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592 lines
15 KiB
592 lines
15 KiB
--------------------------------------------------------------------------------
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-- ※ InitDungeon
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--------------------------------------------------------------------------------
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function InitDungeon( Var )
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cExecCheck "InitDungeon"
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if Var == nil
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then
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return
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end
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-- 인스턴스 던전 시작 전에 플레이어의 첫 로그인을 기다린다.
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if Var["bPlayerMapLogin"] == nil
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then
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if Var["InitialSec"] + WAIT_PLAYER_MAP_LOGIN_SEC_MAX <= cCurrentSecond()
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then
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return
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end
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return
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end
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if Var["InitDungeon"] == nil
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then
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DebugLog( "Start InitDungeon" )
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Var["InitDungeon"] = {}
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-- 문 생성
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if Var["Door"] ~= nil
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then
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-- 문 생성1)
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if Var["Door"]["GoToKingCrab"] == nil
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then
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Var["Door"]["GoToKingCrab"] = {}
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local CurRegenDoor = RegenInfo["Stuff"]["Door"]["GoToKingCrab"]
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if CurRegenDoor == nil
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then
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ErrorLog( "InitDungeon::Door CurRegenDoor == nil..GoToKingCrab" )
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end
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local nCurDoorHandle = cDoorBuild( Var["MapIndex"], CurRegenDoor["Index"], CurRegenDoor["x"], CurRegenDoor["y"], CurRegenDoor["dir"], CurRegenDoor["scale"] )
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if nCurDoorHandle == nil
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then
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ErrorLog( "InitDungeon::Door was not created. : GoToKingCrab" )
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else
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cDoorAction( nCurDoorHandle, CurRegenDoor["DoorBlock"], "close" )
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-- 문 정보 보관
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Var["Door"]["GoToKingCrab"]["Handle"] = nCurDoorHandle
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Var["Door"]["GoToKingCrab"]["DoorBlock"] = CurRegenDoor["DoorBlock"]
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Var["Door"]["GoToKingCrab"]["IsOpen"] = false
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end
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end
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-- 문 생성2)
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if Var["Door"]["GoToLeviathan"] == nil
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then
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Var["Door"]["GoToLeviathan"] = {}
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local CurRegenDoor = RegenInfo["Stuff"]["Door"]["GoToLeviathan"]
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if CurRegenDoor == nil
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then
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ErrorLog( "InitDungeon::Door CurRegenDoor == nil..GoToLeviathan" )
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end
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local nCurDoorHandle = cDoorBuild( Var["MapIndex"], CurRegenDoor["Index"], CurRegenDoor["x"], CurRegenDoor["y"], CurRegenDoor["dir"], CurRegenDoor["scale"] )
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if nCurDoorHandle == nil
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then
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ErrorLog( "InitDungeon::Door was not created. : GoToLeviathan" )
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else
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cDoorAction( nCurDoorHandle, CurRegenDoor["DoorBlock"], "close" )
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-- 문 정보 보관
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Var["Door"]["GoToLeviathan"]["Handle"] = nCurDoorHandle
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Var["Door"]["GoToLeviathan"]["DoorBlock"] = CurRegenDoor["DoorBlock"]
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Var["Door"]["GoToLeviathan"]["IsOpen"] = false
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end
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end
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end
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-- 몬스터 그룹별 생성
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local RegenMobGroupList = RegenInfo["Mob"]["InitDungeon"]["NormalMobGroup"]
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if RegenMobGroupList ~= nil
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then
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for i = 1,#RegenMobGroupList
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do
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cGroupRegenInstance( Var["MapIndex"], RegenMobGroupList[ i ] )
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end
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end
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-- 입구쪽 출구게이트 생성
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local RegenExitGate = RegenInfo["Stuff"]["StartExitGate"]
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local nExitGateHandle = cDoorBuild( Var["MapIndex"], RegenExitGate["Index"], RegenExitGate["x"], RegenExitGate["y"], RegenExitGate["dir"], RegenExitGate["scale"] )
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if nExitGateHandle ~= nil
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then
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if cSetAIScript ( MainLuaScriptPath, nExitGateHandle ) == nil
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then
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ErrorLog( "InitDungeon::cSetAIScript ( MainLuaScriptPath, nExitGateHandle ) == nil" )
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end
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if cAIScriptFunc( nExitGateHandle, "NPCClick", "Click_ExitGate" ) == nil
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then
