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--------------------------------------------------------------------------------
-- Crystal Castle Progress Func --
--------------------------------------------------------------------------------
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ʱ<EFBFBD>ȭ
function InitDungeon( Var )
cExecCheck "InitDungeon"
if Var == nil
then
return
end
-- <EFBFBD>ν<EFBFBD><EFBFBD>Ͻ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>÷<EFBFBD><EFBFBD>̾<EFBFBD><EFBFBD><EFBFBD> ù <EFBFBD>α<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ٸ<EFBFBD><EFBFBD><EFBFBD>.
if Var["bPlayerMapLogin"] == nil
then
if Var["InitialSec"] + WAIT_PLAYER_MAP_LOGIN_SEC_MAX <= cCurrentSecond()
then
GoToFail( Var )
return
end
return
end
if Var["InitDungeon"] == nil
then
DebugLog( "Start InitDungeon" )
Var["InitDungeon"] = {}
-- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̿<EFBFBD> <EFBFBD>ִ<EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
for i = 0, (#StepNameTable - 2)
do
local DoorTableIndex = nil
DoorTableIndex = "Door"..i
local CurRegenDoor = RegenInfo["Stuff"][ DoorTableIndex ]
if CurRegenDoor ~= nil
then
local nCurDoorHandle = cDoorBuild( Var["MapIndex"], CurRegenDoor["Index"], CurRegenDoor["x"], CurRegenDoor["y"], CurRegenDoor["dir"], CurRegenDoor["scale"] )
if nCurDoorHandle ~= nil
then
cDoorAction( nCurDoorHandle , CurRegenDoor["Block"], "close" )
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["Door"][ nCurDoorHandle ] = CurRegenDoor
-- <EFBFBD>ڵ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> : <EFBFBD><EFBFBD><EFBFBD>ٿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["Door"..i ] = nCurDoorHandle
end
end
end
-- <EFBFBD>Ա<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
local RegenExitGate = RegenInfo["Stuff"]["StartExitGate"]
local nExitGateHandle = cDoorBuild( Var["MapIndex"], RegenExitGate["Index"], RegenExitGate["x"], RegenExitGate["y"], RegenExitGate["dir"], RegenExitGate["scale"] )
if nExitGateHandle ~= nil
then
if cSetAIScript ( MainLuaScriptPath, nExitGateHandle ) == nil
then
ErrorLog( "InitDungeon::cSetAIScript ( MainLuaScriptPath, nExitGateHandle ) == nil" )
end
if cAIScriptFunc( nExitGateHandle, "NPCClick", "ExitGateClick" ) == nil
then
ErrorLog( "InitDungeon::cAIScriptFunc( nExitGateHandle, \"NPCClick\", \"ExitGateClick\" ) == nil" )
end
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>Ģ<EFBFBD><EFBFBD> <EFBFBD>ǰ<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>ϳ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͼ<EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>.
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Լ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD>̿<EFBFBD><EFBFBD>Ͽ<EFBFBD> <EFBFBD><EFBFBD>ȯ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ϳ<EFBFBD><EFBFBD><EFBFBD> ä<EFBFBD><EFBFBD>
<EFBFBD≯<EFBFBD> <EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>DZ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> üũ<EFBFBD><EFBFBD> <EFBFBD>صּ<EFBFBD> <EFBFBD><EFBFBD>ġ<EFBFBD><EFBFBD> <EFBFBD>ʰ<EFBFBD> <EFBFBD>ϳ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
<EFBFBD>׷<EFBFBD><EFBFBD><EFBFBD> 9<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><EFBFBD> <EFBFBD>ű <EFBFBD><EFBFBD><EFBFBD>´<EFBFBD>. <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD≯<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ش<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>޸𸮿<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>س<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><EFBFBD>ϴ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̺<EFBFBD>
local PatternSettingTable = {}
-- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ͽ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>Űܳ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̺<EFBFBD>
local PatternPointerTable = {}
-- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
local nPatternCount = 0
for i = 1, #PatternNameTable
do
-- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
local sPattern = PatternNameTable[i]
-- <EFBFBD><EFBFBD><EFBFBD>ռ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>Ī
for k = 1, #RegenInfo["Group"][ sPattern ]
do
PatternPointerTable[ nPatternCount + k ] = { PatternName = sPattern, PatternOrderNo = k }
end
nPatternCount = nPatternCount + #RegenInfo["Group"][ sPattern ]
end
local CheckPatternSelected = {} -- <EFBFBD>ε<EFBFBD><EFBFBD><EFBFBD>: <EFBFBD><EFBFBD><EFBFBD>ռ<EFBFBD><EFBFBD><EFBFBD>, <EFBFBD><EFBFBD>: üũ <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> true
local nCheckPatternSelectedCount = 0 -- <EFBFBD><EFBFBD><EFBFBD>ÿϷ<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>ŭ )
while nCheckPatternSelectedCount < #StepNameTable - 2
do
local nCurPatternSelected = cRandomInt( 1, nPatternCount ) -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ռ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
-- <EFBFBD><EFBFBD><EFBFBD>ռ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ī<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>Ұ<EFBFBD><EFBFBD>ϹǷ<EFBFBD> <EFBFBD>ش<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>н<EFBFBD>
if PatternPointerTable[ nCurPatternSelected ] ~= nil
then
-- <EFBFBD>̹<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>õ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if CheckPatternSelected[ nCurPatternSelected ] ~= true
then
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> 5<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> Pattern_KamarisTrap <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
DebugLog( "InitDungeon::Pattern is Tried ( "..PatternPointerTable[ nCurPatternSelected ]["PatternName"].." "..PatternPointerTable[ nCurPatternSelected ]["PatternOrderNo"].." )" )
if nCheckPatternSelectedCount >= 5 or PatternPointerTable[ nCurPatternSelected ]["PatternName"] ~= "Pattern_KamarisTrap"
then
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
PatternSettingTable[ nCheckPatternSelectedCount + 1 ] = PatternPointerTable[ nCurPatternSelected ]
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> üũ
CheckPatternSelected[ nCurPatternSelected ] = true
