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SigFiesta/LuaScript/ID/AdlFH/AdlFH.lua

1094 lines
40 KiB

require( "common" )
require( "ID/AdlFH/AdlFH_Loussier" ) -- <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ũ<EFBFBD><EFBFBD>Ʈ
require( "ID/AdlFH/AdlFH_MagicStone" ) -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>۵<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ũ<EFBFBD><EFBFBD>Ʈ
require( "ID/AdlFH/AdlFH_Guarder" ) -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>,<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ũ<EFBFBD><EFBFBD>Ʈ
require( "ID/AdlFH/AdlFH_Gate" ) -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ũ<EFBFBD><EFBFBD>Ʈ
require( "ID/AdlFH/AdlFH_Karen" ) -- ī<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ũ<EFBFBD><EFBFBD>Ʈ
require( "ID/AdlFH/AdlFH_Zone1" )
require( "ID/AdlFH/AdlFH_Zone2" )
require( "ID/AdlFH/AdlFH_Zone3" )
require( "ID/AdlFH/AdlFH_Zone4" )
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- <EFBFBD><EFBFBD>ũ<EFBFBD><EFBFBD>Ʈ ó<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ʿ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
RegenInfo =
{
-- <EFBFBD>̵<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ, ( <EFBFBD>ε<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> AdlF_Gate.lua<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Լ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> )
-- <EFBFBD>̵<EFBFBD> <EFBFBD><EFBFBD>ġ<EFBFBD><EFBFBD> AdlF_Gate.lua<EFBFBD><EFBFBD><EFBFBD>Ͽ<EFBFBD><EFBFBD><EFBFBD> cLinkTo <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ExitGate = { Index = "Gate_ID_Complete", x = 2208, y = 9966, dir = 48, Title = "Exit Gate", Yes = "Exit", No = "Cancel" },
BossRoomGate= { Index = "Gate_ID_Exit", x = 9412, y = 20075, dir = 48, Title = "Exit Gate", Yes = "Exit", No = "Cancel" },
ExitBossGate= { Index = "Gate_ID_Exit", x = 12924, y = 6373, dir = 48, Title = "Exit Gate", Yes = "Exit", No = "Cancel" },
CompleteGate= { Index = "Gate_ID_Complete", x = 12720, y = 8518, dir = 48, Title = "Exit Gate", Yes = "Exit", No = "Cancel" },
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Door1 = { Index = "AdlFH_Barrier01", x = 3203, y = 18025, dir = 176, Block = "DoorBlock01", scale = 1000},
Door2 = { Index = "AdlFH_Barrier02", x = 6144, y = 20229, dir = 270, Block = "DoorBlock02", scale = 1000},
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǵ<EFBFBD>
DStone1 = { Index = "AdlFH_DStone", x = 2040, y = 15921, dir = 0 },
DStone2 = { Index = "AdlFH_DStone", x = 5091, y = 18970, dir = 0 },
DStone3 = { Index = "AdlFH_DStone", x = 2026, y = 22448, dir = 0 },
DStone4 = { Index = "AdlFH_DStone", x = 3450, y = 20235, dir = 0 },
-- <EFBFBD>߰<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Salare = { Index = "AdlFH_Salare", x = 5159, y = 20960, dir = 0 },
SalareMan= { Index = "AdlFH_SalareMan", },
Eglack = { Index = "AdlFH_Eglack", x = 12925, y = 9654, dir = 0 },
EglackMad= { Index = "AdlFH_EglackMad", },
EglackMan= { Index = "AdlFH_EglackMan", },
-- ī<EFBFBD><EFBFBD>
Karen = { Index = "AdlFH_Karen", },
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>۵<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <EFBFBD><EFBFBD>ȯ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
MStoneA = { Index = "AdlFH_EStone01", x = 11654, y = 21809, dir = 0 },
MStoneB = { Index = "AdlFH_EStone02", x = 11226, y = 18783, dir = 0 },
MStoneC = { Index = "AdlFH_EStone03", x = 8359, y = 21779, dir = 0 },
SStone = { Index = "AdlFH_RStone", x = 9934, y = 20479, dir = 0 },
-- <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD>
-- <EFBFBD><EFBFBD>ȭ<EFBFBD><EFBFBD><EFBFBD>½<EFBFBD> HP<EFBFBD><EFBFBD> ȸ<EFBFBD><EFBFBD><EFBFBD>Ǵ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> HPRegen <EFBFBD>߰<EFBFBD>
Loussier = { Index = "AdlFH_Loussier", x = 4245, y = 10349, dir = 0, BossRoomLoc = { x = 12720, y = 8518, dir = 180}, HPRegen = 0 },
-- <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>̺<EFBFBD>Ʈ <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Marlene = { Index = "AdlFH_Marlene", x = 3620, y = 9549, dir = 0 },
Guard1 = { Index = "AdlFH_GuardAlber", x = 3584, y = 9418, dir = 0 },
Guard2 = { Index = "AdlFH_GuardEstelle", x = 3546, y = 9666, dir = 0 },
-- <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>̺<EFBFBD>Ʈ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>. Ÿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> â<EFBFBD><EFBFBD>, Ÿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Zone1_Event = {
{ Index = "AdlFH_Fspearman", x = 4153, y = 10662, dir = 58 },
{ Index = "AdlFH_Fspearman", x = 4153, y = 10662, dir = 58 },
{ Index = "AdlFH_Fspearman", x = 4153, y = 10662, dir = 58 },
{ Index = "AdlFH_Fknuckleman", x = 4525, y = 10391, dir = 58 },
{ Index = "AdlFH_Fknuckleman", x = 4525, y = 10391, dir = 58 },
{ Index = "AdlFH_Fknuckleman", x = 4525, y = 10391, dir = 58 },
{ Index = "AdlFH_Fknuckleman", x = 4525, y = 10391, dir = 58 },
},
