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1301 lines
28 KiB
1301 lines
28 KiB
--------------------------------------------------------------------------------
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-- Crystal Castle Routine --
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--------------------------------------------------------------------------------
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function PlayerMapLogin( MapIndex, Handle )
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cExecCheck "PlayerMapLogin"
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if MapIndex == nil
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then
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DebugLog( "PlayerMapLogin::MapIndex == nil")
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return
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end
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if Handle == nil
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then
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DebugLog( "PlayerMapLogin::Handle == nil")
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return
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end
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local Var = InstanceField[ MapIndex ]
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if Var == nil
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then
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DebugLog( "PlayerMapLogin::Var == nil")
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return
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end
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-- 첫 플레이어의 맵 로그인 체크
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Var["bPlayerMapLogin"] = true
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-- 플레이어에 보스 배틀 모드에서 작동할 루틴 등록
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if cSetAIScript ( MainLuaScriptPath, Handle ) == nil
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then
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ErrorLog( "ExitGateClick::cSetAIScript( ) == nil" )
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end
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if cAIScriptFunc( Handle, "ObjectDied", "PlayerDied" ) == nil
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then
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ErrorLog( "ExitGateClick::cAIScriptFunc( ) == nil" )
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end
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end
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function ExitGateClick( NPCHandle, PlyHandle, RegistNumber )
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cExecCheck "ExitGateClick"
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DebugLog( "ExitGateClick::Start" )
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if NPCHandle == nil
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then
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ErrorLog( "ExitGateClick::NPCHandle == nil" )
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return
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end
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if PlyHandle == nil
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then
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ErrorLog( "ExitGateClick::PlyHandle == nil" )
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return
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end
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cLinkTo( PlyHandle, LinkInfo["ReturnMapOnGateClick"]["MapIndex"], LinkInfo["ReturnMapOnGateClick"]["x"], LinkInfo["ReturnMapOnGateClick"]["y"] )
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DebugLog( "ExitGateClick::End" )
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end
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function PlayerDied( MapIndex, KillerHandle, DeadHandle )
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cExecCheck "PlayerDied"
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DebugLog( "PlayerDied::Routine Start" )
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if MapIndex == nil
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then
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ErrorLog( "PlayerDied::MapIndex == nil" )
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ErrorLog( "PlayerDied::Routine Invalid End" )
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cAIScriptSet( DeadHandle )
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return
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end
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if DeadHandle == nil
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then
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ErrorLog( "PlayerDied::DeadHandle == nil" )
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ErrorLog( "PlayerDied::Routine Invalid End" )
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return
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end
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local Var = InstanceField[ MapIndex ]
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if Var == nil
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then
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ErrorLog( "PlayerDied::Var == nil" )
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ErrorLog( "PlayerDied::Routine Invalid End" )
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cAIScriptSet( DeadHandle )
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return
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end
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-- Player 사망
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if cIsObjectDead( DeadHandle ) ~= nil
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then
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if Var["BossBattle"] ~= nil
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then
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-- 영역 안의 플레이어 체크
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local InBossAreaPlayerHandleList = { cGetAreaObjectList( Var["MapIndex"], BossArea["Index"], ObjectType["Player"] ) }
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for i, v in pairs ( InBossAreaPlayerHandleList )
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do
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DebugLog( "PlayerDied::Handle( Order "..i.." : "..v.." )" )
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end
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-- 재시작 조건일 경우 재시작 동작 설정
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if #InBossAreaPlayerHandleList < 1
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then
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Var["BossBattle"]["bRestartCondition"] = true
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DebugLog( "PlayerDied::Restart Condition Set!!" )
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end
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end
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DebugLog( "PlayerDied::Routine End" )
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cAIScriptSet( DeadHandle )
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return
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end
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ErrorLog( "PlayerDied::Routine Invalid End" )
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return
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end
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function MidBossMobRoutine( Handle, MapIndex )
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cExecCheck "MidBossMobRoutine"
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if Handle == nil
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then
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ErrorLog( "MidBossMobRoutine::Handle == nil" )
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return ReturnAI["END"]
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end
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if MapIndex == nil
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then
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ErrorLog( "MidBossMobRoutine::MapIndex == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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local Var = InstanceField[ MapIndex ]
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if Var == nil
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then
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ErrorLog( "MidBossMobRoutine::Var == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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-- 0.2초마다 체크하는 루틴
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if Var["RoutineTime"][ Handle ] <= cCurrentSecond()
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then
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Var["RoutineTime"][ Handle ] = cCurrentSecond() + 0.2
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else
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return ReturnAI["CPP"]
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end
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if Var["Enemy"] == nil
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then
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ErrorLog( "MidBossMobRoutine::Var[\"Enemy\"] == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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if Var["Enemy"][ Handle ] == nil
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then
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ErrorLog( "MidBossMobRoutine::Var[\"Enemy\"]["..Handle.."] == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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-- Mid Boss 사망
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if cIsObjectDead( Handle ) == 1
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then
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-- 잔몹 모두 자살
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cMobSuicide( Var["MapIndex"] )
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cAIScriptSet( Handle )
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Var["Enemy"][ Handle ] = nil
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return ReturnAI["END"]
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end
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if Var["EachFloor"] == nil
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then
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ErrorLog( "MidBossMobRoutine::Var[\"EachFloor\"] == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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return ReturnAI["CPP"]
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end
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function KeyBoxRoutine( Handle, MapIndex )
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cExecCheck "KeyBoxRoutine"
