石器野外走动BOSS服务端LUA脚本

石器时代服务端LUa脚本野外走動BOSS例子

function WalkingBoss_Init( _MeIndex )
        --战斗索引全域变数
        iBattle[_MeIndex] = 0;
         --初始位置全域变数
        iX[_MeIndex] = 0;
        iY[_MeIndex] = 0;
        Timer[_MeIndex] = 1;

        --设置踩踏回应事件
        if (Char.SetPostOverEvent(nil, "WalkingBoss_Covered", _MeIndex) < 0) then
                print("WalkingBoss_Covered注册事件失败。");
                return false;
        end

        if (Char.SetPreOverEvent(nil, "WalkingBoss_Covered", _MeIndex) < 0) then
                print("WalkingBoss_Covered注册事件失败。");
                return false;
        end
        --设置对话回应事件
        if (Char.SetTalkedEvent(nil, "WalkingBoss_Talked", _MeIndex) < 0) then
                print("WalkingBoss_Talked注册事件失败。");
                return false;
        end
        --设置回圈事件
        if (Char.SetLoopEvent(nil, "WalkingBoss_Walk", _MeIndex,1000) < 0) then
                print("WalkingBoss_Walk注册事件失败。");
                return false;
        end
        --更新
        NLG.UpChar(_MeIndex);
        return true;
end

function WalkingBoss_Walk( _MeIndex)

        --设置动作为走路
        local walk = 1;
        NLG.SetAction(_MeIndex,walk);
        --随机よ
        local TM_DIR = math.floor(math.random(0, 7));
        --限定范围
        if ( Char.GetData( _MeIndex, %对象_X%) >= iX[_MeIndex]+math.floor(math.random(3, 7))) then
                TM_DIR = 6;
        elseif ( Char.GetData( _MeIndex, %对象_X%) <= iX[_MeIndex]-math.floor(math.random(3, 7))) then
                TM_DIR = 2;
        elseif ( Char.GetData( _MeIndex, %对象_Y%) <= iY[_MeIndex]-math.floor(math.random(3, 7))) then
                TM_DIR = 4;
        elseif ( Char.GetData( _MeIndex, %对象_Y%) >= iY[_MeIndex]+math.floor(math.random(3, 7))) then
                TM_DIR = 0;
        end
        --走路
        if(NLG.WalkMove(_MeIndex,TM_DIR) ~= 0) then
                NLG.WalkMove(_MeIndex,math.floor(math.random(0, 7)));
        end
        --设置よ
        NLG.CharLook(_MeIndex,TM_DIR);
        if Timer[_MeIndex] <= 300 then
                Timer[_MeIndex] = Timer[_MeIndex] + 1;
        else
                local TM_Buff = "[全服通告]" .. Char.GetData(_MeIndex,%对象_原名%) .."在"..TM_MapName[iRdSlMap[_MeIndex]].."作乱,坐标为"..Char.GetData(_MeIndex,%对象_X%)..","..Char.GetData(_MeIndex,%对象_Y%).."。";
                NLG.TalkToCli(-1, TM_Buff, %红色%, 0, -1);
                Timer[_MeIndex] = 1;
        end
        return ;
end

function WalkingBoss_Covered( _MeIndex, _PlayerIndex )
--判断踩中了什么
        if( Char.GetData(_PlayerIndex,%对象_脸%) == 0)then
                return;
        else
                --设置站立动作
                NLG.SetAction(_MeIndex,0);
                NLG.TalkToCli(_PlayerIndex, "呼噜呼噜呼噜噜…………", %黄色%, 0, _MeIndex)

                 --敌人阵列信息
                local TM_EnemyIdAr = iBossList;

                local TMP_level = iBossRs[_MeIndex][1];
                local TMP_slt = iBossRs[_MeIndex][2];

                --保存战斗索引
                iBattle[_MeIndex] = NLG.CreateBattle( _PlayerIndex, _MeIndex, nil, TM_EnemyIdAr[TMP_level][TMP_slt]);

                --设置战斗胜利事件
                Battle.SetWinEvent("data/npc/lua/walkingboss/walkingboss.lua","WalkingBoss_BattleOver",iBattle[_MeIndex]);
                --取消踩踏回应事件
                Char.SetPreOverEvent(nil, nil, _MeIndex);
                Char.SetPostOverEvent(nil, nil, _MeIndex);
                --取消对话回应事件并设置新对话回应事件
                Char.SetTalkedEvent(nil, nil, _MeIndex);
                Char.SetTalkedEvent(nil, "WalkingBoss_Talked2", _MeIndex);
                --取消回圈事件并设置新回圈事件(用作检查战斗是否结束)
                Char.SetLoopEvent(nil, nil, _MeIndex,100);
                Char.SetLoopEvent(nil, "WalkingBoss_Check", _MeIndex,500);
                --更新
                NLG.UpChar(_MeIndex);
        end
        return ;

