449 lines
9.5 KiB
Lua
449 lines
9.5 KiB
Lua
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--------------------------------------------------------------------------------
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-- Routine --
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--------------------------------------------------------------------------------
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function DummyRoutineFunc( )
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cExecCheck "DummyRoutineFunc"
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end
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--------------------------------------------------------------------------------
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-- PlayerMapLogin
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--------------------------------------------------------------------------------
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function PlayerMapLogin( MapIndex, Handle )
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cExecCheck "PlayerMapLogin"
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if MapIndex == nil
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then
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DebugLog( "PlayerMapLogin::MapIndex == nil")
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return
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end
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if Handle == nil
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then
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DebugLog( "PlayerMapLogin::Handle == nil")
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return
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end
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local Var = InstanceField[ MapIndex ]
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if Var == nil
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then
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DebugLog( "PlayerMapLogin::Var == nil")
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return
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end
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-- ù <20>÷<EFBFBD><C3B7>̾<EFBFBD><CCBE><EFBFBD> <20><> <20>α<EFBFBD><CEB1><EFBFBD> üũ
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Var["bPlayerMapLogin"] = true
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end
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--------------------------------------------------------------------------------
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-- Routine_Boss
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--------------------------------------------------------------------------------
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function Routine_Boss( Handle, MapIndex )
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cExecCheck "Routine_Boss"
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-- <20>Լ<EFBFBD> <20><><EFBFBD><EFBFBD> Ȯ<><C8AE>
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if Handle == nil
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then
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ErrorLog( "Routine_Hayreddin::Handle == nil" )
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return ReturnAI["END"]
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end
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if MapIndex == nil
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then
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ErrorLog( "Routine_Hayreddin::MapIndex == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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-- <20>ʵ<EFBFBD> <20><><EFBFBD><EFBFBD> Ȯ<><C8AE>
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local Var = InstanceField[ MapIndex ]
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if Var == nil
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then
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ErrorLog( "Routine_Hayreddin::Var == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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-- <20><EFBFBD><D7BE><EFBFBD><EFBFBD><EFBFBD> Ȯ<><C8AE>
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if cIsObjectDead( Handle ) ~= nil
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then
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cAIScriptSet( Handle )
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return ReturnAI["END"]
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end
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-- <20><><EFBFBD>۰<EFBFBD> <20>ִ<EFBFBD><D6B4><EFBFBD> Ȯ<><C8AE>
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if Var["Enemy"][ Handle ] == nil
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then
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ErrorLog( "Routine_Hayreddin::CurBossInfo == nil" )
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EnemyBufferClear( Var, Handle )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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-- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD><D6B4><EFBFBD> Ȯ<><C8AE>
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local CurBossInfo = Var["Enemy"][ Handle ]["Info"]
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if CurBossInfo == nil
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then
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ErrorLog( "Routine_Hayreddin::CurBossInfo == nil" )
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EnemyBufferClear( Var, Handle )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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-- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ȣ Ȯ<><C8AE>
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local PhaseNumber = Var["Enemy"][ Handle ]["Phase"]
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if PhaseNumber == nil
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then
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ErrorLog( "Routine_Hayreddin::PhaseNumber == nil" )
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EnemyBufferClear( Var, Handle )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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-- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> Ȯ<><C8AE>( Phase <20><><EFBFBD>̺<EFBFBD><CCBA><EFBFBD> <20>ִ<EFBFBD><D6B4><EFBFBD> <20>˻<EFBFBD> )
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local PhaseInfo = CurBossInfo["Phase"]
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if PhaseInfo == nil
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then
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ErrorLog( "Routine_Hayreddin::PhaseInfo == nil" )
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EnemyBufferClear( Var, Handle )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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-- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ȣ Ȯ<><C8AE>
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if PhaseNumber < 0
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then
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return ReturnAI["END"]
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end
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if PhaseNumber > #PhaseInfo
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then
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-- ó<><C3B3><EFBFBD>ؾ<EFBFBD> <20><> phase<73><65> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ǿ<EFBFBD><C7BE><EFBFBD><EFBFBD>Ƿ<EFBFBD> AIScript <20>ʱ<EFBFBD>ȭ <20><><EFBFBD>ش<EFBFBD>.
