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9.3 KiB

--------------------------------------------------------------------------------
-- Routine --
--------------------------------------------------------------------------------
function DummyRoutineFunc()
cExecCheck "DummyRoutineFunc"
return ReturnAI["END"]
end
----------------------------------------------------------------------
-- MapLogin Function
----------------------------------------------------------------------
function PlayerMapLogin( MapIndex, Handle )
cExecCheck "PlayerMapLogin"
local CurSec = cCurrentSecond()
local TeamType = cGetKQTeamType( Handle )
local CharNo = cGetCharNo( Handle )
local Var = InstanceField[ MapIndex ]
if Var == nil
then
ErrorLog( "PlayerMapLogin : Var nil" )
return
end
if CurSec == nil
then
ErrorLog( "PlayerMapLogin : CurSec nil" )
return
end
if TeamType == nil
then
ErrorLog( "PlayerMapLogin : TeamType nil" )
return
end
if TeamType ~= KQ_TEAM["RED"] and TeamType ~= KQ_TEAM["BLUE"]
then
ErrorLog( "PlayerMapLogin : Invalid TeamType "..TeamType )
return
end
if CharNo == nil
then
ErrorLog( "PlayerMapLogin : CharNo nil" )
return
end
if Var["Team"] == nil
then
ErrorLog( "PlayerMapLogin : Var[\"Team\"] nil" )
return
end
-- <EFBFBD><EFBFBD><EFBFBD>ӽ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̻<EFBFBD>
for i = 1, #LoginResetAbstate
do
cResetAbstate( Handle, LoginResetAbstate[ i ] )
end
-- <EFBFBD>÷<EFBFBD><EFBFBD>̾<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>߰<EFBFBD>, <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
local PlayerInfo = Player_Get( Var, CharNo )
if PlayerInfo == nil
then
-- <EFBFBD>ű<EFBFBD> <EFBFBD>÷<EFBFBD><EFBFBD>̾<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>߰<EFBFBD>
Player_Insert( Var, CharNo, Handle, TeamType )
else
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>÷<EFBFBD><EFBFBD>̾<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
PlayerInfo["Handle"] = Handle
PlayerInfo["IsInMap"] = true
end
-- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
for i = 1, #TeamUniform[ TeamType ]
do
cViewSlotEquip( Handle, TeamUniform[ TeamType ][ i ] )
cSetAbstate( Handle, TeamAbstate[ TeamType ]["Index"], TeamAbstate[ TeamType ]["Str"], TeamAbstate[ TeamType ]["KeepTime"], Handle )
end
-- <EFBFBD>̵<EFBFBD> <EFBFBD>ӵ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
cStaticWalkSpeed( Handle, true, 33 )
cStaticRunSpeed( Handle, true, 127 )
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ƴϸ<EFBFBD> <EFBFBD>Լ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if Var["RoundEndTime"] <= 0
then
return
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD>, Ÿ<EFBFBD≯<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
local RedTeamInfo = Var["Team"][ KQ_TEAM["RED"] ]
local BlueTeamInfo = Var["Team"][ KQ_TEAM["BLUE"] ]
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>, <EFBFBD>÷<EFBFBD><EFBFBD>̾<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if PlayerInfo ~= nil
then
if PlayerInfo["IsOut"] == false
then
Var["Team"][ TeamType ]["Score"] = Var["Team"][ TeamType ]["Score"] + 1
end
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <EFBFBD>ð<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>˸<EFBFBD>
cScoreBoard( Handle, true, Var["Round"], RedTeamInfo["RoundResultCount"]["Win"], RedTeamInfo["Score"], BlueTeamInfo["RoundResultCount"]["Win"], BlueTeamInfo["Score"] )
cTimer_Obj( Handle, (Var["RoundEndTime"] - CurSec) )
end
----------------------------------------------------------------------
-- ServantSummon Function
----------------------------------------------------------------------
function ServantSummon( MapIndex, ServantHandle, ServantIndex, MasterHandle )
cExecCheck "ServantSummon"
if ServantIndex == WaterBalloon["MobIndex"]
then
cSetAIScript ( MainLuaScriptPath, ServantHandle )
