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565 lines
11 KiB
565 lines
11 KiB
--------------------------------------------------------------------------------
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-- Legend Of Bijou Routine --
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--------------------------------------------------------------------------------
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function PlayerMapLogin( MapIndex, Handle )
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cExecCheck "PlayerMapLogin"
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if MapIndex == nil
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then
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DebugLog( "PlayerMapLogin::MapIndex == nil")
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return
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end
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if Handle == nil
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then
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DebugLog( "PlayerMapLogin::Handle == nil")
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return
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end
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local Var = InstanceField[ MapIndex ]
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if Var == nil
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then
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DebugLog( "PlayerMapLogin::Var == nil")
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return
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end
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-- 첫 플레이어의 맵 로그인 체크
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Var["bPlayerMapLogin"] = true
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-- 시간 설정이 아직 되지 않은 경우에는 아무것도 실행하지 않는다.
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if Var["KQLimitTime"] == nil
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then
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return
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end
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if Var["CurSec"] == nil
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then
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return
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end
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-- 현재 시간 기준으로 제한시간을 받아서 요청한다.
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local nLimitSec = Var["KQLimitTime"] - Var["CurSec"]
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cShowKQTimerWithLife_Obj( Handle, nLimitSec )
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end
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function TeleportKamarisRoutine( Handle, MapIndex )
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cExecCheck "TeleportKamarisRoutine"
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if Handle == nil
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then
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ErrorLog( "TeleportKamarisRoutine::Handle == nil" )
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return ReturnAI["END"]
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end
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if MapIndex == nil
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then
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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ErrorLog( "TeleportKamarisRoutine::MapIndex == nil" )
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return ReturnAI["END"]
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end
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local Var = InstanceField[ MapIndex ]
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if Var == nil
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then
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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ErrorLog( "TeleportKamarisRoutine::Var == nil" )
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return ReturnAI["END"]
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end
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-- // 0.2초마다 체크하는 루틴
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if Var["RoutineTime"][ Handle ] == nil
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then
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Var["RoutineTime"][ Handle ] = cCurrentSecond()
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end
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if Var["RoutineTime"][ Handle ] + 0.2 > cCurrentSecond()
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then
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return ReturnAI["CPP"]
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else
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Var["RoutineTime"][ Handle ] = cCurrentSecond()
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end
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-- 0.2초마다 체크하는 루틴 //
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if Var["Enemy"][ Handle ] == nil
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then
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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ErrorLog( "TeleportKamarisRoutine::Var[\"Enemy\"][ Handle ] == nil" )
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return ReturnAI["END"]
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end
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if cIsObjectDead( Handle ) == 1
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then
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-- 가드 다이얼로그
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cMobDialog( Var["MapIndex"], NPC_GuardChat["SpeakerIndex"], NPC_GuardChat["ScriptFileName"], NPC_GuardChat["Destroy1stKamarisDialog"]["Index"] )
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Var["Enemy"][ Handle ] = nil
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Var["RoutineTime"][ Handle ] = nil
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cAIScriptSet( Handle )
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return ReturnAI["END"]
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end
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-- 게이트의 HP가 깎이는 순간에 첫 카마리스가 생존시 텔레포트 해온다.
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if Var["FirstGateAndWall"] ~= nil
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then
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if Var["FirstGateAndWall"]["bMobGateDamaged"] == true
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then
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-- 한번만 텔레포트 하도록 초기화
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Var["FirstGateAndWall"]["bMobGateDamaged"] = nil
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local Coord = Var["Enemy"][ Handle ]["TeleportCoord"]
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cCastTeleport( Handle, "SpecificCoord", Coord["x"], Coord["y"] )
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end
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end
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return ReturnAI["CPP"]
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end
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function MobGateRoutine( Handle, MapIndex )
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cExecCheck "MobGateRoutine"
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if Handle == nil
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then
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ErrorLog( "MobGateRoutine::Handle == nil" )
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return ReturnAI["END"]
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end
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if MapIndex == nil
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then
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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ErrorLog( "MobGateRoutine::MapIndex == nil" )
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return ReturnAI["END"]
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end
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local Var = InstanceField[ MapIndex ]
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if Var == nil
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then
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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ErrorLog( "MobGateRoutine::Var == nil" )
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return ReturnAI["END"]
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end
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-- // 0.2초마다 체크하는 루틴
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if Var["RoutineTime"][ Handle ] == nil
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then
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Var["RoutineTime"][ Handle ] = cCurrentSecond()
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end
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if Var["RoutineTime"][ Handle ] + 0.2 > cCurrentSecond()
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then
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return ReturnAI["CPP"]
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else
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Var["RoutineTime"][ Handle ] = cCurrentSecond()
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end
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-- 0.2초마다 체크하는 루틴 //
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if Var["Enemy"][ Handle ] == nil
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then
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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ErrorLog( "MobGateRoutine::Var[\"Enemy\"][ Handle ] == nil" )
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return ReturnAI["END"]
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end
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if Var["FirstGateAndWall"] ~= nil
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then
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Var["FirstGateAndWall"]["bMobGateLive"] = true
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if cIsObjectDead( Handle ) == 1
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then
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Var["Enemy"][ Handle ] = nil
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Var["RoutineTime"][ Handle ] = nil
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-- 첫번째 성벽의 문이 사망함을 셋팅
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Var["FirstGateAndWall"]["bMobGateLive"] = false
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-- 문1사망
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DebugLog( "Door1-Died" )
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cAIScriptSet( Handle )
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return ReturnAI["END"]
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end
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-- 피가 조금이라도 달면 문이 데미지 입음을 셋팅
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local nCurHP, nMaxHP = cObjectHP( Handle )
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-- 해당 객체가 존재하지 않을 경우 에러
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if nCurHP == nil or nMaxHP == nil
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then
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ErrorLog( "MobGateRoutine::MobGate does not exist" )
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return ReturnAI["END"]
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end
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local Damaged_HP = nMaxHP - nCurHP
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if Damaged_HP > 0
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then
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-- 텔레포트를 딱 한번만 하게 하기 위해서
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if Var["FirstGateAndWall"]["bMobGateDamaged"] == false
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then
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Var["FirstGateAndWall"]["bMobGateDamaged"] = true
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end
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end
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elseif Var["GardenSquare"] ~= nil
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then
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if cIsObjectDead( Handle ) == 1
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then
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-- 테스트 도우미용 코드 : 문2 가 사망시 도어블럭을 열어준다.