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if Handle == nil
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then
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ErrorLog( "KeyBoxRoutine::Handle == nil" )
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return ReturnAI["END"]
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end
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if MapIndex == nil
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then
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ErrorLog( "KeyBoxRoutine::MapIndex == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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local Var = InstanceField[ MapIndex ]
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if Var == nil
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then
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ErrorLog( "KeyBoxRoutine::Var == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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-- 0.2초마다 체크하는 루틴
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if Var["RoutineTime"][ Handle ] <= cCurrentSecond()
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then
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Var["RoutineTime"][ Handle ] = cCurrentSecond() + 0.2
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else
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return ReturnAI["CPP"]
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end
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if Var["Enemy"] == nil
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then
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ErrorLog( "KeyBoxRoutine::Var[\"Enemy\"] == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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if Var["Enemy"][ Handle ] == nil
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then
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ErrorLog( "KeyBoxRoutine::Var[\"Enemy\"]["..Handle.."] == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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if Var["EachFloor"] == nil
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then
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ErrorLog( "KeyBoxRoutine::Var[\"EachFloor\"] == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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if Var["EachFloor"..Var["EachFloor"]["StepNumber"] ] == nil
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then
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ErrorLog( "KeyBoxRoutine::Var[\"EachFloor\"..Var[\"EachFloor\"][\"StepNumber\"] ] == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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-- Key Box 열림
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if cIsObjectDead( Handle ) == 1
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then
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-- 박스 모두 사라지도록 설정
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Var["EachFloor"..Var["EachFloor"]["StepNumber"] ]["KeyBoxOpened"] = true
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cAIScriptSet( Handle )
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Var["Enemy"][ Handle ] = nil
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return ReturnAI["END"]
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end
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return ReturnAI["CPP"]
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end
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function MobBoxRoutine( Handle, MapIndex )
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cExecCheck "MobBoxRoutine"
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if Handle == nil
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then
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ErrorLog( "MobBoxRoutine::Handle == nil" )
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return ReturnAI["END"]
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end
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if MapIndex == nil
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then
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ErrorLog( "MobBoxRoutine::MapIndex == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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local Var = InstanceField[ MapIndex ]
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if Var == nil
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then
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ErrorLog( "MobBoxRoutine::Var == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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-- 0.2초마다 체크하는 루틴
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if Var["RoutineTime"][ Handle ] <= cCurrentSecond()
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then
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Var["RoutineTime"][ Handle ] = cCurrentSecond() + 0.2
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else
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return ReturnAI["CPP"]
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end
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if Var["Enemy"] == nil
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then
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ErrorLog( "MobBoxRoutine::Var[\"Enemy\"] == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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if Var["Enemy"][ Handle ] == nil
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then
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ErrorLog( "MobBoxRoutine::Var[\"Enemy\"]["..Handle.."] == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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if Var["EachFloor"] == nil
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then
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ErrorLog( "MobBoxRoutine::Var[\"EachFloor\"] == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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if Var["EachFloor"..Var["EachFloor"]["StepNumber"] ] == nil
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then
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ErrorLog( "MobBoxRoutine::Var[\"EachFloor\"..Var[\"EachFloor\"][\"StepNumber\"] ] == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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-- Key Box 열리면 알아서 사라진다.
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if Var["EachFloor"..Var["EachFloor"]["StepNumber"] ]["KeyBoxOpened"] == true
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then
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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Var["Enemy"][ Handle ] = nil
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return ReturnAI["END"]
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end
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if cIsObjectDead( Handle ) == 1
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then
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-- 몹이 생기도록 설정
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if Var["EachFloor"..Var["EachFloor"]["StepNumber"] ]["nMobBoxOpened"] == nil
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then
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Var["EachFloor"..Var["EachFloor"]["StepNumber"] ]["nMobBoxOpened"] = 0
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end
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Var["EachFloor"..Var["EachFloor"]["StepNumber"] ]["nMobBoxOpened"] = Var["EachFloor"..Var["EachFloor"]["StepNumber"] ]["nMobBoxOpened"] + 1
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cAIScriptSet( Handle )
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Var["Enemy"][ Handle ] = nil
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return ReturnAI["END"]
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end
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return ReturnAI["CPP"]
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end
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function JewelBoxRoutine( Handle, MapIndex )
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cExecCheck "JewelBoxRoutine"
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if Handle == nil
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then
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ErrorLog( "MobBoxRoutine::Handle == nil" )
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return ReturnAI["END"]
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end
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if MapIndex == nil
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then
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ErrorLog( "MobBoxRoutine::MapIndex == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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local Var = InstanceField[ MapIndex ]
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if Var == nil
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then
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ErrorLog( "MobBoxRoutine::Var == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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-- 0.2초마다 체크하는 루틴
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if Var["RoutineTime"][ Handle ] <= cCurrentSecond()
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then
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Var["RoutineTime"][ Handle ] = cCurrentSecond() + 0.2
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else
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return ReturnAI["CPP"]
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end
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if Var["Enemy"] == nil
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then
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ErrorLog( "MobBoxRoutine::Var[\"Enemy\"] == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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if Var["Enemy"][ Handle ] == nil
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then
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ErrorLog( "MobBoxRoutine::Var[\"Enemy\"]["..Handle.."] == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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if Var["EachFloor"] == nil
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then
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ErrorLog( "MobBoxRoutine::Var[\"EachFloor\"] == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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if Var["EachFloor"..Var["EachFloor"]["StepNumber"] ] == nil
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then
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ErrorLog( "MobBoxRoutine::Var[\"EachFloor\"..Var[\"EachFloor\"][\"StepNumber\"] ] == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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-- Key Box 열리면 알아서 사라진다.