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ErrorLog( "InitDungeon::cAIScriptFunc( nExitGateHandle, \"NPCClick\", \"Click_ExitGate\" ) == nil" )
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end
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end
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end
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if Var["InitDungeon"] ~= nil
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then
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Var["InitDungeon"] = nil
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Var["StepFunc"] = KingBoogyStep
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DebugLog( "End InitDungeon" )
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return
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end
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end
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--------------------------------------------------------------------------------
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-- ※ KingBoogyStep
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--------------------------------------------------------------------------------
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function KingBoogyStep( Var )
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cExecCheck "KingBoogyStep"
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if Var == nil
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then
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return
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end
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if Var["KingBoogyStep"] == nil
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then
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Var["KingBoogyStep"] = {}
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DebugLog( "Start KingBoogyStep" )
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-- 보스 리젠
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local CurRegenInfo = RegenInfo["Mob"]["KingBoogyStep"]["Boss"]
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local CurHandle = cMobRegen_XY( Var["MapIndex"], CurRegenInfo["Index"], CurRegenInfo["x"], CurRegenInfo["y"], CurRegenInfo["dir"] )
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if CurHandle == nil
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then
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ErrorLog("KingBoogyStep::BossMob Regen Fail")
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return
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end
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if cSetAIScript ( MainLuaScriptPath, CurHandle ) == nil
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then
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ErrorLog( "KingBoogyStep::cSetAIScript ( MainLuaScriptPath, CurHandle ) == nil" )
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end
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if cAIScriptFunc( CurHandle, "Entrance", "Routine_BossLive" ) == nil
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then
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ErrorLog( "KingBoogyStep::cAIScriptFunc( CurHandle, \"Entrance\", \"Routine_BossLive\" ) == nil" )
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end
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if cAIScriptFunc( CurHandle, "ObjectDied", "Routine_BossDead" ) == nil
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then
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ErrorLog( "KingBoogyStep::cAIScriptFunc( CurHandle, \"ObjectDied\", \"Routine_BossDead\" ) == nil" )
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end
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Var["Boss"][CurHandle] = {}
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Var["Boss"][CurHandle]["Index"] = CurRegenInfo["Index"]
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Var["Boss"][CurHandle]["Door"] = Var["Door"]["GoToKingCrab"]
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Var["RoutineTime"][CurHandle] = Var["CurSec"]
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-- 대기시간 설정
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Var["KingBoogyStep"]["DialogTime"] = Var["InitialSec"] + DelayTime["AfterInit"]
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Var["KingBoogyStep"]["DialogStep"] = 1
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end
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if Var["KingBoogyStep"] ~= nil
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then
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-- 대사처리
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if Var["KingBoogyStep"]["DialogTime"] ~= nil
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then
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if Var["KingBoogyStep"]["DialogTime"] > Var["CurSec"]
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then
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return
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else
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local CurMsg = ChatInfo["KingBoogyStep"]["Start"]
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local DialogStep = Var["KingBoogyStep"]["DialogStep"]
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local MaxDialogStep = #ChatInfo["KingBoogyStep"]["Start"]
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if DialogStep <= MaxDialogStep
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then
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cScriptMessage( Var["MapIndex"], CurMsg[DialogStep]["Index"] )
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Var["KingBoogyStep"]["DialogTime"] = Var["CurSec"] + DelayTime["GapDialog"]
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Var["KingBoogyStep"]["DialogStep"] = DialogStep + 1
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return
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end
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if Var["KingBoogyStep"]["DialogStep"] > MaxDialogStep
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then
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Var["KingBoogyStep"]["DialogTime"] = nil
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Var["KingBoogyStep"]["DialogStep"] = nil
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end
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end
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end
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-- 다음 단계로 가기위한 문 열렸는지 체크
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if Var["Door"]["GoToKingCrab"] ~= nil
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then
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local CurDoor = Var["Door"]["GoToKingCrab"]
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if CurDoor["IsOpen"] == false
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then
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return
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end
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if CurDoor["IsOpen"] == true
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then
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cDoorAction( CurDoor["Handle"], CurDoor["DoorBlock"], "open" )
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Var["KingBoogyStep"] = nil
