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-- Emperor Slime Progress Func --
--------------------------------------------------------------------------------
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ʱ<EFBFBD>ȭ
function InitDungeon( Var )
cExecCheck "InitDungeon"
if Var == nil
then
return
end
-- 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>.
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" )
local Doors = RegenInfo["Stuff"]
-- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["Door1"] = cDoorBuild( Var["MapIndex"], Doors["Door1"]["Index"], Doors["Door1"]["x"], Doors["Door1"]["y"], Doors["Door1"]["dir"], Doors["Door1"]["scale"] )
Var["Door2"] = cDoorBuild( Var["MapIndex"], Doors["Door2"]["Index"], Doors["Door2"]["x"], Doors["Door2"]["y"], Doors["Door2"]["dir"], Doors["Door2"]["scale"] )
Var["Door3"] = cDoorBuild( Var["MapIndex"], Doors["Door3"]["Index"], Doors["Door3"]["x"], Doors["Door3"]["y"], Doors["Door3"]["dir"], Doors["Door3"]["scale"] )
-- <EFBFBD><EFBFBD> <EFBFBD>ݱ<EFBFBD>
cDoorAction( Var["Door1"], Doors["Door1"]["Block"], "close" )
cDoorAction( Var["Door2"], Doors["Door2"]["Block"], "close" )
cDoorAction( Var["Door3"], Doors["Door3"]["Block"], "close" )
Var["InitDungeon"] = {}
Var["InitDungeon"]["WaitSecDuringInit"] = Var["CurSec"]
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ð<EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ܰ<EFBFBD><EFBFBD><EFBFBD>
if Var["InitDungeon"]["WaitSecDuringInit"] + DelayTime["AfterInit"] <= Var["CurSec"]
then
GoToNextStep( Var )
Var["InitDungeon"] = nil
DebugLog( "End InitDungeon" )
return
end
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
function GuideOfGuard( Var )
cExecCheck "GuideOfGuard"
if Var == nil
then
return
end
if Var["GuideOfGuard"] == nil
then
DebugLog( "Start GuideOfGuard" )
local RegenGuard = RegenInfo["NPC"]["NPC_Guard"]
local GuardHandle = nil
GuardHandle = cMobRegen_XY( Var["MapIndex"], RegenGuard["Index"], RegenGuard["x"], RegenGuard["y"], RegenGuard["dir"] )
if GuardHandle ~= nil
then
Var["Friend"][ GuardHandle ] = { Index = RegenGuard["Index"], x = RegenGuard["x"], y = RegenGuard["y"], dir = RegenGuard["dir"] }
Var["Friend"][ GuardHandle ]["Handle"] = GuardHandle
end
Var["GuideOfGuard"] = {}
Var["GuideOfGuard"]["NoticeStepSec"] = Var["CurSec"]
Var["GuideOfGuard"]["NoticeStepNo"] = 1
end
-- <EFBFBD><EFBFBD><EFBFBD>̾<EFBFBD><EFBFBD>α<EFBFBD>(<EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD>) index üũ <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if Var["GuideOfGuard"]["NoticeStepNo"] <= #NPC_GuardChat["StartWarnDialog"]
then
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> ó<EFBFBD><EFBFBD>
if Var["GuideOfGuard"]["NoticeStepSec"] <= Var["CurSec"]
then
cMobDialog( Var["MapIndex"], NPC_GuardChat["SpeakerIndex"], NPC_GuardChat["ScriptFileName"], NPC_GuardChat["StartWarnDialog"][ Var["GuideOfGuard"]["NoticeStepNo"] ]["Index"] )
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>
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>
end
else
for indexHandle, value in pairs( Var["Friend"] )
do
cNPCVanish( indexHandle )
end
local nLimitSec = cGetKQLimitSecond( Var["MapIndex"] )
if nLimitSec == nil
then
ErrorLog( "GuideOfGuard::nLimitSec == nil" )
else
-- Real Kingdom Quest <EFBFBD><EFBFBD><EFBFBD><EFBFBD> !!!!
