//路径1-3
"$type": "Share.CConfigSetMapState",
"X": "7+scenevar(Coord.1001)",
"Y": 1,
"Position": "Absolute",
"NodeType": "All",
"Radius": 0,
"Count": 1,
"FromState": [
"Locked",
"Finished"
],
"ToState": ["ShowEvent"],
"EventTypeTag": "PatrolArmy"
},
{
"$type": "Share.CConfigSetMapState",
"X": "7+scenevar(Coord.1002)",
"Y": 2,
"Position": "Absolute",
"NodeType": "All",
"Radius": 0,
"Count": 1,
"FromState": [
"Locked",
"Finished"
],
"ToState": ["ShowEvent"],
"EventTypeTag": "PatrolArmy"
},
{
"$type": "Share.CConfigSetMapState",
"X": "7+scenevar(Coord.1003)",
"Y": 3,
"Position": "Absolute",
"NodeType": "All",
"Radius": 0,
"Count": 1,
"FromState": [
"Locked",
"Finished"
],
"ToState": ["ShowEvent"],
"EventTypeTag": "PatrolArmy"
},
//路径4-6
{
"$type": "Share.CConfigSetMapState",
"X": "12+scenevar(Coord.1004)",
"Y": 1,
"Position": "Absolute",
"NodeType": "All",
"Radius": 0,
"Count": 1,
"FromState": [
"Locked",
"Finished"
],
"ToState": ["ShowEvent"],
"EventTypeTag": "PatrolArmy"
},
{
"$type": "Share.CConfigSetMapState",
"X": "12+scenevar(Coord.1005)",
"Y": 2,
"Position": "Absolute",
"NodeType": "All",
"Radius": 0,
"Count": 1,
"FromState": [
"Locked",
"Finished"
],
"ToState": ["ShowEvent"],
"EventTypeTag": "PatrolArmy"
},
{
"$type": "Share.CConfigSetMapState",
"X": "12+scenevar(Coord.1006)",
"Y": 3,
"Position": "Absolute",
"NodeType": "All",
"Radius": 0,
"Count": 1,
"FromState": [
"Locked",
"Finished"
],
"ToState": ["ShowEvent"],
"EventTypeTag": "PatrolArmy"
}
]
}
]
}
]
}
]
},
//此路敌军存活(而且不算刚复活){Dead.100{scenevar(PlayerR.1000)}} == 0且敌军位置与玩家位置重合{Coord.100{scenevar(PlayerR.1000)}}=={scenevar(PlayerP.1000)},同时玩家应该处于战斗区域{PlayerR.1000} != 0 ? TriggerBattle : Clear
{
"$type": "Share.CConfigIf",
"OnSuccess": "TriggerBattle",
"OnFailure": "Clear",
"Conditions": [
//敌军位置与玩家位置重合
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Coord.100{scenevar(PlayerR.1000)}",
"Count": "scenevar(PlayerP.1000)",
"CompareType": "Equal"
},
//玩家处于战斗区域
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "PlayerR.1000",
"Count": 0,
"CompareType": "NotEqual"
},
//敌军存活
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Dead.100{scenevar(PlayerR.1000)}",
"Count": 0,
"CompareType": "Equal"
}
]
}
]
},
"TriggerBattle": {
"Actions": [
//Kill.1000 == 1 OnEliteBattle : OnNormalBattle在策略事件中修改此变量
{
"$type": "Share.CConfigIf",
"OnSuccess": "OnEliteBattle",
"OnFailure": "OnNormalBattle",
"Conditions": [
{
"$type": "Share.CConfigEventByHollowVariable",
"Key": "Kill.1000",
"Count": 1,
"CompareType": "Equal"
}
]
}
]
},
"OnNormalBattle": {
"Actions": [
//文本提示
{
"$type": "Share.CConfigOpenDialog"
},
{
"$type": "Share.CConfigLogText",
"Messages": [
"JsonText_1382" // 被发现了!准备进入战斗
]
},
{
"$type":"Share.CConfigDropBattleID",
"Type":[20],
"SpecialName":"BattleID"
},
//触发战斗
{
"$type": "Share.CConfigTriggerBattle",
"BattleID": "specials(BattleID)",
"OnSuccess": "OnNormalEnd",
"OnFailure": "OnNormalEnd"
}
]
},
"OnEliteBattle": {
"Actions": [
//文本提示
{
"$type": "Share.CConfigOpenDialog"
},
{
"$type": "Share.CConfigLogText",
"Messages": [
"JsonText_1383" // 由于白噪音的刺激,敌人被激怒了,做好准备!
]
},
{
"$type":"Share.CConfigDropBattleID",
"Type":[22],
"SpecialName":"BattleID"
},
//触发战斗
{
"$type": "Share.CConfigTriggerBattle",
"BattleID": "specials(BattleID)",
"OnSuccess": "OnEliteEnd"
}
]
},
"OnNormalEnd": {
"Actions": [
{
"$type": "Share.CConfigPreset",
"PerformKey" : "Chessboard_BattleEnd_None"
},
{
"$type":"Share.CConfigCloseDialog",
"CameraMove":false
},
{
"$type":"Share.CConfigOpenDialog"
},
{
"$type": "Share.CConfigLogText",
"Messages": [
"JsonText_1384" // 战斗的动静太大,附近似乎也有敌人被引了过来!
]
},
{
"$type": "Share.CConfigCloseDialog"
},
//等待复活标记{Dead.100{scenevar(PlayerR.1000)}} = 1
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Dead.100{scenevar(PlayerR.1000)}",
"Value": 1
},
//敌军从地图上撤退{Coord.100{scenevar(PlayerR.1000)}} = 99
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{scenevar(PlayerR.1000)}",
"Value": 99
},
//统一收尾——战斗、精英战斗、无战斗
{
"$type": "Share.CConfigJump",
"Jump": "Clear"
}
]
},
"OnEliteEnd": {
"Actions": [
{
"$type": "Share.CConfigPreset",
"PerformKey" : "Chessboard_BattleEnd_None"
},
{
"$type":"Share.CConfigCloseDialog",
"CameraMove":false
},
{
"$type":"Share.CConfigOpenDialog"
},
//重置触发关键变量{Kill.1000} = 0
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Kill.1000",
"Value": 0
},
//永久死亡{Dead.100{scenevar(PlayerR.1000)}} = -1
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Dead.100{scenevar(PlayerR.1000)}",
"Value": -1
},
{
"$type": "Share.CConfigLogText",
"Messages": [
"JsonText_1385" // 由于破损邦布发出的定向扰乱信号,周围敌人并没有注意到这边的动静
]
},
{
"$type": "Share.CConfigCloseDialog"
},
//永久无法复活操作
{
"$type": "Share.CConfigSetHollowVariable",
"Key": "Coord.100{scenevar(PlayerR.1000)}",
"Value": 99
},
//统一收尾——战斗、精英战斗、无战斗
{
"$type": "Share.CConfigJump",
"Jump": "Clear"
}
]
},
"Clear": {
"Actions": [
{
"$type": "Share.CConfigSwitchServer",
"Switch": [
{
"Weight": 50,
"Actions": [
//重置循环指针
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "cycle",
"SpecialValue": 0
},
//回合重新计算
{
"$type": "Share.CConfigSetSpecial",
"SpecialName": "turn",
"SpecialValue": 0
},
//统一结束逻辑——巡逻、非巡逻
{
"$type": "Share.CConfigJump",
"Jump": "OnEnd"
}
]
}
]
}
]
}
}
}