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| players = {} difficultySelectPlayer = 0
MonsterLevel = 1 LEVEL_MIN = 1 LEVEL_MAX = 99 WEAPONLEVEL_MAX = 60 mapDifficulty = SignalToGame.difficulty0
LevelRatio = { 1.000, 1.050, 1.103, 1.158, 1.216, 1.276, 1.340, 1.407, 1.477, 1.551, 1.629, 1.710, 1.796, 1.886, 1.980, 2.079, 2.183, 2.292, 2.407, 2.527, 2.653, 2.786, 2.925, 3.072, 3.225, 3.386, 3.556, 3.733, 3.920, 4.116, 4.322, 4.538, 4.765, 5.003, 5.253, 5.516, 5.792, 6.081, 6.385, 6.705, 7.040, 7.392, 7.762, 8.150, 8.557, 8.985, 9.434, 9.906, 10.401, 10.921, 11.467, 12.041, 12.643, 13.275, 13.939, 14.636, 15.367, 16.136, 16.943, 17.790, 18.679, 19.613, 20.594, 21.623, 22.705, 23.840, 25.032, 26.283, 27.598, 28.978, 30.426, 31.948, 33.545, 35.222, 36.984, 38.833, 40.774, 42.813, 44.954, 47.201, 49.561, 52.040, 54.641, 57.374, 60.242, 63.254, 66.417, 69.738, 73.225, 76.886, 80.730, 84.767, 89.005, 93.455, 98.128, 103.035, 108.186, 113.596, 119.276, }
WeaponGradeProb = { 1.0, 0.2, 0.05, 0.005 }
WeaponGradeDamage = { 1.0, 1.25, 1.5, 2.0 }
WeaponRandomDamage = 0.15
WeaponLevelDamage = 1.0
MonsterTypes = { Game.MONSTERTYPE.NORMAL0, Game.MONSTERTYPE.NORMAL1, Game.MONSTERTYPE.NORMAL2, Game.MONSTERTYPE.NORMAL3, Game.MONSTERTYPE.NORMAL4, Game.MONSTERTYPE.NORMAL5, Game.MONSTERTYPE.NORMAL6, Game.MONSTERTYPE.RUNNER0, Game.MONSTERTYPE.RUNNER1, Game.MONSTERTYPE.RUNNER2, Game.MONSTERTYPE.RUNNER3, Game.MONSTERTYPE.RUNNER4, Game.MONSTERTYPE.RUNNER5, Game.MONSTERTYPE.RUNNER6, Game.MONSTERTYPE.HEAVY1, Game.MONSTERTYPE.HEAVY2, Game.MONSTERTYPE.A101AR, Game.MONSTERTYPE.A104RL, }
MonsterGrade = { normal = 1, rare = 2, unique = 3, legend = 4, END = 4 }
monsterGroupCnt = {}
monsterWaveCnt = {} monsterWavePosition = {}
WaveFuncState = { enable = 1, disable = 3, } monsterWaveFuncState = WaveFuncState.enable
MonsterGradeProb = { 1.0, 0.3, 0.1, 0.01 }
WeaponDropProb = { 0.035, 0.08, 0.08, 1 }
MonsterLevelVar = { normal = {hpMin = 30, hpMax = 60, armorMin = 5, armorMax = 30, damageMin = 10, damageMax = 20, coinMin = 1, coinMax = 5}, runner = {hpMin = 20, hpMax = 50, armorMin = 0, armorMax = 20, damageMin = 10, damageMax = 30, coinMin = 3, coinMax = 8}, heavy = {hpMin = 150, hpMax = 250, armorMin = 20, armorMax = 55, damageMin = 20, damageMax = 40, coinMin = 10, coinMax = 15}, a101ar = {hpMin = 150, hpMax = 250, armorMin = 30, armorMax = 50, damageMin = 4, damageMax = 4, coinMin = 20, coinMax = 25}, a104rl = {hpMin = 150, hpMax = 250, armorMin = 30, armorMax = 50, damageMin = 17, damageMax = 17, coinMin = 20, coinMax = 25}, etc = {hpMin = 20, hpMax = 50, armorMin = 0, armorMax = 20, damageMin = 10, damageMax = 35, coinMin = 3, coinMax = 8}, }
MonsterExpMult = 0.6
PlayerRequireExp = { 87, 360, 864, 1584, 2625, 3996, 5586, 7680, 10206, 13200, 17061, 21168, 25857, 31752, 38475, 45312, 53754, 64152, 74727, 87600, 100548, 116160, 133308, 152064, 174375, 196716, 223074, 251664, 285099, 318600, 357492, 402432, 447579, 499392, 554925, 618192, 685869, 758100, 839592, 926400, 1023729, 1127196, 1236981, 1359072, 1494450, 1637784, 1795917, 1969920, 2153697, 2355000, 2574990, 2806752, 3067428, 3341736, 3639075, 3960768, 4308174, 4682688, 5096184, 5529600, 5994531, 6504048, 7060851, 7643136, 8276775, 8964648, 9696240, 10487232, 11340702, 12245100, 13232625, 14292288, 15427455, 16641564, 17955000, 19355376, 20864151, 22486464, 24208839, 26073600, 28067958, 30217656, 32509191, 34948368, 37584450, 40404348, 43415784, 46626624, 50092404, 53775900, 57735132, 61956480, 66476214, 71306520, 76486875, 82003968, 87898878, 94215240, 100000000 }
