Pre-magic defense buffs. Before applying big patch

master
sigonasr2 1 year ago
parent 694d7ad684
commit 2e2fca0b64
  1. BIN
      ItemActionEffect.shn
  2. BIN
      ItemInfo.shn
  3. BIN
      KingdomQuestRew.shn
  4. 110
      LuaScript/AIScript/BH_Albireo.lua
  5. 36
      LuaScript/ID/SD_Vale01/Data/Process.lua
  6. BIN
      MobInfo.shn
  7. 2
      MobRegen/BH_Albi.txt
  8. 2
      MobRegen/BH_Cracker.txt
  9. BIN
      QuestData.shn
  10. BIN
      RandomOption.shn
  11. BIN
      ShineReward.shn
  12. BIN
      SubAbState.shn
  13. 4604
      World/ItemDropTable.txt
  14. 6
      World/MiscDataTable.txt

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@ -8,8 +8,8 @@
MemBlock = {}
PhaseData = {}
ReturnAI = {}
ReturnAI.END = 1 -- Return_AI_END = 1;// -- 모든 AI루틴 끝
ReturnAI.CPP = 2 -- Return_AI_CPP = 2;// -- 루아로 일부 처리한 후 cpp의 AI루틴 돌림
ReturnAI.END = 1 -- Return_AI_END = 1;// -- <EFBFBD><EFBFBD><EFBFBD> AI<EFBFBD><EFBFBD>ƾ <EFBFBD><EFBFBD>
ReturnAI.CPP = 2 -- Return_AI_CPP = 2;// -- <EFBFBD><EFBFBD>Ʒ<EFBFBD> <EFBFBD>Ϻ<EFBFBD> ó<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> cpp<EFBFBD><EFBFBD> AI<EFBFBD><EFBFBD>ƾ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
SHINEOBJECT = 2 -- ShineObject_Player
HPSection = {}
HPSection.Init = -1
@ -18,14 +18,14 @@ HPSection.First = 1
HPSection.Second = 2
HPSection.Third = 3
-- 1 단계
-- 1 <EFBFBD>ܰ<EFBFBD>
PhaseData[1] =
{
-- 단계 진입 조건
-- <EFBFBD>ܰ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
HPRateMax = 900,
HPRateMin = 750,
-- 스킬, 상태이상
-- <EFBFBD><EFBFBD>ų, <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̻<EFBFBD>
Skill =
{
{ Index = "BH_Albireo_Skill06_W", Type = "Skill", Target = "Me", KeepTime = 0, OneShot = true, WaitAfter = 5, Range = 0 },
@ -33,7 +33,7 @@ PhaseData[1] =
{ Index = "Sta_B_Albi_Dot", Type = "AbState", Target = "Other", KeepTime = 20000, OneShot = true, WaitAfter = 0, Range = 600 },
},
-- 소환
-- <EFBFBD><EFBFBD>ȯ
Summon =
{
{
@ -73,18 +73,18 @@ PhaseData[1] =
PhaseData[2] =
{
-- 단계 진입 조건
-- <EFBFBD>ܰ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
HPRateMax = 750,
HPRateMin = 400,
-- 스킬, 상태이상
-- <EFBFBD><EFBFBD>ų, <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̻<EFBFBD>
Skill =
{
{ Index = "BH_Albireo_Skill06_W", Type = "Skill", Target = "Me", KeepTime = 0, OneShot = true, WaitAfter = 5, Range = 0 },
{ Index = "Sta_BH_Albi_Reflect", Type = "AbState", Target = "Me", KeepTime = 1200000, OneShot = true, WaitAfter = 0, Range = 150 },
--{ Index = "Sta_BH_Albi_Reflect", Type = "AbState", Target = "Me", KeepTime = 1200000, OneShot = true, WaitAfter = 0, Range = 150 },
},
-- 소환
-- <EFBFBD><EFBFBD>ȯ
Summon =
{
@ -98,18 +98,18 @@ PhaseData[2] =
PhaseData[3] =
{
-- 단계 진입 조건
-- <EFBFBD>ܰ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
HPRateMax = 400,
HPRateMin = 10,
-- 스킬, 상태이상
-- <EFBFBD><EFBFBD>ų, <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̻<EFBFBD>
Skill =
{
{ Index = "BH_Albireo_Skill06_W", Type = "Skill", Target = "Me", KeepTime = 0, OneShot = true, WaitAfter = 5, Range = 0 },
{ Index = "Sta_BH_Albi_ACMRUp", Type = "AbState", Target = "Me", KeepTime = 600000, OneShot = true, WaitAfter = 0, Range = 0 },
},
-- 소환
-- <EFBFBD><EFBFBD>ȯ
Summon =
{
{
@ -225,7 +225,7 @@ PhaseData[3] =
},
}
-- 보물상자 소환 정보
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ȯ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
BH_AlbiBox =
{
{ Index = "BH_Albireo_Box", ItemDropMobIndex = "BH_Albireo_Box", Radius = 250 },
