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SigFiesta/LuaScript/ID/WarBL/WarBLEventRoutine.lua

1578 lines
34 KiB

require( "ID/WarBL/WarBLData" )
function EndGateRoutine( Handle, MapIndex )
cExecCheck( "EndGateRoutine" )
local RoomEvent
RoomEvent = InstanceField[MapIndex]
if RoomEvent == nil then
cAIScriptSet( Handle )
cNPCVanish( Handle )
GATE_MAP_INDEX[Handle] = nil
return ReturnAI["END"]
end
if RoomEvent["EndGate"] == nil then
cAIScriptSet( Handle )
cNPCVanish( Handle )
GATE_MAP_INDEX[Handle] = nil
return ReturnAI["END"]
end
if RoomEvent["EndGate"][Handle] == nil then
cAIScriptSet( Handle )
cNPCVanish( Handle )
RoomEvent["EndGate"] = nil
GATE_MAP_INDEX[Handle] = nil
return ReturnAI["END"]
end
return ReturnAI["END"]
end
function EndGateClick( NPCHandle, PlyHandle, RegistNumber )
cExecCheck( "EndGateClick" )
local MapIndex = GATE_MAP_INDEX[NPCHandle]
if MapIndex == nil then
return
end
if InstanceField[MapIndex] == nil then
return
end
if InstanceField[MapIndex]["EndGate"] == nil then
return
end
cServerMenu( PlyHandle, NPCHandle, GATE_TITLE["End"]["Title"],
GATE_TITLE["End"]["Yes"], "LinkToEnd",
GATE_TITLE["End"]["No"], "GateDummy")
end
function LinkToEnd( NPCHandle, PlyHandle, RegistNumber )
cExecCheck( "LinkToStart" )
local MapIndex = GATE_MAP_INDEX[NPCHandle]
if MapIndex == nil then
return
end
local RoomEvent
RoomEvent = InstanceField[MapIndex]
if RoomEvent == nil then
return
end
if RoomEvent["EndGate"] == nil then
return
end
cLinkTo( PlyHandle, GATE_DATA["END_GATE"]["LINK"]["FIELD"], GATE_DATA["END_GATE"]["LINK"]["X"], GATE_DATA["END_GATE"]["LINK"]["Y"] )
end
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- -- -- --
-- -- Room 1 -- --
-- -- -- --
-- -- ( ¸ÞÀÎ ·çƾ ) -- --
-- -- -- --
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
function EVENT_ROOM_ONE_ROUTINE( RoomEvent )
cExecCheck( "EVENT_ROOM_ONE_ROUTINE" )
if RoomEvent == nil then
return
end
if RoomEvent["Room"]["RoomNumber"] ~= 1 then
return
end
if RoomEvent["Room"]["Data"] == nil then
return
end
if RoomEvent["Room"]["Data"]["ForasList"] == nil then
return
end
local Event_Foras_Data = { }
local Event_Foras_List = { }
Event_Foras_Data = EVENT_ROOM_DATA[RoomEvent["Room"]["RoomNumber"]]["ENVENT_FORAS"]
Event_Foras_List = RoomEvent["Room"]["Data"]["ForasList"]
-- °¢ Æ÷¶ó½º µéÀÌ ÁÖº¯¿¡ ij¸¯ÅÍ°¡ ÀÖ´ÂÁö üũÇÏ¿© ¼º°ø½Ã RE_STATE º¯°æ
if RoomEvent["Room"]["RE_State"] == RE_STATE_1 then
-- ÁÖº¯Ä³¸¯ÅÍ °Ë»ö¼º°ø
if Event_Foras_List["FL_State"] == FL_SEARCH_SUCCESS then
local PlayerList
local ForasPos
PlayerList = { cGetPlayerList( RoomEvent["MapIndex"] ) }
for i=1, #PlayerList do
cSetAbstate( PlayerList[i], DOOR_CAMERAMOVE["AbstateIndex"], 1, DOOR_CAMERAMOVE["AbstateTime"] )
end
ForasPos = Event_Foras_Data["FORAS_POSITION"][1]["REGEN_POS"]
-- ¼­¹ö¿Í Ŭ¶ó ¹æÇâ ¸ÂÃçÁÜ
local tmpdir = (-48 + 180) * (-1)
tmpdir = tmpdir % 360
cCameraMove( RoomEvent["MapIndex"], ForasPos["X"], ForasPos["Y"], tmpdir, FORAS_CAMERAMOVE["AngleY"], FORAS_CAMERAMOVE["Distance"], 1 )
RoomEvent["Room"]["Data"]["CameraCheckTime"] = RoomEvent["CurrentTime"] + FORAS_CAMERAMOVE["KeepTime"]
RoomEvent["Room"]["Data"]["CheckTime"] = RoomEvent["CurrentTime"] + 1
RoomEvent["Room"]["RE_State"] = RE_STATE_2
end
return
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_2 then
if RoomEvent["Room"]["Data"]["CheckTime"] > RoomEvent["CurrentTime"] then
return
end
RoomEvent["Room"]["Data"]["CheckTime"] = nil
Event_Foras_List["FL_State"] = FL_SURPRISE
Event_Foras_List["CheckTime"] = RoomEvent["CurrentTime"] + Event_Foras_Data["SURPRISE_DELAY"]
RoomEvent["Room"]["RE_State"] = RE_STATE_3
return
-- Æ÷¶ó½º°¡ ij¸¯Å͸¦ ÀνÄÇÏ°í ´ë±âÁßÀÎ »óÅÂ
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_3 then
if RoomEvent["Room"]["Data"]["CameraCheckTime"] > RoomEvent["CurrentTime"] then
return
end
local PlayerList
PlayerList = { cGetPlayerList( RoomEvent["MapIndex"] ) }
