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--------------------------------------------------------------------------------
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-- King Slime Progress Func --
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--------------------------------------------------------------------------------
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-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ʱ<EFBFBD>ȭ
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function InitDungeon( Var )
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cExecCheck "InitDungeon"
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if Var == nil
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then
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return
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end
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-- ŷ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <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>.
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if Var["bPlayerMapLogin"] == nil
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then
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if Var["InitialSec"] + WAIT_PLAYER_MAP_LOGIN_SEC_MAX <= cCurrentSecond()
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then
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GoToFail( Var )
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return
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end
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return
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end
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if Var["InitDungeon"] == nil
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then
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DebugLog( "Start InitDungeon" )
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local Doors = RegenInfo["Stuff"]
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-- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Var["Door1"] = cDoorBuild( Var["MapIndex"], Doors["Door1"]["Index"], Doors["Door1"]["x"], Doors["Door1"]["y"], Doors["Door1"]["dir"], Doors["Door1"]["scale"] )
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Var["Door2"] = cDoorBuild( Var["MapIndex"], Doors["Door2"]["Index"], Doors["Door2"]["x"], Doors["Door2"]["y"], Doors["Door2"]["dir"], Doors["Door2"]["scale"] )
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Var["Door3"] = cDoorBuild( Var["MapIndex"], Doors["Door3"]["Index"], Doors["Door3"]["x"], Doors["Door3"]["y"], Doors["Door3"]["dir"], Doors["Door3"]["scale"] )
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-- <EFBFBD><EFBFBD> <EFBFBD>ݱ<EFBFBD>
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cDoorAction( Var["Door1"], Doors["Door1"]["Block"], "close" )
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cDoorAction( Var["Door2"], Doors["Door2"]["Block"], "close" )
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cDoorAction( Var["Door3"], Doors["Door3"]["Block"], "close" )
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Var["InitDungeon"] = {}
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Var["InitDungeon"]["WaitSecDuringInit"] = Var["CurSec"]
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end
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-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ð<EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ܰ<EFBFBD><EFBFBD><EFBFBD>
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if Var["InitDungeon"]["WaitSecDuringInit"] + DelayTime["AfterInit"] <= Var["CurSec"]
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then
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GoToNextStep( Var )
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Var["InitDungeon"] = nil
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DebugLog( "End InitDungeon" )
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return
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end
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end
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-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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function GuideOfGuard( Var )
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cExecCheck "GuideOfGuard"
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if Var == nil
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then
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return
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end
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if Var["GuideOfGuard"] == nil
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then
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DebugLog( "Start GuideOfGuard" )
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local RegenGuard = RegenInfo["NPC"]["NPC_Guard"]
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local GuardHandle = nil
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GuardHandle = cMobRegen_XY( Var["MapIndex"], RegenGuard["Index"], RegenGuard["x"],RegenGuard["y"], RegenGuard["dir"] )
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if GuardHandle ~= nil
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then
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Var["Friend"][ GuardHandle ] = RegenGuard
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Var["Friend"][ GuardHandle ]["Handle"] = GuardHandle
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end
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Var["GuideOfGuard"] = {}
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Var["GuideOfGuard"]["NoticeStepSec"] = Var["CurSec"]
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Var["GuideOfGuard"]["NoticeStepNo"] = 1
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end
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-- <EFBFBD><EFBFBD><EFBFBD>̾<EFBFBD><EFBFBD>α<EFBFBD>(<EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD>) index üũ <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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if Var["GuideOfGuard"]["NoticeStepNo"] <= #NPC_GuardChat["StartWarnDialog"]
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then
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-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> ó<EFBFBD><EFBFBD>
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if Var["GuideOfGuard"]["NoticeStepSec"] <= Var["CurSec"]
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then
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cMobDialog( Var["MapIndex"], RegenInfo["NPC"]["NPC_Guard"]["Index"], NPC_GuardChat["ScriptFileName"], NPC_GuardChat["StartWarnDialog"][ Var["GuideOfGuard"]["NoticeStepNo"] ]["Index"] )
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Var["GuideOfGuard"]["NoticeStepSec"] = Var["CurSec"] + DelayTime["BetweenGuardWarnDialog"] -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ð<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Var["GuideOfGuard"]["NoticeStepNo"] = Var["GuideOfGuard"]["NoticeStepNo"] + 1 -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ܰ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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end
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else
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for indexHandle, value in pairs( Var["Friend"] )
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do
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cNPCVanish( indexHandle )
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end
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local nLimitSec = cGetKQLimitSecond( Var["MapIndex"] )
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if nLimitSec == nil
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then
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ErrorLog( "GuideOfGuard::nLimitSec == nil" )
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else
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-- Real Kingdom Quest <EFBFBD><EFBFBD><EFBFBD><EFBFBD> !!!!
