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SigFiesta/LuaScript/ID/AdlFH/AdlFH_Zone1.lua

560 lines
11 KiB

--[[ ]]--
--[[ <EFBFBD><EFBFBD>Ÿ<EFBFBD><EFBFBD> <EFBFBD>Ƶ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ]]--
--[[ 1<EFBFBD><EFBFBD><EFBFBD><EFBFBD> ]]--
--[[ ]]--
function Zone1_Setting( Var )
cExecCheck "Zone1_Setting"
if Var == nil then
return
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǵ<EFBFBD> <EFBFBD><EFBFBD>ȯ
Var.Zone_1_Darkstone_1 = cMobRegen_XY( Var.MapIndex, RegenInfo.DStone1.Index,
RegenInfo.DStone1.x,
RegenInfo.DStone1.y,
RegenInfo.DStone1.dir )
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ҽ<EFBFBD> ȸ<EFBFBD><EFBFBD> <EFBFBD>ϴ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ٽ<EFBFBD> <EFBFBD>߰<EFBFBD>
cSetAIScript( "ID/AdlFH/AdlFH", Var.Zone_1_Darkstone_1 )
-- <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD><EFBFBD>ȯ
-- <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> HP 50% <EFBFBD><EFBFBD><EFBFBD>·<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ϴ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var.LoussierHandle = cMobRegen_XY( Var.MapIndex, RegenInfo.Loussier.Index, RegenInfo.Loussier.x, RegenInfo.Loussier.y, RegenInfo.Loussier.dir )
Var.Loussier_Stop = 1 -- <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>2<EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ȯ
Var.Marlene = cMobRegen_XY( Var.MapIndex, RegenInfo.Marlene.Index, RegenInfo.Marlene.x, RegenInfo.Marlene.y, RegenInfo.Marlene.dir )
Var.Guard1 = cMobRegen_XY( Var.MapIndex, RegenInfo.Guard1.Index, RegenInfo.Guard1.x, RegenInfo.Guard1.y, RegenInfo.Guard1.dir )
Var.Guard2 = cMobRegen_XY( Var.MapIndex, RegenInfo.Guard2.Index, RegenInfo.Guard2.x, RegenInfo.Guard1.y, RegenInfo.Guard2.dir )
if Var.LoussierHandle == nil then
cDebugLog( "Default_Setting : Fail cMobRegen_XY Loussier" )
return
end
if Var.Marlene == nil then
cDebugLog( "Default_Setting : Fail cMobRegen_XY Marlene" )
return
end
if Var.Guard1 == nil then
cDebugLog( "Default_Setting : Fail cMobRegen_XY Guard1" )
return
end
if Var.Guard2 == nil then
cDebugLog( "Default_Setting : Fail cMobRegen_XY Guard2" )
return
end
-- <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD><EFBFBD>ũ<EFBFBD><EFBFBD>Ʈ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if cSetAIScript( "ID/AdlFH/AdlFH", Var.LoussierHandle ) == nil then
cDebugLog( "Default_Setting : Fail cSetAIScript Loussier" )
return
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ũ<EFBFBD><EFBFBD>Ʈ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if cSetAIScript( "ID/AdlFH/AdlFH", Var.Marlene ) == nil then
cDebugLog( "Default_Setting : Fail cSetAIScript Marlene" )
return
end
if cSetAIScript( "ID/AdlFH/AdlFH", Var.Guard1 ) == nil then
cDebugLog( "Default_Setting : Fail cSetAIScript Guard1" )
return
end
if cSetAIScript( "ID/AdlFH/AdlFH", Var.Guard2 ) == nil then
cDebugLog( "Default_Setting : Fail cSetAIScript Guard2" )
return
end
-- <EFBFBD>׷<EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
for i=1, #RegenInfo.Zone1_Regen_Group do
cGroupRegenInstance( Var.MapIndex, RegenInfo.Zone1_Regen_Group[i] )
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ȯ, <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̻<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
for i=1, #RegenInfo.Zone1_Regen_Franger do
