You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 

920 lines
24 KiB

--------------------------------------------------------------------------------
-- Legend Of Bijou Progress Func --
--------------------------------------------------------------------------------
-- 던전 초기화
function InitDungeon( Var )
cExecCheck "InitDungeon"
if Var == nil
then
return
end
-- 킹덤 퀘스트 시작 전에 플레이어의 첫 로그인을 기다린다.
if Var["bPlayerMapLogin"] == nil
then
if Var["InitialSec"] + WAIT_PLAYER_MAP_LOGIN_SEC_MAX <= cCurrentSecond()
then
GoToFail( Var )
return
end
return
end
if Var["InitDungeon"] == nil
then
DebugLog( "Start InitDungeon" )
Var["InitDungeon"] = {}
local Doors = RegenInfo["Stuff"]
local Door1 = Doors["FirstGate"]
local Door2 = Doors["SecondGate"]
local Door3 = Doors["ThirdGate"]
-- 문 생성
Var["Door1"] = cDoorBuild( Var["MapIndex"], Door1["Index"], Door1["x"], Door1["y"], Door1["dir"], Door1["scale"] )
Var["Door2"] = cDoorBuild( Var["MapIndex"], Door2["Index"], Door2["x"], Door2["y"], Door2["dir"], Door2["scale"] )
Var["Door3"] = cDoorBuild( Var["MapIndex"], Door3["Index"], Door3["x"], Door3["y"], Door3["dir"], Door3["scale"] )
-- 문 닫기
cDoorAction( Var["Door1"], Door1["Block"], "open" )
cDoorAction( Var["Door2"], Door2["Block"], "open" )
cDoorAction( Var["Door3"], Door3["Block"], "open" )
-- 두번째 문에 카마리스 수만큼 자물쇠 걸기
Var["Door2Lock"] = #RegenInfo["Mob"]["GardenSquare"]["Kamaris"]["CoordList"]
-- 보스 : 칼반 오벳을 부르기 위해 부숴야 하는 해당 위치의 카마리스 수 설정
Var["CallBossLock"] = #RegenInfo["Mob"]["EndOfLegend"]["Kamaris"]["CoordList"]
-- 안개 생성
cMapFog( Var["MapIndex"], MapFogInfo["FogValue"], MapFogInfo["SightDistance"] )
Var["InitDungeon"]["WaitSecDuringInit"] = Var["CurSec"] + DelayTime["AfterInit"]
end
-- 일정 시간 뒤 다음 단계로
if Var["InitDungeon"]["WaitSecDuringInit"] <= Var["CurSec"]
then
GoToNextStep( Var )
Var["InitDungeon"] = nil
DebugLog( "End InitDungeon" )
return
end
end
-- 가디언의 지시
function CommandOfGuard( Var )
cExecCheck "CommandOfGuard"
if Var == nil
then
return
end
DebugLog( "Start CommandOfGuard" )
cMobDialog( Var["MapIndex"], NPC_GuardChat["SpeakerIndex"], NPC_GuardChat["ScriptFileName"], NPC_GuardChat["StartDialog"]["Index"] )
GoToNextStep( Var )
local nLimitSec = cGetKQLimitSecond( Var["MapIndex"] )
if nLimitSec == nil
then
ErrorLog( "GuideOfRoumenus::nLimitSec == nil" )
else
-- Real Kingdom Quest 시작 !!!!
Var["KQLimitTime"] = Var["CurSec"] + nLimitSec
-- 타이머 시작!