-- 1<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>׷<EFBFBD>
Zone1_Regen_Group = {
"AdlFH_01_SP01",
"AdlFH_01_SP02",
"AdlFH_01_SP03",
"AdlFH_01_SP04",
"AdlFH_01_SP05",
"AdlFH_01_SP06",
"AdlFH_01_SP07",
"AdlFH_01_SP08",
"AdlFH_01_KN01",
"AdlFH_01_DL01",
},
Zone1_Regen_Franger = { -- AdlF_01_RA01, AdlF_01_RA02, AdlF_01_RA03
{ Index = "AdlFH_Franger", x = 4936, y = 15234, dir = 0 },
{ Index = "AdlFH_Franger", x = 4936, y = 15234, dir = 0 },
{ Index = "AdlFH_Franger", x = 4936, y = 15234, dir = 0 },
{ Index = "AdlFH_Franger", x = 3525, y = 16058, dir = 0 },
{ Index = "AdlFH_Franger", x = 3525, y = 16058, dir = 0 },
{ Index = "AdlFH_Franger", x = 3525, y = 16058, dir = 0 },
{ Index = "AdlFH_Franger", x = 2975, y = 16316, dir = 0 },
{ Index = "AdlFH_Franger", x = 2975, y = 16316, dir = 0 },
{ Index = "AdlFH_Franger", x = 2975, y = 16316, dir = 0 },
},
-- 2<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>׷<EFBFBD>
Zone2_Regen_Group = {
"AdlFH_02_SP01",
"AdlFH_02_SP02",
"AdlFH_02_KN01",
"AdlFH_02_KN02",
"AdlFH_02_DL01",
"AdlFH_02_DL02",
"AdlFH_02_DL03",
},
Zone2_Regen_Franger = { -- AdlF_02_RA01, AdlF_02_RA02, AdlF_02_RA03, AdlF_02_RA04, AdlF_02_RA05, AdlF_02_RA06, AdlF_02_RA07
{ Index = "AdlFH_Franger", x = 1918, y = 19135, dir = 0 },
{ Index = "AdlFH_Franger", x = 1918, y = 19135, dir = 0 },
{ Index = "AdlFH_Franger", x = 1918, y = 19135, dir = 0 },
{ Index = "AdlFH_Franger", x = 2244, y = 19803, dir = 0 },
{ Index = "AdlFH_Franger", x = 2244, y = 19803, dir = 0 },
{ Index = "AdlFH_Franger", x = 2244, y = 19803, dir = 0 },
{ Index = "AdlFH_Franger", x = 1990, y = 20712, dir = 0 },
{ Index = "AdlFH_Franger", x = 1990, y = 20712, dir = 0 },
{ Index = "AdlFH_Franger", x = 1990, y = 20712, dir = 0 },
{ Index = "AdlFH_Franger", x = 1928, y = 21447, dir = 0 },
{ Index = "AdlFH_Franger", x = 1928, y = 21447, dir = 0 },
{ Index = "AdlFH_Franger", x = 1928, y = 21447, dir = 0 },
{ Index = "AdlFH_Franger", x = 5080, y = 22412, dir = 0 },
{ Index = "AdlFH_Franger", x = 5080, y = 22412, dir = 0 },
{ Index = "AdlFH_Franger", x = 5080, y = 22412, dir = 0 },
{ Index = "AdlFH_Franger", x = 5290, y = 21987, dir = 0 },
{ Index = "AdlFH_Franger", x = 5290, y = 21987, dir = 0 },
{ Index = "AdlFH_Franger", x = 5290, y = 21987, dir = 0 },
{ Index = "AdlFH_Franger", x = 5131, y = 21553, dir = 0 },
{ Index = "AdlFH_Franger", x = 5131, y = 21553, dir = 0 },
{ Index = "AdlFH_Franger", x = 5131, y = 21553, dir = 0 },
},
-- 3<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>׷<EFBFBD>
Zone3_Regen_Group = {
"AdlFH_03_KN01",
"AdlFH_03_KN02",
"AdlFH_03_KN03",
},
}
-- <EFBFBD><EFBFBD>ȭ <EFBFBD>̺<EFBFBD>Ʈ <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
DialogInfo =
{
-- <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
Loussier_Death =
{
{ Portrait = "AdlLoussier", FileName = "AdlFH", Index = "Loussier_Dead", Delay = 2 },
},
Marlene_Death =
{
{ Portrait = "AdlMarlene", FileName = "AdlFH", Index = "Marlene_Dead", Delay = 2 },
},
-- <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>̺<EFBFBD>Ʈ <EFBFBD>߻<EFBFBD><EFBFBD><EFBFBD>
Loussier_Rescue_Event =
{
{ Portrait = "EldSpeGuard01", FileName = "AdlFH", Index = "GuardAlber01_01H", Delay = 2 },
{ Portrait = "AdlMarlene", FileName = "AdlFH", Index = "Marlene01_01H", Delay = 3 },
{ Portrait = "EldSpeGuard01", FileName = "AdlFH", Index = "GuardAlber01_02H", Delay = 2 },
},
-- <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>̺<EFBFBD>Ʈ <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Loussier_Rescue_Succ =
{
--<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ȭ
{ Portrait = "Salare", FileName = "AdlFH", Index = "Salare01_S01H", Delay = 2 },
{ Portrait = "Eglack", FileName = "AdlFH", Index = "Eglack01_S01H", Delay = 2 },
{ Portrait = "Salare", FileName = "AdlFH", Index = "Salare01_S02H", Delay = 2 },
{ Portrait = "Eglack", FileName = "AdlFH", Index = "Eglack01_S02H", Delay = 4 },
--<EFBFBD><EFBFBD><EFBFBD>Ǿ<EFBFBD> <EFBFBD><EFBFBD>ȭ
{ Portrait = "AdlMarlene", FileName = "AdlFH", Index = "Marlene01_S01H", Delay = 2 },
{ Portrait = "AdlLoussier", FileName = "AdlFH", Index = "Loussier01_S01H", Delay = 2 },
{ Portrait = "EldSpeGuard01", FileName = "AdlFH", Index = "GuardAlber01_S01H", Delay = 2 },
{ Portrait = "AdlLoussier", FileName = "AdlFH", Index = "Loussier01_S02H", Delay = 3 },
{ Portrait = "AdlLoussier", FileName = "AdlFH", Index = "Loussier01_S03H", Delay = 2 },
{ Portrait = "AdlLoussier", FileName = "AdlFH", Index = "Loussier01_S04H", Delay = 2 },
{ Portrait = "AdlLoussier", FileName = "AdlFH", Index = "Loussier01_S05H", Delay = 3 },
{ Portrait = "EldSpeGuard01", FileName = "AdlFH", Index = "GuardAlber01_S02H", Delay = 2 },
{ Portrait = "AdlMarlene", FileName = "AdlFH", Index = "Marlene01_S02H", Delay = 3 },
{ Portrait = "AdlLoussier", FileName = "AdlFH", Index = "Loussier01_S06H", Delay = 2 },
{ Portrait = "AdlMarlene", FileName = "AdlFH", Index = "Marlene01_S03H", Delay = 2 },
