Grasscutter_Resources/Resources/Scripts/Scene/5/scene5_group155008100.lua
2022-04-29 16:40:51 +02:00

330 lines
6.5 KiB
Lua

local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1, L7_1, L8_1, L9_1, L10_1, L11_1, L12_1
L0_1 = {}
L0_1.group_id = 155008100
L1_1 = {}
L1_1.group_ID = 155008100
L1_1.gadget_sealday = 100001
L1_1.gadget_sealnight = 100002
L1_1.totalcount = 4
L1_1.gadget_chest = 100014
L2_1 = {}
L3_1 = {}
L4_1 = {}
L5_1 = {}
L6_1 = L1_1.gadget_sealday
L5_1[1] = L6_1
L6_1 = {}
L7_1 = L1_1.gadget_sealnight
L6_1[1] = L7_1
L7_1 = {}
function L8_1(A0_2)
local L1_2, L2_2, L3_2, L4_2
L1_2 = ScriptLib
L1_2 = L1_2.SetGroupVariableValue
L2_2 = A0_2
L3_2 = "is_daynight_finish"
L4_2 = 1
L1_2(L2_2, L3_2, L4_2)
end
L7_1["0"] = L8_1
function L8_1(A0_2)
local L1_2, L2_2, L3_2, L4_2
L1_2 = ScriptLib
L1_2 = L1_2.SetGroupVariableValue
L2_2 = A0_2
L3_2 = "is_daynight_finish"
L4_2 = 0
L1_2(L2_2, L3_2, L4_2)
L1_2 = ScriptLib
L1_2 = L1_2.AddExtraGroupSuite
L2_2 = A0_2
L3_2 = L1_1.group_ID
L4_2 = 2
L1_2(L2_2, L3_2, L4_2)
end
L7_1["1"] = L8_1
function L8_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2
L1_2 = ScriptLib
L1_2 = L1_2.SetGroupVariableValue
L2_2 = A0_2
L3_2 = "is_daynight_finish"
L4_2 = 1
L1_2(L2_2, L3_2, L4_2)
L1_2 = ScriptLib
L1_2 = L1_2.AddExtraGroupSuite
L2_2 = A0_2
L3_2 = L1_1.group_ID
L4_2 = 3
L1_2(L2_2, L3_2, L4_2)
L1_2 = ScriptLib
L1_2 = L1_2.SetGroupGadgetStateByConfigId
L2_2 = A0_2
L3_2 = L1_1.group_ID
L4_2 = L1_1.gadget_chest
L5_2 = 0
L1_2(L2_2, L3_2, L4_2, L5_2)
L1_2 = ScriptLib
L1_2 = L1_2.SetGroupGadgetStateByConfigId
L2_2 = A0_2
L3_2 = L1_1.group_ID
L4_2 = L1_1.gadget_sealday
L5_2 = 202
L1_2(L2_2, L3_2, L4_2, L5_2)
L1_2 = ScriptLib
L1_2 = L1_2.SetGroupGadgetStateByConfigId
L2_2 = A0_2
L3_2 = L1_1.group_ID
L4_2 = L1_1.gadget_sealnight
L5_2 = 202
L1_2(L2_2, L3_2, L4_2, L5_2)
end
L7_1["2"] = L8_1
function L8_1(A0_2)
local L1_2, L2_2, L3_2
L1_2 = ScriptLib
L1_2 = L1_2.GetGroupVariableValue
L2_2 = A0_2
L3_2 = "gameplayState"
L1_2 = L1_2(L2_2, L3_2)
L2_2 = tostring
L3_2 = L1_2
L2_2 = L2_2(L3_2)
L2_2 = L7_1[L2_2]
L3_2 = A0_2
L2_2(L3_2)
end
UpdateGamePlayState = L8_1
L8_1 = {}
monsters = L8_1
L8_1 = {}
npcs = L8_1
L8_1 = {}
L9_1 = {}
L9_1.config_id = 100001
L9_1.gadget_id = 70360314
L10_1 = {}
L10_1.x = -137.939
L10_1.y = 214.825
L10_1.z = 430.71
L9_1.pos = L10_1
L10_1 = {}
L10_1.x = 0.0
L10_1.y = 337.776
L10_1.z = 0.0
L9_1.rot = L10_1
L9_1.level = 36
L9_1.area_id = 200
L10_1 = {}
L10_1.config_id = 100002
L10_1.gadget_id = 70360315
L11_1 = {}
L11_1.x = -137.939
L11_1.y = 204.828
L11_1.z = 430.71
L10_1.pos = L11_1
L11_1 = {}
L11_1.x = 359.244
L11_1.y = 337.766
L11_1.z = 1.58
L10_1.rot = L11_1
L10_1.level = 36
L10_1.area_id = 200
L11_1 = {}
L11_1.config_id = 100014
L11_1.gadget_id = 70211122
L12_1 = {}
L12_1.x = -137.436
L12_1.y = 204.806
L12_1.z = 430.043
L11_1.pos = L12_1
L12_1 = {}
L12_1.x = 0.566
L12_1.y = 293.373
L12_1.z = 1.658
L11_1.rot = L12_1
L11_1.level = 16
L11_1.drop_tag = "\232\167\163\232\176\156\233\171\152\231\186\167\231\168\187\229\166\187"
L12_1 = GadgetState
L12_1 = L12_1.ChestLocked
L11_1.state = L12_1
L11_1.isOneoff = true
L11_1.persistent = true
L12_1 = {}
L12_1.name = "chest"
L12_1.exp = 1
L11_1.explore = L12_1
L11_1.area_id = 200
L8_1[1] = L9_1
L8_1[2] = L10_1
