require( "ID/WarL/WarLData" ) function FORASCHIEF_ROUTINE( Handle, MapIndex ) local EventMemory local ForasChief EventMemory = InstanceField[MapIndex] if EventMemory == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end ForasChief = EventMemory["ForasChief"] if ForasChief == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) EventMemory["ForasChief"] = nil return ReturnAI["END"] end if ForasChief["CheckTime"] > EventMemory["CurrentTime"] then return ReturnAI["END"] end ForasChief["CheckTime"] = ForasChief["CheckTime"] + 1 if ForasChief["FC_STATE"] == FC_STATE["Dialog1"] then if ForasChief["DelayTime"] < EventMemory["CurrentTime"] then ForasChief["FC_STATE"] = FC_STATE["Dialog2"] cMobDialog( EventMemory["MapIndex"], DIALOGINFO[1]["FACECUT"], DIALOGINFO[1]["FILENAME"], DIALOGINFO[1]["INDEX"] ) ForasChief["DelayTime"] = ForasChief["DelayTime"] + 2 end elseif ForasChief["FC_STATE"] == FC_STATE["Dialog2"] then if ForasChief["DelayTime"] > EventMemory["CurrentTime"] then return end local FindPlayer FindPlayer = cObjectFind( ForasChief["Handle"], 500, ObjectType["Player"], "so_ObjectType" ) if FindPlayer ~= nil then ForasChief["MasterPlayer"] = FindPlayer ForasChief["FC_STATE"] = FC_STATE["Follow"] EventMemory[EventMemory["EventNumber"]]["EventState"] = ES_STATE["State2"] end elseif ForasChief["FC_STATE"] == FC_STATE["Follow"] then cFollow( ForasChief["Handle"], ForasChief["MasterPlayer"], ForasChief["FollowDistance"], 1500 ) if cDistanceSquar( ForasChief["Handle"], ForasChief["MasterPlayer"] ) > ( 1500 * 1500 ) then local FindPlayer FindPlayer = cObjectFind( ForasChief["Handle"], 1000, ObjectType["Player"], "so_ObjectType" ) if FindPlayer ~= nil then ForasChief["MasterPlayer"] = FindPlayer end end end end function FORASCHIEFEND_ROUTINE( Handle, MapIndex ) local EventMemory local ForasChief EventMemory = InstanceField[MapIndex] if EventMemory == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end ForasChief = EventMemory["ForasChiefEnd"] if ForasChief == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) EventMemory["ForasChief"] = nil return ReturnAI["END"] end end function EVENT_NO2_DAVILDOM_ROUTINE( Handle, MapIndex ) local EventMemory local EventData local DavildomList local Davildom EventMemory = InstanceField[MapIndex] if EventMemory == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end if EventMemory["EventNumber"] ~= 2 then cAIScriptSet( Handle ) cNPCVanish( Handle ) end EventData = EventMemory[EventMemory["EventNumber"]]["EventData"] if EventData == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end DavildomList = EventData["DavildomList"] if DavildomList == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end Davildom = DavildomList[Handle] if Davildom == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) DavildomList[Handle] = nil return ReturnAI["END"] end if cIsObjectDead( Handle ) then cAIScriptSet( Handle ) Davildom = nil DavildomList[Handle] = nil return ReturnAI["END"] end if Davildom["D_State"] == D_STATE["Aggro"] then if Davildom["CheckTime"] > EventMemory["CurrentTime"] then return ReturnAI["END"] end Davildom["CheckTime"] = EventMemory["CurrentTime"] + 1 if Davildom["AggroPlayer"] == nil then DavildomList[Handle]["D_State"] = D_STATE["Battle"] return end local PlayerPos = { } local DavildomPos = { } PlayerPos["X"], PlayerPos["Y"] = cObjectLocate( Davildom["AggroPlayer"] ) DavildomPos["X"], DavildomPos["Y"] = cObjectLocate( Handle ) cRunTo( Handle, PlayerPos["X"], PlayerPos["Y"] ) if