end

function WalkingBoss_BattleOver( _BattleIndex, _CreateIndex)
        --取消检查战斗是否结束的回圈事件
        Char.SetLoopEvent(nil, nil, _CreateIndex,1000);
        --减少统计只数
        iCounter = iCounter - 1;
        local PlayerIndex = {-1,-1,-1,-1,-1};
        local count = 1;

        local i = 0;

        local TMP_level = iBossRs[_CreateIndex][1];

        local Tmp_Int;
        --获得战斗中的玩家索引
        while (count < 6) do
                PlayerIndex[count] = Battle.GetPlayIndex(_BattleIndex,0,count-1);
                if(PlayerIndex[count] >= 0) then
                randoma=math.floor(math.random(1, 5000))
                randomb=math.floor(math.random(1, 100))
                if(randoma == 3888)then
                iPrizeList[TMP_level]={22624,22624,22624,22624,22624,22624,22624,22624};
                end
                if(randoma == 1666)then
                iPrizeList[TMP_level]={22624,22624,22624,22624,22624,22624,22624,22624};
                end
                if(randomb == 30)then
                iPrizeList[TMP_level]={22624,22624,22624,22624,22624,22624,22624,22624};
                end
                        i = i + 1;
                        Tmp_Int = math.floor(math.random(1,8))
                        if( iPrizeList[TMP_level][Tmp_Int] >= 0) then
                                if(NLG.GiveItem( PlayerIndex[count] , iPrizeList[TMP_level][Tmp_Int]) <= 0)then
                                         NLG.TalkToCli(PlayerIndex[count], "道具栏位不足!", %黄色%, 0, -1);
                                end
                         end
                        NLG.TalkToCli(PlayerIndex[count], "呼噜噜噜噜噜…………(似乎是打输了很不甘愿的样子…)", %黄色%, 0, _CreateIndex);
                else
                        print(NL.GetErrorStr());
                end
                count = count + 1 ;
        end
        --删除NPC
        local Tmp_Buff;
        if( i == 1) then
                Tmp_Buff = "[全服通告]≮勇士≯"..Char.GetData(PlayerIndex[1],%对象_原名%).."打倒了"..Char.GetData(_CreateIndex, %对象_原名%).. ",还有暴走的宠物"..iCounter.."个。";
                NLG.TalkToCli(-1,Tmp_Buff , %绿色%, 0, -1);
        elseif( i == 2) then
                Tmp_Buff = "[全服通告]≮勇士≯"..Char.GetData(PlayerIndex[1],%对象_原名%).."、"..Char.GetData(PlayerIndex[2],%对象_原名%) .."打倒了"..Char.GetData(_CreateIndex, %对象_原名%).. ",还有暴走的宠物"..iCounter.."个。";
                NLG.TalkToCli(-1,Tmp_Buff , %红色%, 0, -1);
        elseif( i == 3) then
                Tmp_Buff = "[全服通告]≮勇士≯"..Char.GetData(PlayerIndex[1],%对象_原名%).."、"..Char.GetData(PlayerIndex[2],%对象_原名%) .."、"..Char.GetData(PlayerIndex[3],%对象_原名%).."打倒了"..Char.GetData(_CreateIndex, %对象_原名%).. ",还有暴走的宠物"..iCounter.."个。";

                 NLG.TalkToCli(-1, Tmp_Buff, %红色%, 0, -1);
        elseif( i == 4) then
                Tmp_Buff = "[全服通告]≮勇士≯"..Char.GetData(PlayerIndex[1],%对象_原名%).."、"..Char.GetData(PlayerIndex[2],%对象_原名%) .."、"..Char.GetData(PlayerIndex[3],%对象_原名%).."、"..Char.GetData(PlayerIndex[4],%对象_原名%).."打倒了"..Char.GetData(_CreateIndex, %对象_原名%).. ",还有暴走的宠物"..iCounter.."个。";
                NLG.TalkToCli(-1, Tmp_Buff, %红色%, 0, -1);
        elseif( i == 5) then
                Tmp_Buff = "[全服通告]≮勇士≯"..Char.GetData(PlayerIndex[1],%对象_原名%).."、"..Char.GetData(PlayerIndex[2],%对象_原名%) .."、"..Char.GetData(PlayerIndex[3],%对象_原名%).."、"..Char.GetData(PlayerIndex[4],%对象_原名%).."、 "..Char.GetData(PlayerIndex[5],%对象_原名%).."打倒了"..Char.GetData(_CreateIndex, %对象_原名%).. ",还有暴走的宠物"..iCounter.."个。";

