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