HollowPS_TV_experiments/extras/zzz-0.1-jsons/Event1031.json

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{
"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
}
}