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Var["KQLimitTime"] = Var["CurSec"] + nLimitSec
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-- Ÿ<EFBFBD≯<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>!
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cShowKQTimerWithLife( Var["MapIndex"], nLimitSec )
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end
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GoToNextStep( Var )
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Var["GuideOfGuard"] = nil
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DebugLog( "End GuideOfGuard" )
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return
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end
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end
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-- ŷ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӿ<EFBFBD><EFBFBD><EFBFBD> 1, 2, 3<EFBFBD><EFBFBD>
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function LowerFloor( Var )
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cExecCheck "LowerFloor"
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if Var == nil
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then
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return
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end
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if Var["LowerFloor"] == nil
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then
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Var["LowerFloor"] = {}
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end
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if Var["LowerFloor"]["FloorNumber"] == nil
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then
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Var["LowerFloor"]["FloorNumber"] = 1
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end
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-- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD>ʱ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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if Var["LowerFloor"..Var["LowerFloor"]["FloorNumber"] ] == nil
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then
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DebugLog( "Start Floor "..Var["LowerFloor"]["FloorNumber"] )
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local CurFloor = FloorNameTable[ Var["LowerFloor"]["FloorNumber"] ] -- <EFBFBD><EFBFBD><EFBFBD≯<EFBFBD> <EFBFBD>ƿ<EFBFBD><EFBFBD><EFBFBD>
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local CurRegenFloor = {}
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CurRegenFloor = RegenInfo["Group"][ CurFloor ]
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for i = 1, #CurRegenFloor
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do
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cGroupRegenInstance( Var["MapIndex"], CurRegenFloor[i] )
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end
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Var["LowerFloor"..Var["LowerFloor"]["FloorNumber"] ] = {}
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Var["LowerFloor"..Var["LowerFloor"]["FloorNumber"] ]["WaitSecDuringMobGen"] = Var["CurSec"] + DelayTime["AfterMobGen"]
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end
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-- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ð<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ٷ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> Ŭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> üũ<EFBFBD><EFBFBD> <EFBFBD>ϱ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ؼ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ð<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ٷ<EFBFBD><EFBFBD><EFBFBD>
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if Var["LowerFloor"..Var["LowerFloor"]["FloorNumber"] ]["WaitSecDuringMobGen"] > Var["CurSec"]
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then
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return
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end
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-- Fail Case : <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> Ȥ<EFBFBD><EFBFBD> <EFBFBD>÷<EFBFBD><EFBFBD>̾ <EFBFBD>ƹ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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if cObjectCount( Var["MapIndex"], ObjectType["Player"] ) <= 0
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then
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GoToFail( Var )
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Var["LowerFloor"..Var["LowerFloor"]["FloorNumber"] ] = nil
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Var["LowerFloor"] = nil
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return
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end
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-- Fail Case : Ÿ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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if IsKQTimeOver( Var ) == true
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then
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GoToFail( Var )
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Var["LowerFloor"..Var["LowerFloor"]["FloorNumber"] ] = nil
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Var["LowerFloor"] = nil
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return
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end
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-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> üũ
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local bEndFloor = false
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if cObjectCount( Var["MapIndex"], ObjectType["Mob"] ) <= 0
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then
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bEndFloor = true
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end
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-- Success Case : <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
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if bEndFloor == true
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then
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cDoorAction( Var["Door"..Var["LowerFloor"]["FloorNumber"] ], RegenInfo["Stuff"]["Door"..Var["LowerFloor"]["FloorNumber"] ]["Block"], "open" )
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-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Var["LowerFloor"..Var["LowerFloor"]["FloorNumber"] ] = nil
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DebugLog( "End Floor "..Var["LowerFloor"]["FloorNumber"] )
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Var["LowerFloor"]["FloorNumber"] = Var["LowerFloor"]["FloorNumber"] + 1
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|
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|
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-- 1,2,3<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ŭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>Ǹ<EFBFBD> ŷ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӱ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>!