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cAIScriptSet( Handle )
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return ReturnAI["END"]
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end
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-- <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> Ȯ<><C8AE>
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local CurPhaseInfo = PhaseInfo[ PhaseNumber ]
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if CurPhaseInfo == nil
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then
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ErrorLog( "Routine_Hayreddin::CurPhaseInfo == nil" )
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EnemyBufferClear( Var, Handle )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["CPP"]
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end
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-- HP <20><><EFBFBD><EFBFBD> Ȯ<><C8AE>
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if CurPhaseInfo["Condition_HPRate"] ~= nil
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then
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-- HP <20><><EFBFBD><EFBFBD>
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local nCurHP, nMaxHP = cObjectHP( Handle )
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if nCurHP == nil or nMaxHP == nil
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then
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ErrorLog( "Routine_Hayreddin::nCurHP == nil or nMaxHP == nil" )
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return ReturnAI["CPP"]
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end
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local nCurHPRate = nCurHP / nMaxHP * 100
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if nCurHPRate > CurPhaseInfo["Condition_HPRate"]
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then
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return ReturnAI["CPP"]
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end
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end
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-- Phase<73><65> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִϸ<D6B4><CFB8>̼<EFBFBD>, <20><> <20><>ȯ ó<><C3B3>
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if cAnimate( Handle, "start", CurPhaseInfo["Animation"] ) == nil
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then
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DebugLog("Routine_Hayreddin::Animation Fail" )
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end
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for i = 1, CurPhaseInfo["SummonMob"]["Num"]
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do
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local Dir = cRandomInt( 1, 90 ) * 4
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local RegenX, RegenY = cGetAroundCoord( Handle, Dir, 250 )
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if cMobRegen_XY( Var["MapIndex"], CurPhaseInfo["SummonMob"]["Index"], RegenX, RegenY, 0 ) == nil
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then
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ErrorLog("Routine_Boss::SummonMob Regen Fail")
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end
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end
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-- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> 1 <20><><EFBFBD><EFBFBD>
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Var["Enemy"][ Handle ]["Phase"] = Var["Enemy"][ Handle ]["Phase"] + 1
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return ReturnAI["CPP"]
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end
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--------------------------------------------------------------------------------
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-- Click_Door
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--------------------------------------------------------------------------------
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function Click_Door( NPCHandle, PlyHandle, RegistNumber )
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cExecCheck "Click_Door"
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DebugLog( "Click_Door::Start" )
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if NPCHandle == nil
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then
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ErrorLog( "Click_Door::NPCHandle == nil" )
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return
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end
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if PlyHandle == nil
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then
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ErrorLog( "Click_Door::PlyHandle == nil" )
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return
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end
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local MapIndex = cGetCurMapIndex( NPCHandle )
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if MapIndex == nil
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then
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ErrorLog( "Click_Door::MapIndex == nil" )
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return
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end
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local Var = InstanceField[ MapIndex ]
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if Var == nil
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then
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ErrorLog( "Click_Door::Var == nil" )
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return
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end
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if Var["Door"] == nil
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then
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ErrorLog( "Click_Door::Var[\"Door\"] == nil" )
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return
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end
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if Var["Door"][ NPCHandle ] == nil
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then
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ErrorLog( "Click_Door::Var[\"Door\"][NPCHandle] == nil" )
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return
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end
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if Var["Door"][ NPCHandle ]["IsOpen"] == true
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then
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return
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end
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-- <20>÷<EFBFBD><C3B7>̾ <20><><EFBFBD>踦 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD><D6B4><EFBFBD> Ȯ<><C8AE>
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local ItemLot, bLocked = cGetItemLot( PlyHandle, Var["Door"][ NPCHandle ]["Info"]["NeedItem"] )
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if bLocked == nil
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then
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cNotice_Obj( PlyHandle, ChatInfo["ScriptFileName"], ChatInfo["SystemMessage"]["Error_DoorOpen"] )
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return
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end
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if bLocked == 1
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then
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cNotice_Obj( PlyHandle, ChatInfo["ScriptFileName"], ChatInfo["SystemMessage"]["Error_DoorOpen"] )
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return
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end
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if ItemLot == nil
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then
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cNotice_Obj( PlyHandle, ChatInfo["ScriptFileName"], ChatInfo["SystemMessage"]["Error_DoorOpen"] )
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return
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end
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if ItemLot < 1
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then
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cNotice_Obj( PlyHandle, ChatInfo["ScriptFileName"], ChatInfo["SystemMessage"]["Error_DoorOpen"] )
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return
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end
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-- ij<><C4B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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cCastingBar( PlyHandle, NPCHandle, (Var["Door"][ NPCHandle ]["Info"]["CastingTime"] * 1000), Var["Door"][ NPCHandle ]["Info"]["CastingAni"] )
