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559 lines
11 KiB
559 lines
11 KiB
--[[ ]]--
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--[[ 불타는 아델리아 ]]--
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--[[ 1지역 ]]--
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--[[ ]]--
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function Zone1_Setting( Var )
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cExecCheck "Zone1_Setting"
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if Var == nil then
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return
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end
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-- 어둠의돌 소환
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Var.Zone_1_Darkstone_1 = cMobRegen_XY( Var.MapIndex, RegenInfo.DStone1.Index,
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RegenInfo.DStone1.x,
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RegenInfo.DStone1.y,
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RegenInfo.DStone1.dir )
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-- 공격 당할시 회전 하는 문제 때문에 다시 추가
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cSetAIScript( "ID/AdlFH/AdlFH", Var.Zone_1_Darkstone_1 )
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-- 루시에 소환
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-- 루시에 HP 50% 상태로 리젠 하는 내용 제거
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Var.LoussierHandle = cMobRegen_XY( Var.MapIndex, RegenInfo.Loussier.Index, RegenInfo.Loussier.x, RegenInfo.Loussier.y, RegenInfo.Loussier.dir )
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Var.Loussier_Stop = 1 -- 루시에 멈춤 상태
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-- 마렌느, 경비병2명 소환
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Var.Marlene = cMobRegen_XY( Var.MapIndex, RegenInfo.Marlene.Index, RegenInfo.Marlene.x, RegenInfo.Marlene.y, RegenInfo.Marlene.dir )
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Var.Guard1 = cMobRegen_XY( Var.MapIndex, RegenInfo.Guard1.Index, RegenInfo.Guard1.x, RegenInfo.Guard1.y, RegenInfo.Guard1.dir )
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Var.Guard2 = cMobRegen_XY( Var.MapIndex, RegenInfo.Guard2.Index, RegenInfo.Guard2.x, RegenInfo.Guard1.y, RegenInfo.Guard2.dir )
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if Var.LoussierHandle == nil then
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cDebugLog( "Default_Setting : Fail cMobRegen_XY Loussier" )
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return
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end
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if Var.Marlene == nil then
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cDebugLog( "Default_Setting : Fail cMobRegen_XY Marlene" )
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return
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end
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if Var.Guard1 == nil then
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cDebugLog( "Default_Setting : Fail cMobRegen_XY Guard1" )
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return
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end
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if Var.Guard2 == nil then
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cDebugLog( "Default_Setting : Fail cMobRegen_XY Guard2" )
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return
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end
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-- 루시에 스크립트 셋팅
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if cSetAIScript( "ID/AdlFH/AdlFH", Var.LoussierHandle ) == nil then
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cDebugLog( "Default_Setting : Fail cSetAIScript Loussier" )
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return
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end
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-- 마렌느, 경비병 스크립트 셋팅
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if cSetAIScript( "ID/AdlFH/AdlFH", Var.Marlene ) == nil then
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cDebugLog( "Default_Setting : Fail cSetAIScript Marlene" )
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return
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end
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if cSetAIScript( "ID/AdlFH/AdlFH", Var.Guard1 ) == nil then
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cDebugLog( "Default_Setting : Fail cSetAIScript Guard1" )
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return
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end
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if cSetAIScript( "ID/AdlFH/AdlFH", Var.Guard2 ) == nil then
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cDebugLog( "Default_Setting : Fail cSetAIScript Guard2" )
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return
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end
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-- 그룹 몹 리젠
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for i=1, #RegenInfo.Zone1_Regen_Group do
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cGroupRegenInstance( Var.MapIndex, RegenInfo.Zone1_Regen_Group[i] )
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end
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-- 정찰자 소환, 상태이상 셋팅
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for i=1, #RegenInfo.Zone1_Regen_Franger do
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local franger = cMobRegen_XY( Var.MapIndex,
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RegenInfo.Zone1_Regen_Franger[i].Index,
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RegenInfo.Zone1_Regen_Franger[i].x,
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RegenInfo.Zone1_Regen_Franger[i].y,
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RegenInfo.Zone1_Regen_Franger[i].dir )
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cSetAbstate( franger, "StaHideWC", 1, 20000000 )
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end
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Var.StepFunc = Zone1_LoussierRescueEvent
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return
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end
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-- 루시에 구출 이벤트 처리
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function Zone1_LoussierRescueEvent( Var )
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cExecCheck "Zone1_LoussierRescueEvent"
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if Var == nil then
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return
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end
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local CurSec = cCurrentSecond()
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-- 이벤트 시작 체크
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if Var.Zone1_EventStep == nil then
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-- 지역안에 오브젝트 첫번째가 있는지만 체크
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local Object = cGetAreaObjectList( Var.MapIndex, AreaIndex.Zone1_1, ObjectType.Player )
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if Object == nil then
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return
