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920 lines
24 KiB
920 lines
24 KiB
--------------------------------------------------------------------------------
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-- Legend Of Bijou Progress Func --
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--------------------------------------------------------------------------------
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-- 던전 초기화
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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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-- 킹덤 퀘스트 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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GoToFail( Var )
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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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local Doors = RegenInfo["Stuff"]
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local Door1 = Doors["FirstGate"]
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local Door2 = Doors["SecondGate"]
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local Door3 = Doors["ThirdGate"]
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-- 문 생성
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Var["Door1"] = cDoorBuild( Var["MapIndex"], Door1["Index"], Door1["x"], Door1["y"], Door1["dir"], Door1["scale"] )
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Var["Door2"] = cDoorBuild( Var["MapIndex"], Door2["Index"], Door2["x"], Door2["y"], Door2["dir"], Door2["scale"] )
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Var["Door3"] = cDoorBuild( Var["MapIndex"], Door3["Index"], Door3["x"], Door3["y"], Door3["dir"], Door3["scale"] )
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-- 문 닫기
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cDoorAction( Var["Door1"], Door1["Block"], "open" )
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cDoorAction( Var["Door2"], Door2["Block"], "open" )
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cDoorAction( Var["Door3"], Door3["Block"], "open" )
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-- 두번째 문에 카마리스 수만큼 자물쇠 걸기
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Var["Door2Lock"] = #RegenInfo["Mob"]["GardenSquare"]["Kamaris"]["CoordList"]
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-- 보스 : 칼반 오벳을 부르기 위해 부숴야 하는 해당 위치의 카마리스 수 설정
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Var["CallBossLock"] = #RegenInfo["Mob"]["EndOfLegend"]["Kamaris"]["CoordList"]
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-- 안개 생성
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cMapFog( Var["MapIndex"], MapFogInfo["FogValue"], MapFogInfo["SightDistance"] )
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Var["InitDungeon"]["WaitSecDuringInit"] = Var["CurSec"] + DelayTime["AfterInit"]
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end
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-- 일정 시간 뒤 다음 단계로
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if Var["InitDungeon"]["WaitSecDuringInit"] <= Var["CurSec"]
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then
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GoToNextStep( Var )
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Var["InitDungeon"] = nil
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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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-- 가디언의 지시
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function CommandOfGuard( Var )
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cExecCheck "CommandOfGuard"
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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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DebugLog( "Start CommandOfGuard" )
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cMobDialog( Var["MapIndex"], NPC_GuardChat["SpeakerIndex"], NPC_GuardChat["ScriptFileName"], NPC_GuardChat["StartDialog"]["Index"] )
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GoToNextStep( Var )
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local nLimitSec = cGetKQLimitSecond( Var["MapIndex"] )
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if nLimitSec == nil
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then
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ErrorLog( "GuideOfRoumenus::nLimitSec == nil" )
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else
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-- Real Kingdom Quest 시작 !!!!
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Var["KQLimitTime"] = Var["CurSec"] + nLimitSec
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-- 타이머 시작!
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cShowKQTimerWithLife( Var["MapIndex"], nLimitSec )
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end
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DebugLog( "End CommandOfGuard" )
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return
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end
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-- 해골궁수가 지키고 있는 성벽, 첫번째 문을 돌파하라
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function FirstGateAndWall( Var )
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cExecCheck "FirstGateAndWall"
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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["FirstGateAndWall"] == nil
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then
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DebugLog( "Start FirstGateAndWall" )
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Var["FirstGateAndWall"] = {}
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-- 몹게이트 1 소환
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local RegenMobGate = RegenInfo["Mob"]["FirstGateAndWall"]["FirstMobGate"]
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local MobGateHandle = nil
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MobGateHandle = cMobRegen_XY( Var["MapIndex"], RegenMobGate["Index"], RegenMobGate["x"], RegenMobGate["y"], RegenMobGate["dir"] )
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if MobGateHandle ~= nil
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then
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Var["Enemy"][ MobGateHandle ] = RegenMobGate
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cSetAIScript ( MainLuaScriptPath, MobGateHandle )
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cAIScriptFunc( MobGateHandle, "Entrance", "MobGateRoutine" )
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end
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-- 첫번째 카마리스
