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		<title>雪舞：​整理当前服务端 Lua 接口：注册名称、参数、返回值与调用说明</title>
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		<updated>2026-09-07T11:16:08Z</updated>

		<summary type="html">&lt;p&gt;整理当前服务端 Lua 接口：注册名称、参数、返回值与调用说明&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新页面&lt;/b&gt;&lt;/p&gt;&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;div class=&amp;quot;lua-reference&amp;quot; style=&amp;quot;max-width:1200px;margin:0 auto;line-height:1.8;color:#29343a;font-family:Arial,&amp;#039;Microsoft YaHei&amp;#039;,sans-serif;letter-spacing:0;overflow-wrap:anywhere;&amp;quot;&amp;gt;&lt;br /&gt;
[[首页|首页]] · [[Lua接口/服务端函数索引|服务端接口]] · [[Lua接口/服务端调用约定|调用约定]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:14px 0;border-top:3px solid #287568;&amp;quot;&amp;gt;怪物与掉落：58 个接口，58 个调用名称。&amp;lt;/div&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;table-layout:fixed;border-collapse:collapse;font-size:13px;&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:left;background:#edf3f2;padding:8px;width:36%;&amp;quot; | 函数 / 别名&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align:left;background:#edf3f2;padding:8px;&amp;quot; | 调用与用途&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/AddGroupLeader|AddGroupLeader]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;AddGroupLeader(sceneId, groupId, monsterId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;将怪物设置为队形首领，固定占用 &amp;amp;#91;0&amp;amp;#93;&amp;amp;#91;1&amp;amp;#93;。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/AddGroupMember|AddGroupMember]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;AddGroupMember(sceneId, groupId, monsterId, i, j)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;将怪物加入指定的 6x3 队形位置。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/AddNpcPatrolEndPointOperator|AddNpcPatrolEndPointOperator]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;AddNpcPatrolEndPointOperator(sceneId, npcId, pFuncName, param0, param1, param2)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;为怪物巡逻终点追加脚本操作。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/AddPrimaryEnemy|AddPrimaryEnemy]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;AddPrimaryEnemy(sceneId, selfId, enemyId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;将指定对象加入怪物首要敌人列表。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/AllocateMonsterGroup|AllocateMonsterGroup]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;AllocateMonsterGroup(sceneId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;分配一个怪物编组并返回编组编号。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/BroadMsgByChatPipe|BroadMsgByChatPipe]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;BroadMsgByChatPipe(sceneId, selfId, pMessage, chatType)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;按聊天频道向玩家、场景或世界聊天链路发送脚本消息。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/CreatePetOnScene|CreatePetOnScene]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;CreatePetOnScene(sceneId, nPetDataID, x, z)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;在指定场景坐标创建无主宠物，并记录宠物审计。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/GetAIScriptID|GetAIScriptID]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;GetAIScriptID(sceneId, selfId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;返回怪物扩展 AI 脚本编号。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/GetCharacterLevel|GetCharacterLevel]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;GetCharacterLevel(sceneId, characterId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;返回指定角色单位的等级。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/GetCharacterType|GetCharacterType]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;GetCharacterType(sceneId, characterId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;返回指定角色单位的对象类型。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/GetLastPatrolPoint|GetLastPatrolPoint]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;GetLastPatrolPoint(sceneId, patrolPathIndex)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;返回巡逻路径最后一个点的整数 X、Z 坐标。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/GetMonsterCurEnemy|GetMonsterCurEnemy]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;GetMonsterCurEnemy(sceneId, monsterId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;返回怪物当前仇恨目标的对象编号。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/GetMonsterFightWithNpcFlag|GetMonsterFightWithNpcFlag]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;GetMonsterFightWithNpcFlag(sceneId, npcId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;返回 NPC 对战标志。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/GetMonsterHP|GetMonsterHP]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;GetMonsterHP(sceneId, monsterIndex)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;按场景脚本缓存索引返回怪物当前生命值。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/GetMonsterIdByName|GetMonsterIdByName]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;GetMonsterIdByName(sceneId, name)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;按名称前缀返回场景中的首个怪物对象编号。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/GetMonsterMaxHP|GetMonsterMaxHP]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;GetMonsterMaxHP(sceneId, monsterIndex)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;按场景脚本缓存索引返回怪物生命上限。