cDistanceSquar( DavildomPos["X"], DavildomPos["Y"], PlayerPos["X"], PlayerPos["Y"] ) < ( Davildom["AggroDistance"] * Davildom["AggroDistance"] ) then cAggroSet( Handle, Davildom["AggroPlayer"], Davildom["AGGRO_POINT"] ) DavildomList[Handle]["D_State"] = D_STATE["Battle"] end end return ReturnAI["CPP"] end function EVENT_NO3_DAVILDOM_ROUTINE( Handle, MapIndex ) local EventMemory local EventData local DavildomList local Davildom EventMemory = InstanceField[MapIndex] if EventMemory == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end if EventMemory["EventNumber"] ~= 3 then cAIScriptSet( Handle ) cNPCVanish( Handle ) end EventData = EventMemory[EventMemory["EventNumber"]]["EventData"] if EventData == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end DavildomList = EventData["DavildomList"] if DavildomList == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end Davildom = DavildomList[Handle] if Davildom == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) DavildomList[Handle] = nil return ReturnAI["END"] end if cIsObjectDead( Handle ) then cAIScriptSet( Handle ) Davildom = nil DavildomList[Handle] = nil return ReturnAI["END"] end if Davildom["D_State"] == D_STATE["Aggro"] then if Davildom["CheckTime"] > EventMemory["CurrentTime"] then return ReturnAI["END"] end Davildom["CheckTime"] = EventMemory["CurrentTime"] + 1 if Davildom["AggroPlayer"] == nil then DavildomList[Handle]["D_State"] = D_STATE["Battle"] return end local PlayerPos = { } local DavildomPos = { } PlayerPos["X"], PlayerPos["Y"] = cObjectLocate( Davildom["AggroPlayer"] ) DavildomPos["X"], DavildomPos["Y"] = cObjectLocate( Handle ) cRunTo( Handle, PlayerPos["X"], PlayerPos["Y"] ) if cDistanceSquar( DavildomPos["X"], DavildomPos["Y"], PlayerPos["X"], PlayerPos["Y"] ) < ( Davildom["AggroDistance"] * Davildom["AggroDistance"] ) then cAggroSet( Handle, Davildom["AggroPlayer"], Davildom["AGGRO_POINT"] ) DavildomList[Handle]["D_State"] = D_STATE["Battle"] end end return ReturnAI["CPP"] end function BRAINWASH_ROUTINE( Handle, MapIndex ) local EventMemory local EventData local BrainWash EventMemory = InstanceField[MapIndex] if EventMemory == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end BrainWash = EventMemory["BrainWash"] if BrainWash == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) EventMemory["BrainWash"] = nil return ReturnAI["END"] end if cIsObjectDead( Handle ) then cAIScriptSet( Handle ) EventMemory["BrainWash"] = nil return ReturnAI["END"] end end function BRAINWASH_DAMAGED( MapIndex, AttackerHandle, MaxHP, CurHP ) local EventMemory local EventData local BrainWash EventMemory = InstanceField[MapIndex] if EventMemory == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end BrainWash = EventMemory["BrainWash"] if BrainWash == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end if AttackerHandle == nil then return end if MaxHP == 0 then return end local HPRate HPRate = CurHP / MaxHP * 100 if BrainWash["BW_State"] == BW_SATATE["BrainWash"] then local Damage Damage = MaxHP - CurHP cDamaged( AttackerHandle, 10000 ) cSetAbstate( AttackerHandle, STA_BRAINWASH, 1, 25000 ) cHeal( BrainWash["Handle"], Damage ) return elseif BrainWash["BW_State"] == BW_SATATE["Damage1"] then if HPRate < BrainWash["Damage"][1] then EventMemory["BrainWash"]["BW_State"] = BW_SATATE["Damage2"] end return elseif BrainWash["BW_State"] == BW_SATATE["Damage2"] then if HPRate < BrainWash["Damage"][2] then EventMemory["BrainWash"]["BW_State"] = BW_SATATE["Damage3"] end