- 第一步:怪物表添加怪物。行为代码Race要设置成250,原生底板中有三个采集怪(3棵树)
- 第二步:刷怪表中设置刷怪地点
- 第三步:QF中写触发函数,人物点击怪物触发collectmon1 + 怪物id
注意:
- 使用addhpper杀怪物不好使,使用humanhp(mon,“=”,0,-1,5)来杀,最后一个参数是延时杀死秒数,和showprogressbardlg函数的第二个参数对应
- showprogressbardlg函数的两个回调函数不能传怪物对象,所以可以设置人物获得什么,但是不能杀死怪物。可能还有其他办法
代码举例:
function collectmon1098(actor, mon) sendmsg(actor, ConstCfg.notice.own, '{"Msg":"点击采集怪1","Type":9}') sendmsg(actor, ConstCfg.notice.own, '{"Msg":"点击采集怪1","Type":9}') sendmsg(actor, ConstCfg.notice.own, '{"Msg":"点击采集怪1","Type":9}') -- showprogressbardlg(actor,5,"@func_1","进度条测试..", 1,"@func_2") showprogressbardlg(actor,5,"@func_1","进度条测试..", 1,"@func_2") -- addhpper(mon,"=",0) -- addhpper(mon,"-",100) release_print("======================怪物对象",mon) humanhp(mon,"=",0,-1,5) end function collectmon1099(actor, mon) sendmsg(actor, ConstCfg.notice.own, '{"Msg":"点击采集怪2","Type":9}') sendmsg(actor, ConstCfg.notice.own, '{"Msg":"点击采集怪2","Type":9}') sendmsg(actor, ConstCfg.notice.own, '{"Msg":"点击采集怪2","Type":9}') sendmsg(actor, ConstCfg.notice.own, '{"Msg":"点击采集怪1","Type":9}') sendmsg(actor, ConstCfg.notice.own, '{"Msg":"点击采集怪1","Type":9}') sendmsg(actor, ConstCfg.notice.own, '{"Msg":"点击采集怪1","Type":9}') -- showprogressbardlg(actor,5,"@func_1","进度条测试..", 1,"@func_2") showprogressbardlg(actor,5,"@func_1","进度条测试..", 1,"@func_2") addhpper(mon,"=",0) -- addhpper(mon,"-",99) release_print("======================怪物对象",mon) humanhp(mon,"=",0,-1,5) end function collectmon1100(actor, mon) sendmsg(actor, ConstCfg.notice.own, '{"Msg":"点击采集怪3","Type":9}') sendmsg(actor, ConstCfg.notice.own, '{"Msg":"点击采集怪3","Type":9}') sendmsg(actor, ConstCfg.notice.own, '{"Msg":"点击采集怪3","Type":9}') end -- 1098 -- 1099 -- 1100 -- [[注:跳转函数不能附带参数]] function func_1(actor) -- release_print("func_1采集完成") sendmsg(actor, ConstCfg.notice.own, '{"Msg":"采集完成!!!","Type":9}') sendmsg(actor, ConstCfg.notice.own, '{"Msg":"你获得紫阳花","Type":9}') end function func_2(actor) release_print("func_2",getbaseinfo(actor,1)) end