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Var["StepFunc"] = KingCrabStep
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DebugLog( "End KingBoogyStep" )
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return
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end
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end
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end
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end
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--------------------------------------------------------------------------------
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-- ※ KingCrabStep
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--------------------------------------------------------------------------------
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function KingCrabStep( Var )
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cExecCheck "KingCrabStep"
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if Var["KingCrabStep"] == nil
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then
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Var["KingCrabStep"] = {}
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DebugLog( "Start KingCrabStep" )
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-- 보스 리젠
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local CurRegenInfo = RegenInfo["Mob"]["KingCrabStep"]["Boss"]
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local CurHandle = cMobRegen_XY( Var["MapIndex"], CurRegenInfo["Index"], CurRegenInfo["x"], CurRegenInfo["y"], CurRegenInfo["dir"] )
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if CurHandle == nil
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then
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ErrorLog("KingCrabStep::BossMob Regen Fail")
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return
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end
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if cSetAIScript ( MainLuaScriptPath, CurHandle ) == nil
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then
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ErrorLog( "KingCrabStep::cSetAIScript ( MainLuaScriptPath, CurHandle ) == nil" )
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end
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if cAIScriptFunc( CurHandle, "Entrance", "Routine_BossLive" ) == nil
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then
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ErrorLog( "KingCrabStep::cAIScriptFunc( CurHandle, \"Entrance\", \"Routine_BossLive\" ) == nil" )
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end
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if cAIScriptFunc( CurHandle, "ObjectDied", "Routine_BossDead" ) == nil
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then
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ErrorLog( "KingCrabStep::cAIScriptFunc( CurHandle, \"ObjectDied\", \"Routine_BossDead\" ) == nil" )
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end
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Var["Boss"][CurHandle] = {}
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Var["Boss"][CurHandle]["Index"] = CurRegenInfo["Index"]
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Var["Boss"][CurHandle]["Door"] = Var["Door"]["GoToLeviathan"]
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Var["RoutineTime"][CurHandle] = Var["CurSec"]
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-- 대기시간 설정
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Var["KingCrabStep"]["DialogTime"] = Var["CurSec"]
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Var["KingCrabStep"]["DialogStep"] = 1
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end
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if Var["KingCrabStep"] ~= nil
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then
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-- 대사처리
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if Var["KingCrabStep"]["DialogTime"] ~= nil
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then
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if Var["KingCrabStep"]["DialogTime"] > Var["CurSec"]
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then
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return
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else
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local CurMsg = ChatInfo["KingCrabStep"]["AfterKingBoogyDead"]
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local DialogStep = Var["KingCrabStep"]["DialogStep"]
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local MaxDialogStep = #ChatInfo["KingCrabStep"]["AfterKingBoogyDead"]
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if DialogStep <= MaxDialogStep
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then
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cScriptMessage( Var["MapIndex"], CurMsg[DialogStep]["Index"] )
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Var["KingCrabStep"]["DialogTime"] = Var["CurSec"] + DelayTime["GapDialog"]
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Var["KingCrabStep"]["DialogStep"] = DialogStep + 1
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return
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end
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if Var["KingCrabStep"]["DialogStep"] > MaxDialogStep
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then
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Var["KingCrabStep"]["DialogTime"] = nil
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Var["KingCrabStep"]["DialogStep"] = nil
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end
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end
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end
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-- 다음 단계로 가기위한 문 열렸는지 체크
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if Var["Door"]["GoToLeviathan"] ~= nil
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then
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local CurDoor = Var["Door"]["GoToLeviathan"]
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if CurDoor["IsOpen"] == false
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then
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return
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end
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if CurDoor["IsOpen"] == true
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then
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cDoorAction( CurDoor["Handle"], CurDoor["DoorBlock"], "open" )
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Var["KingCrabStep"] = nil
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Var["StepFunc"] = LeviathanStep
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DebugLog( "End KingCrabStep" )
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return
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end
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end
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end
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end
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--------------------------------------------------------------------------------
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-- ※ LeviathanStep
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--------------------------------------------------------------------------------
