536 lines
12 KiB
Lua
536 lines
12 KiB
Lua
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--------------------------------------------------------------------------------
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-- Anti Henis Progress Func --
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--------------------------------------------------------------------------------
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-- <20><><EFBFBD><EFBFBD> <20>ʱ<EFBFBD>ȭ
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function InitDungeon( Var )
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cExecCheck "InitDungeon"
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if Var == nil
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then
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return
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end
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-- ŷ<><C5B7> <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>÷<EFBFBD><C3B7>̾<EFBFBD><CCBE><EFBFBD> ù <20>α<EFBFBD><CEB1><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ٸ<EFBFBD><D9B8><EFBFBD>.
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if Var["bPlayerMapLogin"] == nil
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then
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if Var["InitialSec"] + WAIT_PLAYER_MAP_LOGIN_SEC_MAX <= cCurrentSecond()
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then
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GoToFail( Var )
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return
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end
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return
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end
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if Var["InitDungeon"] == nil
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then
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DebugLog( "Start InitDungeon" )
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local Doors = RegenInfo["Stuff"]
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-- <20><> <20><><EFBFBD><EFBFBD>
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Var["Door1"] = cDoorBuild( Var["MapIndex"], Doors["Door1"]["Index"], Doors["Door1"]["x"], Doors["Door1"]["y"], Doors["Door1"]["dir"], Doors["Door1"]["scale"] )
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Var["Door2"] = cDoorBuild( Var["MapIndex"], Doors["Door2"]["Index"], Doors["Door2"]["x"], Doors["Door2"]["y"], Doors["Door2"]["dir"], Doors["Door2"]["scale"] )
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Var["Door3"] = cDoorBuild( Var["MapIndex"], Doors["Door3"]["Index"], Doors["Door3"]["x"], Doors["Door3"]["y"], Doors["Door3"]["dir"], Doors["Door3"]["scale"] )
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-- <20><> <20>ݱ<EFBFBD>
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cDoorAction( Var["Door1"], Doors["Door1"]["Block"], "close" )
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cDoorAction( Var["Door2"], Doors["Door2"]["Block"], "close" )
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cDoorAction( Var["Door3"], Doors["Door3"]["Block"], "close" )
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Var["InitDungeon"] = {}
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Var["InitDungeon"]["WaitSecDuringInit"] = Var["CurSec"]
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end
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-- <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20>ܰ<EFBFBD><DCB0><EFBFBD>
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if Var["InitDungeon"]["WaitSecDuringInit"] + DelayTime["AfterInit"] <= Var["CurSec"]
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then
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GoToNextStep( Var )
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Var["InitDungeon"] = nil
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DebugLog( "End InitDungeon" )
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return
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end
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end
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-- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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function GuideOfGuard( Var )
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cExecCheck "GuideOfGuard"
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if Var == nil
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then
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return
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end
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if Var["GuideOfGuard"] == nil
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then
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DebugLog( "Start GuideOfGuard" )
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local RegenGuard = RegenInfo["NPC"]["NPC_Guard"]
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local GuardHandle = nil
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GuardHandle = cMobRegen_XY( Var["MapIndex"], RegenGuard["Index"], RegenGuard["x"],RegenGuard["y"], RegenGuard["dir"] )
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if GuardHandle ~= nil
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then
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Var["Friend"][ GuardHandle ] = RegenGuard
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Var["Friend"][ GuardHandle ]["Handle"] = GuardHandle
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end
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Var["GuideOfGuard"] = {}
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Var["GuideOfGuard"]["NoticeStepSec"] = Var["CurSec"]
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Var["GuideOfGuard"]["NoticeStepNo"] = 1
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end
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-- <20><><EFBFBD>̾<EFBFBD><CCBE>α<EFBFBD>(<28><><EFBFBD>̽<EFBFBD><CCBD><EFBFBD>) index üũ <20><> <20><><EFBFBD><EFBFBD>
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if Var["GuideOfGuard"]["NoticeStepNo"] <= #NPC_GuardChat["StartWarnDialog"]
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then
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-- <20><><EFBFBD>̽<EFBFBD><CCBD><EFBFBD> ó<><C3B3>
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if Var["GuideOfGuard"]["NoticeStepSec"] <= Var["CurSec"]
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then
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cMobDialog( Var["MapIndex"], RegenInfo["NPC"]["NPC_Guard"]["Index"], NPC_GuardChat["ScriptFileName"], NPC_GuardChat["StartWarnDialog"][ Var["GuideOfGuard"]["NoticeStepNo"] ]["Index"] )
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Var["GuideOfGuard"]["NoticeStepSec"] = Var["CurSec"] + DelayTime["BetweenGuardWarnDialog"] -- <20><><EFBFBD><EFBFBD> <20><><EFBFBD>̽<EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD> <20><><EFBFBD><EFBFBD>
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Var["GuideOfGuard"]["NoticeStepNo"] = Var["GuideOfGuard"]["NoticeStepNo"] + 1 -- <20><><EFBFBD><EFBFBD> <20><><EFBFBD>̽<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ܰ<EFBFBD> <20><><EFBFBD><EFBFBD>
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end
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else
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for indexHandle, value in pairs( Var["Friend"] )
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do
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cNPCVanish( indexHandle )
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end
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local nLimitSec = cGetKQLimitSecond( Var["MapIndex"] )
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if nLimitSec == nil
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then
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ErrorLog( "GuideOfGuard::nLimitSec == nil" )
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else
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-- Real Kingdom Quest <20><><EFBFBD><EFBFBD> !!!!