local franger = cMobRegen_XY( Var.MapIndex,
RegenInfo.Zone1_Regen_Franger[i].Index,
RegenInfo.Zone1_Regen_Franger[i].x,
RegenInfo.Zone1_Regen_Franger[i].y,
RegenInfo.Zone1_Regen_Franger[i].dir )
cSetAbstate( franger, "StaHideWC", 1, 20000000 )
end
Var.StepFunc = Zone1_LoussierRescueEvent
return
end
-- <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>̺<EFBFBD>Ʈ ó<EFBFBD><EFBFBD>
function Zone1_LoussierRescueEvent( Var )
cExecCheck "Zone1_LoussierRescueEvent"
if Var == nil then
return
end
local CurSec = cCurrentSecond()
-- <EFBFBD>̺<EFBFBD>Ʈ <EFBFBD><EFBFBD><EFBFBD><EFBFBD> üũ
if Var.Zone1_EventStep == nil then
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ ù<EFBFBD><EFBFBD>°<EFBFBD><EFBFBD> <EFBFBD>ִ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> üũ
local Object = cGetAreaObjectList( Var.MapIndex, AreaIndex.Zone1_1, ObjectType.Player )
if Object == nil then
return
end
Var.Dialog = nil
Var.DialogStep = nil
Var.Zone1_EventStep = 1
Var.Zone1_EventPlayTime = CurSec
return
end
-- 1_1, 1_2
-- <EFBFBD>÷<EFBFBD><EFBFBD>̾<EFBFBD> <EFBFBD>ൿ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̻<EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ɰ<EFBFBD>, <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ī<EFBFBD>޶<EFBFBD> <EFBFBD>̵<EFBFBD>
if Var.Zone1_EventStep == 1 then
if Var.Zone1_EventPlayTime > CurSec then
return
end
local PlayerList = { cGetPlayerList( Var.MapIndex ) }
for i=1, #PlayerList do
if cSetAbstate( PlayerList[i], STUN, 1, 200000 ) == nil then
cDebugLog( "Zone1_LoussierRescueEvent : cSetAbstate" )
end
end
cCameraMove( Var.MapIndex,
CameraMoveInfo[1].x,
CameraMoveInfo[1].y,
CameraMoveInfo[1].AngleXZ,
CameraMoveInfo[1].AngleY,
CameraMoveInfo[1].Dist, 1 )
Var.Zone1_EventStep = 2
Var.Zone1_EventPlayTime = CurSec + 2
return
end
-- 1_3
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ī<EFBFBD>޶<EFBFBD> <EFBFBD>̵<EFBFBD>
if Var.Zone1_EventStep == 2 then
if Var.Zone1_EventPlayTime > CurSec then
return
end
local PlayerList = { cGetPlayerList( Var.MapIndex ) }
for i=1, #PlayerList do
if cSetAbstate( PlayerList[i], STUN, 1, 200000 ) == nil then
cDebugLog( "Zone1_LoussierRescueEvent : cSetAbstate" )
end
end
cCameraMove( Var.MapIndex,
CameraMoveInfo[2].x,
CameraMoveInfo[2].y,
CameraMoveInfo[2].AngleXZ,
CameraMoveInfo[2].AngleY,
CameraMoveInfo[2].Dist, 1 )
Var.Zone1_EventStep = 3
Var.Zone1_EventPlayTime = CurSec + 2
return
end
-- 1_4
-- NPC <EFBFBD><EFBFBD>ȭ
if Var.Zone1_EventStep == 3 then
if Var.Zone1_EventPlayTime > CurSec then
return
end
if Var.Dialog == nil then
Var.Dialog = DialogInfo.Loussier_Rescue_Event
Var.DialogStep = 1
end
if Var.DialogStep <= #Var.Dialog then
cMobDialog( Var.MapIndex,
Var.Dialog[Var.DialogStep].Portrait,
Var.Dialog[Var.DialogStep].FileName,
Var.Dialog[Var.DialogStep].Index )
Var.Zone1_EventPlayTime = CurSec + Var.Dialog[Var.DialogStep].Delay
Var.DialogStep = Var.DialogStep + 1
return
end
Var.Dialog = nil
Var.DialogStep = nil
Var.Zone1_EventStep = 4
Var.Zone1_EventPlayTime = CurSec
return
end
-- 1_5
-- ī<EFBFBD>޶<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD><EFBFBD>ġ<EFBFBD><EFBFBD> <EFBFBD>̵<EFBFBD>
if Var.Zone1_EventStep == 4 then
if Var.Zone1_EventPlayTime > CurSec then
return
end
local PlayerList = { cGetPlayerList( Var.MapIndex ) }
for i=1, #PlayerList do