{ Portrait = "AdlLoussier", FileName = "AdlFH", Index = "Loussier01_S07H", Delay = 3 },
{ Portrait = "AdlLoussier", FileName = "AdlFH", Index = "Loussier01_S08H", Delay = 3 },
{ Portrait = "AdlMarlene", FileName = "AdlFH", Index = "Marlene01_S04H", Delay = 4 },
},
-- <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>̺<EFBFBD>Ʈ <EFBFBD><EFBFBD><EFBFBD>н<EFBFBD>
Loussier_Rescue_Fail =
{
{ Portrait = "Salare", FileName = "AdlFH", Index = "Salare01_F01H", Delay = 2 },
{ Portrait = "Eglack", FileName = "AdlFH", Index = "Eglack01_F01H", Delay = 3 },
},
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>. <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <EFBFBD>̱׷<EFBFBD> <EFBFBD><EFBFBD>ȭ
Zone2_Event1 =
{
{ Portrait = "Salare", FileName = "AdlFH", Index = "Salare03_01H", Delay = 3 },
{ Portrait = "Eglack", FileName = "AdlFH", Index = "Eglack03_01H", Delay = 3 },
{ Portrait = "Salare", FileName = "AdlFH", Index = "Salare03_02H", Delay = 3 },
{ Portrait = "Eglack", FileName = "AdlFH", Index = "Eglack03_02H", Delay = 2 },
},
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>. <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD><EFBFBD>ȭ
Zone2_Event2_alive =
{
{ Portrait = "Salare", FileName = "AdlFH", Index = "Salare03_S01H", Delay = 3 },
{ Portrait = "AdlLoussier", FileName = "AdlFH", Index = "Loussier03_S01H", Delay = 3 },
{ Portrait = "Salare", FileName = "AdlFH", Index = "Salare03_S02H", Delay = 3 },
{ Portrait = "AdlLoussier", FileName = "AdlFH", Index = "Loussier03_S02H", Delay = 2 },
},
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>. <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ȭ
Zone2_Event2_Dead =
{
{ Portrait = "Salare", FileName = "AdlFH", Index = "Salare03_F01H", Delay = 4 },
},
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Zone2_Event3_Dead =
{
{ Portrait = "Salare", FileName = "AdlFH", Index = "Salare03_F02H", Delay = 4 },
},
Zone2_Event3_alive_1 =
{
{ Portrait = "Salare", FileName = "AdlFH", Index = "Salare03_S03H", Delay = 4 },
{ Portrait = "AdlLoussier", FileName = "AdlFH", Index = "Loussier03_S03H", Delay = 4 },
},
Zone2_Event3_alive_2 =
{
{ Portrait = "Salare", FileName = "AdlFH", Index = "Salare03_S04H", Delay = 1 },
},
Zone2_Event3_alive_3 =
{
{ Portrait = "AdlLoussier", FileName = "AdlFH", Index = "Loussier03_S04H", Delay = 3 },
{ Portrait = "SalareMan", FileName = "AdlFH", Index = "SalareMan03_S01H", Delay = 3 },
{ Portrait = "AdlLoussier", FileName = "AdlFH", Index = "Loussier03_S05H", Delay = 3 },
{ Portrait = "AdlLoussier", FileName = "AdlFH", Index = "Loussier03_S06H", Delay = 3 },
{ Portrait = "SalareMan", FileName = "AdlFH", Index = "SalareMan03_S02H", Delay = 3 },
{ Portrait = "SalareMan", FileName = "AdlFH", Index = "SalareMan03_S03H", Delay = 3 },
{ Portrait = "AdlLoussier", FileName = "AdlFH", Index = "Loussier03_S07H", Delay = 3 },
{ Portrait = "SalareMan", FileName = "AdlFH", Index = "SalareMan03_S04H", Delay = 3 },
{ Portrait = "AdlLoussier", FileName = "AdlFH", Index = "Loussier03_S08H", Delay = 3 },
{ Portrait = "SalareMan", FileName = "AdlFH", Index = "SalareMan03_S05H", Delay = 3 },
{ Portrait = "AdlLoussier", FileName = "AdlFH", Index = "Loussier03_S09H", Delay = 3 },
},
-- 3<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Zone3_ChatEvent =
{
{ Portrait = "Eglack", FileName = "AdlFH", Index = "Eglack04_01H", Delay = 2 },
{ Portrait = "Eglack", FileName = "AdlFH", Index = "Eglack04_02H", Delay = 2 },
},
-- 4<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Zone4_Event1_alive =
{
{ Portrait = "Eglack", FileName = "AdlFH", Index = "Eglack05_S01H", Delay = 3 },
{ Portrait = "AdlLoussier", FileName = "AdlFH", Index = "Loussier05_S01H", Delay = 3 },
{ Portrait = "Eglack", FileName = "AdlFH", Index = "Eglack05_S02H", Delay = 3 },
},
Zone4_Event1_Dead =
{
{ Portrait = "Eglack", FileName = "AdlFH", Index = "Eglack05_F01H", Delay = 2 },
{ Portrait = "Eglack", FileName = "AdlFH", Index = "Eglack05_F02H", Delay = 2 },
},
-- 4<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
Zone4_Event2_alive_1 =
{
{ Portrait = "EglackMan", FileName = "AdlFH", Index = "EglackMan05_S01H", Delay = 3 },
{ Portrait = "AdlLoussier", FileName = "AdlFH", Index = "Loussier05_S02H", Delay = 3 },
{ Portrait = "AdlLoussier", FileName = "AdlFH", Index = "Loussier05_S03H", Delay = 3 },
{ Portrait = "AdlLoussier", FileName = "AdlFH", Index = "Loussier05_S04H", Delay = 2 },
{ Portrait = "EglackMan", FileName = "AdlFH", Index = "EglackMan05_S02H", Delay = 2 },
{ Portrait = "AdlLoussier", FileName = "AdlFH", Index = "Loussier05_S05H", Delay = 3 },
{ Portrait = "EglackMan", FileName = "AdlFH", Index = "EglackMan05_S03H", Delay = 2 },
{ Portrait = "EglackMan", FileName = "AdlFH", Index = "EglackMan05_S04H", Delay = 3 },
{ Portrait = "EglackMan", FileName = "AdlFH", Index = "EglackMan05_S05H", Delay = 4 },
{ Portrait = "AdlLoussier", FileName = "AdlFH", Index = "Loussier05_S06H", Delay = 3 },
{ Portrait = "EglackMan", FileName = "AdlFH", Index = "EglackMan05_S06H", Delay = 2 },
