修改沙巴克攻城:影之道开放时间改为21:30-21:50,取消非攻城时间传送限制
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1 changed files with 104 additions and 109 deletions
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@ -11,94 +11,94 @@ end
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---============================================================
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--- 配置区
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--- 配置区
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---============================================================
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local Cfg = {}
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Cfg.palaceMapId = "0150" -- 皇宫地图ID
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Cfg.shadowMapId = "d701" -- 影之道地图ID
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-- 首沙奖励
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Cfg.palaceMapId = "0150" -- 皇宫地图ID
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Cfg.shadowMapId = "d701" -- 影之道地图ID
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-- 首沙奖励
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Cfg.firstWarYuanbao = {
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yuanbao = 10000,
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gold = 100000000,
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}
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-- 平时奖励
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-- 平时奖励
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Cfg.normalGold = 50000000 -- 5000w
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-- 分布奖励
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-- 分布奖励
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Cfg.reward = {}
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Cfg.reward[0] = 0
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Cfg.reward[1] = 90
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Cfg.reward[2] = 10
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Cfg._Player = {} -- 玩家数据
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Cfg._Player = {} -- 玩家数据
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-- 参与条件
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Cfg.minRelevel = 3 -- 最低转生
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Cfg.minMinutes = 15 -- 最少在场分钟
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-- 参与条件
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Cfg.minRelevel = 3 -- 最低转生
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Cfg.minMinutes = 15 -- 最少在场分钟
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-- 皇宫传送点(4个随机点)
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-- 皇宫传送点(4个随机点)
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Cfg.palacePoints = {
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{ x = 7, y = 17 }, -- 皇宫传送点(1个随机点)
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{ x = 11, y = 21 }, -- 皇宫传送点(4个随机点)
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{ x = 18, y = 13 }, -- 皇宫传送点(4个随机点)
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{ x = 12, y = 10 }, -- 皇宫传送点(4个随机点)
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{ x = 7, y = 17 }, -- 皇宫传送点(1个随机点)
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{ x = 11, y = 21 }, -- 皇宫传送点(4个随机点)
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{ x = 18, y = 13 }, -- 皇宫传送点(4个随机点)
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{ x = 12, y = 10 }, -- 皇宫传送点(4个随机点)
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}
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-- 沙区域传送点
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-- 沙区域传送点
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Cfg.MovePoints = {
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{ mapId = "3", x = 644, y = 290 }, -- 复活点
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{ mapId = "3", x = 675, y = 340 }, -- 沙大门
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{ mapId = "3", x = 635, y = 315 }, -- 武器店
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{ mapId = "3", x = 670, y = 282 }, -- 衣服店
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{ mapId = Cfg.shadowMapId, x = 34, y = 125 }, -- 影之道
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{ mapId = "3", x = 644, y = 290 }, -- 复活点
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{ mapId = "3", x = 675, y = 340 }, -- 沙大门
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{ mapId = "3", x = 635, y = 315 }, -- 武器店
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{ mapId = "3", x = 670, y = 282 }, -- 衣服店
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{ mapId = Cfg.shadowMapId, x = 34, y = 125 }, -- 影之道
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}
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-- 攻城日配置(周几可以攻沙,0=周日,1=周一...6=周六)
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Cfg.warDays = { [3] = true, [6] = true } -- 周三、周六
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-- 攻城日配置(周几可以攻沙,0=周日,1=周一...6=周六)
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Cfg.warDays = { [3] = true, [6] = true } -- 周三、周六
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-- 攻城时间(每天执行,回调内判断星期)
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-- 攻城时间(每天执行,回调内判断星期)
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Cfg.scheduleTime = {
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notice15 = "15:00:00", -- 15点提前公告
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notice19 = "19:00:00", -- 19点提前公告
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notice15 = "15:00:00", -- 15点提前公告
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notice19 = "19:00:00", -- 19点提前公告
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warStart = "20:55:00",
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settle = "22:05:00", -- 22点5分结算奖励
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settle = "22:05:00", -- 22点5分结算奖励
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}
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ShabaKeOBJ.cfg = Cfg
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---============================================================
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--- 计划任务注册(插入全局表,由系统任务.lua统一注册)
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--- 计划任务注册(插入全局表,由系统任务.lua统一注册)
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---============================================================
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ShabaKeOBJ.Scheduled = {
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[200] = {
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name = "沙巴克15点预告",
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name = "沙巴克15点预告",
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time = Cfg.scheduleTime.notice15,
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itype = 1,
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func = "SBK_onNotice15",
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param = nil,
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},
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[201] = {
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name = "沙巴克19点预告",
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name = "沙巴克19点预告",
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time = Cfg.scheduleTime.notice19,
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itype = 1,
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func = "SBK_onNotice19",
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param = nil,
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},
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[202] = {
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name = "沙巴克攻城开始",
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name = "沙巴克攻城开始",
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time = Cfg.scheduleTime.warStart,
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itype = 1, --* 每天执行,回调内判断星期
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itype = 1, --* 每天执行,回调内判断星期
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func = "SBK_onWarStart",
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param = nil,