cShowKQTimerWithLife( Var["MapIndex"], nLimitSec )
end
DebugLog( "End CommandOfGuard" )
return
end
-- 해골궁수가 지키고 있는 성벽, 첫번째 문을 돌파하라
function FirstGateAndWall( Var )
cExecCheck "FirstGateAndWall"
if Var == nil
then
return
end
if Var["FirstGateAndWall"] == nil
then
DebugLog( "Start FirstGateAndWall" )
Var["FirstGateAndWall"] = {}
-- 몹게이트 1 소환
local RegenMobGate = RegenInfo["Mob"]["FirstGateAndWall"]["FirstMobGate"]
local MobGateHandle = nil
MobGateHandle = cMobRegen_XY( Var["MapIndex"], RegenMobGate["Index"], RegenMobGate["x"], RegenMobGate["y"], RegenMobGate["dir"] )
if MobGateHandle ~= nil
then
Var["Enemy"][ MobGateHandle ] = RegenMobGate
cSetAIScript ( MainLuaScriptPath, MobGateHandle )
cAIScriptFunc( MobGateHandle, "Entrance", "MobGateRoutine" )
end
-- 첫번째 카마리스
local Regen1stKamaris = RegenInfo["Mob"]["FirstGateAndWall"]["FirstKamaris"]
local KamarisHandle = nil
KamarisHandle = cMobRegen_XY( Var["MapIndex"], Regen1stKamaris["Index"], Regen1stKamaris["x"], Regen1stKamaris["y"], Regen1stKamaris["dir"] )
if KamarisHandle ~= nil
then
cSetAIScript ( MainLuaScriptPath, KamarisHandle )
cAIScriptFunc( KamarisHandle, "Entrance", "TeleportKamarisRoutine" )
Var["Enemy"][ KamarisHandle ] = Regen1stKamaris
end
-- 성벽을 지키는 해골 궁수들
local RegenWallDefenders = RegenInfo["Mob"]["FirstGateAndWall"]["WallDefenders"]
local NumOfWallDefenders = #RegenWallDefenders["CoordList"]
local NumOfTypes = #RegenWallDefenders["IndexList"]
local AbstateInfo = RegenWallDefenders["AbstateAlways"]
Var["Enemy"]["WallDefenders"] = {}
for i = 1, NumOfWallDefenders
do
local nMobTypeNum = cRandomInt( 1, NumOfTypes )
local CurMob = RegenWallDefenders["CoordList"][ i ]
local nMobHandle = cMobRegen_XY( Var["MapIndex"], RegenWallDefenders["IndexList"][ nMobTypeNum ], CurMob["x"], CurMob["y"], RegenWallDefenders["SameDirect"] )
if nMobHandle ~= nil
then
local TempRegenTable = {}
TempRegenTable["Index"] = RegenWallDefenders["IndexList"][ nMobTypeNum ]
TempRegenTable["x"] = CurMob["x"]
TempRegenTable["y"] = CurMob["y"]
TempRegenTable["dir"] = RegenWallDefenders["SameDirect"]
TempRegenTable["bLive"] = true
-- 다시 되살리기 위한 용도의 몹 정보
Var["Enemy"][ nMobHandle ] = TempRegenTable
Var["Enemy"]["WallDefenders"][ i ] = nMobHandle
cSetAIScript ( MainLuaScriptPath, nMobHandle )
cAIScriptFunc( nMobHandle, "Entrance", "WallDefenderRoutine" )
-- 못움직이는 상태이상 셋팅
cSetAbstate( nMobHandle, AbstateInfo["Index"], AbstateInfo["Strength"], AbstateInfo["KeepTime"] )
else
DebugLog( "FirstGateAndWall::Gen WallDefenders::nMobHandle is nil.(when i="..i..")" )
end
end
-- 문열리면 움직이는 문 뒤의 돌격대 셋팅
local RegenChargers = RegenInfo["Mob"]["FirstGateAndWall"]["Chargers"]
local NumOfChargers = #RegenInfo["Mob"]["FirstGateAndWall"]["Chargers"]