                NLG.TalkToCli(-1, Tmp_Buff, %红色%, 0, -1);
        end
        NL.DelNpc(_CreateIndex);
        return;
end

function WalkingBoss_Talked( _MeIndex, _PlayerIndex, _Msg, _Color, _Channel)
        --检查玩家是否站在NPC面前
        if(NLG.CheckInFront(_PlayerIndex, _MeIndex, 2) == false) then
                return ;
        end
        --面向玩家
        local i;
        i = Char.GetData(_PlayerIndex, %对象_方向%);
        if i >= 4 then
                i = i - 4;
        else
                i = i + 4;
        end
        Char.SetData(_MeIndex, %对象_方向%,i);
        NLG.UpChar( _MeIndex);

        --设置站立动作
        NLG.SetAction(_MeIndex,0);
        NLG.TalkToCli(_PlayerIndex, "呼噜呼噜噜…………", %黄色%, 0, _MeIndex);

         --敌人阵列信息
        local TM_EnemyIdAr = iBossList;

        local TMP_level = iBossRs[_MeIndex][1];
        local TMP_slt = iBossRs[_MeIndex][2];
        --保存战斗索引
        iBattle[_MeIndex] = NLG.CreateBattle( _PlayerIndex, _MeIndex, nil, TM_EnemyIdAr[TMP_level][TMP_slt]);

        --设置战斗胜利事件
        Battle.SetWinEvent("data/npc/lua/walkingboss/walkingboss.lua","WalkingBoss_BattleOver",iBattle[_MeIndex]);
--取消踩踏回应事件
        Char.SetPreOverEvent(nil, nil, _MeIndex);
        Char.SetPostOverEvent(nil, nil, _MeIndex);
        --取消对话回应事件并设置新对话回应事件
        Char.SetTalkedEvent(nil, nil, _MeIndex);
        Char.SetTalkedEvent(nil, "WalkingBoss_Talked2", _MeIndex);
        --取消回圈事件并设置新回圈事件(用作检查战斗是否结束)
        Char.SetLoopEvent(nil, nil, _MeIndex,100);
        Char.SetLoopEvent(nil, "WalkingBoss_Check", _MeIndex,500);
        --更新
        NLG.UpChar(_MeIndex);
        return;
end

function WalkingBoss_Talked2( _MeIndex, _PlayerIndex, _Msg, _Color, _Channel)
        --检查玩家是否站在NPC面前
        if(NLG.CheckInFront(_PlayerIndex, _MeIndex, 1) == false) then
                return ;
        end
        --正在战斗中的对话事件
        NLG.TalkToCli(_PlayerIndex, "呼噜噜噜~~~!", %黄色%, 0, _MeIndex);
        NLG.TalkToCli(_PlayerIndex, Char.GetData( _PlayerIndex,%对象_原名%) .. ":(似乎已经有人在战斗了,我想我还是去看看有没有其他的宠物在作乱吧。)", _Color, 0);
        return ;
end

function WalkingBoss_Check( _MeIndex)
        --此为检查战斗是否结束的函数
        -- print("ING");
        local PlayerIndex = {-1,-1,-1,-1,-1};
        local count = 1;
        --获取战斗中玩家索引
        while (count < 6) do
                 PlayerIndex[count] = Battle.GetPlayIndex(iBattle[_MeIndex],0,count-1);
                count = count + 1 ;
        end
         --如玩家索引不全为零则战斗尚未结束
        --否则判定战斗结束
        --因为如果战斗胜利
        --战斗胜利事件中取消了此回圈事件
        --所以在此可判定战斗失败
        if(PlayerIndex[1] ~=-1 or PlayerIndex[2] ~=-1 or PlayerIndex[3] ~=-1 or PlayerIndex[4] ~=-1 or PlayerIndex[5] ~=-1) then
                   --战斗中
                return;
        else
                --战斗失败重设踩踏回应事件
                Char.SetPreOverEvent(nil, nil, _MeIndex);
                Char.SetPreOverEvent(nil, "WalkingBoss_Covered", _MeIndex);
                Char.SetPostOverEvent(nil, nil, _MeIndex);
                Char.SetPostOverEvent(nil, "WalkingBoss_Covered", _MeIndex);
                --战斗失败重设对话回应事件
                Char.SetTalkedEvent(nil, nil, _MeIndex);
                Char.SetTalkedEvent(nil, "WalkingBoss_Talked", _MeIndex);
                --战斗失败重设回圈事件
                Char.SetLoopEvent(nil, nil, _MeIndex,1500);
                Char.SetLoopEvent(nil, "WalkingBoss_Walk", _MeIndex,1000);
                --更新
                NLG.UpChar(_MeIndex);
                return;
        end
end


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