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},
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[203] = {
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name = "沙巴克活动结算",
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name = "沙巴克活动结算",
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time = Cfg.scheduleTime.settle,
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itype = 1,
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func = "SBK_onSettle",
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@ -106,38 +106,38 @@ ShabaKeOBJ.Scheduled = {
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},
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}
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---* 插入全局计划任务表
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---* 插入全局计划任务表
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for i, v in pairs(ShabaKeOBJ.Scheduled or {}) do
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table.insert(RebotOBJ.Scheduled, v)
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end
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---* 允许前端调用的函数
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---* 允许前端调用的函数
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ShabaKeOBJ.allowFunc = { "move" }
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---* 全服公告
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---* 全服公告
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local function SBK_announce(msg)
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sendmsg(-1, 2, string.format('{"Msg":"%s","FColor":251,"BColor":0,"Type":5,"Y":30}', msg))
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end
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---* 判断今天是否为攻沙日(合区首沙当天强制为攻沙日)
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---* 判断今天是否为攻沙日(合区首沙当天强制为攻沙日)
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local function SBK_isTodayWarDay()
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if (Sys.getint(VarCfg.Global.int.hf) > Sys.getint(VarCfg.Global.int.CastleNum)) then
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return true
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end
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-- 正常判断星期几(os.date "*t" 中 wday: 1=周日,2=周一...7=周六)
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-- 正常判断星期几(os.date "*t" 中 wday: 1=周日,2=周一...7=周六)
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local wday = os.date("*t").wday
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-- 转换为 0=周日,1=周一...6=周六 与配置对齐
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-- 转换为 0=周日,1=周一...6=周六 与配置对齐
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local dayIndex = wday - 1
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return Cfg.warDays[dayIndex] == true
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end
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---* 判断是否首沙
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---* 判断是否首沙
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local function SBK_checkFirstWar()
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local flag = Sys.getint(VarCfg.Global.int.CastleNum) or 0
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return flag == 0
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@ -145,15 +145,15 @@ end
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---============================================================
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--- 运行时状态
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--- 运行时状态
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---============================================================
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local SBK = {}
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SBK._state = function()
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return castleinfo(5)
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end --- 攻沙运行状态
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end --- 攻沙运行状态
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SBK._isFirstWar = function()
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return SBK_checkFirstWar()
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end -- 是否首沙
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end -- 是否首沙
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SBK._doorOpen = function()
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if not SBK._state then
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return true
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@ -164,7 +164,7 @@ SBK._doorOpen = function()
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return false
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end
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return true
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end -- 城门状态
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end -- 城门状态
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SBK._shadowOpen = function()
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if not SBK._state then
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@ -172,26 +172,30 @@ SBK._shadowOpen = function()
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end
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local t = os.date("*t")
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if t.hour > 21 or (t.hour == 21 and t.min >= 40) then
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return false
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-- 影之道开放时间:21:30-21:50
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if t.hour < 21 or (t.hour == 21 and t.min < 30) then
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return false -- 21:30前关闭
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end
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return true
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end -- 影之道状态
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if t.hour > 21 or (t.hour == 21 and t.min >= 50) then
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return false -- 21:50后关闭
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end
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return true -- 21:30-21:50之间开启
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end -- 影之道状态
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SBK._castlemaster = function()
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return castleinfo(3)
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end -- 沙会长
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end -- 沙会长
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SBK._castleName = function()
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return castleinfo(2)
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end -- 沙城行会名
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end -- 沙城行会名
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ShabaKeOBJ.SBK = SBK
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-- 基类_主窗体
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-- 基类_主窗体
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function ShabaKeOBJ:main(actor, ...)
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local info = { ... }
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local data = {}
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@ -206,37 +210,37 @@ end
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---============================================================
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--- 计划任务回调(全局函数,由引擎调用)
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--- 计划任务回调(全局函数,由引擎调用)
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---============================================================
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---* 15:00 提前公告
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---* 15:00 提前公告
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function SBK_onNotice15()
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if not SBK_isTodayWarDay() then return end
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SBK_announce("[沙巴克]今晚21:00将开启攻城战,请各行会做好准备!")