},
Zone4_Event2_alive_2 =
{
{ Portrait = "EglackMan", FileName = "AdlFH", Index = "EglackMan05_S07H", Delay = 2 },
{ Portrait = "AdlLoussier", FileName = "AdlFH", Index = "Loussier05_S07H", Delay = 2 },
},
Zone4_Event2_Dead_1 =
{
{ Portrait = "Eglack", FileName = "AdlFH", Index = "Eglack05_F03H", Delay = 4 },
{ Portrait = "AdlF_Karen", FileName = "AdlFH", Index = "Karen05_F01H", Delay = 2 },
{ Portrait = "Eglack", FileName = "AdlFH", Index = "Eglack05_F04AH", Delay = 2 },
{ Portrait = "AdlF_Karen", FileName = "AdlFH", Index = "Karen05_F02H", Delay = 4 },
{ Portrait = "Eglack", FileName = "AdlFH", Index = "Eglack05_F04BH", Delay = 3 },
{ Portrait = "AdlF_Karen", FileName = "AdlFH", Index = "Karen05_F03H", Delay = 2 },
{ Portrait = "Eglack", FileName = "AdlFH", Index = "Eglack05_F05H", Delay = 2 },
},
Zone4_Event2_Dead_2 =
{
{ Portrait = "Eglack", FileName = "AdlFH", Index = "EglackMad05_F01H", Delay = 4 },
},
-- 4<EFBFBD><EFBFBD><EFBFBD><EFBFBD> 2<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
Zone4_Event3_Dead =
{
{ Portrait = "Eglack", FileName = "AdlFH", Index = "EglackMad05_F02H", Delay = 2 },
{ Portrait = "AdlF_Karen", FileName = "AdlFH", Index = "Karen05_F04H", Delay = 3 },
},
}
-- <EFBFBD>ӽ<EFBFBD>
-- <EFBFBD>÷<EFBFBD><EFBFBD>̾<EFBFBD> ī<EFBFBD>޶<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ɾ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̻<EFBFBD>
STUN = "StaAdlFStun"
-- <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
LOUSSIBUF = "StaAdlFLoussier_H"
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>󰡱<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ũ<EFBFBD><EFBFBD>Ʈ <EFBFBD>޽<EFBFBD><EFBFBD><EFBFBD>
AnnounceInfo =
{
AdlF_Mission_01_001 = "AdlF_Mission_01_001", --" <EFBFBD>̼<EFBFBD> : <EFBFBD><EFBFBD><EFBFBD>ÿ<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>϶<EFBFBD>."
AdlF_Mission_01_002 = "AdlF_Mission_01_002", --" <EFBFBD>̼<EFBFBD> : <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ı<EFBFBD><EFBFBD>Ͽ<EFBFBD> ù<EFBFBD><EFBFBD>° <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>϶<EFBFBD>."
AdlF_Mission_01_002H = "AdlF_Mission_01_002H", --" <EFBFBD>̼<EFBFBD> : <EFBFBD><EFBFBD><EFBFBD>ÿ<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>϶<EFBFBD>. <EFBFBD><EFBFBD> : ȸ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>̵<EFBFBD><EFBFBD>ϸ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD>."
AdlF_Msg_01_001 = "AdlF_Msg_01_001", --" <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ǿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD>."
AdlF_Mission_02_001 = "AdlF_Mission_02_001", --" <EFBFBD>̼<EFBFBD> : <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ı<EFBFBD><EFBFBD>Ͽ<EFBFBD> <EFBFBD>ι<EFBFBD>° <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>϶<EFBFBD>. (d%/3)"
AdlF_Msg_02_001 = "AdlF_Msg_02_001", --" <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ǿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD>."
AdlF_Mission_02_002 = "AdlF_Mission_02_002", --" <EFBFBD>̼<EFBFBD>: <EFBFBD><EFBFBD><EFBFBD>󸣸<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>͸<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>. "
AdlF_Msg_02_002 = "AdlF_Msg_02_002", --" <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ǿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD>."
AdlF_Mission_03_001 = "AdlF_Mission_03_001", -- <EFBFBD><EFBFBD>ȯ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>۵<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
AdlF_Mission_03_002 = "AdlF_Mission_03_002", -- <EFBFBD><EFBFBD>ȯ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>۵<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
AdlF_Msg_03_001 = "AdlF_Msg_03_001", --" <EFBFBD><EFBFBD>ȯ <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>۵<EFBFBD> <EFBFBD>˴ϴ<EFBFBD>. <EFBFBD>۵<EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 3<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ð<EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ҿ<EFBFBD> <EFBFBD>˴ϴ<EFBFBD>."
AdlF_Mission_03_003 = "AdlF_Mission_03_003", --" <EFBFBD>̼<EFBFBD>: <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>˴ϴ<EFBFBD>. <EFBFBD><EFBFBD>ȯ <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>۵<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>Ƴ<EFBFBD><EFBFBD><EFBFBD>."
AdlF_Tip_03_001 = "AdlF_Tip_03_001", --" <EFBFBD><EFBFBD> : <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>۵<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>۵<EFBFBD> <EFBFBD>ϸ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ð<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ȯ <EFBFBD>Ǵ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>پ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD>."
AdlF_Msg_03_F_001 = "AdlF_Msg_03_F_001", --"10<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ȯ <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ٽ<EFBFBD> <EFBFBD><EFBFBD>ȯ <EFBFBD>˴ϴ<EFBFBD>."