for i=1, #PlayerList do
cResetAbstate( PlayerList[i], FORAS_CAMERAMOVE["AbstateIndex"] )
end
RoomEvent["Room"]["Data"]["CameraCheckTime"] = nil
cCameraMove( RoomEvent["MapIndex"], 0, 0, 0, 0, 0, 0 )
RoomEvent["Room"]["RE_State"] = RE_STATE_4
return
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_4 then
if RoomEvent["CurrentTime"] > Event_Foras_List["CheckTime"] then
Event_Foras_List["FL_State"] = FL_ESCAPE
RoomEvent["Room"]["RE_State"] = RE_STATE_5
for index, value in pairs ( Event_Foras_List["List"] ) do
local GoalPos = {}
GoalPos = value["Path"][value["PathNumber"]]
cRunTo ( index, GoalPos["X"], GoalPos["Y"] )
cMobChat ( index, "WarBL", value["MobChatData"]["INDEX"][5] )
end
RoomEvent["Room"]["Data"]["NoticeCheckTime"] = RoomEvent["CurrentTime"] + NOTICE_INFO[1]["DelayTime"]
end
return
-- Æ÷¶ó½º°¡ ¸ðµÎ µµ¸Á ¿Ï·á µÇ¾ú´ÂÁö üũ - ¸¶°èº´»ç ¸®Á¨
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_5 then
local Event_DavilDom_Data = { }
local Event_DavilDom = { }
local Daivildom = { }
local Event_Davildom_List = { }
Event_DavilDom_Data = EVENT_ROOM_DATA[RoomEvent["Room"]["RoomNumber"]]["EVNET_DAVILDOM"]
Event_DavilDom = RoomEvent["Room"]["Data"]["Davildom"]
Event_Davildom_List = RoomEvent["Room"]["Data"]["Davildom"]["List"]
if RoomEvent["Room"]["Data"]["NoticeCheckTime"] < RoomEvent["CurrentTime"] then
cNotice( RoomEvent["MapIndex"], NOTICE_INFO[1]["FileName"], NOTICE_INFO[1]["Index"] )
RoomEvent["Room"]["Data"]["NoticeCheckTime"] = RoomEvent["Room"]["Data"]["NoticeCheckTime"] + 999999999999
end
if RoomEvent["CurrentTime"] > Event_DavilDom["RegenCheckTime"] then
if Event_DavilDom["RegenCount"] > Event_DavilDom_Data["MOB_TOTAL_COUNT"] then
RoomEvent["Room"]["RE_State"] = RE_STATE_6
return
end
Event_DavilDom["RegenCheckTime"] = RoomEvent["CurrentTime"] + Event_DavilDom_Data["REGEN_DELAY_TIME"]
Daivildom["Handle"] = cMobRegen_XY( RoomEvent["MapIndex"], Event_DavilDom_Data["MOB_INDEX"],
Event_DavilDom_Data["DAVILDOM_POSITION"]["START_POSITION"]["X"], Event_DavilDom_Data["DAVILDOM_POSITION"]["START_POSITION"]["Y"], Event_DavilDom_Data["DAVILDOM_POSITION"]["START_POSITION"]["DIR"] )
if Daivildom["Handle"] ~= nil then
Daivildom["D_State"] = D_Normal
Daivildom["CheckTime"] = RoomEvent["CurrentTime"]
Event_Davildom_List[Daivildom["Handle"]] = Daivildom
Event_DavilDom["RegenCount"] = Event_DavilDom["RegenCount"] + 1
cSetAIScript ( SCRIPT_MAIN, Daivildom["Handle"] )
cAIScriptFunc ( Daivildom["Handle"], "Entrance", "ROOM_ONE_DAVILDOM_ROUTINE" )
cRunTo ( Daivildom["Handle"], Event_DavilDom_Data["DAVILDOM_POSITION"]["END_POSITION"]["X"], Event_DavilDom_Data["DAVILDOM_POSITION"]["END_POSITION"]["Y"] )
end
return
end
return
-- ÀüÅõ ¿Ï·á ÈÄ ¾Ë¸²
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_6 then
local Event_Davildom_List = { }
Event_Davildom_List = RoomEvent["Room"]["Data"]["Davildom"]["List"]
for index, value in pairs(Event_Davildom_List) do
return
end
cNotice( RoomEvent["MapIndex"], NOTICE_INFO[2]["FileName"], NOTICE_INFO[2]["Index"] )
end
return EVENT_ROUTINE_END
end
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- -- -- --
-- -- Room 2 -- --
-- -- -- --
-- -- ( ¸ÞÀÎ ·çƾ ) -- --
-- -- -- --
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
function EVENT_ROOM_TWO_ROUTINE( RoomEvent )
cExecCheck( "EVENT_ROOM_TWO_ROUTINE" )
if RoomEvent == nil then
return
end
if RoomEvent["Room"]["RoomNumber"] ~= 2 then
return
end
if RoomEvent["Room"]["Data"] == nil then
return
end
-- Ä«¸Þ¶ó ¿öÅ© ( µµ¾î¿ÀÇ )
if RoomEvent["Room"]["RE_State"] == RE_STATE_1 then
local PlayerList
local DoorLoc
PlayerList = { cGetPlayerList( RoomEvent["MapIndex"] ) }
for i=1, #PlayerList do
cSetAbstate( PlayerList[i], DOOR_CAMERAMOVE["AbstateIndex"], 1, DOOR_CAMERAMOVE["AbstateTime"] )
end
DoorLoc = DOOR_BLOCK_DATA[1]["REGEN_POSITION"]
-- ¼­¹ö¿Í Ŭ¶ó ¹æÇâ ¸ÂÃçÁÜ
local tmpdir = (DoorLoc["DIR"] + 180) * (-1)