if cSetAbstate( PlayerList[i], STUN, 1, 200000 ) == nil then
cDebugLog( "Zone1_LoussierRescueEvent : cSetAbstate" )
end
end
cCameraMove( Var.MapIndex,
CameraMoveInfo[3].x,
CameraMoveInfo[3].y,
CameraMoveInfo[3].AngleXZ,
CameraMoveInfo[3].AngleY,
CameraMoveInfo[3].Dist, 1 )
Var.Zone1_EventStep = 5
Var.Zone1_EventPlayTime = CurSec + 1
return
end
-- 1_6, ( 1_7 )
-- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ȯ
if Var.Zone1_EventStep == 5 then
if Var.Zone1_EventPlayTime > CurSec then
return
end
Var.Zone1_Event_Mob = {}
for i=1, #RegenInfo.Zone1_Event do
Var.Zone1_Event_Mob[i] = cMobRegen_XY( Var.MapIndex, RegenInfo.Zone1_Event[i].Index,
RegenInfo.Zone1_Event[i].x,
RegenInfo.Zone1_Event[i].y,
RegenInfo.Zone1_Event[i].dir )
end
Var.Zone1_EventStep = 6
Var.Zone1_EventPlayTime = CurSec + 2
return
end
-- 1_8
-- ī<EFBFBD>޶<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ġ<EFBFBD><EFBFBD> <EFBFBD>ϱ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̻<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if Var.Zone1_EventStep == 6 then
if Var.Zone1_EventPlayTime > CurSec then
return
end
local PlayerList = { cGetPlayerList( Var.MapIndex ) }
for i=1, #PlayerList do
if cResetAbstate( PlayerList[i], STUN ) == nil then
cDebugLog( "Zone1_LoussierRescueEvent : Fail cResetAbstate" )
end
end
Var.Zone1_EventStep = 7
Var.Zone1_EventPlayTime = CurSec
return
end
-- 1_8
-- ī<EFBFBD>޶<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ġ
if Var.Zone1_EventStep == 7 then
if Var.Zone1_EventPlayTime > CurSec then
return
end
cCameraMove( Var.MapIndex, 0, 0, 0, 0, 0, 0 )
Var.Zone1_EventStep = 8
Var.Zone1_EventPlayTime = CurSec + 1
return
end
-- 1_9
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>̵<EFBFBD>
if Var.Zone1_EventStep == 8 then
if Var.Zone1_EventPlayTime > CurSec then
return
end
cNPCVanish( Var.Marlene )
cNPCVanish( Var.Guard1 )
cNPCVanish( Var.Guard2 )
Var.Marlene = cMobRegen_Obj( RegenInfo.Marlene.Index, Var.LoussierHandle )
Var.Guard1 = cMobRegen_Obj( RegenInfo.Guard1.Index, Var.LoussierHandle )
Var.Guard2 = cMobRegen_Obj( RegenInfo.Guard2.Index, Var.LoussierHandle )
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ó<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
cSetAIScript( "ID/AdlFH/AdlFH", Var.Marlene )
cSetAIScript( "ID/AdlFH/AdlFH", Var.Guard1 )
cSetAIScript( "ID/AdlFH/AdlFH", Var.Guard2 )
Var.Loussier_Stop = nil -- <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var.Zone1_EventStep = 9
Var.Zone1_EventPlayTime = CurSec
return
end
-- 1_10
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if Var.Zone1_EventStep == 9 then
if Var.Zone1_EventPlayTime > CurSec then
return
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ó<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if GuardMemBlock[Var.Marlene] ~= nil then
GuardMemBlock[Var.Marlene].StepFunc = GuarderActivity
end
if GuardMemBlock[Var.Guard1] ~= nil then
GuardMemBlock[Var.Guard1].StepFunc = GuarderActivity
end
if GuardMemBlock[Var.Guard2] ~= nil then
GuardMemBlock[Var.Guard2].StepFunc = GuarderActivity
end
cScriptMessage( Var.MapIndex, AnnounceInfo.AdlF_Mission_01_001 )
Var.Zone1_EventStep = 10
Var.Zone1_EventPlayTime = CurSec
return
end
Var.Zone1_EventStep = nil
Var.Zone1_EventPlayTime = nil
Var.StepFunc = Zone1_LoussierRescueEnd
return
end