cAIScriptFunc( ServantHandle, "Entrance", "WaterBallon_Entrance" )
cAIScriptFunc( ServantHandle, "NPCAction", "WaterBallon_NPCAction" )
elseif ServantIndex == WaterCannon["MobIndex"]
then
cSetAIScript ( MainLuaScriptPath, ServantHandle )
cAIScriptFunc( ServantHandle, "Entrance", "WaterCannon_Entrance" )
end
end
----------------------------------------------------------------------
-- WaterBallon_Explosion Function
----------------------------------------------------------------------
function WaterBallon_Explosion( Var, NPCHandle )
cExecCheck "WaterBallon_Explosion"
local CurSec = cCurrentSecond()
local TeamType = cGetKQTeamType( NPCHandle )
if Var == nil
then
ErrorLog( "WaterBallon_Explosion : Var nil" )
return
end
if NPCHandle == nil
then
ErrorLog( "WaterBallon_Explosion : Var nil" )
return
end
if CurSec == nil
then
ErrorLog( "WaterBallon_Explosion : CurSec nil" )
return
end
if TeamType == nil
then
ErrorLog( "WaterBallon_Explosion : TeamType nil" )
return
end
if TeamType ~= KQ_TEAM["RED"] and TeamType ~= KQ_TEAM["BLUE"]
then
ErrorLog( "WaterBallon_Explosion : Invalid TeamType "..TeamType )
return
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD≯<EFBFBD> <EFBFBD>ƹ<EFBFBD> ó<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ʴ´<EFBFBD>
if Var["RoundEndTime"] > 0
then
-- <EFBFBD>÷<EFBFBD><EFBFBD>̾<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>Ÿ<EFBFBD><EFBFBD><EFBFBD> Ȯ<EFBFBD><EFBFBD>
local PlayerList = Var["Player"]
if PlayerList == nil
then
ErrorLog( "WaterBallon_Explosion : PlayerList nil" )
return
end
for i = 1, #PlayerList
do
local PlayerInfo = PlayerList[ i ]
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ȯ<EFBFBD><EFBFBD>
if PlayerInfo["IsInMap"] == true and -- <EFBFBD>ʿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD><EFBFBD><EFBFBD>
PlayerInfo["TeamType"] == OpposingTeamInfo[ TeamType ] and -- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
PlayerInfo["PrisonLinkToWaitTime"] == 0 and -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
PlayerInfo["IsOut"] == false and -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ۿ<EFBFBD> <EFBFBD>ִ<EFBFBD><EFBFBD><EFBFBD>
cDistanceSquar( NPCHandle, PlayerInfo["Handle"] ) <= (WaterBalloon["Dist"] * WaterBalloon["Dist"]) -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ȿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD><EFBFBD><EFBFBD>
then
local Player_x, Player_y = cObjectLocate( PlayerInfo["Handle"] )
if Player_x ~= nil and Player_y ~= nil
then
if cFindAttackBlockLocate( NPCHandle, Player_x, Player_y ) == true -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ȯ<EFBFBD><EFBFBD>
then
PlayerInfo["BalloonHandle"] = NPCHandle
PlayerInfo["BalloonAbstateTime"] = CurSec + WaterBalloon["SetAbstateWait"]
PlayerInfo["PrisonLinkToWaitTime"] = CurSec + WaterBalloon["LinktoWait"]
end
end
end
end
end
cSkillBlast( NPCHandle, NPCHandle, WaterBalloon["SkillIndex"] )
cVanishReserv( NPCHandle, 3 )
end
----------------------------------------------------------------------
-- WaterBallon_Entrance Function
----------------------------------------------------------------------
function WaterBallon_Entrance( Handle, MapIndex )
cExecCheck "WaterBallon_Entrance"
-- <EFBFBD>׾<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ũ<EFBFBD><EFBFBD>Ʈ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if cIsObjectDead( Handle ) ~= nil
then
cAIScriptSet( Handle )
return ReturnAI["END"]
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ũ<EFBFBD><EFBFBD>Ʈ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if cIsObjectAlreadyDead( Handle ) == true
then
cAIScriptSet( Handle )
return ReturnAI["END"]
end
-- <EFBFBD>̵<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>߾<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if cGetMoveState( Handle ) ~= 0