function SetMonsterAttribute(monster, grade)
if monster == nil then return end
monster.user.level = monsterLevel monster.user.grade = grade
monster.applyKnockback = true monster.canJump = false monster.viewDistance = 12
local levelVar if Game.MONSTERTYPE.NORMAL0 <= monster.type and monster.type <= Game.MONSTERTYPE.NORMAL6 then levelVar = MonsterLevelVar.normal elseif Game.MONSTERTYPE.RUNNER0 <= monster.type and monster.type <= Game.MONSTERTYPE.RUNNER6 then levelVar = MonsterLevelVar.runner elseif Game.MONSTERTYPE.HEAVY1 <= monster.type and monster.type <= Game.MONSTERTYPE.HEAVY2 then levelVar = MonsterLevelVar.heavy elseif monster.type == Game.MONSTERTYPE.A101AR then levelVar = MonsterLevelVar.a101ar elseif monster.type == Game.MONSTERTYPE.A104RL then levelVar = MonsterLevelVar.a104rl else levelVar = MonsterLevelVar.etc end
local damageMult = ((LevelRatio[monsterLevel] - 1.0) * 0.5) + 1.0 monster.damage = math.floor(Game.RandomInt(levelVar.damageMin, levelVar.damageMax) * damageMult)
monster.health = math.floor(Game.RandomInt(levelVar.hpMin, levelVar.hpMax) * LevelRatio[monsterLevel]) monster.coin = math.floor(Game.RandomInt(levelVar.coinMin, levelVar.coinMax) * LevelRatio[monsterLevel]) monster.user.exp = math.floor(monster.health * MonsterExpMult)
if grade == MonsterGrade.rare then monster:SetRenderFX(Game.RENDERFX.GLOWSHELL) monster:SetRenderColor({r = 0, g = 30, b = 255}) monster.health = math.floor(monster.health * 3.0) monster.damage = monster.damage * 1.5 monster.speed = 1.5 monster.user.exp = math.floor(monster.user.exp * 1.5) elseif grade == MonsterGrade.unique then monster:SetRenderFX(Game.RENDERFX.GLOWSHELL) monster:SetRenderColor({r = 255, g = 30, b = 30}) monster.health = math.floor(monster.health * 5.0) monster.damage = monster.damage * 2.0 monster.speed = 1.5 monster.user.exp = math.floor(monster.user.exp * 3.0) elseif grade == MonsterGrade.legend then monster:SetRenderFX(Game.RENDERFX.GLOWSHELL) monster:SetRenderColor({r = 255, g = 255, b = 100}) monster.health = math.floor(monster.health * 12.0) monster.damage = monster.damage * 2.0 monster.speed = 2.5 monster.user.exp = math.floor(monster.user.exp * 10.0) end end
function CreateMonsters(type, num, pos, groupid, grade)
if grade == nil then grade = MonsterGrade.normal end
result = {}
for i = 1, num do monster = Game.Monster.Create(type, pos) if monster then SetMonsterAttribute(monster, grade)
monster.user.groupid = groupid if monsterGroupCnt[groupid] then monsterGroupCnt[groupid] = monsterGroupCnt[groupid] + 1 else monsterGroupCnt[groupid] = 1; end
table.insert(result, monster) end end
return result end
function OnMonsterKilled(monster) if monster.user.waveFunc then if monsterWaveFuncState == WaveFuncState.enable then monster.user.waveFunc(true, monster.user.waveFuncArg) else monster.user.waveFunc = nil end end
if monster.user.groupid == 8055 then monsterWaveFuncState = WaveFuncState.disable difficultySelectPlayer = 0 Game.KillAllMonsters() end
Game.SetTrigger('OnMonsterKilled' .. monster.user.groupid, true) end
