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--------------------------------------------------------------------------------
-- Promote Job2_Gamb Progress Func --
--------------------------------------------------------------------------------
------------------------------------------------------
-- InitDungeon : 초기화함수( 도어, 룰렛, 주사위, npc 리젠 )
------------------------------------------------------
function InitDungeon( Var )
cExecCheck "InitDungeon"
-- DebugLog( "==========================InitDungeon_Start==========================" )
if Var == nil
then
ErrorLog("InitDungeon::Var == nil")
return
end
-- 플레이어의 첫 로그인을 기다린다.
if Var["PlayerHandle"] == INVALID_HANDEL
then
-- DebugLog("플레이어 로그인 대기")
if Var["InitialSec"] + WAIT_PLAYER_MAP_LOGIN_SEC_MAX <= cCurrentSecond()
then
ErrorLog("플레이어 맵에 로그인 안함")
Var["StepFunc"] = QuestFailed
return
end
return
end
-- Door Regen
for i = 1, #RegenInfo["Door"]
do
local CurRegenDoor = RegenInfo["Door"][i]
local CurDoorHandle = cDoorBuild( Var["MapIndex"], CurRegenDoor["MobIndex"], CurRegenDoor["X"], CurRegenDoor["Y"], CurRegenDoor["Dir"], CurRegenDoor["Scale"] )
if CurDoorHandle == nil
then
GoToFail( Var, "InitDungeon::Door was not created. : " )
return
end
if Var["Door"]["Handle"] == nil
then
Var["Door"]["Handle"] = {}
end
cDoorAction( CurDoorHandle, CurRegenDoor["DoorBlock"], "close" )
Var["Door"]["Handle"][i] = CurDoorHandle
end
-- DebugLog( "문 리젠 완료")
-- NPC Regen
local RegenNPC = RegenInfo["NPC"]
local NPCHandle = cMobRegen_XY( Var["MapIndex"], RegenNPC["MobIndex"], RegenNPC["X"], RegenNPC["Y"], RegenNPC["Dir"] )
if NPCHandle == nil
then
GoToFail( Var, "InitDungeon:: NPC Regen Fail" )
return
end
Var["NPC"]["Handle"] = NPCHandle
-- DebugLog( "npc 리젠 완료" )
-- Roullet Regen
local CurRoulette = RegenInfo["Roulette"]
local RouletteHandle = cMobRegen_XY( Var["MapIndex"], CurRoulette["MobIndex"], CurRoulette["X"], CurRoulette["Y"], CurRoulette["Dir"] )
if RouletteHandle == nil
then
GoToFail( Var, "InitDungeon:: Roullet Regen Fail" )
return
end
cSetAIScript ( MainLuaScriptPath, RouletteHandle )
cAIScriptFunc ( RouletteHandle, "Entrance", "DummyRoutineFunc" )
cAIScriptFunc ( RouletteHandle, "NPCClick", "Roulette_Click" )
Var["Roulette"]["Handle"] = RouletteHandle
-- DebugLog( "Roulette 리젠 완료" )
-- Dice Regen
for i = 1, #RegenInfo["Dice"]
do
local CurRegenDice = RegenInfo["Dice"][i]
local CurDiceHandle = cMobRegen_XY( Var["MapIndex"], CurRegenDice["MobIndex"], CurRegenDice["X"], CurRegenDice["Y"], CurRegenDice["Dir"] )
if CurDiceHandle == nil
then
GoToFail( Var, "InitDungeon:: Dice was not created. : "..i )
return
end
cSetAIScript ( MainLuaScriptPath, CurDiceHandle )
cAIScriptFunc ( CurDiceHandle, "Entrance", "DummyRoutineFunc" )
cAIScriptFunc ( CurDiceHandle, "NPCClick", "Dice_Click" )