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local Regen1stKamaris = RegenInfo["Mob"]["FirstGateAndWall"]["FirstKamaris"]
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local KamarisHandle = nil
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KamarisHandle = cMobRegen_XY( Var["MapIndex"], Regen1stKamaris["Index"], Regen1stKamaris["x"], Regen1stKamaris["y"], Regen1stKamaris["dir"] )
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if KamarisHandle ~= nil
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then
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cSetAIScript ( MainLuaScriptPath, KamarisHandle )
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cAIScriptFunc( KamarisHandle, "Entrance", "TeleportKamarisRoutine" )
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Var["Enemy"][ KamarisHandle ] = Regen1stKamaris
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end
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-- 성벽을 지키는 해골 궁수들
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local RegenWallDefenders = RegenInfo["Mob"]["FirstGateAndWall"]["WallDefenders"]
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local NumOfWallDefenders = #RegenWallDefenders["CoordList"]
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local NumOfTypes = #RegenWallDefenders["IndexList"]
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local AbstateInfo = RegenWallDefenders["AbstateAlways"]
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Var["Enemy"]["WallDefenders"] = {}
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for i = 1, NumOfWallDefenders
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do
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local nMobTypeNum = cRandomInt( 1, NumOfTypes )
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local CurMob = RegenWallDefenders["CoordList"][ i ]
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local nMobHandle = cMobRegen_XY( Var["MapIndex"], RegenWallDefenders["IndexList"][ nMobTypeNum ], CurMob["x"], CurMob["y"], RegenWallDefenders["SameDirect"] )
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if nMobHandle ~= nil
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then
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local TempRegenTable = {}
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TempRegenTable["Index"] = RegenWallDefenders["IndexList"][ nMobTypeNum ]
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TempRegenTable["x"] = CurMob["x"]
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TempRegenTable["y"] = CurMob["y"]
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TempRegenTable["dir"] = RegenWallDefenders["SameDirect"]
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TempRegenTable["bLive"] = true
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-- 다시 되살리기 위한 용도의 몹 정보
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Var["Enemy"][ nMobHandle ] = TempRegenTable
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Var["Enemy"]["WallDefenders"][ i ] = nMobHandle
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cSetAIScript ( MainLuaScriptPath, nMobHandle )
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cAIScriptFunc( nMobHandle, "Entrance", "WallDefenderRoutine" )
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-- 못움직이는 상태이상 셋팅
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cSetAbstate( nMobHandle, AbstateInfo["Index"], AbstateInfo["Strength"], AbstateInfo["KeepTime"] )
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else
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DebugLog( "FirstGateAndWall::Gen WallDefenders::nMobHandle is nil.(when i="..i..")" )
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end
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end
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-- 문열리면 움직이는 문 뒤의 돌격대 셋팅
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local RegenChargers = RegenInfo["Mob"]["FirstGateAndWall"]["Chargers"]
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local NumOfChargers = #RegenInfo["Mob"]["FirstGateAndWall"]["Chargers"]
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local AbstateInfo = RegenChargers["AbstateBeforeOpening1stGate"]
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Var["Enemy"]["FirstChargers"] = {}
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for i = 1, NumOfChargers
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do
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local nChargerHandle = cMobRegen_XY( Var["MapIndex"], RegenChargers["Index"], RegenChargers[ i ]["x"], RegenChargers[ i ]["y"], RegenChargers["SameDirect"] )
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if nChargerHandle ~= nil
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then
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Var["Enemy"]["FirstChargers"][ i ] = nChargerHandle
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cSetAbstate( nChargerHandle, AbstateInfo["Index"], AbstateInfo["Strength"], AbstateInfo["KeepTime"] )
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else
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Var["Enemy"]["FirstChargers"][ i ] = -1
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end
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end
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-- 1번째 도어블럭 닫음
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cDoorAction( Var["Door1"], RegenInfo["Stuff"]["FirstGate"]["Block"], "close" )
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Var["FirstGateAndWall"]["bMobGateDamaged"] = false
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Var["FirstGateAndWall"]["bMobGateLive"] = true
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Var["FirstGateAndWall"]["bMobGateOpened"] = false
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Var["FirstGateAndWall"]["MobRevivalInterval"] = Var["CurSec"] + DelayTime["WallDefenderRevivalInterval"]
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Var["FirstGateAndWall"]["StartStep_N_DoorOpenGap"] = Var["CurSec"] + DelayTime["StartStep_N_DoorOpenGap"]
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end
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-- 일정 시간마다 성벽을 지키는 해골 궁수 되살리기
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if Var["FirstGateAndWall"]["MobRevivalInterval"] <= Var["CurSec"]
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then
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-- 다음 부활 시간 설정
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Var["FirstGateAndWall"]["MobRevivalInterval"] = Var["CurSec"] + DelayTime["WallDefenderRevivalInterval"]
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-- 죽은 해골 궁수 부활
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local NumOfWallDefenders = #RegenInfo["Mob"]["FirstGateAndWall"]["WallDefenders"]["CoordList"]