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-- cDoorAction( Var["Door2"], RegenInfo["Stuff"]["SecondGate"]["Block"], "open" )
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-- Var["GardenSquare"]["bGateOpen"] = true
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-- 문2사망
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DebugLog( "Door2-Died" )
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-- 두번째 문이 사망하면 그냥 죽기
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Var["Enemy"][ Handle ] = nil
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Var["RoutineTime"][ Handle ] = nil
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cAIScriptSet( Handle )
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return ReturnAI["END"]
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end
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elseif Var["FinalGate"] ~= nil
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then
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Var["FinalGate"]["bMobGateLive"] = true
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if cIsObjectDead( Handle ) == 1
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then
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-- 세번째 문이 사망함을 셋팅
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Var["FinalGate"]["bMobGateLive"] = false
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-- 문3사망
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DebugLog( "Door3-Died" )
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Var["Enemy"][ Handle ] = nil
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Var["RoutineTime"][ Handle ] = nil
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cAIScriptSet( Handle )
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return ReturnAI["END"]
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end
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else
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ErrorLog( "MobGateRoutine::Progress Step is illegal" )
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end
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return ReturnAI["CPP"]
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end
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function MobGateClick( NPCHandle, PlyHandle, RegistNumber )
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cExecCheck "MobGateClick"
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DebugLog( "MobGateClick::Start" )
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if NPCHandle == nil
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then
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ErrorLog( "MobGateClick::NPCHandle == nil" )
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return
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end
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if PlyHandle == nil
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then
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ErrorLog( "MobGateClick::PlyHandle == nil" )
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return
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end
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local MapIndex = cGetCurMapIndex( PlyHandle )
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if MapIndex == nil
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then
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ErrorLog( "MobGateClick::MapIndex == nil" )
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return
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end
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local Var = InstanceField[ MapIndex ]
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if Var == nil
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then
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ErrorLog( "MobGateClick::Var == nil" )
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return
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end
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if Var["Door2"] == nil
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then
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ErrorLog( "MobGateClick::Var[\"Door2\"] == nil" )
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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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ErrorLog( "MobGateClick::Var[\"GardenSquare\"] == nil" )
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return
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end
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-- 5개의 카마리스가 모두 없어진 경우에만 문을 열리게 함
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if Var["Door2Lock"] <= 0
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then
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DebugLog( "MobGateClick::Gate Open!" )
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if cDoorAction( Var["Door2"], RegenInfo["Stuff"]["SecondGate"]["Block"], "open" ) == nil
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then
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ErrorLog( "MobGateClick::Gate was not Opened" )
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end
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Var["GardenSquare"]["bGateOpen"] = true
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cMobSuicide( Var["MapIndex"], NPCHandle )
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DebugLog( "MobGateClick::Gate Opened" )
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else
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DebugLog( "MobGateClick::Still Closed" )
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end
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DebugLog( "MobGateClick::End" )
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end
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function WallDefenderRoutine( Handle, MapIndex )
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cExecCheck "WallDefenderRoutine"
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-- 죽으면 죽었다 모드로 변경 Var["Enemy"][ nMobHandle ]["bLive"]
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if Handle == nil
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then
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ErrorLog( "WallDefenderRoutine::Handle == nil" )
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return ReturnAI["END"]
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end
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if MapIndex == nil
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then
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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ErrorLog( "WallDefenderRoutine::MapIndex == nil" )
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return ReturnAI["END"]
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end
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local Var = InstanceField[ MapIndex ]
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if Var == nil
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then
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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ErrorLog( "WallDefenderRoutine::Var == nil" )
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return ReturnAI["END"]
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end
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-- // 0.2초마다 체크하는 루틴
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if Var["RoutineTime"][ Handle ] == nil
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then
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Var["RoutineTime"][ Handle ] = cCurrentSecond()
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end
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if Var["RoutineTime"][ Handle ] + 0.2 > cCurrentSecond()
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then
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return ReturnAI["CPP"]
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else
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Var["RoutineTime"][ Handle ] = cCurrentSecond()
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end
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-- 0.2초마다 체크하는 루틴 //
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if Var["Enemy"][ Handle ] == nil
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then
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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ErrorLog( "WallDefenderRoutine::Var[\"Enemy\"][ Handle ] == nil" )
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return ReturnAI["END"]
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end
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if cIsObjectDead( Handle ) == 1
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then
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-- 사망했음을 셋팅
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Var["Enemy"][ Handle ]["bLive"] = false
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DebugLog( "DeadHandle("..Handle..")" )