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function LeviathanStep( Var )
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cExecCheck "LeviathanStep"
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if Var["LeviathanStep"] == nil
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then
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Var["LeviathanStep"] = {}
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DebugLog( "Start LeviathanStep" )
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-- 레비아탄 ( BossMain )리젠
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local CurRegenInfo = RegenInfo["Mob"]["LeviathanStep"]["BossMain"]
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local CurHandle = cMobRegen_XY( Var["MapIndex"], CurRegenInfo["Index"], CurRegenInfo["x"], CurRegenInfo["y"], CurRegenInfo["dir"] )
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if CurHandle == nil
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then
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ErrorLog("LeviathanStep::BossMain Regen Fail")
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return
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end
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if cSetAIScript ( MainLuaScriptPath, CurHandle ) == nil
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then
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ErrorLog( "LeviathanStep::cSetAIScript ( MainLuaScriptPath, CurHandle ) == nil" )
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end
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if cAIScriptFunc( CurHandle, "Entrance", "Routine_Leviathan" ) == nil
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then
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ErrorLog( "LeviathanStep::cAIScriptFunc( CurHandle, \"Entrance\", \"Routine_Leviathan\" ) == nil" )
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end
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Var["LeviathanStep"]["BossMain"] = {}
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Var["LeviathanStep"]["BossMain"]["Handle"] = CurHandle
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Var["RoutineTime"][ CurHandle ] = Var["CurSec"]
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-- 레비아탄 ( BossHead )리젠
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local CurRegenInfo = RegenInfo["Mob"]["LeviathanStep"]["BossHead"]
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local CurHandle = cMobRegen_XY( Var["MapIndex"], CurRegenInfo["Index"], CurRegenInfo["x"], CurRegenInfo["y"], CurRegenInfo["dir"] )
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if CurHandle == nil
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then
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ErrorLog("LeviathanStep::BossHead Regen Fail")
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return
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end
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if cSetAIScript ( MainLuaScriptPath, CurHandle ) == nil
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then
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ErrorLog( "LeviathanStep::cSetAIScript ( MainLuaScriptPath, CurHandle ) == nil" )
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end
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if cAIScriptFunc( CurHandle, "Entrance", "Routine_Leviathan" ) == nil
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then
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ErrorLog( "LeviathanStep::cAIScriptFunc( CurHandle, \"Entrance\", \"Routine_Leviathan\" ) == nil" )
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end
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Var["LeviathanStep"]["BossHead"] = {}
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Var["LeviathanStep"]["BossHead"]["Handle"] = CurHandle
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Var["RoutineTime"][ CurHandle ] = Var["CurSec"]
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-- 대기시간 설정
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Var["LeviathanStep"]["DialogTime"] = Var["CurSec"]
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Var["LeviathanStep"]["DialogStep"] = 1
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end
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if Var["LeviathanStep"] ~= nil
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then
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-- 대사처리
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if Var["LeviathanStep"]["DialogTime"] ~= nil
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then
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if Var["LeviathanStep"]["DialogTime"] > Var["CurSec"]
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then
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return
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else
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local CurMsg = ChatInfo["LeviathanStep"]["AfterKingCrabDead"]
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local DialogStep = Var["LeviathanStep"]["DialogStep"]
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local MaxDialogStep = #ChatInfo["LeviathanStep"]["AfterKingCrabDead"]
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if DialogStep <= MaxDialogStep
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then
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cScriptMessage( Var["MapIndex"], CurMsg[DialogStep]["Index"] )
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Var["LeviathanStep"]["DialogTime"] = Var["CurSec"] + DelayTime["GapDialog"]
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Var["LeviathanStep"]["DialogStep"] = DialogStep + 1
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return
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end
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if Var["LeviathanStep"]["DialogStep"] > MaxDialogStep
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then
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Var["LeviathanStep"]["DialogTime"] = nil
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Var["LeviathanStep"]["DialogStep"] = nil
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end
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end
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end
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-- BossMain 레비아탄이 살아있으면 리턴
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if cIsObjectDead( Var["LeviathanStep"]["BossMain"]["Handle"] ) == nil
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then
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return
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end
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-- BossMain 레비아탄이 죽었으면 ReturnToHome
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if cIsObjectDead( Var["LeviathanStep"]["BossMain"]["Handle"] ) == 1
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then
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-- 레비아탄 머리가 살아있으면, 죽인다.
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if cIsObjectDead( Var["LeviathanStep"]["BossHead"]["Handle"] ) == nil
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then
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DebugLog("LeviathanStep::BossMain Dead, So Kill BossHead Too...")
