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SigFiesta/LuaScript/KQ/KDEgg/KDEgg.lua

331 lines
4.9 KiB

require( "common" )
require( "KQ/KDEgg/KDEggData" ) -- µ¥ÀÌÅÍ Å×À̺í
require( "KQ/KDEgg/KDEggFunc" )
require( "KQ/KDEgg/KDEggObjectRoutine" )
function Main( Field )
cExecCheck( "Main" )
local Var = InstanceField[Field]
if Var == nil then
InstanceField[Field] = {}
Var = InstanceField[Field]
Var["MapIndex"] = Field
cSetFieldScript( Var["MapIndex"], SCRIPT_MAIN )
cFieldScriptFunc( Var["MapIndex"], "MapLogin", "PlayerMapLogin" )
cFieldScriptFunc( Var["MapIndex"], "ItemUse", "PlayerItemUse" )
Var["StepControl"] = StepControl
Var["StepFunc"] = DummyFunc
end
Var["StepControl"]( Var )
Var["StepFunc"]( Var )
end
function DummyFunc( Var )
end
function StepControl( Var )
cExecCheck( "StepControl" )
if Var == nil then
return
end
MapMarking( Var )
local CurSec = cCurrentSecond()
if Var["Step"] == nil then
Var["Step"] = 1
Var["StepFunc"] = InitKingdomQuestDefence
return
end
if Var["Step"] == 1 then
if Var["StepWaitTime"] == nil then
Var["StepWaitTime"] = CurSec
end
if Var["StepWaitTime"] + KD_JOIN_WAIT_TIME < CurSec then
Var["StepWaitTime"] = nil
Var["Step"] = Var["Step"] + 1
end
return
end
if Var["Step"] == 2 then
if WarN_Dialog( Var, DialogInfo["Egg_Join"] ) ~= nil then
return
end
Var["Step"] = Var["Step"] + 1
Var["StepFunc"] = WaveProcess
return
end
if Var["Step"] == 3 then
if Var["StepWaitTime"] == nil then
Var["StepWaitTime"] = CurSec
end
if Var["MainObj"] == nil then
Var["QuestResult"] = QUEST_FAIL
Var["WaveRunner"] = nil
Var["StepWaitTime"] = nil
Var["Step"] = Var["Step"] + 1
Var["StepFunc"] = DummyFunc
return
end
if Var["MainObj"]["CurHP"] <= 0 then
Var["QuestResult"] = QUEST_FAIL
Var["WaveRunner"] = nil
Var["StepWaitTime"] = nil
Var["Step"] = Var["Step"] + 1
Var["StepFunc"] = DummyFunc
return
end
if Var["StepWaitTime"] + KD_WAVE_WAIT_TIME < CurSec then
Var["StepWaitTime"] = nil
Var["QuestResult"] = QUEST_SUCCESS
Var["WaveRunner"] = nil
Var["StepWaitTime"] = nil
Var["Step"] = Var["Step"] + 1
Var["StepFunc"] = DummyFunc
return
end
if Var["StepFunc"] == DummyFunc then
local bAnnihilate = true
for index, value in pairs(Var["WaveRunner"]) do
bAnnihilate = false
break
end
if bAnnihilate == true then
Var["QuestResult"] = QUEST_SUCCESS
Var["WaveRunner"] = nil
Var["StepWaitTime"] = nil
Var["Step"] = Var["Step"] + 1
Var["StepFunc"] = DummyFunc
return
end
end
return
end
if Var["Step"] == 4 then
local Players = { cGetPlayerList( Var["MapIndex"] ) }
for i=1, #Players do
cSetAbstate( Players[i], CM_STUN_INDEX, 1, CM_STUN_KEEP )
end
cCameraMove( Var["MapIndex"],
CameraMove["x"],
CameraMove["y"],
CameraMove["AngleXZ"],
CameraMove["AngleY"],
CameraMove["Dist"], 1 )
Var["Step"] = Var["Step"] + 1
return
end
if Var["Step"] == 5 then
if Var["StepWaitTime"] == nil then
Var["StepWaitTime"] = CurSec
end
if Var["StepWaitTime"] + END_EFFECT_WAIT < CurSec then
Var["StepWaitTime"] = nil
if Var["QuestResult"] == QUEST_SUCCESS then
if Var["MainObj"]["Handle"] ~= nil then
cAnimate( Var["MainObj"]["Handle"], "start", Ani_Index[5] )
end
cScriptMessage( Var["MapIndex"], AnnounceInfo["KDEgg_Success"] )
local Players = { cGetPlayerList( Var["MapIndex"] ) }
for i=1, #Players do
for j=1, #RewardAbstate do
cSetAbstate( Players[i], RewardAbstate[j]["Index"], 1, RewardAbstate[j]["KeepTime"] )
end
end
Var["Step"] = 6
else
if Var["MainObj"]["Handle"] ~= nil then
cAnimate( Var["MainObj"]["Handle"], "start", Ani_Index[6] )
end
cScriptMessage( Var["MapIndex"], AnnounceInfo["KDEgg_Fail"] )
Var["Step"] = 7
end
end
return
end
-- ¼º°ø
if Var["Step"] == 6 then
if WarN_Dialog( Var, DialogInfo["Egg_Success"] ) ~= nil then
return
end
cCameraMove( Var["MapIndex"], 0, 0, 0, 0, 0, 0 )
cAnimate( Var["MainObj"]["Handle"], "start", Ani_Index[2] )
local Players = { cGetPlayerList( Var["MapIndex"] ) }
for i=1, #Players do
cResetAbstate( Players[i], CM_STUN_INDEX )
end
Var["Step"] = 99
return
end
-- ½ÇÆÐ
if Var["Step"] == 7 then
if WarN_Dialog( Var, DialogInfo["Egg_Fail"] ) ~= nil then
return
end
cCameraMove( Var["MapIndex"], 0, 0, 0, 0, 0, 0 )
Var["MainObj"] = nil
local Players = { cGetPlayerList( Var["MapIndex"] ) }
for i=1, #Players do
cResetAbstate( Players[i], CM_STUN_INDEX )
end
Var["Step"] = 99
return
end
if Var["Step"] == 99 then
if WarN_Notice( Var, NoticeInfo["KQReturn"] ) ~= nil then
return
end
cLinkToAll( Var["MapIndex"], KD_END_LINKTO["Index"], KD_END_LINKTO["x"], KD_END_LINKTO["y"] )
cEndOfKingdomQuest( Var["MapIndex"] )
Var["Step"] = Var["Step"] + 1
end
end