DebugLog( "InitDungeon::Pattern is Selected ( "..PatternPointerTable[ nCurPatternSelected ]["PatternName"].." "..PatternPointerTable[ nCurPatternSelected ]["PatternOrderNo"].." )" )
-- ī<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
nCheckPatternSelectedCount = nCheckPatternSelectedCount + 1
end
end
end
end
-- <EFBFBD>޸𸮿<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["StageInfo"]["PatternSetting"] = PatternSettingTable
-- Ȯ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> üũ
local nTotalProb = BossSelectProbablityPercent["Boss1"] + BossSelectProbablityPercent["Boss2"] + BossSelectProbablityPercent["Boss3"]
if nTotalProb ~= 100
then
ErrorLog( "InitDungeon::TotalProb ~= 100 in Boss Selecting Mode" )
return
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ȯ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ǰ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
local nPercent = cRandomInt( 1, 100 )
if nPercent <= BossSelectProbablityPercent["Boss1"]
then
Var["StageInfo"]["BossTypeNo"] = 1
elseif nPercent <= BossSelectProbablityPercent["Boss1"] + BossSelectProbablityPercent["Boss2"]
then
Var["StageInfo"]["BossTypeNo"] = 2
else
Var["StageInfo"]["BossTypeNo"] = 3
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ð<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["InitDungeon"]["WaitSecDuringInit"] = Var["CurSec"] + DelayTime["AfterInit"]
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ܰ<EFBFBD><EFBFBD><EFBFBD>
if Var["InitDungeon"]["WaitSecDuringInit"] <= Var["CurSec"]
then
cDoorAction( Var["Door0"], Var["Door"][ Var["Door0"] ]["Block"], "open" )
GoToNextStep( Var )
Var["InitDungeon"] = nil
DebugLog( "End InitDungeon" )
return
end
end
-- 1~9 <EFBFBD><EFBFBD>° <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
function EachFloor( Var )
cExecCheck "EachFloor"
if Var == nil
then
return
end
if Var["EachFloor"] == nil
then
Var["EachFloor"] = {}
end
-- <EFBFBD>ܰ<EFBFBD> <EFBFBD><EFBFBD>ȣ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if Var["EachFloor"]["StepNumber"] == nil
then
Var["EachFloor"]["StepNumber"] = 1
end
-- <EFBFBD>ܰ<EFBFBD><EFBFBD≯<EFBFBD> <EFBFBD>޾ƿ<EFBFBD><EFBFBD><EFBFBD>
local CurStepNo = Var["EachFloor"]["StepNumber"] -- ex) 1
local CurStep = StepNameTable[ CurStepNo ] -- ex) Floor01
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>߽<EFBFBD> <EFBFBD><EFBFBD>ǥ <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
local CurRegenCoord = RegenInfo["Coord"][ CurStepNo ]
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ʾ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>Ұ<EFBFBD>
if Var["StageInfo"]["PatternSetting"] == nil
then
return
end
if Var["StageInfo"]["PatternSetting"][ CurStepNo ] == nil
then
return
end
local CurPatternInfo = Var["StageInfo"]["PatternSetting"][ CurStepNo ]
-- <EFBFBD><EFBFBD> <EFBFBD>ܰ<EFBFBD> <EFBFBD>ʱ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if Var["EachFloor"..CurStepNo ] == nil
then
DebugLog( "Start EachFloor "..CurStepNo )
Var["EachFloor"..CurStepNo ] = {}
-- <EFBFBD><EFBFBD> <EFBFBD>׷<EFBFBD> <EFBFBD><EFBFBD>
local CurGroupRegen = RegenInfo["Group"][ CurPatternInfo["PatternName"] ][ CurPatternInfo["PatternOrderNo"] ]
if CurGroupRegen ~= nil
then
if CurPatternInfo["PatternName"] ~= "Pattern_KamarisTrap" and CurPatternInfo["PatternName"] ~= "Pattern_OnlyOneIsKey"
then
for i = 1, #CurGroupRegen
do
cGroupRegenInstance_XY( Var["MapIndex"], CurGroupRegen[ i ], CurRegenCoord["x"], CurRegenCoord["y"] )
end
elseif CurPatternInfo["PatternName"] == "Pattern_KamarisTrap"
then
-- ī<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ҷ<EFBFBD><EFBFBD><EFBFBD>
for i = 1, #CurGroupRegen[ 1 ]
do
cGroupRegenInstance_XY( Var["MapIndex"], CurGroupRegen[ 1 ][ i ], CurRegenCoord["x"], CurRegenCoord["y"] )
end
end
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
local CurMobRegen = RegenInfo["Mob"][ CurPatternInfo["PatternName"] ][ CurPatternInfo["PatternOrderNo"] ]
if CurMobRegen ~= nil
then
for MobType, MobRegenInfo in pairs ( CurMobRegen )
do
local nMobCount = MobRegenInfo["count"]
if nMobCount == nil
then
nMobCount = 1
end
for i = 1, nMobCount
do
local MobHandle = cMobRegen_Circle( Var["MapIndex"], MobRegenInfo["Index"], RegenInfo["Coord"][ CurStepNo ]["x"], RegenInfo["Coord"][ CurStepNo ]["y"], MobRegenInfo["radius"] )
if MobHandle ~= nil
then
Var["Enemy"][ MobHandle ] = { Index = MobRegenInfo["Index"], x = RegenInfo["Coord"][ CurStepNo ]["x"], y = RegenInfo["Coord"][ CurStepNo ]["y"], radius = MobRegenInfo["radius"] }
Var["RoutineTime"][ MobHandle ] = cCurrentSecond()
cSetAIScript ( MainLuaScriptPath, MobHandle )
if MobType == "Boss"
then
Var["EachFloor"..CurStepNo ]["MidBossHandle"] = MobHandle
cAIScriptFunc( MobHandle, "Entrance", "MidBossMobRoutine" )
elseif MobType == "Key"
then
cAIScriptFunc( MobHandle, "Entrance", "KeyBoxRoutine" )
elseif MobType == "Mob"
then
cAIScriptFunc( MobHandle, "Entrance", "MobBoxRoutine" )
elseif MobType == "Jewel"
then
cAIScriptFunc( MobHandle, "Entrance", "JewelBoxRoutine" )
end
end
end
end
end
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ܰ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>п<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["EachFloor"..CurStepNo ]["BeforeDialogStepSec"] = Var["CurSec"]
Var["EachFloor"..CurStepNo ]["BeforeDialogStepNo"] = 1
Var["EachFloor"..CurStepNo ]["AfterDialogStepSec"] = Var["CurSec"]
Var["EachFloor"..CurStepNo ]["AfterDialogStepNo"] = 1
Var["EachFloor"..CurStepNo ]["OpenKeyDialogStepSec"] = Var["CurSec"]
Var["EachFloor"..CurStepNo ]["OpenKeyDialogStepNo"] = 1
Var["EachFloor"..CurStepNo ]["OpenMobDialogStepSec"] = Var["CurSec"]
Var["EachFloor"..CurStepNo ]["OpenMobDialogStepNo"] = 1
Var["EachFloor"..CurStepNo ]["AppearMobDialogStepSec"] = Var["CurSec"]
Var["EachFloor"..CurStepNo ]["AppearMobDialogStepNo"] = 1
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["EachFloor"..CurStepNo ]["bBeforeDialogEnd"] = false
Var["EachFloor"..CurStepNo ]["bAfterDialogEnd"] = false
Var["EachFloor"..CurStepNo ]["bOpenMobDialogEnd"] = nil -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڸ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> false<EFBFBD><EFBFBD> <EFBFBD>ǰ<EFBFBD> <EFBFBD>޼<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD> true <EFBFBD><EFBFBD>.
