-- B_Albireo -- --------------------------------------------------------------------- ----------------------- Script Data Part ------------------------ --------------------------------------------------------------------- MemBlock = {} PhaseData = {} ReturnAI = {} ReturnAI.END = 1 -- Return_AI_END = 1;// -- ¸ðµç AI·çƾ ³¡ ReturnAI.CPP = 2 -- Return_AI_CPP = 2;// -- ·ç¾Æ·Î ÀϺΠó¸®ÇÑ ÈÄ cppÀÇ AI·çƾ µ¹¸² SHINEOBJECT = 2 -- ShineObject_Player HPSection = {} HPSection.Init = -1 HPSection.None = 0 HPSection.First = 1 HPSection.Second = 2 HPSection.Third = 3 -- 1 ´Ü°è PhaseData[1] = { -- ´Ü°è ÁøÀÔ Á¶°Ç HPRateMax = 750, HPRateMin = 500, -- ½ºÅ³, »óÅÂÀÌ»ó Skill = { { Index = "B_Albireo_Skill06_W", Type = "Skill", Target = "Me", KeepTime = 0, OneShot = true, WaitAfter = 5, Range = 0 }, { Index = "Sta_B_Albi_Fear", Type = "AbState", Target = "Other", KeepTime = 20000, OneShot = true, WaitAfter = 0, Range = 600 }, { Index = "Sta_B_Albi_Dot", Type = "AbState", Target = "Other", KeepTime = 20000, OneShot = true, WaitAfter = 0, Range = 600 }, }, -- ¼Òȯ Summon = { { -- MineKN01 { Index = "ArkMine_Kn", X = 2096, Y = 1886, W = 366, H = 281, D = 0, Interval = 20 }, { Index = "ArkMine_Kn", X = 2096, Y = 1786, W = 366, H = 281, D = 0, Interval = 20 }, { Index = "ArkMine_Kn", X = 2096, Y = 1886, W = 366, H = 281, D = 0, Interval = 20 }, { Index = "ArkMine_Kn", X = 2096, Y = 1886, W = 366, H = 281, D = 0, Interval = 20 }, -- MineKN02 { Index = "ArkMine_Kn", X = 1096, Y = 1886, W = 366, H = 281, D = 0, Interval = 12 }, { Index = "ArkMine_Kn", X = 1096, Y = 1886, W = 366, H = 281, D = 0, Interval = 12 }, { Index = "ArkMine_Kn", X = 1096, Y = 1886, W = 366, H = 281, D = 0, Interval = 12 }, { Index = "ArkMine_Kn", X = 1096, Y = 1886, W = 366, H = 281, D = 0, Interval = 12 }, { Index = "ArkMine_Kn", X = 1096, Y = 1886, W = 366, H = 281, D = 0, Interval = 12 }, -- MineKN03 { Index = "ArkMine_Kn", X = 1096, Y = 781, W = 366, H = 549, D = 0, Interval = 16 }, { Index = "ArkMine_Kn", X = 1096, Y = 781, W = 366, H = 549, D = 0, Interval = 16 }, { Index = "ArkMine_Kn", X = 1096, Y = 781, W = 366, H = 549, D = 0, Interval = 16 }, -- MineKN04 { Index = "ArkMine_Kn", X = 2096, Y = 781, W = 366, H = 549, D = 0, Interval = 24 }, { Index = "ArkMine_Kn", X = 2096, Y = 781, W = 366, H = 549, D = 0, Interval = 24 }, { Index = "ArkMine_Kn", X = 2096, Y = 781, W = 366, H = 549, D = 0, Interval = 24 }, { Index = "ArkMine_Kn", X = 2096, Y = 781, W = 366, H = 549, D = 0, Interval = 24 }, { Index = "ArkMine_Kn", X = 2096, Y = 781, W = 366, H = 549, D = 0, Interval = 24 }, { Index = "ArkMine_Kn", X = 2096, Y = 781, W = 366, H = 549, D = 0, Interval = 24 }, }, }, SummonInfo = { { IsAfterPrevSummon = false, IsTimeOver = false, OverTime = 0, EndHPSection = HPSection.Third }, }, } PhaseData[2] = { -- ´Ü°è ÁøÀÔ Á¶°Ç HPRateMax = 600, HPRateMin = 400, -- ½ºÅ³, »óÅÂÀÌ»ó Skill = { { Index = "B_Albireo_Skill06_W", Type = "Skill", Target = "Me", KeepTime = 0, OneShot = true, WaitAfter = 5, Range = 0 }, { Index = "Sta_B_Albi_Reflect", Type = "AbState", Target = "Me", KeepTime = 600000, OneShot = true, WaitAfter = 0, Range = 150 }, }, -- ¼Òȯ Summon = { }, SummonInfo = { }, } PhaseData[3] = { -- ´Ü°è ÁøÀÔ Á¶°Ç HPRateMax = 500, HPRateMin = 10, -- ½ºÅ³, »óÅÂÀÌ»ó Skill = { { Index = "B_Albireo_Skill06_W", Type = "Skill", Target = "Me", KeepTime = 0, OneShot = true, WaitAfter = 5, Range = 0 }, { Index = "Sta_B_Albi_ACMRUp", Type = "AbState", Target = "Me", KeepTime = 20000, OneShot = true, WaitAfter = 0, Range = 0 }, }, -- ¼Òȯ Summon = { { -- MineKN05 { Index = "ArkMine_Kn", X = 1613, Y = 1973, W = 600, H = 600, D = 0, Interval = 22 }, { Index = "ArkMine_Kn", X = 1613, Y = 1973, W = 600, H = 600, D = 0, Interval = 26 }, { Index = "ArkMine_Kn", X = 1613, Y = 1973, W = 600, H = 600, D = 0, Interval = 30 }, { Index = "ArkMine_Kn", X = 1613, Y = 1973, W = 600, H = 600, D = 0, Interval = 34 }, { Index = "ArkMine_Kn", X = 1613, Y = 1973, W = 600, H = 600, D = 0, Interval = 38 }, -- MineKN06 { Index = "ArkMine_Kn", X = 1600, Y = 796, W = 600, H = 600, D = 0, Interval = 20 }, { Index = "ArkMine_Kn", X = 1600, Y = 796, W = 600, H = 600, D = 0, Interval = 28 }, { Index = "ArkMine_Kn", X = 1600, Y = 796, W = 600, H = 600, D = 0, Interval = 36 }, { Index = "ArkMine_Kn", X = 1600, Y = 796, W = 600, H = 600, D = 0, Interval = 44 }, -- MineKN07 { Index = "ArkMine_Kn", X = 1160, Y = 1463, W = 600, H = 600, D = 0, Interval = 30 }, { Index = "ArkMine_Kn", X = 1160, Y = 1463, W = 600, H = 600, D = 0, Interval = 36 }, { Index = "ArkMine_Kn", X = 1160, Y = 1463, W = 600, H = 600, D = 0, Interval = 42 }, { Index = "ArkMine_Kn", X = 1160, Y = 1463, W = 600, H = 600, D = 0, Interval = 48 }, { Index = "ArkMine_Kn", X = 1160, Y = 1463, W = 600, H = 600, D = 0, Interval = 54 }, { Index = "ArkMine_Kn", X = 1160, Y = 1463, W = 600, H = 600, D = 0, Interval = 60 }, { Index = "ArkMine_Kn", X = 1160, Y = 1463, W = 600, H = 600, D = 0, Interval = 66 }, -- MineKN08 { Index = "ArkMine_Kn", X = 2102, Y = 1487, W = 600, H = 600, D = 0, Interval = 15 }, { Index = "ArkMine_Kn", X = 2102, Y = 1487, W = 600, H = 600, D = 0, Interval = 21 }, { Index = "ArkMine_Kn", X = 2102, Y = 1487, W = 600, H = 600, D = 0, Interval = 27 }, { Index = "ArkMine_Kn", X = 2102, Y = 1487, W = 600, H = 600, D = 0, Interval = 33 }, { Index = "ArkMine_Kn", X = 2102, Y = 1487, W = 600, H = 600, D = 0, Interval = 39 }, { Index = "ArkMine_Kn", X = 2102, Y = 1487, W = 600, H = 600, D = 0, Interval = 45 }, { Index = "ArkMine_Kn", X = 2102, Y = 1487, W = 600, H = 600, D = 0, Interval = 51 }, { Index = "ArkMine_Kn", X = 2102, Y = 1487, W = 600, H = 600, D = 0, Interval = 57 }, { Index = "ArkMine_Kn", X = 2102, Y = 1487, W = 600, H = 600, D = 0, Interval = 63 }, }, { -- MineF01 { Index = "ArkMine_F", X = 2694, Y = 1468, W = 0, H = 0, D = 10, Interval = 15 }, { Index = "ArkMine_F", X = 2694, Y = 1468, W = 0, H = 0, D = 10, Interval = 15 }, { Index = "ArkMine_F", X = 2694, Y = 1468, W = 0, H = 0, D = 10, Interval = 15 }, { Index = "ArkMine_F", X = 2694, Y = 1468, W = 0, H = 0, D = 10, Interval = 15 }, -- MineF02 { Index = "ArkMine_F", X = 502, Y = 1464, W = 0, H = 0, D = 10, Interval = 15 }, { Index = "ArkMine_F", X = 502, Y = 1464, W = 0, H = 0, D = 10, Interval = 15 }, { Index = "ArkMine_F", X = 502, Y = 1464, W = 0, H = 0, D = 10, Interval = 15 }, { Index = "ArkMine_F", X = 502, Y = 1464, W = 0, H = 0, D = 10, Interval = 15 }, }, { -- MineF03 { Index = "ArkMine_F", X = 2694, Y = 1468, W = 0, H = 0, D = 10, Interval = 20 }, { Index = "ArkMine_F", X = 2694, Y = 1468, W = 0, H = 0, D = 10, Interval = 20 }, { Index = "ArkMine_F", X = 2694, Y = 1468, W = 0, H = 0, D = 10, Interval = 20 }, { Index = "ArkMine_F", X = 2694, Y = 1468, W = 0, H = 0, D = 10, Interval = 20 }, { Index = "ArkMine_F", X = 2694, Y = 1468, W = 0, H = 0, D = 10, Interval = 20 }, { Index = "ArkMine_F", X = 2694, Y = 1468, W = 0, H = 0, D = 10, Interval = 20 }, { Index = "ArkMine_F", X = 2694, Y = 1468, W = 0, H = 0, D = 10, Interval = 20 }, -- MineF04 { Index = "ArkMine_F", X = 502, Y = 1464, W = 0, H = 0, D = 10, Interval = 20 }, { Index = "ArkMine_F", X = 502, Y = 1464, W = 0, H = 0, D = 10, Interval = 20 }, { Index = "ArkMine_F", X = 502, Y = 1464, W = 0, H = 0, D = 10, Interval = 20 }, { Index = "ArkMine_F", X = 502, Y = 1464, W = 0, H = 0, D = 10, Interval = 20 }, { Index = "ArkMine_F", X = 502, Y = 1464, W = 0, H = 0, D = 10, Interval = 20 }, { Index = "ArkMine_F", X = 502, Y = 1464, W = 0, H = 0, D = 10, Interval = 20 }, { Index = "ArkMine_F", X = 502, Y = 1464, W = 0, H = 0, D = 10, Interval = 20 }, }, { -- MineF05 { Index = "ArkMine_F", X = 2694, Y = 1468, W = 0, H = 0, D = 10, Interval = 30 }, { Index = "ArkMine_F", X = 2694, Y = 1468, W = 0, H = 0, D = 10, Interval = 30 }, { Index = "ArkMine_F", X = 2694, Y = 1468, W = 0, H = 0, D = 10, Interval = 30 }, { Index = "ArkMine_F", X = 2694, Y = 1468, W = 0, H = 0, D = 10, Interval = 30 }, { Index = "ArkMine_F", X = 2694, Y = 1468, W = 0, H = 0, D = 10, Interval = 30 }, { Index = "ArkMine_F", X = 2694, Y = 1468, W = 0, H = 0, D = 10, Interval = 30 }, { Index = "ArkMine_F", X = 2694, Y = 1468, W = 0, H = 0, D = 10, Interval = 30 }, { Index = "ArkMine_F", X = 2694, Y = 1468, W = 0, H = 0, D = 10, Interval = 30 }, { Index = "ArkMine_F", X = 2694, Y = 1468, W = 0, H = 0, D = 10, Interval = 30 }, { Index = "ArkMine_F", X = 2694, Y = 1468, W = 0, H = 0, D = 10, Interval = 30 }, { Index = "ArkMine_F", X = 2694, Y = 1468, W = 0, H = 0, D = 10, Interval = 30 }, { Index = "ArkMine_F", X = 2694, Y = 1468, W = 0, H = 0, D = 10, Interval = 30 }, { Index = "ArkMine_F", X = 2694, Y = 1468, W = 0, H = 0, D = 10, Interval = 30 }, { Index = "ArkMine_F", X = 2694, Y = 1468, W = 0, H = 0, D = 10, Interval = 30 }, -- MineF06 { Index = "ArkMine_F", X = 502, Y = 1464, W = 0, H = 0, D = 10, Interval = 30 }, { Index = "ArkMine_F", X = 502, Y = 1464, W = 0, H = 0, D = 10, Interval = 30 }, { Index = "ArkMine_F", X = 502, Y = 1464, W = 0, H = 0, D = 10, Interval = 30 }, { Index = "ArkMine_F", X = 502, Y = 1464, W = 0, H = 0, D = 10, Interval = 30 }, { Index = "ArkMine_F", X = 502, Y = 1464, W = 0, H = 0, D = 10, Interval = 30 }, { Index = "ArkMine_F", X = 502, Y = 1464, W = 0, H = 0, D = 10, Interval = 30 }, { Index = "ArkMine_F", X = 502, Y = 1464, W = 0, H = 0, D = 10, Interval = 30 }, { Index = "ArkMine_F", X = 502, Y = 1464, W = 0, H = 0, D = 10, Interval = 30 }, { Index = "ArkMine_F", X = 502, Y = 1464, W = 0, H = 0, D = 10, Interval = 30 }, { Index = "ArkMine_F", X = 502, Y = 1464, W = 0, H = 0, D = 10, Interval = 30 }, { Index = "ArkMine_F", X = 502, Y = 1464, W = 0, H = 0, D = 10, Interval = 30 }, { Index = "ArkMine_F", X = 502, Y = 1464, W = 0, H = 0, D = 10, Interval = 30 }, { Index = "ArkMine_F", X = 502, Y = 1464, W = 0, H = 0, D = 10, Interval = 30 }, { Index = "ArkMine_F", X = 502, Y = 1464, W = 0, H = 0, D = 10, Interval = 30 }, }, }, SummonInfo = { { IsAfterPrevSummon = false, IsTimeOver = false, OverTime = 0, EndHPSection = HPSection.Third }, { IsAfterPrevSummon = false, IsTimeOver = true, OverTime = 180, EndHPSection = HPSection.None }, { IsAfterPrevSummon = true, IsTimeOver = true, OverTime = 300, EndHPSection = HPSection.None }, { IsAfterPrevSummon = true, IsTimeOver = false, OverTime = 0, EndHPSection = HPSection.Init }, }, } -- º¸¹°»óÀÚ ¼Òȯ Á¤º¸ B_AlbiBox = { { Index = "Albireo_Box", ItemDropMobIndex = "Albireo_Box", Radius = 250 }, { Index = "Albireo_Box", ItemDropMobIndex = "Albireo_Box", Radius = 250 }, { Index = "Albireo_Box", ItemDropMobIndex = "Albireo_Box", Radius = 250 }, { Index = "Albireo_Box", ItemDropMobIndex = "Albireo_Box", Radius = 250 }, } AlbiBox_VanishTime = 60 ------------------------------------------------------------------ ----------------------- Albireo Part ------------------------ ------------------------------------------------------------------ function Skill_Wait( Var ) cExecCheck "Skill_Wait" if Var.SkillWaitAfter ~= 0 then --cDebugLog( "cCurSec : " .. cCurrentSecond() .. "SkillWaitAfter : " .. Var.SkillWaitAfter ) if cCurrentSecond() < Var.SkillWaitAfter then --cDebugLog( "SkillWaitAfter......." ) return true else --cDebugLog( "Out Of SkillWaitAfter......." ) Var.SkillWaitAfter = 0 return false end end return false end function Init( Var, Handle, MapIndex ) cExecCheck "Init" MemBlock[Handle] = {} Var = MemBlock[Handle] Var.Handle = Handle Var.MapIndex = MapIndex Var.Wait = {} Var.Wait.Second = 0 Var.Wait.NextFunc = nil Var.TargetLostSec = 0 -- Ÿ°ÙÀ» ÀÒÀº ½Ã°£ Var.CurrentPhase = 0 Var.IsInit = {} -- Çö ´Ü°èÀÇ ÃʱâÈ­ ¿©ºÎ Var.IsUsedSkill = false -- OneShotÀÎ ½ºÅ³ÀÇ »ç¿ë È®ÀÎ Var.IsUsedSkillAll = false -- ÀÌ ´Ü°èÀÇ ½ºÅ³ »ç¿ëÀÌ ¸ðµÎ ³¡³µ³ª? Var.CurrentSkill = 1 -- ÇöÀç »ç¿ëÁßÀÎ ½ºÅ³ÀÇ Skill µ¥ÀÌÅÍ À妽º Var.SkillWaitAfter = 0 Var.SummonList = {} for i = 1, #PhaseData do if Var.SummonList[i] == nil then Var.SummonList[i] = {} end for j = 1, #(PhaseData[i]["Summon"]) do if Var.SummonList[i][j] == nil then Var.SummonList[i][j] = {} end Var.SummonList[i][j].IsOver = false -- ±×·ì ¸®Á¨ ÁÕ·á ¿©ºÎ Var.SummonList[i][j].OverTime = 0 -- ±×·ì ¸®Á¨ Á¦ÇÑ ½Ã°£ for k = 1, #(PhaseData[i]["Summon"][j]) do if Var.SummonList[i][j][k] == nil then Var.SummonList[i][j][k] = {} end Var.SummonList[i][j][k].IsActive = false -- °³º° ¸®Á¨ È°¼º ¿©ºÎ Var.SummonList[i][j][k].Interval = 0 -- °³º° ¸®Á¨ °£°Ý end end end Var.MobList = {} Var.StepFunc = Albi_HPCheck return ReturnAI.CPP end function B_Albireo( Handle, MapIndex ) cExecCheck "B_Albireo" --cDebugLog( "B_Albireo - Handle : " .. Handle .. " , MapIndex : " .. MapIndex ) -------------------------------------------------------------------------------------- if IsSetScript == false then IsSetScript = true end local Var = MemBlock[Handle] if cIsObjectDead( Handle ) ~= nil then if Var ~= nil then -- º¸½º°¡ Á×¾úÀ½ --cDebugLog( "Boss Dead" ) --for k = 1, 2 do --if Var.FellowHandle[k] ~= -1 then --cNPCVanish(Var.FellowHandle[k]) --Var.FellowHandle[k] = -1 --end --end -- Åõ¸íÀΰ£ ¼Òȯ - º¸¹°»óÀÚ Á¦¾î¿ë local InvisibleHandle = cMobRegen_Obj( "InvisibleMan", Handle ) cAIScriptSet( InvisibleHandle, Handle ) MemBlock[InvisibleHandle] = {} MemBlock[InvisibleHandle].Handle = InvisibleHandle MemBlock[InvisibleHandle].MapIndex = MapIndex MemBlock[InvisibleHandle].StepFunc = Invisible_Init MemBlock[Handle] = nil cVanishAll( MapIndex, "ArkMine_Kn" ) cVanishAll( MapIndex, "ArkMine_F" ) Var = MemBlock[InvisibleHandle] return Var.StepFunc( Var ) end return ReturnAI.END end if Var == nil then -- óÀ½ ¸®Á¨µÇ¾úÀ½ Init( Var, Handle, MapIndex ) end Var.Handle = Handle Var.MapIndex = MapIndex return Var.StepFunc( Var ) -------------------------------------------------------------------------------------- end function Albi_Init( Var ) cExecCheck "Albi_Init" for i = 1, #PhaseData do Var.IsInit[i] = false end Var.IsUsedSkill = false -- OneShotÀÎ ½ºÅ³ÀÇ »ç¿ë È®ÀÎ Var.IsUsedSkillAll = false -- ÀÌ ´Ü°èÀÇ ½ºÅ³ »ç¿ëÀÌ ¸ðµÎ ³¡³µ³ª? Var.CurrentSkill = 1 -- ÇöÀç »ç¿ëÁßÀÎ ½ºÅ³ÀÇ Skill µ¥ÀÌÅÍ À妽º Var.SkillWaitAfter = 0 end -- Albireo HP ±¸°£ üũ function Albi_HPCheck( Var ) cExecCheck "Albi_HPCheck" local hp local maxhp hp, maxhp = cObjectHP( Var.Handle ) if hp == nil or maxhp == nil or hp == 0 then Albi_Init( Var ) Var.CurrentPhase = HPSection.Init elseif maxhp * PhaseData[1].HPRateMax < hp * 1000 then Albi_Init( Var ) Var.CurrentPhase = HPSection.None elseif maxhp * PhaseData[1].HPRateMin < hp * 1000 and hp * 1000 <= maxhp * PhaseData[1].HPRateMax then if Var.IsInit[1] == false then Albi_Init( Var ) Var.IsInit[1] = true end Var.CurrentPhase = HPSection.First elseif maxhp * PhaseData[2].HPRateMin < hp * 1000 and hp * 1000 <= maxhp * PhaseData[2].HPRateMax then if Var.IsInit[2] == false then Albi_Init( Var ) Var.IsInit[2] = true end Var.CurrentPhase = HPSection.Second elseif maxhp * PhaseData[3].HPRateMin < hp * 1000 and hp * 1000 <= maxhp * PhaseData[3].HPRateMax then if Var.IsInit[3] == false then Albi_Init( Var ) Var.IsInit[3] = true end Var.CurrentPhase = HPSection.Third end Var.StepFunc = Albi_Behaviour return ReturnAI.CPP end function Albi_Behaviour( Var ) cExecCheck "Albi_Behaviour" Var.StepFunc = Albi_HPCheck local Handle = Var.Handle local MapIndex = Var.MapIndex -- Ÿ°Ù ÀÒ¾î¹ö¸° ½Ã°£ °Ë»ç local TargetHandle = cTargetHandle( Var.Handle ) if TargetHandle ~= nil and cObjectType( TargetHandle ) == SHINEOBJECT then -- Ÿ°ÙÀÌ ÀÖ°í Ç÷¹À̾î¸é (SHINEOBJECT_PLAYER == 2) Var.TargetLostSec = cCurSec() elseif Var.TargetLostSec + 10 < cCurSec() then -- ÀûÀÌ »ç¶óÁøÁö 10ÃÊ ÈÄ cResetAbstate( Var.Handle, "Sta_B_Albi_Reflect" ) -- °­È­¹öÇÁ Á¦°Å cResetAbstate( Var.Handle, "Sta_B_Albi_ACMRUp" ) -- °­È­¹öÇÁ Á¦°Å for i = 1, #(Var.MobList) do cNPCVanish( Var.MobList[i] ) end MemBlock = {} -->¸ðµç ¸Þ¸ð¸® »èÁ¦ - óÀ½ºÎÅÍ ´Ù½Ã ½ÃÀÛ WaitBoom = {} Init( Var, Handle, MapIndex ) --cDebugLog( "Ÿ°Ù »ç¶óÁü -> ÀçÃʱâÈ­!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!" ) end -- ¹þ¾î³­ ´Ü°è °Ë»ç if Var.CurrentPhase < 1 or #PhaseData < Var.CurrentPhase then return ReturnAI.CPP end Skill = PhaseData[Var.CurrentPhase]["Skill"] -- ¾Ëºñ·¹¿À ½ºÅ³ »ç¿ë if Skill ~= nil then if Skill_Wait( Var ) == false and Var.IsUsedSkillAll == false then -- ½ºÅ³À̸é if Skill[Var.CurrentSkill]["Type"] == "Skill" then --cDebugLog( "Use Skill!!!!!!!!" ) --cNPCSkillUse( Var.Handle, Var.Handle, Skill[Var.CurrentSkill]["Index"] ) if TargetHandle ~= nil then cSkillBlast( Var.Handle, Var.Handle, Skill[Var.CurrentSkill]["Index"] ) end -- AbState¸é elseif Skill[Var.CurrentSkill]["Type"] == "AbState" then --cDebugLog( "Use Abstate!!!!!!!!" ) local Range = Skill[Var.CurrentSkill]["Range"] local Index = Skill[Var.CurrentSkill]["Index"] local KeepTime = Skill[Var.CurrentSkill]["KeepTime"] local Strength = 1 -- Ÿ°ÙÀÌ Àûµé(Ç÷¹À̾î)À̸é if Skill[Var.CurrentSkill]["Target"] == "Other" then if TargetHandle ~= nil then cSetAbstate_Range( Var.Handle, Range, SHINEOBJECT, Index, Strength, KeepTime ) end -- Ÿ°ÙÀÌ ³ª(mob) À̸é elseif Skill[Var.CurrentSkill]["Target"] == "Me" then if TargetHandle ~= nil then cSetAbstate( Var.Handle, Index, Strength, KeepTime ) end end end Var.SkillWaitAfter = cCurrentSecond() + Skill[Var.CurrentSkill]["WaitAfter"] Var.CurrentSkill = Var.CurrentSkill + 1 if #Skill < Var.CurrentSkill then Var.IsUsedSkillAll = true end end end -- ¾ÆÅ© ¸¶ÀÎ ¼Òȯ Summon = PhaseData[Var.CurrentPhase]["Summon"] SummonInfo = PhaseData[Var.CurrentPhase]["SummonInfo"] for i = 1, #Var.SummonList do for j = 1, #(Var.SummonList[i]) do for k = 1, #(Var.SummonList[i][j]) do if Var.SummonList[i][j][k].IsActive == false then -- ÇöÀç ´Ü°è¿Í °°ÀºÁö °Ë»ç if i == Var.CurrentPhase then -- ÀÌÀü ±×·ì Á¾·á ÈÄ ½ÇÇàµÇ´ÂÁö °Ë»ç if SummonInfo[j].IsAfterPrevSummon == true then if Var.SummonList[i][j - 1].IsOver == true then Var.SummonList[i][j][k].IsActive = true Var.SummonList[i][j].OverTime = cCurSec() + SummonInfo[j].OverTime end else Var.SummonList[i][j][k].IsActive = true Var.SummonList[i][j].OverTime = cCurSec() + SummonInfo[j].OverTime end end elseif Var.SummonList[i][j][k].IsActive == true then -- ¸®Á¨ ½Ã°£ °£°Ý °Ë»ç if Var.SummonList[i][j][k].Interval < cCurSec() then local Index = Summon[j][k].Index local X = Summon[j][k].X local Y = Summon[j][k].Y local W = Summon[j][k].W local H = Summon[j][k].H local D = Summon[j][k].D local handle = cMobRegen_Rectangle( Var.MapIndex, Index, X, Y, W, H, D ) if handle ~= nil then cAIScriptSet( handle, Var.Handle ) cAIScriptFunc( handle, "MobAttack", "ArkMine_MobAttack" ) end Var.MobList[#(Var.MobList) + 1] = handle Var.SummonList[i][j][k].Interval = cCurSec() + Summon[j][k].Interval end -- ¸®Á¨ Á¾·á °Ë»ç if SummonInfo[j].IsTimeOver == true then if Var.SummonList[i][j].OverTime <= cCurSec() then Var.SummonList[i][j][k].IsActive = false Var.SummonList[i][j].IsOver = true for n = 1, #(Var.SummonList[i][j]) do if Var.SummonList[i][j][n].IsActive == true then Var.SummonList[i][j].IsOver = false end end end elseif SummonInfo[j].EndHPSection == Var.CurrentPhase then Var.SummonList[i][j][k].IsActive = false Var.SummonList[i][j].IsOver = true for n = 1, #(Var.SummonList[i][j]) do if Var.SummonList[i][j][n].IsActive == true then Var.SummonList[i][j].IsOver = false end end end end end if 0 < (j - 1) then if Var.SummonList[i][j - 1].IsOver == true then Var.SummonList[i][j - 1].IsOver = false end end end end return ReturnAI.CPP end -------------------------------------------------------------------- ----------------------- ArkMine Part -------------------------- -------------------------------------------------------------------- ExplosionTime = 5 WaitBoom = {} function ArkMine_Kn( Handle, MapIndex ) cExecCheck "ArkMine_Kn" local Var = WaitBoom[Handle] if Var == nil then --cDebugLog( "ArkMine_Kn Init") WaitBoom[Handle] = {} Var = WaitBoom[Handle] Var.Second = cCurSec() + ExplosionTime end -- MineÀÌ Second ÈÄ ÀÚÆø if Var.Second ~= 0 then if Var.Second <= cCurSec() then --cDebugLog( "ATTACK~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~") --cSkillBlast( Handle, Handle, "ArkMine_Kn_Skill01_W" ) --cNPCSkillUse( Handle, Handle, "ArkMine_Kn_Skill01_W" ) --cNPCVanish( Handle ) --Var.Second = 0 --ArkMine_MobAttack( Var. end end return ReturnAI.CPP end function ArkMine_F( Handle, MapIndex ) cExecCheck "ArkMine_F" return ReturnAI.CPP end function ArkMine_MobAttack( MapIndex, AtkHandle ) cExecCheck "ArkMine_MobAttack" --local MobID = cGetMobID( AtkHandle ) --if MobID == nil then -- return --end --for i = 1, #Var.MineIDList do -- if MobID ~= nil then -- if MobID == Var.MineIDList[i] then -- end -- end --end cNPCVanish( AtkHandle ) --cSetObjectHP( 0 ) -- ÀÚ»ì end -------------------------------------------------------------------- ------------------------- Reward Part -------------------------- -------------------------------------------------------------------- -- º¸¹°»óÀÚ Á¦¾î¿ë ¿ÀºêÁ§Æ® function Common_RemoveTreasure( MapIndex ) cExecCheck "Common_RemoveTreasure" for i = 1, #B_AlbiBox do cVanishAll( MapIndex, B_AlbiBox[i].ItemDropMobIndex ) --cDebugLog( "remove" ) end end function Invisible_Init( Var ) cExecCheck "Invisible_Init" ---------------------------------------------------------------------- -- Mantis 8164 -- ¡Ø º¸¹°»óÁ¦ ¼Òȯ ¹× ¾ÆÀÌÅÛµå¶ø±×·ì ¸ó½ºÅÍ ¼ÂÆà -- local x, y = cObjectLocate( Var.Handle ) -- for i = 1, #B_AlbiBox -- do -- cMobRegen_Circle( Var["MapIndex"], B_AlbiBox[i]["Index"], x, y, B_AlbiBox[i]["Radius"] ) --local BoxHandle = --if BoxHandle ~= nil --then -- cSetItemDropMobID( BoxHandle, B_AlbiBox[i]["ItemDropMobIndex"] ) --end -- end ---------------------------------------------------------------------- --cGroupRegen("BH_Cracker", "BH_HumarBox") -- »óÀÚ°¡ ³ª¿Àµµ·Ï Var.Wait = {} Var.Wait.Second = cCurSec() + AlbiBox_VanishTime Var.StepFunc = Invisible_AllVanish end function InvisibleMan( Handle, MapIndex ) cExecCheck "InvisibleMan" local Var = MemBlock[Handle] if Var == nil then --cDebugLog("InvisibleMan Handle Error : " .. Handle) return end if Var.StepFunc ~= nil then Var.StepFunc( Var ) end return ReturnAI.END end function Invisible_AllVanish( Var ) cExecCheck "Invisible_AllVanish" if cCurSec() > Var.Wait.Second then --cRegenGroupActiv( Var.MapIndex, "UniWpLv125", 0 ) -- »óÀÚ°¡ ³ª¿ÀÁö ¾Êµµ·Ï(¼¼¹ø° Àμö¸¦ »ý·«Çϰųª 1À̸é activ) --Common_RemoveTreasure( Var.MapIndex ) cNPCVanish( Var.Handle ) Var.StepFunc = nil end end