545 lines
11 KiB
Lua
545 lines
11 KiB
Lua
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--[[ ]]--
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--[[ <09><>Ÿ<EFBFBD><C5B8> <20>Ƶ<EFBFBD><C6B5><EFBFBD><EFBFBD><EFBFBD> ]]--
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--[[ 1<><31><EFBFBD><EFBFBD> ]]--
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--[[ ]]--
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function Zone1_Setting( Var )
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cExecCheck "Zone1_Setting"
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if Var == nil then
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return
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end
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-- <20><><EFBFBD><EFBFBD><EFBFBD>ǵ<EFBFBD> <20><>ȯ
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Var.Zone_1_Darkstone_1 = cMobRegen_XY( Var.MapIndex, RegenInfo.DStone1.Index,
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RegenInfo.DStone1.x,
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RegenInfo.DStone1.y,
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RegenInfo.DStone1.dir )
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-- <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ҽ<EFBFBD> ȸ<><C8B8> <20>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ٽ<EFBFBD> <20>߰<EFBFBD>
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cSetAIScript( "ID/AdlF/AdlF", Var.Zone_1_Darkstone_1 )
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-- <20><><EFBFBD>ÿ<EFBFBD> <20><>ȯ
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-- <20><><EFBFBD>ÿ<EFBFBD> HP 50% <20><><EFBFBD>·<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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Var.LoussierHandle = cMobRegen_XY( Var.MapIndex, RegenInfo.Loussier.Index, RegenInfo.Loussier.x, RegenInfo.Loussier.y, RegenInfo.Loussier.dir )
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Var.Loussier_Stop = 1 -- <20><><EFBFBD>ÿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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-- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>2<EFBFBD><32> <20><>ȯ
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Var.Marlene = cMobRegen_XY( Var.MapIndex, RegenInfo.Marlene.Index, RegenInfo.Marlene.x, RegenInfo.Marlene.y, RegenInfo.Marlene.dir )
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Var.Guard1 = cMobRegen_XY( Var.MapIndex, RegenInfo.Guard1.Index, RegenInfo.Guard1.x, RegenInfo.Guard1.y, RegenInfo.Guard1.dir )
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Var.Guard2 = cMobRegen_XY( Var.MapIndex, RegenInfo.Guard2.Index, RegenInfo.Guard2.x, RegenInfo.Guard1.y, RegenInfo.Guard2.dir )
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if Var.LoussierHandle == nil then
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cDebugLog( "Default_Setting : Fail cMobRegen_XY Loussier" )
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return
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end
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if Var.Marlene == nil then
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cDebugLog( "Default_Setting : Fail cMobRegen_XY Marlene" )
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return
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end
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if Var.Guard1 == nil then
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cDebugLog( "Default_Setting : Fail cMobRegen_XY Guard1" )
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return
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end
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if Var.Guard2 == nil then
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cDebugLog( "Default_Setting : Fail cMobRegen_XY Guard2" )
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return
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end
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-- <20><><EFBFBD>ÿ<EFBFBD> <20><>ũ<EFBFBD><C5A9>Ʈ <20><><EFBFBD><EFBFBD>
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if cSetAIScript( "ID/AdlF/AdlF", Var.LoussierHandle ) == nil then
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cDebugLog( "Default_Setting : Fail cSetAIScript Loussier" )
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return
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end
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-- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ũ<EFBFBD><C5A9>Ʈ <20><><EFBFBD><EFBFBD>
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if cSetAIScript( "ID/AdlF/AdlF", Var.Marlene ) == nil then
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cDebugLog( "Default_Setting : Fail cSetAIScript Marlene" )
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return
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end
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if cSetAIScript( "ID/AdlF/AdlF", Var.Guard1 ) == nil then
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cDebugLog( "Default_Setting : Fail cSetAIScript Guard1" )
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return
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end
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if cSetAIScript( "ID/AdlF/AdlF", Var.Guard2 ) == nil then
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cDebugLog( "Default_Setting : Fail cSetAIScript Guard2" )