function SetWeaponAttributeDefault(weapon) if weapon == nil then return end
if weapon:GetWeaponType() == Game.WEAPONTYPE.PISTOL then weapon.infiniteclip = true else weapon:AddClip1(3) end
if weapon.user.level == nil then weapon.user.level = Common.GetWeaponOption(weapon.weaponid).user.level end
weapon.user.grade = WeaponGrade.normal weapon.color = Game.WEAPONCOLOR.WHITE end
function SetWeaponAttribute(weapon, level)
if weapon == nil then return end
SetWeaponAttributeDefault(weapon)
weapon.user.level = level
local option = Common.GetWeaponOption(weapon.weaponid) local grade = option.user.grade
local weightMax = 0.0 for i = grade, WeaponGrade.END do weightMax = weightMax + WeaponGradeProb[i] end
local weight = Game.RandomFloat(0.0, weightMax)
local weightSum = 0.0 for i = grade, WeaponGrade.END do weightSum = weightSum + WeaponGradeProb[i] if weight <= weightSum then grade = i break end end
weapon.damage = WeaponLevelDamage * LevelRatio[level] weapon.damage = weapon.damage * (WeaponGradeDamage[grade] + Game.RandomFloat(-WeaponRandomDamage, WeaponRandomDamage))
local maxAttrNum = 0
if grade == WeaponGrade.normal then weapon.color = Game.WEAPONCOLOR.WHITE maxAttrNum = 0 elseif grade == WeaponGrade.rare then weapon.color = Game.WEAPONCOLOR.BLUE maxAttrNum = 1 elseif grade == WeaponGrade.unique then weapon.color = Game.WEAPONCOLOR.RED maxAttrNum = 2 elseif grade == WeaponGrade.legend then weapon.color = Game.WEAPONCOLOR.ORANGE maxAttrNum = 3 end
local attrDuplicateCheck = {} if weapon:GetWeaponType() == Game.WEAPONTYPE.PISTOL then attrDuplicateCheck[5] = true end
local attrNum = Game.RandomInt(0, maxAttrNum) for i = 1, attrNum do local attrType = Game.RandomInt(1, 5) if attrDuplicateCheck[attrType] then i = i - 1 else attrDuplicateCheck[attrType] = true
if attrType == 1 then weapon.speed = Game.RandomFloat(1.2, 1.3) elseif attrType == 2 then weapon.knockback = Game.RandomFloat(1.2, 2.0) weapon.flinch = Game.RandomFloat(1.2, 2.0) elseif attrType == 3 then weapon.criticalrate = Game.RandomFloat(0.03, 0.2) weapon.criticaldamage = Game.RandomFloat(1.5, 2.5) elseif attrType == 4 then weapon.bloodsucking = Game.RandomFloat(0.01, 0.03) elseif attrType == 5 then weapon.infiniteclip = true end end end end
function GetWeaponRandomLevel(level)
local minLevel = level - 5 local maxLevel = level + 3
if minLevel < LEVEL_MIN then minLevel = LEVEL_MIN end if maxLevel > WEAPONLEVEL_MAX then maxLevel = WEAPONLEVEL_MAX end
return Game.RandomInt(minLevel, maxLevel) end
function CreateWeapon(level, pos)
local weightMax = 0.0 local list = {} for i = 1, #WeaponList do local weaponOption = Common.GetWeaponOption(WeaponList[i]) if weaponOption.user.level <= level then table.insert(list, weaponOption) weightMax = weightMax + (LevelRatio[weaponOption.user.level] * WeaponGradeProb[weaponOption.user.grade]) end end
local type = 0 local weightSum = 0.0 local weight = Game.RandomFloat(0.0, weightMax) for i = 1, #list do weightSum = weightSum + (LevelRatio[list[i].user.level] * WeaponGradeProb[list[i].user.grade]) if weight <= weightSum then type = list[i].weaponid break end end
if type == 0 then return nil end
local weapon = Game.Weapon.CreateAndDrop(type, pos) if weapon then SetWeaponAttribute(weapon, level) end
return weapon end
function OnLevelUp(player)
