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595 lines
19 KiB

open [main]
var InterruptBlock ""
InterruptArg ""
LoginWait ""
Door4th "" ; <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
Door3rd ""
Door2nd ""
Door1st ""
TotalCore ""
KeyCore0 ""
KeyCore1 ""
KeyCore2 ""
KeyCore3 ""
CoreBreak ""
Slot ""
Opener ""
GateHandle ""
BossHandle "".
; <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
doorbuild Door1st "KQ_Gate5" 6055 6090 88 1000 "Normal". ; 3<EFBFBD><EFBFBD><EFBFBD><EFBFBD> 4<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
doorbuild Door2nd "KQ_Gate5" 6703 4374 1 1000 "Normal". ; 2<EFBFBD><EFBFBD><EFBFBD><EFBFBD> 3<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
doorbuild Door3rd "KQ_Gate5" 9186 6099 89 1000 "Normal". ; 1<EFBFBD><EFBFBD><EFBFBD><EFBFBD> 2<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
doorbuild Door4th "KQ_Gate5" 2895 9962 90 2000 "Normal". ; <EFBFBD>Ա<EFBFBD>
; <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
doorclose Door1st "KDGOLDBLOCK01".
doorclose Door2nd "KDGOLDBLOCK02".
doorclose Door3rd "KDGOLDBLOCK03".
doorclose Door4th "KDGOLDBLOCK04".
; <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ð<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>α<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
waitlogin LoginWait.
if LoginWait == 0
then open
call "QuestFail".
close
pause Sec 5.
scriptfile "KQGoldHill".
chatwin "KQ_G_BossTombRaider" "Intro0".
pause Sec 3. ; 3<EFBFBD>ʰ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
chatwin "KQ_G_BossTombRaider" "Intro1".
call "Layer1st".
call "Layer2nd".
call "Layer3rd".
call "Layer4th".
call "LastBattle".
close
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
open [Layer1st]
deathcountclear.
regengroup "KDGoldHill" "KDGold_1_Mine01".
regengroup "KDGoldHill" "KDGold_1_Mine02".
regengroup "KDGoldHill" "KDGold_1_Mine03".
regengroup "KDGoldHill" "KDGold_1_Mine04".
regengroup "KDGoldHill" "KDGold_1_Mob01".
regengroup "KDGoldHill" "KDGold_1_Mob02".
regengroup "KDGoldHill" "KDGold_1_Mob03".
regengroup "KDGoldHill" "KDGold_1_Mob04".
chatwin "KQ_G_BossTombRaider" "Intro2".
timelimit Min 5.
interruptclear.
interruptset PlayerEliminate "" 1 "QuestFail".
interruptset TimeOut "" 1 "QuestFail".
interruptset NPCClickHandle "" 1 Door1st "Door1stClick".
interruptset DeadIndex "" 1 "KQ_Core01" "Core1stBreakA".
interruptset DeadIndex "" 1 "KQ_Core02" "Core1stBreakB".
interruptset DeadIndex "" 1 "KQ_Core03" "Core1stBreakC".
interruptset DeadIndex "" 1 "KQ_Core04" "Core1stBreakD".
CoreBreak = 0.
TotalCore = @Count("KQ_Core01") + @Count("KQ_Core02") + @Count("KQ_Core03") + @Count("KQ_Core04").
KeyCore0 = @Random(40 70).
KeyCore1 = @Random(60 80).
KeyCore2 = @Random(60 90).
KeyCore3 = @Random(70 95).
KeyCore0 = (KeyCore0 * TotalCore) / 100. ; <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ڿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǹǷ<EFBFBD> () <EFBFBD>ʿ<EFBFBD>
KeyCore1 = (KeyCore1 * TotalCore) / 100.
KeyCore2 = (KeyCore2 * TotalCore) / 100.
KeyCore3 = (KeyCore3 * TotalCore) / 100.
infinite
open
waitinterrupt InterruptBlock "InterruptArg".
call InterruptBlock.
close
close
open [Door1stClick]
whoclickme Opener InterruptArg. ; InterruptArg<EFBFBD><EFBFBD> Ŭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ã<EFBFBD><EFBFBD>
invensearch Slot Opener "KQ_Key01". ; Opener<EFBFBD><EFBFBD> <EFBFBD>κ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> KQ_Key01<EFBFBD><EFBFBD> ã<EFBFBD><EFBFBD>
if Slot === "" ; ã<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
then open
interruptset NPCClickHandle "" 1 Door1st "Door1stClick". ; <EFBFBD>ѹ<EFBFBD> <EFBFBD>̺<EFBFBD>Ʈ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD> <EFBFBD>ٽ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ͷ<EFBFBD>Ʈ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
break "Door1stClick".
close
dooropen Door1st "KDGOLDBLOCK01".
itemerase all "KQ_Key01".
