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--------------------------------------------------------------------------------
-- Tower Of Iyzel Routine --
--------------------------------------------------------------------------------
function PlayerMapLogin( MapIndex, Handle )
cExecCheck "PlayerMapLogin"
if MapIndex == nil
then
DebugLog( "PlayerMapLogin::MapIndex == nil")
return
end
if Handle == nil
then
DebugLog( "PlayerMapLogin::Handle == nil")
return
end
local Var = InstanceField[ MapIndex ]
if Var == nil
then
DebugLog( "PlayerMapLogin::Var == nil")
return
end
-- ù <EFBFBD>÷<EFBFBD><EFBFBD>̾<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD>α<EFBFBD><EFBFBD><EFBFBD> üũ
Var["bPlayerMapLogin"] = true
end
function ExitGateClick( NPCHandle, PlyHandle, RegistNumber )
cExecCheck "ExitGateClick"
DebugLog( "ExitGateClick::Start" )
if NPCHandle == nil
then
ErrorLog( "ExitGateClick::NPCHandle == nil" )
return
end
if PlyHandle == nil
then
ErrorLog( "ExitGateClick::PlyHandle == nil" )
return
end
cLinkTo( PlyHandle, LinkInfo["ReturnMapOnGateClick"]["MapIndex"], LinkInfo["ReturnMapOnGateClick"]["x"], LinkInfo["ReturnMapOnGateClick"]["y"] )
DebugLog( "ExitGateClick::End" )
end
function BossDamaged( MapIndex, AttackerHandle, MaxHP, CurHP, DefenderHandle )
cExecCheck "BossDamaged"
if DefenderHandle == nil
then
ErrorLog( "BossDamaged::DefenderHandle == nil" )
return
end
if MapIndex == nil
then
ErrorLog( "BossDamaged::MapIndex == nil" )
return
end
if MaxHP == nil or CurHP == nil
then
ErrorLog( "BossDamaged::HP Info is nil" )
return
end
local Var = InstanceField[ MapIndex ]
if Var == nil
then
ErrorLog( "BossDamaged::Var == nil" )
return
end
if Var["Enemy"] == nil
then
ErrorLog( "BossDamaged::Var[\"Enemy\"] == nil" )
return
end
if Var["Enemy"][ DefenderHandle ] == nil
then
ErrorLog( "BossDamaged::Var[\"Enemy\"]["..DefenderHandle.."] == nil" )
return
end
if Var["EachFloor"] == nil
then
ErrorLog( "BossDamaged::Var[\"EachFloor\"] == nil" )
return
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>߿<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϱ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if Var["EachFloor"]["Casting"] == nil
then
Var["EachFloor"]["Casting"] = {}
end
local HP_Rate = ( CurHP * 1000 ) / MaxHP
-- <EFBFBD><EFBFBD>ų<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ѹ<EFBFBD> <EFBFBD><EFBFBD> Ž<EFBFBD><EFBFBD>
for nIndex, sSkillName in pairs ( BossSkillNameTable )
do
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ų<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ʱ<EFBFBD>ȭ
if Var["EachFloor"][ sSkillName.."PhaseNo"] == nil
then
Var["EachFloor"][ sSkillName.."PhaseNo"] = 1
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ų <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>
if Var["EachFloor"][ sSkillName ] == nil
then
Var["EachFloor"][ sSkillName ] = {}
end
-- <EFBFBD>ܰ<EFBFBD><EFBFBD≯<EFBFBD> <EFBFBD>޾ƿ<EFBFBD><EFBFBD><EFBFBD>
local CurFloorNo = Var["EachFloor"]["StepNumber"]
local CurFloor = StepNameTable[ CurFloorNo ]
-- <EFBFBD><EFBFBD>ų <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
local sThresholdTableIndex = sSkillName.."HP_"..CurFloor -- ex ) "SummonHP_Floor04
local nCurPhase = Var["EachFloor"][ sSkillName.."PhaseNo"]
local nMaxPhase = #ThresholdTable[ sThresholdTableIndex ]
if nCurPhase <= nMaxPhase
then
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> HP<EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ų<EFBFBD><EFBFBD> Threshold <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ͽ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ұ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ͽ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
while ThresholdTable[ sThresholdTableIndex ][ nCurPhase ] >= HP_Rate
do
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ų<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̺<EFBFBD> <EFBFBD><EFBFBD> <EFBFBD>ε<EFBFBD><EFBFBD><EFBFBD> <EFBFBD>޾ƿ<EFBFBD><EFBFBD><EFBFBD>