@ -233,7 +233,7 @@ BH_AlbiBox =
{ Index = "BH_Albireo_Box", ItemDropMobIndex = "BH_Albireo_Box", Radius = 250 },
{ Index = "BH_Albireo_Box", ItemDropMobIndex = "BH_Albireo_Box", Radius = 250 },
}
AlbiBox_VanishTime = 60
AlbiBox_VanishTime = 40000
------------------------------------------------------------------
----------------------- Albireo Part ------------------------
@ -269,12 +269,12 @@ cExecCheck "Init"
Var.Wait = {}
Var.Wait.Second = 0
Var.Wait.NextFunc = nil
Var.TargetLostSec = 0 -- 타겟을 잃은 시간
Var.TargetLostSec = 0 -- Ÿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ð<EFBFBD>
Var.CurrentPhase = 0
Var.IsInit = {} -- 현 단계의 초기화 여부
Var.IsUsedSkill = false -- OneShot인 스킬의 사용 확인
Var.IsUsedSkillAll = false -- 이 단계의 스킬 사용이 모두 끝났나?
Var.CurrentSkill = 1 -- 현재 사용중인 스킬의 Skill 데이터 인덱스
Var.IsInit = {} -- <EFBFBD><EFBFBD> <EFBFBD>ܰ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ʱ<EFBFBD>ȭ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var.IsUsedSkill = false -- OneShot<EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ų<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD> Ȯ<EFBFBD><EFBFBD>
Var.IsUsedSkillAll = false -- <EFBFBD><EFBFBD> <EFBFBD>ܰ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ų <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?
Var.CurrentSkill = 1 -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ų<EFBFBD><EFBFBD> Skill <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ε<EFBFBD><EFBFBD><EFBFBD>
Var.SkillWaitAfter = 0
Var.SummonList = {}
@ -291,8 +291,8 @@ cExecCheck "Init"
Var.SummonList[i][j] = {}
end
Var.SummonList[i][j].IsOver = false -- 그룹 리젠 죵료 여부
Var.SummonList[i][j].OverTime = 0 -- 그룹 리젠 제한 시간
Var.SummonList[i][j].IsOver = false -- <EFBFBD>׷<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>շ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var.SummonList[i][j].OverTime = 0 -- <EFBFBD>׷<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ð<EFBFBD>
for k = 1, #(PhaseData[i]["Summon"][j]) do
@ -300,8 +300,8 @@ cExecCheck "Init"
Var.SummonList[i][j][k] = {}
end
Var.SummonList[i][j][k].IsActive = false -- 개별 리젠 활성 여부
Var.SummonList[i][j][k].Interval = 0 -- 개별 리젠 간격
Var.SummonList[i][j][k].IsActive = false -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ȱ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var.SummonList[i][j][k].Interval = 0 -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
end
end
@ -329,7 +329,7 @@ cExecCheck "BH_Albireo"
if cIsObjectDead( Handle ) ~= nil then
if Var ~= nil then -- 보스가 죽었음
if Var ~= nil then -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>׾<EFBFBD><EFBFBD><EFBFBD>
--cDebugLog( "Boss Dead" )
--for k = 1, 2 do
@ -339,7 +339,7 @@ cExecCheck "BH_Albireo"
--end
--end
-- 투명인간 소환 - 보물상자 제어용
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ΰ<EFBFBD> <EFBFBD><EFBFBD>ȯ - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
local InvisibleHandle = cMobRegen_Obj( "InvisibleMan", Handle )
cAIScriptSet( InvisibleHandle, Handle )
MemBlock[InvisibleHandle] = {}
@ -361,7 +361,7 @@ cExecCheck "BH_Albireo"
end
if Var == nil then -- 처음 리젠되었음
if Var == nil then -- ó<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ǿ<EFBFBD><EFBFBD><EFBFBD>
Init( Var, Handle, MapIndex )
@ -383,14 +383,14 @@ cExecCheck "Albi_Init"
Var.IsInit[i] = false
end
Var.IsUsedSkill = false -- OneShot인 스킬의 사용 확인
Var.IsUsedSkillAll = false -- 이 단계의 스킬 사용이 모두 끝났나?