local AbstateInfo = RegenChargers["AbstateBeforeOpening1stGate"]
Var["Enemy"]["FirstChargers"] = {}
for i = 1, NumOfChargers
do
local nChargerHandle = cMobRegen_XY( Var["MapIndex"], RegenChargers["Index"], RegenChargers[ i ]["x"], RegenChargers[ i ]["y"], RegenChargers["SameDirect"] )
if nChargerHandle ~= nil
then
Var["Enemy"]["FirstChargers"][ i ] = nChargerHandle
cSetAbstate( nChargerHandle, AbstateInfo["Index"], AbstateInfo["Strength"], AbstateInfo["KeepTime"] )
else
Var["Enemy"]["FirstChargers"][ i ] = -1
end
end
-- 1번째 도어블럭 닫음
cDoorAction( Var["Door1"], RegenInfo["Stuff"]["FirstGate"]["Block"], "close" )
Var["FirstGateAndWall"]["bMobGateDamaged"] = false
Var["FirstGateAndWall"]["bMobGateLive"] = true
Var["FirstGateAndWall"]["bMobGateOpened"] = false
Var["FirstGateAndWall"]["MobRevivalInterval"] = Var["CurSec"] + DelayTime["WallDefenderRevivalInterval"]
Var["FirstGateAndWall"]["StartStep_N_DoorOpenGap"] = Var["CurSec"] + DelayTime["StartStep_N_DoorOpenGap"]
end
-- 일정 시간마다 성벽을 지키는 해골 궁수 되살리기
if Var["FirstGateAndWall"]["MobRevivalInterval"] <= Var["CurSec"]
then
-- 다음 부활 시간 설정
Var["FirstGateAndWall"]["MobRevivalInterval"] = Var["CurSec"] + DelayTime["WallDefenderRevivalInterval"]
-- 죽은 해골 궁수 부활
local NumOfWallDefenders = #RegenInfo["Mob"]["FirstGateAndWall"]["WallDefenders"]["CoordList"]
local AbstateInfo = RegenInfo["Mob"]["FirstGateAndWall"]["WallDefenders"]["AbstateAlways"]
for i = 1, NumOfWallDefenders
do
local nCurHandle = Var["Enemy"]["WallDefenders"][ i ]
local CurRegen = Var["Enemy"][ nCurHandle ]
if CurRegen ~= nil
then
if CurRegen["bLive"] == false
then
local nNewHandle = cMobRegen_XY( Var["MapIndex"], CurRegen["Index"], CurRegen["x"], CurRegen["y"], CurRegen["dir"] )
if nNewHandle ~= nil
then
local TempRegenTable = {}
TempRegenTable["Index"] = CurRegen["Index"]
TempRegenTable["x"] = CurRegen["x"]
TempRegenTable["y"] = CurRegen["y"]
TempRegenTable["dir"] = CurRegen["dir"]
TempRegenTable["bLive"] = true
-- 죽었던 몹 정보 메모리 해제
Var["Enemy"][ nCurHandle ] = nil
-- 다시 젠 된 몹 정보 메모리 셋팅
Var["Enemy"][ nNewHandle ] = TempRegenTable
Var["Enemy"]["WallDefenders"][ i ] = nNewHandle
cSetAIScript ( MainLuaScriptPath, nNewHandle )
cAIScriptFunc( nNewHandle, "Entrance", "WallDefenderRoutine" )
-- 못움직이는 상태이상 셋팅
cSetAbstate( nNewHandle, AbstateInfo["Index"], AbstateInfo["Strength"], AbstateInfo["KeepTime"] )
end
end
end
end -- for 문
end -- if문 : Var["FirstGateAndWall"]["MobRevivalInterval"] <= Var["CurSec"] //
local bEndCondition = false
-- 문 열리고 일정 시간 후 돌격대 상태이상 해제 - 움직일 수 있게 하기 & 다음 단계로
if Var["FirstGateAndWall"]["bMobGateLive"] == false
then
-- 몹게이트 1 사망시 도어블럭 오픈
if Var["FirstGateAndWall"]["bMobGateOpened"] == false