AdlF_Mission_04_001 = "AdlF_Mission_04_001", --" <EFBFBD>̼<EFBFBD>: <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ı<EFBFBD><EFBFBD>ϴ<EFBFBD> <EFBFBD>̱׷<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ȣ<EFBFBD>϶<EFBFBD>."
AdlF_Loussier_Follow = "AdlF_Loussier_Follow", --" <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD><EFBFBD><EFBFBD> [%s]<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ٴմϴ<EFBFBD>."
AdlF_Loussier_RStone = "AdlF_Loussier_RStone", --<EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD><EFBFBD>ȯ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>۵<EFBFBD> <EFBFBD><EFBFBD>ġ <EFBFBD>ƴҽ<EFBFBD> <EFBFBD>޽<EFBFBD><EFBFBD><EFBFBD>
}
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
AreaIndex =
{
Zone1_1 = "AdlF_Zone01_1", -- 1<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>̺<EFBFBD>Ʈ <EFBFBD>߻<EFBFBD>
Zone2_1 = "AdlF_Zone02_1", -- 2<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>. ????<EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>Ǵܿ<EFBFBD>????
Zone2_2 = "AdlF_Zone02_2", -- 2<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ȭ <EFBFBD>߻<EFBFBD>
Zone2_3 = "AdlF_Zone02_3", -- 2<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> & NPC <EFBFBD><EFBFBD>ȭ <EFBFBD>߻<EFBFBD>, <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>Ǵ<EFBFBD>
Zone3_1 = "AdlF_Zone03_1", -- 3<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ȯ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Zone3_2 = "AdlF_Zone03_2", -- 3<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD><EFBFBD>ȯ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ų <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Zone3_3 = "AdlF_Zone03_3", -- 3<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ü. 3<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ȯ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>̵<EFBFBD><EFBFBD>ϱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <EFBFBD><EFBFBD><EFBFBD>н<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ֱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <EFBFBD><EFBFBD><EFBFBD><EFBFBD> üũ
Zone4_1 = "AdlF_Zone04_1", -- 4<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ȭ<EFBFBD>̺<EFBFBD>Ʈ <EFBFBD>߻<EFBFBD>
Zone4_2 = "AdlF_Zone04_2", -- 4<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>. ī<EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ų <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
}
-- 1<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>̺<EFBFBD>Ʈ ī<EFBFBD>޶<EFBFBD> ó<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> , <EFBFBD>߰<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ٿ<EFBFBD> <EFBFBD>߰<EFBFBD>
-- x, y = ī<EFBFBD>޶<EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ǥ
-- AngleXZ = 0 : <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> ~ 180 : <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
-- AngleY = 0 : <EFBFBD>ɸ<EFBFBD><EFBFBD>Ϳ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> ~ 90 : <EFBFBD>ɸ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD>Ӹ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
-- Dist = <EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ǥ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>Ÿ<EFBFBD>
CameraMoveInfo =
{
--[[ 1 ]] { x = RegenInfo.Loussier.x, y = RegenInfo.Loussier.y, AngleXZ = 315, AngleY = 20, Dist = 400 },
--[[ 2 ]] { x = RegenInfo.Marlene.x, y = RegenInfo.Marlene.y, AngleXZ = 0, AngleY = 30, Dist = 400 },
--[[ 3 ]] { x = RegenInfo.Loussier.x, y = RegenInfo.Loussier.y, AngleXZ = 135, AngleY = 20, Dist = 600 },
}
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ִϸ<EFBFBD><EFBFBD>̼<EFBFBD> <EFBFBD>ε<EFBFBD><EFBFBD><EFBFBD>
AniIndex =
{
CharactorCasting = "ActionProduct", -- ij<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>۵<EFBFBD> ij<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
MagicStoneActive = {
"EStone01_Idle1",
"EStone02_Idle1",
"EStone03_Idle1",
},
SummonStone = {
"RStone_Idle",
"RStone_Idle1",
"RStone_Idle2",
"RStone_Idle3",
},
-- <EFBFBD><EFBFBD>ȯ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
}
-- 3<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>̺<EFBFBD>Ʈ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
WaveEvent =
{
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ؾ<EFBFBD> <EFBFBD>ϴ<EFBFBD> <EFBFBD>ð<EFBFBD>.
Timer = 180,
-- <EFBFBD><EFBFBD>ȯ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> hp
SummonStone_HP = 9,
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>۵<EFBFBD> ij<EFBFBD><EFBFBD><EFBFBD>ýð<EFBFBD>, Ȱ<EFBFBD><EFBFBD>ȭ <EFBFBD>ð<EFBFBD>. <EFBFBD>ʴ<EFBFBD><EFBFBD><EFBFBD>
MS_CastingTime = 3,
MS_ActiveTime = 10, -- RStone <EFBFBD><EFBFBD> Ȱ<EFBFBD><EFBFBD>ȭ<EFBFBD>DZ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
MS_NonActiveTime = 30, -- RStone <EFBFBD><EFBFBD> Ȱ<EFBFBD><EFBFBD>ȭ<EFBFBD><EFBFBD> <EFBFBD>Ŀ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
MS_TipMessageTime = 15, -- <EFBFBD>̺<EFBFBD>Ʈ <EFBFBD><EFBFBD><EFBFBD><EFBFBD> 15<EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD>޽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̵<EFBFBD><EFBFBD><EFBFBD>ġ, <EFBFBD><EFBFBD>ȯ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ǥ
-- <EFBFBD><EFBFBD>ǥ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ʰ<EFBFBD> <EFBFBD><EFBFBD>ȯ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ġ<EFBFBD><EFBFBD> <EFBFBD>̵<EFBFBD>
--MoveTo = { x = 9947, y = 20481 },
-- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̺<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.(
WaveTime = { 20, 15, 15, 15, 15, 15, 15, 10, 10, 10, 10, 10, 10, 10 },
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
MobInfo =
{
MStoneA =
{