Var["EachFloor"..CurStepNo ]["bOpenKeyDialogEnd"] = nil -- <EFBFBD><EFBFBD>÷<EFBFBD><EFBFBD><EFBFBD>ڸ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> false<EFBFBD><EFBFBD> <EFBFBD>Ǿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ڰ<EFBFBD> 1<EFBFBD><EFBFBD><EFBFBD>̹Ƿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["EachFloor"..CurStepNo ]["bAppearMobDialogEnd"] = false
-- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["EachFloor"..CurStepNo ]["bMobEliminated"] = false
Var["EachFloor"..CurStepNo ]["bDestroyedKamaris"] = false
Var["EachFloor"..CurStepNo ]["WaitMobGenSec"] = Var["CurSec"] + DelayTime["WaitAfterGenMob"]
end
-- ä<EFBFBD><EFBFBD>
local CurChat = ChatInfo["EachPattern"][ CurPatternInfo["PatternName"] ][ CurPatternInfo["PatternOrderNo"] ]
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
if CurChat["Before"] ~= nil
then
if Var["EachFloor"..CurStepNo ]["bBeforeDialogEnd"] == false
then
local nCurDialogNo = Var["EachFloor"..CurStepNo ]["BeforeDialogStepNo"]
if nCurDialogNo <= #CurChat["Before"]
then
if Var["EachFloor"..CurStepNo ]["BeforeDialogStepSec"] <= Var["CurSec"]
then
cMobDialog( Var["MapIndex"], CurChat["Before"][ nCurDialogNo ]["SpeakerIndex"], ChatInfo["ScriptFileName"], CurChat["Before"][ nCurDialogNo ]["Index"] )
Var["EachFloor"..CurStepNo ]["BeforeDialogStepNo"] = Var["EachFloor"..CurStepNo ]["BeforeDialogStepNo"] + 1
Var["EachFloor"..CurStepNo ]["BeforeDialogStepSec"] = Var["CurSec"] + DelayTime["GapDialog"]
end
-- <EFBFBD>ش<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> Ÿ<EFBFBD>̹<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ٸ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ɱ<EFBFBD>
return
else
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["EachFloor"..CurStepNo ]["bBeforeDialogEnd"] = true
end
end
else
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ü<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
Var["EachFloor"..CurStepNo ]["bBeforeDialogEnd"] = true
end
-- <EFBFBD><EFBFBD><EFBFBD>ڿ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if CurPatternInfo["PatternName"] == "Pattern_OnlyOneIsKey"
then
if Var["EachFloor"..CurStepNo ]["nMobBoxOpened"] == nil
then
Var["EachFloor"..CurStepNo ]["nMobBoxOpened"] = 0
end
if Var["EachFloor"..CurStepNo ]["nMobBoxOpened"] > 0 and Var["EachFloor"..CurStepNo ]["bOpenMobDialogEnd"] ~= false
then
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̾<EFBFBD><EFBFBD>α<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["EachFloor"..CurStepNo ]["bOpenMobDialogEnd"] = false
-- <EFBFBD><EFBFBD> <EFBFBD>׷<EFBFBD> <EFBFBD><EFBFBD>
local CurGroupRegen = RegenInfo["Group"][ CurPatternInfo["PatternName"] ][ CurPatternInfo["PatternOrderNo"] ]
if CurGroupRegen ~= nil
then
-- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ڸ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>Ÿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
for i = 1, #CurGroupRegen
do
cGroupRegenInstance_XY( Var["MapIndex"], CurGroupRegen[ i ], CurRegenCoord["x"], CurRegenCoord["y"] )
end
end
-- ä<EFBFBD><EFBFBD> <EFBFBD>ܰ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ʱ<EFBFBD>ȭ
Var["EachFloor"..CurStepNo ]["OpenMobDialogStepNo"] = 1
Var["EachFloor"..CurStepNo ]["OpenMobDialogStepSec"] = Var["CurSec"]
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ϳ<EFBFBD> <EFBFBD>ٿ<EFBFBD><EFBFBD><EFBFBD>( <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ڿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> ó<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>Ϸ<EFBFBD> <EFBFBD>߱<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> )
Var["EachFloor"..CurStepNo ]["nMobBoxOpened"] = Var["EachFloor"..CurStepNo ]["nMobBoxOpened"] - 1
end
if Var["EachFloor"..CurStepNo ]["KeyBoxOpened"] == true
then
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̾<EFBFBD><EFBFBD>α<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["EachFloor"..CurStepNo ]["bOpenKeyDialogEnd"] = false
Var["EachFloor"..CurStepNo ]["KeyBoxOpened"] = false
end
-- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> : <EFBFBD>ݺ<EFBFBD>
if CurChat["OpenMob"] ~= nil
then
if Var["EachFloor"..CurStepNo ]["bOpenMobDialogEnd"] == false
then
local nCurDialogNo = Var["EachFloor"..CurStepNo ]["OpenMobDialogStepNo"]
if nCurDialogNo <= #CurChat["OpenMob"]
then
if Var["EachFloor"..CurStepNo ]["OpenMobDialogStepSec"] <= Var["CurSec"]
then
cMobDialog( Var["MapIndex"], CurChat["OpenMob"][ nCurDialogNo ]["SpeakerIndex"], ChatInfo["ScriptFileName"], CurChat["OpenMob"][ nCurDialogNo ]["Index"] )
Var["EachFloor"..CurStepNo ]["OpenMobDialogStepNo"] = Var["EachFloor"..CurStepNo ]["OpenMobDialogStepNo"] + 1
Var["EachFloor"..CurStepNo ]["OpenMobDialogStepSec"] = Var["CurSec"] + DelayTime["GapDialog"]
end
-- <EFBFBD>ش<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> Ÿ<EFBFBD>̹<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ٸ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ɱ<EFBFBD>
return
else
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["EachFloor"..CurStepNo ]["bOpenMobDialogEnd"] = true
end
end
else
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ü<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
Var["EachFloor"..CurStepNo ]["bOpenMobDialogEnd"] = true
end
-- <EFBFBD><EFBFBD><EFBFBD>ڰ<EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> : 1ȸ
if CurChat["OpenKey"] ~= nil
then
if Var["EachFloor"..CurStepNo ]["bOpenKeyDialogEnd"] == false
then
local nCurDialogNo = Var["EachFloor"..CurStepNo ]["OpenKeyDialogStepNo"]
if nCurDialogNo <= #CurChat["OpenKey"]
then
if Var["EachFloor"..CurStepNo ]["OpenKeyDialogStepSec"] <= Var["CurSec"]
then
cMobDialog( Var["MapIndex"], CurChat["OpenKey"][ nCurDialogNo ]["SpeakerIndex"], ChatInfo["ScriptFileName"], CurChat["OpenKey"][ nCurDialogNo ]["Index"] )
Var["EachFloor"..CurStepNo ]["OpenKeyDialogStepNo"] = Var["EachFloor"..CurStepNo ]["OpenKeyDialogStepNo"] + 1
Var["EachFloor"..CurStepNo ]["OpenKeyDialogStepSec"] = Var["CurSec"] + DelayTime["GapDialog"]
end
-- <EFBFBD>ش<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> Ÿ<EFBFBD>̹<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ٸ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ɱ<EFBFBD>
return
else
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["EachFloor"..CurStepNo ]["bOpenKeyDialogEnd"] = true
end
end
else