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if Var["LowerFloor"]["FloorNumber"] > 3
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then
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Var["LowerFloor"] = nil
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GoToNextStep( Var )
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return
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end
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return
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end
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end
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|
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|
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|
-- ŷ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӿ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ֻ<EFBFBD><EFBFBD><EFBFBD>
|
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|
|
function TopFloor( Var )
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cExecCheck "TopFloor"
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if Var == nil
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then
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return
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|
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end
|
|
|
|
|
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|
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|
|
|
|
|
|
|
-- <EFBFBD>ֻ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|
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|
|
if Var["TopFloor"] == nil
|
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|
|
then
|
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|
|
|
DebugLog( "Start TopFloor" )
|
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|
|
|
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|
|
local RegenKingSlime = RegenInfo["Mob"]["TopFloor"]["KingSlime"]
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|
|
local KingSlimeHandle = nil
|
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|
|
|
|
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|
KingSlimeHandle = cMobRegen_XY( Var["MapIndex"], RegenKingSlime["Index"], RegenKingSlime["x"], RegenKingSlime["y"], RegenKingSlime["dir"] )
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|
|
|
|
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|
|
if KingSlimeHandle ~= nil
|
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|
|
|
then
|
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|
|
cSetAIScript ( MainLuaScriptPath, KingSlimeHandle )
|
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|
|
|
cAIScriptFunc( KingSlimeHandle, "Entrance", "KingSlimeRoutine" )
|
|
|
|
|
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|
|
Var["Enemy"][ KingSlimeHandle ] = RegenKingSlime
|
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|
|
|
end
|
|
|
|
|
|
|
|
|
|
Var["TopFloor"] = {}
|
|
|
|
|
-- ŷ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ð<EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ܰ<EFBFBD> <EFBFBD>ʱ<EFBFBD>ȭ
|
|
|
|
|
Var["TopFloor"]["WarnStepSec"] = Var["CurSec"]
|
|
|
|
|
Var["TopFloor"]["WarnStepNo"] = 1
|
|
|
|
|
-- ŷ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD≯<EFBFBD> <EFBFBD>ֱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ð<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|
|
|
|
Var["TopFloor"]["WaitSecDuringBossGen"] = Var["CurSec"] + DelayTime["AfterMobGen"]
|
|
|
|
|
|
|
|
|
|
end
|
|
|
|
|
|
|
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|
|
|
|
------ KingSlime<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
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|
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ܰ<EFBFBD> üũ <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
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|
|
if Var["TopFloor"]["WarnStepNo"] <= #KingSlimeChat["WarningDialog"]
|
|
|
|
|
then
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|
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|
|
-- <EFBFBD><EFBFBD><EFBFBD>̾<EFBFBD><EFBFBD>α<EFBFBD> ó<EFBFBD><EFBFBD>
|
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|
|
if Var["TopFloor"]["WarnStepSec"] <= Var["CurSec"]
|
|
|
|
|
then
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|
|
cMobDialog( Var["MapIndex"], RegenInfo["Mob"]["TopFloor"]["KingSlime"]["Index"], KingSlimeChat["ScriptFileName"], KingSlimeChat["WarningDialog"][ Var["TopFloor"]["WarnStepNo"] ]["Index"] )