local sCurSkillIndex = "HP"..ThresholdTable[ sThresholdTableIndex ][ nCurPhase ] -- ex) "HP800"
local sBossSkillTableIndex = sSkillName.."_"..CurFloor -- ex) "Summon_Floor04"
if BossSkill[ sBossSkillTableIndex ][ sCurSkillIndex ] ~= nil
then
-- <EFBFBD><EFBFBD>ų<EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ƾ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if Var["EachFloor"][ sSkillName ][ nCurPhase ] == nil
then
Var["EachFloor"][ sSkillName ][ nCurPhase ] = {}
Var["EachFloor"][ sSkillName ][ nCurPhase ]["bCasting"] = true
Var["EachFloor"][ sSkillName ][ nCurPhase ]["sSkillTableIndex"] = sCurSkillIndex
DebugLog( "BossDamaged::SetSkillCasting-"..sSkillName.." "..sCurSkillIndex.." "..nCurPhase )
end
end
nCurPhase = nCurPhase + 1
if nCurPhase > nMaxPhase
then
break
end
end -- <EFBFBD><EFBFBD>ų<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><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ų <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var["EachFloor"][ sSkillName.."PhaseNo"] = nCurPhase
end -- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ų<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ʰ<EFBFBD><EFBFBD>ߴ<EFBFBD><EFBFBD><EFBFBD> Ȯ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ǹ<EFBFBD> //
end -- <EFBFBD><EFBFBD>ų<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ѹ<EFBFBD><EFBFBD><EFBFBD> Ž<EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> //
end
function BossRoutine( Handle, MapIndex )
cExecCheck "BossRoutine"
if Handle == nil
then
ErrorLog( "BossRoutine::Handle == nil" )
return ReturnAI["END"]
end
if MapIndex == nil
then
ErrorLog( "BossRoutine::MapIndex == nil" )
cAIScriptSet( Handle )
cNPCVanish( Handle )
return ReturnAI["END"]
end
local Var = InstanceField[ MapIndex ]
if Var == nil
then
ErrorLog( "BossRoutine::Var == nil" )
cAIScriptSet( Handle )
cNPCVanish( Handle )
return ReturnAI["END"]
end
-- 0.2<EFBFBD>ʸ<EFBFBD><EFBFBD><EFBFBD> üũ<EFBFBD>ϴ<EFBFBD> <EFBFBD><EFBFBD>ƾ
if Var["RoutineTime"][ Handle ] <= cCurrentSecond()
then
Var["RoutineTime"][ Handle ] = cCurrentSecond() + 0.2
else
return ReturnAI["CPP"]
end
if Var["Enemy"] == nil
then
ErrorLog( "BossRoutine::Var[\"Enemy\"] == nil" )
cAIScriptSet( Handle )
cNPCVanish( Handle )
return ReturnAI["END"]
end
if Var["Enemy"][ Handle ] == nil
then
ErrorLog( "BossRoutine::Var[\"Enemy\"]["..Handle.."] == nil" )
cAIScriptSet( Handle )
cNPCVanish( Handle )
return ReturnAI["END"]
end
-- Boss <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if cIsObjectDead( Handle ) == 1
then
DebugLog( "BossRoutine::BossDead" )
cMobSuicide( Var["MapIndex"] )
-- <EFBFBD><EFBFBD>ų<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>޸<EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ʱ<EFBFBD>ȭ
for nIndex, sSkillName in pairs ( BossSkillNameTable )
do
Var["EachFloor"][ sSkillName ] = nil
Var["EachFloor"][ sSkillName.."PhaseNo"] = nil
end
cAIScriptSet( Handle )
Var["Enemy"][ Handle ] = nil
return ReturnAI["END"]
end
if Var["EachFloor"] == nil
then
ErrorLog( "BossRoutine::Var[\"EachFloor\"] == nil" )
cAIScriptSet( Handle )
cNPCVanish( Handle )
return ReturnAI["END"]
end
-- MobDamaged <EFBFBD><EFBFBD>ƾ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
cAIScriptFunc( Handle, "MobDamaged", "BossDamaged" )
-- <EFBFBD><EFBFBD>ų<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ѹ<EFBFBD> <EFBFBD><EFBFBD> Ž<EFBFBD><EFBFBD>
for nIndex, sSkillName in pairs ( BossSkillNameTable )
do
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ų <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ش<EFBFBD> <EFBFBD><EFBFBD>ų <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>ȵ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̹Ƿ<EFBFBD> <EFBFBD>н<EFBFBD>
if Var["EachFloor"][ sSkillName.."PhaseNo"] ~= nil and Var["EachFloor"][ sSkillName ] ~= nil
then
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ε<EFBFBD> <EFBFBD><EFBFBD>ų<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ؾ<EFBFBD><EFBFBD><EFBFBD>.