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local AbstateInfo = RegenInfo["Mob"]["FirstGateAndWall"]["WallDefenders"]["AbstateAlways"]
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for i = 1, NumOfWallDefenders
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do
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local nCurHandle = Var["Enemy"]["WallDefenders"][ i ]
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local CurRegen = Var["Enemy"][ nCurHandle ]
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if CurRegen ~= nil
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then
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if CurRegen["bLive"] == false
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then
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local nNewHandle = cMobRegen_XY( Var["MapIndex"], CurRegen["Index"], CurRegen["x"], CurRegen["y"], CurRegen["dir"] )
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if nNewHandle ~= nil
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then
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local TempRegenTable = {}
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TempRegenTable["Index"] = CurRegen["Index"]
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TempRegenTable["x"] = CurRegen["x"]
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TempRegenTable["y"] = CurRegen["y"]
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TempRegenTable["dir"] = CurRegen["dir"]
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TempRegenTable["bLive"] = true
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-- 죽었던 몹 정보 메모리 해제
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Var["Enemy"][ nCurHandle ] = nil
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-- 다시 젠 된 몹 정보 메모리 셋팅
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Var["Enemy"][ nNewHandle ] = TempRegenTable
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Var["Enemy"]["WallDefenders"][ i ] = nNewHandle
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cSetAIScript ( MainLuaScriptPath, nNewHandle )
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cAIScriptFunc( nNewHandle, "Entrance", "WallDefenderRoutine" )
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-- 못움직이는 상태이상 셋팅
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cSetAbstate( nNewHandle, AbstateInfo["Index"], AbstateInfo["Strength"], AbstateInfo["KeepTime"] )
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end
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end
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end
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end -- for 문
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end -- if문 : Var["FirstGateAndWall"]["MobRevivalInterval"] <= Var["CurSec"] //
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local bEndCondition = false
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-- 문 열리고 일정 시간 후 돌격대 상태이상 해제 - 움직일 수 있게 하기 & 다음 단계로
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if Var["FirstGateAndWall"]["bMobGateLive"] == false
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then
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-- 몹게이트 1 사망시 도어블럭 오픈
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if Var["FirstGateAndWall"]["bMobGateOpened"] == false
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then
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if Var["FirstGateAndWall"]["StartStep_N_DoorOpenGap"] <= Var["CurSec"]
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then
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cDoorAction( Var["Door1"], RegenInfo["Stuff"]["FirstGate"]["Block"], "open" )
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Var["FirstGateAndWall"]["bMobGateOpened"] = true
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end
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end
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if Var["FirstGateAndWall"]["WaitSecAfterOpeningGate"] == nil
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then
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Var["FirstGateAndWall"]["WaitSecAfterOpeningGate"] = Var["CurSec"] + DelayTime["GapGateOpenAndChargerAbstateReset"]
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end
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if Var["FirstGateAndWall"]["WaitSecAfterOpeningGate"] <= Var["CurSec"]
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then
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local RegenChargers = RegenInfo["Mob"]["FirstGateAndWall"]["Chargers"]
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local NumOfChargers = #RegenInfo["Mob"]["FirstGateAndWall"]["Chargers"]
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for i = 1, NumOfChargers
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do
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local nChargerHandle = Var["Enemy"]["FirstChargers"][ i ]
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if nChargerHandle ~= nil and nChargerHandle ~= -1
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then
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cResetAbstate( nChargerHandle, RegenChargers["AbstateBeforeOpening1stGate"]["Index"] )
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end
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end
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bEndCondition = true
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end
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end
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-- Fail Case : 전멸 시 혹은 플레이어가 아무도 없을 경우
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if cObjectCount( Var["MapIndex"], ObjectType["Player"] ) <= 0
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then
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GoToFail( Var )
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Var["FirstGateAndWall"] = nil
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return
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end
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-- Fail Case : 타임 오버
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if IsKQTimeOver( Var ) == true
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then
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GoToFail( Var )
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Var["FirstGateAndWall"] = nil
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return
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end
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-- Next Case : 문 열리고 3초 뒤 돌격대 상태 이상이 해제 되어 움직일 수 있는 경우
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if bEndCondition == true