Var.CurrentSkill = 1 -- 현재 사용중인 스킬의 Skill 데이터 인덱스
Var.IsUsedSkill = false -- OneShot<EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ų<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD> Ȯ<EFBFBD><EFBFBD>
Var.IsUsedSkillAll = false -- <EFBFBD><EFBFBD> <EFBFBD>ܰ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ų <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>?
Var.CurrentSkill = 1 -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ų<EFBFBD><EFBFBD> Skill <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ε<EFBFBD><EFBFBD><EFBFBD>
Var.SkillWaitAfter = 0
end
-- Albireo HP 구간 체크
-- Albireo HP <EFBFBD><EFBFBD><EFBFBD><EFBFBD> üũ
function Albi_HPCheck( Var )
cExecCheck "Albi_HPCheck"
@ -455,30 +455,30 @@ cExecCheck "Albi_Behaviour"
local Handle = Var.Handle
local MapIndex = Var.MapIndex
-- 타겟 잃어버린 시간 검사
-- Ÿ<EFBFBD><EFBFBD> <EFBFBD>Ҿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ð<EFBFBD> <EFBFBD>˻<EFBFBD>
local TargetHandle = cTargetHandle( Var.Handle )
if TargetHandle ~= nil and cObjectType( TargetHandle ) == SHINEOBJECT then -- 타겟이 있고 플레이어면 (SHINEOBJECT_PLAYER == 2)
if TargetHandle ~= nil and cObjectType( TargetHandle ) == SHINEOBJECT then -- Ÿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ְ<EFBFBD> <EFBFBD>÷<EFBFBD><EFBFBD>̾<EFBFBD><EFBFBD> (SHINEOBJECT_PLAYER == 2)
Var.TargetLostSec = cCurSec()
elseif Var.TargetLostSec + 10 < cCurSec() then -- 적이 사라진지 10초 후
elseif Var.TargetLostSec + 10 < cCurSec() then -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 10<EFBFBD><EFBFBD> <EFBFBD><EFBFBD>
cResetAbstate( Var.Handle, "Sta_BH_Albi_Reflect" ) -- 강화버프 제거
cResetAbstate( Var.Handle, "Sta_BH_Albi_ACMRUp" ) -- 강화버프 제거
cResetAbstate( Var.Handle, "Sta_BH_Albi_Reflect" ) -- <EFBFBD><EFBFBD>ȭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
cResetAbstate( Var.Handle, "Sta_BH_Albi_ACMRUp" ) -- <EFBFBD><EFBFBD>ȭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
for i = 1, #(Var.MobList) do
cNPCVanish( Var.MobList[i] )
end
MemBlock = {} -->모든 메모리 삭제 - 처음부터 다시 시작
MemBlock = {} --><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>޸<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> - ó<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ٽ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
WaitBoom = {}
Init( Var, Handle, MapIndex )
--cDebugLog( "타겟 사라짐 -> 재초기화!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!" )
--cDebugLog( "Ÿ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> -> <EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD>ȭ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!" )
end
-- 벗어난 단계 검사
-- <EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ܰ<EFBFBD> <EFBFBD>˻<EFBFBD>
if Var.CurrentPhase < 1 or #PhaseData < Var.CurrentPhase then
return ReturnAI.CPP
end
@ -486,12 +486,12 @@ cExecCheck "Albi_Behaviour"
Skill = PhaseData[Var.CurrentPhase]["Skill"]
-- 알비레오 스킬 사용
-- <EFBFBD>˺񷹿<EFBFBD> <EFBFBD><EFBFBD>ų <EFBFBD><EFBFBD><EFBFBD>
if Skill ~= nil then
if Skill_Wait( Var ) == false and Var.IsUsedSkillAll == false then
-- 스킬이면
-- <EFBFBD><EFBFBD>ų<EFBFBD≯<EFBFBD>
if Skill[Var.CurrentSkill]["Type"] == "Skill" then
--cDebugLog( "Use Skill!!!!!!!!" )
@ -501,7 +501,7 @@ cExecCheck "Albi_Behaviour"
cSkillBlast( Var.Handle, Var.Handle, Skill[Var.CurrentSkill]["Index"] )
end
-- AbState
-- AbState<EFBFBD><EFBFBD>
elseif Skill[Var.CurrentSkill]["Type"] == "AbState" then
--cDebugLog( "Use Abstate!!!!!!!!" )
@ -510,14 +510,14 @@ cExecCheck "Albi_Behaviour"
local KeepTime = Skill[Var.CurrentSkill]["KeepTime"]