if Var["Dice"]["Handle"] == nil
then
Var["Dice"]["Handle"] = {}
end
Var["Dice"]["Handle"][i] = CurDiceHandle
end
-- DebugLog( "Dice 리젠 완료" )
-- 리젠완료 후 다음단계 설정
Var["StepFunc"] = WelcomeGamble
Var["InitDungeon"] = nil
end
------------------------------------------------------
-- WelcomeGamble : 조커 환영인사
------------------------------------------------------
function WelcomeGamble( Var )
cExecCheck "WelcomeGamble"
-- DebugLog( "==========================WelcomeGamble_Start==========================" )
if Var == nil
then
ErrorLog( "WelcomeGamble : Var nil" )
return
end
-- WelcomeGamble 초기화
local WelcomeGambleInfo = Var["WelcomeGamble"]
if WelcomeGambleInfo == nil
then
-- DebugLog("WelcomeGamble :: 초기화")
Var["WelcomeGamble"] = {}
WelcomeGambleInfo = Var["WelcomeGamble"]
WelcomeGambleInfo["NextStepWaitTime"] = Var["CurSec"] + ( DelayTime["GapDialog"] * #ChatInfo["WelcomeGamble"] ) + DelayTime["WaitSeconds"]
WelcomeGambleInfo["DialogTime"] = Var["CurSec"] + DelayTime["GapDialog"]
WelcomeGambleInfo["DialogStep"] = 1
end
if WelcomeGambleInfo["DialogTime"] ~= nil
then
-- DebugLog("WelcomeGamble :: 대화설정")
if WelcomeGambleInfo["DialogTime"] > Var["CurSec"]
then
return
end
local CurMsg = ChatInfo["WelcomeGamble"]
local DialogStep = WelcomeGambleInfo["DialogStep"]
local MaxDialogStep = #ChatInfo["WelcomeGamble"]
if DialogStep <= MaxDialogStep
then
cMobDialog( Var["MapIndex"], CurMsg[DialogStep]["SpeakerIndex"], ChatInfo["ScriptFileName"], CurMsg[DialogStep]["MsgIndex"] )
WelcomeGambleInfo["DialogTime"] = Var["CurSec"] + DelayTime["GapDialog"]
WelcomeGambleInfo["DialogStep"] = DialogStep + 1
end
if WelcomeGambleInfo["DialogStep"] > MaxDialogStep
then
WelcomeGambleInfo["DialogTime"] = nil
WelcomeGambleInfo["DialogStep"] = nil
end
end
if WelcomeGambleInfo["NextStepWaitTime"] > Var["CurSec"]
then
return
end
-- 타이머 설정
if Var["LimitTime"] == 0
then
Var["LimitTime"] = Var["CurSec"] + DelayTime["LimitTime"]
cTimer( Var["MapIndex"], DelayTime["LimitTime"] )
end
-- DebugLog( "LimitTime"..Var["LimitTime"] )
-- DebugLog("다음단계로 이동")
Var["StepFunc"] = HowToRouletteGame
Var["WelcomeGamble"] = nil
end
------------------------------------------------------
-- HowToRouletteGame : 룰렛게임 규칙 대사처리, 관련된 변수들 초기화
------------------------------------------------------
function HowToRouletteGame( Var )
cExecCheck "HowToRouletteGame"
-- DebugLog("==========================HowToRouletteGame_Start==========================")
if Var == nil
then
ErrorLog( "PlayRouletteGame : Var nil" )
return
end
-- 실패조건에 해당하는지 체크
if IsFail( Var ) == true
then
return
end
local PlayRouletteGameInfo = Var["PlayRouletteGame"]
if PlayRouletteGameInfo == nil
then
Var["PlayRouletteGame"] = {}
PlayRouletteGameInfo = Var["PlayRouletteGame"]
PlayRouletteGameInfo["RouletteHandle"] = nil