then
if Var["FirstGateAndWall"]["StartStep_N_DoorOpenGap"] <= Var["CurSec"]
then
cDoorAction( Var["Door1"], RegenInfo["Stuff"]["FirstGate"]["Block"], "open" )
Var["FirstGateAndWall"]["bMobGateOpened"] = true
end
end
if Var["FirstGateAndWall"]["WaitSecAfterOpeningGate"] == nil
then
Var["FirstGateAndWall"]["WaitSecAfterOpeningGate"] = Var["CurSec"] + DelayTime["GapGateOpenAndChargerAbstateReset"]
end
if Var["FirstGateAndWall"]["WaitSecAfterOpeningGate"] <= Var["CurSec"]
then
local RegenChargers = RegenInfo["Mob"]["FirstGateAndWall"]["Chargers"]
local NumOfChargers = #RegenInfo["Mob"]["FirstGateAndWall"]["Chargers"]
for i = 1, NumOfChargers
do
local nChargerHandle = Var["Enemy"]["FirstChargers"][ i ]
if nChargerHandle ~= nil and nChargerHandle ~= -1
then
cResetAbstate( nChargerHandle, RegenChargers["AbstateBeforeOpening1stGate"]["Index"] )
end
end
bEndCondition = true
end
end
-- Fail Case : 전멸 시 혹은 플레이어가 아무도 없을 경우
if cObjectCount( Var["MapIndex"], ObjectType["Player"] ) <= 0
then
GoToFail( Var )
Var["FirstGateAndWall"] = nil
return
end
-- Fail Case : 타임 오버
if IsKQTimeOver( Var ) == true
then
GoToFail( Var )
Var["FirstGateAndWall"] = nil
return
end
-- Next Case : 문 열리고 3초 뒤 돌격대 상태 이상이 해제 되어 움직일 수 있는 경우
if bEndCondition == true
then
GoToNextStep( Var )
Var["FirstGateAndWall"] = nil
DebugLog( "End FirstGateAndWall" )
return
end
end
-- 사각 정원에서의 전투 : 5개의 카마리스를 파괴하라
function GardenSquare( Var )
cExecCheck "GardenSquare"
if Var == nil
then
return
end
if Var["GardenSquare"] == nil
then
DebugLog( "Start GardenSquare" )
Var["GardenSquare"] = {}
-- 몹게이트 2 소환
local RegenMobGate = RegenInfo["Mob"]["GardenSquare"]["SecondMobGate"]
local MobGateHandle = nil
MobGateHandle = cMobRegen_XY( Var["MapIndex"], RegenMobGate["Index"], RegenMobGate["x"], RegenMobGate["y"], RegenMobGate["dir"] )
if MobGateHandle ~= nil
then
Var["Enemy"][ MobGateHandle ] = RegenMobGate
Var["Enemy"]["Door2Mob"] = MobGateHandle
cSetAIScript ( MainLuaScriptPath, MobGateHandle )
cAIScriptFunc( MobGateHandle, "Entrance", "MobGateRoutine" )
cAIScriptFunc( MobGateHandle, "NPCClick", "MobGateClick" )
end
-- 카마리스 5개 -- 죽으면 다음으로 넘어가는 문의 자물쇠가 하나씩 풀림
local RegenKamaris = RegenInfo["Mob"]["GardenSquare"]["Kamaris"]
local RegenKamarisCoord = RegenInfo["Mob"]["GardenSquare"]["Kamaris"]["CoordList"]
local NumOfKamaris = #RegenInfo["Mob"]["GardenSquare"]["Kamaris"]["CoordList"]
for i = 1, NumOfKamaris
do
local KamarisHandle = nil
KamarisHandle = cMobRegen_XY( Var["MapIndex"], RegenKamaris["Index"], RegenKamarisCoord[ i ]["x"], RegenKamarisCoord[ i ]["y"], RegenKamaris["SameDirect"] )
if KamarisHandle ~= nil
then
