552 lines
11 KiB
Lua
552 lines
11 KiB
Lua
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--------------------------------------------------------------------------------
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-- Gold Hill Progress Func --
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--------------------------------------------------------------------------------
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-- <20><><EFBFBD><EFBFBD> <20>ʱ<EFBFBD>ȭ
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function InitDungeon( Var )
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cExecCheck "InitDungeon"
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if Var == nil
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then
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return
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end
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-- ŷ<><C5B7> <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>÷<EFBFBD><C3B7>̾<EFBFBD><CCBE><EFBFBD> ù <20>α<EFBFBD><CEB1><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ٸ<EFBFBD><D9B8><EFBFBD>.
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if Var["bPlayerMapLogin"] == nil
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then
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if Var["InitialSec"] + WAIT_PLAYER_MAP_LOGIN_SEC_MAX <= cCurrentSecond()
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then
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GoToFail( Var )
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return
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end
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return
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end
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-- 1<>ʸ<EFBFBD><CAB8><EFBFBD> üũ
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if Var["CurSec"] + 1 > cCurrentSecond()
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then
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return
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else
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Var["CurSec"] = cCurrentSecond()
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end
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if Var["InitDungeon"] == nil
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then
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DebugLog( "Start InitDungeon" )
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local Doors = RegenInfo["Stuff"]
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Var["Door"] = {}
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-- <20><> <20><><EFBFBD><EFBFBD>
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for i = 1, #LayerNameTable
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do
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local LayerName = LayerNameTable[ i ]
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Var["Door"][ LayerName ] = cDoorBuild( Var["MapIndex"], Doors[ LayerName ]["Index"], Doors[ LayerName ]["x"], Doors[ LayerName ]["y"], Doors[ LayerName ]["dir"], Doors[ LayerName ]["scale"] )
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if Var["Door"][ LayerName ] ~= nil
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then
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cSetAIScript ( MainLuaScriptPath, Var["Door"][ LayerName ] )
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cAIScriptFunc( Var["Door"][ LayerName ], "NPCClick", "DoorClick" )
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cDoorAction( Var["Door"][ LayerName ], Doors[ LayerName ]["Block"], "close" )
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end
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end
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Var["InitDungeon"] = {}
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Var["InitDungeon"]["WaitSecDuringInit"] = Var["CurSec"] + DelayTime["AfterInit"]
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end
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-- <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20>ܰ<EFBFBD><DCB0><EFBFBD>
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if Var["InitDungeon"]["WaitSecDuringInit"] <= Var["CurSec"]
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then
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GoToNextStep( Var )
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Var["InitDungeon"] = nil
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DebugLog( "End InitDungeon" )
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return
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end
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end
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-- <20><>Ʈ<EFBFBD><C6AE>
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function Intro( Var )
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cExecCheck "Intro"
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if Var == nil
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then
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return
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end
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-- 1<>ʸ<EFBFBD><CAB8><EFBFBD> üũ
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if Var["CurSec"] + 1 > cCurrentSecond()
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then
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return
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else
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Var["CurSec"] = cCurrentSecond()
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end
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if Var["Intro"] == nil