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Var["KQLimitTime"] = Var["CurSec"] + nLimitSec
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-- Ÿ<≯<EFBFBD> <20><><EFBFBD><EFBFBD>!
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cShowKQTimerWithLife( Var["MapIndex"], nLimitSec )
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end
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GoToNextStep( Var )
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Var["GuideOfGuard"] = nil
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DebugLog( "End GuideOfGuard" )
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return
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end
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end
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-- ŷ<><C5B7><EFBFBD><EFBFBD><EFBFBD>Ӿ<EFBFBD><D3BE><EFBFBD> 1, 2, 3<><33>
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function LowerFloor( Var )
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cExecCheck "LowerFloor"
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if Var == nil
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then
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return
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end
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if Var["LowerFloor"] == nil
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then
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Var["LowerFloor"] = {}
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end
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if Var["LowerFloor"]["FloorNumber"] == nil
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then
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Var["LowerFloor"]["FloorNumber"] = 1
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end
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-- <20><> <20><> <20>ʱ<EFBFBD> <20><><EFBFBD><EFBFBD>
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if Var["LowerFloor"..Var["LowerFloor"]["FloorNumber"] ] == nil
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then
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DebugLog( "Start Floor "..Var["LowerFloor"]["FloorNumber"] )
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local CurFloor = FloorNameTable[ Var["LowerFloor"]["FloorNumber"] ] -- <20><><EFBFBD≯<EFBFBD> <20>ƿ<DEBE><C6BF><EFBFBD>
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local CurRegenFloor = {}
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CurRegenFloor = RegenInfo["Group"][ CurFloor ]
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for i = 1, #CurRegenFloor
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do
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cGroupRegenInstance( Var["MapIndex"], CurRegenFloor[i] )
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end
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Var["LowerFloor"..Var["LowerFloor"]["FloorNumber"] ] = {}
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Var["LowerFloor"..Var["LowerFloor"]["FloorNumber"] ]["WaitSecDuringMobGen"] = Var["CurSec"] + DelayTime["AfterMobGen"]
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end
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-- <20><> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD><C3B0><EFBFBD> <20><><EFBFBD>ٷ<EFBFBD><D9B7><EFBFBD> <20><> Ŭ<><C5AC><EFBFBD><EFBFBD> üũ<C3BC><C5A9> <20>ϱ<EFBFBD> <20><><EFBFBD>ؼ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD><C3B0><EFBFBD> <20><><EFBFBD>ٷ<EFBFBD><D9B7><EFBFBD>
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if Var["LowerFloor"..Var["LowerFloor"]["FloorNumber"] ]["WaitSecDuringMobGen"] > Var["CurSec"]
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then
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return
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end
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-- Fail Case : <20><><EFBFBD><EFBFBD> <20><> Ȥ<><C8A4> <20>÷<EFBFBD><C3B7>̾ <20>ƹ<EFBFBD><C6B9><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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if cObjectCount( Var["MapIndex"], ObjectType["Player"] ) <= 0
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then
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GoToFail( Var )
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Var["LowerFloor"..Var["LowerFloor"]["FloorNumber"] ] = nil
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Var["LowerFloor"] = nil
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return
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end
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-- Fail Case : Ÿ<><C5B8> <20><><EFBFBD><EFBFBD>
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if IsKQTimeOver( Var ) == true
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then
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GoToFail( Var )
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Var["LowerFloor"..Var["LowerFloor"]["FloorNumber"] ] = nil
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Var["LowerFloor"] = nil
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return
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end
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-- <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><EFBFBD><D7BF><EFBFBD><EFBFBD><EFBFBD> üũ
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local bEndFloor = false
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if cObjectCount( Var["MapIndex"], ObjectType["Mob"] ) <= 0
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then
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bEndFloor = true
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end
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-- Success Case : <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><EFBFBD><D7BF><EFBFBD> <20><>
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if bEndFloor == true
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then
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cDoorAction( Var["Door"..Var["LowerFloor"]["FloorNumber"] ], RegenInfo["Stuff"]["Door"..Var["LowerFloor"]["FloorNumber"] ]["Block"], "open" )
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-- <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Var["LowerFloor"..Var["LowerFloor"]["FloorNumber"] ] = nil
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DebugLog( "End Floor "..Var["LowerFloor"]["FloorNumber"] )
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Var["LowerFloor"]["FloorNumber"] = Var["LowerFloor"]["FloorNumber"] + 1
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-- 1,2,3<><33><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> Ŭ<><C5AC><EFBFBD><EFBFBD> <20>Ǹ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ͻ<EFBFBD><CFBD><EFBFBD><EFBFBD>ͺ<EFBFBD><CDBA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>!