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if Var["EachFloor"..Var["EachFloor"]["StepNumber"] ]["KeyBoxOpened"] == true
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then
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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Var["Enemy"][ Handle ] = nil
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return ReturnAI["END"]
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end
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if cIsObjectDead( Handle ) == 1
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then
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cDropItem( RegenInfo["Stuff"]["Jewel"]["Index"], Handle, -1, RegenInfo["Stuff"]["Jewel"]["Prob"] * PROB_DROP_ALWAYS )
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cAIScriptSet( Handle )
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Var["Enemy"][ Handle ] = nil
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return ReturnAI["END"]
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end
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return ReturnAI["CPP"]
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end
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-------------------------------------------------------------------------------------------------------
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-- ObjectDied 루틴을 돌기 위한 더미 루틴
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function TreasureBoxRoutine( Handle, MapIndex )
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cExecCheck "TreasureBoxRoutine"
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if Handle == nil
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then
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ErrorLog( "TreasureBoxRoutine::Handle == nil" )
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return ReturnAI["END"]
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end
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if MapIndex == nil
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then
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ErrorLog( "TreasureBoxRoutine::MapIndex == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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local Var = InstanceField[ MapIndex ]
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if Var == nil
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then
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ErrorLog( "TreasureBoxRoutine::Var == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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-- 0.2초마다 체크하는 루틴
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if Var["RoutineTime"][ Handle ] <= cCurrentSecond()
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then
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Var["RoutineTime"][ Handle ] = cCurrentSecond() + 0.2
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else
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return ReturnAI["CPP"]
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end
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if Var["Enemy"] == nil
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then
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ErrorLog( "TreasureBoxRoutine::Var[\"Enemy\"] == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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if Var["Enemy"][ Handle ] == nil
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then
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ErrorLog( "TreasureBoxRoutine::Var[\"Enemy\"]["..Handle.."] == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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if Var["IyzelReward"] == nil
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then
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ErrorLog( "TreasureBoxRoutine::Var[\"IyzelReward\"] == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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return ReturnAI["CPP"]
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end