player.maxhealth = math.floor(100 * LevelRatio[player.user.level]) player.health = player.maxhealth
if mapDifficulty == SignalToGame.difficulty0 then if player.user.level > monsterLevel then monsterLevel = player.user.level if monsterLevel > 30 then monsterLevel = 30 end end end
for i = 1, #BuymenuWeaponList do local option = Common.GetWeaponOption(BuymenuWeaponList[i]) if option then player:SetBuymenuLockedUI(BuymenuWeaponList[i], option.user.level > player.user.level, option.user.level) end end
local invenWeapons = player:GetWeaponInvenList() for i = 1, #invenWeapons do player:SetWeaponInvenLockedUI(invenWeapons[i], invenWeapons[i].user.level > player.user.level, invenWeapons[i].user.level) end end
function CalcExpRate(level, exp) return exp / PlayerRequireExp[level] end
function AddExp(player, exp)
local pu = player.user
if pu.level >= LEVEL_MAX then return end
pu.exp = pu.exp + exp
if pu.exp > PlayerRequireExp[pu.level] then pu.level = pu.level + 1
if pu.level >= LEVEL_MAX then pu.exp = 0 else pu.exp = pu.exp - PlayerRequireExp[pu.level - 1] end
OnLevelUp(player) end
pu.expRate = CalcExpRate(pu.level, pu.exp) player:SetLevelUI(pu.level, pu.expRate) end
function splitstr_tonumber(inputstr) local t = {} for str in string.gmatch(inputstr, "([^,]*)") do table.insert(t, tonumber(str)) end return t end
MonsterAttackPos = {
[1] = {x = -12, y = 100, z = 1}, [2] = {x = -9, y = 98, z = 1}, [3] = {x = 14, y = 77, z = 1}, [7] = {x = 80, y = 26, z = 1}, [9] = {x = 81, y = 22, z = 1}, [11] = {x = 81, y = 24, z = 1}, [13] = {x = 36, y = -14, z = 1}, [14] = {x = 35, y = -11, z = 1}, [17] = {x = 34, y = -32, z = -3}, [18] = {x = 35, y = -40, z = -3}, [8055] = {x = 25, y = -31, z = -3},
[1000] = {x = -4, y = 72, z = 1},
[10000] = {x = -12, y = 108, z = 1}, }
function GetRandomGrade(min, max) if min == max then return min end
local grade = min
local weightMax = 0.0 for i = min, max do weightMax = weightMax + MonsterGradeProb[i] end
local weight = Game.RandomFloat(0.0, weightMax)
local weightSum = 0.0 for i = min, max do weightSum = weightSum + MonsterGradeProb[i] if weight <= weightSum then return i end end
return min end
function CreateDefaultMonsters(callerOn, arg)
if callerOn == nil or callerOn == false then return end
local args = splitstr_tonumber(arg) local type = MonsterTypes[args[1]] local num = args[2] local groupid = args[3] local grade = GetRandomGrade(args[4], args[5])
local monsters = CreateMonsters(type, num, Game.GetScriptCaller().position, groupid, grade)
for i = 1, #monsters do if MonsterAttackPos[groupid] then monsters[i]:AttackTo(MonsterAttackPos[groupid]) end end end
function CreateWaveMonsters(callerOn, arg) if callerOn == nil or callerOn == false then return end
local args = splitstr_tonumber(arg) local type = MonsterTypes[args[1]] local num = args[2] local groupid = args[3] local grade = GetRandomGrade(args[4], args[5]) local waveCnt = args[6]
if monsterWaveCnt[groupid] then monsterWaveCnt[groupid] = monsterWaveCnt[groupid] + 1 if monsterWaveCnt[groupid] > waveCnt then if monsterWaveCnt[groupid] == waveCnt + 1 then Game.SetTrigger('OnWaveEnded' .. groupid, true) end
return end else monsterWaveCnt[groupid] = 1 end
if Game.GetScriptCaller() then monsterWavePosition[groupid] = Game.GetScriptCaller().position end