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/GetMonsterMaxLevelLimit|GetMonsterMaxLevelLimit]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;GetMonsterMaxLevelLimit()&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;返回配置中的怪物默认最大等级。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/GetMonsterNamebyDataId|GetMonsterNamebyDataId]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;GetMonsterNamebyDataId(monsterDataId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;返回怪物模板名称，无效模板返回空字符串。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/GetMonsterRespawnPos|GetMonsterRespawnPos]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;GetMonsterRespawnPos(sceneId, selfId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;返回怪物出生点 X、Z 坐标。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/GetMonsterWorldX|GetMonsterWorldX]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;GetMonsterWorldX(sceneId, monsterIndex)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;按场景脚本缓存索引返回怪物 X 坐标。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/GetMonsterWorldZ|GetMonsterWorldZ]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;GetMonsterWorldZ(sceneId, monsterIndex)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;按场景脚本缓存索引返回怪物 Z 坐标。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/GetNPCAIType|GetNPCAIType]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;GetNPCAIType(sceneId, npcId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;返回怪物或 NPC 的 AI 类型。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/GetNpcCamp|GetNpcCamp]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;GetNpcCamp(sceneId, npcId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;返回怪物或 NPC 当前阵营编号。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/GetPatrolId|GetPatrolId]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;GetPatrolId(sceneId, selfId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;返回怪物巡逻路径编号。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/GetPetCreator|GetPetCreator]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;GetPetCreator(sceneId, petId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;返回场景宠物对象的主人 ObjID。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/GetPetName|GetPetName]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;GetPetName(petDataId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;返回宠物模板名称。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/GetPetTakeLevel|GetPetTakeLevel]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;GetPetTakeLevel(petDataId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;返回宠物模板要求的携带等级。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/GetSceneName|GetSceneName]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;GetSceneName(sceneId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;返回场景名称，不存在时返回空字符串。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/GetUnitCampID|GetUnitCampID]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;GetUnitCampID(sceneId, selfId, unitId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;返回同场景角色单位的脚本阵营或基础阵营。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/GetUnitReputationID|GetUnitReputationID]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;GetUnitReputationID(sceneId, selfId, unitId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;返回同场景角色单位的脚本声望或基础声望。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/LuaFnCheckCharacterState|LuaFnCheckCharacterState]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;LuaFnCheckCharacterState(sceneId, objId, checkActiveState, checkAliveState)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;按需检查角色对象是否激活和存活。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/LuaFnDisableMonsterDropBox|LuaFnDisableMonsterDropBox]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;LuaFnDisableMonsterDropBox(sceneId, npcId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;禁止指定怪物在死亡时生成掉落包。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/LuaFnGetNpcIntParameter|LuaFnGetNpcIntParameter]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;LuaFnGetNpcIntParameter(sceneId, npcId, parameterIndex)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;读取怪物的脚本整数参数；怪物不存在时不返回 Lua 值。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/LuaFnGetOccupantGUID|LuaFnGetOccupantGUID]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;LuaFnGetOccupantGUID(sceneId, monsterId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;返回怪物归属玩家 GUID；怪物不存在时返回 INVALID_GUID。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/LuaFnNpcChat|LuaFnNpcChat]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;LuaFnNpcChat(sceneId, monsterId, isSceneBroadcast, msg)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;发送 Packet 542 的 NPC 对话消息。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/LuaFnSetMonsterExp|LuaFnSetMonsterExp]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;LuaFnSetMonsterExp(sceneId, npcId, exp)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;设置怪物的基础经验值，返回值固定为 -1。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/LuaFnSetNpcIntParameter|LuaFnSetNpcIntParameter]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;LuaFnSetNpcIntParameter(sceneId, npcId, parameterIndex, value)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;写入怪物的脚本整数参数，不校验第四个参数。