Var["Enemy"][ KamarisHandle ] = { Index = RegenKamaris["Index"], x = RegenKamarisCoord[ i ]["x"], y = RegenKamarisCoord[ i ]["y"], dir = RegenKamaris["SameDirect"] }
cSetAIScript ( MainLuaScriptPath, KamarisHandle )
cAIScriptFunc( KamarisHandle, "Entrance", "GardenKamarisRoutine" )
end
end
-- 몹 그룹 젠
local RegenGroup = RegenInfo["Group"]["GardenSquare"]
local NumOfGroup = #RegenInfo["Group"]["GardenSquare"]
for i = 1, NumOfGroup
do
cGroupRegenInstance( Var["MapIndex"], RegenInfo["Group"]["GardenSquare"][ i ] )
end
-- 2번째 도어블럭 닫음
cDoorAction( Var["Door2"], RegenInfo["Stuff"]["SecondGate"]["Block"], "close" )
Var["GardenSquare"]["bGateOpen"] = false
end
-- Fail Case : 전멸 시 혹은 플레이어가 아무도 없을 경우
if cObjectCount( Var["MapIndex"], ObjectType["Player"] ) <= 0
then
GoToFail( Var )
Var["GardenSquare"] = nil
return
end
-- Fail Case : 타임 오버
if IsKQTimeOver( Var ) == true
then
GoToFail( Var )
Var["GardenSquare"] = nil
return
end
-- Next Case : 문이 열렸을 경우
if Var["GardenSquare"]["bGateOpen"] == true
then
cMobDialog( Var["MapIndex"], NPC_GuardChat["SpeakerIndex"], NPC_GuardChat["ScriptFileName"], NPC_GuardChat["Destroy5KamarisDialog"]["Index"] )
GoToNextStep( Var )
Var["GardenSquare"] = nil
DebugLog( "End GardenSquare" )
return
end
end
-- 마지막 문에서의 전투 : 2개의 어둠의 비쥬를 넘어 문을 부숴라
function FinalGate( Var )
cExecCheck "FinalGate"
if Var == nil
then
return
end
if Var["FinalGate"] == nil
then
DebugLog( "Start FinalGate" )
Var["FinalGate"] = {}
-- 몹게이트 3 소환 - 이걸 직접 공격해야함
local RegenMobGate = RegenInfo["Mob"]["FinalGate"]["ThirdMobGate"]
local MobGateHandle = nil
MobGateHandle = cMobRegen_XY( Var["MapIndex"], RegenMobGate["Index"], RegenMobGate["x"], RegenMobGate["y"], RegenMobGate["dir"] )
if MobGateHandle ~= nil
then
Var["Enemy"][ MobGateHandle ] = RegenMobGate
Var["Enemy"]["Door3Mob"] = MobGateHandle
cSetAIScript ( MainLuaScriptPath, MobGateHandle )
cAIScriptFunc( MobGateHandle, "Entrance", "MobGateRoutine" )
end
-- 카마리스 2개 -- 어둠의 비쥬
local RegenBijou = RegenInfo["Mob"]["FinalGate"]["BijouOfDarknesss"]
local RegenBijouCoord = RegenInfo["Mob"]["FinalGate"]["BijouOfDarknesss"]["CoordList"]
local NumOfBijou = #RegenInfo["Mob"]["FinalGate"]["BijouOfDarknesss"]["CoordList"]
for i = 1, NumOfBijou
do
cMobRegen_XY( Var["MapIndex"], RegenBijou["Index"], RegenBijouCoord[ i ]["x"], RegenBijouCoord[ i ]["y"], RegenBijou["SameDirect"] )
end
-- 문열리면 움직이는 문 뒤의 돌격대 셋팅
local RegenChargers = RegenInfo["Mob"]["FinalGate"]["Chargers"]
local NumOfChargers = #RegenInfo["Mob"]["FinalGate"]["Chargers"]
local AbstateInfo = RegenChargers["AbstateBeforeOpening2stGate"]
Var["Enemy"]["SecondChargers"] = {}
for i = 1, NumOfChargers
do
local nChargerHandle = cMobRegen_XY( Var["MapIndex"], RegenChargers["Index"], RegenChargers[ i ]["x"], RegenChargers[ i ]["y"], RegenChargers["SameDirect"] )