tmpdir = tmpdir % 360
cCameraMove( RoomEvent["MapIndex"], DoorLoc["X"], DoorLoc["Y"], tmpdir, DOOR_CAMERAMOVE["AngleY"], DOOR_CAMERAMOVE["Distance"], 1 )
RoomEvent["Room"]["Data"]["CameraCheckTime"] = RoomEvent["CurrentTime"] + DOOR_CAMERAMOVE["KeepTime"]
RoomEvent["Room"]["RE_State"] = RE_STATE_2
RoomEvent["DoorCheckTime"] = RoomEvent["CurrentTime"] + DOOR_CHECK_TIME
return
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_2 then
if RoomEvent["CurrentTime"] < RoomEvent["DoorCheckTime"] then
return
end
local DoorInfo
DoorInfo = RoomEvent["DoorList"][1]
cDoorAction( DoorInfo["Handle"], DoorInfo["Index"], "open" )
RoomEvent["Room"]["RE_State"] = RE_STATE_3
return
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_3 then
if RoomEvent["Room"]["Data"]["CameraCheckTime"] > RoomEvent["CurrentTime"] then
return
end
RoomEvent["Room"]["RE_State"] = RE_STATE_4
local PlayerList
PlayerList = { cGetPlayerList( RoomEvent["MapIndex"] ) }
for i=1, #PlayerList do
cResetAbstate( PlayerList[i], DOOR_CAMERAMOVE["AbstateIndex"] )
end
RoomEvent["CameraCheckTime"] = nil
cCameraMove( RoomEvent["MapIndex"], 0, 0, 0, 0, 0, 0 )
cNotice( RoomEvent["MapIndex"], NOTICE_INFO[1]["FileName"], NOTICE_INFO[1]["Index"] )
return
-- ½ÃÆ®¸® Á×¾ú³ª È®ÀÎ
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_4 then
if RoomEvent["Room"]["Data"]["Citrie"] ~= nil then
return
end
RoomEvent["Room"]["RE_State"] = RE_STATE_5
cNotice( RoomEvent["MapIndex"], NOTICE_INFO[2]["FileName"], NOTICE_INFO[2]["Index"] )
local Gate = { }
RoomEvent["MiddleGate"] = { }
Gate["Handle"] = cMobRegen_XY( RoomEvent["MapIndex"], GATE_DATA["MIDDLE_GATE"]["GATE_INDEX"],
GATE_DATA["MIDDLE_GATE"]["REGEN_POSITION"]["X"], GATE_DATA["MIDDLE_GATE"]["REGEN_POSITION"]["Y"], GATE_DATA["MIDDLE_GATE"]["REGEN_POSITION"]["DIR"] )
if Gate["Handle"] ~= nil then
cSetAIScript ( SCRIPT_MAIN, Gate["Handle"] )
cAIScriptFunc ( Gate["Handle"], "Entrance", "MiddleGateRoutine" )
cAIScriptFunc ( Gate["Handle"], "NPCClick", "MiddleGateClick" )
Gate["RegenLocNum"] = 1
GATE_MAP_INDEX[Gate["Handle"]] = RoomEvent["MapIndex"]
end
RoomEvent["MiddleGate"] = Gate
MAPMARK( RoomEvent )
return
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_5 then
local PlayerList
local DoorLoc
PlayerList = { cGetPlayerList( RoomEvent["MapIndex"] ) }
for i=1, #PlayerList do
cSetAbstate( PlayerList[i], DOOR_CAMERAMOVE["AbstateIndex"], 1, DOOR_CAMERAMOVE["AbstateTime"] )
end
DoorLoc = DOOR_BLOCK_DATA[2]["REGEN_POSITION"]
-- ¼­¹ö¿Í Ŭ¶ó ¹æÇâ ¸ÂÃçÁÜ
local tmpdir = (DoorLoc["DIR"] + 180)
tmpdir = tmpdir % 360
cCameraMove( RoomEvent["MapIndex"], DoorLoc["X"], DoorLoc["Y"], tmpdir, DOOR_CAMERAMOVE["AngleY"], DOOR_CAMERAMOVE["Distance"], 1 )
RoomEvent["Room"]["Data"]["CameraCheckTime"] = RoomEvent["CurrentTime"] + DOOR_CAMERAMOVE["KeepTime"]
RoomEvent["Room"]["RE_State"] = RE_STATE_6
RoomEvent["DoorCheckTime"] = RoomEvent["CurrentTime"] + DOOR_CHECK_TIME
return
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_6 then
if RoomEvent["CurrentTime"] < RoomEvent["DoorCheckTime"] then
return
end
local DoorInfo
DoorInfo = RoomEvent["DoorList"][2]
cDoorAction( DoorInfo["Handle"], DoorInfo["Index"], "open" )
RoomEvent["Room"]["RE_State"] = RE_STATE_7
return
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_7 then
if RoomEvent["CurrentTime"] < RoomEvent["Room"]["Data"]["CameraCheckTime"] then
return
end
local PlayerList
PlayerList = { cGetPlayerList( RoomEvent["MapIndex"] ) }
for i=1, #PlayerList do
cResetAbstate( PlayerList[i], DOOR_CAMERAMOVE["AbstateIndex"] )
end
RoomEvent["CameraCheckTime"] = nil
cCameraMove( RoomEvent["MapIndex"], 0, 0, 0, 0, 0, 0 )
end
return EVENT_ROUTINE_END
end
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- -- -- --
-- -- Room 3 -- --
-- -- -- --
-- -- ( ¸ÞÀÎ ·çƾ ) -- --
-- -- -- --
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
