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448 lines
9.5 KiB
448 lines
9.5 KiB
--------------------------------------------------------------------------------
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-- Routine --
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--------------------------------------------------------------------------------
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function DummyRoutineFunc( )
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cExecCheck "DummyRoutineFunc"
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end
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--------------------------------------------------------------------------------
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-- PlayerMapLogin
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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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end
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--------------------------------------------------------------------------------
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-- Routine_Boss
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--------------------------------------------------------------------------------
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function Routine_Boss( Handle, MapIndex )
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cExecCheck "Routine_Boss"
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-- 함수 인자 확인
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if Handle == nil
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then
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ErrorLog( "Routine_Hayreddin::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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ErrorLog( "Routine_Hayreddin::MapIndex == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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-- 필드 버퍼 확인
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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( "Routine_Hayreddin::Var == nil" )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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-- 죽었는지 확인
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if cIsObjectDead( Handle ) ~= nil
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then
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cAIScriptSet( Handle )
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return ReturnAI["END"]
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end
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-- 버퍼가 있는지 확인
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if Var["Enemy"][ Handle ] == nil
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then
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ErrorLog( "Routine_Hayreddin::CurBossInfo == nil" )
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EnemyBufferClear( Var, Handle )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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-- 정보가 있는지 확인
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local CurBossInfo = Var["Enemy"][ Handle ]["Info"]
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if CurBossInfo == nil
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then
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ErrorLog( "Routine_Hayreddin::CurBossInfo == nil" )
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EnemyBufferClear( Var, Handle )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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-- 페이즈 번호 확인
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local PhaseNumber = Var["Enemy"][ Handle ]["Phase"]
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if PhaseNumber == nil
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then
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ErrorLog( "Routine_Hayreddin::PhaseNumber == nil" )
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EnemyBufferClear( Var, Handle )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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-- 페이즈 정보 확인( Phase 테이블이 있는지 검사 )
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local PhaseInfo = CurBossInfo["Phase"]
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if PhaseInfo == nil
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then
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ErrorLog( "Routine_Hayreddin::PhaseInfo == nil" )
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EnemyBufferClear( Var, Handle )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["END"]
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end
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-- 페이즈 번호 확인
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if PhaseNumber < 0
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then
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return ReturnAI["END"]
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end
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if PhaseNumber > #PhaseInfo
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then
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-- 처리해야 할 phase가 모두 종료되었으므로 AIScript 초기화 해준다.
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cAIScriptSet( Handle )
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return ReturnAI["END"]
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end
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-- 현재 페이즈 정보 확인
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local CurPhaseInfo = PhaseInfo[ PhaseNumber ]
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if CurPhaseInfo == nil
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then
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ErrorLog( "Routine_Hayreddin::CurPhaseInfo == nil" )
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EnemyBufferClear( Var, Handle )
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cAIScriptSet( Handle )
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cNPCVanish( Handle )
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return ReturnAI["CPP"]
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end
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-- HP 조건 확인
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if CurPhaseInfo["Condition_HPRate"] ~= nil
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then
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-- HP 정보
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local nCurHP, nMaxHP = cObjectHP( Handle )
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if nCurHP == nil or nMaxHP == nil
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then
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ErrorLog( "Routine_Hayreddin::nCurHP == nil or nMaxHP == nil" )
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return ReturnAI["CPP"]
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end
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local nCurHPRate = nCurHP / nMaxHP * 100
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if nCurHPRate > CurPhaseInfo["Condition_HPRate"]
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then
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return ReturnAI["CPP"]
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end
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end
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-- Phase에 설정된 애니메이션, 몹 소환 처리
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if cAnimate( Handle, "start", CurPhaseInfo["Animation"] ) == nil
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then
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DebugLog("Routine_Hayreddin::Animation Fail" )
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end
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for i = 1, CurPhaseInfo["SummonMob"]["Num"]
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do
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local Dir = cRandomInt( 1, 90 ) * 4
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local RegenX, RegenY = cGetAroundCoord( Handle, Dir, 250 )
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if cMobRegen_XY( Var["MapIndex"], CurPhaseInfo["SummonMob"]["Index"], RegenX, RegenY, 0 ) == nil
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then
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ErrorLog("Routine_Boss::SummonMob Regen Fail")
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end
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end
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-- 페이즈 값 1 증가
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Var["Enemy"][ Handle ]["Phase"] = Var["Enemy"][ Handle ]["Phase"] + 1
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return ReturnAI["CPP"]
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end
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--------------------------------------------------------------------------------
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-- Click_Door
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--------------------------------------------------------------------------------
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function Click_Door( NPCHandle, PlyHandle, RegistNumber )
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cExecCheck "Click_Door"
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DebugLog( "Click_Door::Start" )
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if NPCHandle == nil
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then
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ErrorLog( "Click_Door::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( "Click_Door::PlyHandle == nil" )
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return
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end
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local MapIndex = cGetCurMapIndex( NPCHandle )
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if MapIndex == nil
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then
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ErrorLog( "Click_Door::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( "Click_Door::Var == nil" )
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return
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end
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if Var["Door"] == nil
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then
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ErrorLog( "Click_Door::Var[\"Door\"] == nil" )
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return
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end
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if Var["Door"][ NPCHandle ] == nil