{ MobIndex = "AdlFH_Fknuckleman", x = 11136, y = 21356, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 11136, y = 21356, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 11136, y = 21356, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 11136, y = 21356, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 11136, y = 21356, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 11136, y = 21356, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 11136, y = 21356, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 11136, y = 21356, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 11136, y = 21356, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 11136, y = 21356, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 11136, y = 21356, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 11136, y = 21356, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 11136, y = 21356, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 11136, y = 21356, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
},
MStoneB =
{
{ MobIndex = "AdlFH_Fknuckleman", x = 10751, y = 19360, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 10751, y = 19360, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 10751, y = 19360, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 10751, y = 19360, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 10751, y = 19360, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 10751, y = 19360, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 10751, y = 19360, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 10751, y = 19360, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 10751, y = 19360, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 10751, y = 19360, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 10751, y = 19360, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 10751, y = 19360, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 10751, y = 19360, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 10751, y = 19360, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
},
MStoneC =
{
{ MobIndex = "AdlFH_Fknuckleman", x = 8791, y = 21486, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 8791, y = 21486, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 8791, y = 21486, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 8791, y = 21486, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 8791, y = 21486, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 8791, y = 21486, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 8791, y = 21486, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 8791, y = 21486, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 8791, y = 21486, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 8791, y = 21486, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 8791, y = 21486, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 8791, y = 21486, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 8791, y = 21486, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
{ MobIndex = "AdlFH_Fknuckleman", x = 8791, y = 21486, dir = 0, HP = 11, RunSpeed = 100, AC = 1, MR = 1, MobEXP = 2, ActiveSummonNum = 1, NonActiveSummonNum = 2 },
}
},
}
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
FountainOfLife =
{
-- üũ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
CheckInterval = 1.0,
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̻<EFBFBD> <EFBFBD>ε<EFBFBD><EFBFBD><EFBFBD>
DispelAbstate = { "StaAdlFHCrazy" },
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>˻<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Area =
{
{ x = 5530, y = 12751, Range = 350, },
{ x = 2327, y = 17295, Range = 350, },
{ x = 3364, y = 22514, Range = 350, },
},
}
function WaveMobDummy( Handle, MapIndex )
cExecCheck "WaveMobDummy"
return ReturnAI.END
end
-- <EFBFBD><EFBFBD><EFBFBD>̺<EFBFBD> <EFBFBD><EFBFBD> <EFBFBD>ε<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>߰<EFBFBD> <EFBFBD>ʿ<EFBFBD>.
function AdlFH_DStone ( Handle, MapIndex ) return WaveMobDummy( Handle, MapIndex ) end -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ҽ<EFBFBD> ȸ<EFBFBD><EFBFBD> <EFBFBD>ϴ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ٽ<EFBFBD> <EFBFBD>߰<EFBFBD>
function AdlFH_Fknuckleman ( Handle, MapIndex ) return WaveMobDummy( Handle, MapIndex ) end
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
function Dummy( Var )
return
end
function Main( Field )
cExecCheck "Main"
local Var = InstanceField[Field]
if Var == nil then
InstanceField[Field] = {}
Var = InstanceField[Field]
Var.MapIndex = Field
Var.ControlFunc = StepControl
Var.StepFunc = Dummy
Var.FountainOfLife_CheckTime = cCurrentSecond()
Var.FountainOfLife_Use = false
end
Var.ControlFunc( Var )
Var.StepFunc( Var )
FountainOfLifeControl( Var )
return
end
--[[ ]]--
--[[ <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ]]--
--[[ ]]--
function StepControl( Var )
cExecCheck "StepControl"
if Var.LoussierHandle ~= nil then
if cIsObjectDead( Var.LoussierHandle ) ~= nil then
Var.LoussierHandle = nil
end
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǵ<EFBFBD>, <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD>, <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if Var.Step == nil then
Var.Step = 1
Var.StepFunc = Default_Setting
return
end
-- 1<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>̺<EFBFBD>Ʈ ó<EFBFBD><EFBFBD>
if Var.Step == 1 then
Var.Step = 3
Var.StepFunc = Zone1_Setting -- Zone1_LoussierRescueEvent
return
end
-- 1<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǵ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 1<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> 2<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if Var.Step == 3 then
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǵ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ƴ<EFBFBD><EFBFBD><EFBFBD> üũ