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return
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end
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-- <20><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
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for i=1, #RegenInfo.Zone1_Regen_Group do
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cGroupRegenInstance( Var.MapIndex, RegenInfo.Zone1_Regen_Group[i] )
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end
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-- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ȯ, <20><><EFBFBD><EFBFBD><EFBFBD>̻<EFBFBD> <20><><EFBFBD><EFBFBD>
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for i=1, #RegenInfo.Zone1_Regen_Franger do
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local franger = cMobRegen_XY( Var.MapIndex,
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RegenInfo.Zone1_Regen_Franger[i].Index,
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RegenInfo.Zone1_Regen_Franger[i].x,
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RegenInfo.Zone1_Regen_Franger[i].y,
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RegenInfo.Zone1_Regen_Franger[i].dir )
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cSetAbstate( franger, "StaHideWC", 1, 20000000 )
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end
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Var.StepFunc = Zone1_LoussierRescueEvent
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return
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end
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-- <20><><EFBFBD>ÿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>̺<EFBFBD>Ʈ ó<><C3B3>
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function Zone1_LoussierRescueEvent( Var )
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cExecCheck "Zone1_LoussierRescueEvent"
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if Var == nil then
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return
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end
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local CurSec = cCurrentSecond()
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-- <20>̺<EFBFBD>Ʈ <20><><EFBFBD><EFBFBD> üũ
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if Var.Zone1_EventStep == nil then
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-- <20><><EFBFBD><EFBFBD><EFBFBD>ȿ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ ù<><C3B9>°<EFBFBD><C2B0> <20>ִ<EFBFBD><D6B4><EFBFBD><EFBFBD><EFBFBD> üũ
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local Object = cGetAreaObjectList( Var.MapIndex, AreaIndex.Zone1_1, ObjectType.Player )
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if Object == nil then
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return
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end
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Var.Dialog = nil
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Var.DialogStep = nil
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Var.Zone1_EventStep = 1
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Var.Zone1_EventPlayTime = CurSec
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return
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end
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-- 1_1, 1_2
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-- <20>÷<EFBFBD><C3B7>̾<EFBFBD> <20>ൿ<EFBFBD><E0B5BF> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>̻<EFBFBD><CCBB><EFBFBD> <20>ɰ<EFBFBD>, <20><><EFBFBD>ÿ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ī<><EFBFBD> <20>̵<EFBFBD>
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if Var.Zone1_EventStep == 1 then
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if Var.Zone1_EventPlayTime > CurSec then
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return
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end
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local PlayerList = { cGetPlayerList( Var.MapIndex ) }
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for i=1, #PlayerList do
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if cSetAbstate( PlayerList[i], STUN, 1, 200000 ) == nil then
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cDebugLog( "Zone1_LoussierRescueEvent : cSetAbstate" )
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end
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end
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cCameraMove( Var.MapIndex,
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CameraMoveInfo[1].x,
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CameraMoveInfo[1].y,
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CameraMoveInfo[1].AngleXZ,
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CameraMoveInfo[1].AngleY,
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CameraMoveInfo[1].Dist, 1 )
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Var.Zone1_EventStep = 2
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Var.Zone1_EventPlayTime = CurSec + 2
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return
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end
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-- 1_3
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-- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ī<><EFBFBD> <20>̵<EFBFBD>
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if Var.Zone1_EventStep == 2 then