function EVENT_ROOM_THREE_ROUTINE( RoomEvent )
cExecCheck( "EVENT_ROOM_THREE_ROUTINE" )
if RoomEvent == nil then
return
end
if RoomEvent["Room"]["RoomNumber"] ~= 3 then
return
end
if RoomEvent["Room"]["Data"] == nil then
return
end
-- 1. ¸¶°èº´»ç ±×·ì ¾î±×·Î È®ÀÎ
if RoomEvent["Room"]["RE_State"] == RE_STATE_1 then
local DavildomGroupList
local DavildomGroup
local ForasGroupList
local ForasGroup
DavildomGroupList = RoomEvent["Room"]["Data"]["DavildomGroupList"]
ForasGroupList = RoomEvent["Room"]["Data"]["ForasGroupList"]
if RoomEvent["Room"]["Data"]["EscapeStateNum"] >= #DavildomGroupList then
RoomEvent["Room"]["RE_State"] = RE_STATE_2
return
end
for i = 1, #DavildomGroupList do
DavildomGroup = DavildomGroupList[i]
ForasGroup = ForasGroupList[i]
if DavildomGroup["DG_State"] == DG_AGGRO then
DavildomGroup["DG_State"] = DG_AGGRO_SUCC
RoomEvent["Room"]["Data"]["EscapeStateNum"] = RoomEvent["Room"]["Data"]["EscapeStateNum"] + 1
ForasGroup["FG_State"] = FG_ESCAPE
for index, value in pairs ( ForasGroup["List"] ) do
local GoalPos = {}
GoalPos = value["Path"][value["PathNumber"]]
cRunTo ( value["Handle"], GoalPos["X"], GoalPos["Y"] )
cMobChat ( index, "WarBL", value["MobChat"] )
end
end
end
return
-- 2. ¸ðµç ¸¶°èº´»ç°¡ Á×¾ú´ÂÁö È®ÀÎ
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_2 then
for index, value in pairs ( RoomEvent["Room"]["Data"]["DavildomList"] ) do
return
end
cMobDialog( RoomEvent["MapIndex"], DialogInfo[1]["Facecut"], DialogInfo[1]["FileName"], DialogInfo[1]["Index"] )
RoomEvent["Room"]["RE_State"] = RE_STATE_3
return
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_3 then
local RegenDavildomData
local RegenDavildomList = { }
RegenDavildomData = EVENT_ROOM_DATA[RoomEvent["Room"]["RoomNumber"]]["REGEN_DAVILDOM"]
for i = 1, RegenDavildomData["MOB_COUNT"][1] do
local RegenDavildom = { }
RegenDavildom["Handle"] = cMobRegen_Circle( RoomEvent["MapIndex"], RegenDavildomData["MOB_INDEX"],
RegenDavildomData["CENTER_POSITION"]["X"], RegenDavildomData["CENTER_POSITION"]["Y"],
RegenDavildomData["CENTER_POSITION"]["RADIUS"] )
if RegenDavildom["Handle"] ~= nil then
cSetAIScript ( SCRIPT_MAIN, RegenDavildom["Handle"] )
cAIScriptFunc ( RegenDavildom["Handle"], "Entrance", "ROOM_THREE_REGEN_DAVILDOM_ROUTINE" )
local PlayerList
local PlayerAggroList = { }
local CurPos = { }
local Count = 1
CurPos["X"], CurPos["Y"] = cObjectLocate( RegenDavildom["Handle"] )
PlayerList = { cGetPlayerList( RoomEvent["MapIndex"] ) }
for i = 1, #PlayerList do
local CurPlayerPos = { }
CurPlayerPos["X"], CurPlayerPos["Y"] = cObjectLocate( PlayerList[i] )
if cDistanceSquar( CurPos["X"], CurPos["Y"], CurPlayerPos["X"], CurPlayerPos["Y"] ) < ( RegenDavildomData["SEARCH_RANGE"] * RegenDavildomData["SEARCH_RANGE"] ) then
PlayerAggroList[Count] = PlayerList[i]
Count = Count + 1
end
end
local PlayerHandle
PlayerHandle = cRandomInt(1, #PlayerAggroList)
RegenDavildom["AggroPlayer"] = PlayerAggroList[PlayerHandle]
RegenDavildom["AggroDistance"] = RegenDavildomData["AGGRO_DISTANCE"]
RegenDavildom["AggroPoint"] = RegenDavildomData["AGGRO_POINT"]
RegenDavildom["CheckTime"] = RoomEvent["CurrentTime"]
RegenDavildom["D_State"] = D_AGGRO
RegenDavildomList[RegenDavildom["Handle"]] = RegenDavildom
end
end
RoomEvent["Room"]["Data"]["RegenDavildomList"] = RegenDavildomList
RoomEvent["Room"]["RE_State"] = RE_STATE_4
return
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_4 then
for index, value in pairs(RoomEvent["Room"]["Data"]["RegenDavildomList"]) do
return
end
RoomEvent["Room"]["Data"]["RegenDavildomList"] = nil
cMobDialog( RoomEvent["MapIndex"], DialogInfo[2]["Facecut"], DialogInfo[2]["FileName"], DialogInfo[2]["Index"] )
RoomEvent["Room"]["RE_State"] = RE_STATE_5
return
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_5 then
local RegenDavildomData
local RegenDavildomList = { }