if Var.Zone_1_Darkstone_1 == nil then
return
end
if cIsObjectDead( Var.Zone_1_Darkstone_1 ) ~= nil then
Var.Zone_1_Darkstone_1 = nil
Var.Step = 4
Var.StepFunc = Zone2_Setting
cDoorAction( Var.Door1, RegenInfo.Door1.Block, "open" )
cScriptMessage( Var.MapIndex, AnnounceInfo.AdlF_Msg_01_001 )
end
return
end
-- 2<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if Var.Step == 4 then
local Object = cGetAreaObjectList( Var.MapIndex, AreaIndex.Zone2_1, ObjectType.Player )
if Object == nil then
return
end
Var.Step = 5
return
end
-- 2<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǵ<EFBFBD> 3<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>׾<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 2<EFBFBD><EFBFBD><EFBFBD><EFBFBD> ù<EFBFBD><EFBFBD>° <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if Var.Step == 5 then
local darkstone = 0
if Var.Zone_2_Darkstone_1 == nil then
darkstone = darkstone + 1
elseif cIsObjectDead( Var.Zone_2_Darkstone_1 ) ~= nil then
Var.Zone_2_Darkstone_1 = nil
end
if Var.Zone_2_Darkstone_2 == nil then
darkstone = darkstone + 1
elseif cIsObjectDead( Var.Zone_2_Darkstone_2 ) ~= nil then
Var.Zone_2_Darkstone_2 = nil
end
if Var.Zone_2_Darkstone_3 == nil then
darkstone = darkstone + 1
elseif cIsObjectDead( Var.Zone_2_Darkstone_3 ) ~= nil then
Var.Zone_2_Darkstone_3 = nil
end
if Var.DarkStoneCount == nil then
Var.DarkStoneCount = 0
cScriptMessage( Var.MapIndex, AnnounceInfo.AdlF_Mission_02_001, Var.DarkStoneCount )
end
if Var.DarkStoneCount < 3 then
if Var.DarkStoneCount < darkstone then
Var.DarkStoneCount = darkstone
cScriptMessage( Var.MapIndex, AnnounceInfo.AdlF_Mission_02_001, Var.DarkStoneCount )
return
end
return
end
-- <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>κп<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ȯ <EFBFBD>ϵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var.Salare = cMobRegen_XY( Var.MapIndex, RegenInfo.Salare.Index, RegenInfo.Salare.x, RegenInfo.Salare.y, RegenInfo.Salare.dir )
cSetDeadDelayTime( Var.Salare, 9999 )
if Var.Salare == nil then
cDebugLog( "Fail cMobRegen_XY Salare" )
return
end
Var.Step = 6
Var.StepFunc = Zone2_ChatEvent_1
Var.DarkStoneCount = nil
return
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if Var.Step == 6 then
if cIsObjectDead( Var.Salare ) ~= nil then
Var.SalareDeadLocX, Var.SalareDeadLocY = cObjectLocate( Var.Salare )
Var.SalareDeadDir = cGetDirect( Var.Salare )
Var.Step = 7
Var.StepFunc = Zone2_ChatEvent_3
end
return
end
-- 3<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> üũ
if Var.Step == 7 then
local Object = cGetAreaObjectList( Var.MapIndex, AreaIndex.Zone3_3, ObjectType.Player )
if Object == nil then
return
end
Var.Step = 8
Var.StepFunc = Zone3_Setting
return
end
-- <EFBFBD><EFBFBD><EFBFBD>̺<EFBFBD> <EFBFBD>̺<EFBFBD>Ʈ <EFBFBD><EFBFBD><EFBFBD><EFBFBD> üũ
if Var.Step == 8 then
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>۵<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ð<EFBFBD> üũ<EFBFBD>ؼ<EFBFBD> Ǯ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> 3<EFBFBD><EFBFBD> <EFBFBD><EFBFBD> Ȱ<EFBFBD><EFBFBD>ȭ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ȯ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>۵<EFBFBD>
local CurSec = cCurrentSecond()
local msCount = 0
if Var.MagicStoneA_ActiveTime ~= nil then
if Var.MagicStoneA_ActiveTime < CurSec then
Var.MagicStoneA_ActiveTime = nil
cAnimate( Var.Magic_stoneA, "stop" )
else
msCount = msCount + 1
end
end
if Var.MagicStoneB_ActiveTime ~= nil then
if Var.MagicStoneB_ActiveTime < CurSec then
Var.MagicStoneB_ActiveTime = nil
cAnimate( Var.Magic_stoneB, "stop" )
else
msCount = msCount + 1
end
end
if Var.MagicStoneC_ActiveTime ~= nil then
if Var.MagicStoneC_ActiveTime < CurSec then
Var.MagicStoneC_ActiveTime = nil
cAnimate( Var.Magic_stoneC, "stop" )
else
msCount = msCount + 1
end
end
if Var.msCount == nil then
Var.msCount = 0
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>۵<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ȱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> üũ
if msCount == 3 then
Var.SummonStone_Active = "MagicStone"
end
if Var.msCount ~= msCount then
Var.msCount = msCount
cAnimate( Var.SummonStone, "start", AniIndex.SummonStone[Var.msCount+1] )
cScriptMessage( Var.MapIndex, AnnounceInfo.AdlF_Mission_03_001, Var.msCount )
return
end
-- <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD>۵<EFBFBD> & <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>۵<EFBFBD>
if Var.SummonStone_Active ~= nil then
if Var.SummonStone_Active == "Loussier" then
cAnimate( Var.Magic_stoneA, "start", AniIndex.MagicStoneActive[1] )
cAnimate( Var.Magic_stoneB, "start", AniIndex.MagicStoneActive[2] )
cAnimate( Var.Magic_stoneC, "start", AniIndex.MagicStoneActive[3] )
Var.MagicStoneA_ActiveTime = nil
Var.MagicStoneB_ActiveTime = nil
Var.MagicStoneC_ActiveTime = nil
end
cAnimate( Var.SummonStone, "start", AniIndex.SummonStone[#AniIndex.SummonStone] )
Var.msCount = nil
Var.Zone3_WaveTimer = CurSec + WaveEvent.Timer
Var.Step = 9
Var.StepFunc = Zone3_WaveEvent
cTimer( Var.MapIndex, (Var.Zone3_WaveTimer - CurSec) )
return
end
return
end
-- <EFBFBD><EFBFBD><EFBFBD>̺<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ð<EFBFBD> üũ, <EFBFBD><EFBFBD><EFBFBD><EFBFBD> üũ
if Var.Step == 9 then
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>۵<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ð<EFBFBD> üũ<EFBFBD>ؼ<EFBFBD> <EFBFBD>ִϸ<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>
local CurSec = cCurrentSecond()
if Var.MagicStoneA_ActiveTime ~= nil then
if Var.MagicStoneA_ActiveTime < CurSec then
cAnimate( Var.Magic_stoneA, "start", AniIndex.MagicStoneActive[1] )
Var.MagicStoneA_ActiveTime = nil