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if Var.Zone1_EventPlayTime > CurSec then
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return
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end
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local PlayerList = { cGetPlayerList( Var.MapIndex ) }
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for i=1, #PlayerList do
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if cSetAbstate( PlayerList[i], STUN, 1, 200000 ) == nil then
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cDebugLog( "Zone1_LoussierRescueEvent : cSetAbstate" )
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end
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end
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cCameraMove( Var.MapIndex,
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CameraMoveInfo[2].x,
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CameraMoveInfo[2].y,
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CameraMoveInfo[2].AngleXZ,
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CameraMoveInfo[2].AngleY,
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CameraMoveInfo[2].Dist, 1 )
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Var.Zone1_EventStep = 3
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Var.Zone1_EventPlayTime = CurSec + 2
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return
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end
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-- 1_4
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-- NPC <20><>ȭ
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if Var.Zone1_EventStep == 3 then
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if Var.Zone1_EventPlayTime > CurSec then
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return
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end
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if Var.Dialog == nil then
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Var.Dialog = DialogInfo.Loussier_Rescue_Event
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Var.DialogStep = 1
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end
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if Var.DialogStep <= #Var.Dialog then
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cMobDialog( Var.MapIndex,
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Var.Dialog[Var.DialogStep].Portrait,
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Var.Dialog[Var.DialogStep].FileName,
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Var.Dialog[Var.DialogStep].Index )
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Var.Zone1_EventPlayTime = CurSec + Var.Dialog[Var.DialogStep].Delay
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Var.DialogStep = Var.DialogStep + 1
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return
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end
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Var.Dialog = nil
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Var.DialogStep = nil
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Var.Zone1_EventStep = 4
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Var.Zone1_EventPlayTime = CurSec
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return
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end
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-- 1_5
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-- ī<><EFBFBD> <20><><EFBFBD>ÿ<EFBFBD> <20><>ġ<EFBFBD><C4A1> <20>̵<EFBFBD>
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if Var.Zone1_EventStep == 4 then
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if Var.Zone1_EventPlayTime > CurSec then
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return
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end
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local PlayerList = { cGetPlayerList( Var.MapIndex ) }
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for i=1, #PlayerList do
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if cSetAbstate( PlayerList[i], STUN, 1, 200000 ) == nil then
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cDebugLog( "Zone1_LoussierRescueEvent : cSetAbstate" )
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end
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end
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cCameraMove( Var.MapIndex,
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CameraMoveInfo[3].x,
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CameraMoveInfo[3].y,
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CameraMoveInfo[3].AngleXZ,
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CameraMoveInfo[3].AngleY,
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CameraMoveInfo[3].Dist, 1 )
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Var.Zone1_EventStep = 5
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Var.Zone1_EventPlayTime = CurSec + 1
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return
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end
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-- 1_6, ( 1_7 )
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-- <20><> <20><>ȯ
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if Var.Zone1_EventStep == 5 then
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if Var.Zone1_EventPlayTime > CurSec then