if nChargerHandle ~= nil
then
Var["Enemy"]["SecondChargers"][ i ] = nChargerHandle
cSetAbstate( nChargerHandle, AbstateInfo["Index"], AbstateInfo["Strength"], AbstateInfo["KeepTime"] )
else
Var["Enemy"]["SecondChargers"][ i ] = -1
end
end
-- 3번째 도어블럭 닫음
cDoorAction( Var["Door3"], RegenInfo["Stuff"]["ThirdGate"]["Block"], "close" )
Var["FinalGate"]["bMobGateLive"] = true
Var["FinalGate"]["bMobGateOpened"] = false
Var["FinalGate"]["StartStep_N_DoorOpenGap"] = Var["CurSec"] + DelayTime["StartStep_N_DoorOpenGap"]
end
local bEndCondition = false
-- 문 열리고 일정 시간 후 돌격대 상태이상 해제 - 움직일 수 있게 하기 & 다음 단계로
if Var["FinalGate"]["bMobGateLive"] == false
then
-- 몹게이트 3 사망시 도어블럭 오픈
if Var["FinalGate"]["bMobGateOpened"] == false
then
if Var["FinalGate"]["StartStep_N_DoorOpenGap"] <= Var["CurSec"]
then
cDoorAction( Var["Door3"], RegenInfo["Stuff"]["ThirdGate"]["Block"], "open" )
Var["FinalGate"]["bMobGateOpened"] = true
end
end
if Var["FinalGate"]["WaitSecAfterOpeningGate"] == nil
then
Var["FinalGate"]["WaitSecAfterOpeningGate"] = Var["CurSec"] + DelayTime["GapGateOpenAndChargerAbstateReset"]
end
if Var["FinalGate"]["WaitSecAfterOpeningGate"] <= Var["CurSec"]
then
local RegenChargers = RegenInfo["Mob"]["FinalGate"]["Chargers"]
local NumOfChargers = #RegenInfo["Mob"]["FinalGate"]["Chargers"]
for i = 1, NumOfChargers
do
local nChargerHandle = Var["Enemy"]["SecondChargers"][ i ]
if nChargerHandle ~= nil and nChargerHandle ~= -1
then
cResetAbstate( nChargerHandle, RegenChargers["AbstateBeforeOpening2stGate"]["Index"] )
end
end
bEndCondition = true
end
end
-- Fail Case : 전멸 시 혹은 플레이어가 아무도 없을 경우
if cObjectCount( Var["MapIndex"], ObjectType["Player"] ) <= 0
then
GoToFail( Var )
Var["FinalGate"] = nil
return
end
-- Fail Case : 타임 오버
if IsKQTimeOver( Var ) == true
then
GoToFail( Var )
Var["FinalGate"] = nil
return
end
-- Next Case : 문 열리고 3초 뒤 돌격대 상태 이상이 해제 되어 움직일 수 있는 경우
if bEndCondition == true
then
GoToNextStep( Var )
Var["FinalGate"] = nil
DebugLog( "End FinalGate" )
return
end
end
-- 칼반오벳이 있는 정원에서 카마리스를 모두 파괴 하고 칼반 오벳을 쓰러뜨려라
function EndOfLegend( Var )
cExecCheck "EndOfLegend"
if Var == nil
then
return
end
if Var["EndOfLegend"] == nil
then
DebugLog( "Start EndOfLegend" )
Var["EndOfLegend"] = {}
-- 카마리스 4개 -- 칼반 오벳을 소환하기 위해서는 4개의 카마리스가 모두 파괴되어야 함
local RegenKamaris = RegenInfo["Mob"]["EndOfLegend"]["Kamaris"]
local RegenKamarisCoord = RegenInfo["Mob"]["EndOfLegend"]["Kamaris"]["CoordList"]
local NumOfKamaris = #RegenInfo["Mob"]["EndOfLegend"]["Kamaris"]["CoordList"]
for i = 1, NumOfKamaris
do
local KamarisHandle = nil
KamarisHandle = cMobRegen_XY( Var["MapIndex"], RegenKamaris["Index"], RegenKamarisCoord[ i ]["x"], RegenKamarisCoord[ i ]["y"], RegenKamaris["SameDirect"] )