; suicide all. ; <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̴<EFBFBD> <EFBFBD>ڵ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
break "Layer1st".
close
open [Core1stBreakA]
call "Core1stBreak".
interruptset DeadIndex "" 1 "KQ_Core01" "Core1stBreakA".
close
open [Core1stBreakB]
call "Core1stBreak".
interruptset DeadIndex "" 1 "KQ_Core02" "Core1stBreakB".
close
open [Core1stBreakC]
call "Core1stBreak".
interruptset DeadIndex "" 1 "KQ_Core03" "Core1stBreakC".
close
open [Core1stBreakD]
call "Core1stBreak".
interruptset DeadIndex "" 1 "KQ_Core04" "Core1stBreakD".
close
open [Core1stBreak]
CoreBreak = @DeathNum("KQ_Core01") + @DeathNum("KQ_Core02") + @DeathNum("KQ_Core03") + @DeathNum("KQ_Core04").
if CoreBreak >= KeyCore0
then open
itemdrop InterruptArg "KQ_Key01" 1000000. ; <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(100% Ȯ<EFBFBD><EFBFBD>)
broadcast all "ItemDrop".
KeyCore0 = 100000.
close
else if CoreBreak >= KeyCore1
then open
itemdrop InterruptArg "KQ_Key01" 1000000. ; <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(100% Ȯ<EFBFBD><EFBFBD>)
broadcast all "ItemDrop".
KeyCore1 = 100000.
close
else if CoreBreak >= KeyCore2
then open
itemdrop InterruptArg "KQ_Key01" 1000000. ; <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(100% Ȯ<EFBFBD><EFBFBD>)
broadcast all "ItemDrop".
KeyCore2 = 100000.
close
else if CoreBreak >= KeyCore3
then open
itemdrop InterruptArg "KQ_Key01" 1000000. ; <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(100% Ȯ<EFBFBD><EFBFBD>)
broadcast all "ItemDrop".
KeyCore3 = 100000.
close
close
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
open [Layer2nd]
timelimit Min 8.
deathcountclear.
regengroup "KDGoldHill" "KDGold_2_Mine01".
regengroup "KDGoldHill" "KDGold_2_Mine02".
regengroup "KDGoldHill" "KDGold_2_Mine03".
regengroup "KDGoldHill" "KDGold_2_Mine04".
regengroup "KDGoldHill" "KDGold_2_Mine05".
regengroup "KDGoldHill" "KDGold_2_Mine07".
regengroup "KDGoldHill" "KDGold_2_Mine08".
regengroup "KDGoldHill" "KDGold_2_Mine09".
regengroup "KDGoldHill" "KDGold_2_Mine10".
regengroup "KDGoldHill" "KDGold_2_Mine11".
regengroup "KDGoldHill" "KDGold_2_Mob01".
regengroup "KDGoldHill" "KDGold_2_Mob02".
regengroup "KDGoldHill" "KDGold_2_Mob03".
regengroup "KDGoldHill" "KDGold_2_Mob04".
regengroup "KDGoldHill" "KDGold_2_Mob05".
regengroup "KDGoldHill" "KDGold_2_Mob06".
regengroup "KDGoldHill" "KDGold_2_Mob07".
regengroup "KDGoldHill" "KDGold_2_Mob08".
regengroup "KDGoldHill" "KDGold_2_Mob09".
regengroup "KDGoldHill" "KDGold_2_Mob10".
regengroup "KDGoldHill" "KDGold_2_Mob11".
regengroup "KDGoldHill" "KDGold_2_Mob12".
chatwin "KQ_G_BossTombRaider" "FirstGateOpen".
interruptclear.
interruptset PlayerEliminate "" 1 "QuestFail".
interruptset TimeOut "" 1 "QuestFail".
interruptset NPCClickHandle "" 1 Door2nd "Door2ndClick".
interruptset DeadIndex "" 1 "KQ_Core01" "Core2ndBreakA".
interruptset DeadIndex "" 1 "KQ_Core02" "Core2ndBreakB".
interruptset DeadIndex "" 1 "KQ_Core03" "Core2ndBreakC".
interruptset DeadIndex "" 1 "KQ_Core04" "Core2ndBreakD".