Var["KQLimitTime"] = Var["CurSec"] + nLimitSec
-- Ÿ<EFBFBD≯<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>!
cShowKQTimerWithLife( Var["MapIndex"], nLimitSec )
end
-- ŷ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <EFBFBD>÷<EFBFBD><EFBFBD>̾<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> üũ
Var["PlayerCount"] = cObjectCount( Var["MapIndex"], ObjectType["Player"] )
if Var["PlayerCount"] == 1 -- ȥ<EFBFBD><EFBFBD> <EFBFBD>׽<EFBFBD>Ʈ<EFBFBD>ϴ<EFBFBD> <EFBFBD>
then
Var["KQ_Difficulty"] = 3
elseif Var["PlayerCount"] >= 2 and Var["PlayerCount"] <= 5
then
Var["KQ_Difficulty"] = 1
elseif Var["PlayerCount"] >= 6 and Var["PlayerCount"] <= 10
then
Var["KQ_Difficulty"] = 2
elseif Var["PlayerCount"] >= 11 and Var["PlayerCount"] <= 15
then
Var["KQ_Difficulty"] = 3
else
ErrorLog( "Number of Player("..Var["PlayerCount"]..") is not valid." )
Var["KQ_Difficulty"] = 3
end
GoToNextStep( Var )
Var["GuideOfGuard"] = nil
DebugLog( "End GuideOfGuard" )
return
end
end
-- 1, 2, 3<EFBFBD><EFBFBD>
function LowerFloor( Var )
cExecCheck "LowerFloor"
if Var == nil
then
return
end
if Var["LowerFloor"] == nil
then
Var["LowerFloor"] = {}
end
if Var["LowerFloor"]["FloorNumber"] == nil
then
Var["LowerFloor"]["FloorNumber"] = 1
end
local CurFloorNo = Var["LowerFloor"]["FloorNumber"]
-- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD>ʱ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if Var["LowerFloor"..CurFloorNo ] == nil
then
DebugLog( "Start Floor "..CurFloorNo )
Var["LowerFloor"..CurFloorNo ] = {}
local CurFloor = FloorNameTable[ CurFloorNo ] -- <EFBFBD><EFBFBD><EFBFBD≯<EFBFBD> <EFBFBD>޾ƿ<EFBFBD><EFBFBD><EFBFBD>
-- <EFBFBD>׷<EFBFBD> <EFBFBD><EFBFBD>
local CurRegenGroup = RegenInfo["Group"][ CurFloor ]
if CurRegenGroup ~= nil
then
for i = 1, #CurRegenGroup
do
if cGroupRegenInstance( Var["MapIndex"], CurRegenGroup[i] ) == nil
then
ErrorLog( "GroupRegenFail : "..CurRegenGroup[i] )
end
end
end
-- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
local CurRegenMob = RegenInfo["Mob"][ CurFloor ]
if CurRegenMob ~= nil
then
Var["LowerFloor"..CurFloorNo ]["nKingSlimeCount"] = 0
for noIndex, CurRegenInfo in pairs ( CurRegenMob )
do
local KingSlimeHandle = cMobRegen_XY( Var["MapIndex"], CurRegenInfo["Index"], CurRegenInfo["x"], CurRegenInfo["y"], CurRegenInfo["dir"] )
if KingSlimeHandle ~= nil
then
cSetAIScript ( MainLuaScriptPath, KingSlimeHandle )
cAIScriptFunc( KingSlimeHandle, "Entrance", "KingSlimeRoutine" )
Var["Enemy"][ KingSlimeHandle ] = { Index = CurRegenInfo["Index"], x = CurRegenInfo["x"], y = CurRegenInfo["y"], dir = CurRegenInfo["dir"] }
Var["LowerFloor"..CurFloorNo ]["nKingSlimeCount"] = Var["LowerFloor"..CurFloorNo ]["nKingSlimeCount"] + 1
else
ErrorLog( "MobRegenFail : "..CurRegenInfo["Index"] )
end
end
else
if CurFloorNo == 3
then
ErrorLog( "Fail : GetMobRegenInfoOfThisFloor : "..CurFloor )
end
end
Var["LowerFloor"..CurFloorNo ]["WaitSecDuringMobGen"] = Var["CurSec"] + DelayTime["AfterMobGen"]
end
-- <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>
if Var["LowerFloor"..CurFloorNo ]["WaitSecDuringMobGen"] > Var["CurSec"]
then
return
end
-- 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>
if cObjectCount( Var["MapIndex"], ObjectType["Player"] ) <= 0
then
GoToFail( Var )
Var["LowerFloor"..CurFloorNo ] = nil
Var["LowerFloor"] = nil
return
end
-- Fail Case : Ÿ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if IsKQTimeOver( Var ) == true
then
GoToFail( Var )
Var["LowerFloor"..CurFloorNo ] = nil
Var["LowerFloor"] = nil
return
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>׿<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> üũ
local bEndFloor = false
if cObjectCount( Var["MapIndex"], ObjectType["Mob"] ) <= 0
then
bEndFloor = true
end
-- Success Case : <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>׿<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
if bEndFloor == true
then
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
cDoorAction( Var["Door"..CurFloorNo ], RegenInfo["Stuff"]["Door"..CurFloorNo ]["Block"], "open" )
-- ŷ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD>
if CurFloorNo <= #KingSlimeChat["FloorClearDialog"]
then
cMobDialog( Var["MapIndex"], KingSlimeChat["SpeakerIndex"], KingSlimeChat["ScriptFileName"], KingSlimeChat["FloorClearDialog"][ CurFloorNo ]["Index"] )
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["LowerFloor"..CurFloorNo ] = nil
DebugLog( "End Floor "..CurFloorNo )
Var["LowerFloor"]["FloorNumber"] = Var["LowerFloor"]["FloorNumber"] + 1
-- 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>!