L8_1[3] = L11_1
gadgets = L8_1
L8_1 = {}
regions = L8_1
L8_1 = {}
L9_1 = {}
L9_1.config_id = 1100003
L9_1.name = "GROUP_LOAD_100003"
L10_1 = EventType
L10_1 = L10_1.EVENT_GROUP_LOAD
L9_1.event = L10_1
L9_1.source = ""
L9_1.condition = ""
L9_1.action = "action_EVENT_GROUP_LOAD_100003"
L9_1.trigger_count = 0
L10_1 = {}
L10_1.config_id = 1100004
L10_1.name = "VARIABLE_CHANGE_100004"
L11_1 = EventType
L11_1 = L11_1.EVENT_VARIABLE_CHANGE
L10_1.event = L11_1
L10_1.source = "gameplayState"
L10_1.condition = ""
L10_1.action = "action_EVENT_VARIABLE_CHANGE_100004"
L10_1.trigger_count = 0
L11_1 = {}
L11_1.config_id = 1100013
L11_1.name = "VARIABLE_CHANGE_100013"
L12_1 = EventType
L12_1 = L12_1.EVENT_VARIABLE_CHANGE
L11_1.event = L12_1
L11_1.source = "activecount"
L11_1.condition = "condition_EVENT_VARIABLE_CHANGE_100013"
L11_1.action = "action_EVENT_VARIABLE_CHANGE_100013"
L11_1.trigger_count = 0
L8_1[1] = L9_1
L8_1[2] = L10_1
L8_1[3] = L11_1
triggers = L8_1
L8_1 = {}
L9_1 = {}
L9_1.configId = 1
L9_1.name = "gameplayState"
L9_1.value = 1
L9_1.no_refresh = true
L10_1 = {}
L10_1.configId = 2
L10_1.name = "activecount"
L10_1.value = 0
L10_1.no_refresh = true
L8_1[1] = L9_1
L8_1[2] = L10_1
variables = L8_1
L8_1 = {}
L8_1.suite = 1
L8_1.end_suite = 0
L8_1.rand_suite = false
init_config = L8_1
L8_1 = {}
L9_1 = {}
L10_1 = {}
L9_1.monsters = L10_1
L10_1 = {}
L11_1 = 100014
L10_1[1] = L11_1
L9_1.gadgets = L10_1
L10_1 = {}
L9_1.regions = L10_1
L10_1 = {}
L11_1 = "GROUP_LOAD_100003"
L12_1 = "VARIABLE_CHANGE_100004"
L10_1[1] = L11_1
L10_1[2] = L12_1
L9_1.triggers = L10_1
L9_1.rand_weight = 100
L10_1 = {}
L11_1 = {}
L10_1.monsters = L11_1
L11_1 = {}
L10_1.gadgets = L11_1
L11_1 = {}
L10_1.regions = L11_1
L11_1 = {}
L12_1 = "VARIABLE_CHANGE_100013"
L11_1[1] = L12_1
L10_1.triggers = L11_1
L10_1.rand_weight = 100
L11_1 = {}
L12_1 = {}
L11_1.monsters = L12_1
L12_1 = {}
L11_1.gadgets = L12_1
L12_1 = {}
L11_1.regions = L12_1
L12_1 = {}
L11_1.triggers = L12_1
L11_1.rand_weight = 100
L8_1[1] = L9_1
L8_1[2] = L10_1
L8_1[3] = L11_1
suites = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2
L2_2 = UpdateGamePlayState
L3_2 = A0_2
L2_2(L3_2)
L2_2 = 0
return L2_2
end
action_EVENT_GROUP_LOAD_100003 = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2
L2_2 = A1_2.param1
L3_2 = A1_2.param2
if L2_2 == L3_2 then
L2_2 = -1
return L2_2
end
L2_2 = UpdateGamePlayState
L3_2 = A0_2
L2_2(L3_2)
L2_2 = 0
return L2_2
end
action_EVENT_VARIABLE_CHANGE_100004 = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A1_2.param1
L3_2 = A1_2.param2
if L2_2 == L3_2 then
L2_2 = false
return L2_2
end
L2_2 = ScriptLib
L2_2 = L2_2.GetGroupVariableValue
L3_2 = A0_2
L4_2 = "activecount"
L2_2 = L2_2(L3_2, L4_2)
if L2_2 ~= 4 then
L2_2 = false
return L2_2
end
L2_2 = true
return L2_2
end
condition_EVENT_VARIABLE_CHANGE_100013 = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2
L2_2 = ScriptLib
L2_2 = L2_2.SetGroupVariableValue
L3_2 = A0_2
L4_2 = "gameplayState"
L5_2 = 2
L2_2 = L2_2(L3_2, L4_2, L5_2)
if 0 ~= L2_2 then
L2_2 = ScriptLib
L2_2 = L2_2.PrintContextLog
L3_2 = A0_2
L4_2 = "@@ LUA_WARNING : set_groupVariable"
L2_2(L3_2, L4_2)
L2_2 = -1
return L2_2
end
L2_2 = 0
return L2_2
end
action_EVENT_VARIABLE_CHANGE_100013 = L8_1
L8_1 = require
L9_1 = "V2_4/EnvState"
L8_1(L9_1)