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then
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DebugLog( "Start Intro" )
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Var["Intro"] = {}
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Var["Intro"]["DialogStepSec"] = Var["CurSec"]
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Var["Intro"]["DialogStepNo"] = 1
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end
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-- <20><><EFBFBD>̾<EFBFBD><CCBE>α<EFBFBD>(<28><><EFBFBD>̽<EFBFBD><CCBD><EFBFBD>) <20>ܰ<EFBFBD> üũ <20><> <20><><EFBFBD><EFBFBD>
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if Var["Intro"]["DialogStepNo"] <= #TombRaiderChat["Intro"]
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then
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-- <20><><EFBFBD>̽<EFBFBD><CCBD><EFBFBD> ó<><C3B3>
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if Var["Intro"]["DialogStepSec"] <= Var["CurSec"]
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then
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cMobDialog( Var["MapIndex"], RegenInfo["Mob"]["TombRaider"]["Index"], TombRaiderChat["ScriptFileName"], TombRaiderChat["Intro"][ Var["Intro"]["DialogStepNo"] ]["Index"] )
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Var["Intro"]["DialogStepSec"] = Var["CurSec"] + DelayTime["BetweenIntroDialog"] -- <20><><EFBFBD><EFBFBD> <20><><EFBFBD>̽<EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD> <20><><EFBFBD><EFBFBD>
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Var["Intro"]["DialogStepNo"] = Var["Intro"]["DialogStepNo"] + 1 -- <20><><EFBFBD><EFBFBD> <20><><EFBFBD>̽<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ܰ<EFBFBD> <20><><EFBFBD><EFBFBD>
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end
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else
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GoToNextStep( Var )
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Var["Intro"] = nil
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DebugLog( "End Intro" )
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return
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end
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end
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-- Ȳ<>ݾ<EFBFBD><DDBE><EFBFBD> Layer 1 ~ 4
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function LayerStep( Var )
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cExecCheck "LayerStep"
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if Var == nil
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then
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return
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end
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-- 1<>ʸ<EFBFBD><CAB8><EFBFBD> üũ
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if Var["CurSec"] + 1 > cCurrentSecond()
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then
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return
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else
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Var["CurSec"] = cCurrentSecond()
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end
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if Var["LayerStep"] == nil
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then
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Var["LayerStep"] = {}
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Var["LayerStep"]["LayerNumber"] = 1
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end
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if Var["LayerStep"]["LayerNumber"] <= #LayerNameTable
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then
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local LayerName = LayerNameTable[ Var["LayerStep"]["LayerNumber"] ]
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if Var[ LayerName ] == nil
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then
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DebugLog( "Start LayerStep "..LayerName )
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-- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ȯ
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local CurRegenLayer = RegenInfo["Group"][ LayerName ]
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for i = 1, #CurRegenLayer
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do
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cGroupRegenInstance( Var["MapIndex"], CurRegenLayer[i] )
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end
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Var[ LayerName ] = {}
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-- Var[ LayerName ]["WaitSecDuringMobGen"] = Var["CurSec"] + DelayTime["AfterMobGen"]
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-- <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD> <20><><EFBFBD><EFBFBD>
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Var["KQLimitTime"] = Var["CurSec"] + LimitTime[ LayerName ]
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cShowKQTimerWithLife( Var["MapIndex"], LimitTime[ LayerName ] )
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return;
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end
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if Var[ LayerName ]["KeyCore"] == nil
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then
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-- <20><><EFBFBD>̾<EFBFBD><CCBE>α<EFBFBD> <20><><EFBFBD><EFBFBD>
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cMobDialog( Var["MapIndex"], RegenInfo["Mob"]["TombRaider"]["Index"], TombRaiderChat["ScriptFileName"], TombRaiderChat[ LayerName ]["Index"] )