RegenDavildomData = EVENT_ROOM_DATA[RoomEvent["Room"]["RoomNumber"]]["REGEN_DAVILDOM"]
for i = 1, RegenDavildomData["MOB_COUNT"][2] do
local RegenDavildom = { }
RegenDavildom["Handle"] = cMobRegen_Circle( RoomEvent["MapIndex"], RegenDavildomData["MOB_INDEX"],
RegenDavildomData["CENTER_POSITION"]["X"], RegenDavildomData["CENTER_POSITION"]["Y"],
RegenDavildomData["CENTER_POSITION"]["RADIUS"] )
if RegenDavildom["Handle"] ~= nil then
cSetAIScript ( SCRIPT_MAIN, RegenDavildom["Handle"] )
cAIScriptFunc ( RegenDavildom["Handle"], "Entrance", "ROOM_THREE_REGEN_DAVILDOM_ROUTINE" )
local PlayerList
local PlayerAggroList = { }
local CurPos = { }
local Count = 1
CurPos["X"], CurPos["Y"] = cObjectLocate( RegenDavildom["Handle"] )
PlayerList = { cGetPlayerList( RoomEvent["MapIndex"] ) }
for i = 1, #PlayerList do
local CurPlayerPos = { }
CurPlayerPos["X"], CurPlayerPos["Y"] = cObjectLocate( PlayerList[i] )
if cDistanceSquar( CurPos["X"], CurPos["Y"], CurPlayerPos["X"], CurPlayerPos["Y"] ) < ( RegenDavildomData["SEARCH_RANGE"] * RegenDavildomData["SEARCH_RANGE"] ) then
PlayerAggroList[Count] = PlayerList[i]
Count = Count + 1
end
end
local PlayerHandle
PlayerHandle = cRandomInt(1, #PlayerAggroList)
RegenDavildom["AggroPlayer"] = PlayerAggroList[PlayerHandle]
RegenDavildom["AggroDistance"] = RegenDavildomData["AGGRO_DISTANCE"]
RegenDavildom["AggroPoint"] = RegenDavildomData["AGGRO_POINT"]
RegenDavildom["CheckTime"] = RoomEvent["CurrentTime"]
RegenDavildom["D_State"] = D_AGGRO
RegenDavildomList[RegenDavildom["Handle"]] = RegenDavildom
end
end
RoomEvent["Room"]["Data"]["RegenDavildomList"] = RegenDavildomList
RoomEvent["Room"]["RE_State"] = RE_STATE_6
return
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_6 then
for index, value in pairs(RoomEvent["Room"]["Data"]["RegenDavildomList"]) do
return
end
end
return EVENT_ROUTINE_END
end
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- -- -- --
-- -- Room 4 -- --
-- -- -- --
-- -- ( ¸ÞÀÎ ·çƾ ) -- --
-- -- -- --
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
function EVENT_ROOM_FOUR_ROUTINE( RoomEvent )
cExecCheck( "EVENT_ROOM_THREE_ROUTINE" )
if RoomEvent == nil then
return
end
if RoomEvent["Room"]["RoomNumber"] ~= 4 then
return
end
if RoomEvent["Room"]["Data"] == nil then
return
end
if RoomEvent["Room"]["RE_State"] == RE_STATE_1 then
local PlayerList
local ForasChiefLocation
PlayerList = { cGetPlayerList( RoomEvent["MapIndex"] ) }
for i=1, #PlayerList do
cSetAbstate( PlayerList[i], EVENT4_CAMERAMOVE["AbstateIndex"], 1, EVENT4_CAMERAMOVE["AbstateTime"] )
end
ForasChiefLocation = EVENT_ROOM_DATA[RoomEvent["Room"]["RoomNumber"]]["FORAS_CHIEF"]["REGEN_POSITION"]
-- ¼­¹ö¿Í Ŭ¶ó ¹æÇâ ¸ÂÃçÁÜ
local tmpdir = (ForasChiefLocation["DIR"] + 180) * (-1)
tmpdir = tmpdir % 360
cCameraMove( RoomEvent["MapIndex"], ForasChiefLocation["X"], ForasChiefLocation["Y"], tmpdir, EVENT4_CAMERAMOVE["AngleY"], EVENT4_CAMERAMOVE["Distance"], 1 )
RoomEvent["Room"]["Data"]["CameraCheckTime"] = RoomEvent["CurrentTime"] + EVENT4_CAMERAMOVE["KeepTime"]
RoomEvent["Room"]["RE_State"] = RE_STATE_2
return
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_2 then
if RoomEvent["Room"]["Data"]["CameraCheckTime"] > RoomEvent["CurrentTime"] then
return
end
RoomEvent["Room"]["RE_State"] = RE_STATE_3
local PlayerList
PlayerList = { cGetPlayerList( RoomEvent["MapIndex"] ) }
for i=1, #PlayerList do
cResetAbstate( PlayerList[i], EVENT4_CAMERAMOVE["AbstateIndex"] )
end
RoomEvent["CameraCheckTime"] = nil
cCameraMove( RoomEvent["MapIndex"], 0, 0, 0, 0, 0, 0 )
RoomEvent["Room"]["RE_State"] = RE_STATE_3
RoomEvent["CameraCheckTime"] = RoomEvent["CurrentTime"] + 1
return
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_3 then
if RoomEvent["CameraCheckTime"] > RoomEvent["CurrentTime"] then
return
end
cMobDialog( RoomEvent["MapIndex"], DialogInfo[3]["Facecut"], DialogInfo[3]["FileName"], DialogInfo[3]["Index"] )