then
return ReturnAI["CPP"]
end
local Var = InstanceField[ MapIndex ]
if Var == nil
then
ErrorLog( "WaterCannon_Entrance : Var nil" )
return ReturnAI["END"]
end
WaterBallon_Explosion( Var, Handle )
return ReturnAI["END"]
end
----------------------------------------------------------------------
-- WaterBallon_NPCAction Function
----------------------------------------------------------------------
function WaterBallon_NPCAction( MapIndex, NPCHandle, PlyHandle, PlyCharNo )
cExecCheck "WaterBallon_NPCAction"
local TeamType = cGetKQTeamType( NPCHandle )
local Var = InstanceField[ MapIndex ]
local MasterHandle = cGetMaster( NPCHandle )
if Var == nil
then
ErrorLog( "WaterBallon_NPCAction : Var nil" )
return
end
if TeamType == nil
then
ErrorLog( "WaterBallon_NPCAction : TeamType nil" )
return
end
if TeamType ~= KQ_TEAM["RED"] and TeamType ~= KQ_TEAM["BLUE"]
then
ErrorLog( "WaterBallon_NPCAction : Invalid TeamType "..TeamType )
return
end
-- <EFBFBD><EFBFBD>ȯ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ȯ<EFBFBD><EFBFBD>
if MasterHandle == PlyHandle
then
return
end
-- NPC<EFBFBD>̵<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
cMoveStop( NPCHandle )
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
WaterBallon_Explosion( Var, NPCHandle )
end
----------------------------------------------------------------------
-- WaterCannon_Entrance Function
----------------------------------------------------------------------
function WaterCannon_Entrance( Handle, MapIndex )
cExecCheck "WaterCannon_Entrance"
local CurSec = cCurrentSecond()
local TeamType = cGetKQTeamType( Handle )
local Var = InstanceField[ MapIndex ]
if Var == nil
then
ErrorLog( "WaterCannon_Entrance : Var nil" )
return
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD≯<EFBFBD> <EFBFBD>ƹ<EFBFBD> ó<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ʴ´<EFBFBD>.
if Var["RoundEndTime"] <= 0
then
return
end
if CurSec == nil
then
ErrorLog( "WaterCannon_Entrance : CurSec nil" )
return
end
if TeamType == nil
then
ErrorLog( "WaterCannon_Entrance : TeamType nil" )
return
end
if TeamType ~= KQ_TEAM["RED"] and TeamType ~= KQ_TEAM["BLUE"]
then
ErrorLog( "WaterCannon_Entrance : Invalid TeamType "..TeamType )
return
end
-- <EFBFBD>÷<EFBFBD><EFBFBD>̾<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>Ÿ<EFBFBD><EFBFBD><EFBFBD> Ȯ<EFBFBD><EFBFBD>
local PlayerList = Var["Player"]
if PlayerList == nil
then
ErrorLog( "WaterCannon_Entrance : PlayerList nil" )
return false
end
for i = 1, #PlayerList
do
local PlayerInfo = PlayerList[ i ]
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ȯ<EFBFBD><EFBFBD>
if PlayerInfo["IsInMap"] == true and -- <EFBFBD>ʿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD><EFBFBD><EFBFBD>
PlayerInfo["TeamType"] == OpposingTeamInfo[ TeamType ] and -- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
PlayerInfo["PrisonLinkToWaitTime"] == 0 and -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
PlayerInfo["IsOut"] == false and -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ۿ<EFBFBD> <EFBFBD>ִ<EFBFBD><EFBFBD><EFBFBD>
cDistanceSquar( Handle, PlayerInfo["Handle"] ) <= (WaterCannon["Dist"] * WaterCannon["Dist"]) -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ȿ<EFBFBD> <EFBFBD>ִ<EFBFBD><EFBFBD><EFBFBD>
then
local Player_x, Player_y = cObjectLocate( PlayerInfo["Handle"] )
if Player_x ~= nil and Player_y ~= nil
then
if cFindAttackBlockLocate( Handle, Player_x, Player_y ) == true -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ȯ<EFBFBD><EFBFBD>
then
cSetAbstate( PlayerInfo["Handle"], WaterCannon["Abstate"]["Index"], 1, WaterCannon["Abstate"]["KeepTime"], Handle )
PlayerInfo["PrisonLinkToWaitTime"] = CurSec + WaterCannon["LinktoWait"]
end
end
end
end
cNPCVanish( Handle )
return ReturnAI["END"]
end