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-- <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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local TotalCore = 0
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for i = 1, #ItemDrop["DropMob"]
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do
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local CoreList = { cFindNearestMobList( Var["MapIndex"], ItemDrop["DropMob"][ i ] ) }
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TotalCore = TotalCore + #CoreList
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for j = 1, #CoreList
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do
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if CoreList[ j ] ~= nil
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then
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cSetAIScript ( MainLuaScriptPath, CoreList[ j ] )
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cAIScriptFunc( CoreList[ j ], "Entrance", "CoreBreakRoutine" )
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end
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end
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end
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local ItemDropInfo = ItemDrop[ LayerName ]
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Var[ LayerName ]["KeyCore"] = {}
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Var[ LayerName ]["DeadCoreCount"] = 0
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for i = 1, #ItemDropInfo
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do
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Var[ LayerName ]["KeyCore"][i] = cRandomInt( ItemDropInfo[i]["RandMin"], ItemDropInfo[i]["RandMax"] )
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Var[ LayerName ]["KeyCore"][i] = (Var[ LayerName ]["KeyCore"][i] * TotalCore) / 100
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end
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end
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-- Fail Case : <20><><EFBFBD><EFBFBD> <20><> Ȥ<><C8A4> <20>÷<EFBFBD><C3B7>̾ <20>ƹ<EFBFBD><C6B9><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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if cObjectCount( Var["MapIndex"], ObjectType["Player"] ) <= 0
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then
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GoToFail( Var )
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Var[ LayerName ] = nil
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Var["LayerStep"] = nil
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return
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end
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-- Fail Case : Ÿ<><C5B8> <20><><EFBFBD><EFBFBD>
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if IsKQTimeOver( Var ) == true
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then
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GoToFail( Var )
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Var[ LayerName ] = nil
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Var["LayerStep"] = nil
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return
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end
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else
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DebugLog( "End LayerStep" )
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Var["LayerStep"] = nil
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GoToNextStep( Var )
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return
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end
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end
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-- <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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function LastBattle( Var )
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cExecCheck "LastBattle"
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if Var == nil
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then
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return
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end
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-- 1<>ʸ<EFBFBD><CAB8><EFBFBD> üũ
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if Var["CurSec"] + 1 > cCurrentSecond()
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then
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return
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else
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Var["CurSec"] = cCurrentSecond()
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end
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-- <20>ֻ<EFBFBD><D6BB><EFBFBD> <20><><EFBFBD><EFBFBD>
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if Var["LastBattle"] == nil
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then
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DebugLog( "Start LastBattle" )
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local RegenTombRaider = RegenInfo["Mob"]["TombRaider"]
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Var["Enemy"]["TombRaider"] = cMobRegen_XY( Var["MapIndex"], RegenTombRaider["Index"], RegenTombRaider["x"], RegenTombRaider["y"], RegenTombRaider["dir"] )
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Var["LastBattle"] = {}
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Var["LastBattle"]["DialogStepSec"] = Var["CurSec"]
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Var["LastBattle"]["DialogStepNo"] = 1
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-- <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD> <20><><EFBFBD><EFBFBD>