PlayRouletteGameInfo["SelectedDiceHandle"] = nil
PlayRouletteGameInfo["SelectedDiceNum"] = nil
PlayRouletteGameInfo["ReadyToGame"] = false
PlayRouletteGameInfo["AnswerDiceNum"] = nil
PlayRouletteGameInfo["DialogTime"] = Var["CurSec"] + DelayTime["GapDialog"]
end
-- 대사 할 시간 아직 안 됐으면 return, 시간 됐으면 대사처리
if PlayRouletteGameInfo["DialogTime"] ~= nil
then
if PlayRouletteGameInfo["DialogTime"] > Var["CurSec"]
then
return
end
cMobDialog( Var["MapIndex"], ChatInfo["PlayRouletteGame"]["Roulette1"]["SpeakerIndex"], ChatInfo["ScriptFileName"], ChatInfo["PlayRouletteGame"]["Roulette1"]["MsgIndex"] )
PlayRouletteGameInfo["DialogTime"] = nil
Var["StepFunc"] = PlayRouletteGame
end
end
------------------------------------------------------
-- PlayRouletteGame : 유저가 주사위, 룰렛 택하는 단계
------------------------------------------------------
function PlayRouletteGame( Var )
cExecCheck "PlayRouletteGame"
-- DebugLog("==========================PlayRouletteGame_Start==========================")
if Var == nil
then
ErrorLog( "PlayRouletteGame : Var nil" )
return
end
-- 실패조건에 해당하는지 체크
if IsFail( Var ) == true
then
return
end
-- 초기화
local PlayRouletteGameInfo = Var["PlayRouletteGame"]
if PlayRouletteGameInfo == nil
then
ErrorLog( "PlayRouletteGame : PlayRouletteGameInfo nil" )
return
end
-- 룰렛 돌릴 준비 X : return / 룰렛 돌릴 준비 O : 룰렛도 주사위 선택하기위해 SetAnswerDice() 호출
if PlayRouletteGameInfo["ReadyToGame"] == true
then
SetAnswerDice( Var )
local AnswerDiceNumber = PlayRouletteGameInfo["AnswerDiceNum"]
if AnswerDiceNumber == nil
then
ErrorLog( "PlayRouletteGame::AnswerDiceNumber == nil" );
return
end
Var["StepFunc"] = ResultRouletteGame
else
return
end
end
------------------------------------------------------
-- ResultRouletteGame : 룰렛게임 결과 처리( 룰렛, 주사위 애니메이션 처리 및 유저선택 주사위와, 룰렛선택 주사위를 비교, 그에 따른 처리 )
------------------------------------------------------
function ResultRouletteGame( Var )
cExecCheck "ResultRouletteGame"
-- DebugLog("==========================ResultRouletteGame_Start==========================")
if Var == nil
then
ErrorLog( "ResultRouletteGame : Var nil" )
return
end
if IsFail( Var ) == true
then
return
end
local PlayRouletteGameInfo = Var["PlayRouletteGame"]
if PlayRouletteGameInfo == nil
then
ErrorLog( "ResultRouletteGame : PlayRouletteGameInfo nil" )
return
end
-- 초기화
local ResultRouletteGameInfo = Var["ResultRouletteGame"]
if ResultRouletteGameInfo == nil
then
Var["ResultRouletteGame"] = {}
ResultRouletteGameInfo = Var["ResultRouletteGame"]
ResultRouletteGameInfo["AniStartTime"] = Var["CurSec"]
ResultRouletteGameInfo["NextStepWaitTime"] = Var["CurSec"] + DelayTime["WaitBeforeWinOrLose"]
local AnswerDiceNumber = PlayRouletteGameInfo["AnswerDiceNum"]
-- 조커 대사 처리( 행운을 빌지.. )