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SBK_announce("[沙巴克]今晚21:00将开启攻城战,请各行会做好准备!")
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end
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---* 19:00 提前公告
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---* 19:00 提前公告
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function SBK_onNotice19()
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if not SBK_isTodayWarDay() then return end
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SBK_announce("[沙巴克]攻城战将于21:00点开启,请各行会整装待发!")
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SBK_announce("[沙巴克]攻城战将于21:00点开启,请各行会整装待发!")
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end
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---* 21:00 攻城开始
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---* 21:00 攻城开始
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function SBK_onWarStart()
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-- 判断今天是否攻沙日
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-- 判断今天是否攻沙日
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if not SBK_isTodayWarDay() then return end
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repaircastle()
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addattacksabukall()
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-- 全服公告
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-- 全服公告
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if SBK._isFirstWar() then
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SBK_announce("[沙巴克]首次攻城战正式打响!皇宫大门已开启!")
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SBK_announce("[沙巴克]首次攻城战正式打响!皇宫大门已开启!")
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else
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SBK_announce("[沙巴克]攻城战正式打响!皇宫大门已开启!")
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SBK_announce("[沙巴克]攻城战正式打响!皇宫大门已开启!")
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end
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end
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---* 22:00 结算
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---* 22:00 结算
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function SBK_onSettle()
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Cfg._Player = {}
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@ -246,20 +250,20 @@ function SBK_onSettle()
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local _guild = getbaseinfo(actor, ConstCfg.gbase.guild)
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if _guild ~= "" then
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local _time = Player.getTLint(actor, VarCfg.Player.TL.int["攻城区域计秒"])
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local _time = Player.getTLint(actor, VarCfg.Player.TL.int["攻城区域计秒"])
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if _time >= Cfg.minMinutes * 60 then
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local _relevel = getbaseinfo(actor, ConstCfg.gbase.renew_level) or 0
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if _relevel >= Cfg.minRelevel then
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local _Identity = castleidentity(actor)
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Cfg._Player[_Identity] = Cfg._Player[_Identity] or {}
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table.insert(Cfg._Player[_Identity], actor)
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-- Player.setTLint(actor, VarCfg.Player.TL.int["攻城区域计秒"], 0)
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-- Player.setTLint(actor, VarCfg.Player.TL.int["攻城区域计秒"], 0)
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end
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end
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end
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end
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-- 确定是否为首次沙巴克攻城
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-- 确定是否为首次沙巴克攻城
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local isFirstWar = SBK._isFirstWar()
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local totalGold = 0
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local totalYuanbao = 0
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@ -267,47 +271,47 @@ function SBK_onSettle()
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if isFirstWar then
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totalYuanbao = Cfg.firstWarYuanbao.yuanbao
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totalGold = Cfg.firstWarYuanbao.gold
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warLabel = "首次"
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warLabel = "首次"
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else
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totalGold = Cfg.normalGold
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end
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local mailId = 1001 -- 沙巴克攻城奖励邮件ID
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local mailId = 1001 -- 沙巴克攻城奖励邮件ID
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for _Identity, _player_list in pairs(Cfg._Player or {}) do
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local ratio = Cfg.reward[_Identity] or 0
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if ratio > 0 and #_player_list > 0 then
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-- 按比例计算该身份组每人分得奖励
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-- 按比例计算该身份组每人分得奖励
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local perGold = math.floor(totalGold * ratio / 100 / #_player_list)
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local perYuanbao = 0
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if isFirstWar then
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perYuanbao = math.floor(totalYuanbao * ratio / 100 / #_player_list)
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end
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local identityName = _Identity == 0 and "失败方" or (_Identity == 1 and "胜利方" or "沙城老大")
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local identityName = _Identity == 0 and "失败方" or (_Identity == 1 and "胜利方" or "沙城老大")
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for _, actor in ipairs(_player_list) do
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local name = getbaseinfo(actor, ConstCfg.gbase.name)
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if name and name ~= "" then
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-- 构建邮件附件内容: 物品名#数量#绑定标记
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-- 构建邮件附件内容: 物品名#数量#绑定标记
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local rewards = ""
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if isFirstWar and perYuanbao > 0 then
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rewards = "绑定元宝#" .. perYuanbao .. "#0"
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rewards = "绑定元宝#" .. perYuanbao .. "#0"
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end
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if perGold > 0 then
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if rewards ~= "" then
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rewards = rewards .. "&"
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end
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rewards = rewards .. "绑定金币#" .. perGold .. "#0"
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rewards = rewards .. "绑定金币#" .. perGold .. "#0"
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end
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if rewards ~= "" then
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local title = "沙巴克攻城奖励"
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local title = "沙巴克攻城奖励"
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local memo
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if _Identity == 0 then
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memo = string.format("您在%s沙巴克攻城战中作为%s参与,获得以下参与奖励!", warLabel, identityName)
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memo = string.format("您在%s沙巴克攻城战中作为%s参与,获得以下参与奖励!", warLabel, identityName)
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else
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memo = string.format("恭喜您在%s沙巴克攻城战中作为%s获得以下奖励!", warLabel, identityName)
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memo = string.format("恭喜您在%s沙巴克攻城战中作为%s获得以下奖励!", warLabel, identityName)
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end
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sendmail("#" .. name, mailId, title, memo, rewards)
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end
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@ -317,14 +321,14 @@ function SBK_onSettle()
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end
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end
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---* 皇宫门及侧门关闭,进入连接点出发
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---* 皇宫门及侧门关闭,进入连接点出发
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function ShabaKeOBJ.onbeforeroute(actor, mapId, x, y, info)
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if not SBK._state() then
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return
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end
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if not SBK._doorOpen() and mapId == Cfg.palaceMapId then
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Func.sendmsg9(actor, "[沙巴克]:#70|皇宫已关闭,禁止进入!")