if KamarisHandle ~= nil
then
Var["Enemy"][ KamarisHandle ] = { Index = RegenKamaris["Index"], x = RegenKamarisCoord[ i ]["x"], y = RegenKamarisCoord[ i ]["y"], dir = RegenKamaris["SameDirect"] }
cSetAIScript ( MainLuaScriptPath, KamarisHandle )
cAIScriptFunc( KamarisHandle, "Entrance", "GardenKamarisRoutine" )
end
end
-- 몹 그룹 젠
local RegenGroup = RegenInfo["Group"]["EndOfLegend"]
local NumOfGroup = #RegenInfo["Group"]["EndOfLegend"]
for i = 1, NumOfGroup
do
cGroupRegenInstance( Var["MapIndex"], RegenInfo["Group"]["EndOfLegend"][ i ] )
end
Var["EndOfLegend"]["bBossDied"] = false
Var["EndOfLegend"]["DialogStepNo"] = 1
Var["EndOfLegend"]["DialogStepSec"] = Var["CurSec"] + DelayTime["GapBeforeBossSquareDialog"]
end
-- 보스방 들어오면서 경비병이 힌트를 알려줌
if Var["EndOfLegend"]["DialogStepNo"] <= #NPC_GuardChat["BeforeBossSquareDialog"]
then
if Var["EndOfLegend"]["DialogStepSec"] <= Var["CurSec"]
then
cMobDialog( Var["MapIndex"], NPC_GuardChat["SpeakerIndex"], NPC_GuardChat["ScriptFileName"], NPC_GuardChat["BeforeBossSquareDialog"][ Var["EndOfLegend"]["DialogStepNo"] ]["Index"] )
Var["EndOfLegend"]["DialogStepSec"] = Var["CurSec"] + DelayTime["GapBeforeBossSquareDialog"]
Var["EndOfLegend"]["DialogStepNo"] = Var["EndOfLegend"]["DialogStepNo"] + 1
end
end
-- 카마리스 전멸시 보스 소환
if Var["CallBossLock"] == 0
then
-- 한번만 실행되도록 초기화 시킴
Var["CallBossLock"] = nil
cMobDialog( Var["MapIndex"], NPC_GuardChat["SpeakerIndex"], NPC_GuardChat["ScriptFileName"], NPC_GuardChat["BossAppearedDialog"]["Index"] )
local RegenBoss = RegenInfo["Mob"]["EndOfLegend"]["KalBanObet"]
local BossHandle = cMobRegen_XY( Var["MapIndex"], RegenBoss["Index"], RegenBoss["x"], RegenBoss["y"], RegenBoss["dir"] )
if BossHandle ~= nil
then
Var["Enemy"][ BossHandle ] = RegenBoss
cSetAIScript ( MainLuaScriptPath, BossHandle )
cAIScriptFunc( BossHandle, "Entrance", "BossRoutine" )
end
end
-- Fail Case : 전멸 시 혹은 플레이어가 아무도 없을 경우
if cObjectCount( Var["MapIndex"], ObjectType["Player"] ) <= 0
then
GoToFail( Var )
Var["EndOfLegend"] = nil
return
end
-- Fail Case : 타임 오버
if IsKQTimeOver( Var ) == true
then
GoToFail( Var )
Var["EndOfLegend"] = nil
return
end
-- Success Case : 보스 사망(칼반 오벳)
if Var["EndOfLegend"]["bBossDied"] == true
then
GoToSuccess( Var )
Var["EndOfLegend"] = nil
DebugLog( "End EndOfLegend" )
return
end
end
-- 킹덤 퀘스트 클리어
function QuestSuccess( Var )
cExecCheck "QuestSuccess"
if Var == nil
then
return
end
if Var["QuestSuccess"] == nil
then
DebugLog( "Start QuestSuccess" )
-- Success 띄우고
cVanishTimer( Var["MapIndex"] )
cQuestResult( Var["MapIndex"], "Success" )
-- 플레이어에게 클리어 보상 주기
cReward( Var["MapIndex"], "KQ" )
-- Quest Mob Kill 세기.