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then
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GoToNextStep( Var )
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Var["FirstGateAndWall"] = nil
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DebugLog( "End FirstGateAndWall" )
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return
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end
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end
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-- 사각 정원에서의 전투 : 5개의 카마리스를 파괴하라
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function GardenSquare( Var )
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cExecCheck "GardenSquare"
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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["GardenSquare"] == nil
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then
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DebugLog( "Start GardenSquare" )
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Var["GardenSquare"] = {}
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-- 몹게이트 2 소환
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local RegenMobGate = RegenInfo["Mob"]["GardenSquare"]["SecondMobGate"]
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local MobGateHandle = nil
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MobGateHandle = cMobRegen_XY( Var["MapIndex"], RegenMobGate["Index"], RegenMobGate["x"], RegenMobGate["y"], RegenMobGate["dir"] )
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if MobGateHandle ~= nil
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then
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Var["Enemy"][ MobGateHandle ] = RegenMobGate
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Var["Enemy"]["Door2Mob"] = MobGateHandle
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cSetAIScript ( MainLuaScriptPath, MobGateHandle )
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cAIScriptFunc( MobGateHandle, "Entrance", "MobGateRoutine" )
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cAIScriptFunc( MobGateHandle, "NPCClick", "MobGateClick" )
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end
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-- 카마리스 5개 -- 죽으면 다음으로 넘어가는 문의 자물쇠가 하나씩 풀림
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local RegenKamaris = RegenInfo["Mob"]["GardenSquare"]["Kamaris"]
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local RegenKamarisCoord = RegenInfo["Mob"]["GardenSquare"]["Kamaris"]["CoordList"]
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local NumOfKamaris = #RegenInfo["Mob"]["GardenSquare"]["Kamaris"]["CoordList"]
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for i = 1, NumOfKamaris
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do
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local KamarisHandle = nil
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KamarisHandle = cMobRegen_XY( Var["MapIndex"], RegenKamaris["Index"], RegenKamarisCoord[ i ]["x"], RegenKamarisCoord[ i ]["y"], RegenKamaris["SameDirect"] )
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if KamarisHandle ~= nil
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then
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Var["Enemy"][ KamarisHandle ] = { Index = RegenKamaris["Index"], x = RegenKamarisCoord[ i ]["x"], y = RegenKamarisCoord[ i ]["y"], dir = RegenKamaris["SameDirect"] }
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cSetAIScript ( MainLuaScriptPath, KamarisHandle )
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cAIScriptFunc( KamarisHandle, "Entrance", "GardenKamarisRoutine" )
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end
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end
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-- 몹 그룹 젠
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local RegenGroup = RegenInfo["Group"]["GardenSquare"]
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local NumOfGroup = #RegenInfo["Group"]["GardenSquare"]
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for i = 1, NumOfGroup
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do
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cGroupRegenInstance( Var["MapIndex"], RegenInfo["Group"]["GardenSquare"][ i ] )
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end
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-- 2번째 도어블럭 닫음
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cDoorAction( Var["Door2"], RegenInfo["Stuff"]["SecondGate"]["Block"], "close" )
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Var["GardenSquare"]["bGateOpen"] = false
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end
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-- Fail Case : 전멸 시 혹은 플레이어가 아무도 없을 경우
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if cObjectCount( Var["MapIndex"], ObjectType["Player"] ) <= 0
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then
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GoToFail( Var )
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Var["GardenSquare"] = nil
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return
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end
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-- Fail Case : 타임 오버
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if IsKQTimeOver( Var ) == true
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then
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GoToFail( Var )
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Var["GardenSquare"] = nil
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return
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end
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-- Next Case : 문이 열렸을 경우
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if Var["GardenSquare"]["bGateOpen"] == true
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then
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cMobDialog( Var["MapIndex"], NPC_GuardChat["SpeakerIndex"], NPC_GuardChat["ScriptFileName"], NPC_GuardChat["Destroy5KamarisDialog"]["Index"] )
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GoToNextStep( Var )
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Var["GardenSquare"] = nil
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DebugLog( "End GardenSquare" )
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return
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end
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end
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-- 마지막 문에서의 전투 : 2개의 어둠의 비쥬를 넘어 문을 부숴라
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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
|
|
|
|
|