CoreBreak = 0.
TotalCore = @Count("KQ_Core01") + @Count("KQ_Core02") + @Count("KQ_Core03") + @Count("KQ_Core04").
KeyCore0 = @Random(40 70).
KeyCore1 = @Random(60 80).
KeyCore2 = @Random(60 90).
KeyCore0 = (KeyCore0 * TotalCore) / 100. ; <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ڿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǹǷ<EFBFBD> () <EFBFBD>ʿ<EFBFBD>
KeyCore1 = (KeyCore1 * TotalCore) / 100.
KeyCore2 = (KeyCore2 * TotalCore) / 100.
infinite
open
waitinterrupt InterruptBlock "InterruptArg".
call InterruptBlock.
close
close
open [Door2ndClick]
whoclickme Opener InterruptArg. ; InterruptArg<EFBFBD><EFBFBD> Ŭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ã<EFBFBD><EFBFBD>
invensearch Slot Opener "KQ_Key02". ; Opener<EFBFBD><EFBFBD> <EFBFBD>κ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> KQ_Key01<EFBFBD><EFBFBD> ã<EFBFBD><EFBFBD>
if Slot === "" ; ã<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
then open
interruptset NPCClickHandle "" 1 Door2nd "Door2ndClick". ; <EFBFBD>ѹ<EFBFBD> <EFBFBD>̺<EFBFBD>Ʈ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD> <EFBFBD>ٽ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ͷ<EFBFBD>Ʈ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
break "Door2ndClick".
close
dooropen Door2nd "KDGOLDBLOCK02".
itemerase all "KQ_Key02".
; suicide all. ; <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̴<EFBFBD> <EFBFBD>ڵ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
break "Layer2nd".
close
open [Core2ndBreakA]
call "Core2ndBreak".
interruptset DeadIndex "" 1 "KQ_Core01" "Core2ndBreakA".
close
open [Core2ndBreakB]
call "Core2ndBreak".
interruptset DeadIndex "" 1 "KQ_Core02" "Core2ndBreakB".
close
open [Core2ndBreakC]
call "Core2ndBreak".
interruptset DeadIndex "" 1 "KQ_Core03" "Core2ndBreakC".
close
open [Core2ndBreakD]
call "Core2ndBreak".
interruptset DeadIndex "" 1 "KQ_Core04" "Core2ndBreakD".
close
open [Core2ndBreak]
CoreBreak = @DeathNum("KQ_Core01") + @DeathNum("KQ_Core02") + @DeathNum("KQ_Core03") + @DeathNum("KQ_Core04").
if CoreBreak >= KeyCore0
then open
itemdrop InterruptArg "KQ_Key02" 1000000. ; <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(100% Ȯ<EFBFBD><EFBFBD>)
broadcast all "ItemDrop".
KeyCore0 = 100000.
close
else if CoreBreak >= KeyCore1
then open
itemdrop InterruptArg "KQ_Key02" 1000000. ; <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(100% Ȯ<EFBFBD><EFBFBD>)
broadcast all "ItemDrop".
KeyCore1 = 100000.
close
else if CoreBreak >= KeyCore2
then open
itemdrop InterruptArg "KQ_Key02" 1000000. ; <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(100% Ȯ<EFBFBD><EFBFBD>)
broadcast all "ItemDrop".
KeyCore2 = 100000.
close
close
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
open [Layer3rd]
timelimit Min 13.
deathcountclear.
regengroup "KDGoldHill" "KDGold_3_Mine01".
regengroup "KDGoldHill" "KDGold_3_Mine02".
regengroup "KDGoldHill" "KDGold_3_Mine03".
regengroup "KDGoldHill" "KDGold_3_Mine04".
regengroup "KDGoldHill" "KDGold_3_Mine05".
regengroup "KDGoldHill" "KDGold_3_Mine06".
regengroup "KDGoldHill" "KDGold_3_Mine07".
regengroup "KDGoldHill" "KDGold_3_Mine08".
regengroup "KDGoldHill" "KDGold_3_Mine09".
regengroup "KDGoldHill" "KDGold_3_Mine10".
regengroup "KDGoldHill" "KDGold_3_Mine11".
regengroup "KDGoldHill" "KDGold_3_Mine12".
regengroup "KDGoldHill" "KDGold_3_Mine13".
regengroup "KDGoldHill" "KDGold_3_Mine14".
regengroup "KDGoldHill" "KDGold_3_Mine15".