return elseif BrainWash["BW_State"] == BW_SATATE["Damage3"] then if HPRate < BrainWash["Damage"][3] then EventMemory["BrainWash"]["BW_State"] = BW_SATATE["Damage4"] end return elseif BrainWash["BW_State"] == BW_SATATE["Damage4"] then if HPRate < BrainWash["Damage"][4] then EventMemory["BrainWash"]["BW_State"] = BW_SATATE["Damage5"] end return elseif BrainWash["BW_State"] == BW_SATATE["Damage5"] then if HPRate < BrainWash["Damage"][5] then EventMemory["BrainWash"]["BW_State"] = BW_SATATE["End"] end return end end function PFORAS_ROUTINE( Handle, MapIndex ) local EventMemory local EventData local PForasList local PForas EventMemory = InstanceField[MapIndex] if EventMemory == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end PForasList = EventMemory["PForasList"] if PForasList == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end PForas = PForasList[Handle] if PForas == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end if cIsObjectDead( Handle ) then cAIScriptSet( Handle ) EventMemory["PForasList"][Handle] = nil return ReturnAI["END"] end if (EventMemory["PForasState"] == PF_STATE["RUNAWAY"]) and ( PForas["PF_State"] == PF_STATE["STUN"]) then cRunTo( Handle, GATE_DATA["START_GATE"]["REGEN_POSITION"]["X"], GATE_DATA["START_GATE"]["REGEN_POSITION"]["Y"] ) EventMemory["PForasList"][Handle]["PF_State"] = PF_STATE["RUNAWAY"] end end function EVENT_NO4_DAVILDOM_ROUTINE( Handle, MapIndex ) local EventMemory local EventData local DavildomList local Davildom EventMemory = InstanceField[MapIndex] if EventMemory == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end if EventMemory["EventNumber"] ~= 4 then cAIScriptSet( Handle ) cNPCVanish( Handle ) end EventData = EventMemory[EventMemory["EventNumber"]]["EventData"] if EventData == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end DavildomList = EventMemory[EventMemory["EventNumber"]]["EventData"]["DavildomList"] if DavildomList == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end Davildom = DavildomList[Handle] if Davildom == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) DavildomList[Handle] = nil return ReturnAI["END"] end if cIsObjectDead( Handle ) then cAIScriptSet( Handle ) Davildom = nil DavildomList[Handle] = nil return ReturnAI["END"] end if Davildom["D_State"] == D_STATE["Aggro"] then if Davildom["CheckTime"] > EventMemory["CurrentTime"] then return ReturnAI["END"] end Davildom["CheckTime"] = EventMemory["CurrentTime"] + 1 if Davildom["AggroPlayer"] == nil then DavildomList[Handle]["D_State"] = D_STATE["Battle"] return end local PlayerPos = { } local DavildomPos = { } PlayerPos["X"], PlayerPos["Y"] = cObjectLocate( Davildom["AggroPlayer"] ) DavildomPos["X"], DavildomPos["Y"] = cObjectLocate( Handle ) cRunTo( Handle, PlayerPos["X"], PlayerPos["Y"] ) if cDistanceSquar( DavildomPos["X"], DavildomPos["Y"], PlayerPos["X"], PlayerPos["Y"] ) < ( Davildom["AggroDistance"] * Davildom["AggroDistance"] ) then cAggroSet( Handle, Davildom["AggroPlayer"], Davildom["AGGRO_POINT"] ) DavildomList[Handle]["D_State"] = D_STATE["Battle"] end end return ReturnAI["CPP"] end function EVENT_NO5_DAVILDOM_ROUTINE( Handle, MapIndex ) local EventMemory local EventData local DavildomList local Davildom EventMemory = InstanceField[MapIndex] if EventMemory == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end if EventMemory["EventNumber"] ~= 5 then cAIScriptSet( Handle ) cNPCVanish( Handle ) end EventData = EventMemory[EventMemory["EventNumber"]]["EventData"] if