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end
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Var.Dialog = nil
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Var.DialogStep = nil
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Var.Zone1_EventStep = 1
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Var.Zone1_EventPlayTime = CurSec
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return
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end
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-- 1_1, 1_2
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-- 플레이어 행동을 막기위해 상태이상을 걸고, 루시에 쪽으로 카메라 이동
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if Var.Zone1_EventStep == 1 then
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if Var.Zone1_EventPlayTime > CurSec then
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return
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end
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local PlayerList = { cGetPlayerList( Var.MapIndex ) }
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for i=1, #PlayerList do
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if cSetAbstate( PlayerList[i], STUN, 1, 200000 ) == nil then
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cDebugLog( "Zone1_LoussierRescueEvent : cSetAbstate" )
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end
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end
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cCameraMove( Var.MapIndex,
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CameraMoveInfo[1].x,
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CameraMoveInfo[1].y,
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CameraMoveInfo[1].AngleXZ,
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CameraMoveInfo[1].AngleY,
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CameraMoveInfo[1].Dist, 1 )
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Var.Zone1_EventStep = 2
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Var.Zone1_EventPlayTime = CurSec + 2
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return
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end
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-- 1_3
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-- 마렌느, 경비병쪽으로 카메라 이동
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if Var.Zone1_EventStep == 2 then
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if Var.Zone1_EventPlayTime > CurSec then
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return
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end
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local PlayerList = { cGetPlayerList( Var.MapIndex ) }
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for i=1, #PlayerList do
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if cSetAbstate( PlayerList[i], STUN, 1, 200000 ) == nil then
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cDebugLog( "Zone1_LoussierRescueEvent : cSetAbstate" )
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end
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end
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cCameraMove( Var.MapIndex,
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CameraMoveInfo[2].x,
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CameraMoveInfo[2].y,
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CameraMoveInfo[2].AngleXZ,
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CameraMoveInfo[2].AngleY,
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CameraMoveInfo[2].Dist, 1 )
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Var.Zone1_EventStep = 3
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Var.Zone1_EventPlayTime = CurSec + 2
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return
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end
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-- 1_4
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-- NPC 대화
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if Var.Zone1_EventStep == 3 then
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if Var.Zone1_EventPlayTime > CurSec then
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return
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end
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if Var.Dialog == nil then
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Var.Dialog = DialogInfo.Loussier_Rescue_Event
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Var.DialogStep = 1
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end
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if Var.DialogStep <= #Var.Dialog then
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cMobDialog( Var.MapIndex,
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Var.Dialog[Var.DialogStep].Portrait,
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Var.Dialog[Var.DialogStep].FileName,
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Var.Dialog[Var.DialogStep].Index )
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Var.Zone1_EventPlayTime = CurSec + Var.Dialog[Var.DialogStep].Delay
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Var.DialogStep = Var.DialogStep + 1
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return
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end
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Var.Dialog = nil
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Var.DialogStep = nil
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Var.Zone1_EventStep = 4
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Var.Zone1_EventPlayTime = CurSec
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return
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end
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-- 1_5
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-- 카메라 루시에 위치로 이동
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if Var.Zone1_EventStep == 4 then
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if Var.Zone1_EventPlayTime > CurSec then
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return
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end
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local PlayerList = { cGetPlayerList( Var.MapIndex ) }
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for i=1, #PlayerList do
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if cSetAbstate( PlayerList[i], STUN, 1, 200000 ) == nil then
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cDebugLog( "Zone1_LoussierRescueEvent : cSetAbstate" )
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end
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end
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cCameraMove( Var.MapIndex,
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CameraMoveInfo[3].x,
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CameraMoveInfo[3].y,
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CameraMoveInfo[3].AngleXZ,
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CameraMoveInfo[3].AngleY,
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CameraMoveInfo[3].Dist, 1 )
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Var.Zone1_EventStep = 5
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Var.Zone1_EventPlayTime = CurSec + 1
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return
