哥写了一件艺术品

--[[
文件名	: 	任务配置表.lua
作者  	:	陈泽丹
创建时间:
描述	:
--]]


--,拜访任务配置表
G_STORY_TASK_VISIT_NPC_TABLE =
{
	--脚本ID		NPC, 				交接对白,
	[1] 		= {	NPC = 10301,		TALK = "领取奖励"},
	[2] 		= {	NPC = 10302,		TALK = "领取奖励"},
	[3] 		= {	NPC = 10303,		TALK = "领取奖励"},
}


--,杀怪任务配置表
G_STORY_TASK_KILL_MONSTER_TABLE =
{
	--脚本ID		怪物和击杀数量集,										回复NPC, 			回复对白,
	[1] 		= {	MONSTERS = {{20110,4},	{20110,4},{20110,4}},			NPC = 10301,		TALK = "领取奖励"},
	[2] 		= {	MONSTERS = {{20110,4}},									NPC = 10301,		TALK = "领取奖励"},
	[3] 		= {	MONSTERS = {{20110,4},	{20110,4}},						NPC = 10301,		TALK = "领取奖励"},
}


--剧情任务中介中心
G_STORY_TASK_TABLE =
{
	--任务ID		任务内容(脚本ID, 皮肤ID)
	[1] 		= 	STORY_TASK_VST_NPC(1, 1),
	[2] 		= 	STORY_TASK_KIL_MST(1, 2),
	[3] 		= 	STORY_TASK_VST_NPC(2, 3),
	[4] 		= 	STORY_TASK_KIL_MST(2, 4),
}

--[[
文件名	: 	皮肤表.lua
作者  	:	陈泽丹
创建时间:
描述	:
--]]


--章节
CHAPTER_CONTEXT =
{
	{
		TITLE = "青衫磊落险峰行",
		TASK = {1},
	},
	{
		TITLE = "玉壁月华明",
		TASK = {5},
	},
},


-- ------------------------------------
-- 任务皮肤
-- ------------------------------------
G_TASKS_SKIN =
{
	[1] =
	{
		NAME 			= "找到古笃诚",
		CONTEXT 		= "青光闪动,一柄青钢剑倏地刺出,指向在年汉子左肩,使剑少年不等招用老,腕抖剑斜,剑锋已削向那汉子右颈。",
		AWADR 			= {2003,},
		P_LINK 			= { VisitNPC("古笃诚", "{L_MOVE, 37, 94, 49},{L_TALK, \"古笃诚\"}"), },
		D_LINK 			= {},
	},

	[2] =
	{
		NAME 			= "找到古笃诚",
		CONTEXT 		= "青光闪动,一柄青钢剑倏地刺出,指向在年汉子左肩,使剑少年不等招用老,腕抖剑斜,剑锋已削向那汉子右颈。",
		AWADR 			= {2003,},
		P_LINK 			= { VisitNPC("古笃诚", "{L_MOVE, 37, 94, 49},{L_TALK, \"古笃诚\"}"), },
		D_LINK 			= {},
	},

	[3] =
	{
		NAME 			= "找到古笃诚",
		CONTEXT 		= "青光闪动,一柄青钢剑倏地刺出,指向在年汉子左肩,使剑少年不等招用老,腕抖剑斜,剑锋已削向那汉子右颈。",
		AWADR 			= {2003,},
		P_LINK 			= { VisitNPC("古笃诚", "{L_MOVE, 37, 94, 49},{L_TALK, \"古笃诚\"}"), },
		D_LINK 			= {},
	},



	[5001] =
	{
		TYPE 			= "精英",
		LVL 			= 26,
		NAME 			= "杨戬",
		P_LINK 			= { KillMonster("古笃诚", "{L_MOVE, 37, 94, 49},{L_TALK, \"古笃诚\"}"), },
		D_LINK 			= {},
	},

	[5002] =
	{
		TYPE 			= "精英",
		LVL 			= 26,
		NAME 			= "杨戬",
		P_LINK 			= { KillMonster("古笃诚", "{L_MOVE, 37, 94, 49},{L_TALK, \"古笃诚\"}"), },
		D_LINK 			= {},
	},

	[5003] =
	{
		TYPE 			= "精英",
		LVL 			= 26,
		NAME 			= "杨戬",
		P_LINK 			= { KillMonster("古笃诚", "{L_MOVE, 37, 94, 49},{L_TALK, \"古笃诚\"}"), },
		D_LINK 			= {},
	},



	[8001] =
	{
		P_LINK 			= { KillMonster("古笃诚", "{L_MOVE, 37, 94, 49},{L_TALK, \"古笃诚\"}"), },
		D_LINK 			= {},
	},

	[8002] =
	{
		P_LINK 			= { KillMonster("古笃诚", "{L_MOVE, 37, 94, 49},{L_TALK, \"古笃诚\"}"), },
		D_LINK 			= {},
	},

}

		local objs =
		{
			--接受
			ACCEPT =
			{
				Task_do_set_skin( G_TASK_SYSTEM_EVT.AFTER_INIT_STATE, _t_data.SKIN ),
				Task_do_set_story_sign(G_TASK_SYSTEM_EVT.AFTER_INIT_STATE, _t_data.STORY_TASK_INDEX),
				Task_do_to_state( G_TASK_SYSTEM_EVT.AFTER_INIT_STATE, G_TASK_STATE.PROCEED ),
			},
			--过程
			PROCEED =
			{
				Task_on_NPC_task_talking("SUB_1", script_record.NPC, script_record.TALK,
					G_TASK_SYSTEM_EVT.AFTER_INIT_STATE,  G_TASK_SYSTEM_EVT.BEFORE_INIT_STATE, G_TASK_SYSTEM_EVT.PASS_STATE),
				Task_do_to_state( G_TASK_SYSTEM_EVT.PASS_STATE, G_TASK_STATE.DELIVER ),
			},
			--可交付
			DELIVER =
			{
				Task_do_to_state( G_TASK_SYSTEM_EVT.AFTER_INIT_STATE, G_TASK_STATE.FINISH ),
			},
			--完成
			FINISH =
			{
				Task_do_set_story_finish_index(G_TASK_SYSTEM_EVT.AFTER_INIT_STATE, _t_data.STORY_TASK_INDEX),
				Task_do_to_state( G_TASK_SYSTEM_EVT.AFTER_INIT_STATE, G_TASK_STATE.DELETE ),
			},
			--删除
			DELETE =
			{
				Task_do_clear_task( G_TASK_SYSTEM_EVT.AFTER_INIT_STATE ),
			},
		}
		local tasks = TaskManager( _role, _t_data.TYPE, _t_data.SCP_ID, _t_data.EXT_DATA )
		tasks.initState( G_TASK_STATE.ACCEPT, 	CreateTaskState( G_TASK_STATE.ACCEPT, 	tasks, objs.ACCEPT ) )
		tasks.initState( G_TASK_STATE.PROCEED, 	CreateTaskState( G_TASK_STATE.PROCEED, 	tasks, objs.PROCEED ) )
		tasks.initState( G_TASK_STATE.DELIVER, 	CreateTaskState( G_TASK_STATE.DELIVER, 	tasks, objs.DELIVER ) )
		tasks.initState( G_TASK_STATE.FINISH, 	CreateTaskState( G_TASK_STATE.FINISH, 	tasks, objs.FINISH ) )
		tasks.initState( G_TASK_STATE.DELETE, 	CreateTaskState( G_TASK_STATE.DELETE, 	tasks, objs.DELETE ) )
		do_SetState(tasks, _t_data.CUR_STATE)
		return tasks

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