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