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Func.sendmsg9(actor, "[沙巴克]:#70|皇宫已关闭,禁止进入!")
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info.bool = false
|
||||
end
|
||||
end
|
||||
|
|
@ -335,26 +339,22 @@ GameEvent.add(EventCfg.onbeforeroute, ShabaKeOBJ.onbeforeroute, ShabaKeOBJ)
|
|||
|
||||
|
||||
---============================================================
|
||||
--- 影之道传送入口
|
||||
--- 影之道传送入口
|
||||
---============================================================
|
||||
function ShabaKeOBJ:shadowTransfer(actor)
|
||||
if not SBK._state() then
|
||||
Func.sendmsg9(actor, "[沙巴克]:#70|当前非攻城时间!")
|
||||
return
|
||||
end
|
||||
|
||||
-- 取消非攻城时间限制,只检查影之道开放时间
|
||||
if not SBK._shadowOpen() then
|
||||
Func.sendmsg9(actor, "[沙巴克]:#70|影之道传送已关闭!")
|
||||
Func.sendmsg9(actor, "[沙巴克]:#70|影之道传送已关闭!开放时间:21:30-21:50")
|
||||
return
|
||||
end
|
||||
|
||||
local relevel = getbaseinfo(actor, ConstCfg.gbase.renew_level) or 0
|
||||
if relevel < Cfg.minRelevel then
|
||||
Func.sendmsg9(actor, string.format("[沙巴克]:#70|需要%d转以上才能进入!", Cfg.minRelevel))
|
||||
Func.sendmsg9(actor, string.format("[沙巴克]:#70|需要%d转以上才能进入!", Cfg.minRelevel))
|
||||
return
|
||||
end
|
||||
|
||||
-- 随机传送到皇宫4点之一
|
||||
-- 随机传送到皇宫4点之一
|
||||
local idx = math.random(1, #Cfg.palacePoints)
|
||||
local pt = Cfg.palacePoints[idx]
|
||||
mapmove(actor, Cfg.palaceMapId, pt.x, pt.y, 3, 0)
|
||||
|
|
@ -363,12 +363,7 @@ end
|
|||
function ShabaKeOBJ:move(actor, p1, p2, p3, data)
|
||||
local id = data[1]
|
||||
|
||||
|
||||
if not SBK._state() then
|
||||
Func.sendmsg9(actor, "[沙巴克]:#70|当前非攻城时间!")
|
||||
return
|
||||
end
|
||||
|
||||
-- 取消非攻城时间限制,允许随时传送
|
||||
|
||||
local cfg = Cfg.MovePoints[id]
|
||||
if not cfg then
|
||||
|
|
@ -377,7 +372,7 @@ function ShabaKeOBJ:move(actor, p1, p2, p3, data)
|
|||
|
||||
if id == 5 then
|
||||
if not SBK._shadowOpen() then
|
||||
Func.sendmsg9(actor, "[沙巴克]:#70|影之道传送未开启!")
|
||||
Func.sendmsg9(actor, "[沙巴克]:#70|影之道传送未开启!")
|
||||
return
|
||||
end
|
||||
end
|
||||
|
|
@ -386,46 +381,46 @@ function ShabaKeOBJ:move(actor, p1, p2, p3, data)
|
|||
mapmove(actor, cfg.mapId, cfg.x, cfg.y, 3, 0)
|
||||
end
|
||||
|
||||
---* 攻城开始时触发
|
||||
---* 攻城开始时触发
|
||||
function castlewarstart(sys)
|
||||
if not iskuafuserver() then
|
||||
Sys.addint(VarCfg.Global.int.CastleNum, 1)
|
||||
sendmsg(-1, 2, string.format('{"Msg":"%s","FColor":251,"BColor":0,"Type":5,"Y":30}', "[攻沙通知]沙巴克攻城已经开始!"))