EventData == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end DavildomList = EventMemory[EventMemory["EventNumber"]]["EventData"]["DavildomList"] if DavildomList == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) EventMemory[EventMemory["EventNumber"]]["EventData"]["DavildomList"] = nil return ReturnAI["END"] end Davildom = DavildomList[Handle] if Davildom == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) EventMemory[EventMemory["EventNumber"]]["EventData"]["DavildomList"][Handle] = nil return ReturnAI["END"] end if cIsObjectDead( Handle ) then cAIScriptSet( Handle ) EventMemory[EventMemory["EventNumber"]]["EventData"]["DavildomList"][Handle] = nil return ReturnAI["END"] end if EventMemory[EventMemory["EventNumber"]]["EventData"]["RSState"] == RS_STATE["Aggro"] then if Davildom["CheckTime"] > EventMemory["CurrentTime"] then return end Davildom["CheckTime"] = EventMemory["CurrentTime"] + 1 local FindPlayer FindPlayer = cObjectFind( Handle, Davildom["AggroRange"], ObjectType["Player"], "so_ObjectType" ) if FindPlayer ~= nil then EventMemory[EventMemory["EventNumber"]]["EventData"]["RSState"] = RS_STATE["Battle"] end return ReturnAI["END"] end return ReturnAI["CPP"] end function EVENT_NO5_FORAS_ROUTINE( Handle, MapIndex ) local EventMemory local EventData local ForasList local Foras EventMemory = InstanceField[MapIndex] if EventMemory == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end if EventMemory["EventNumber"] ~= 5 then cAIScriptSet( Handle ) cNPCVanish( Handle ) end EventData = EventMemory[EventMemory["EventNumber"]]["EventData"] if EventData == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end ForasList = EventMemory[EventMemory["EventNumber"]]["EventData"]["ForasList"] if ForasList == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) EventMemory[EventMemory["EventNumber"]]["EventData"]["ForasList"] = nil return ReturnAI["END"] end Foras = ForasList[Handle] if Foras == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) EventMemory[EventMemory["EventNumber"]]["EventData"]["ForasList"][Handle] = nil return ReturnAI["END"] end if cIsObjectDead( Handle ) then cAIScriptSet( Handle ) EventMemory[EventMemory["EventNumber"]]["EventData"]["ForasList"][Handle] = nil return ReturnAI["END"] end if EventMemory[EventMemory["EventNumber"]]["EventData"]["RSState"] == RS_STATE["Aggro"] then if Foras["CheckTime"] > EventMemory["CurrentTime"] then return end Foras["CheckTime"] = EventMemory["CurrentTime"] + 1 local FindPlayer FindPlayer = cObjectFind( Foras["Handle"], Foras["AggroRange"], ObjectType["Player"], "so_ObjectType" ) if FindPlayer ~= nil then EventMemory[EventMemory["EventNumber"]]["EventData"]["RSState"] = RS_STATE["Battle"] end end return ReturnAI["CPP"] end function PORE_ROUTINE( Handle, MapIndex ) local EventMemory local EventData local Pore EventMemory = InstanceField[MapIndex] if EventMemory == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end EventData = EventMemory[EventMemory["EventNumber"]]["EventData"] if EventData == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end Pore = EventData["Pore"] if Pore == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) EventMemory[EventMemory["EventNumber"]]["EventData"]["Pore"] = nil return ReturnAI["END"] end if cIsObjectDead( Handle ) then cAIScriptSet( Handle ) EventMemory[EventMemory["EventNumber"]]["EventData"]["Pore"] = nil return ReturnAI["END"] end return ReturnAI["CPP"] end function PORE_DAMAGED( MapIndex, AttackerHandle, MaxHP, CurHP ) local EventMemory local EventData local Pore EventMemory = InstanceField[MapIndex] if EventMemory == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end EventData = EventMemory[EventMemory["EventNumber"]]["EventData"] if EventData == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end Pore = EventData["Pore"] if Pore == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end local DavildomList local ForasList DavildomList = EventMemory[EventMemory["EventNumber"]]["EventData"]["DavildomList"] ForasList = EventMemory[EventMemory["EventNumber"]]["EventData"]["ForasList"] if (next( DavildomList ) == nil) and (next(ForasList) == nil) then if MaxHP == 0 then return end local HPRate HPRate = CurHP / MaxHP * 100 if EventData["Pore"]["PR_State"] == PR_STATE["Normal"] then if HPRate < Pore["Damage"][1] then EventMemory[EventMemory["EventNumber"]]["EventData"]["Pore"]["PR_State"] = PR_STATE["Damage1"] end elseif EventData["Pore"]["PR_State"] == PR_STATE["Damage1"] then if HPRate < Pore["Damage"][2] then EventMemory[EventMemory["EventNumber"]]["EventData"]["Pore"]["PR_State"] = PR_STATE["Damage2"] end elseif EventData["Pore"]["PR_State"] == PR_STATE["Damage2"] then if HPRate < Pore["Damage"][3] then EventMemory[EventMemory["EventNumber"]]["EventData"]["Pore"]["PR_State"] = PR_STATE["Damage3"] end end return end Damage = MaxHP - CurHP cSetAbstate ( AttackerHandle, STA_BRAINWASH, 1, 25000 ) cHeal ( Pore["Handle"], Damage ) end function EVNET_NO6_CITRIE_ROUTINE( Handle, MapIndex ) local EventMemory local EventData local Citrie EventMemory = InstanceField[MapIndex] if EventMemory == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end EventData = EventMemory[EventMemory["EventNumber"]]["EventData"] if EventData == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end Citrie = EventMemory[EventMemory["EventNumber"]]["EventData"]["Citrie"] if Citrie == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) EventMemory[EventMemory["EventNumber"]]["EventData"]["Citrie"] = nil return ReturnAI["END"] end if cIsObjectDead( Handle ) then cAIScriptSet( Handle ) EventMemory[EventMemory["EventNumber"]]["EventData"]["Citrie"] = nil return ReturnAI["END"] end if Citrie["C_State"] == CT_STATE["Aggro"] then if Citrie["CheckTime"] > EventMemory["CurrentTime"] then return end Citrie["CheckTime"] = EventMemory["CurrentTime"] + 1 local FindPlayer FindPlayer = cObjectFind( Citrie["Handle"], Citrie["AggroRange"], ObjectType["Player"], "so_ObjectType" ) if FindPlayer ~= nil then EventMemory[EventMemory["EventNumber"]]["EventData"]["Citrie"]["C_State"] = CT_STATE["Battle"] end end return ReturnAI["CPP"] end function EVENT_NO6_DAVILDOM_ROUTINE( Handle, MapIndex ) local EventMemory local EventData local DavildomList local Davildom EventMemory = InstanceField[MapIndex] if EventMemory == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end EventData = EventMemory[EventMemory["EventNumber"]]["EventData"] if EventData == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end DavildomList = EventMemory[EventMemory["EventNumber"]]["EventData"]["DavildomList"] if DavildomList == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end Davildom = DavildomList[Handle] if Davildom == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) DavildomList[Handle] = nil return ReturnAI["END"] end if cIsObjectDead( Handle ) then cAIScriptSet( Handle ) Davildom = nil DavildomList[Handle] = nil return ReturnAI["END"] end if Davildom["DeleteTime"] < EventMemory["CurrentTime"] then