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function TreasureBoxOpened( MapIndex, LooterHandle, BoxHandle )
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cExecCheck "TreasureBoxOpened"
|
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if BoxHandle == nil
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then
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ErrorLog( "TreasureBoxOpened::BoxHandle == nil" )
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return
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end
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if LooterHandle == nil
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then
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ErrorLog( "TreasureBoxOpened::LooterHandle == nil" )
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cAIScriptSet( BoxHandle )
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return
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end
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if MapIndex == nil
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then
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ErrorLog( "TreasureBoxOpened::MapIndex == nil" )
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cAIScriptSet( BoxHandle )
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cNPCVanish( BoxHandle )
|
|
return
|
|
end
|
|
|
|
|
|
local Var = InstanceField[ MapIndex ]
|
|
if Var == nil
|
|
then
|
|
ErrorLog( "TreasureBoxOpened::Var == nil" )
|
|
cAIScriptSet( BoxHandle )
|
|
cNPCVanish( BoxHandle )
|
|
return
|
|
end
|
|
|
|
|
|
if Var["Enemy"] == nil
|
|
then
|
|
ErrorLog( "TreasureBoxOpened::Var[\"Enemy\"] == nil" )
|
|
cAIScriptSet( BoxHandle )
|
|
cNPCVanish( BoxHandle )
|
|
return
|
|
end
|
|
|
|
if Var["Enemy"][ BoxHandle ] == nil
|
|
then
|
|
ErrorLog( "TreasureBoxOpened::Var[\"Enemy\"]["..BoxHandle.."] == nil" )
|
|
cAIScriptSet( BoxHandle )
|
|
cNPCVanish( BoxHandle )
|
|
return
|
|
end
|
|
|
|
|
|
if Var["IyzelReward"] == nil
|
|
then
|
|
ErrorLog( "TreasureBoxOpened::Var[\"IyzelReward\"] == nil" )
|
|
cAIScriptSet( BoxHandle )
|
|
cNPCVanish( BoxHandle )
|
|
return
|
|
end
|
|
|
|
|
|
if Var["StageInfo"]["BossTypeNo"] == nil
|
|
then
|
|
ErrorLog( "TreasureBoxOpened::Var[\"StageInfo\"][\"BossTypeNo\"] == nil" )
|
|
cAIScriptSet( BoxHandle )
|
|
cNPCVanish( BoxHandle )
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
|
|
if cIsObjectDead( BoxHandle ) == 1
|
|
then
|
|
|
|
-- 드랍 확률에 따른 드랍 아이템 설정
|
|
local nBossType = Var["StageInfo"]["BossTypeNo"]
|
|
|
|
if RegenInfo["Stuff"]["Boss"..nBossType.."_Reward"] ~= nil
|
|
then
|
|
local DropItemInfo = RegenInfo["Stuff"]["Boss"..nBossType.."_Reward"][ 1 ]
|
|
|
|
local nDropItem = cRandomInt( 1, ( 1 / DropItemInfo["Prob"] ) )
|
|
|
|
DropItemInfo = RegenInfo["Stuff"]["Boss"..nBossType.."_Reward"][ nDropItem ]
|
|
|
|
if DropItemInfo ~= nil
|
|
then
|
|
local sPlayerName
|
|
if cObjectType( LooterHandle ) == ObjectType["Player"]
|
|
then
|
|
sPlayerName = cGetPlayerName( LooterHandle )
|
|
|
|
if sPlayerName == ""
|
|
then
|
|
sPlayerName = "Anonymous"
|
|
end
|
|
else
|
|
sPlayerName = "Anonymous"
|
|
end
|
|
|
|
local sMsg = sPlayerName..ChatInfo["IyzelReward"]["FoundTreasureNotice"]["String"]
|
|
|
|
cNoticeString( MapIndex, sMsg )
|
|
cDropItem( DropItemInfo["Index"], BoxHandle, LooterHandle, PROB_DROP_ALWAYS )
|
|
|
|
end
|
|
end
|
|
|
|
|
|
cAIScriptSet( BoxHandle )
|
|
Var["Enemy"][ BoxHandle ] = nil
|
|
return
|
|
end
|
|
|
|
return
|
|
end
|
|
|
|
|
|
-------------------------------------------------------------------------------------------------------
|
|
function PhysicalPillarRoutine( Handle, MapIndex )
|
|
cExecCheck "PhysicalPillarRoutine"
|
|
|
|
if Handle == nil
|
|
then
|
|
ErrorLog( "PhysicalPillarRoutine::Handle == nil" )
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
if MapIndex == nil
|
|
then
|
|
ErrorLog( "PhysicalPillarRoutine::MapIndex == nil" )
|
|
cAIScriptSet( Handle )
|
|
cNPCVanish( Handle )
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
|
|
local Var = InstanceField[ MapIndex ]
|
|
if Var == nil
|
|
then
|
|
ErrorLog( "PhysicalPillarRoutine::Var == nil" )