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ü<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
Var["EachFloor"..CurStepNo ]["bOpenKeyDialogEnd"] = true
end
-- ī<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
elseif CurPatternInfo["PatternName"] == "Pattern_KamarisTrap"
then
-- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>üũ
if Var["EachFloor"..CurStepNo ]["bDestroyedKamaris"] == false
then
if cObjectCount( Var["MapIndex"], ObjectType["Mob"] ) <= 0
then
Var["EachFloor"..CurStepNo ]["bDestroyedKamaris"] = true
-- <EFBFBD><EFBFBD> <EFBFBD>׷<EFBFBD> <EFBFBD><EFBFBD>
local CurGroupRegen = RegenInfo["Group"][ CurPatternInfo["PatternName"] ][ CurPatternInfo["PatternOrderNo"] ]
if CurGroupRegen ~= nil
then
if CurGroupRegen[ 2 ] ~= nil
then
-- ī<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>μ<EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD>Ÿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
for i = 1, #CurGroupRegen[ 2 ]
do
cGroupRegenInstance_XY( Var["MapIndex"], CurGroupRegen[ 2 ][ i ], CurRegenCoord["x"], CurRegenCoord["y"] )
end
end
end
end
return
else
-- ī<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>װ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD>ߵǴ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> : 1ȸ
if CurChat["AppearMob"] ~= nil
then
if Var["EachFloor"..CurStepNo ]["bAppearMobDialogEnd"] == false
then
local nCurDialogNo = Var["EachFloor"..CurStepNo ]["AppearMobDialogStepNo"]
if nCurDialogNo <= #CurChat["AppearMob"]
then
if Var["EachFloor"..CurStepNo ]["AppearMobDialogStepSec"] <= Var["CurSec"]
then
cMobDialog( Var["MapIndex"], CurChat["AppearMob"][ nCurDialogNo ]["SpeakerIndex"], ChatInfo["ScriptFileName"], CurChat["AppearMob"][ nCurDialogNo ]["Index"] )
Var["EachFloor"..CurStepNo ]["AppearMobDialogStepNo"] = Var["EachFloor"..CurStepNo ]["AppearMobDialogStepNo"] + 1
Var["EachFloor"..CurStepNo ]["AppearMobDialogStepSec"] = Var["CurSec"] + DelayTime["GapDialog"]
end
-- <EFBFBD>ش<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> Ÿ<EFBFBD>̹<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ٸ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ɱ<EFBFBD>
return
else
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["EachFloor"..CurStepNo ]["bAppearMobDialogEnd"] = true
end
end
else
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ü<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
Var["EachFloor"..CurStepNo ]["bAppearMobDialogEnd"] = true
end
end
else
-- There is no process here.
end
-- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>üũ
if Var["EachFloor"..CurStepNo ]["bMobEliminated"] == false
then
if Var["EachFloor"..CurStepNo ]["WaitMobGenSec"] <= Var["CurSec"]
then
if cObjectCount( Var["MapIndex"], ObjectType["Mob"] ) <= 0
then
Var["EachFloor"..CurStepNo ]["bMobEliminated"] = true
end
end
return
else
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if CurChat["After"] ~= nil
then
if Var["EachFloor"..CurStepNo ]["bAfterDialogEnd"] == false
then
local nCurDialogNo = Var["EachFloor"..CurStepNo ]["AfterDialogStepNo"]
if nCurDialogNo <= #CurChat["After"]
then
if Var["EachFloor"..CurStepNo ]["AfterDialogStepSec"] <= Var["CurSec"]
then
cMobDialog( Var["MapIndex"], CurChat["After"][ nCurDialogNo ]["SpeakerIndex"], ChatInfo["ScriptFileName"], CurChat["After"][ nCurDialogNo ]["Index"] )
Var["EachFloor"..CurStepNo ]["AfterDialogStepNo"] = Var["EachFloor"..CurStepNo ]["AfterDialogStepNo"] + 1
Var["EachFloor"..CurStepNo ]["AfterDialogStepSec"] = Var["CurSec"] + DelayTime["GapDialog"]
end
-- <EFBFBD>ش<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> Ÿ<EFBFBD>̹<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ٸ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ɱ<EFBFBD>
return
else
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["EachFloor"..CurStepNo ]["bAfterDialogEnd"] = true
end
end
else
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ü<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
Var["EachFloor"..CurStepNo ]["bAfterDialogEnd"] = true
end
end
-- Next Case : <EFBFBD>ش<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> Ŭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ο<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϸ<EFBFBD>.
if Var["EachFloor"..CurStepNo ]["WaitMobGenSec"] <= Var["CurSec"]
then
if Var["EachFloor"..CurStepNo ]["bAfterDialogEnd"] == true
then
if CurPatternInfo["PatternName"] == "Pattern_KamarisTrap"
then
if Var["EachFloor"..CurStepNo ]["bDestroyedKamaris"] ~= true
then
return
end
elseif CurPatternInfo["PatternName"] == "Pattern_OnlyOneIsKey"
then
if Var["EachFloor"..CurStepNo ]["bOpenKeyDialogEnd"] ~= true
then
return
end
else
if Var["EachFloor"..CurStepNo ]["bMobEliminated"] ~= true
then
return
end
end
-- Ŭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>׼<EFBFBD>
if Var["Door"..CurStepNo ] ~= nil
then
cDoorAction( Var["Door"..CurStepNo ], Var["Door"][ Var["Door"..CurStepNo ] ]["Block"], "open" )
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ܰ<EFBFBD><EFBFBD><EFBFBD>
Var["EachFloor"..CurStepNo ] = nil
Var["EachFloor"]["StepNumber"] = CurStepNo + 1
DebugLog( "End EachFloor "..CurStepNo )
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> Ŭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
if Var["EachFloor"]["StepNumber"] > #StepNameTable - 2
then
Var["EachFloor"] = nil
GoToNextStep( Var )
return
end
return
end
end
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
function BossBattle( Var )
cExecCheck "BossBattle"
if Var == nil
then
return
end
if Var["StageInfo"]["BossTypeNo"] == nil
then
ErrorLog( "BossBattle::Var[\"StageInfo\"][\"BossTypeNo\"] == nil" )
return
end
local nBossType = Var["StageInfo"]["BossTypeNo"]
if Var["BossBattle"] == nil
then
DebugLog( "BossBattle::Start" )
Var["BossBattle"] = {}
-- <EFBFBD><EFBFBD> <EFBFBD>׷<EFBFBD> <EFBFBD><EFBFBD>
for i = 1, #RegenInfo["Group"]["BossBattle"][ nBossType ]
do
cGroupRegenInstance( Var["MapIndex"], RegenInfo["Group"]["BossBattle"][ nBossType ][ i ] )
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
if Var["BossBattle"]["BossAC_PlusEffectCount"] == nil
then
Var["BossBattle"]["BossAC_PlusEffectCount"] = 0
end
if Var["BossBattle"]["BossMR_PlusEffectCount"] == nil
then
Var["BossBattle"]["BossMR_PlusEffectCount"] = 0
end
if Var["BossBattle"]["BossImmortalEffectCount"] == nil
then
Var["BossBattle"]["BossImmortalEffectCount"] = 0
end
