-
Notifications
You must be signed in to change notification settings - Fork 0
/
10404.xml
273 lines (272 loc) · 9.46 KB
/
10404.xml
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
<?xml version="1.0" encoding="gb2312"?>
<Module>
<BaseModule id="10404" name="盾击" element="6" type="ModuType_Skill_Active" usetype="1" addsub="Sub" sriptparam="scripts/skills/init.script" attack="1" target="1">
<!--常量条件-->
<CommonTemplate id="1">
<Expression id="1" filename="scripts/skills/skill_to_monster.script">
</Expression>
<Expression id="2" filename="scripts/skills/skill_to_person.script">
</Expression>
<Expression id="3" filename="scripts/skills/deductenergy.script">
</Expression>
<!--判断最大距离-->
<Condition type="Distance" id="2">
<Check cmpfun="LessEqual" value="2"/>
</Condition>
<!--判断最小距离-->
<Condition type="Distance" id="1">
<Check cmpfun="GreaterEqual" value="1"/>
</Condition>
<!--判断目标是否可攻击-->
<Condition type="ValidObject" id="3">
<Check type="Player_Type">
<!--玩家检查值value可选
SelfPlayer_Type 表示本人
EnemyPlayer_Type 表示敌国玩家
NormalPlayer_Type 表示本国普通玩家
RedPlayer_Type 表示本国红名玩家
PurplePlayer_Type 表示本国紫名玩家
TeamPlayer_Type 表示队友
TongPlayer_Tyep 表示帮会成员-->
<Object value="EnemyPlayer_Type"/>
<Object value="NormalPlayer_Type"/>
<Object value="RedPlayer_Type"/>
<Object value="PurplePlayer_Type"/>
</Check>
</Condition>
<Condition type="ValidObject" id="4">
<!--怪物检查值value可选
Monster_Type 表示普通怪物
Npc_Type 表示NPC
Guard_Type 表示门卫
SMonster_Type 表示特殊怪物-->
<Check type="Monster_Type">
<Object value="Monster_Type"/>
<Object value="Guard_Type"/>
<Object value="Npc_Type"/>
</Check>
</Condition>
<Condition type="Timer" id="10">
<Check flag="1"/>
</Condition>
<Condition type="Event" id="6">
<Check eventtype="ET_ExitGame" flag="2"/>
</Condition>
<Condition type="Good" id="11">
<Check object="self" place="2" pos="16" goodtype="9" cmpfun="Equal" value="1"/>
</Condition>
<Condition type="Script" id="5">
<Check value="scripts/skills/pksub.script"/>
</Condition>
<Condition type="Script" id="50">
<Check value="scripts/skills/skill_dot_formonster_jiyun.script"/>
</Condition>
<Condition type="Script" id="51">
<Check value="scripts/skills/skill_dot_forperson_jiyun.script"/>
</Condition>
<Condition type="Script" id="52">
<Check value="scripts/skills/resultjudge.script"/>
</Condition>
<Condition type="BaseProperty" id="99">
<Check object="self" name="Occu" cmpfun="Equal" value="4"/>
</Condition>
<Condition type="BaseProperty" id="97">
<Check object="self" name="Occu" cmpfun="Equal" value="10"/>
</Condition>
<Condition type="BaseProperty" id="96">
<Check object="self" name="Occu" cmpfun="Equal" value="11"/>
</Condition>
<ConditionGroup id="99" mode="Mode_Or">
<ConditionID value="99"/>
<ConditionID value="97"/>
<ConditionID value="96"/>
</ConditionGroup>
<ConditionGroup id="1">
<ConditionID value="1"/>
<ConditionID value="2"/>
</ConditionGroup>
<ConditionGroup id="2" mode="Mode_Or">
<ConditionID value="3"/>
<ConditionID value="4"/>
</ConditionGroup>
<ConditionGroup id="3">
<ConditionID value="11"/>
</ConditionGroup>
<ConditionGroup id="5">
<ConditionID value="3"/>
</ConditionGroup>
<ConditionGroup id="6">
<ConditionID value="4"/>
</ConditionGroup>
<ConditionGroup id="7">
<ConditionID value="5"/>
</ConditionGroup>
<ConditionGroup id="50">
<ConditionID value="50"/>
<ConditionID value="52"/>
</ConditionGroup>
<ConditionGroup id="51">
<ConditionID value="51"/>
<ConditionID value="52"/>
</ConditionGroup>
<ConditionGroup id="8">
<ConditionID value="9"/>
</ConditionGroup>
<!--作用对象目标-->
<OperatObjects type="point" id="1" position="ePos_Dest"/>
<!--作用对象自已-->
<OperatObjects type="point" id="2" position="ePos_Self"/>
</CommonTemplate>
<!--变量条件及条件组-->
<CommonTemplate id="2">
<Condition type="BaseProperty" id="9">
<Check object="self" name="Mp" cmpfun="GreaterEqual" valuename="CostMp"/>
</Condition>
</CommonTemplate>
<ComTemplate id="1"/>
<Template id="2">
<StaticParam cooldown="15000" minatkdis="1" maxatkdis="1" consmpname="CostMp" scriptparamname="ScriptParam"/>
<ComTemplate id="2"/>
<!--阶段-->
<CProcedure name="Fire">
<!--准备-->
<Step name="Begin">
