420 lines
13 KiB
JSON
420 lines
13 KiB
JSON
{
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"ID": 1031,
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"Events": {
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"OnStart": {
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"Actions": [
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{
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"$type": "Share.CConfigEventModification",
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"X": 0,
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"Y": 0,
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"Position": "Relative",
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"Radius": 15,
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"ModificationNum": 4, //不知道为什么填4有用,也许填5也有用,反正这么写了
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"ModificationType": 1,
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"TargetEventID": [ 1016,1005,1017,1025,1013,1018 ],
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"TargetEventType": 1,
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//"TargetEventState": "Locked",
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//"TargetVisibleState": "Visible",
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"EventID": [ 1003,1003,1003,1003,1003,1003],
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"EventState": "Locked",
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"VisibleState": "Visible"
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},
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{
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"$type": "Share.CConfigJump",
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"Jump": "OnCount"
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}
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]
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},
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//计数
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"OnCount": {
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"Actions": [
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{
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"$type": "Share.CConfigJump",
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"Jump": "Disappear",
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"Predicates": [
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{
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"$type": "Share.CConfigEventBySpecials",
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"ParamName": "count",
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"Param": "specials(count_max)",
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"CompareType": "GreaterEqual"
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}
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]
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},
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{
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"$type": "Share.CConfigSetSpecial",
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"SpecialName": "count",
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"SpecialValue": "specials(count)+1"
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},
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{
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"$type": "Share.CConfigJump",
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"Jump": "OnHurt"
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}
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]
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},
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"OnHurt": {
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"Actions": [
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//得到当前各角色血量
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{
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"$type": "Share.CConfigGetCharacterInfo",
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"Property":"Hp",
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"GetProperty":["Character1_Hp","Character2_Hp","Character3_Hp"]
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},
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//得到当前各角色血量最大值 HpMax_Battle
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{
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"$type": "Share.CConfigGetCharacterInfo",
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"Property":"HpMax_Battle",
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"GetProperty":["Character1_hpmax","Character2_hpmax","Character3_hpmax"]
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},
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//血量转换为百分比
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{
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"$type": "Share.CConfigSetSpecial",
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"SpecialName": "Character1_Hp",
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"SpecialValue": "(specials(Character1_Hp)/specials(Character1_hpmax))*100"
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},
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//判断当前血量,全部角色的血量都小于10%,陷阱失效
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{
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"$type": "Share.CConfigJump",
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"Jump": "Disappear",
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"Predicates": [
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{
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"$type": "Share.CConfigEventBySpecials",
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"ParamName": "Character1_Hp",
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"Param": 10,
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"CompareType": "Less"
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},
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{
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"$type": "Share.CConfigEventBySpecials",
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"ParamName": "Character2_Hp",
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"Param": 10,
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"CompareType": "Less"
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},
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{
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"$type": "Share.CConfigEventBySpecials",
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"ParamName": "Character3_Hp",
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"Param": 10,
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"CompareType": "Less"
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}
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]
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},
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//受到伤害
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{
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"$type": "Share.CConfigModifyProperty",
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"Property": "Hp",
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"Count": "-property(HpMax_Battle)*specials(HpPercentage)*0.01",
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"Target": "All",
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"ModifyType": "Add"
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},
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{
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"$type": "Share.CConfigJump",
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"Jump": "RewardWeight"
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}
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]
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},
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//奖励权重
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"RewardWeight": {
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"Actions": [
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{
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"$type":"Share.CConfigWaitSeconds",
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"Time":"0.2"
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},
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//奖励发放
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{
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"$type": "Share.CConfigSwitchServer",
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"Switch": [
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//齿轮硬币奖励
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{
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"Weight": 10,
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"Actions": [
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{
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"$type": "Share.CConfigJump",
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"Jump": "OnReward_A"
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}
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]
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},
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//扭蛋奖励
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{
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"Weight": 5,
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"Actions": [
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{
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"$type": "Share.CConfigJump",
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"Jump": "OnReward_B"
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}
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]
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},
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//压力回复奖励
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{
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"Weight": 10,
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"Actions": [
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{
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"$type": "Share.CConfigJump",
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"Jump": "OnReward_C"
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}
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]
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},
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//丁尼奖励
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{
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"Weight": 5,
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"Actions": [
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{
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"$type": "Share.CConfigJump",
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"Jump": "OnReward_D"
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}
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]
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},
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//生命回复
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{
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"Weight": 10,
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"Actions": [
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{
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"$type": "Share.CConfigJump",
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"Jump": "OnReward_E"
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}
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]
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},
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//什 么 都 没 有
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{
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"Weight": 10,
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"Actions": [
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{
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"$type": "Share.CConfigJump",
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"Jump": "OnReward_Y"
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}
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]
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},
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//全陷阱惩罚
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{
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"Weight": 1,
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"Actions": [
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{
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"$type": "Share.CConfigJump",
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"Jump": "OnReward_Z"
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}
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]
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}
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]
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}
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]
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},
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//齿轮硬币
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"OnReward_A": {
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"Actions": [
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{
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"$type": "Share.CConfigEventModification",