for MobType, MobRegenInfo in pairs( RegenInfo["Mob"]["BossBattle"][ nBossType ] )
do
local nMobHandle = cMobRegen_XY( Var["MapIndex"], MobRegenInfo["Index"], MobRegenInfo["x"], MobRegenInfo["y"], MobRegenInfo["dir"] )
if nMobHandle ~= nil
then
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> ó<EFBFBD><EFBFBD>
Var["Enemy"][ nMobHandle ] = MobRegenInfo
Var["RoutineTime"][ nMobHandle ] = cCurrentSecond()
cSetAIScript ( MainLuaScriptPath, nMobHandle )
-- <EFBFBD>з<EFBFBD> ó<EFBFBD><EFBFBD>
if MobType == "LizardManGuardian" or MobType == "HeavyOrc" or MobType == "JewelGolem"
then
Var["BossHandle"] = nMobHandle
cAIScriptFunc( nMobHandle, "Entrance", "BossRoutine" )
cAIScriptFunc( nMobHandle, "MobDamaged", "BossDamaged" )
elseif MobType == "PhysicalPillar"
then
cAIScriptFunc( nMobHandle, "Entrance", "PhysicalPillarRoutine" )
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ȭ ȿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ִ<EFBFBD> <EFBFBD>ʷ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["BossBattle"]["BossAC_PlusEffectCount"] = Var["BossBattle"]["BossAC_PlusEffectCount"] + 1
elseif MobType == "MagicalPillar"
then
cAIScriptFunc( nMobHandle, "Entrance", "MagicalPillarRoutine" )
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ȭ ȿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ִ<EFBFBD> <EFBFBD>ʷ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["BossBattle"]["BossMR_PlusEffectCount"] = Var["BossBattle"]["BossMR_PlusEffectCount"] + 1
elseif MobType == "ImmortalPillar1" or MobType == "ImmortalPillar2" or MobType == "ImmortalPillar3" or MobType == "ImmortalPillar4"
then
cAIScriptFunc( nMobHandle, "Entrance", "ImmortalPillarRoutine" )
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ִ<EFBFBD> <EFBFBD>ʷ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["BossBattle"]["BossImmortalEffectCount"] = Var["BossBattle"]["BossImmortalEffectCount"] + 1
end
else
DebugLog( "BossBattle::nMobHandle == nil" )
end
end -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> for<EFBFBD><EFBFBD>
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ܰ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>п<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["BossBattle"]["InitDialogStepSec"] = Var["CurSec"]
Var["BossBattle"]["InitDialogStepNo"] = 1
Var["BossBattle"]["ReInitDialogStepSec"] = Var["CurSec"]
Var["BossBattle"]["ReInitDialogStepNo"] = 1
Var["BossBattle"]["ShutDoorDialogAndNoticeStepSec"] = Var["CurSec"]
Var["BossBattle"]["ShutDoorDialogAndNoticeStepNo"] = 1
Var["BossBattle"]["ClearDialogAndNoticeStepSec"] = Var["CurSec"]
Var["BossBattle"]["ClearDialogAndNoticeStepNo"] = 1
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["BossBattle"]["bInitDialogEnd"] = false
Var["BossBattle"]["bReInitDialogEnd"] = nil -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ǽ<EFBFBD> false<EFBFBD><EFBFBD> <EFBFBD>Ǿ<EFBFBD> <EFBFBD>ʱ<EFBFBD>ȭ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
Var["BossBattle"]["bShutDoorDialogAndNoticeEnd"] = nil -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ǽ<EFBFBD> false<EFBFBD><EFBFBD> <EFBFBD>Ǿ<EFBFBD> <EFBFBD>ʱ<EFBFBD>ȭ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
Var["BossBattle"]["bClearDialogAndNoticeEnd"] = nil -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ǽ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
-- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["BossBattle"]["bMobEliminated"] = false
Var["BossBattle"]["WaitMobGenSec"] = Var["CurSec"] + DelayTime["WaitAfterGenMob"]
end -- BossBattle <EFBFBD>ʱ<EFBFBD>ȭ if<EFBFBD><EFBFBD>
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if Var["BossBattle"]["bRestartCondition"] == true
then
DebugLog( "BossBattle::Restart-Vanish All" )
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
local CenterCoord = { x = RegenInfo["Mob"]["BossBattle"][ 1 ]["LizardManGuardian"]["x"], y = RegenInfo["Mob"]["BossBattle"][ 1 ]["LizardManGuardian"]["y"] }
local PreviousMobHandleList = { cGetNearObjListByCoord( Var["MapIndex"], CenterCoord["x"], CenterCoord["y"], 1000, ObjectType["Mob"], "so_ObjectType", 50 ) }
for i = 1, #PreviousMobHandleList
do
cNPCVanish( PreviousMobHandleList[ i ] )
end
-- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>°<EFBFBD> üũ<EFBFBD>ϱ<EFBFBD>
if cObjectCount( Var["MapIndex"], ObjectType["Mob"] ) > 0
then
ErrorLog( "BossBattle::Mob Reinitializing(Vanishing Step) is failed." )
return
end
cDoorAction( Var["Door"..(#StepNameTable - 2) ], RegenInfo["Stuff"]["Door"..(#StepNameTable - 2) ]["Block"], "open" )
DebugLog( "BossBattle::Restart-Regen" )
Var["BossBattle"] = nil
Var["BossBattle"] = {}
-- <EFBFBD><EFBFBD> <EFBFBD>׷<EFBFBD> <EFBFBD><EFBFBD>
for i = 1, #RegenInfo["Group"]["BossBattle"][ nBossType ]
do
cGroupRegenInstance( Var["MapIndex"], RegenInfo["Group"]["BossBattle"][ nBossType ][ i ] )
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
if Var["BossBattle"]["BossAC_PlusEffectCount"] == nil
then
Var["BossBattle"]["BossAC_PlusEffectCount"] = 0
end
if Var["BossBattle"]["BossMR_PlusEffectCount"] == nil
then
Var["BossBattle"]["BossMR_PlusEffectCount"] = 0
end
if Var["BossBattle"]["BossImmortalEffectCount"] == nil
then
Var["BossBattle"]["BossImmortalEffectCount"] = 0
end
for MobType, MobRegenInfo in pairs( RegenInfo["Mob"]["BossBattle"][ nBossType ] )
do
local nMobHandle = cMobRegen_XY( Var["MapIndex"], MobRegenInfo["Index"], MobRegenInfo["x"], MobRegenInfo["y"], MobRegenInfo["dir"] )
if nMobHandle ~= nil
then
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> ó<EFBFBD><EFBFBD>
Var["Enemy"][ nMobHandle ] = MobRegenInfo
Var["RoutineTime"][ nMobHandle ] = cCurrentSecond()
cSetAIScript ( MainLuaScriptPath, nMobHandle )
-- <EFBFBD>з<EFBFBD> ó<EFBFBD><EFBFBD>
if MobType == "LizardManGuardian" or MobType == "HeavyOrc" or MobType == "JewelGolem"
then
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ڵ<EFBFBD> <EFBFBD>߰<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> AI <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["BossHandle"] = nMobHandle
cAIScriptFunc( nMobHandle, "Entrance", "BossRoutine" )
cAIScriptFunc( nMobHandle, "MobDamaged", "BossDamaged" )
elseif MobType == "PhysicalPillar"
then
cAIScriptFunc( nMobHandle, "Entrance", "PhysicalPillarRoutine" )
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ȭ ȿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ִ<EFBFBD> <EFBFBD>ʷ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["BossBattle"]["BossAC_PlusEffectCount"] = Var["BossBattle"]["BossAC_PlusEffectCount"] + 1