<Do operobjid="1">
<!--可否攻击判断-->
<CondiGroup id="7" trueret="MR_Continue" falseret="MR_Modu_End">
<False>
<SendMsg type="SMT_ProcFail" range="MsgRange_Single" value="5"/>
</False>
</CondiGroup>
<CondiGroup id="2" trueret="MR_Continue" falseret="MR_Modu_End">
<False>
<SendMsg type="SMT_ProcFail" range="MsgRange_Single" value="5"/>
</False>
</CondiGroup>
<!--距离判断-->
<CondiGroup id="1" trueret="MR_Continue" falseret="MR_Modu_End">
<False>
<SendMsg type="SMT_ProcFail" range="MsgRange_Single" value="6"/>
</False>
</CondiGroup>
<!--装备类型判断-->
<CondiGroup trueret="MR_Continue">
<True>
<DestObjsChange object="Obj_Dest" type="OP_Dest_Obj_Add"/>
<DirecChange object="Obj_Self" direction="Dir_Dest"/>
</True>
</CondiGroup>
</Do>
<Do operobjid="2">
<CondiGroup id="3" trueret="MR_Continue" falseret="MR_Modu_End">
<False>
<SendMsg type="SMT_ProcFail" range="MsgRange_Single" value="9"/>
</False>
</CondiGroup>
<CondiGroup id="99" trueret="MR_Continue" falseret="MR_Modu_End">
<False>
<SendMsg type="SMT_ProcFail" range="MsgRange_Single" value="7"/>
</False>
</CondiGroup>
<CondiGroup id="8" trueret="MR_Continue" falseret="MR_Modu_End">
<False>
<SendMsg type="SMT_ProcFail" range="MsgRange_Single" value="2"/>
</False>
</CondiGroup>
<CondiGroup trueret="MR_Continue">
<True>
<RegisterEvent flag="2" name="ET_ExitGame"/>
<CooldownChange object="Obj_Self" type="OP_TS_Self" value="15000"/>
<CooldownChange object="Obj_Self" type="OP_TS_Act" value="800"/>
<RegisterTimer object="Obj_Self" flag="1" future="500" intel="0" count="0"/>
<SendMsg object="Obj_Self" type="SMT_ProcBegin" range="MsgRange_Around"/>
</True>
</CondiGroup>
</Do>
<!--条件检测-->
</Step>
<Step name="Event">
<Do operobjid="2">
<CondiGroup id="3" trueret="MR_Modu_End" falseret="MR_Continue">
<True>
<UnRegisterEvent flag="2"/>
</True>
</CondiGroup>
</Do>
</Step>
<Step name="TimeOut">
<!--条件检测-->
<Do operobjid="1">
<CondiGroup id="5" trueret="MR_Continue" falseret="MR_Continue">
<True>
<Script>
<ExpressionID value="2"/>
</Script>
<CondiGroup id="51" trueret="MR_Continue" falseret="MR_Continue">
<True>
<BuffChange object="Obj_Dest" bufid="2102" buflvlname="Bufflv" operator="Add"/>
</True>
</CondiGroup>
</True>
</CondiGroup>
<CondiGroup id="6" trueret="MR_Continue" falseret="MR_Continue">
<True>
<Script>
<ExpressionID value="1"/>
</Script>
<CondiGroup id="50" trueret="MR_Continue" falseret="MR_Continue">
<True>
<BuffChange object="Obj_Dest" bufid="2192" buflvlname="Bufflv" operator="Add"/>
</True>
</CondiGroup>
</True>
</CondiGroup>
<CondiGroup id="7" trueret="MR_Continue" falseret="MR_Modu_End">
<True>
<DamageChange object="Obj_Dest" operator="Add" type="DAMAGE_TYPE_HP" valuesname="$DamageHp"/>
<DoDamage damageresvaluesname="$DamResult" blastvaluesname="$BlastResult"/>
</True>
</CondiGroup>
</Do>
<Do operobjid="2">
<CondiGroup trueret="MR_Modu_End">
<True>
<Script>
<ExpressionID value="3"/>
</Script>
<ObjectPropertyChange object="Obj_Self" name="Mp" operator="Sub" valuename="CostMp"/>
<ObjectPropertyChange object="Obj_Self" operator="Update"/>
<UnRegisterTimer flag="1"/>
</True>
</CondiGroup>
</Do>
</Step>
</CProcedure>
</Template>
<Level value="1" tempid="2">
<Variablelist name="CostMp" value="109"/>
<Variablelist name="ScriptParam" value="0,66,0,0,0,0,3000,0"/>
<Variablelist name="Bufflv" value="4"/>
</Level>
<Level value="2" tempid="2">
<Variablelist name="CostMp" value="144"/>
<Variablelist name="ScriptParam" value="0,80,0,0,0,0,3280,0"/>
<Variablelist name="Bufflv" value="4"/>
</Level>
<Level value="3" tempid="2">
<Variablelist name="CostMp" value="181"/>
<Variablelist name="ScriptParam" value="0,94,0,0,0,0,3560,0"/>
<Variablelist name="Bufflv" value="4"/>
</Level>
<Level value="4" tempid="2">
<Variablelist name="CostMp" value="217"/>
<Variablelist name="ScriptParam" value="0,108,0,0,0,0,3840,0"/>
<Variablelist name="Bufflv" value="4"/>
</Level>
<Level value="5" tempid="2">
<Variablelist name="CostMp" value="253"/>
<Variablelist name="ScriptParam" value="0,122,0,0,0,0,4120,0"/>
<Variablelist name="Bufflv" value="4"/>
</Level>
</BaseModule>
</Module>