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then
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ErrorLog( "Click_Door::Var[\"Door\"][NPCHandle] == nil" )
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return
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end
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if Var["Door"][ NPCHandle ]["IsOpen"] == true
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then
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return
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end
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-- 플레이어가 열쇠를 가지고 있는지 확인
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local ItemLot, bLocked = cGetItemLot( PlyHandle, Var["Door"][ NPCHandle ]["Info"]["NeedItem"] )
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if bLocked == nil
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then
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cNotice_Obj( PlyHandle, ChatInfo["ScriptFileName"], ChatInfo["SystemMessage"]["Error_DoorOpen"] )
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return
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end
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if bLocked == 1
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then
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cNotice_Obj( PlyHandle, ChatInfo["ScriptFileName"], ChatInfo["SystemMessage"]["Error_DoorOpen"] )
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return
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end
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if ItemLot == nil
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then
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cNotice_Obj( PlyHandle, ChatInfo["ScriptFileName"], ChatInfo["SystemMessage"]["Error_DoorOpen"] )
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return
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end
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if ItemLot < 1
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then
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cNotice_Obj( PlyHandle, ChatInfo["ScriptFileName"], ChatInfo["SystemMessage"]["Error_DoorOpen"] )
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return
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end
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-- 캐스팅 시작
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cCastingBar( PlyHandle, NPCHandle, (Var["Door"][ NPCHandle ]["Info"]["CastingTime"] * 1000), Var["Door"][ NPCHandle ]["Info"]["CastingAni"] )
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DebugLog( "Click_Door::End" )
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end
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--------------------------------------------------------------------------------
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-- Click_ExitGate
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--------------------------------------------------------------------------------
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function Click_ExitGate( NPCHandle, PlyHandle, RegistNumber )
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cExecCheck "ExitGateClick"
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DebugLog( "ExitGateClick::Start" )
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if NPCHandle == nil
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then
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ErrorLog( "ExitGateClick::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( "ExitGateClick::PlyHandle == nil" )
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return
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end
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cLinkTo( PlyHandle, LinkInfo["ReturnMap"]["MapIndex"], LinkInfo["ReturnMap"]["x"], LinkInfo["ReturnMap"]["y"] )
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DebugLog( "ExitGateClick::End" )
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end
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--------------------------------------------------------------------------------
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-- Menu_Door
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--------------------------------------------------------------------------------
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function Menu_Door( NPCHandle, PlyHandle, RegistNumber, Menu )
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cExecCheck "Menu_Door"
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DebugLog( "Menu_Door::Start" )
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if NPCHandle == nil
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then
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ErrorLog( "Menu_Door::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( "Menu_Door::PlyHandle == nil" )
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return
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end
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local MapIndex = cGetCurMapIndex( NPCHandle )
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if MapIndex == nil
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then
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ErrorLog( "Menu_Door::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( "Menu_Door::Var == nil" )
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return
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end
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if Var["Door"] == nil
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then
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ErrorLog( "Menu_Door::Var[\"Door\"] == nil" )
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return
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end
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if Var["Door"][ NPCHandle ] == nil
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then
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ErrorLog( "Menu_Door::Var[\"Door\"][NPCHandle] == nil" )
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return
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end
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if Var["Door"][ NPCHandle ]["IsOpen"] == true
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then
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return
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end
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-- 플레이어가 열쇠를 가지고 있는지 확인
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local ItemLot, bLocked = cGetItemLot( PlyHandle, Var["Door"][ NPCHandle ]["Info"]["NeedItem"] )
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if bLocked == nil
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then
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cNotice_Obj( PlyHandle, ChatInfo["ScriptFileName"], ChatInfo["SystemMessage"]["Error_DoorOpen"] )
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return
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end
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if bLocked == 1
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then
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cNotice_Obj( PlyHandle, ChatInfo["ScriptFileName"], ChatInfo["SystemMessage"]["Error_DoorOpen"] )
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return
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end
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if ItemLot == nil
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then
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cNotice_Obj( PlyHandle, ChatInfo["ScriptFileName"], ChatInfo["SystemMessage"]["Error_DoorOpen"] )
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return
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end
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if ItemLot < 1
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then
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cNotice_Obj( PlyHandle, ChatInfo["ScriptFileName"], ChatInfo["SystemMessage"]["Error_DoorOpen"] )
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return
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end
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-- 열쇠 파괴
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if cInvenItemDestroy( PlyHandle, Var["Door"][ NPCHandle ]["Info"]["NeedItem"], 1 ) ~= 1
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then
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return
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end
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-- 유저가 클릭한 문과 동시에 열어줘야할 문 있으면, 해당 문 열어주기
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if Var["Door"][ NPCHandle ]["TwinGate"] ~= nil
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then
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local TwinNPCHandle = Var["Door"][ Var["Door"][ NPCHandle ]["TwinGate"] ]
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DebugLog("쌍둥이 게이트는 "..Var["Door"][ NPCHandle ]["TwinGate"] )
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DebugLog("쌍둥이 게이트 핸들값은 : "..TwinNPCHandle )
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if TwinNPCHandle == nil
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then
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ErrorLog( "Menu_Door::TwinNPCHandle == nil" )
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end
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cDoorAction( TwinNPCHandle, Var["Door"][ TwinNPCHandle ]["Info"]["Block"], "open" )
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Var["Door"][ TwinNPCHandle ]["IsOpen"] = true
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cAIScriptSet( TwinNPCHandle )
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end
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-- 유저가 클릭한 문 열어주기
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cDoorAction( NPCHandle, Var["Door"][ NPCHandle ]["Info"]["Block"], "open" )
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Var["Door"][ NPCHandle ]["IsOpen"] = true
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cAIScriptSet( NPCHandle )
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-- 열린 게이트가 실행해야 할 함수 세팅
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local FuncName = Var["Door"][ NPCHandle ]["Info"]["FuncName"]
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Var["GateProcess"][FuncName] = {}
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Var["GateProcess"][FuncName]["IsProceed"] = false
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DebugLog( "Menu_Door::End" )
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end
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