elseif MobType == "MagicalPillar"
then
cAIScriptFunc( nMobHandle, "Entrance", "MagicalPillarRoutine" )
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ȭ ȿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ִ<EFBFBD> <EFBFBD>ʷ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["BossBattle"]["BossMR_PlusEffectCount"] = Var["BossBattle"]["BossMR_PlusEffectCount"] + 1
elseif MobType == "ImmortalPillar1" or MobType == "ImmortalPillar2" or MobType == "ImmortalPillar3" or MobType == "ImmortalPillar4"
then
cAIScriptFunc( nMobHandle, "Entrance", "ImmortalPillarRoutine" )
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ִ<EFBFBD> <EFBFBD>ʷ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["BossBattle"]["BossImmortalEffectCount"] = Var["BossBattle"]["BossImmortalEffectCount"] + 1
end
else
DebugLog( "BossBattle::nMobHandle == nil" )
end
end -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> for<EFBFBD><EFBFBD>
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ܰ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>п<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["BossBattle"]["ReInitDialogStepSec"] = Var["CurSec"]
Var["BossBattle"]["ReInitDialogStepNo"] = 1
Var["BossBattle"]["ShutDoorDialogAndNoticeStepSec"] = Var["CurSec"]
Var["BossBattle"]["ShutDoorDialogAndNoticeStepNo"] = 1
Var["BossBattle"]["ClearDialogAndNoticeStepSec"] = Var["CurSec"]
Var["BossBattle"]["ClearDialogAndNoticeStepNo"] = 1
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["BossBattle"]["bInitDialogEnd"] = true -- <EFBFBD>̹<EFBFBD> <EFBFBD><EFBFBD> <EFBFBD>κ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>Ȳ<EFBFBD><EFBFBD>
Var["BossBattle"]["bReInitDialogEnd"] = false -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>Ǿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD> <EFBFBD>ش<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̾<EFBFBD><EFBFBD>α<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["BossBattle"]["bShutDoorDialogAndNoticeEnd"] = nil -- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>Ǹ<EFBFBD> false<EFBFBD><EFBFBD> <EFBFBD>Ǿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["BossBattle"]["bClearDialogAndNoticeEnd"] = nil -- Ŭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>Ǹ<EFBFBD> <EFBFBD>ش<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
-- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["BossBattle"]["bMobEliminated"] = false
Var["BossBattle"]["WaitMobGenSec"] = Var["CurSec"] + DelayTime["WaitAfterGenMob"]
end -- BossBattle <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ۿ<EFBFBD> <EFBFBD>ʱ<EFBFBD>ȭ if<EFBFBD><EFBFBD>
-- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> üũ <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if Var["BossBattle"]["bShutDoorDialogAndNoticeEnd"] == nil
then
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>÷<EFBFBD><EFBFBD>̾<EFBFBD> <EFBFBD><EFBFBD> <EFBFBD>Ѹ<EFBFBD><EFBFBD>̶<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>¿<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ð<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ϵ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ݴ´<EFBFBD>.
local InBossAreaHandleList = { cGetAreaObjectList( Var["MapIndex"], BossArea["Index"], ObjectType["Player"] ) }
if #InBossAreaHandleList > 0
then
if Var["BossBattle"]["InAreaStackCount"] == nil
then
Var["BossBattle"]["InAreaStackCount"] = 0
end
Var["BossBattle"]["InAreaStackCount"] = Var["BossBattle"]["InAreaStackCount"] + 1
if Var["BossBattle"]["InAreaStackCount"] > BossArea["TriggerCount"]
then
cDoorAction( Var["Door"..(#StepNameTable - 2) ], RegenInfo["Stuff"]["Door"..(#StepNameTable - 2) ]["Block"], "close" )
Var["BossBattle"]["bShutDoorDialogAndNoticeEnd"] = false
end
end
end
-- Ŭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> üũ <EFBFBD><EFBFBD> ä<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if Var["BossBattle"]["bClearDialogAndNoticeEnd"] == nil
then
if cObjectCount( Var["MapIndex"], ObjectType["Mob"] ) < 1
then
Var["BossBattle"]["bClearDialogAndNoticeEnd"] = false
end
end
---------------------------------------------------------------------------------------------------------------------------------------------------
-- ä<EFBFBD><EFBFBD>
local CurChat = ChatInfo["BossBattle"]["Boss"..nBossType ]
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ʱ<EFBFBD>ȭ <EFBFBD><EFBFBD>
if CurChat["InitDialog"] ~= nil
then
if Var["BossBattle"]["bInitDialogEnd"] == false
then
local nCurDialogNo = Var["BossBattle"]["InitDialogStepNo"]
if nCurDialogNo <= #CurChat["InitDialog"]
then
if Var["BossBattle"]["InitDialogStepSec"] <= Var["CurSec"]
then
cMobDialog( Var["MapIndex"], CurChat["InitDialog"][ nCurDialogNo ]["SpeakerIndex"], ChatInfo["ScriptFileName"], CurChat["InitDialog"][ nCurDialogNo ]["Index"] )
Var["BossBattle"]["InitDialogStepNo"] = Var["BossBattle"]["InitDialogStepNo"] + 1
Var["BossBattle"]["InitDialogStepSec"] = Var["CurSec"] + DelayTime["GapDialog"]
end
-- <EFBFBD>ش<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> Ÿ<EFBFBD>̹<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ٸ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ɱ<EFBFBD>
return
else
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["BossBattle"]["bInitDialogEnd"] = true
end
end
else
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ü<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
Var["BossBattle"]["bInitDialogEnd"] = true
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>÷<EFBFBD><EFBFBD>̾ <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ʱ<EFBFBD>ȭ <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if CurChat["ReInitDialog"] ~= nil
then
if Var["BossBattle"]["bReInitDialogEnd"] == false
then
local nCurDialogNo = Var["BossBattle"]["ReInitDialogStepNo"]
if nCurDialogNo <= #CurChat["ReInitDialog"]
then
if Var["BossBattle"]["ReInitDialogStepSec"] <= Var["CurSec"]
then
cMobDialog( Var["MapIndex"], CurChat["ReInitDialog"][ nCurDialogNo ]["SpeakerIndex"], ChatInfo["ScriptFileName"], CurChat["ReInitDialog"][ nCurDialogNo ]["Index"] )
Var["BossBattle"]["ReInitDialogStepNo"] = Var["BossBattle"]["ReInitDialogStepNo"] + 1
Var["BossBattle"]["ReInitDialogStepSec"] = Var["CurSec"] + DelayTime["GapDialog"]