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cAIScriptSet( Var["LeviathanStep"]["BossHead"]["Handle"] )
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cMobSuicide( Var["MapIndex"], Var["LeviathanStep"]["BossHead"]["Handle"] )
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end
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Var["LeviathanStep"] = nil
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Var["StepFunc"] = ReturnToHome
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DebugLog( "End LeviathanStep" )
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return
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end
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end
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end
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--------------------------------------------------------------------------------
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-- ※ ReturnToHome
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--------------------------------------------------------------------------------
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function ReturnToHome( Var )
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cExecCheck "ReturnToHome"
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|
|
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if Var == nil
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then
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return
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end
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if Var["ReturnToHome"] == nil
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then
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Var["ReturnToHome"] = {}
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DebugLog( "Start ReturnToHome" )
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-- 출구게이트 생성
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local RegenExitGate = RegenInfo["Stuff"]["EndExitGate"]
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local nExitGateHandle = cDoorBuild( Var["MapIndex"], RegenExitGate["Index"], RegenExitGate["x"], RegenExitGate["y"], RegenExitGate["dir"], RegenExitGate["scale"] )
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if nExitGateHandle ~= nil
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then
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if cSetAIScript ( MainLuaScriptPath, nExitGateHandle ) == nil
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then
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ErrorLog( "ReturnToHome::cSetAIScript ( MainLuaScriptPath, nExitGateHandle ) == nil" )
|
|
end
|
|
|
|
if cAIScriptFunc( nExitGateHandle, "NPCClick", "Click_ExitGate" ) == nil
|
|
then
|
|
ErrorLog( "ReturnToHome::cAIScriptFunc( nExitGateHandle, \"NPCClick\", \"Click_ExitGate\" ) == nil" )
|
|
end
|
|
end
|
|
|
|
-- 일일퀘스트 처리
|
|
cQuestMobKill_AllInMap( Var["MapIndex"], QuestMobKillInfo["QuestID"], QuestMobKillInfo["MobIndex"], QuestMobKillInfo["MaxKillCount"] )
|
|
|
|
-- 보상 아이템 상자(에그 형태의 몹) 리젠
|
|
local RewardBox = RegenInfo["Stuff"]["RewardBox"]
|
|
local CurSummonHandle = cMobRegen_XY( Var["MapIndex"], RewardBox["Index"], RewardBox["x"], RewardBox["y"], RewardBox["dir"] )
|
|
|
|
if CurSummonHandle == nil
|
|
then
|
|
ErrorLog( "ReturnToHome::RewardBox Regen Fail" )
|
|
end
|
|
|
|
-- 잡몹 죽이기( 알, 뱀 )
|
|
local vanishMOb = LeviathanSkillInfo["Vanish_WhenLeviDead"]
|
|
for i = 1, #vanishMOb
|
|
do
|
|
cVanishAll( Var["MapIndex"], vanishMOb[i] )
|
|
end
|
|
|
|
-- 대기시간 설정
|
|
Var["ReturnToHome"]["DialogTime"] = Var["CurSec"]
|
|
Var["ReturnToHome"]["DialogStep"] = 1
|
|
|
|
end
|
|
|
|
|
|
if Var["ReturnToHome"] ~= nil
|
|
then
|
|
|
|
-- 대사처리
|
|
if Var["ReturnToHome"]["DialogTime"] ~= nil
|
|
then
|
|
|
|
if Var["ReturnToHome"]["DialogTime"] > Var["CurSec"]
|
|
then
|
|
return
|
|
else
|
|
local CurMsg = ChatInfo["ReturnToHome"]["AfterLeviDead"]
|
|
local DialogStep = Var["ReturnToHome"]["DialogStep"]
|
|
local MaxDialogStep = #ChatInfo["ReturnToHome"]["AfterLeviDead"]
|
|
|
|
if DialogStep <= MaxDialogStep
|
|
then
|
|
cScriptMessage( Var["MapIndex"], CurMsg[DialogStep]["Index"] )
|
|
Var["ReturnToHome"]["DialogTime"] = Var["CurSec"] + DelayTime["GapDialog"]
|
|
Var["ReturnToHome"]["DialogStep"] = DialogStep + 1
|
|
return
|
|
end
|
|
|
|
if Var["ReturnToHome"]["DialogStep"] > MaxDialogStep
|
|
then
|
|
Var["ReturnToHome"]["DialogTime"] = nil
|
|
Var["ReturnToHome"]["DialogStep"] = nil
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
Var["ReturnToHome"] = nil
|
|
Var["StepFunc"] = DummyFunc
|
|
DebugLog( "End ReturnToHome" )
|
|
|
|
return
|
|
|
|
end
|
|
end
|
|
|