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"X": 0,
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"Y": 0,
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"Position": "Relative",
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"Radius": 15,
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"ModificationNum": 3,
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"ModificationType": 1,
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"TargetEventID": [ 1003 ],
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"TargetEventType": 1,
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//"TargetEventState": "Locked",
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//"TargetVisibleState": "Visible",
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"EventID": [ 1016 ],
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"EventState": "ShowEvent",
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"VisibleState": "Visible"
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},
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{
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"$type": "Share.CConfigJump",
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"Jump": "OnEnd"
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}
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]
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},
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//扭蛋
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"OnReward_B": {
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"Actions": [
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{
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"$type": "Share.CConfigEventModification",
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"X": 0,
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"Y": 0,
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"Position": "Relative",
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"Radius": 15,
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"ModificationNum": 2,
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"ModificationType": 1,
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"TargetEventID": [ 1003 ],
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"TargetEventType": 1,
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//"TargetEventState": "Locked",
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//"TargetVisibleState": "Visible",
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"EventID": [ 1005 ],
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"EventState": "ShowEvent",
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"VisibleState": "Visible"
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},
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{
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"$type": "Share.CConfigJump",
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"Jump": "OnEnd"
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}
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]
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},
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//压力回复
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"OnReward_C": {
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"Actions": [
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{
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"$type": "Share.CConfigEventModification",
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"X": 0,
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"Y": 0,
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"Position": "Relative",
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"Radius": 15,
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"ModificationNum": 2,
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"ModificationType": 1,
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"TargetEventID": [ 1003 ],
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"TargetEventType": 1,
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//"TargetEventState": "Locked",
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//"TargetVisibleState": "Visible",
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"TargetCoreNode": 1,
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"EventID": [ 1017 ],
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"EventState": "ShowEvent",
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"VisibleState": "Visible"
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},
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{
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"$type": "Share.CConfigJump",
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"Jump": "OnEnd"
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}
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]
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},
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//丁尼奖励
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"OnReward_D": {
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"Actions": [
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{
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"$type": "Share.CConfigEventModification",
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"X": 0,
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"Y": 0,
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"Position": "Relative",
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"Radius": 15,
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"ModificationNum": 3,
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"ModificationType": 1,
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"TargetEventID": [ 1003 ],
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"TargetEventType": 1,
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//"TargetEventState": "Locked",
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//"TargetVisibleState": "Visible",
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"EventID": [ 1025 ],
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"EventState": "ShowEvent",
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"VisibleState": "Visible"
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},
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{
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"$type": "Share.CConfigJump",
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"Jump": "OnEnd"
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}
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]
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},
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//生命回复
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"OnReward_E": {
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"Actions": [
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{
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"$type": "Share.CConfigEventModification",
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"X": 0,
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"Y": 0,
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"Position": "Relative",
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"Radius": 15,
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"ModificationNum": 2,
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"ModificationType": 1,
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"TargetEventID": [ 1003 ],
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"TargetEventType": 1,
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//"TargetEventState": "Locked",
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//"TargetVisibleState": "Visible",
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"EventID": [ 1018 ],
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"EventState": "ShowEvent",
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"VisibleState": "Visible"
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},
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{
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"$type": "Share.CConfigJump",
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"Jump": "OnEnd"
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}
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]
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},
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//什么都没有
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"OnReward_Y": {
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"Actions": [
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{
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"$type": "Share.CConfigShowTip",
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"TipID": 400010702, //什么都没发生呢......
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"Delay": 0
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},
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{
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"$type": "Share.CConfigJump",
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"Jump": "OnEnd"
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}
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]
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},
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//全陷阱
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"OnReward_Z": {
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"Actions": [
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{
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"$type": "Share.CConfigShowTip",
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"TipID": 400010703, //!?中计了
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"Delay": 0
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},
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{
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"$type": "Share.CConfigEventModification",
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"X": 0,
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"Y": 0,
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"Position": "Relative",
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"Radius": 15,
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"ModificationNum": 8,
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"ModificationType": 1,
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"TargetEventID": [ 1003 ],
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"TargetEventType": 1,
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//"TargetEventState": "Locked",
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//"TargetVisibleState": "Visible",
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"EventID": [ 1013 ],
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"EventState": "ShowEvent",
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"VisibleState": "Visible"
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},
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{
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"$type": "Share.CConfigJump",
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"Jump": "OnEnd"
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}
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]
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},
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//刺消失
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"Disappear": {
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"Actions": [
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{
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"$type": "Share.CConfigShowTip",
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"TipID": 400010701, //看来已经失效了
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"Delay": 0
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},
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{
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"$type": "Share.CConfigJump",
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"Jump": "OnEnd"
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}
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]
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},
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"OnEnd": {
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"Actions": [
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{
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"$type": "Share.CConfigFinishEvent"
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}
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]
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}
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},
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"Specials":
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{
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//计数器
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"count": 0,
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"count_max": 3,
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//单次伤害血量的百分比
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"HpPercentage":10,
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//角色血量
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"Character1_Hp":0,
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|
||
"Character2_Hp":0,
|
||
|
||
"Character3_Hp":0,
|
||
|
||
//角色血量最大值
|
||
|
||
"Character1_hpmax":0,
|
||
|
||
"Character2_hpmax":0,
|
||
|
||
"Character3_hpmax":0
|
||
|
||
}
|
||
|
||
}
|
||
|