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/MonsterTalk|MonsterTalk]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;MonsterTalk(sceneId, monsterId, sceneName, msg)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;发送 NPC/怪物对白，消息格式与 npctalk 脚本协议一致。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/NpcToIdle|NpcToIdle]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;NpcToIdle(sceneId, selfId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;令怪物或 NPC 立即切换为空闲状态。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/PaoPao|PaoPao]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;PaoPao(sceneId, selfId, npcId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;触发指定 NPC 的气泡对白。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/PaoPaoEx|PaoPaoEx]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;PaoPaoEx(sceneId, selfId, npcId, paoPaoId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;按指定气泡编号触发 NPC 对白。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/RefixPosOfGroupMember|RefixPosOfGroupMember]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;RefixPosOfGroupMember(sceneId, groupId, leaderId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;立即把全部队员校正到首领周围的队形位置。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/ReleaseMonsterGroup|ReleaseMonsterGroup]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;ReleaseMonsterGroup(sceneId, groupId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;释放指定的怪物编组。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/SetAIScriptID|SetAIScriptID]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;SetAIScriptID(sceneId, selfId, aiScriptId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;设置怪物 AI 脚本编号。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/SetCharacterAttrRefix|SetCharacterAttrRefix]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;SetCharacterAttrRefix(sceneId, selfId, attrType, refix)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;设置角色冰、火、玄、毒攻击修正值。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/SetCharacterName|SetCharacterName]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;SetCharacterName(sceneId, selfId, name)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;设置角色名称，固定返回 -1。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/SetCharacterTitle|SetCharacterTitle]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;SetCharacterTitle(sceneId, selfId, title)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;设置角色称号，固定返回 -1。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/SetConvoyNPC|SetConvoyNPC]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;SetConvoyNPC(sceneId, selfId, flag)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;设置怪物的护送 NPC 标志。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/SetIntervalDistOfGroupMember|SetIntervalDistOfGroupMember]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;SetIntervalDistOfGroupMember(sceneId, groupId, interval)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;设置队形相邻位置的距离。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/SetMonsterFightWithNpcFlag|SetMonsterFightWithNpcFlag]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;SetMonsterFightWithNpcFlag(sceneId, npcId, nFlag)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;设置 NPC 对战标志，并写入 Urgency 日志。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/SetMonsterGroupID|SetMonsterGroupID]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;SetMonsterGroupID(sceneId, selfId, groupId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;设置怪物组编号。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/SetMoveMode|SetMoveMode]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;SetMoveMode(sceneId, selfId, arg3)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;将角色移动模式设为疾跑，固定返回 -1。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/SetNPCAIType|SetNPCAIType]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;SetNPCAIType(sceneId, npcId, aiType)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;设置怪物或 NPC 的 AI 类型，返回 -1。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/SetNpcCamp|SetNpcCamp]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;SetNpcCamp(sceneId, npcId, campId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;设置怪物或 NPC 的基础阵营。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/SetObjDir|SetObjDir]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;SetObjDir(sceneId, selfId, direction)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;设置角色单位朝向。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/SetObjScriptId|SetObjScriptId]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;SetObjScriptId(sceneId, selfId, scriptId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;设置角色对象的基础脚本编号。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/SetUnitCampID|SetUnitCampID]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;SetUnitCampID(sceneId, selfId, unitId, campId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;设置同场景角色单位的脚本阵营。&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | [[Lua接口/服务端/SetUnitReputationID|SetUnitReputationID]]&lt;br /&gt;
| style=&amp;quot;padding:8px;vertical-align:top;overflow-wrap:anywhere;&amp;quot; | &amp;lt;code style=&amp;quot;white-space:normal;overflow-wrap:anywhere;&amp;quot;&amp;gt;SetUnitReputationID(sceneId, selfId, unitId, reputationId)&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;设置同场景角色单位的脚本声望。&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>雪舞</name></author>
	</entry>
</feed>