end
-- <EFBFBD>ش<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> Ÿ<EFBFBD>̹<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ٸ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ɱ<EFBFBD>
return
else
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["BossBattle"]["bReInitDialogEnd"] = true
end
end
else
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ü<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
Var["BossBattle"]["bReInitDialogEnd"] = true
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̾<EFBFBD><EFBFBD>α<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if CurChat["ShutDoorDialog"] ~= nil and CurChat["ShutDoorNotice"] ~= nil
then
if Var["BossBattle"]["bShutDoorDialogAndNoticeEnd"] == false
then
local nCurDialogNo = Var["BossBattle"]["ShutDoorDialogAndNoticeStepNo"]
if nCurDialogNo <= #CurChat["ShutDoorDialog"]
then
if Var["BossBattle"]["ShutDoorDialogAndNoticeStepSec"] <= Var["CurSec"]
then
cMobDialog( Var["MapIndex"], CurChat["ShutDoorDialog"][ nCurDialogNo ]["SpeakerIndex"], ChatInfo["ScriptFileName"], CurChat["ShutDoorDialog"][ nCurDialogNo ]["Index"] )
if Var["BossBattle"]["ShutDoorDialogAndNoticeStepNo"] == 1
then
cNotice( Var["MapIndex"], ChatInfo["ScriptFileName"], CurChat["ShutDoorNotice"][ nCurDialogNo ]["Index"] )
end
Var["BossBattle"]["ShutDoorDialogAndNoticeStepNo"] = Var["BossBattle"]["ShutDoorDialogAndNoticeStepNo"] + 1
Var["BossBattle"]["ShutDoorDialogAndNoticeStepSec"] = Var["CurSec"] + DelayTime["GapDialog"]
end
-- <EFBFBD>ش<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> Ÿ<EFBFBD>̹<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ٸ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ɱ<EFBFBD>
return
else
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["BossBattle"]["bShutDoorDialogAndNoticeEnd"] = true
end
end
else
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ü<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
Var["BossBattle"]["bShutDoorDialogAndNoticeEnd"] = true
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ŭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if CurChat["ClearDialog"] ~= nil and CurChat["ClearNotice"] ~= nil
then
if Var["BossBattle"]["bClearDialogAndNoticeEnd"] == false
then
local nCurDialogNo = Var["BossBattle"]["ClearDialogAndNoticeStepNo"]
if nCurDialogNo <= #CurChat["ClearDialog"]
then
if Var["BossBattle"]["ClearDialogAndNoticeStepSec"] <= Var["CurSec"]
then
cMobDialog( Var["MapIndex"], CurChat["ClearDialog"][ nCurDialogNo ]["SpeakerIndex"], ChatInfo["ScriptFileName"], CurChat["ClearDialog"][ nCurDialogNo ]["Index"] )
if nCurDialogNo == 1
then
cNotice( Var["MapIndex"], ChatInfo["ScriptFileName"], CurChat["ClearNotice"][ nCurDialogNo ]["Index"] )
end
Var["BossBattle"]["ClearDialogAndNoticeStepNo"] = Var["BossBattle"]["ClearDialogAndNoticeStepNo"] + 1
Var["BossBattle"]["ClearDialogAndNoticeStepSec"] = Var["CurSec"] + DelayTime["GapDialog"]
end
-- <EFBFBD>ش<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> Ÿ<EFBFBD>̹<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ٸ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ɱ<EFBFBD>
return
else
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["BossBattle"]["bClearDialogAndNoticeEnd"] = true
end
end
else
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ü<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
Var["BossBattle"]["bClearDialogAndNoticeEnd"] = true
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ܰ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD>Ѿ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if Var["BossBattle"]["bClearDialogAndNoticeEnd"] == true
then
-- Quest Mob Kill <EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
Var["BossBattle"] = nil
DebugLog( "BossBattle::End" )
cDoorAction( Var["Door"..(#StepNameTable - 2) ], RegenInfo["Stuff"]["Door"..(#StepNameTable - 2) ]["Block"], "open" )
cQuestMobKill_AllInMap( Var["MapIndex"], QuestMobKillInfo["QuestID"], QuestMobKillInfo["MobIndex"], QuestMobKillInfo["MaxKillCount"] )
GoToNextStep( Var )
end
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
function IyzelReward( Var )
cExecCheck "IyzelReward"
if Var == nil
then
return
end
local nBossType = Var["StageInfo"]["BossTypeNo"]
if Var["IyzelReward"] == nil
then
DebugLog( "IyzelReward::Start" )
Var["IyzelReward"] = {}
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
local IyzelRegenInfo = RegenInfo["NPC"]["IyzelReward"]["Iyzel"]
local nIyzelHandle = cMobRegen_XY( Var["MapIndex"], IyzelRegenInfo["Index"], IyzelRegenInfo["x"], IyzelRegenInfo["y"], IyzelRegenInfo["dir"] )
if nIyzelHandle ~= nil
then
Var["Enemy"][ nIyzelHandle ] = IyzelRegenInfo
Var["IyzelHandle"] = nIyzelHandle
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> ó<EFBFBD><EFBFBD>
local AbstateInfo = NPC_Abstate["Immortal"]
cSetAbstate( nIyzelHandle, AbstateInfo["Index"], AbstateInfo["Strength"], AbstateInfo["KeepTime"] )
else
ErrorLog( "IyzelReward::Iyzel Gen Failed" )
end
-- <EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
local RegenExitGate = RegenInfo["Stuff"]["EndExitGate"]
local nExitGateHandle = cDoorBuild( Var["MapIndex"], RegenExitGate["Index"], RegenExitGate["x"], RegenExitGate["y"], RegenExitGate["dir"], RegenExitGate["scale"] )
if nExitGateHandle ~= nil
then
if cSetAIScript ( MainLuaScriptPath, nExitGateHandle ) == nil
then
ErrorLog( "ReturnToHome::cSetAIScript ( MainLuaScriptPath, nExitGateHandle ) == nil" )
end
if cAIScriptFunc( nExitGateHandle, "NPCClick", "ExitGateClick" ) == nil
then
ErrorLog( "ReturnToHome::cAIScriptFunc( nExitGateHandle, \"NPCClick\", \"ExitGateClick\" ) == nil" )
end
end
-- Ư<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
local TreasureBoxRegenInfo = RegenInfo["Mob"]["IyzelReward"][ nBossType ]
local nBoxHandle = cMobRegen_Circle( Var["MapIndex"], TreasureBoxRegenInfo["Index"], TreasureBoxRegenInfo["x"], TreasureBoxRegenInfo["y"], TreasureBoxRegenInfo["radius"] )
if nBoxHandle ~= nil
then
Var["Enemy"][ nBoxHandle ] = TreasureBoxRegenInfo
Var["RoutineTime"][ nBoxHandle ] = cCurrentSecond()
if cSetAIScript( MainLuaScriptPath, nBoxHandle ) == nil
then
ErrorLog( "IyzelReward::Special Box cSetAIScript( ) Failed" )
end
if cAIScriptFunc( nBoxHandle, "Entrance", "TreasureBoxRoutine" ) == nil
then
ErrorLog( "IyzelReward::Special Box cAIScriptFunc( ) Failed - Entrance Mode" )
end