local monsters = CreateMonsters(type, num, monsterWavePosition[groupid], groupid, grade) for i = 1, #monsters do monsters[i].user.waveFunc = CreateWaveMonsters monsters[i].user.waveFuncArg = arg
if MonsterAttackPos[groupid] then monsters[i]:AttackTo(MonsterAttackPos[groupid]) end end end
function CreateSpecialMonsters(callerOn, arg) if callerOn then
local args = splitstr_tonumber(arg) local type = MonsterTypes[args[1]] local num = args[2] local groupid = args[3] local grade = GetRandomGrade(args[4], args[5])
local monsters = CreateMonsters(type, num, Game.GetScriptCaller().position, groupid, grade) for i = 1, #monsters do monsters[i].user.specialWeaponDrop = groupid
if MonsterAttackPos[groupid] then monsters[i]:AttackTo(MonsterAttackPos[groupid]) end end end end
function CreateSpecialWeapon(specialWeaponDrop, position)
if specialWeaponDrop == 10000 then local weapon = Game.Weapon.CreateAndDrop(Common.WEAPON.P90, position) SetWeaponAttributeDefault(weapon) elseif specialWeaponDrop == 10001 then local weapon = Game.Weapon.CreateAndDrop(Common.WEAPON.M134Minigun, position) SetWeaponAttributeDefault(weapon) end end
function CreateDefaultWeapon() local weapon = Game.Weapon.CreateAndDrop(Common.WEAPON.USP45, {x = -6, y = 150, z = 1}) SetWeaponAttributeDefault(weapon) end
function CreateRandomWeapon(callerOn, arg) if callerOn then CreateWeapon(tonumber(arg), Game.GetScriptCaller().position) end end
function Game.Rule:OnPlayerJoiningSpawn(player)
players[player.index] = player
player:SetThirdPersonFixedView(-45, 53, 100, 250)
player:SetThirdPersonFixedPlane(Game.THIRDPERSON_FIXED_PLANE.GROUND)
player.user.level = 1 player.user.exp = 0 player.user.expRate = 0
OnLevelUp(player) player:SetLevelUI(player.user.level, player.user.expRate)
player.team = Game.TEAM.CT end
function Game.Rule:OnTakeDamage(victim, attacker, damage, weapontype, hitbox) if attacker == nil or victim == nil then return end
if victim:IsMonster() then victim = victim:ToMonster() victim:ShowOverheadDamage(damage, 0) end end
function Game.Rule:OnKilled(victim, killer) if victim == nil or killer == nil then return end
if victim:IsPlayer() then
victim = victim:ToPlayer()
if mapDifficulty ~= SignalToGame.difficulty0 then AddExp(victim, -math.floor(PlayerRequireExp[victim.user.level] / 10.0)) end
if victim.user.spawnable == true then victim:Respawn() end
victim:Signal(SignalToUI.reloadFinished) end
if victim:IsMonster() then
victim = victim:ToMonster()
if killer:IsPlayer() then killer = killer:ToPlayer() AddExp(killer, victim.user.exp) end
if victim.user.specialWeaponDrop then CreateSpecialWeapon(victim.user.specialWeaponDrop, victim.position) else weight = Game.RandomFloat(0.0, 1.0) if weight <= WeaponDropProb[victim.user.grade] then CreateWeapon(GetWeaponRandomLevel(victim.user.level), victim.position) end end
monsterGroupCnt[victim.user.groupid] = monsterGroupCnt[victim.user.groupid] - 1 if monsterGroupCnt[victim.user.groupid] <= 0 then monsterGroupCnt[victim.user.groupid] = nil OnMonsterKilled(victim) end end end
function Game.Rule:CanBuyWeapon(player, weaponid) local weaponOption = Common.GetWeaponOption(weaponid) return weaponOption.user.level <= player.user.level end
function Game.Rule:CanHaveWeaponInHand(player, weaponid, weapon) local weaponOptionCheck = Common.GetWeaponOption(weaponid).user.level <= player.user.level local weaponCheck = weapon == nil or weapon.user.level == nil or weapon.user.level <= player.user.level