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if Var["LowerFloor"]["FloorNumber"] > 3
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then
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Var["LowerFloor"] = nil
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GoToNextStep( Var )
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return
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end
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return
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end
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end
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-- <20>ֻ<EFBFBD><D6BB><EFBFBD>
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function TopFloor( Var )
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cExecCheck "TopFloor"
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if Var == nil
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then
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return
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end
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-- <20>ֻ<EFBFBD><D6BB><EFBFBD> <20><><EFBFBD><EFBFBD>
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if Var["TopFloor"] == nil
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then
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DebugLog( "Start TopFloor" )
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local RegenAntiHenisBoss = RegenInfo["Mob"]["TopFloor"]["AntiHenisBoss"]
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local AntiHenisBossHandle = nil
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AntiHenisBossHandle = cMobRegen_XY( Var["MapIndex"], RegenAntiHenisBoss["Index"], RegenAntiHenisBoss["x"], RegenAntiHenisBoss["y"], RegenAntiHenisBoss["dir"] )
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if AntiHenisBossHandle ~= nil
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then
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cSetAIScript ( MainLuaScriptPath, AntiHenisBossHandle )
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cAIScriptFunc( AntiHenisBossHandle, "Entrance", "AntiHenisBossRoutine" )
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Var["Enemy"][ AntiHenisBossHandle ] = RegenAntiHenisBoss
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end
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Var["TopFloor"] = {}
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-- ŷ<><C5B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ð<EFBFBD><C3B0><EFBFBD> <20>ܰ<EFBFBD> <20>ʱ<EFBFBD>ȭ
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Var["TopFloor"]["WarnStepSec"] = Var["CurSec"]
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Var["TopFloor"]["WarnStepNo"] = 1
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-- ŷ<><C5B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD≯<EFBFBD> <20>ֱ<EFBFBD><D6B1><EFBFBD><EFBFBD><EFBFBD> <20>ð<EFBFBD> <20><><EFBFBD><EFBFBD>
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Var["TopFloor"]["WaitSecDuringBossGen"] = Var["CurSec"] + DelayTime["AfterMobGen"]
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end
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------ AntiHenisBoss<73><73> <20><><EFBFBD><EFBFBD>
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-- <20><><EFBFBD>̽<EFBFBD><CCBD><EFBFBD> <20>ܰ<EFBFBD> üũ <20><> <20><><EFBFBD><EFBFBD>
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if Var["TopFloor"]["WarnStepNo"] <= #AntiHenisBossChat["WarningDialog"]
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then
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-- <20><><EFBFBD>̾<EFBFBD><CCBE>α<EFBFBD> ó<><C3B3>
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if Var["TopFloor"]["WarnStepSec"] <= Var["CurSec"]
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then
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cMobDialog( Var["MapIndex"], RegenInfo["Mob"]["TopFloor"]["AntiHenisBoss"]["Index"], AntiHenisBossChat["ScriptFileName"], AntiHenisBossChat["WarningDialog"][ Var["TopFloor"]["WarnStepNo"] ]["Index"] )
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Var["TopFloor"]["WarnStepNo"] = Var["TopFloor"]["WarnStepNo"] + 1 -- <20><><EFBFBD><EFBFBD> <20>ܰ<EFBFBD> <20><>ȣ <20><><EFBFBD><EFBFBD>
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Var["TopFloor"]["WarnStepSec"] = Var["CurSec"] + DelayTime["BetweenAntiHenisBossWarnDialog"] -- <20><><EFBFBD><EFBFBD> <20><><EFBFBD>̽<EFBFBD><CCBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD> <20><><EFBFBD><EFBFBD>
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end
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return
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end
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-- <20><><EFBFBD><EFBFBD> <20><> <20>ð<EFBFBD> <20><><EFBFBD>ٸ<EFBFBD><D9B8><EFBFBD>
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if Var["TopFloor"]["WaitSecDuringBossGen"] > Var["CurSec"]
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then
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return
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end