cMobDialog( Var["MapIndex"], ChatInfo["PlayRouletteGame"]["Luck"]["SpeakerIndex"], ChatInfo["ScriptFileName"], ChatInfo["PlayRouletteGame"]["Luck"]["MsgIndex"] )
-- 룰렛 애니메이션 시작
cAnimate( PlayRouletteGameInfo["RouletteHandle"], "start", AnimationInfo["Roulette"][AnswerDiceNumber] )
-- 주사위 애니메이션( 선택하지 않은 주사위들만 Animove애니메이션 재생 )
for i =1, #Var["Dice"]["Handle"]
do
if Var["Dice"]["Handle"][i] ~= PlayRouletteGameInfo["SelectedDiceHandle"]
then
cAnimate( Var["Dice"]["Handle"][i], "start", AnimationInfo["Dice"]["AniMove"] )
end
end
-- 룰렛 시작 이펙트
cEffectRegen_Object ( Var["MapIndex"], EffectInfo["Roullete_start"]["FileName"], PlayRouletteGameInfo["RouletteHandle"], EffectInfo["Roullete_start"]["PlayTime"] )
end
-- 다음단계 진행할 시간인지 확인
if ResultRouletteGameInfo["NextStepWaitTime"] > Var["CurSec"]
then
return
end
cAnimate( PlayRouletteGameInfo["RouletteHandle"], "stop" )
for i =1, #Var["Dice"]["Handle"]
do
if Var["Dice"]["Handle"][i] ~= PlayRouletteGameInfo["SelectedDiceHandle"]
then
cAnimate( Var["Dice"]["Handle"][i], "start", AnimationInfo["Dice"]["AniOff"] )
end
end
-- 유저가 선택한 주사위와, 룰렛이 선택한 주사위가 같다면
if PlayRouletteGameInfo["SelectedDiceNum"] == PlayRouletteGameInfo["AnswerDiceNum"]
then
-- DebugLog("룰렛 맞추기 성공")
cEffectRegen_Object ( Var["MapIndex"], EffectInfo["Roullete_Match_Success"]["FileName"], PlayRouletteGameInfo["RouletteHandle"], EffectInfo["Roullete_Match_Success"]["PlayTime"] )
Var["StepFunc"] = WinRouletteGame
-- 유저가 선택한 주사위와, 룰렛이 선택한 주사위가 다르다면
else
-- DebugLog("룰렛 맞추기 실패")
cEffectRegen_Object ( Var["MapIndex"], EffectInfo["Roullete_Match_Fail"]["FileName"], PlayRouletteGameInfo["RouletteHandle"], EffectInfo["Roullete_Match_Fail"]["PlayTime"] )
Var["StepFunc"] = LoseRouletteGame
end
end
------------------------------------------------------
-- LoseRouletteGame : 룰렛게임 실패시
------------------------------------------------------
function LoseRouletteGame( Var )
cExecCheck "LoseRouletteGame"
-- DebugLog("==========================LoseRouletteGame_Start==========================")
if Var == nil
then
ErrorLog( "LoseRouletteGame : Var nil" )
return
end
-- 실패조건에 해당하는지 체크
if IsFail( Var ) == true
then
return
end
local LoseRouletteGameInfo = Var["LoseRouletteGame"]
if LoseRouletteGameInfo == nil
then
Var["LoseRouletteGame"] = {}
LoseRouletteGameInfo = Var["LoseRouletteGame"]
-- 룰렛 게임 횟수 1 증가
Var["RouletteCount"] = Var["RouletteCount"] + 1
LoseRouletteGameInfo["WaitMobRegen"] = Var["CurSec"] + DelayTime["WaitMobRegen"]
-- 룰렛이 선택한 주사위에 따라 리젠될 몹그룹이 결정
local MobRegenNum = Var["PlayRouletteGame"]["AnswerDiceNum"]
for i = 1, #RegenInfo["Mob"][MobRegenNum]
do
if cGroupRegenInstance( Var["MapIndex"], RegenInfo["Mob"][MobRegenNum][i]) == nil
then
ErrorLog("LoseRouletteGame : 몹그룹 리젠실패 _ "..RegenInfo["Mob"][MobRegenNum][i])
end
end
end
-- 몹 리젠시간만큼 기다린 후, 맵에 있는 몹의 수 카운트, 몹을 모두 죽인 후 다음단계진행가능