return weaponOptionCheck and weaponCheck end
function Game.Rule:OnGetWeapon(player, weaponid, weapon) if weapon == nil then return end
if weapon.user.level == nil then SetWeaponAttributeDefault(weapon) end
player:SetWeaponInvenLockedUI(weapon, weapon.user.level > player.user.level, weapon.user.level) end
reloadTimeSync = Game.SyncValue.Create("reloadTime")
function Game.Rule:OnReload(player, weapon, time) player:Signal(SignalToUI.reloadStarted) reloadTimeSync.value = time end
function Game.Rule:OnReloadFinished(player, weapon) player:Signal(SignalToUI.reloadFinished) end
function Game.Rule:OnSwitchWeapon(player) player:Signal(SignalToUI.reloadFinished) end
function Game.Rule:PostFireWeapon(player, weapon, time)
if time > 1.0 then player:Signal(SignalToUI.reloadStarted) reloadTimeSync.value = time end end
function Game.Rule:OnDeployWeapon(player, weapon) player:Signal(SignalToUI.reloadFinished) end
function Game.Rule:OnGameSave(player) if player == nil then return end
player:SetGameSave('level', player.user.level) player:SetGameSave('exp', player.user.exp)
local primaryWeapon = player:GetPrimaryWeapon() local secondaryWeapon = player:GetSecondaryWeapon()
if primaryWeapon then player:SetGameSave('wpn_lv_pri', primaryWeapon.user.level) else player:SetGameSave('wpn_lv_pri', 0) end
if secondaryWeapon then player:SetGameSave('wpn_lv_sec', secondaryWeapon.user.level) else player:SetGameSave('wpn_lv_sec', 0) end
local invenWeapons = player:GetWeaponInvenList() for i = 1, #invenWeapons do player:SetGameSave('wpn_lv_inven' .. i, invenWeapons[i].user.level) end end
function DoubleToInt(number) return math.floor(math.abs(number + EPSILON)) end
function Game.Rule:OnLoadGameSave(player) if player == nil then return end
player.user.level = DoubleToInt(player:GetGameSave('level')) player.user.exp = DoubleToInt(player:GetGameSave('exp'))
if player.user.level == nil then player.user.level = 1 end if player.user.exp == nil then player.user.exp = 0 end
player.user.expRate = CalcExpRate(player.user.level, player.user.exp)
local primaryWeapon = player:GetPrimaryWeapon() local secondaryWeapon = player:GetSecondaryWeapon()
if primaryWeapon then primaryWeapon.user.level = DoubleToInt(player:GetGameSave('wpn_lv_pri')) end
if secondaryWeapon then secondaryWeapon.user.level = DoubleToInt(player:GetGameSave('wpn_lv_sec')) end
local invenWeapons = player:GetWeaponInvenList() for i = 1, #invenWeapons do invenWeapons[i].user.level = DoubleToInt(player:GetGameSave('wpn_lv_inven' .. i)) end
OnLevelUp(player) player:SetLevelUI(player.user.level, player.user.expRate) end
function Game.Rule:OnClearGameSave(player) player.user.level = 1 player.user.exp = 0 player.user.expRate = 0 player:RemoveWeapon() player:ClearWeaponInven()
OnLevelUp(player) player:SetLevelUI(player.user.level, player.user.expRate) end
function Game.Rule:OnPlayerSignal(player, signal)
if signal == SignalToGame.openWeaponInven then player:ToggleWeaponInven() end end
function ShowBuymenu(callerOn) local triggerEnt = Game.GetTriggerEntity() if triggerEnt and triggerEnt:IsPlayer() then triggerEnt = triggerEnt:ToPlayer() triggerEnt:ShowBuymenu() end end
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