|
|
cAIScriptSet( Handle )
|
|
cNPCVanish( Handle )
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
|
|
-- 0.2초마다 체크하는 루틴
|
|
if Var["RoutineTime"][ Handle ] <= cCurrentSecond()
|
|
then
|
|
Var["RoutineTime"][ Handle ] = cCurrentSecond() + 0.2
|
|
else
|
|
return ReturnAI["CPP"]
|
|
end
|
|
|
|
|
|
if Var["Enemy"] == nil
|
|
then
|
|
ErrorLog( "PhysicalPillarRoutine::Var[\"Enemy\"] == nil" )
|
|
cAIScriptSet( Handle )
|
|
cNPCVanish( Handle )
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
if Var["Enemy"][ Handle ] == nil
|
|
then
|
|
ErrorLog( "PhysicalPillarRoutine::Var[\"Enemy\"]["..Handle.."] == nil" )
|
|
cAIScriptSet( Handle )
|
|
cNPCVanish( Handle )
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
|
|
if Var["BossBattle"] == nil
|
|
then
|
|
ErrorLog( "PhysicalPillarRoutine::Var[\"BossBattle\"] == nil" )
|
|
cAIScriptSet( Handle )
|
|
cNPCVanish( Handle )
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
|
|
if Var["BossBattle"]["BossAC_PlusEffectCount"] == nil
|
|
then
|
|
ErrorLog( "PhysicalPillarRoutine::Var[\"BossBattle\"][\"BossAC_PlusEffectCount\"] == nil" )
|
|
cAIScriptSet( Handle )
|
|
cNPCVanish( Handle )
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
|
|
if cIsObjectDead( Handle ) == 1
|
|
then
|
|
Var["BossBattle"]["BossAC_PlusEffectCount"] = Var["BossBattle"]["BossAC_PlusEffectCount"] - 1
|
|
|
|
cAIScriptSet( Handle )
|
|
Var["Enemy"][ Handle ] = nil
|
|
Var["RoutineTime"][ Handle ] = nil
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
return ReturnAI["CPP"]
|
|
|
|
end
|
|
|
|
|
|
function MagicalPillarRoutine( Handle, MapIndex )
|
|
cExecCheck "MagicalPillarRoutine"
|
|
|
|
if Handle == nil
|
|
then
|
|
ErrorLog( "MagicalPillarRoutine::Handle == nil" )
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
if MapIndex == nil
|
|
then
|
|
ErrorLog( "MagicalPillarRoutine::MapIndex == nil" )
|
|
cAIScriptSet( Handle )
|
|
cNPCVanish( Handle )
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
|
|
local Var = InstanceField[ MapIndex ]
|
|
if Var == nil
|
|
then
|
|
ErrorLog( "MagicalPillarRoutine::Var == nil" )
|
|
cAIScriptSet( Handle )
|
|
cNPCVanish( Handle )
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
|
|
-- 0.2초마다 체크하는 루틴
|
|
if Var["RoutineTime"][ Handle ] <= cCurrentSecond()
|
|
then
|
|
Var["RoutineTime"][ Handle ] = cCurrentSecond() + 0.2
|
|
else
|
|
return ReturnAI["CPP"]
|
|
end
|
|
|
|
|
|
if Var["Enemy"] == nil
|
|
then
|
|
ErrorLog( "MagicalPillarRoutine::Var[\"Enemy\"] == nil" )
|
|
cAIScriptSet( Handle )
|
|
cNPCVanish( Handle )
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
if Var["Enemy"][ Handle ] == nil
|
|
then
|
|
ErrorLog( "MagicalPillarRoutine::Var[\"Enemy\"]["..Handle.."] == nil" )
|
|
cAIScriptSet( Handle )
|
|
cNPCVanish( Handle )
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
|
|
if Var["BossBattle"] == nil
|
|
then
|
|
ErrorLog( "MagicalPillarRoutine::Var[\"BossBattle\"] == nil" )
|
|
cAIScriptSet( Handle )
|
|
cNPCVanish( Handle )
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
|
|
if Var["BossBattle"]["BossMR_PlusEffectCount"] == nil
|
|
then
|
|
ErrorLog( "MagicalPillarRoutine::Var[\"BossBattle\"][\"BossMR_PlusEffectCount\"] == nil" )
|
|
cAIScriptSet( Handle )
|
|
cNPCVanish( Handle )
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
|
|
if cIsObjectDead( Handle ) == 1
|
|
then
|
|
Var["BossBattle"]["BossMR_PlusEffectCount"] = Var["BossBattle"]["BossMR_PlusEffectCount"] - 1
|
|
|
|
cAIScriptSet( Handle )
|
|
Var["Enemy"][ Handle ] = nil
|
|
Var["RoutineTime"][ Handle ] = nil
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
return ReturnAI["CPP"]
|
|
|
|
end
|
|
|
|
|
|
function ImmortalPillarRoutine( Handle, MapIndex )
|
|
cExecCheck "ImmortalPillarRoutine"
|
|
|
|
|
|
if Handle == nil
|
|
then
|
|
ErrorLog( "ImmortalPillarRoutine::Handle == nil" )
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
if MapIndex == nil
|
|
then
|
|
ErrorLog( "ImmortalPillarRoutine::MapIndex == nil" )
|
|
cAIScriptSet( Handle )
|
|
cNPCVanish( Handle )
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
|
|
local Var = InstanceField[ MapIndex ]
|
|
if Var == nil
|
|
then
|
|