DavildomList[Handle] = nil return end if Davildom["D_State"] == D_STATE["Aggro"] then if Davildom["CheckTime"] > EventMemory["CurrentTime"] then return ReturnAI["END"] end Davildom["CheckTime"] = EventMemory["CurrentTime"] + 1 if Davildom["AggroPlayer"] == nil then DavildomList[Handle]["D_State"] = D_STATE["Battle"] return end local PlayerPos = { } local DavildomPos = { } PlayerPos["X"], PlayerPos["Y"] = cObjectLocate( Davildom["AggroPlayer"] ) DavildomPos["X"], DavildomPos["Y"] = cObjectLocate( Handle ) cRunTo( Handle, PlayerPos["X"], PlayerPos["Y"] ) if cDistanceSquar( DavildomPos["X"], DavildomPos["Y"], PlayerPos["X"], PlayerPos["Y"] ) < ( Davildom["AggroDistance"] * Davildom["AggroDistance"] ) then cAggroSet( Handle, Davildom["AggroPlayer"], Davildom["AGGRO_POINT"] ) DavildomList[Handle]["D_State"] = D_STATE["Battle"] end end return ReturnAI["CPP"] end function EVENT_NO7_DAVILDOM_ROUTINE( Handle, MapIndex ) local EventMemory local EventData local DavildomList local Davildom EventMemory = InstanceField[MapIndex] if EventMemory == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end if EventMemory["EventNumber"] ~= 7 then cAIScriptSet( Handle ) cNPCVanish( Handle ) end EventData = EventMemory[EventMemory["EventNumber"]]["EventData"] if EventData == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end DavildomList = EventMemory[EventMemory["EventNumber"]]["EventData"]["DavildomList"] if DavildomList == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) EventMemory[EventMemory["EventNumber"]]["EventData"]["DavildomList"] = nil return ReturnAI["END"] end Davildom = DavildomList[Handle] if Davildom == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) EventMemory[EventMemory["EventNumber"]]["EventData"]["DavildomList"][Handle] = nil return ReturnAI["END"] end if cIsObjectDead( Handle ) then cAIScriptSet( Handle ) Davildom = nil EventMemory[EventMemory["EventNumber"]]["EventData"]["DavildomList"][Handle] = nil return ReturnAI["END"] end if EventMemory[EventMemory["EventNumber"]]["EventData"]["RSState"] == RS_STATE["Aggro"] then if Davildom["CheckTime"] > EventMemory["CurrentTime"] then return end Davildom["CheckTime"] = EventMemory["CurrentTime"] + 1 local FindPlayer FindPlayer = cObjectFind( Handle, Davildom["AggroRange"], ObjectType["Player"], "so_ObjectType" ) if FindPlayer ~= nil then EventMemory[EventMemory["EventNumber"]]["EventData"]["RSState"] = RS_STATE["Battle"] end return ReturnAI["END"] end return ReturnAI["CPP"] end function EVENT_NO7_FORAS_ROUTINE( Handle, MapIndex ) local EventMemory local EventData local ForasList local Foras EventMemory = InstanceField[MapIndex] if EventMemory == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end if EventMemory["EventNumber"] ~= 7 then cAIScriptSet( Handle ) cNPCVanish( Handle ) end EventData = EventMemory[EventMemory["EventNumber"]]["EventData"] if EventData == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end ForasList = EventMemory[EventMemory["EventNumber"]]["EventData"]["ForasList"] if ForasList == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) EventMemory[EventMemory["EventNumber"]]["EventData"]["ForasList"] = nil return ReturnAI["END"] end Foras = ForasList[Handle] if Foras == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) EventMemory[EventMemory["EventNumber"]]["EventData"]["ForasList"][Handle] = nil return ReturnAI["END"] end if cIsObjectDead( Handle ) then cAIScriptSet( Handle ) EventMemory[EventMemory["EventNumber"]]["EventData"]["ForasList"][Handle] = nil