local Strength = 1
-- 타겟이 적들(플레이어)이면
-- Ÿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>(<EFBFBD>÷<EFBFBD><EFBFBD>̾<EFBFBD>)<EFBFBD≯<EFBFBD>
if Skill[Var.CurrentSkill]["Target"] == "Other" then
if TargetHandle ~= nil then
cSetAbstate_Range( Var.Handle, Range, SHINEOBJECT, Index, Strength, KeepTime )
end
-- 타겟이 나(mob) 이면
-- Ÿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>(mob) <EFBFBD≯<EFBFBD>
elseif Skill[Var.CurrentSkill]["Target"] == "Me" then
if TargetHandle ~= nil then
@ -542,7 +542,7 @@ cExecCheck "Albi_Behaviour"
end
-- 아크 마인 소환
-- <EFBFBD><EFBFBD>ũ <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ȯ
Summon = PhaseData[Var.CurrentPhase]["Summon"]
SummonInfo = PhaseData[Var.CurrentPhase]["SummonInfo"]
@ -552,10 +552,10 @@ cExecCheck "Albi_Behaviour"
if Var.SummonList[i][j][k].IsActive == false then
-- 현재 단계와 같은지 검사
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ܰ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>˻<EFBFBD>
if i == Var.CurrentPhase then
-- 이전 그룹 종료 후 실행되는지 검사
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>׷<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ǵ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD>˻<EFBFBD>
if SummonInfo[j].IsAfterPrevSummon == true then
if Var.SummonList[i][j - 1].IsOver == true then
@ -572,7 +572,7 @@ cExecCheck "Albi_Behaviour"
elseif Var.SummonList[i][j][k].IsActive == true then
-- 리젠 시간 간격 검사
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ð<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>˻<EFBFBD>
if Var.SummonList[i][j][k].Interval < cCurSec() then
local Index = Summon[j][k].Index
@ -594,7 +594,7 @@ cExecCheck "Albi_Behaviour"
end
-- 리젠 종료 검사
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>˻<EFBFBD>
if SummonInfo[j].IsTimeOver == true then
if Var.SummonList[i][j].OverTime <= cCurSec() then
@ -677,7 +677,7 @@ cExecCheck "BHArkMine_Kn"
end
-- Mine이 Second 후 자폭
-- Mine<EFBFBD><EFBFBD> Second <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if Var.Second ~= 0 then
@ -717,7 +717,7 @@ cExecCheck "BHArkMine_MobAttack"
--end
cNPCVanish( AtkHandle )
--cSetObjectHP( 0 ) -- 자살
--cSetObjectHP( 0 ) -- <EFBFBD>ڻ<EFBFBD>
end
@ -744,7 +744,7 @@ end
--------------------------------------------------------------------
------------------------- Reward Part --------------------------
--------------------------------------------------------------------
-- 보물상자 제어용 오브젝트
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ
function Common_RemoveTreasure( MapIndex )
cExecCheck "Common_RemoveTreasure"
@ -761,7 +761,7 @@ cExecCheck "Invisible_Init"
----------------------------------------------------------------------
-- Mantis 8164
-- ※ 보물상제 소환 및 아이템드랍그룹 몬스터 셋팅
-- <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ȯ <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>۵<EFBFBD><EFBFBD><EFBFBD>׷<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
local x, y = cObjectLocate( Var.Handle )
@ -776,7 +776,7 @@ cExecCheck "Invisible_Init"
----------------------------------------------------------------------
cGroupRegen("BH_Albi", "BH_AlbiBox") -- 상자가 나오도록
cGroupRegen("BH_Albi", "BH_AlbiBox") -- <EFBFBD><EFBFBD><EFBFBD>ڰ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Var.Wait = {}
Var.Wait.Second = cCurSec() + AlbiBox_VanishTime
@ -804,7 +804,7 @@ cExecCheck "Invisible_AllVanish"
if cCurSec() > Var.Wait.Second then
--cRegenGroupActiv( Var.MapIndex, "UniWpLv125", 0 ) -- 상자가 나오지 않도록(세번째 인수를 생략하거나 1이면 activ)