|
||||
sendmsg(-1, 2, string.format('{"Msg":"%s","FColor":251,"BColor":0,"Type":5,"Y":60}', "[攻沙通知]沙巴克攻城已经开始!"))
|
||||
sendmsg(-1, 2, string.format('{"Msg":"%s","FColor":251,"BColor":0,"Type":5,"Y":90}', "[攻沙通知]沙巴克攻城已经开始!"))
|
||||
sendmsg(-1, 2, string.format('{"Msg":"%s","FColor":251,"BColor":0,"Type":5,"Y":30}', "[攻沙通知]沙巴克攻城已经开始!"))
|
||||
sendmsg(-1, 2, string.format('{"Msg":"%s","FColor":251,"BColor":0,"Type":5,"Y":60}', "[攻沙通知]沙巴克攻城已经开始!"))
|
||||
sendmsg(-1, 2, string.format('{"Msg":"%s","FColor":251,"BColor":0,"Type":5,"Y":90}', "[攻沙通知]沙巴克攻城已经开始!"))
|
||||
end
|
||||
|
||||
local player_list = getplayerlst(1)
|
||||
for _, actor in ipairs(player_list or {}) do
|
||||
if not hastimerex(VarCfg.Timer["攻沙定时器"]) then
|
||||
setontimer(actor, VarCfg.Timer["攻沙定时器"], 1)
|
||||
if not hastimerex(VarCfg.Timer["攻沙定时器"]) then
|
||||
setontimer(actor, VarCfg.Timer["攻沙定时器"], 1)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
---* 攻城结束时触发
|
||||
---* 攻城结束时触发
|
||||
function castlewarend()
|
||||
sendmsg(-1, 2, string.format('{"Msg":"%s","FColor":251,"BColor":0,"Type":5,"Y":30}', "[攻沙通知]沙巴克攻城已经结束!"))
|
||||
sendmsg(-1, 2, string.format('{"Msg":"%s","FColor":251,"BColor":0,"Type":5,"Y":60}', "[攻沙通知]沙巴克攻城已经结束!"))
|
||||
sendmsg(-1, 2, string.format('{"Msg":"%s","FColor":251,"BColor":0,"Type":5,"Y":90}', "[攻沙通知]沙巴克攻城已经结束!"))
|
||||
sendmsg(-1, 2, string.format('{"Msg":"%s","FColor":251,"BColor":0,"Type":5,"Y":30}', "[攻沙通知]沙巴克攻城已经结束!"))
|
||||
sendmsg(-1, 2, string.format('{"Msg":"%s","FColor":251,"BColor":0,"Type":5,"Y":60}', "[攻沙通知]沙巴克攻城已经结束!"))
|
||||
sendmsg(-1, 2, string.format('{"Msg":"%s","FColor":251,"BColor":0,"Type":5,"Y":90}', "[攻沙通知]沙巴克攻城已经结束!"))
|
||||
local player_list = getplayerlst(1)
|
||||
for _, actor in ipairs(player_list or {}) do
|
||||
if hastimerex(VarCfg.Timer["攻沙定时器"]) then
|
||||
setofftimer(actor, VarCfg.Timer["攻沙定时器"])
|
||||
if hastimerex(VarCfg.Timer["攻沙定时器"]) then
|
||||
setofftimer(actor, VarCfg.Timer["攻沙定时器"])
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
---============================================================
|
||||
--- 事件处理
|
||||
--- 事件处理
|
||||
---============================================================
|
||||
|
||||
|
||||
---* 人物登陆 沙巴克期间计时
|
||||
---* 人物登陆 沙巴克期间计时
|
||||
GameEvent.add(EventCfg.onLogin, function(actor)
|
||||
if ShabaKeOBJ.SBK._state() then
|
||||
if not hastimerex(VarCfg.Timer["攻沙定时器"]) then
|
||||
setontimer(actor, VarCfg.Timer["攻沙定时器"], 1)
|
||||
if not hastimerex(VarCfg.Timer["攻沙定时器"]) then
|
||||
setontimer(actor, VarCfg.Timer["攻沙定时器"], 1)
|
||||
end
|
||||
end
|
||||
end, ShabaKeOBJ)
|
||||
|
|
|
|||
Loading…
Reference in a new issue