RoomEvent["CameraCheckTime"] = nil
RoomEvent["Room"]["RE_State"] = RE_STATE_4
return
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_4 then
for index, value in pairs(RoomEvent["Room"]["Data"]["DavildomList"]) do
return
end
cAnimate( RoomEvent["Room"]["Data"]["ForasChief"]["Handle"], "stop" )
RoomEvent["Room"]["RE_State"] = RE_STATE_5
return
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_5 then
local EquipItemPlayerList = { }
local nCount
local MaseterPlayer
PlayerList = { cGetPlayerList( RoomEvent["MapIndex"] ) }
nCount = 1
local MasterPlayer = nil
for i = 1, #PlayerList do
local PriorityFirst
local PrioritySecond
if cIsEquipItem( PlayerList[i], RoomEvent["Room"]["Data"]["ForasChief"]["MaskItem"] ) == 1 then
if MasterPlayer == nil then
MasterPlayer = PlayerList[i]
elseif MasterPlayer ~= nil then
PriorityFirst = PRIORITY_CLASS[cGetBaseClass( MasterPlayer )]
PrioritySecond = PRIORITY_CLASS[cGetBaseClass( PlayerList[i] )]
if PriorityFirst > PrioritySecond then
MasterPlayer = PlayerList[i]
end
end
end
end
local ForasChief
ForasChief = RoomEvent["Room"]["Data"]["ForasChief"]
if MasterPlayer == nil then
ForasChief["FC_State"] = FC_MOVE
cMobShout ( ForasChief["Handle"], "WarBL", ForasChief["MobChatData"][1] )
elseif MasterPlayer ~= nil then
ForasChief["MasterPlayer"] = MasterPlayer
ForasChief["FC_State"] = FC_FOLLOW
cMobShout ( ForasChief["Handle"], "WarBL", ForasChief["MobChatData"][2] )
end
RoomEvent["MiddleGate"]["RegenLocNum"] = 2
RoomEvent["Room"]["RE_State"] = RE_STATE_6
RoomEvent["Room"]["Data"]["CheckTime"] = RoomEvent["CurrentTime"] + 4
return
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_6 then
if RoomEvent["Room"]["Data"]["CheckTime"] > RoomEvent["CurrentTime"] then
return
end
end
return EVENT_ROUTINE_END
end
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- -- -- --
-- -- Room 5 -- --
-- -- -- --
-- -- ( ¸ÞÀÎ ·çƾ ) -- --
-- -- -- --
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
function EVENT_ROOM_FIVE_ROUTINE( RoomEvent )
cExecCheck( "EVENT_ROOM_FIVE_ROUTINE" )
if RoomEvent == nil then
return
end
if RoomEvent["Room"]["RoomNumber"] ~= 5 then
return
end
if RoomEvent["Room"]["Data"] == nil then
return
end
if RoomEvent["Room"]["RE_State"] == RE_STATE_1 then
local PlayerList
local DoorLoc
PlayerList = { cGetPlayerList( RoomEvent["MapIndex"] ) }
for i=1, #PlayerList do
cSetAbstate( PlayerList[i], DOOR_CAMERAMOVE["AbstateIndex"], 1, DOOR_CAMERAMOVE["AbstateTime"] )
end
DoorLoc = DOOR_BLOCK_DATA[3]["REGEN_POSITION"]
-- ¼­¹ö¿Í Ŭ¶ó ¹æÇâ ¸ÂÃçÁÜ
local tmpdir = (DoorLoc["DIR"] + 180) * (-1)
tmpdir = tmpdir % 360
cCameraMove( RoomEvent["MapIndex"], DoorLoc["X"], DoorLoc["Y"], tmpdir, DOOR_CAMERAMOVE["AngleY"], DOOR_CAMERAMOVE["Distance"], 1 )
RoomEvent["Room"]["Data"]["CameraCheckTime"] = RoomEvent["CurrentTime"] + DOOR_CAMERAMOVE["KeepTime"]
RoomEvent["Room"]["RE_State"] = RE_STATE_2
RoomEvent["DoorCheckTime"] = RoomEvent["CurrentTime"] + DOOR_CHECK_TIME
return
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_2 then
if RoomEvent["CurrentTime"] < RoomEvent["DoorCheckTime"] then
return
end
local DoorInfo
DoorInfo = RoomEvent["DoorList"][3]
cDoorAction( DoorInfo["Handle"], DoorInfo["Index"], "open" )
RoomEvent["Room"]["RE_State"] = RE_STATE_3
return
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_3 then
if RoomEvent["Room"]["Data"]["CameraCheckTime"] > RoomEvent["CurrentTime"] then
return
end
local PlayerList
PlayerList = { cGetPlayerList( RoomEvent["MapIndex"] ) }
for i=1, #PlayerList do
cResetAbstate( PlayerList[i], DOOR_CAMERAMOVE["AbstateIndex"] )
end
RoomEvent["CameraCheckTime"] = nil
cCameraMove( RoomEvent["MapIndex"], 0, 0, 0, 0, 0, 0 )
RoomEvent["Room"]["RE_State"] = RE_STATE_4
return
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_4 then
if RoomEvent["Room"]["Data"]["Citrie"] ~= nil then