ErrorLog( "ImmortalPillarRoutine::Var == nil" )
|
|
cAIScriptSet( Handle )
|
|
cNPCVanish( Handle )
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
|
|
-- 0.2초마다 체크하는 루틴
|
|
if Var["RoutineTime"][ Handle ] <= cCurrentSecond()
|
|
then
|
|
Var["RoutineTime"][ Handle ] = cCurrentSecond() + 0.2
|
|
else
|
|
return ReturnAI["CPP"]
|
|
end
|
|
|
|
|
|
if Var["Enemy"] == nil
|
|
then
|
|
ErrorLog( "ImmortalPillarRoutine::Var[\"Enemy\"] == nil" )
|
|
cAIScriptSet( Handle )
|
|
cNPCVanish( Handle )
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
if Var["Enemy"][ Handle ] == nil
|
|
then
|
|
ErrorLog( "ImmortalPillarRoutine::Var[\"Enemy\"]["..Handle.."] == nil" )
|
|
cAIScriptSet( Handle )
|
|
cNPCVanish( Handle )
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
|
|
if Var["BossBattle"] == nil
|
|
then
|
|
ErrorLog( "ImmortalPillarRoutine::Var[\"BossBattle\"] == nil" )
|
|
cAIScriptSet( Handle )
|
|
cNPCVanish( Handle )
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
|
|
if cIsObjectDead( Handle ) == 1
|
|
then
|
|
Var["BossBattle"]["BossImmortalEffectCount"] = Var["BossBattle"]["BossImmortalEffectCount"] - 1
|
|
|
|
cAIScriptSet( Handle )
|
|
Var["Enemy"][ Handle ] = nil
|
|
Var["RoutineTime"][ Handle ] = nil
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
return ReturnAI["CPP"]
|
|
|
|
end
|
|
|
|
|
|
-------------------------------------------------------------------------------------------------------
|
|
function BossDamaged( MapIndex, AttackerHandle, MaxHP, CurHP, DefenderHandle )
|
|
cExecCheck "BossDamaged"
|
|
|
|
if DefenderHandle == nil
|
|
then
|
|
ErrorLog( "BossDamaged::DefenderHandle == nil" )
|
|
return
|
|
end
|
|
|
|
if MapIndex == nil
|
|
then
|
|
ErrorLog( "BossDamaged::MapIndex == nil" )
|
|
return
|
|
end
|
|
|
|
if MaxHP == nil or CurHP == nil
|
|
then
|
|
ErrorLog( "BossDamaged::HP Info is nil" )
|
|
return
|
|
end
|
|
|
|
|
|
local Var = InstanceField[ MapIndex ]
|
|
if Var == nil
|
|
then
|
|
ErrorLog( "BossDamaged::Var == nil" )
|
|
return
|
|
end
|
|
|
|
if Var["Enemy"] == nil
|
|
then
|
|
ErrorLog( "BossDamaged::Var[\"Enemy\"] == nil" )
|
|
return
|
|
end
|
|
|
|
if Var["Enemy"][ DefenderHandle ] == nil
|
|
then
|
|
ErrorLog( "BossDamaged::Var[\"Enemy\"]["..DefenderHandle.."] == nil" )
|
|
return
|
|
end
|
|
|
|
if Var["StageInfo"]["BossTypeNo"] == nil
|
|
then
|
|
ErrorLog( "BossDamaged::Var[\"StageInfo\"][\"BossTypeNo\"] == nil" )
|
|
cAIScriptSet( Handle )
|
|
cNPCVanish( Handle )
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
if Var["BossBattle"] == nil
|
|
then
|
|
ErrorLog( "BossDamaged::Var[\"BossBattle\"] == nil" )
|
|
return
|
|
end
|
|
|
|
|
|
-- 시전중에 대한 정보를 저장하고 공유하기 위함
|
|
if Var["BossBattle"]["Casting"] == nil
|
|
then
|
|
Var["BossBattle"]["Casting"] = {}
|
|
end
|
|
|
|
|
|
local HP_Rate = ( CurHP * 1000 ) / MaxHP
|
|
|
|
local nBossType = Var["StageInfo"]["BossTypeNo"]
|
|
|
|
-- 스킬별로 한번 씩 탐색
|
|
for nIndex, sSkillName in pairs ( BossSkillNameTable )
|
|
do
|
|
-- 없을경우 스킬페이즈순번 초기화
|
|
if Var["BossBattle"][ sSkillName.."PhaseNo"] == nil
|
|
then
|
|
Var["BossBattle"][ sSkillName.."PhaseNo"] = 1
|
|
end
|
|
|
|
-- 실제 스킬 시전을 위한 테이블이 없을경우 생성
|
|
if Var["BossBattle"][ sSkillName ] == nil
|
|
then
|
|
Var["BossBattle"][ sSkillName ] = {}
|
|
end
|
|
|
|
|
|
-- 단계이름 받아오기
|
|
local CurStepNo = #StepNameTable - 1
|
|
local CurStep = StepNameTable[ CurStepNo ]
|
|
|
|
-- 스킬 페이즈 순번
|
|
local sThresholdTableIndex = sSkillName.."HP_Boss"..nBossType -- ex ) "SummonHP_Boss1 "HP_"..CurStep
|
|
local nCurPhase = Var["BossBattle"][ sSkillName.."PhaseNo"]
|
|
local nMaxPhase = #ThresholdTable[ sThresholdTableIndex ]
|
|
|
|
if nCurPhase <= nMaxPhase
|
|
then
|
|
-- 현재 HP와 스킬의 Threshold 와 비교하여 순차적으로 소급 적용하여 시전
|
|
while ThresholdTable[ sThresholdTableIndex ][ nCurPhase ] >= HP_Rate
|
|
do
|
|
-- 시전할 스킬의 테이블 내 인덱스 받아오기
|
|
local sCurSkillIndex = "HP"..ThresholdTable[ sThresholdTableIndex ][ nCurPhase ] -- ex) "HP800"
|
|
local sBossSkillTableIndex = sThresholdTableIndex -- 동일하게 설정함
|
|
|
|
if BossSkill[ sBossSkillTableIndex ][ sCurSkillIndex ] ~= nil
|
|
then
|
|
-- 스킬을 루틴에서 시전하도록 설정
|
|
if Var["BossBattle"][ sSkillName ][ nCurPhase ] == nil
|
|
then
|
|