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DebugLog( "Click_Door::End" )
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end
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--------------------------------------------------------------------------------
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-- Click_ExitGate
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--------------------------------------------------------------------------------
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function Click_ExitGate( NPCHandle, PlyHandle, RegistNumber )
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cExecCheck "ExitGateClick"
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DebugLog( "ExitGateClick::Start" )
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if NPCHandle == nil
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then
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ErrorLog( "ExitGateClick::NPCHandle == nil" )
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return
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end
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if PlyHandle == nil
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then
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ErrorLog( "ExitGateClick::PlyHandle == nil" )
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return
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end
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cLinkTo( PlyHandle, LinkInfo["ReturnMap"]["MapIndex"], LinkInfo["ReturnMap"]["x"], LinkInfo["ReturnMap"]["y"] )
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DebugLog( "ExitGateClick::End" )
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end
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--------------------------------------------------------------------------------
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-- Menu_Door
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--------------------------------------------------------------------------------
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function Menu_Door( NPCHandle, PlyHandle, RegistNumber, Menu )
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cExecCheck "Menu_Door"
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DebugLog( "Menu_Door::Start" )
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if NPCHandle == nil
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then
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ErrorLog( "Menu_Door::NPCHandle == nil" )
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return
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end
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if PlyHandle == nil
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then
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ErrorLog( "Menu_Door::PlyHandle == nil" )
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return
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end
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local MapIndex = cGetCurMapIndex( NPCHandle )
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if MapIndex == nil
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then
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ErrorLog( "Menu_Door::MapIndex == nil" )
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return
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end
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local Var = InstanceField[ MapIndex ]
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if Var == nil
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then
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ErrorLog( "Menu_Door::Var == nil" )
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return
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end
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if Var["Door"] == nil
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then
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ErrorLog( "Menu_Door::Var[\"Door\"] == nil" )
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return
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end
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if Var["Door"][ NPCHandle ] == nil
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then
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ErrorLog( "Menu_Door::Var[\"Door\"][NPCHandle] == nil" )
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return
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end
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if Var["Door"][ NPCHandle ]["IsOpen"] == true
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then
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return
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end
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-- <20>÷<EFBFBD><C3B7>̾ <20><><EFBFBD>踦 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD><D6B4><EFBFBD> Ȯ<><C8AE>
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local ItemLot, bLocked = cGetItemLot( PlyHandle, Var["Door"][ NPCHandle ]["Info"]["NeedItem"] )
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if bLocked == nil
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then
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cNotice_Obj( PlyHandle, ChatInfo["ScriptFileName"], ChatInfo["SystemMessage"]["Error_DoorOpen"] )
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return
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end
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if bLocked == 1
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then
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cNotice_Obj( PlyHandle, ChatInfo["ScriptFileName"], ChatInfo["SystemMessage"]["Error_DoorOpen"] )
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return
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end
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if ItemLot == nil
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then
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cNotice_Obj( PlyHandle, ChatInfo["ScriptFileName"], ChatInfo["SystemMessage"]["Error_DoorOpen"] )
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return
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end
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if ItemLot < 1
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then
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cNotice_Obj( PlyHandle, ChatInfo["ScriptFileName"], ChatInfo["SystemMessage"]["Error_DoorOpen"] )
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return
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end
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-- <20><><EFBFBD><EFBFBD> <20>ı<EFBFBD>
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if cInvenItemDestroy( PlyHandle, Var["Door"][ NPCHandle ]["Info"]["NeedItem"], 1 ) ~= 1
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|||
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then
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return
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end
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-- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ŭ<><C5AC><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ÿ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20>ش<EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>ֱ<EFBFBD>
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if Var["Door"][ NPCHandle ]["TwinGate"] ~= nil
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|||
|
then
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|
local TwinNPCHandle = Var["Door"][ Var["Door"][ NPCHandle ]["TwinGate"] ]
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DebugLog("<EFBFBD>ֵ<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> "..Var["Door"][ NPCHandle ]["TwinGate"] )
|
|||
|
DebugLog("<EFBFBD>ֵ<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ <20>ڵ鰪<DAB5><E9B0AA> : "..TwinNPCHandle )
|
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|
|
|||
|
if TwinNPCHandle == nil
|
|||
|
then
|
|||
|
ErrorLog( "Menu_Door::TwinNPCHandle == nil" )
|
|||
|
end
|
|||
|
|
|||
|
cDoorAction( TwinNPCHandle, Var["Door"][ TwinNPCHandle ]["Info"]["Block"], "open" )
|
|||
|
Var["Door"][ TwinNPCHandle ]["IsOpen"] = true
|
|||
|
cAIScriptSet( TwinNPCHandle )
|
|||
|
end
|
|||
|
|
|||
|
-- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ŭ<><C5AC><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>ֱ<EFBFBD>
|
|||
|
cDoorAction( NPCHandle, Var["Door"][ NPCHandle ]["Info"]["Block"], "open" )
|
|||
|
Var["Door"][ NPCHandle ]["IsOpen"] = true
|
|||
|
cAIScriptSet( NPCHandle )
|
|||
|
|
|||
|
-- <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD><EFBFBD>ؾ<EFBFBD> <20><> <20>Լ<EFBFBD> <20><><EFBFBD><EFBFBD>
|
|||
|
local FuncName = Var["Door"][ NPCHandle ]["Info"]["FuncName"]
|
|||
|
|
|||
|
Var["GateProcess"][FuncName] = {}
|
|||
|
Var["GateProcess"][FuncName]["IsProceed"] = false
|
|||
|
|
|||
|
DebugLog( "Menu_Door::End" )
|
|||
|
end
|