return ReturnAI["END"] end if EventMemory[EventMemory["EventNumber"]]["EventData"]["RSState"] == RS_STATE["Aggro"] then if Foras["CheckTime"] > EventMemory["CurrentTime"] then return end Foras["CheckTime"] = EventMemory["CurrentTime"] + 1 local FindPlayer FindPlayer = cObjectFind( Foras["Handle"], Foras["AggroRange"], ObjectType["Player"], "so_ObjectType" ) if FindPlayer ~= nil then EventMemory[EventMemory["EventNumber"]]["EventData"]["RSState"] = RS_STATE["Battle"] end end return ReturnAI["CPP"] end function EVNET_NO8_CITRIE_ROUTINE( Handle, MapIndex ) local EventMemory local EventData local Citrie EventMemory = InstanceField[MapIndex] if EventMemory == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end EventData = EventMemory[EventMemory["EventNumber"]]["EventData"] if EventData == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end Citrie = EventMemory[EventMemory["EventNumber"]]["EventData"]["Citrie"] if Citrie == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) EventMemory[EventMemory["EventNumber"]]["EventData"]["Citrie"] = nil return ReturnAI["END"] end if cIsObjectDead( Handle ) then cAIScriptSet( Handle ) EventMemory[EventMemory["EventNumber"]]["EventData"]["Citrie"] = nil return ReturnAI["END"] end if Citrie["C_State"] == CT_STATE["Aggro"] then if Citrie["CheckTime"] > EventMemory["CurrentTime"] then return end Citrie["CheckTime"] = EventMemory["CurrentTime"] + 1 local FindPlayer FindPlayer = cObjectFind( Citrie["Handle"], Citrie["AggroRange"], ObjectType["Player"], "so_ObjectType" ) if FindPlayer ~= nil then EventMemory[EventMemory["EventNumber"]]["EventData"]["Citrie"]["C_State"] = CT_STATE["Battle"] end end return ReturnAI["CPP"] end function EVENT_NO8_DAVILDOM_ROUTINE( Handle, MapIndex ) local EventMemory local EventData local DavildomList local Davildom EventMemory = InstanceField[MapIndex] if EventMemory == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end EventData = EventMemory[EventMemory["EventNumber"]]["EventData"] if EventData == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end DavildomList = EventMemory[EventMemory["EventNumber"]]["EventData"]["DavildomList"] if DavildomList == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) return ReturnAI["END"] end Davildom = DavildomList[Handle] if Davildom == nil then cAIScriptSet( Handle ) cNPCVanish( Handle ) DavildomList[Handle] = nil return ReturnAI["END"] end if Davildom["DeleteTime"] < EventMemory["CurrentTime"] then DavildomList[Handle] = nil return end if cIsObjectDead( Handle ) then cAIScriptSet( Handle ) Davildom = nil DavildomList[Handle] = nil return ReturnAI["END"] end if Davildom["D_State"] == D_STATE["Aggro"] then if Davildom["CheckTime"] > EventMemory["CurrentTime"] then return ReturnAI["END"] end Davildom["CheckTime"] = EventMemory["CurrentTime"] + 1 if Davildom["AggroPlayer"] == nil then DavildomList[Handle]["D_State"] = D_STATE["Battle"] return end local PlayerPos = { } local DavildomPos = { } PlayerPos["X"], PlayerPos["Y"] = cObjectLocate( Davildom["AggroPlayer"] ) DavildomPos["X"], DavildomPos["Y"] = cObjectLocate( Handle ) cRunTo( Handle, PlayerPos["X"], PlayerPos["Y"] ) if cDistanceSquar( DavildomPos["X"], DavildomPos["Y"], PlayerPos["X"], PlayerPos["Y"] ) < ( Davildom["AggroDistance"] * Davildom["AggroDistance"] ) then cAggroSet( Handle, Davildom["AggroPlayer"], Davildom["AGGRO_POINT"] ) DavildomList[Handle]["D_State"] = D_STATE["Battle"] end end return ReturnAI["CPP"] end