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-- Fail Case : <20><><EFBFBD><EFBFBD> <20><> Ȥ<><C8A4> <20>÷<EFBFBD><C3B7>̾ <20>ƹ<EFBFBD><C6B9><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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if cObjectCount( Var["MapIndex"], ObjectType["Player"] ) <= 0
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then
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GoToFail( Var )
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Var["TopFloor"] = nil
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return
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end
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-- Fail Case : Ÿ<><C5B8> <20><><EFBFBD><EFBFBD>
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if IsKQTimeOver( Var ) == true
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then
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GoToFail( Var )
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Var["TopFloor"] = nil
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return
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end
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-- <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><EFBFBD><D7BF><EFBFBD><EFBFBD><EFBFBD> üũ
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local bEndTopFloor = true
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for indexHandle, Value in pairs( Var["Enemy"] )
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do
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if Value ~= nil
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then
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bEndTopFloor = false
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end
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end
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-- Success Case : <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><EFBFBD><D7BF><EFBFBD> <20><>
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if bEndTopFloor == true
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then
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GoToSuccess( Var )
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Var["TopFloor"] = nil
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DebugLog( "End TopFloor" )
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return
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end
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end
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|||
|
|
|||
|
|
|||
|
-- ŷ<><C5B7> <20><><EFBFBD><EFBFBD>Ʈ Ŭ<><C5AC><EFBFBD><EFBFBD>
|
|||
|
function QuestSuccess( Var )
|
|||
|
cExecCheck "QuestSuccess"
|
|||
|
|
|||
|
if Var == nil
|
|||
|
then
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
|
|||
|
if Var["QuestSuccess"] == nil
|
|||
|
then
|
|||
|
|
|||
|
DebugLog( "Start QuestSuccess" )
|
|||
|
|
|||
|
-- Success <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
cVanishTimer( Var["MapIndex"] )
|
|||
|
cQuestResult( Var["MapIndex"], "Success" )
|
|||
|
|
|||
|
-- <20>÷<EFBFBD><C3B7>̾<CCBE><EEBFA1> Ŭ<><C5AC><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ֱ<EFBFBD>
|
|||
|
cReward( Var["MapIndex"], "KQ" )
|
|||
|
|
|||
|
-- Quest Mob Kill <20><><EFBFBD><EFBFBD>.
|
|||
|
cQuestMobKill_AllInMap( Var["MapIndex"], QuestMobKillInfo["QuestID"], QuestMobKillInfo["MobIndex"], QuestMobKillInfo["MaxKillCount"] )
|
|||
|
|
|||
|
Var["QuestSuccess"] = {}
|
|||
|
Var["QuestSuccess"]["SuccessStepSec"] = Var["CurSec"]
|
|||
|
Var["QuestSuccess"]["SuccessStepNo"] = 1
|
|||
|
|
|||
|
end
|
|||
|
|
|||
|
|
|||
|
-- <20><><EFBFBD><EFBFBD>â<EFBFBD><C3A2><EFBFBD><EFBFBD> <20><EFBFBD><DEBC><EFBFBD>
|
|||
|
if Var["QuestSuccess"]["SuccessStepNo"] <= #NPC_GuardChat["SuccessAndThenDialog"]
|
|||
|
then
|
|||
|
|
|||
|
if Var["QuestSuccess"]["SuccessStepSec"] <= Var["CurSec"]
|
|||
|
then
|
|||
|
local GuardDialog = NPC_GuardChat["SuccessAndThenDialog"]
|
|||
|
|
|||
|
cMobDialog( Var["MapIndex"], GuardDialog["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
|
|||
|
|
|||
|
-- <20><><EFBFBD>̾<EFBFBD><CCBE>α<EFBFBD> <20><>
|
|||
|
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<><C5B7> <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD>
|
|||
|
function QuestFailed( Var )
|
|||
|
cExecCheck "QuestFailed"
|
|||
|
|
|||
|
if Var == nil
|
|||
|
then
|
|||
|
return
|
|||
|
end
|
|||
|
|
|||
|
|
|||
|
DebugLog( "Start QuestFailed" )
|
|||
|
|
|||
|
-- Fail <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
cVanishTimer( Var["MapIndex"] )
|
|||
|
cQuestResult( Var["MapIndex"], "Fail" )
|
|||
|
|
|||
|
GoToNextStep( Var )
|
|||
|
|
|||
|
DebugLog( "End QuestFailed" )
|
|||
|
|
|||
|
Var["QuestFailed"] = {}
|
|||
|
|
|||
|
end
|
|||
|
|
|||
|
|
|||
|
-- <20><>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
|
|||
|
|
|||
|
|
|||
|
-- <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Լ<EFBFBD> <20><><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", },
|
|||
|
}
|
|||
|
|
|||
|
-- <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ
|
|||
|
KQ_StepsIndexList =
|
|||
|
{
|
|||
|
}
|
|||
|
|
|||
|
for index, funcValue in pairs ( KQ_StepsList )
|
|||
|
do
|
|||
|
KQ_StepsIndexList[ funcValue["Name"] ] = index
|
|||
|
end
|
|||
|
|