regengroup "KDGoldHill" "KDGold_3_Mob01".
regengroup "KDGoldHill" "KDGold_3_Mob02".
regengroup "KDGoldHill" "KDGold_3_Mob03".
regengroup "KDGoldHill" "KDGold_3_Mob04".
regengroup "KDGoldHill" "KDGold_3_Mob05".
regengroup "KDGoldHill" "KDGold_3_Mob06".
regengroup "KDGoldHill" "KDGold_3_Mob07".
regengroup "KDGoldHill" "KDGold_3_Mob08".
regengroup "KDGoldHill" "KDGold_3_Mob09".
regengroup "KDGoldHill" "KDGold_3_Mob10".
regengroup "KDGoldHill" "KDGold_3_Mob11".
regengroup "KDGoldHill" "KDGold_3_Mob12".
regengroup "KDGoldHill" "KDGold_3_Mob13".
regengroup "KDGoldHill" "KDGold_3_Mob14".
regengroup "KDGoldHill" "KDGold_3_Mob15".
chatwin "KQ_G_BossTombRaider" "SecondGateOpen".
interruptclear.
interruptset PlayerEliminate "" 1 "QuestFail".
interruptset TimeOut "" 1 "QuestFail".
interruptset NPCClickHandle "" 1 Door3rd "Door3rdClick".
interruptset DeadIndex "" 1 "KQ_Core01" "Core3rdBreakA".
interruptset DeadIndex "" 1 "KQ_Core02" "Core3rdBreakB".
interruptset DeadIndex "" 1 "KQ_Core03" "Core3rdBreakC".
interruptset DeadIndex "" 1 "KQ_Core04" "Core3rdBreakD".
CoreBreak = 0.
TotalCore = @Count("KQ_Core01") + @Count("KQ_Core02") + @Count("KQ_Core03") + @Count("KQ_Core04").
KeyCore0 = @Random(40 70).
KeyCore1 = @Random(60 80).
KeyCore2 = @Random(60 90).
KeyCore0 = (KeyCore0 * TotalCore) / 100. ; <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ڿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǹǷ<EFBFBD> () <EFBFBD>ʿ<EFBFBD>
KeyCore1 = (KeyCore1 * TotalCore) / 100.
KeyCore2 = (KeyCore2 * TotalCore) / 100.
infinite
open
waitinterrupt InterruptBlock "InterruptArg".
call InterruptBlock.
close
close
open [Door3rdClick]
whoclickme Opener InterruptArg. ; InterruptArg<EFBFBD><EFBFBD> Ŭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ã<EFBFBD><EFBFBD>
invensearch Slot Opener "KQ_Key03". ; Opener<EFBFBD><EFBFBD> <EFBFBD>κ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> KQ_Key01<EFBFBD><EFBFBD> ã<EFBFBD><EFBFBD>
if Slot === "" ; ã<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
then open
interruptset NPCClickHandle "" 1 Door3rd "Door3rdClick". ; <EFBFBD>ѹ<EFBFBD> <EFBFBD>̺<EFBFBD>Ʈ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD> <EFBFBD>ٽ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ͷ<EFBFBD>Ʈ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
break "Door3rdClick".
close
dooropen Door3rd "KDGOLDBLOCK03".
itemerase all "KQ_Key03".
; suicide all. ; <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̴<EFBFBD> <EFBFBD>ڵ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
break "Layer3rd".
close
open [Core3rdBreakA]
call "Core3rdBreak".
interruptset DeadIndex "" 1 "KQ_Core01" "Core3rdBreakA".
close
open [Core3rdBreakB]
call "Core3rdBreak".
interruptset DeadIndex "" 1 "KQ_Core02" "Core3rdBreakB".
close
open [Core3rdBreakC]
call "Core3rdBreak".
interruptset DeadIndex "" 1 "KQ_Core03" "Core3rdBreakC".
close
open [Core3rdBreakD]
call "Core3rdBreak".
interruptset DeadIndex "" 1 "KQ_Core04" "Core3rdBreakD".
close
open [Core3rdBreak]
CoreBreak = @DeathNum("KQ_Core01") + @DeathNum("KQ_Core02") + @DeathNum("KQ_Core03") + @DeathNum("KQ_Core04").
if CoreBreak >= KeyCore0
then open
itemdrop InterruptArg "KQ_Key03" 1000000. ; <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(100% Ȯ<EFBFBD><EFBFBD>)
broadcast all "ItemDrop".