end
end
if Var.MagicStoneB_ActiveTime ~= nil then
if Var.MagicStoneB_ActiveTime < CurSec then
cAnimate( Var.Magic_stoneB, "start", AniIndex.MagicStoneActive[2] )
Var.MagicStoneB_ActiveTime = nil
end
end
if Var.MagicStoneC_ActiveTime ~= nil then
if Var.MagicStoneC_ActiveTime < CurSec then
cAnimate( Var.Magic_stoneC, "start", AniIndex.MagicStoneActive[3] )
Var.MagicStoneC_ActiveTime = nil
end
end
if Var.SummonStone_HP == nil then
Var.SummonStone_HP = WaveEvent.SummonStone_HP
end
local CurSec = cCurrentSecond()
-- <EFBFBD><EFBFBD>ȯ<EFBFBD><EFBFBD>, <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>浹ó<EFBFBD><EFBFBD>
local CrashMobList = { cGetAreaObjectList( Var.MapIndex, AreaIndex.Zone3_1, ObjectType.Mob ) }
for i=1, #CrashMobList do
if CrashMobList[i] ~= Var.Magic_stoneA and
CrashMobList[i] ~= Var.Magic_stoneB and
CrashMobList[i] ~= Var.Magic_stoneC and
CrashMobList[i] ~= Var.SummonStone and
CrashMobList[i] ~= Var.LoussierHandle then
Var.SummonStone_HP = Var.SummonStone_HP - 1
cNPCVanish( CrashMobList[i] )
end
end
-- <EFBFBD><EFBFBD>ȯ<EFBFBD><EFBFBD> HP üũ
if Var.SummonStone_HP <= 0 then
Var.Step = 8
Var.StepFunc = Zone3_WaveEvent_Reset
return
end
-- <EFBFBD><EFBFBD><EFBFBD>̺<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ð<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> üũ
if Var.Zone3_WaveTimer < CurSec then
Var.Step = 10
Var.StepFunc = Zone3_WaveEvent_Clear -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Zone4_Setting <EFBFBD>Լ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD>Ѿ
return
end
return
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>̺<EFBFBD>Ʈ
if Var.Step == 10 then
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ȭ <EFBFBD>̺<EFBFBD>Ʈ <EFBFBD>߻<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ<EFBFBD><EFBFBD><EFBFBD> üũ <EFBFBD><EFBFBD> <EFBFBD>̺<EFBFBD>Ʈ <EFBFBD>߻<EFBFBD>
local player = cGetAreaObjectList( Var.MapIndex, AreaIndex.Zone4_1, ObjectType.Player )
if player == nil then
return
end
Var.Step = 11
Var.StepFunc = Zone4_Event_1
return
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> 1<EFBFBD><EFBFBD> <EFBFBD>׿<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>̺<EFBFBD>Ʈ
if Var.Step == 11 then
if cIsObjectDead( Var.Eglack ) ~= nil then
Var.EglackDeadLocX, Var.EglackDeadLocY = cObjectLocate( Var.Eglack )
Var.EglackDeadDir = cGetDirect( Var.Eglack )
Var.Step = 12
Var.StepFunc = Zone4_Event_2
end
return
end
end
function Default_Setting( Var )
cExecCheck "Default_Setting"
if Var == nil then
return
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ȯ
Var.Door1 = cDoorBuild( Var.MapIndex, RegenInfo.Door1.Index, RegenInfo.Door1.x, RegenInfo.Door1.y, RegenInfo.Door1.dir, RegenInfo.Door1.scale )
Var.Door2 = cDoorBuild( Var.MapIndex, RegenInfo.Door2.Index, RegenInfo.Door2.x, RegenInfo.Door2.y, RegenInfo.Door2.dir, RegenInfo.Door2.scale )
cDoorAction( Var.Door1, RegenInfo.Door1.Block, "close" )
cDoorAction( Var.Door2, RegenInfo.Door2.Block, "close" )
if Var.Door1 == nil then
cDebugLog( "Default_Setting : Fail cDoorBuild 1" )
return
end
if Var.Door2 == nil then
cDebugLog( "Default_Setting : Fail cDoorBuild 2" )
return
end
Var.ExitGate = cMobRegen_XY( Var.MapIndex, RegenInfo.ExitGate.Index,
RegenInfo.ExitGate.x,
RegenInfo.ExitGate.y,
RegenInfo.ExitGate.dir )
if Var.ExitGate == nil then
cDebugLog( "Default_Setting : Fail cMobRegen_XY ExitGate" )
return
end
if cSetAIScript( "ID/AdlFH/AdlFH", Var.ExitGate ) == nil then
cDebugLog( "Default_Setting : Fail cSetAIScript ExitGate" )
return
end
if cAIScriptFunc( Var.ExitGate, "NPCClick", "ExitGateFunc" ) == nil then
cDebugLog( "Default_Setting : Fail cAIScriptFunc ExitGate" )
return
end
Var.ExitBossGate = cMobRegen_XY( Var.MapIndex, RegenInfo.ExitBossGate.Index,
RegenInfo.ExitBossGate.x,
RegenInfo.ExitBossGate.y,
RegenInfo.ExitBossGate.dir )
if Var.ExitBossGate == nil then
cDebugLog( "Default_Setting : Fail cMobRegen_XY ExitBossGate" )
return
end
if cSetAIScript( "ID/AdlFH/AdlFH", Var.ExitBossGate ) == nil then
cDebugLog( "Default_Setting : Fail cSetAIScript ExitGate" )
return
end
if cAIScriptFunc( Var.ExitBossGate, "NPCClick", "ExitBossGateFunc" ) == nil then
cDebugLog( "Default_Setting : Fail cAIScriptFunc ExitGate" )
return
end
Var.StepFunc = Dummy
return
end
--[[ ]]--
--[[ <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>(<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>) <EFBFBD><EFBFBD><EFBFBD><EFBFBD> ]]--
--[[ ]]--
function FountainOfLifeControl( Var )
cExecCheck "FountainOfLifeControl"
local CurSec = cCurrentSecond()
if Var == NULL then
return
end
if Var.FountainOfLife_CheckTime > CurSec then
return
end
Var.FountainOfLife_CheckTime = CurSec + FountainOfLife.CheckInterval
local Loussier_X = nil
local Loussier_Y = nil
-- <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD><EFBFBD>ġ <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if Var.LoussierHandle ~= nil
then
Loussier_X, Loussier_Y = cObjectLocate( Var.LoussierHandle )
end
for i=1, #FountainOfLife.Area
do
local AreaInfo = FountainOfLife.Area[i]
local PlayerList = { cGetNearObjListByCoord( Var.MapIndex, AreaInfo.x, AreaInfo.y, AreaInfo.Range, ObjectType.Player, "so_ObjectType", 20 ) }
-- <EFBFBD>÷<EFBFBD><EFBFBD>̾<EFBFBD> Ȯ<EFBFBD><EFBFBD>
for j=1, #PlayerList
do
for k=1, #FountainOfLife.DispelAbstate
do
cResetAbstate( PlayerList[j], FountainOfLife.DispelAbstate[k] )
Var.FountainOfLife_Use = true
end
end
-- <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> Ȯ<EFBFBD><EFBFBD>
if Loussier_X ~= nil and Loussier_Y ~= nil
then
if cDistanceSquar( Loussier_X, Loussier_Y, AreaInfo.x, AreaInfo.y ) <= (AreaInfo.Range * AreaInfo.Range)
then
for k=1, #FountainOfLife.DispelAbstate
do
cResetAbstate( Var.LoussierHandle, FountainOfLife.DispelAbstate[k] )
end
end
end
end
end