if cAIScriptFunc( nBoxHandle, "ObjectDied", "TreasureBoxOpened" ) == nil
then
ErrorLog( "IyzelReward::Special Box cAIScriptFunc( ) Failed - ObjectDied Mode" )
end
else
ErrorLog( "IyzelReward::Special Box Gen Failed" )
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>׷<EFBFBD> <EFBFBD><EFBFBD>
local RewardBoxesRegenInfo = RegenInfo["Group"]["IyzelReward"][ nBossType ]
for i = 1, #RewardBoxesRegenInfo
do
cGroupRegenInstance( Var["MapIndex"], RewardBoxesRegenInfo[ i ] )
end
-- ä<EFBFBD><EFBFBD> <EFBFBD>ܰ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["IyzelReward"]["AppearDialogStepSec"] = Var["CurSec"]
Var["IyzelReward"]["AppearDialogStepNo"] = 1
Var["IyzelReward"]["OpenBoxTimeOverDialogStepSec"] = Var["CurSec"] + DelayTime["RewardBoxTryTime"]
Var["IyzelReward"]["OpenBoxTimeOverDialogStepNo"] = 1
Var["IyzelReward"]["bAppearDialogEnd"] = false
Var["IyzelReward"]["bOpenBoxTimeOverDialogEnd"] = nil -- <EFBFBD><EFBFBD><EFBFBD>ѽð<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> false<EFBFBD><EFBFBD> <EFBFBD>ٲ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
cTimer( Var["MapIndex"], DelayTime["RewardBoxTryTime"] )
end
---------------------------------------------------------------------------------------------------------------------------------------------------
-- <EFBFBD>ܰ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if Var["IyzelReward"]["OpenBoxTimeOverDialogStepSec"] <= Var["CurSec"]
then
Var["IyzelReward"]["bOpenBoxTimeOverDialogEnd"] = false
---[[
-- <EFBFBD>ڽ<EFBFBD> <EFBFBD>׾ <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
local HandleList = { cNearObjectList( Var["IyzelHandle"], 500, ObjectType["Mob"] ) }
for DummyIndex, nTargetHandle in pairs ( HandleList )
do
if nTargetHandle ~= Var["IyzelHandle"]
then
cMobSuicide( Var["MapIndex"], nTargetHandle )
end
end
--]]
--[[
-- <EFBFBD>ڽ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
for nIndex, sIndexName in pairs ( RewardBoxIndexes )
do
cVanishAll( Var["MapIndex"], sIndexName )
end
--]]
end
---------------------------------------------------------------------------------------------------------------------------------------------------
-- ä<EFBFBD><EFBFBD>
local CurChat = ChatInfo["IyzelReward"]["Boss"..nBossType ]
local sIyzelIndex = ChatInfo["IyzelReward"]["SpeakerIndex"]
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>Ÿ<EFBFBD><EFBFBD><EFBFBD>ڸ<EFBFBD><EFBFBD><EFBFBD>
if CurChat["IyzelAppearDialog"] ~= nil
then
if Var["IyzelReward"]["bAppearDialogEnd"] == false
then
local nCurDialogNo = Var["IyzelReward"]["AppearDialogStepNo"]
if nCurDialogNo <= #CurChat["IyzelAppearDialog"]
then
if Var["IyzelReward"]["AppearDialogStepSec"] <= Var["CurSec"]
then
cMobDialog( Var["MapIndex"], sIyzelIndex, ChatInfo["ScriptFileName"], CurChat["IyzelAppearDialog"][ nCurDialogNo ]["Index"] )
Var["IyzelReward"]["AppearDialogStepNo"] = Var["IyzelReward"]["AppearDialogStepNo"] + 1
Var["IyzelReward"]["AppearDialogStepSec"] = Var["CurSec"] + DelayTime["GapDialog"]
end
-- <EFBFBD>ش<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> Ÿ<EFBFBD>̹<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ٸ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ɱ<EFBFBD>
return
else
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["IyzelReward"]["bAppearDialogEnd"] = true
end
end
else
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ü<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
Var["IyzelReward"]["bAppearDialogEnd"] = true
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ѽð<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if CurChat["OpenBoxTimeOverDialog"] ~= nil
then
if Var["IyzelReward"]["bOpenBoxTimeOverDialogEnd"] == false
then
local nCurDialogNo = Var["IyzelReward"]["OpenBoxTimeOverDialogStepNo"]
if nCurDialogNo <= #CurChat["OpenBoxTimeOverDialog"]
then
if Var["IyzelReward"]["OpenBoxTimeOverDialogStepSec"] <= Var["CurSec"]
then
cMobDialog( Var["MapIndex"], sIyzelIndex, ChatInfo["ScriptFileName"], CurChat["OpenBoxTimeOverDialog"][ nCurDialogNo ]["Index"] )
Var["IyzelReward"]["OpenBoxTimeOverDialogStepNo"] = Var["IyzelReward"]["OpenBoxTimeOverDialogStepNo"] + 1
Var["IyzelReward"]["OpenBoxTimeOverDialogStepSec"] = Var["CurSec"] + DelayTime["GapDialog"]
end
-- <EFBFBD>ش<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> Ÿ<EFBFBD>̹<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ٸ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ɱ<EFBFBD>
return
else
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["IyzelReward"]["bOpenBoxTimeOverDialogEnd"] = true
end
end
else
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ü<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
Var["IyzelReward"]["bOpenBoxTimeOverDialogEnd"] = true
end
-- <EFBFBD><EFBFBD>
if Var["IyzelReward"]["bOpenBoxTimeOverDialogEnd"] == true
then
Var["IyzelReward"] = nil
GoToNextStep( Var )
DebugLog( "IyzelReward::End" )
end
end
-- ŷ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ Ŭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> : <EFBFBD><EFBFBD> ID <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
function QuestSuccess( Var )
cExecCheck "QuestSuccess"
if Var == nil
then
return
end
GoToNextStep( Var )
DebugLog( "QuestSuccess::End" )
end
-- ŷ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <EFBFBD><EFBFBD><EFBFBD><EFBFBD> : ID <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
function QuestFailed( Var )
cExecCheck "QuestFailed"
if Var == nil
then
return
end
GoToNextStep( Var )
DebugLog( "QuestFailed::End" )
end
-- <EFBFBD><EFBFBD>ȯ : ID <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
function ReturnToHome( Var )
cExecCheck "ReturnToHome"
if Var == nil
then
return
end
GoToNextStep( Var )
DebugLog( "End ReturnToHome" )
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>Լ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ
ID_StepsList =
{
{ Function = InitDungeon, Name = "InitDungeon", },
{ Function = EachFloor, Name = "EachFloor", },
{ Function = BossBattle, Name = "BossBattle", },
{ Function = IyzelReward, Name = "IyzelReward", },
{ Function = QuestSuccess, Name = "QuestSuccess", },
{ Function = QuestFailed, Name = "QuestFailed", },
{ Function = ReturnToHome, Name = "ReturnToHome", },
}
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ
ID_StepsIndexList =
{
}
for index, funcValue in pairs ( ID_StepsList )
do
ID_StepsIndexList[ funcValue["Name"] ] = index
end