if LoseRouletteGameInfo["WaitMobRegen"] < Var["CurSec"]
then
if cObjectCount( Var["MapIndex"], ObjectType["Mob"] ) <= 0
then
DiceLightOff( Var )
Var["LoseRouletteGame"] = nil
Var["PlayRouletteGame"] = nil
Var["ResultRouletteGame"] = nil
Var["StepFunc"] = HowToRouletteGame
end
end
end
------------------------------------------------------
-- WinRouletteGame : 룰렛게임 성공시
------------------------------------------------------
function WinRouletteGame( Var )
cExecCheck "WinRouletteGame"
-- DebugLog("==========================WinRouletteGame_Start==========================")
if Var == nil
then
ErrorLog( "WinRouletteGame : Var nil" )
return
end
if IsFail( Var ) == true
then
return
end
local WinRouletteGameInfo = Var["WinRouletteGame"]
if WinRouletteGameInfo == nil
then
Var["WinRouletteGame"] = {}
WinRouletteGameInfo = Var["WinRouletteGame"]
WinRouletteGameInfo["DialogTime"] = Var["CurSec"] + DelayTime["GapDialog"]
WinRouletteGameInfo["NextStepWaitTime"] = Var["CurSec"] + ( DelayTime["GapDialog"] * #ChatInfo["Roulette_Result"] ) + DelayTime["WaitSeconds"]
end
-- 대사 할 시간 아직 안 됐으면 return, 시간 됐으면 대사처리
if WinRouletteGameInfo["DialogTime"] ~= nil
then
if WinRouletteGameInfo["DialogTime"] > Var["CurSec"]
then
return
end
cMobDialog( Var["MapIndex"], ChatInfo["Roulette_Result"]["PlayerWin"]["SpeakerIndex"], ChatInfo["ScriptFileName"], ChatInfo["Roulette_Result"]["PlayerWin"]["MsgIndex"] )
WinRouletteGameInfo["DialogTime"] = nil
end
if WinRouletteGameInfo["NextStepWaitTime"] > Var["CurSec"]
then
return
else
Var["WinRouletteGame"] = nil
Var["PlayRouletteGame"] = nil
Var["ResultRouletteGame"] = nil
Var["StepFunc"] = BeforeBossBattle
end
end
------------------------------------------------------
-- BeforeBossBattle : 유저가 특정영역으로 오기를 기다리는 함수
------------------------------------------------------
function BeforeBossBattle( Var )
cExecCheck "BeforeBossBattle"
-- DebugLog("==========================BeforeBossBattle_Start==========================")
if Var == nil
then
ErrorLog( "BeforeBossBattle : Var nil" )
return
end
-- 실패조건에 해당하는지 체크
if IsFail( Var ) == true
then
return
end
local BeforeBossBattleInfo = Var["BeforeBossBattle"]
if BeforeBossBattleInfo == nil
then
Var["BeforeBossBattle"] = {}
BeforeBossBattleInfo = Var["BeforeBossBattle"]
BeforeBossBattleInfo["DialogTime"] = Var["CurSec"] + DelayTime["GapDialog"]
BeforeBossBattleInfo["CameraTime"] = Var["CurSec"] + CameraMoveInfo["KeepTime"]
BeforeBossBattleInfo["bDoorOpen"] = false
-- 보스방 도어 오픈
for i=1, #Var["Door"]["Handle"]
do
cDoorAction( Var["Door"]["Handle"][i], RegenInfo["Door"][i]["DoorBlock"], "open" )
end
end
-- 카메라 무브 처리
if BeforeBossBattleInfo["CameraTime"] ~= nil
then
if BeforeBossBattleInfo["bDoorOpen"] == false
then
local CurDoor = RegenInfo["Door"][1]
if CurDoor == nil
then