KeyCore0 = 100000.
close
else if CoreBreak >= KeyCore1
then open
itemdrop InterruptArg "KQ_Key03" 1000000. ; <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(100% Ȯ<EFBFBD><EFBFBD>)
broadcast all "ItemDrop".
KeyCore1 = 100000.
close
else if CoreBreak >= KeyCore2
then open
itemdrop InterruptArg "KQ_Key03" 1000000. ; <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(100% Ȯ<EFBFBD><EFBFBD>)
broadcast all "ItemDrop".
KeyCore2 = 100000.
close
close
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
open [Layer4th]
timelimit Min 15.
deathcountclear.
regengroup "KDGoldHill" "KDGold_4_Mine01".
regengroup "KDGoldHill" "KDGold_4_Mine02".
regengroup "KDGoldHill" "KDGold_4_Mine03".
regengroup "KDGoldHill" "KDGold_4_Mine04".
regengroup "KDGoldHill" "KDGold_4_Mine05".
regengroup "KDGoldHill" "KDGold_4_Mine06".
regengroup "KDGoldHill" "KDGold_4_Mine07".
regengroup "KDGoldHill" "KDGold_4_Mine08".
regengroup "KDGoldHill" "KDGold_4_Mine09".
regengroup "KDGoldHill" "KDGold_4_Mine10".
regengroup "KDGoldHill" "KDGold_4_Mine11".
regengroup "KDGoldHill" "KDGold_4_Mine12".
regengroup "KDGoldHill" "KDGold_4_Mine13".
regengroup "KDGoldHill" "KDGold_4_Mine14".
regengroup "KDGoldHill" "KDGold_4_Mine15".
regengroup "KDGoldHill" "KDGold_4_Mine16".
regengroup "KDGoldHill" "KDGold_4_Mine17".
regengroup "KDGoldHill" "KDGold_4_Mine18".
regengroup "KDGoldHill" "KDGold_4_Mine19".
regengroup "KDGoldHill" "KDGold_4_Mine20".
regengroup "KDGoldHill" "KDGold_4_Mine21".
regengroup "KDGoldHill" "KDGold_4_Mine22".
regengroup "KDGoldHill" "KDGold_4_Mine23".
regengroup "KDGoldHill" "KDGold_4_Mine24".
regengroup "KDGoldHill" "KDGold_4_Mine25".
regengroup "KDGoldHill" "KDGold_4_Mob01".
regengroup "KDGoldHill" "KDGold_4_Mob02".
regengroup "KDGoldHill" "KDGold_4_Mob03".
regengroup "KDGoldHill" "KDGold_4_Mob04".
regengroup "KDGoldHill" "KDGold_4_Mob05".
regengroup "KDGoldHill" "KDGold_4_Mob06".
regengroup "KDGoldHill" "KDGold_4_Mob07".
regengroup "KDGoldHill" "KDGold_4_Mob08".
regengroup "KDGoldHill" "KDGold_4_Mob09".
regengroup "KDGoldHill" "KDGold_4_Mob10".
regengroup "KDGoldHill" "KDGold_4_Mob11".
regengroup "KDGoldHill" "KDGold_4_Mob12".
regengroup "KDGoldHill" "KDGold_4_Mob13".
regengroup "KDGoldHill" "KDGold_4_Mob14".
regengroup "KDGoldHill" "KDGold_4_Mob15".
regengroup "KDGoldHill" "KDGold_4_Mob16".
regengroup "KDGoldHill" "KDGold_4_Mob17".
regengroup "KDGoldHill" "KDGold_4_Mob18".
;regengroup "KDGoldHill" "KDGold_4_Mob19". <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
chatwin "KQ_G_BossTombRaider" "ThirdGateOpen".
interruptclear.
interruptset PlayerEliminate "" 1 "QuestFail".
interruptset TimeOut "" 1 "QuestFail".
interruptset NPCClickHandle "" 1 Door4th "Door4thClick".
interruptset DeadIndex "" 1 "KQ_Core01" "Core4thBreakA".
interruptset DeadIndex "" 1 "KQ_Core02" "Core4thBreakB".
interruptset DeadIndex "" 1 "KQ_Core03" "Core4thBreakC".
interruptset DeadIndex "" 1 "KQ_Core04" "Core4thBreakD".
CoreBreak = 0.
TotalCore = @Count("KQ_Core01") + @Count("KQ_Core02") + @Count("KQ_Core03") + @Count("KQ_Core04").
KeyCore0 = @Random(40 70).