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end
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-- 1_6, ( 1_7 )
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-- 몹 소환
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if Var.Zone1_EventStep == 5 then
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if Var.Zone1_EventPlayTime > CurSec then
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return
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end
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Var.Zone1_Event_Mob = {}
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for i=1, #RegenInfo.Zone1_Event do
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Var.Zone1_Event_Mob[i] = cMobRegen_XY( Var.MapIndex, RegenInfo.Zone1_Event[i].Index,
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RegenInfo.Zone1_Event[i].x,
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RegenInfo.Zone1_Event[i].y,
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RegenInfo.Zone1_Event[i].dir )
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end
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Var.Zone1_EventStep = 6
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Var.Zone1_EventPlayTime = CurSec + 2
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return
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end
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-- 1_8
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-- 카메라 원위치로 하기전 상태이상 제거
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if Var.Zone1_EventStep == 6 then
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if Var.Zone1_EventPlayTime > CurSec then
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return
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end
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local PlayerList = { cGetPlayerList( Var.MapIndex ) }
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for i=1, #PlayerList do
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if cResetAbstate( PlayerList[i], STUN ) == nil then
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cDebugLog( "Zone1_LoussierRescueEvent : Fail cResetAbstate" )
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end
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end
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Var.Zone1_EventStep = 7
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Var.Zone1_EventPlayTime = CurSec
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return
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end
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-- 1_8
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-- 카메라 원위치
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if Var.Zone1_EventStep == 7 then
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if Var.Zone1_EventPlayTime > CurSec then
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return
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end
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cCameraMove( Var.MapIndex, 0, 0, 0, 0, 0, 0 )
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Var.Zone1_EventStep = 8
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Var.Zone1_EventPlayTime = CurSec + 1
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return
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end
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-- 1_9
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-- 경비병, 마렌느 루시에쪽으로 이동
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if Var.Zone1_EventStep == 8 then
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if Var.Zone1_EventPlayTime > CurSec then
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return
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end
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cNPCVanish( Var.Marlene )
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cNPCVanish( Var.Guard1 )
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cNPCVanish( Var.Guard2 )
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Var.Marlene = cMobRegen_Obj( RegenInfo.Marlene.Index, Var.LoussierHandle )
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Var.Guard1 = cMobRegen_Obj( RegenInfo.Guard1.Index, Var.LoussierHandle )
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Var.Guard2 = cMobRegen_Obj( RegenInfo.Guard2.Index, Var.LoussierHandle )
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-- 마렌느 및 경비병 루시에 죽을때, 마렌느 죽을때 처리등의 문제로 수정
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cSetAIScript( "ID/AdlFH/AdlFH", Var.Marlene )
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cSetAIScript( "ID/AdlFH/AdlFH", Var.Guard1 )
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cSetAIScript( "ID/AdlFH/AdlFH", Var.Guard2 )
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Var.Loussier_Stop = nil -- 루시에 멈춤 상태 해제
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Var.Zone1_EventStep = 9
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Var.Zone1_EventPlayTime = CurSec
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return
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end
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-- 1_10
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-- 공지 출력
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if Var.Zone1_EventStep == 9 then
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if Var.Zone1_EventPlayTime > CurSec then
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return
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end
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-- 마렌느 및 경비병 루시에 죽을때, 마렌느 죽을때 처리등의 문제로 수정
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if GuardMemBlock[Var.Marlene] ~= nil then
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GuardMemBlock[Var.Marlene].StepFunc = GuarderActivity
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end
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if GuardMemBlock[Var.Guard1] ~= nil then
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GuardMemBlock[Var.Guard1].StepFunc = GuarderActivity
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end
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if GuardMemBlock[Var.Guard2] ~= nil then
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GuardMemBlock[Var.Guard2].StepFunc = GuarderActivity
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end
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cScriptMessage( Var.MapIndex, AnnounceInfo.AdlF_Mission_01_001 )
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Var.Zone1_EventStep = 10
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Var.Zone1_EventPlayTime = CurSec
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return
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end
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Var.Zone1_EventStep = nil
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Var.Zone1_EventPlayTime = nil
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Var.StepFunc = Zone1_LoussierRescueEnd
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return
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end
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-- 루시에 구출 이벤트 종료
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function Zone1_LoussierRescueEnd( Var )