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|
Var["TopFloor"]["WarnStepNo"] = Var["TopFloor"]["WarnStepNo"] + 1 -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ܰ<EFBFBD> <EFBFBD><EFBFBD>ȣ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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|
|
Var["TopFloor"]["WarnStepSec"] = Var["CurSec"] + DelayTime["BetweenKingSlimeWarnDialog"] -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ð<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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|
|
|
end
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|
return
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|
|
|
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|
|
|
end
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|
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD>ð<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ٸ<EFBFBD><EFBFBD><EFBFBD>
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|
|
if Var["TopFloor"]["WaitSecDuringBossGen"] > Var["CurSec"]
|
|
|
|
|
then
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|
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|
|
return
|
|
|
|
|
end
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|
|
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|
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|
|
-- Fail Case : <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> Ȥ<EFBFBD><EFBFBD> <EFBFBD>÷<EFBFBD><EFBFBD>̾ <EFBFBD>ƹ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
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|
|
if cObjectCount( Var["MapIndex"], ObjectType["Player"] ) <= 0
|
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|
|
then
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|
|
GoToFail( Var )
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|
Var["TopFloor"] = nil
|
|
|
|
|
return
|
|
|
|
|
end
|
|
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|
|
-- Fail Case : Ÿ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
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|
|
if IsKQTimeOver( Var ) == true
|
|
|
|
|
then
|
|
|
|
|
GoToFail( Var )
|
|
|
|
|
Var["TopFloor"] = nil
|
|
|
|
|
return
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> üũ
|
|
|
|
|
local bEndTopFloor = true
|
|
|
|
|
|
|
|
|
|
for indexHandle, Value in pairs( Var["Enemy"] )
|
|
|
|
|
do
|
|
|
|
|
if Value ~= nil
|
|
|
|
|
then
|
|
|
|
|
bEndTopFloor = false
|
|
|
|
|
end
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
-- Success Case : <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
|
|
|
|
|
if bEndTopFloor == true
|
|
|
|
|
then
|
|
|
|
|
GoToSuccess( Var )
|
|
|
|
|
Var["TopFloor"] = nil
|
|
|
|
|
DebugLog( "End TopFloor" )
|
|
|
|
|
return
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
-- ŷ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ Ŭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|
|
|
|
function QuestSuccess( Var )
|
|
|
|
|
cExecCheck "QuestSuccess"
|
|
|
|
|
|
|
|
|
|
if Var == nil
|
|
|
|
|
then
|
|
|
|
|
return
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if Var["QuestSuccess"] == nil
|
|
|
|
|
then
|
|
|
|
|
|
|
|
|
|
DebugLog( "Start QuestSuccess" )
|
|
|
|
|
|
|
|
|
|
Var["QuestSuccess"] = {}
|
|
|
|
|
|
|
|
|
|
-- Success <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|
|
|
|
cVanishTimer( Var["MapIndex"] )
|
|
|
|
|
cQuestResult( Var["MapIndex"], "Success" )
|
|
|
|
|
|
|
|
|
|
-- <EFBFBD>÷<EFBFBD><EFBFBD>̾<EFBFBD><EFBFBD> Ŭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ֱ<EFBFBD>
|
|
|
|
|
cReward( Var["MapIndex"], "KQ" )
|
|
|
|
|
|
|
|
|
|
-- Quest Mob Kill <EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
|
|
|
|
|
cQuestMobKill_AllInMap( Var["MapIndex"], QuestMobKillInfo["QuestID"], QuestMobKillInfo["MobIndex"], QuestMobKillInfo["MaxKillCount"] )
|
|
|
|
|
|
|
|
|
|
Var["QuestSuccess"]["SuccessStepSec"] = Var["CurSec"]
|
|
|
|
|
Var["QuestSuccess"]["SuccessStepNo"] = 1
|
|
|
|
|
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD>â<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|
|
|
|
if Var["QuestSuccess"]["SuccessStepNo"] <= #NPC_GuardChat["SuccessAndThenDialog"]
|
|
|
|
|
then
|
|
|
|
|
|
|
|
|
|
if Var["QuestSuccess"]["SuccessStepSec"] <= Var["CurSec"]
|
|
|
|
|
then
|
|
|
|
|
local GuardDialog = NPC_GuardChat["SuccessAndThenDialog"]
|
|
|
|
|
|
|
|
|
|
cMobDialog( Var["MapIndex"], GuardDialog["SpeakerIndex"], NPC_GuardChat["ScriptFileName"], GuardDialog[ Var["QuestSuccess"]["SuccessStepNo"] ]["Index"] )