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-- 이 경우 메모리 초기화는 죽은 해골 부활 이후에 처리함
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Var["RoutineTime"][ Handle ] = nil
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cAIScriptSet( Handle )
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return ReturnAI["END"]
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end
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return ReturnAI["CPP"]
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end
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function GardenKamarisRoutine( Handle, MapIndex )
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cExecCheck "GardenKamarisRoutine"
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if Handle == nil
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then
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ErrorLog( "GardenKamarisRoutine::Handle == nil" )
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return ReturnAI["END"]
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end
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if MapIndex == nil
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then
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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ErrorLog( "GardenKamarisRoutine::MapIndex == nil" )
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return ReturnAI["END"]
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end
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local Var = InstanceField[ MapIndex ]
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if Var == nil
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then
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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ErrorLog( "GardenKamarisRoutine::Var == nil" )
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return ReturnAI["END"]
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end
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-- // 0.2초마다 체크하는 루틴
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if Var["RoutineTime"][ Handle ] == nil
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then
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Var["RoutineTime"][ Handle ] = cCurrentSecond()
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end
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if Var["RoutineTime"][ Handle ] + 0.2 > cCurrentSecond()
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then
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return ReturnAI["CPP"]
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else
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Var["RoutineTime"][ Handle ] = cCurrentSecond()
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end
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-- 0.2초마다 체크하는 루틴 //
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if Var["Enemy"][ Handle ] == nil
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then
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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ErrorLog( "GardenKamarisRoutine::Var[\"Enemy\"][ Handle ] == nil" )
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return ReturnAI["END"]
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end
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if Var["GardenSquare"] ~= nil
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then
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if cIsObjectDead( Handle ) == 1
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then
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-- 사각정원에서 다음단계를 가로 막는 문의 잠금 장치를 1개씩 해제
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Var["Door2Lock"] = Var["Door2Lock"] - 1
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Var["Enemy"][ Handle ] = nil
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Var["RoutineTime"][ Handle ] = nil
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cAIScriptSet( Handle )
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return ReturnAI["END"]
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end
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elseif Var["EndOfLegend"] ~= nil
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then
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if cIsObjectDead( Handle ) == 1
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then
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-- 소환에 필요한 카마리스 사망수를 하나씩 줄여줌
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Var["CallBossLock"] = Var["CallBossLock"] - 1
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Var["Enemy"][ Handle ] = nil
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Var["RoutineTime"][ Handle ] = nil
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cAIScriptSet( Handle )
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return ReturnAI["END"]
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end
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else
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ErrorLog( "GardenKamarisRoutine::Progress Step is illegal" )
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return ReturnAI["CPP"]
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end
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return ReturnAI["CPP"]
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end
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function BossRoutine( Handle, MapIndex )
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cExecCheck "BossRoutine"
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if Handle == nil
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then
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ErrorLog( "BossRoutine::Handle == nil" )
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return ReturnAI["END"]
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end
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if MapIndex == nil
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then
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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ErrorLog( "BossRoutine::MapIndex == nil" )
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return ReturnAI["END"]
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end
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local Var = InstanceField[ MapIndex ]
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if Var == nil
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then
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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ErrorLog( "BossRoutine::Var == nil" )
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return ReturnAI["END"]
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end
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-- // 0.2초마다 체크하는 루틴
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if Var["RoutineTime"][ Handle ] == nil
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then
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Var["RoutineTime"][ Handle ] = cCurrentSecond()
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end
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if Var["RoutineTime"][ Handle ] + 0.2 > cCurrentSecond()
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then
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return ReturnAI["CPP"]
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else
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Var["RoutineTime"][ Handle ] = cCurrentSecond()
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end
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-- 0.2초마다 체크하는 루틴 //
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|
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if Var["Enemy"][ Handle ] == nil
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then
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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ErrorLog( "BossRoutine::Var[\"Enemy\"][ Handle ] == nil" )
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return ReturnAI["END"]
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end
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if Var["EndOfLegend"] == nil
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then
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return ReturnAI["CPP"]
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end
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if cIsObjectDead( Handle ) == 1
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then
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-- 보스 사망 셋팅
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Var["EndOfLegend"]["bBossDied"] = true
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Var["Enemy"][ Handle ] = nil
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Var["RoutineTime"][ Handle ] = nil
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cAIScriptSet( Handle )
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return ReturnAI["END"]
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|
end
|
|
end
|
|
|