ErrorLog( "BeforeBossBattleInfo:: RegenInfo[\"Door\"][1] nil" )
end
cSetAbstate( Var["PlayerHandle"], CameraMoveInfo["AbstateIndex"], 1, CameraMoveInfo["AbstateTime"] )
cCameraMove( Var["MapIndex"], CurDoor["X"], CurDoor["Y"], ( CurDoor["Dir"] + 180 ) * (-1), CameraMoveInfo["AngleY"], CameraMoveInfo["Distance"], 1 )
-- 보스방 도어 오픈
for i=1, #Var["Door"]["Handle"]
do
cDoorAction( Var["Door"]["Handle"][i], RegenInfo["Door"][i]["DoorBlock"], "open" )
end
BeforeBossBattleInfo["bDoorOpen"] = true
end
if BeforeBossBattleInfo["bDoorOpen"] == true
then
-- 무빙 마치는 시간에, 다시 원래 카메라 각도로 보내줌
if BeforeBossBattleInfo["CameraTime"] > Var["CurSec"]
then
return
else
cCameraMove( Var["MapIndex"], 0, 0, 0, 0, 0, 0 )
cResetAbstate( Var["PlayerHandle"], CameraMoveInfo["AbstateIndex"] )
BeforeBossBattleInfo["CameraTime"] = nil
end
end
end
-- 조커 대사 처리
if BeforeBossBattleInfo["DialogTime"] ~= nil
then
if BeforeBossBattleInfo["DialogTime"] > Var["CurSec"]
then
return
else
cMobDialog( Var["MapIndex"], ChatInfo["BeforeBossBattle"]["Reward"]["SpeakerIndex"], ChatInfo["ScriptFileName"], ChatInfo["BeforeBossBattle"]["Reward"]["MsgIndex"] )
BeforeBossBattleInfo["DialogTime"] = nil
end
end
-- 해당 영역안에 플레이어 아직 안들어왔으면 return / 들어오면 BossBattle함수 실행
if cGetAreaObject( Var["MapIndex"], AreaInfo["ToBossRoom"], Var["PlayerHandle"] ) == nil
then
return
else
-- DebugLog("BeforeBossBattle : 영역안에 들어옴")
Var["StepFunc"] = BossBattle
Var["BeforeBossBattle"] = nil
end
end
------------------------------------------------------
-- BossBattle : 마지막 방으로 들어갔을때
------------------------------------------------------
function BossBattle( Var )
cExecCheck "BossBattle"
-- DebugLog("==========================BossBattle Start==========================")
if Var == nil
then
ErrorLog( "BossBattle : Var nil" )
return
end
if IsFail( Var ) == true
then
return
end
local BossBattleInfo = Var["BossBattle"]
if BossBattleInfo == nil
then
Var["BossBattle"] = {}
BossBattleInfo = Var["BossBattle"]
BossBattleInfo["DialogTime"] = Var["CurSec"]
BossBattleInfo["BossMob"] = nil
for i=1, #Var["Door"]["Handle"]
do
cDoorAction( Var["Door"]["Handle"][i], RegenInfo["Door"][i]["DoorBlock"], "close" )
end
end
if BossBattleInfo["DialogTime"] ~= nil
then
if BossBattleInfo["DialogTime"] > Var["CurSec"]
then
return
else
cMobDialog( Var["MapIndex"], ChatInfo["BossBattle"]["Betray"]["SpeakerIndex"], ChatInfo["ScriptFileName"], ChatInfo["BossBattle"]["Betray"]["MsgIndex"] )
BossBattleInfo["DialogTime"] = nil
end
end
-- 보스몹 리젠
if BossBattleInfo["BossMob"] == nil
then
-- DebugLog("보스몹 리젠")
local CurBossMob = RegenInfo["BossMob"]
local BossMobHandle
if CurBossMob == nil
then
ErrorLog( "BossBattle:: RegenInfo[\"BossMob\"] nil" )
end
-- npc는 삭제
cNPCVanish( Var["NPC"]["Handle"] )