|
|
|
|
|
|
|
|
|
|
Var["QuestSuccess"]["SuccessStepNo"] = Var["QuestSuccess"]["SuccessStepNo"] + 1 -- go to next dialog
|
|
|
|
|
Var["QuestSuccess"]["SuccessStepSec"] = Var["CurSec"] + DelayTime["BetweenSuccessDialog"] -- set time for changing step
|
|
|
|
|
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
return
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
-- <EFBFBD><EFBFBD><EFBFBD>̾<EFBFBD><EFBFBD>α<EFBFBD> <EFBFBD><EFBFBD>
|
|
|
|
|
if Var["QuestSuccess"]["SuccessStepNo"] > #NPC_GuardChat["SuccessAndThenDialog"]
|
|
|
|
|
then
|
|
|
|
|
|
|
|
|
|
if Var["QuestSuccess"]["SuccessStepSec"] <= Var["CurSec"]
|
|
|
|
|
then
|
|
|
|
|
GoToNextStep( Var )
|
|
|
|
|
Var["QuestSuccess"] = nil
|
|
|
|
|
DebugLog( "End QuestSuccess" )
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
-- ŷ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|
|
|
|
function QuestFailed( Var )
|
|
|
|
|
cExecCheck "QuestFailed"
|
|
|
|
|
|
|
|
|
|
if Var == nil
|
|
|
|
|
then
|
|
|
|
|
return
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
DebugLog( "Start QuestFailed" )
|
|
|
|
|
|
|
|
|
|
-- Fail <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|
|
|
|
cVanishTimer( Var["MapIndex"] )
|
|
|
|
|
cQuestResult( Var["MapIndex"], "Fail" )
|
|
|
|
|
|
|
|
|
|
GoToNextStep( Var )
|
|
|
|
|
|
|
|
|
|
DebugLog( "End QuestFailed" )
|
|
|
|
|
|
|
|
|
|
Var["QuestFailed"] = {}
|
|
|
|
|
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
-- <EFBFBD><EFBFBD>ȯ
|
|
|
|
|
function ReturnToHome( Var )
|
|
|
|
|
cExecCheck "ReturnToHome"
|
|
|
|
|
|
|
|
|
|
if Var == nil
|
|
|
|
|
then
|
|
|
|
|
return
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if Var["ReturnToHome"] == nil
|
|
|
|
|
then
|
|
|
|
|
DebugLog( "Start ReturnToHome" )
|
|
|
|
|
Var["ReturnToHome"] = {}
|
|
|
|
|
Var["ReturnToHome"]["ReturnStepSec"] = Var["CurSec"]
|
|
|
|
|
Var["ReturnToHome"]["ReturnStepNo"] = 1
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
-- Return : return notice substep
|
|
|
|
|
if Var["ReturnToHome"]["ReturnStepNo"] <= #NoticeInfo["KQReturn"]
|
|
|
|
|
then
|
|
|
|
|
|
|
|
|
|
if Var["ReturnToHome"]["ReturnStepSec"] <= Var["CurSec"]
|
|
|
|
|
then
|
|
|
|
|
|
|
|
|
|
-- Notice of Escape
|
|
|
|
|
if NoticeInfo["KQReturn"][ Var["ReturnToHome"]["ReturnStepNo"] ]["Index"] ~= nil
|
|
|
|
|
then
|
|
|
|
|
cNotice( Var["MapIndex"], NoticeInfo["ScriptFileName"], NoticeInfo["KQReturn"][ Var["ReturnToHome"]["ReturnStepNo"] ]["Index"] )
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
-- Go To Next Notice
|
|
|
|
|
Var["ReturnToHome"]["ReturnStepNo"] = Var["ReturnToHome"]["ReturnStepNo"] + 1
|
|
|
|
|
Var["ReturnToHome"]["ReturnStepSec"] = Var["CurSec"] + DelayTime["BetweenKQReturnNotice"]
|
|
|
|
|
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
return
|
|
|
|
|
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
-- Return : linkto substep
|
|
|
|
|
if Var["ReturnToHome"]["ReturnStepNo"] > #NoticeInfo["KQReturn"]
|
|
|
|
|
then
|
|
|
|
|
|
|
|
|
|
if Var["ReturnToHome"]["ReturnStepSec"] <= Var["CurSec"]
|
|
|
|
|
then
|
|
|
|
|
--Finish_KQ
|
|
|
|
|
cLinkToAll( Var["MapIndex"], LinkInfo["ReturnMap"]["MapIndex"], LinkInfo["ReturnMap"]["x"], LinkInfo["ReturnMap"]["y"] )
|
|
|
|
|
|
|
|
|
|
GoToNextStep( Var )
|
|
|
|
|
Var["ReturnToHome"] = nil
|
|
|
|
|
|
|
|
|
|
if cEndOfKingdomQuest( Var["MapIndex"] ) == nil
|
|
|
|
|
then
|
|
|
|
|
ErrorLog( "ReturnToHome::Function cEndOfKingdomQuest failed" )
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
DebugLog( "End ReturnToHome" )
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
return
|
|
|
|
|
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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
|
|
|
|
|
KQ_StepsList =
|
|
|
|
|
{
|
|
|
|
|
{ Function = InitDungeon, Name = "InitDungeon", },
|
|
|
|
|
{ Function = GuideOfGuard, Name = "GuideOfGuard", },
|
|
|
|
|
{ Function = LowerFloor, Name = "LowerFloor", },
|
|
|
|
|
{ Function = TopFloor, Name = "TopFloor", },
|
|
|
|
|
{ Function = QuestSuccess, Name = "QuestSuccess", },
|
|
|
|
|
{ Function = QuestFailed, Name = "QuestFailed", },
|
|
|
|
|
{ Function = ReturnToHome, Name = "ReturnToHome", },
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ
|
|
|
|
|
KQ_StepsIndexList =
|
|
|
|
|
{
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for index, funcValue in pairs ( KQ_StepsList )
|
|
|
|
|
do
|
|
|
|
|
KQ_StepsIndexList[ funcValue["Name"] ] = index
|
|
|
|
|
end
|
|
|
|
|
|