for i = 1, #Var["EachFloor"][ sSkillName ]
do
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD>üũ
if Var["EachFloor"][ sSkillName ][ i ] == nil
then
break
end
-- <EFBFBD>غ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ų <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if Var["EachFloor"][ sSkillName ][ i ]["bCasting"] == true
then
local sCurSkillTableIndex = Var["EachFloor"][ sSkillName ][ i ]["sSkillTableIndex"] -- ex) "HP800"
-- <EFBFBD>ܰ<EFBFBD><EFBFBD≯<EFBFBD> <EFBFBD>޾ƿ<EFBFBD><EFBFBD><EFBFBD>
local CurFloorNo = Var["EachFloor"]["StepNumber"]
local CurFloor = StepNameTable[ CurFloorNo ]
-- <EFBFBD><EFBFBD>ų <EFBFBD><EFBFBD><EFBFBD>̺<EFBFBD> <EFBFBD>ε<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
local sBossSkillTableIndex = sSkillName.."_"..CurFloor -- ex) "Summon_Floor04"
-- <EFBFBD><EFBFBD>ų <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
local CurSkillInfo = BossSkill[ sBossSkillTableIndex ][ sCurSkillTableIndex ]
-- <EFBFBD>ܸ<EFBFBD> <EFBFBD><EFBFBD>ȯ
if sSkillName == "Summon"
then
DebugLog( "BossRoutine::StartSkillCasting-"..sSkillName.." "..sCurSkillTableIndex.." "..i )
for i = 1, #CurSkillInfo["SummonMobs"]
do
cMobRegen_Obj( CurSkillInfo["SummonMobs"][ i ], Handle )
DebugLog( "BossRoutine::CastSkill-"..sSkillName.." "..sCurSkillTableIndex.." ("..i.."/"..#CurSkillInfo["SummonMobs"]..") :"..CurSkillInfo["SummonMobs"][ i ] )
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ȯ <EFBFBD><EFBFBD>ų<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD>
if NPC_GuardChat["BossBattleDialog"][ CurFloor ] ~= nil
then
cMobDialog( Var["MapIndex"], NPC_GuardChat["SpeakerIndex"], NPC_GuardChat["ScriptFileName"], NPC_GuardChat["BossBattleDialog"][ CurFloor ][ i ]["Index"] )
else
ErrorLog( "BossRoutine::There is no face-cut at This Floor" )
end
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>Ϸ<EFBFBD> ó<EFBFBD><EFBFBD>
Var["EachFloor"][ sSkillName ][ i ]["bCasting"] = false
DebugLog( "BossRoutine::EndSkillCasting-"..sSkillName.." "..sCurSkillTableIndex.." "..i )
end -- <EFBFBD><EFBFBD>ų <EFBFBD≯<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ǹ<EFBFBD> //
end -- <EFBFBD><EFBFBD>ų <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>غ<EFBFBD> <EFBFBD>Ǿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ȯ<EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ǹ<EFBFBD> //
end -- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ų<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> //
end -- <EFBFBD><EFBFBD>ų <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ü<EFBFBD><EFBFBD> <EFBFBD>ߴ°<EFBFBD> Ȯ<EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ǹ<EFBFBD> //
end -- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ų<EFBFBD><EFBFBD> <EFBFBD>ѹ<EFBFBD><EFBFBD><EFBFBD> Ž<EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> //
return ReturnAI["CPP"]
end