BossMobHandle = cMobRegen_XY( Var["MapIndex"], CurBossMob["MobIndex"], CurBossMob["X"], CurBossMob["Y"], CurBossMob["Dir"] )
if BossMobHandle == nil
then
ErrorLog( "BossBattle:: BossMob Regen Fail" )
return
end
BossBattleInfo["BossMob"] = {}
BossBattleInfo["BossMob"]["Handle"] = BossMobHandle
BossBattleInfo["BossMob"]["WaitTime"] = Var["CurSec"] + DelayTime["WaitMobRegen"]
end
-- 몹리젠 시간만큼 충분히 기다린후, 몹이 죽었는지 확인
if BossBattleInfo["BossMob"]["WaitTime"] >= Var["CurSec"]
then
return
else
if BossBattleInfo["BossMob"]["WaitTime"] < Var["CurSec"]
then
if cObjectCount( Var["MapIndex"], ObjectType["Mob"] ) <= 0
then
if cDropItem( RegenInfo["RewardDropItem"]["Index"], Var["BossBattle"]["BossMob"]["Handle"], -1, RegenInfo["RewardDropItem"]["DropRate"] ) == nil
then
ErrorLog("BossBattle :: ItemDrop실패")
end
Var["StepFunc"] = QuestSuccess
Var["BossBattle"] = nil
end
end
end
end
------------------------------------------------------
-- QuestSuccess : 퀘스트 성공시
------------------------------------------------------
function QuestSuccess( Var )
cExecCheck "QuestSuccess"
-- DebugLog("==========================QuestSuccess_Start==========================")
if Var == nil
then
ErrorLog( "QuestSuccess : Var nil" )
return
end
local QuestSuccessInfo = Var["QuestSuccess"]
if QuestSuccessInfo == nil
then
Var["QuestSuccess"] = {}
QuestSuccessInfo = Var["QuestSuccess"]
QuestSuccessInfo["NextStepWaitTime"] = Var["CurSec"] + ( DelayTime["GapDialog"] * #ChatInfo["QuestSuccess"] ) + DelayTime["WaitSeconds"]
QuestSuccessInfo["DialogTime"] = Var["CurSec"] + DelayTime["GapDialog"]
QuestSuccessInfo["DialogStep"] = 1
-- 맵에 있는 Job2_CloverT, Job2_DiaT를 제거
VanishMob( Var )
cEffectMsg( Var["PlayerHandle"], EFFECT_MSG_TYPE["EMT_SUCCESS"] )
--타이머 삭제
Var["LimitTime"] = "NoLimit"
cTimer( Var["MapIndex"], 0 )
end
if IsFail( Var ) == true
then
return
end
-- 대사 처리
if QuestSuccessInfo["DialogTime"] ~= nil
then
if QuestSuccessInfo["DialogTime"] > Var["CurSec"]
then
return
else
local CurMsg = ChatInfo["QuestSuccess"]
local DialogStep = QuestSuccessInfo["DialogStep"]
local MaxDialogStep = #ChatInfo["QuestSuccess"]
if DialogStep <= MaxDialogStep
then
cMobDialog( Var["MapIndex"], CurMsg[DialogStep]["SpeakerIndex"], ChatInfo["ScriptFileName"], CurMsg[DialogStep]["MsgIndex"] )
QuestSuccessInfo["DialogTime"] = Var["CurSec"] + DelayTime["GapDialog"]
QuestSuccessInfo["DialogStep"] = DialogStep + 1
end
if QuestSuccessInfo["DialogStep"] > MaxDialogStep
then
QuestSuccessInfo["DialogTime"] = nil
QuestSuccessInfo["DialogStep"] = nil
end
end
end
if QuestSuccessInfo["NextStepWaitTime"] > Var["CurSec"]
then
return
else
-- DebugLog( "ReturnToHome 단계로 이동" )
Var["StepFunc"] = ReturnToHome
Var["QuestSuccess"] = nil
end
end
------------------------------------------------------
-- QuestFailed : 퀘스트 실패시
------------------------------------------------------