--cRegenGroupActiv( Var.MapIndex, "UniWpLv125", 0 ) -- <EFBFBD><EFBFBD><EFBFBD>ڰ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ʵ<EFBFBD><EFBFBD><EFBFBD>(<EFBFBD><EFBFBD><EFBFBD><EFBFBD>° <EFBFBD>μ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϰų<EFBFBD> 1<EFBFBD≯<EFBFBD> activ)
--Common_RemoveTreasure( Var.MapIndex )
cNPCVanish( Var.Handle )

@ -5,59 +5,59 @@
INVALID_HANDLE = -1
--------------------------------------------------------------
--※ 진행 관련 DelayTime 정보
--<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> DelayTime <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
--------------------------------------------------------------
DelayTime =
{
AfterInit = 5, -- 던전 입장 후, 첫 대사 출력시까지의 대기시간
GapDialog = 3, -- 페이스컷 사이의 시간
AfterInit = 5, -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>, ù <EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>½ñ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ð<EFBFBD>
GapDialog = 3, -- <EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ð<EFBFBD>
GapIDReturnNotice = 5, --
WaitKingCrabProcess = 5, -- InitDungeon -> KingCrabProcess 대기시간
WaitKingSlimeProcess = 5, -- KingCrabProcess -> KingSlimeProcess 대기시간
WaitMiniDragonProcess = 5, -- KingSlimeProcess -> MiniDragonProcess 대기시간
WaitKingCrabProcess = 5, -- InitDungeon -> KingCrabProcess <EFBFBD><EFBFBD><EFBFBD>ð<EFBFBD>
WaitKingSlimeProcess = 5, -- KingCrabProcess -> KingSlimeProcess <EFBFBD><EFBFBD><EFBFBD>ð<EFBFBD>
WaitMiniDragonProcess = 5, -- KingSlimeProcess -> MiniDragonProcess <EFBFBD><EFBFBD><EFBFBD>ð<EFBFBD>
WaitAfterMiniDragonProcess = 5, -- MiniDragonProcess -> BonusStage/ReturnToHome 대기시간
WaitAfterMiniDragonProcess = 5, -- MiniDragonProcess -> BonusStage/ReturnToHome <EFBFBD><EFBFBD><EFBFBD>ð<EFBFBD>
WaitReturnToHome = 5,
}
--------------------------------------------------------------
--※ 제한 시간 정보
--<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ð<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
--------------------------------------------------------------
-- 이 시간(초)안에 미니드래곤 죽이면 보너스스테이지 실행
-- <EFBFBD><EFBFBD> <EFBFBD>ð<EFBFBD>(<EFBFBD><EFBFBD>)<EFBFBD>ȿ<EFBFBD> <EFBFBD>̴ϵ巡<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD≯<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ʽ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
LimitTime =
{
ForBonusStage = 900,
}
--------------------------------------------------------------
--※ ReturnMap 정보
--<EFBFBD><EFBFBD> ReturnMap <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
--------------------------------------------------------------
-- 게이트로 스스로 나가지 않는 유저들, 일정 시간후 강제로 이동시켜 줄 좌표
-- <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ʴ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ð<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>̵<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ǥ
LinkInfo =
{
ReturnMap = { MapIndex = "RouN", x = 5292, y = 5779 },
}
--------------------------------------------------------------
--※ 맵 좌표 정보
--<EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ǥ <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
--------------------------------------------------------------
MapInfo =
{
CenterCoord = { x = 5620, y = 6850 }, -- 맵 중앙 좌표
UserLinkCoord = { x = 5922, y = 5765 }, -- 게이트 통해서 입장했을때 유저 리젠좌표
CenterCoord = { x = 5620, y = 6850 }, -- <EFBFBD><EFBFBD> <EFBFBD>߾<EFBFBD> <EFBFBD><EFBFBD>ǥ
UserLinkCoord = { x = 5922, y = 5765 }, -- <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <EFBFBD><EFBFBD><EFBFBD>ؼ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǥ
}
--------------------------------------------------------------
--※ 각 보스를 해치웠을때 지급될 보상정보
--<EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ġ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>޵<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
--------------------------------------------------------------
RewardItemInfo =
{
KingCrabProcess = { Index = "IM_SD_Vale01", Num = 1 },
KingSlimeProcess = { Index = "IM_SD_Vale01", Num = 1 },
KingCrabProcess = { Index = "IM_SD_Vale01", Num = 33 },
KingSlimeProcess = { Index = "IM_SD_Vale01", Num = 33 },
--MiniDragonProcess = { Index = "IM_SD_Vale01", Num = 1 },
BonusStageProcess = { Index = "IM_SD_Vale01", Num = 1 },
BonusStageProcess = { Index = "IM_SD_Vale01", Num = 33 },
}

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@ -40,6 +40,6 @@
#record MineKN06 FireTotem 2 0 10 9 11 5 -2 8 0 10 2 13 4 0
#record MineKN07 FireTotem 1 0 10 9 11 5 -2 8 0 10 2 13 4 0
#record MineKN08 FireTotem 1 0 10 9 11 5 -2 8 0 10 2 13 4 0
#record BH_AlbiBox BH_Albireo_Box 1 0 10 9 11 5 -2 8 0 10 2 13 4 0
#record BH_AlbiBox BH_Albireo_Box 1 0 40000 395000 41000 5 -2 8 0 10 2 13 4 0
#end

@ -21,6 +21,6 @@
;#record BH_HumarBox BH_Humar_O_02 1 0 60 59 61 5 -2 8 0 10 2 13 4 0
;#record BH_HumarBox BH_Humar_O_03 1 0 60 59 61 5 -2 8 0 10 2 13 4 0
;#record BH_HumarBox BH_Humar_O_04 1 0 60 59 61 5 -2 8 0 10 2 13 4 0
#record BH_HumarBox BH_Humar_X 46 0 60 59 61 5 -2 8 0 10 2 13 4 0
#record BH_HumarBox BH_Humar_X 20 0 42050 42000 42100 5 -2 8 0 10 2 13 4 0
#end

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File diff suppressed because it is too large Load Diff

@ -40,7 +40,7 @@
#Record 28 KillerHideSum KillerHideShadow 3 Rampage Caster 0 - 1500000 - - 0 0 0 - - Dead - 28 ;¼Òȯ¹°
;#Record 29 KebingXSummon BombKebingX 2 Roam Target 0 - 15100 - Always 0 15000 1 KebingXBomb MyObj Dead - 29 ;¼Òȯ¹°
#Record 30 PsySumSkill01 Psy_PsykenDog 1 Rampage Caster 0 - 0 - - 0 10000 10000 - - - - 30
#Record 31 MultiProtect01 MultiProtect 1 Root Caster 0 - 0 - - 0 0 0 - - - - 31
#Record 31 MultiProtect01 MultiProtect 1 Root Target 0 - 0 - - 0 0 0 - - - - 31
#Record 32 Salare_Skill03_N DBead 1 Chase Caster 0 - 150000 - Target 30 0 1 DBead_Skill01_W TargetObj Dead Multi 32 ;¼Òȯ¸÷
#Record 33 DT_FFocalor_Skill02_N DT_S_FDHoneying 1 Chase Caster 0 - 150000 - Target 20 0 1 DT_S_FDHoneying_Skill01_N MyObj Dead Multi 33 ;¼Òȯ¸÷
#Record 34 DT_IFocalor_Skill02_N DT_S_IDHoneying 1 Chase Caster 0 - 150000 - Target 20 0 1 DT_S_IDHoneying_Skill01_N MyObj Dead Multi 34 ;¼Òȯ¸÷
@ -84,8 +84,8 @@
#Record 72 Entrap09 EntrapFlower 1 Root Caster 0 - 150000 StaEntrapHide Enemy 100 0 1 ShockFlowerWide05 MyObj - - 72
#Record 73 Entrap10 EntrapFlower 1 Root Caster 0 - 150000 StaEntrapHide Enemy 100 0 1 ShockFlowerWide06 MyObj - - 73
#Record 74 SlowShot02 SlowShot_arrow 1 Chase Caster 0 - 60000 - Target 30 0 1 SlowShot_arrow02 TargetObj - - 74
#Record 75 MultiProtect02 MultiProtect02 1 Root Caster 0 - 0 - - 0 0 0 - - - - 75
#Record 76 MultiProtect03 MultiProtect03 1 Root Caster 0 - 0 - - 0 0 0 - - - - 76
#Record 75 MultiProtect02 MultiProtect02 1 Root Target 0 - 0 - - 0 0 0 - - - - 75
#Record 76 MultiProtect03 MultiProtect03 1 Root Target 0 - 0 - - 0 0 0 - - - - 76
#Record 77 LightField06 LightField06 1 Root Target 0 - 0 - - 0 0 0 - - - - 77
#Record 78 LightField07 LightField07 1 Root Target 0 - 0 - - 0 0 0 - - - - 78
#Record 79 LightField08 LightField08 1 Root Target 0 - 0 - - 0 0 0 - - - - 79

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