Var["BossBattle"][ sSkillName ][ nCurPhase ] = {}
|
|
Var["BossBattle"][ sSkillName ][ nCurPhase ]["bCasting"] = true
|
|
Var["BossBattle"][ sSkillName ][ nCurPhase ]["sSkillTableIndex"] = sCurSkillIndex
|
|
DebugLog( "BossDamaged::SetSkillCasting-"..sSkillName.." "..sCurSkillIndex.." "..nCurPhase )
|
|
end
|
|
end
|
|
|
|
nCurPhase = nCurPhase + 1
|
|
if nCurPhase > nMaxPhase
|
|
then
|
|
break
|
|
end
|
|
|
|
end -- 스킬을 시전하라고 순서대로 셋팅해주는 루프
|
|
|
|
-- 메모리의 스킬 페이즈 순번 값 갱신
|
|
Var["BossBattle"][ sSkillName.."PhaseNo"] = nCurPhase
|
|
|
|
end -- 각 스킬의 순번이 초과했는지 확인해주는 조건문 //
|
|
|
|
end -- 스킬별로 한번씩 탐색하는 루프 //
|
|
|
|
end
|
|
|
|
|
|
function BossRoutine( Handle, MapIndex )
|
|
cExecCheck "BossRoutine"
|
|
|
|
if Handle == nil
|
|
then
|
|
ErrorLog( "BossRoutine::Handle == nil" )
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
if MapIndex == nil
|
|
then
|
|
ErrorLog( "BossRoutine::MapIndex == nil" )
|
|
cAIScriptSet( Handle )
|
|
cNPCVanish( Handle )
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
|
|
local Var = InstanceField[ MapIndex ]
|
|
if Var == nil
|
|
then
|
|
ErrorLog( "BossRoutine::Var == nil" )
|
|
cAIScriptSet( Handle )
|
|
cNPCVanish( Handle )
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
|
|
-- 0.2초마다 체크하는 루틴
|
|
if Var["RoutineTime"][ Handle ] <= cCurrentSecond()
|
|
then
|
|
Var["RoutineTime"][ Handle ] = cCurrentSecond() + 0.2
|
|
else
|
|
return ReturnAI["CPP"]
|
|
end
|
|
|
|
|
|
if Var["Enemy"] == nil
|
|
then
|
|
ErrorLog( "BossRoutine::Var[\"Enemy\"] == nil" )
|
|
cAIScriptSet( Handle )
|
|
cNPCVanish( Handle )
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
if Var["Enemy"][ Handle ] == nil
|
|
then
|
|
ErrorLog( "BossRoutine::Var[\"Enemy\"]["..Handle.."] == nil" )
|
|
cAIScriptSet( Handle )
|
|
cNPCVanish( Handle )
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
if Var["StageInfo"]["BossTypeNo"] == nil
|
|
then
|
|
ErrorLog( "BossRoutine::Var[\"StageInfo\"][\"BossTypeNo\"] == nil" )
|
|
cAIScriptSet( Handle )
|
|
cNPCVanish( Handle )
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
if Var["BossBattle"] == nil
|
|
then
|
|
ErrorLog( "BossRoutine::Var[\"BossBattle\"] == nil" )
|
|
cAIScriptSet( Handle )
|
|
cNPCVanish( Handle )
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
|
|
-- Boss 사망
|
|
if cIsObjectDead( Handle ) == 1
|
|
then
|
|
DebugLog( "BossRoutine::BossDead" )
|
|
cMobSuicide( Var["MapIndex"] )
|
|
|
|
-- 스킬관련 메모리 초기화
|
|
for nIndex, sSkillName in pairs ( BossSkillNameTable )
|
|
do
|
|
Var["BossBattle"][ sSkillName ] = nil
|
|
Var["BossBattle"][ sSkillName.."PhaseNo"] = nil
|
|
end
|
|
|
|
cAIScriptSet( Handle )
|
|
Var["Enemy"][ Handle ] = nil
|
|
return ReturnAI["END"]
|
|
end
|
|
|
|
local nBossType = Var["StageInfo"]["BossTypeNo"]
|
|
|
|
-- 보스 상태이상 설정
|
|
if Var["BossBattle"]["BossAC_PlusEffectCount"] == nil
|
|
then
|
|
if nBossType == 1 or nBossType == 2
|
|
then
|
|
ErrorLog( "BossRoutine::BossAC_PlusEffectCount is nil" )
|
|
return ReturnAI["END"]
|
|
end
|
|
end
|
|
|
|
if Var["BossBattle"]["BossMR_PlusEffectCount"] == nil
|
|
then
|
|
if nBossType == 1 or nBossType == 2
|
|
then
|
|
ErrorLog( "BossRoutine::BossMR_PlusEffectCount is nil" )
|
|
return ReturnAI["END"]
|
|
end
|
|
end
|
|
|
|
if Var["BossBattle"]["BossImmortalEffectCount"] == nil
|
|
then
|
|
if nBossType == 3
|
|
then
|
|
ErrorLog( "BossRoutine::BossImmortalEffectCount is nil" )
|
|
return ReturnAI["END"]
|
|
end
|
|
end
|
|
|
|
for sIndex, AbstateInfo in pairs( BossAbstate )
|
|
do
|
|
if Var["BossBattle"]["Boss"..sIndex.."EffectCount"] == nil
|
|
then
|
|
Var["BossBattle"]["Boss"..sIndex.."EffectCount"] = 0
|
|
end
|
|
|
|
if Var["BossBattle"]["Boss"..sIndex.."EffectCount"] > 0
|
|
then
|
|
cSetAbstate( Var["BossHandle"], AbstateInfo["Index"], AbstateInfo["Strength"], AbstateInfo["KeepTime"] )
|
|
else
|
|
cResetAbstate( Var["BossHandle"], AbstateInfo["Index"] )
|
|
end
|
|
end
|
|
|
|
|
|
-- 스킬별로 한번 씩 탐색
|
|
for nIndex, sSkillName in pairs ( BossSkillNameTable )
|
|
do
|
|
-- 다음 스킬 순번과 해당 스킬 시전테이블이 없다면 아직 시전도 안된 것이므로 패스
|
|
if Var["BossBattle"][ sSkillName.."PhaseNo"] ~= nil and Var["BossBattle"][ sSkillName ] ~= nil
|
|
then
|
|
-- 시전승인된 스킬들만 순서대로 시전해야함.