function QuestFailed( Var )
cExecCheck "QuestFailed"
-- DebugLog("==========================QuestFailed_Start==========================")
if Var == nil
then
ErrorLog( "QuestFailed : Var nil" )
return
end
local QuestFailedInfo = Var["QuestFailed"]
if QuestFailedInfo == nil
then
Var["QuestFailed"] = {}
QuestFailedInfo = Var["QuestFailed"]
QuestFailedInfo["NextStepWaitTime"] = Var["CurSec"] + DelayTime["WaitSeconds"]
-- 맵에 있는 Job2_CloverT, Job2_DiaT를 제거
VanishMob( Var )
cEffectMsg( Var["PlayerHandle"], EFFECT_MSG_TYPE["EMT_FAIL"] )
--타이머 삭제
Var["LimitTime"] = "NoLimit"
cTimer( Var["MapIndex"], 0 )
end
if QuestFailedInfo["NextStepWaitTime"] > Var["CurSec"]
then
-- DebugLog("QuestFailedInfo _ 대기중")
return
else
Var["StepFunc"] = ReturnToHome
Var["QuestFailed"] = nil
end
end
------------------------------------------------------
-- ReturnToHome : 귀환
------------------------------------------------------
function ReturnToHome( Var )
cExecCheck "ReturnToHome"
-- DebugLog("==========================ReturnToHome_Start==========================")
if Var == nil
then
ErrorLog( "ReturnToHome : Var nil" )
return
end
local ReturnToHomeInfo = Var["ReturnToHome"]
if ReturnToHomeInfo == nil
then
Var["ReturnToHome"] = {}
ReturnToHomeInfo = Var["ReturnToHome"]
ReturnToHomeInfo["ReturnStepSec"] = Var["CurSec"]
ReturnToHomeInfo["ReturnStepNo"] = 1
ReturnToHomeInfo["WaitSecReturnToHome"] = Var["CurSec"] + DelayTime["WaitReturnToHome"]
end
if ReturnToHomeInfo["WaitSecReturnToHome"] > Var["CurSec"]
then
-- DebugLog( "집으로 돌아가기 대기.." )
return
end
-- Return : return notice substep
if ReturnToHomeInfo["ReturnStepNo"] <= #NoticeInfo["IDReturn"]
then
if ReturnToHomeInfo["ReturnStepSec"] < Var["CurSec"]
then
-- Notice of Escape
if NoticeInfo["IDReturn"][ ReturnToHomeInfo["ReturnStepNo"] ]["Index"] ~= nil
then
cNotice( Var["MapIndex"], NoticeInfo["ScriptFileName"], NoticeInfo["IDReturn"][ ReturnToHomeInfo["ReturnStepNo"] ]["Index"] )
end
-- Go To Next Notice
ReturnToHomeInfo["ReturnStepNo"] = Var["ReturnToHome"]["ReturnStepNo"] + 1
ReturnToHomeInfo["ReturnStepSec"] = Var["CurSec"] + DelayTime["GapReturnNotice"]
end
return
end
-- Return : linkto substep
if ReturnToHomeInfo["ReturnStepNo"] > #NoticeInfo["IDReturn"]
then
-- DebugLog( "모든 대사 완료!" )
if ReturnToHomeInfo["ReturnStepSec"] <= Var["CurSec"]
then
-- DebugLog( "이제진짜떠날시간" )
cLinkToAll( Var["MapIndex"], LinkInfo["ReturnMap"]["MapIndex"], LinkInfo["ReturnMap"]["X"], LinkInfo["ReturnMap"]["Y"] )
cVanishAll( Var["MapIndex"] )
--Var["StepFunc"] = TheEnd
Var["StepFunc"] = DummyFunc
Var["ReturnToHome"] = nil
-- 2014.12.23 추가작업
cDropFilm( Var["MapIndex"], MainLuaScriptPath )
-- DebugLog( "End ReturnToHome" )
-- DebugLog("==========================TheEnd==========================")
end
return
end
end