return
end
RoomEvent["Room"]["Data"]["RegenDavildom"] = nil
if RoomEvent["Room"]["Data"]["ForasChief"] ~= nil then
cAIScriptSet( RoomEvent["Room"]["Data"]["ForasChief"]["Handle"] )
cNPCVanish( RoomEvent["Room"]["Data"]["ForasChief"]["Handle"] )
RoomEvent["Room"]["Data"]["ForasChief"] = nil
end
RoomEvent["Room"]["RE_State"] = RE_STATE_5
return
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_5 then
local ForasChiefData = { }
local ForasChief = { }
ForasChiefData = EVENT_ROOM_DATA[RoomEvent["Room"]["RoomNumber"]]["FORAS_CHIEF"]
ForasChief["Handle"] = cMobRegen_XY( RoomEvent["MapIndex"], ForasChiefData["MOB_INDEX"],
ForasChiefData["START_POSITION"]["X"],
ForasChiefData["START_POSITION"]["Y"],
ForasChiefData["START_POSITION"]["DIR"] )
if ForasChief["Handle"] ~= nil then
cSetAIScript ( SCRIPT_MAIN, ForasChief["Handle"] )
cAIScriptFunc ( ForasChief["Handle"], "Entrance", "ROOM_FIVE_FORASCHEIF_ROUTINE" )
cSetAbstate ( ForasChief["Handle"], STA_IMMORTAL, 1, 20000000 )
ForasChief["MobChatData"] = ForasChiefData["MOB_CHAT"]
ForasChief["FC_State"] = FC_MOVE
end
RoomEvent["Room"]["Data"]["ForasChief"] = ForasChief
local PlayerList
PlayerList = { cGetPlayerList( RoomEvent["MapIndex"] ) }
for i=1, #PlayerList do
cSetAbstate( PlayerList[i], ENDING_CAMERAMOVE["AbstateIndex"], 1, ENDING_CAMERAMOVE["AbstateTime"] )
end
local ForasChiefData = { }
local ForasChief = RoomEvent["Room"]["Data"]["ForasChief"]
ForasChiefData = EVENT_ROOM_DATA[RoomEvent["Room"]["RoomNumber"]]["FORAS_CHIEF"]
local tmpdir = (ForasChiefData["START_POSITION"]["DIR"] + 180) * (-1)
tmpdir = tmpdir % 360
cCameraMove( RoomEvent["MapIndex"], ForasChiefData["END_POSITION"]["X"], ForasChiefData["END_POSITION"]["Y"], tmpdir, DOOR_CAMERAMOVE["AngleY"], DOOR_CAMERAMOVE["Distance"], 1 )
RoomEvent["Room"]["RE_State"] = RE_STATE_6
return
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_6 then
local ForasChief = RoomEvent["Room"]["Data"]["ForasChief"]
local CurLoc = { }
local ForasChiefData = { }
CurLoc["X"], CurLoc["Y"] = cObjectLocate( ForasChief["Handle"] )
ForasChiefData = EVENT_ROOM_DATA[RoomEvent["Room"]["RoomNumber"]]["FORAS_CHIEF"]
if cDistanceSquar( CurLoc["X"], CurLoc["Y"], ForasChiefData["END_POSITION"]["X"], ForasChiefData["END_POSITION"]["Y"] ) < ( MOVE_INTERVER * MOVE_INTERVER ) then
RoomEvent["Room"]["RE_State"] = RE_STATE_7
end
return
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_7 then
local ForasChiefData = { }
local ForasChief = RoomEvent["Room"]["Data"]["ForasChief"]
ForasChiefData = EVENT_ROOM_DATA[RoomEvent["Room"]["RoomNumber"]]["FORAS_CHIEF"]
local tmpdir = (ForasChiefData["START_POSITION"]["DIR"] + 180) * (-1)
tmpdir = tmpdir % 360
cCameraMove( RoomEvent["MapIndex"], ForasChiefData["END_POSITION"]["X"], ForasChiefData["END_POSITION"]["Y"], tmpdir, ENDING_CAMERAMOVE["AngleY"], ENDING_CAMERAMOVE["Distance"], 1 )
RoomEvent["Room"]["Data"]["CameraCheckTime"] = RoomEvent["CurrentTime"] + ENDING_CAMERAMOVE["KeepTime"]
ForasChief["ChatCheckTime"] = RoomEvent["CurrentTime"] + ForasChief["MobChatData"]["DELAY"]
RoomEvent["Room"]["RE_State"] = RE_STATE_8
return
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_8 then
local ForasChief
ForasChief = RoomEvent["Room"]["Data"]["ForasChief"]
if ForasChief["ChatCheckTime"] > RoomEvent["CurrentTime"] then
return
end
cMobShout( ForasChief["Handle"], "WarBL", ForasChief["MobChatData"]["INDEX"][1] )
ForasChief["ChatCheckTime"] = RoomEvent["CurrentTime"] + ForasChief["MobChatData"]["DELAY"]
RoomEvent["Room"]["RE_State"] = RE_STATE_9
return
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_9 then
local ForasChief
ForasChief = RoomEvent["Room"]["Data"]["ForasChief"]
if ForasChief["ChatCheckTime"] < RoomEvent["CurrentTime"] then
cMobShout( ForasChief["Handle"], "WarBL", ForasChief["MobChatData"]["INDEX"][2] )
ForasChief["ChatCheckTime"] = RoomEvent["CurrentTime"] + 100