cQuestMobKill_AllInMap( Var["MapIndex"], QuestMobKillInfo["QuestID"], QuestMobKillInfo["MobIndex"], QuestMobKillInfo["MaxKillCount"] )
Var["QuestSuccess"] = {}
Var["QuestSuccess"]["SuccessStepSec"] = Var["CurSec"]
Var["QuestSuccess"]["SuccessStepNo"] = 1
end
-- 경비창병의 메세지
if Var["QuestSuccess"]["SuccessStepNo"] <= #NPC_GuardChat["CongratulateSuccessDialog"]
then
if Var["QuestSuccess"]["SuccessStepSec"] <= Var["CurSec"]
then
local GuardDialog = NPC_GuardChat["CongratulateSuccessDialog"]
cMobDialog( Var["MapIndex"], NPC_GuardChat["SpeakerIndex"], NPC_GuardChat["ScriptFileName"], GuardDialog[ Var["QuestSuccess"]["SuccessStepNo"] ]["Index"] )
Var["QuestSuccess"]["SuccessStepNo"] = Var["QuestSuccess"]["SuccessStepNo"] + 1 -- go to next dialog
Var["QuestSuccess"]["SuccessStepSec"] = Var["CurSec"] + DelayTime["GapSuccessDialog"] -- set time for changing step
end
return
end
-- 다이얼로그 끝
if Var["QuestSuccess"]["SuccessStepNo"] > #NPC_GuardChat["CongratulateSuccessDialog"]
then
if Var["QuestSuccess"]["SuccessStepSec"] <= Var["CurSec"]
then
GoToNextStep( Var )
Var["QuestSuccess"] = nil
DebugLog( "End QuestSuccess" )
end
end
end
-- 킹덤 퀘스트 실패
function QuestFailed( Var )
cExecCheck "QuestFailed"
if Var == nil
then
return
end
DebugLog( "Start QuestFailed" )
Var["QuestFailed"] = {}
-- Fail 띄우고
cVanishTimer( Var["MapIndex"] )
cQuestResult( Var["MapIndex"], "Fail" )
GoToNextStep( Var )
DebugLog( "End QuestFailed" )
end
-- 귀환
function ReturnToHome( Var )
cExecCheck "ReturnToHome"
if Var == nil
then
return
end
if Var["ReturnToHome"] == nil
then
DebugLog( "Start ReturnToHome" )
Var["ReturnToHome"] = {}
Var["ReturnToHome"]["ReturnStepSec"] = Var["CurSec"]
if Var["QuestFailed"] == nil
then
-- 성공시
Var["ReturnToHome"]["ReturnStepNo"] = 1
else
-- 실패시
Var["ReturnToHome"]["ReturnStepNo"] = #NoticeInfo["KQReturn"]
Var["QuestFailed"] = nil
end
end
-- Return : return notice substep
if Var["ReturnToHome"]["ReturnStepNo"] <= #NoticeInfo["KQReturn"]
then
if Var["ReturnToHome"]["ReturnStepSec"] <= Var["CurSec"]
then
-- Notice of Escape
if NoticeInfo["KQReturn"][ Var["ReturnToHome"]["ReturnStepNo"] ]["Index"] ~= nil
then
cNotice( Var["MapIndex"], NoticeInfo["ScriptFileName"], NoticeInfo["KQReturn"][ Var["ReturnToHome"]["ReturnStepNo"] ]["Index"] )
end
-- Go To Next Notice
Var["ReturnToHome"]["ReturnStepNo"] = Var["ReturnToHome"]["ReturnStepNo"] + 1
Var["ReturnToHome"]["ReturnStepSec"] = Var["CurSec"] + DelayTime["GapKQReturnNotice"]
end
return
end
-- Return : linkto substep
if Var["ReturnToHome"]["ReturnStepNo"] > #NoticeInfo["KQReturn"]
then
if Var["ReturnToHome"]["ReturnStepSec"] <= Var["CurSec"]
then
--Finish_KQ
cLinkToAll( Var["MapIndex"], LinkInfo["ReturnMap"]["MapIndex"], LinkInfo["ReturnMap"]["x"], LinkInfo["ReturnMap"]["y"] )
GoToNextStep( Var )
Var["ReturnToHome"] = nil
if cEndOfKingdomQuest( Var["MapIndex"] ) == nil
then
ErrorLog( "ReturnToHome::Function cEndOfKingdomQuest failed" )
end
DebugLog( "End ReturnToHome" )
end
return
end
end
-- 스텝 구분을 위한 던전 진행 함수 리스트
KQ_StepsList =
{
{ Function = InitDungeon, Name = "InitDungeon", },
{ Function = CommandOfGuard, Name = "CommandOfGuard", },
{ Function = FirstGateAndWall, Name = "FirstGateAndWall", },
{ Function = GardenSquare, Name = "GardenSquare", },
{ Function = FinalGate, Name = "FinalGate", },
{ Function = EndOfLegend, Name = "EndOfLegend", },
{ Function = QuestSuccess, Name = "QuestSuccess", },
{ Function = QuestFailed, Name = "QuestFailed", },
{ Function = ReturnToHome, Name = "ReturnToHome", },
}
-- 역참조 리스트
KQ_StepsIndexList =
{
}
for index, funcValue in pairs ( KQ_StepsList )
do
KQ_StepsIndexList[ funcValue["Name"] ] = index
end