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cExecCheck "Zone1_LoussierRescueEnd"
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if Var == nil then
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return
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end
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local CurSec = cCurrentSecond()
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-- 1_11, 1_12
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-- 구출이벤트 종료 조건 체크
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if Var.Zone1_EventStep == nil then
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-- 루시에가 죽었을 경우, ( stepcontrol 에서 매루틴 루시에 체크 )
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if Var.LoussierHandle == nil then
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Var.Dialog = DialogInfo.Loussier_Rescue_Fail
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Var.DialogStep = 1
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Var.Zone1_EventStep = 1
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Var.Zone1_EventPlayTime = CurSec + 2
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return
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end
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local chkEventMob = 0
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-- 몹 전부 죽었는지 체크
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for index, value in pairs( Var.Zone1_Event_Mob ) do
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if value ~= nil then
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if cIsObjectDead( value ) ~= nil then
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Var.Zone1_Event_Mob[index] = nil
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end
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chkEventMob = 1
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end
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end
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if chkEventMob == 1 then
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return
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end
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-- 몹이 다 죽었을 경우
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Var.Zone1_Event_Mob = nil
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Var.Dialog = DialogInfo.Loussier_Rescue_Succ
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Var.DialogStep = 1
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Var.Zone1_EventStep = 1
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Var.Zone1_EventPlayTime = CurSec + 2
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return
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end
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if Var.Zone1_EventStep == 1 then
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if Var.Zone1_EventPlayTime > CurSec then
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return
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end
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-- 마렌느 및 경비병 루시에 죽을때, 마렌느 죽을때 처리등의 문제로 수정
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if GuardMemBlock[Var.Marlene] ~= nil then
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GuardMemBlock[Var.Marlene].StepFunc = GuarderStop
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end
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if GuardMemBlock[Var.Guard1] ~= nil then
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GuardMemBlock[Var.Guard1].StepFunc = GuarderStop
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end
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if GuardMemBlock[Var.Guard2] ~= nil then
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GuardMemBlock[Var.Guard2].StepFunc = GuarderStop
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end
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cFollow( Var.Marlene, Var.LoussierHandle, 100, 1000 )
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cFollow( Var.Guard1, Var.LoussierHandle, 100, 1000 )
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cFollow( Var.Guard2, Var.LoussierHandle, 100, 1000 )
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Var.Zone1_EventStep = 2
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Var.Zone1_EventPlayTime = CurSec
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return
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end
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-- 1_13_S, 1_14_S, 1_13_F
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-- 해당 대화 출력
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if Var.Zone1_EventStep == 2 then
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if Var.Zone1_EventPlayTime > CurSec then
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return
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end
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if Var.DialogStep <= #Var.Dialog then
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cMobDialog( Var.MapIndex,
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Var.Dialog[Var.DialogStep].Portrait,
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Var.Dialog[Var.DialogStep].FileName,
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Var.Dialog[Var.DialogStep].Index )
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Var.Zone1_EventPlayTime = CurSec + Var.Dialog[Var.DialogStep].Delay
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Var.DialogStep = Var.DialogStep + 1
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return
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end
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Var.Dialog = nil
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Var.DialogStep = nil
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Var.Zone1_EventStep = 3
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Var.Zone1_EventPlayTime = CurSec + 4
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return
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end
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-- 1_14_F
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-- 공지 출력
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if Var.Zone1_EventStep == 3 then
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if Var.Zone1_EventPlayTime > CurSec then
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return
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end
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cScriptMessage( Var.MapIndex, AnnounceInfo.AdlF_Mission_01_002H )
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Var.Zone1_EventStep = 4
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Var.Zone1_EventPlayTime = CurSec
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return
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end
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if Var.Zone1_EventStep == 4 then
|
|
|
|
if Var.FountainOfLife_Use == false then
|
|
return
|
|
end
|
|
|
|
cScriptMessage( Var.MapIndex, AnnounceInfo.AdlF_Mission_01_002 )
|
|
|
|
Var.Zone1_EventStep = 5
|
|
Var.Zone1_EventPlayTime = CurSec
|
|
|
|
return
|
|
end
|
|
|
|
|
|
Var.Zone1_EventStep = nil
|
|
Var.Zone1_EventPlayTime = nil
|
|
|
|
Var.StepFunc = Dummy
|
|
|
|
return
|
|
end
|
|
|
|
|
|
|
|
|
|
|