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return
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end
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Var.Zone1_Event_Mob = {}
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for i=1, #RegenInfo.Zone1_Event do
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Var.Zone1_Event_Mob[i] = cMobRegen_XY( Var.MapIndex, RegenInfo.Zone1_Event[i].Index,
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RegenInfo.Zone1_Event[i].x,
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RegenInfo.Zone1_Event[i].y,
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RegenInfo.Zone1_Event[i].dir )
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end
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Var.Zone1_EventStep = 6
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Var.Zone1_EventPlayTime = CurSec + 2
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return
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end
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-- 1_8
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-- ī<><EFBFBD> <20><><EFBFBD><EFBFBD>ġ<EFBFBD><C4A1> <20>ϱ<EFBFBD><CFB1><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>̻<EFBFBD> <20><><EFBFBD><EFBFBD>
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if Var.Zone1_EventStep == 6 then
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if Var.Zone1_EventPlayTime > CurSec then
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return
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end
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local PlayerList = { cGetPlayerList( Var.MapIndex ) }
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for i=1, #PlayerList do
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if cResetAbstate( PlayerList[i], STUN ) == nil then
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cDebugLog( "Zone1_LoussierRescueEvent : Fail cResetAbstate" )
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end
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end
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Var.Zone1_EventStep = 7
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Var.Zone1_EventPlayTime = CurSec
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return
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end
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-- 1_8
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-- ī<><EFBFBD> <20><><EFBFBD><EFBFBD>ġ
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if Var.Zone1_EventStep == 7 then
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if Var.Zone1_EventPlayTime > CurSec then
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return
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end
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cCameraMove( Var.MapIndex, 0, 0, 0, 0, 0, 0 )
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Var.Zone1_EventStep = 8
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Var.Zone1_EventPlayTime = CurSec + 1
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return
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end
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-- 1_9
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-- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ÿ<EFBFBD><C3BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̵<EFBFBD>
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if Var.Zone1_EventStep == 8 then
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if Var.Zone1_EventPlayTime > CurSec then
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return
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end
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cNPCVanish( Var.Marlene )
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cNPCVanish( Var.Guard1 )
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cNPCVanish( Var.Guard2 )
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Var.Marlene = cMobRegen_Obj( RegenInfo.Marlene.Index, Var.LoussierHandle )
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Var.Guard1 = cMobRegen_Obj( RegenInfo.Guard1.Index, Var.LoussierHandle )
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Var.Guard2 = cMobRegen_Obj( RegenInfo.Guard2.Index, Var.LoussierHandle )
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-- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ÿ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ó<><C3B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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cSetAIScript( "ID/AdlF/AdlF", Var.Marlene )
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cSetAIScript( "ID/AdlF/AdlF", Var.Guard1 )
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cSetAIScript( "ID/AdlF/AdlF", Var.Guard2 )
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Var.Loussier_Stop = nil -- <20><><EFBFBD>ÿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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Var.Zone1_EventStep = 9
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Var.Zone1_EventPlayTime = CurSec
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return
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end
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-- 1_10
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-- <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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if Var.Zone1_EventStep == 9 then