|
|
for i = 1, #Var["BossBattle"][ sSkillName ]
|
|
do
|
|
-- 에러체크
|
|
if Var["BossBattle"][ sSkillName ][ i ] == nil
|
|
then
|
|
break
|
|
end
|
|
|
|
-- 준비된 스킬 시전
|
|
if Var["BossBattle"][ sSkillName ][ i ]["bCasting"] == true
|
|
then
|
|
local sCurSkillTableIndex = Var["BossBattle"][ sSkillName ][ i ]["sSkillTableIndex"] -- ex) "HP800"
|
|
|
|
-- 단계이름 받아오기
|
|
local CurStepNo = #StepNameTable - 1
|
|
local CurStep = StepNameTable[ CurStepNo ]
|
|
|
|
-- 스킬 테이블 인덱스 설정
|
|
local sBossSkillTableIndex = sSkillName.."HP_Boss"..nBossType -- ex ) "SummonHP_Boss1"
|
|
|
|
-- 스킬 정보 가져오기
|
|
local CurSkillInfo = BossSkill[ sBossSkillTableIndex ][ sCurSkillTableIndex ]
|
|
|
|
-- 잔몹 소환
|
|
if sSkillName == "Summon"
|
|
then
|
|
DebugLog( "BossRoutine::StartSkillCasting-"..sSkillName.." "..sCurSkillTableIndex.." "..i )
|
|
|
|
for j = 1, #CurSkillInfo["SummonMobs"]
|
|
do
|
|
for k = 1, CurSkillInfo["SummonMobs"][ j ]["Count"]
|
|
do
|
|
cMobRegen_Obj( CurSkillInfo["SummonMobs"][ j ]["Index"], Handle )
|
|
DebugLog( "BossRoutine::CastSkill-"..sSkillName.." "..sCurSkillTableIndex.." ("..k.."/"..CurSkillInfo["SummonMobs"][ j ]["Count"]..") :"..CurSkillInfo["SummonMobs"][ j ]["Index"] )
|
|
end
|
|
end
|
|
|
|
if CurSkillInfo["RegenMobs"] ~= nil
|
|
then
|
|
for m = 1, #CurSkillInfo["RegenMobs"]
|
|
do
|
|
local CurRegenInfo = CurSkillInfo["RegenMobs"][ m ]
|
|
local nMobHandle = cMobRegen_XY( Var["MapIndex"], CurRegenInfo["Index"], CurRegenInfo["x"], CurRegenInfo["y"], CurRegenInfo["dir"] )
|
|
|
|
if nMobHandle ~= nil
|
|
then
|
|
if CurRegenInfo["Index"] == "C_PillarofLight"
|
|
then
|
|
-- 공통 처리
|
|
Var["Enemy"][ nMobHandle ] = CurRegenInfo
|
|
Var["RoutineTime"][ nMobHandle ] = cCurrentSecond()
|
|
|
|
cSetAIScript ( MainLuaScriptPath, nMobHandle )
|
|
cAIScriptFunc( nMobHandle, "Entrance", "ImmortalPillarRoutine" )
|
|
|
|
-- 보스 무적효과를 주는 필러 개수를 젠 할 때마다 셋팅
|
|
Var["BossBattle"]["BossImmortalEffectCount"] = Var["BossBattle"]["BossImmortalEffectCount"] + 1
|
|
end
|
|
else
|
|
DebugLog( "BossRoutine::nMobHandle == nil" )
|
|
end
|
|
end
|
|
end
|
|
|
|
if ChatInfo["BossBattle"]["Boss"..nBossType ] ~= nil
|
|
then
|
|
local CurChat = ChatInfo["BossBattle"]["Boss"..nBossType ]["SummonDialog"][ sCurSkillTableIndex ]
|
|
|
|
-- 경비병이 보스의 소환 스킬을 경고해주는 페이스컷
|
|
if CurChat ~= nil
|
|
then
|
|
cMobDialog( Var["MapIndex"], CurChat["SpeakerIndex"], ChatInfo["ScriptFileName"], CurChat["Index"] )
|
|
else
|
|
ErrorLog( "BossRoutine::There is no face-cut at This Time" )
|
|
end
|
|
|
|
end
|
|
-- 시전 완료 처리
|
|
Var["BossBattle"][ sSkillName ][ i ]["bCasting"] = false
|
|
DebugLog( "BossRoutine::EndSkillCasting-"..sSkillName.." "..sCurSkillTableIndex.." "..i )
|
|
|
|
end -- 스킬 이름 관련 조건문 //
|
|
|
|
end -- 스킬 시전이 준비 되었는지 확인하는 조건문 //
|
|
|
|
end -- 한 스킬에 대한 순차적 시전 루프 //
|
|
|
|
end -- 스킬 시전 자체를 했는가 확인하는 조건문 //
|
|
|
|
end -- 각 스킬을 한번씩 탐색하는 루프 //
|
|
|
|
return ReturnAI["CPP"]
|
|
|
|
end
|
|
|