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require( "common" )
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require( "KQ/KDEgg/KDEggData" ) -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̺<EFBFBD>
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require( "KQ/KDEgg/KDEggFunc" )
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require( "KQ/KDEgg/KDEggObjectRoutine" )
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function Main( Field )
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cExecCheck( "Main" )
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local Var = InstanceField[Field]
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if Var == nil then
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InstanceField[Field] = {}
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Var = InstanceField[Field]
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Var["MapIndex"] = Field
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cSetFieldScript( Var["MapIndex"], SCRIPT_MAIN )
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cFieldScriptFunc( Var["MapIndex"], "MapLogin", "PlayerMapLogin" )
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cFieldScriptFunc( Var["MapIndex"], "ItemUse", "PlayerItemUse" )
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Var["StepControl"] = StepControl
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Var["StepFunc"] = DummyFunc
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end
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Var["StepControl"]( Var )
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Var["StepFunc"]( Var )
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end
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function DummyFunc( Var )
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end
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function StepControl( Var )
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cExecCheck( "StepControl" )
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if Var == nil then
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return
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end
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MapMarking( Var )
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local CurSec = cCurrentSecond()
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if Var["Step"] == nil then
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Var["Step"] = 1
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Var["StepFunc"] = InitKingdomQuestDefence
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return
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end
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if Var["Step"] == 1 then
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if Var["StepWaitTime"] == nil then
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Var["StepWaitTime"] = CurSec
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end
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if Var["StepWaitTime"] + KD_JOIN_WAIT_TIME < CurSec then
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Var["StepWaitTime"] = nil
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Var["Step"] = Var["Step"] + 1
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end
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return
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end
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if Var["Step"] == 2 then
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if WarN_Dialog( Var, DialogInfo["Egg_Join"] ) ~= nil then
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return
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end
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Var["Step"] = Var["Step"] + 1
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Var["StepFunc"] = WaveProcess
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return
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end
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if Var["Step"] == 3 then
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if Var["StepWaitTime"] == nil then
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Var["StepWaitTime"] = CurSec
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end
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if Var["MainObj"] == nil then
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Var["QuestResult"] = QUEST_FAIL
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Var["WaveRunner"] = nil
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Var["StepWaitTime"] = nil
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Var["Step"] = Var["Step"] + 1
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Var["StepFunc"] = DummyFunc
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return
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end
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if Var["MainObj"]["CurHP"] <= 0 then
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Var["QuestResult"] = QUEST_FAIL
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Var["WaveRunner"] = nil
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Var["StepWaitTime"] = nil
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Var["Step"] = Var["Step"] + 1
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Var["StepFunc"] = DummyFunc
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return
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end
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if Var["StepWaitTime"] + KD_WAVE_WAIT_TIME < CurSec then
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Var["StepWaitTime"] = nil
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Var["QuestResult"] = QUEST_SUCCESS
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Var["WaveRunner"] = nil
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Var["StepWaitTime"] = nil
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Var["Step"] = Var["Step"] + 1
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Var["StepFunc"] = DummyFunc
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return
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end
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if Var["StepFunc"] == DummyFunc then
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local bAnnihilate = true
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for index, value in pairs(Var["WaveRunner"]) do
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bAnnihilate = false
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break
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end
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if bAnnihilate == true then
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Var["QuestResult"] = QUEST_SUCCESS
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Var["WaveRunner"] = nil
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Var["StepWaitTime"] = nil
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Var["Step"] = Var["Step"] + 1
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Var["StepFunc"] = DummyFunc
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return
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end
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end
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return
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end
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if Var["Step"] == 4 then
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local Players = { cGetPlayerList( Var["MapIndex"] ) }
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for i=1, #Players do
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cSetAbstate( Players[i], CM_STUN_INDEX, 1, CM_STUN_KEEP )
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end
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cCameraMove( Var["MapIndex"],
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CameraMove["x"],
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CameraMove["y"],
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CameraMove["AngleXZ"],
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CameraMove["AngleY"],
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CameraMove["Dist"], 1 )
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Var["Step"] = Var["Step"] + 1
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return
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end
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if Var["Step"] == 5 then
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if Var["StepWaitTime"] == nil then
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Var["StepWaitTime"] = CurSec
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end
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if Var["StepWaitTime"] + END_EFFECT_WAIT < CurSec then
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Var["StepWaitTime"] = nil
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if Var["QuestResult"] == QUEST_SUCCESS then
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if Var["MainObj"]["Handle"] ~= nil then
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cAnimate( Var["MainObj"]["Handle"], "start", Ani_Index[5] )
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end
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cScriptMessage( Var["MapIndex"], AnnounceInfo["KDEgg_Success"] )
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local Players = { cGetPlayerList( Var["MapIndex"] ) }
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for i=1, #Players do
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for j=1, #RewardAbstate do
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cSetAbstate( Players[i], RewardAbstate[j]["Index"], 1, RewardAbstate[j]["KeepTime"] )
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end
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end
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Var["Step"] = 6
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else
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if Var["MainObj"]["Handle"] ~= nil then
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cAnimate( Var["MainObj"]["Handle"], "start", Ani_Index[6] )
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end
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cScriptMessage( Var["MapIndex"], AnnounceInfo["KDEgg_Fail"] )
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Var["Step"] = 7
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end
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end
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return
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end
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-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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if Var["Step"] == 6 then
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if WarN_Dialog( Var, DialogInfo["Egg_Success"] ) ~= nil 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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cAnimate( Var["MainObj"]["Handle"], "start", Ani_Index[2] )
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local Players = { cGetPlayerList( Var["MapIndex"] ) }
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for i=1, #Players do
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cResetAbstate( Players[i], CM_STUN_INDEX )
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end
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Var["Step"] = 99
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return
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end
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-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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if Var["Step"] == 7 then
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if WarN_Dialog( Var, DialogInfo["Egg_Fail"] ) ~= nil 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["MainObj"] = nil
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local Players = { cGetPlayerList( Var["MapIndex"] ) }
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for i=1, #Players do
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cResetAbstate( Players[i], CM_STUN_INDEX )
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end
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Var["Step"] = 99
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return
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end
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if Var["Step"] == 99 then
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if WarN_Notice( Var, NoticeInfo["KQReturn"] ) ~= nil then
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return
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end
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cLinkToAll( Var["MapIndex"], KD_END_LINKTO["Index"], KD_END_LINKTO["x"], KD_END_LINKTO["y"] )
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cEndOfKingdomQuest( Var["MapIndex"] )
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Var["Step"] = Var["Step"] + 1
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end
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end
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