return
end
if RoomEvent["Room"]["Data"]["CameraCheckTime"] > RoomEvent["CurrentTime"] then
return
end
local PlayerList
PlayerList = { cGetPlayerList( RoomEvent["MapIndex"] ) }
for i=1, #PlayerList do
cResetAbstate( PlayerList[i], ENDING_CAMERAMOVE["AbstateIndex"] )
end
RoomEvent["CameraCheckTime"] = nil
cCameraMove( RoomEvent["MapIndex"], 0, 0, 0, 0, 0, 0 )
RoomEvent["Room"]["RE_State"] = RE_STATE_10
return
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_10 then
RoomEvent["EndGate"] = { }
local EndGateData = { }
local EndGate = { }
EndGateData = GATE_DATA["END_GATE"]
EndGate["Handle"] = cMobRegen_XY( RoomEvent["MapIndex"], EndGateData["GATE_INDEX"],
EndGateData["REGEN_POSITION"]["X"],
EndGateData["REGEN_POSITION"]["Y"],
EndGateData["REGEN_POSITION"]["DIR"] )
if EndGate["Handle"] ~= nil then
cSetAIScript ( SCRIPT_MAIN, EndGate["Handle"] )
cAIScriptFunc ( EndGate["Handle"], "Entrance", "EndGateRoutine" )
cAIScriptFunc ( EndGate["Handle"], "NPCClick", "EndGateClick" )
end
GATE_MAP_INDEX[EndGate["Handle"]] = RoomEvent["MapIndex"]
RoomEvent["EndGate"][EndGate["Handle"]] = EndGate
MAPMARK( RoomEvent )
end
return EVENT_ROUTINE_END
end
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- -- -- --
-- -- ENDING -- --
-- -- -- --
-- -- ( ¸ÞÀÎ ·çƾ ) -- --
-- -- -- --
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
function EVENT_ROOM_ENDING_ROUTINE( RoomEvent )
cExecCheck( "EVENT_ROOM_ENDING_ROUTINE" )
if RoomEvent == nil then
return
end
if RoomEvent["Room"]["RoomNumber"] ~= 6 then
return
end
if RoomEvent["Room"]["Data"] == nil then
return
end
local EndingData = RoomEvent["Room"]["Data"]["EndingData"]
if RoomEvent["Room"]["RE_State"] == RE_STATE_1 then
cNotice( RoomEvent["MapIndex"], EndingData[1]["FileName"], EndingData[1]["Index"] )
RoomEvent["Room"]["Data"]["EndingCheckTime"] = RoomEvent["CurrentTime"] + EndingData[1]["WaitTime"]
RoomEvent["Room"]["RE_State"] = RE_STATE_2
return
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_2 then
if RoomEvent["Room"]["Data"]["EndingCheckTime"] > RoomEvent["CurrentTime"] then
return
end
cNotice( RoomEvent["MapIndex"], EndingData[2]["FileName"], EndingData[2]["Index"] )
RoomEvent["Room"]["Data"]["EndingCheckTime"] = RoomEvent["CurrentTime"] + EndingData[2]["WaitTime"]
RoomEvent["Room"]["RE_State"] = RE_STATE_3
return
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_3 then
if RoomEvent["Room"]["Data"]["EndingCheckTime"] > RoomEvent["CurrentTime"] then
return
end
cNotice( RoomEvent["MapIndex"], EndingData[3]["FileName"], EndingData[3]["Index"] )
RoomEvent["Room"]["Data"]["EndingCheckTime"] = RoomEvent["CurrentTime"] + EndingData[3]["WaitTime"]
RoomEvent["Room"]["RE_State"] = RE_STATE_4
return
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_4 then
if RoomEvent["Room"]["Data"]["EndingCheckTime"] > RoomEvent["CurrentTime"] then
return
end
cNotice( RoomEvent["MapIndex"], EndingData[4]["FileName"], EndingData[4]["Index"] )
RoomEvent["Room"]["Data"]["EndingCheckTime"] = RoomEvent["CurrentTime"] + EndingData[4]["WaitTime"]
RoomEvent["Room"]["RE_State"] = RE_STATE_5
return
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_5 then
if RoomEvent["Room"]["Data"]["EndingCheckTime"] > RoomEvent["CurrentTime"] then
return
end
cLinkToAll( RoomEvent["MapIndex"], GATE_DATA["END_GATE"]["LINK"]["FIELD"], GATE_DATA["END_GATE"]["LINK"]["X"], GATE_DATA["END_GATE"]["LINK"]["Y"] )
RoomEvent["Room"]["RE_State"] = RE_STATE_6
return
elseif RoomEvent["Room"]["RE_State"] == RE_STATE_6 then
return
end
return
end
EVENT_ROOM_ROUTINE = { }
EVENT_ROOM_ROUTINE[1] = EVENT_ROOM_ONE_ROUTINE
EVENT_ROOM_ROUTINE[2] = EVENT_ROOM_TWO_ROUTINE
EVENT_ROOM_ROUTINE[3] = EVENT_ROOM_THREE_ROUTINE
EVENT_ROOM_ROUTINE[4] = EVENT_ROOM_FOUR_ROUTINE
EVENT_ROOM_ROUTINE[5] = EVENT_ROOM_FIVE_ROUTINE
EVENT_ROOM_ROUTINE[6] = EVENT_ROOM_ENDING_ROUTINE