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if Var.Zone1_EventPlayTime > CurSec then
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return
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end
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-- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ÿ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ó<><C3B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
|||
|
if GuardMemBlock[Var.Marlene] ~= nil then
|
|||
|
GuardMemBlock[Var.Marlene].StepFunc = GuarderActivity
|
|||
|
end
|
|||
|
if GuardMemBlock[Var.Guard1] ~= nil then
|
|||
|
GuardMemBlock[Var.Guard1].StepFunc = GuarderActivity
|
|||
|
end
|
|||
|
if GuardMemBlock[Var.Guard2] ~= nil then
|
|||
|
GuardMemBlock[Var.Guard2].StepFunc = GuarderActivity
|
|||
|
end
|
|||
|
|
|||
|
cScriptMessage( Var.MapIndex, AnnounceInfo.AdlF_Mission_01_001 )
|
|||
|
|
|||
|
Var.Zone1_EventStep = 10
|
|||
|
Var.Zone1_EventPlayTime = CurSec
|
|||
|
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
|
|||
|
|
|||
|
Var.Zone1_EventStep = nil
|
|||
|
Var.Zone1_EventPlayTime = nil
|
|||
|
|
|||
|
Var.StepFunc = Zone1_LoussierRescueEnd
|
|||
|
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
|
|||
|
-- <20><><EFBFBD>ÿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>̺<EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>
|
|||
|
function Zone1_LoussierRescueEnd( Var )
|
|||
|
cExecCheck "Zone1_LoussierRescueEnd"
|
|||
|
|
|||
|
if Var == nil then
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
|
|||
|
local CurSec = cCurrentSecond()
|
|||
|
|
|||
|
-- 1_11, 1_12
|
|||
|
-- <20><><EFBFBD><EFBFBD><EFBFBD>̺<EFBFBD>Ʈ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> üũ
|
|||
|
if Var.Zone1_EventStep == nil then
|
|||
|
|
|||
|
-- <20><><EFBFBD>ÿ<EFBFBD><C3BF><EFBFBD> <20><EFBFBD><D7BE><EFBFBD> <20><><EFBFBD><EFBFBD>, ( stepcontrol <20><><EFBFBD><EFBFBD> <20>ŷ<EFBFBD>ƾ <20><><EFBFBD>ÿ<EFBFBD> üũ )
|
|||
|
if Var.LoussierHandle == nil then
|
|||
|
|
|||
|
Var.Dialog = DialogInfo.Loussier_Rescue_Fail
|
|||
|
Var.DialogStep = 1
|
|||
|
|
|||
|
Var.Zone1_EventStep = 1
|
|||
|
Var.Zone1_EventPlayTime = CurSec + 2
|
|||
|
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
local chkEventMob = 0
|
|||
|
-- <20><> <20><><EFBFBD><EFBFBD> <20><EFBFBD><D7BE><EFBFBD><EFBFBD><EFBFBD> üũ
|
|||
|
for index, value in pairs( Var.Zone1_Event_Mob ) do
|
|||
|
if value ~= nil then
|
|||
|
if cIsObjectDead( value ) ~= nil then
|
|||
|
Var.Zone1_Event_Mob[index] = nil
|
|||
|
end
|
|||
|
|
|||
|
chkEventMob = 1
|
|||
|
end
|
|||
|
end
|
|||
|
|
|||
|
|
|||
|
if chkEventMob == 1 then
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
-- <20><><EFBFBD><EFBFBD> <20><> <20><EFBFBD><D7BE><EFBFBD> <20><><EFBFBD><EFBFBD>
|
|||
|
Var.Zone1_Event_Mob = nil
|
|||
|
|
|||
|
Var.Dialog = DialogInfo.Loussier_Rescue_Succ
|
|||
|
Var.DialogStep = 1
|
|||
|
|
|||
|
Var.Zone1_EventStep = 1
|
|||
|
Var.Zone1_EventPlayTime = CurSec + 2
|
|||
|
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
|
|||
|
if Var.Zone1_EventStep == 1 then
|
|||
|
|
|||
|
if Var.Zone1_EventPlayTime > CurSec then
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
-- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ÿ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ó<><C3B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
|||
|
if GuardMemBlock[Var.Marlene] ~= nil then
|
|||
|
GuardMemBlock[Var.Marlene].StepFunc = GuarderStop
|
|||
|
end
|
|||
|
if GuardMemBlock[Var.Guard1] ~= nil then
|
|||
|
GuardMemBlock[Var.Guard1].StepFunc = GuarderStop
|
|||
|
end
|
|||
|
if GuardMemBlock[Var.Guard2] ~= nil then
|
|||
|
GuardMemBlock[Var.Guard2].StepFunc = GuarderStop
|
|||
|
end
|
|||
|
|
|||
|
|
|||
|
cFollow( Var.Marlene, Var.LoussierHandle, 100, 1000 )
|
|||
|
cFollow( Var.Guard1, Var.LoussierHandle, 100, 1000 )
|
|||
|
cFollow( Var.Guard2, Var.LoussierHandle, 100, 1000 )
|
|||
|
|
|||
|
|
|||
|
Var.Zone1_EventStep = 2
|
|||
|
Var.Zone1_EventPlayTime = CurSec
|
|||
|
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
|
|||
|
|
|||
|
-- 1_13_S, 1_14_S, 1_13_F
|
|||
|
-- <20>ش<EFBFBD> <20><>ȭ <20><><EFBFBD><EFBFBD>
|
|||
|
if Var.Zone1_EventStep == 2 then
|
|||
|
|
|||
|
if Var.Zone1_EventPlayTime > CurSec then
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
if Var.DialogStep <= #Var.Dialog then
|
|||
|
|
|||
|
cMobDialog( Var.MapIndex,
|
|||
|
Var.Dialog[Var.DialogStep].Portrait,
|
|||
|
Var.Dialog[Var.DialogStep].FileName,
|
|||
|
Var.Dialog[Var.DialogStep].Index )
|
|||
|
|
|||
|
Var.Zone1_EventPlayTime = CurSec + Var.Dialog[Var.DialogStep].Delay
|
|||
|
|
|||
|
Var.DialogStep = Var.DialogStep + 1
|
|||
|
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
|
|||
|
Var.Dialog = nil
|
|||
|
Var.DialogStep = nil
|
|||
|
|
|||
|
Var.Zone1_EventStep = 3
|
|||
|
Var.Zone1_EventPlayTime = CurSec + 4
|
|||
|
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
|
|||
|
-- 1_14_F
|
|||
|
-- <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
|||
|
if Var.Zone1_EventStep == 3 then
|
|||
|
|
|||
|
if Var.Zone1_EventPlayTime > CurSec then
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
cScriptMessage( Var.MapIndex, AnnounceInfo.AdlF_Mission_01_002 )
|
|||
|
|
|||
|
Var.Zone1_EventStep = 4
|
|||
|
Var.Zone1_EventPlayTime = CurSec
|
|||
|
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
|
|||
|
Var.Zone1_EventStep = nil
|
|||
|
Var.Zone1_EventPlayTime = nil
|
|||
|
|
|||
|
Var.StepFunc = Dummy
|
|||
|
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|