if Var["LowerFloor"]["FloorNumber"] > 3
then
Var["LowerFloor"] = nil
GoToNextStep( Var )
return
end
return
end
end
-- ŷ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӿ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ֻ<EFBFBD><EFBFBD><EFBFBD>
function TopFloor( Var )
cExecCheck "TopFloor"
if Var == nil
then
return
end
-- <EFBFBD>ֻ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if Var["TopFloor"] == nil
then
DebugLog( "Start TopFloor" )
Var["TopFloor"] = {}
local RegenEmperorSlime = RegenInfo["Mob"]["TopFloor"]["EmperorSlime"]
local EmperorSlimeHandle = cMobRegen_XY( Var["MapIndex"], RegenEmperorSlime["Index"], RegenEmperorSlime["x"], RegenEmperorSlime["y"], RegenEmperorSlime["dir"] )
if EmperorSlimeHandle ~= nil
then
cSetAIScript ( MainLuaScriptPath, EmperorSlimeHandle )
cAIScriptFunc( EmperorSlimeHandle, "Entrance", "EmperorSlimeRoutine" )
Var["Enemy"][ EmperorSlimeHandle ] = { Index = RegenEmperorSlime["Index"], x = RegenEmperorSlime["x"], y = RegenEmperorSlime["y"], dir = RegenEmperorSlime["dir"] }
Var["Enemy"]["BossHandle"] = EmperorSlimeHandle
end
-- Ȳ<EFBFBD><EFBFBD><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
Var["TopFloor"]["WaitSecDuringBossGen"] = Var["CurSec"] + DelayTime["AfterMobGen"]
Var["TopFloor"]["bBossTurning"] = false
Var["TopFloor"]["BossAnimationStopStepSec"] = Var["CurSec"]
Var["TopFloor"]["AllCompletingStepSec"] = nil
end
------ EmperorSlime<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
-- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ܰ<EFBFBD> üũ <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if Var["TopFloor"]["WarnStepNo"] <= #EmperorSlimeChat["WarningDialog"]
then
-- <EFBFBD><EFBFBD><EFBFBD>̾<EFBFBD><EFBFBD>α<EFBFBD> ó<EFBFBD><EFBFBD>
if Var["TopFloor"]["WarnStepSec"] <= Var["CurSec"]
then
cMobDialog( Var["MapIndex"], EmperorSlimeChat["SpeakerIndex"], EmperorSlimeChat["ScriptFileName"], EmperorSlimeChat["WarningDialog"][ Var["TopFloor"]["WarnStepNo"] ]["Index"] )
Var["TopFloor"]["WarnStepNo"] = Var["TopFloor"]["WarnStepNo"] + 1 -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ܰ<EFBFBD> <EFBFBD><EFBFBD>ȣ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["TopFloor"]["WarnStepSec"] = Var["CurSec"] + DelayTime["BetweenEmperorSlimeWarnDialog"] -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ð<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
end
return
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD>ð<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ٸ<EFBFBD><EFBFBD><EFBFBD>
if Var["TopFloor"]["WaitSecDuringBossGen"] > Var["CurSec"]
then
return
end
-- 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>
if cObjectCount( Var["MapIndex"], ObjectType["Player"] ) <= 0
then
GoToFail( Var )
Var["TopFloor"] = nil
return
end
-- Fail Case : Ÿ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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 = false
if cObjectCount( Var["MapIndex"], ObjectType["Mob"] ) <= 0
then
if Var["TopFloor"]["AllCompletingStepSec"] == nil
then
Var["TopFloor"]["AllCompletingStepSec"] = Var["CurSec"] + DelayTime["AfterKillBoss"]
end
bEndTopFloor = true
end
-- Success Case : <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>׿<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
if bEndTopFloor == true
then
-- Ŭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD>ܰ<EFBFBD>Ѿ<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>
if Var["TopFloor"]["AllCompletingStepSec"] > Var["CurSec"]
then
return
end
GoToSuccess( Var )
Var["Friend"] = nil
Var["Enemy"] = nil
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"], NPC_GuardChat["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