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Var["KQLimitTime"] = Var["CurSec"] + LimitTime[ "LastBattle" ]
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cShowKQTimerWithLife( Var["MapIndex"], LimitTime[ "LastBattle" ] )
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end
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-- <20><><EFBFBD>̾<EFBFBD><CCBE>α<EFBFBD>(<28><><EFBFBD>̽<EFBFBD><CCBD><EFBFBD>) <20>ܰ<EFBFBD> üũ <20><> <20><><EFBFBD><EFBFBD>
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if Var["LastBattle"]["DialogStepNo"] <= #TombRaiderChat["LastBattle"]
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then
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-- <20><><EFBFBD>̾<EFBFBD><CCBE>α<EFBFBD> ó<><C3B3>
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if Var["LastBattle"]["DialogStepSec"] <= Var["CurSec"]
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then
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cMobDialog( Var["MapIndex"], RegenInfo["Mob"]["TombRaider"]["Index"], TombRaiderChat["ScriptFileName"], TombRaiderChat["LastBattle"][ Var["LastBattle"]["DialogStepNo"] ]["Index"] )
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Var["LastBattle"]["DialogStepSec"] = Var["CurSec"] + DelayTime["BetweenLastBattleDialog"] -- <20><><EFBFBD><EFBFBD> <20><><EFBFBD>̽<EFBFBD><CCBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD> <20><><EFBFBD><EFBFBD>
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Var["LastBattle"]["DialogStepNo"] = Var["LastBattle"]["DialogStepNo"] + 1 -- <20><><EFBFBD><EFBFBD> <20>ܰ<EFBFBD> <20><>ȣ <20><><EFBFBD><EFBFBD>
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end
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end
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-- Fail Case : <20><><EFBFBD><EFBFBD> <20><> Ȥ<><C8A4> <20>÷<EFBFBD><C3B7>̾ <20>ƹ<EFBFBD><C6B9><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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if cObjectCount( Var["MapIndex"], ObjectType["Player"] ) <= 0
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then
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GoToFail( Var )
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Var["LastBattle"] = nil
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return
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end
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-- Fail Case : Ÿ<><C5B8> <20><><EFBFBD><EFBFBD>
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if IsKQTimeOver( Var ) == true
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then
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GoToFail( Var )
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Var["LastBattle"] = nil
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return
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end
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--
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local bEndLastBattle = true
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if Var["Enemy"]["TombRaider"] ~= nil
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then
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if cIsObjectDead( Var["Enemy"]["TombRaider"] ) == nil
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then
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bEndLastBattle = false
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end
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end
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-- Success Case :
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if bEndLastBattle == true
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then
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GoToNextStep( Var )
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Var["LastBattle"] = nil
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Var["Enemy"]["TombRaider"] = nil
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DebugLog( "End LastBattle" )
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return
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end
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end
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-- ŷ<><C5B7> <20><><EFBFBD><EFBFBD>Ʈ <20>Ϸ<EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ
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function EndGate( Var )
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cExecCheck "EndGate"
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if Var == nil
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then
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return
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end
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|
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-- 1<>ʸ<EFBFBD><CAB8><EFBFBD> üũ
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if Var["CurSec"] + 1 > cCurrentSecond()
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then
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return
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else
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Var["CurSec"] = cCurrentSecond()
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end
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if Var["EndGate"] == nil
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then
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DebugLog( "Start EndGate" )
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local RegenNPC = RegenInfo["NPC"]["Gate"]
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local NPCHandle = cMobRegen_XY( Var["MapIndex"], RegenNPC["Index"], RegenNPC["x"], RegenNPC["y"], RegenNPC["dir"] )
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if NPCHandle ~= nil