KeyCore1 = @Random(60 80).
KeyCore0 = (KeyCore0 * TotalCore) / 100. ; <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ڿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǹǷ<EFBFBD> () <EFBFBD>ʿ<EFBFBD>
KeyCore1 = (KeyCore1 * TotalCore) / 100.
infinite
open
waitinterrupt InterruptBlock "InterruptArg".
call InterruptBlock.
close
close
open [Door4thClick]
whoclickme Opener InterruptArg. ; InterruptArg<EFBFBD><EFBFBD> Ŭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ã<EFBFBD><EFBFBD>
invensearch Slot Opener "KQ_Key04". ; Opener<EFBFBD><EFBFBD> <EFBFBD>κ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> KQ_Key01<EFBFBD><EFBFBD> ã<EFBFBD><EFBFBD>
if Slot === "" ; ã<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
then open
interruptset NPCClickHandle "" 1 Door4th "Door4thClick". ; <EFBFBD>ѹ<EFBFBD> <EFBFBD>̺<EFBFBD>Ʈ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD> <EFBFBD>ٽ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ͷ<EFBFBD>Ʈ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
break "Door4thClick".
close
dooropen Door4th "KDGOLDBLOCK04".
itemerase all "KQ_Key04".
; suicide all. ; <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̴<EFBFBD> <EFBFBD>ڵ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
break "Layer4th".
close
open [Core4thBreakA]
call "Core4thBreak".
interruptset DeadIndex "" 1 "KQ_Core01" "Core4thBreakA".
close
open [Core4thBreakB]
call "Core4thBreak".
interruptset DeadIndex "" 1 "KQ_Core02" "Core4thBreakB".
close
open [Core4thBreakC]
call "Core4thBreak".
interruptset DeadIndex "" 1 "KQ_Core03" "Core4thBreakC".
close
open [Core4thBreakD]
call "Core4thBreak".
interruptset DeadIndex "" 1 "KQ_Core04" "Core4thBreakD".
close
open [Core4thBreak]
CoreBreak = @DeathNum("KQ_Core01") + @DeathNum("KQ_Core02") + @DeathNum("KQ_Core03") + @DeathNum("KQ_Core04").
if CoreBreak >= KeyCore0
then open
itemdrop InterruptArg "KQ_Key04" 1000000. ; <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(100% Ȯ<EFBFBD><EFBFBD>)
broadcast all "ItemDrop".
KeyCore0 = 100000.
close
else if CoreBreak >= KeyCore1
then open
itemdrop InterruptArg "KQ_Key04" 1000000. ; <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(100% Ȯ<EFBFBD><EFBFBD>)
broadcast all "ItemDrop".
KeyCore1 = 100000.
close
close
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
open [LastBattle]
timelimit Min 5.
mobregen BossHandle "KQ_G_BossTombRaider" 1727 11068 180 1000 "Normal". ; <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
chatwin "KQ_G_BossTombRaider" "LastGateOpen0".
pause Sec 2.
chatwin "KQ_G_BossTombRaider" "LastGateOpen1".
interruptclear.
interruptset PlayerEliminate "" 1 "QuestFail".
interruptset TimeOut "" 1 "QuestFail".
interruptset DeadHandle "" 1 BossHandle "BossDead".
infinite
open
waitinterrupt InterruptBlock "InterruptArg".
call InterruptBlock.
close
close
open [BossDead]
; <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
npcstand GateHandle "MapLinkGate" 950 11299 140 1000 "Normal".
interruptset NPCClickHandle "" 1 GateHandle "QuestSuccess".
close
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
open [QuestSuccess]
questresult Suc. ; <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
reward KingdomQuest.
; npcchat GateHandle "Suc0".
; pause Sec 2. ; 2<EFBFBD>ʰ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
; npcchat GateHandle "Suc1".
broadcast all "KQReturn30".
pause sec 10.
broadcast all "KQReturn20".
pause sec 10.
broadcast all "KQReturn10".
pause sec 5.
broadcast all "KQReturn5".
pause sec 5.
linkto all "Eld" "Eld" 17214 13445.
endofkq.
break "main".
close
open [QuestFail]
questresult Fail. ; <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
broadcast all "KQReturn30".
pause sec 10.
broadcast all "KQReturn20".
pause sec 10.
broadcast all "KQReturn10".
pause sec 5.
broadcast all "KQReturn5".
pause sec 5.
linkto all "Eld" "Eld" 17214 13445.
endofkq.
break "main".
close