-- <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>̺<EFBFBD>Ʈ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
function Zone1_LoussierRescueEnd( Var )
cExecCheck "Zone1_LoussierRescueEnd"
if Var == nil then
return
end
local CurSec = cCurrentSecond()
-- 1_11, 1_12
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̺<EFBFBD>Ʈ <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> üũ
if Var.Zone1_EventStep == nil then
-- <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD>׾<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>, ( stepcontrol <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ŷ<EFBFBD>ƾ <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> üũ )
if Var.LoussierHandle == nil then
Var.Dialog = DialogInfo.Loussier_Rescue_Fail
Var.DialogStep = 1
Var.Zone1_EventStep = 1
Var.Zone1_EventPlayTime = CurSec + 2
return
end
local chkEventMob = 0
-- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>׾<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> üũ
for index, value in pairs( Var.Zone1_Event_Mob ) do
if value ~= nil then
if cIsObjectDead( value ) ~= nil then
Var.Zone1_Event_Mob[index] = nil
end
chkEventMob = 1
end
end
if chkEventMob == 1 then
return
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD>׾<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var.Zone1_Event_Mob = nil
Var.Dialog = DialogInfo.Loussier_Rescue_Succ
Var.DialogStep = 1
Var.Zone1_EventStep = 1
Var.Zone1_EventPlayTime = CurSec + 2
return
end
if Var.Zone1_EventStep == 1 then
if Var.Zone1_EventPlayTime > CurSec then
return
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ó<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if GuardMemBlock[Var.Marlene] ~= nil then
GuardMemBlock[Var.Marlene].StepFunc = GuarderStop
end
if GuardMemBlock[Var.Guard1] ~= nil then
GuardMemBlock[Var.Guard1].StepFunc = GuarderStop
end
if GuardMemBlock[Var.Guard2] ~= nil then
GuardMemBlock[Var.Guard2].StepFunc = GuarderStop
end
cFollow( Var.Marlene, Var.LoussierHandle, 100, 1000 )
cFollow( Var.Guard1, Var.LoussierHandle, 100, 1000 )
cFollow( Var.Guard2, Var.LoussierHandle, 100, 1000 )
Var.Zone1_EventStep = 2
Var.Zone1_EventPlayTime = CurSec
return
end
-- 1_13_S, 1_14_S, 1_13_F
-- <EFBFBD>ش<EFBFBD> <EFBFBD><EFBFBD>ȭ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if Var.Zone1_EventStep == 2 then
if Var.Zone1_EventPlayTime > CurSec then
return
end
if Var.DialogStep <= #Var.Dialog then
cMobDialog( Var.MapIndex,
Var.Dialog[Var.DialogStep].Portrait,
Var.Dialog[Var.DialogStep].FileName,
Var.Dialog[Var.DialogStep].Index )
Var.Zone1_EventPlayTime = CurSec + Var.Dialog[Var.DialogStep].Delay
Var.DialogStep = Var.DialogStep + 1
return
end
Var.Dialog = nil
Var.DialogStep = nil
Var.Zone1_EventStep = 3
Var.Zone1_EventPlayTime = CurSec + 4
return
end
-- 1_14_F
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if Var.Zone1_EventStep == 3 then
if Var.Zone1_EventPlayTime > CurSec then
return
end
cScriptMessage( Var.MapIndex, AnnounceInfo.AdlF_Mission_01_002H )
Var.Zone1_EventStep = 4
Var.Zone1_EventPlayTime = CurSec
return
end
if Var.Zone1_EventStep == 4 then
if Var.FountainOfLife_Use == false then
return
end
cScriptMessage( Var.MapIndex, AnnounceInfo.AdlF_Mission_01_002 )
Var.Zone1_EventStep = 5
Var.Zone1_EventPlayTime = CurSec
return
end
Var.Zone1_EventStep = nil
Var.Zone1_EventPlayTime = nil
Var.StepFunc = Dummy
return
end