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then
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cSetAIScript ( MainLuaScriptPath, NPCHandle )
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cAIScriptFunc( NPCHandle, "Entrance", "DummyFunc" )
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cAIScriptFunc( NPCHandle, "NPCClick", "EndGateClick" )
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end
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Var["EndGate"] = {}
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end
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-- Fail Case : Ÿ<><C5B8> <20><><EFBFBD><EFBFBD>
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if IsKQTimeOver( Var ) == true
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then
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GoToFail( Var )
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Var["LastBattle"] = nil
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return
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end
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end
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-- ŷ<><C5B7> <20><><EFBFBD><EFBFBD>Ʈ Ŭ<><C5AC><EFBFBD><EFBFBD>
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|||
|
function QuestSuccess( Var )
|
|||
|
cExecCheck "QuestSuccess"
|
|||
|
|
|||
|
if Var == nil
|
|||
|
then
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
|
|||
|
DebugLog( "Start QuestSuccess" )
|
|||
|
|
|||
|
-- Success <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
cVanishTimer( Var["MapIndex"] )
|
|||
|
cQuestResult( Var["MapIndex"], "Success" )
|
|||
|
|
|||
|
-- <20>÷<EFBFBD><C3B7>̾<CCBE><EEBFA1> Ŭ<><C5AC><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ֱ<EFBFBD>
|
|||
|
cReward( Var["MapIndex"], "KQ" )
|
|||
|
|
|||
|
-- Quest Mob Kill <20><><EFBFBD><EFBFBD>.
|
|||
|
cQuestMobKill_AllInMap( Var["MapIndex"], QuestMobKillInfo["QuestID"], QuestMobKillInfo["MobIndex"], QuestMobKillInfo["MaxKillCount"] )
|
|||
|
|
|||
|
|
|||
|
GoToNextStep( Var )
|
|||
|
Var["QuestSuccess"] = nil
|
|||
|
DebugLog( "End QuestSuccess" )
|
|||
|
|
|||
|
end
|
|||
|
|
|||
|
|
|||
|
-- ŷ<><C5B7> <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>
|
|||
|
function QuestFailed( Var )
|
|||
|
cExecCheck "QuestFailed"
|
|||
|
|
|||
|
if Var == nil
|
|||
|
then
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
|
|||
|
DebugLog( "Start QuestFailed" )
|
|||
|
|
|||
|
-- Fail <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
cVanishTimer( Var["MapIndex"] )
|
|||
|
cQuestResult( Var["MapIndex"], "Fail" )
|
|||
|
|
|||
|
GoToNextStep( Var )
|
|||
|
|
|||
|
DebugLog( "End QuestFailed" )
|
|||
|
|
|||
|
Var["QuestFailed"] = {}
|
|||
|
|
|||
|
end
|
|||
|
|
|||
|
|
|||
|
-- <20><>ȯ
|
|||
|
function ReturnToHome( Var )
|
|||
|
cExecCheck "ReturnToHome"
|
|||
|
|
|||
|
if Var == nil
|
|||
|
then
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
|
|||
|
-- 1<>ʸ<EFBFBD><CAB8><EFBFBD> üũ
|
|||
|
if Var["CurSec"] + 1 > cCurrentSecond()
|
|||
|
then
|
|||
|
return
|
|||
|
else
|
|||
|
Var["CurSec"] = cCurrentSecond()
|
|||
|
end
|
|||
|
|
|||
|
|
|||
|
if Var["ReturnToHome"] == nil
|
|||
|
then
|
|||
|
DebugLog( "Start ReturnToHome" )
|
|||
|
Var["ReturnToHome"] = {}
|
|||
|
Var["ReturnToHome"]["ReturnStepSec"] = Var["CurSec"]
|
|||
|
Var["ReturnToHome"]["ReturnStepNo"] = 1
|
|||
|
end
|
|||
|
|
|||
|
|
|||
|
-- Return : return notice substep
|
|||
|
if Var["ReturnToHome"]["ReturnStepNo"] <= #NoticeInfo["KQReturn"]
|
|||
|
then
|
|||
|
|
|||
|
if Var["ReturnToHome"]["ReturnStepSec"] <= Var["CurSec"]
|
|||
|
then
|
|||
|
|
|||
|
-- Notice of Escape
|
|||
|
if NoticeInfo["KQReturn"][ Var["ReturnToHome"]["ReturnStepNo"] ]["Index"] ~= nil
|
|||
|
then
|
|||
|
cNotice( Var["MapIndex"], NoticeInfo["ScriptFileName"], NoticeInfo["KQReturn"][ Var["ReturnToHome"]["ReturnStepNo"] ]["Index"] )
|
|||
|
end
|
|||
|
|
|||
|
-- Go To Next Notice
|
|||
|
Var["ReturnToHome"]["ReturnStepNo"] = Var["ReturnToHome"]["ReturnStepNo"] + 1
|
|||
|
Var["ReturnToHome"]["ReturnStepSec"] = Var["CurSec"] + DelayTime["BetweenKQReturnNotice"]
|
|||
|
|
|||
|
end
|
|||
|
|
|||
|
return
|
|||
|
|
|||
|
end
|
|||
|
|
|||
|
|
|||
|
-- Return : linkto substep
|
|||
|
if Var["ReturnToHome"]["ReturnStepNo"] > #NoticeInfo["KQReturn"]
|
|||
|
then
|
|||
|
|
|||
|
if Var["ReturnToHome"]["ReturnStepSec"] <= Var["CurSec"]
|
|||
|
then
|
|||
|
--Finish_KQ
|
|||
|
cLinkToAll( Var["MapIndex"], LinkInfo["ReturnMap"]["MapIndex"], LinkInfo["ReturnMap"]["x"], LinkInfo["ReturnMap"]["y"] )
|
|||
|
|
|||
|
GoToNextStep( Var )
|
|||
|
Var["ReturnToHome"] = nil
|
|||
|
|
|||
|
if cEndOfKingdomQuest( Var["MapIndex"] ) == nil
|
|||
|
then
|
|||
|
ErrorLog( "ReturnToHome::Function cEndOfKingdomQuest failed" )
|
|||
|
end
|
|||
|
|
|||
|
DebugLog( "End ReturnToHome" )
|
|||
|
end
|
|||
|
|
|||
|
return
|
|||
|
|
|||
|
end
|
|||
|
|
|||
|
|
|||
|
end
|
|||
|
|
|||
|
|
|||
|
-- <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Լ<EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ
|
|||
|
KQ_StepsList =
|
|||
|
{
|
|||
|
{ Function = InitDungeon, Name = "InitDungeon", },
|
|||
|
{ Function = Intro, Name = "Intro", },
|
|||
|
{ Function = LayerStep, Name = "LayerStep", },
|
|||
|
{ Function = LastBattle, Name = "LastBattle", },
|
|||
|
{ Function = EndGate, Name = "EndGate", },
|
|||
|
{ Function = QuestSuccess, Name = "QuestSuccess", },
|
|||
|
{ Function = QuestFailed, Name = "QuestFailed", },
|
|||
|
{ Function = ReturnToHome, Name = "ReturnToHome", },
|
|||
|
}
|
|||
|
|
|||
|
-- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ
|
|||
|
KQ_StepsIndexList =
|
|||
|
{
|
|||
|
}
|
|||
|
|
|||
|
for index, funcValue in pairs ( KQ_StepsList )
|
|||
|
do
|
|||
|
KQ_StepsIndexList[ funcValue["Name"] ] = index
|
|||
|
end
|