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1049 lines
31 KiB
1049 lines
31 KiB
--------------------------------------------------------------------------------
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-- Secret Laboratory 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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-- 인스턴스 던전 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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-- 층 사이에 있는 문 생성
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for i = 0, (#StepNameTable - 2)
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do
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local DoorTableIndex = nil
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DoorTableIndex = "Door"..i
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local CurRegenDoor = RegenInfo["Stuff"][ DoorTableIndex ]
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if CurRegenDoor ~= nil
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then
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local nCurDoorHandle = cDoorBuild( Var["MapIndex"], CurRegenDoor["Index"], CurRegenDoor["x"], CurRegenDoor["y"], CurRegenDoor["dir"], CurRegenDoor["scale"] )
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if nCurDoorHandle ~= nil
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then
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cDoorAction( nCurDoorHandle , CurRegenDoor["Block"], "close" )
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-- 리젠 정보 보관
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Var["Door"][ nCurDoorHandle ] = CurRegenDoor
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-- 핸들 보관 : 접근용으로
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Var["Door"..i ] = nCurDoorHandle
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else
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ErrorLog( "InitDungeon::Door"..i.." was not created." )
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end
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end
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end
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-- 입구쪽 출구게이트 생성
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local RegenExitGate = RegenInfo["Stuff"]["StartExitGate"]
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local nExitGateHandle = cDoorBuild( Var["MapIndex"], RegenExitGate["Index"], RegenExitGate["x"], RegenExitGate["y"], RegenExitGate["dir"], RegenExitGate["scale"] )
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if nExitGateHandle ~= nil
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then
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if cSetAIScript ( MainLuaScriptPath, nExitGateHandle ) == nil
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then
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ErrorLog( "InitDungeon::cSetAIScript ( MainLuaScriptPath, nExitGateHandle ) == nil" )
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end
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if cAIScriptFunc( nExitGateHandle, "NPCClick", "ExitGateClick" ) == nil
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then
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ErrorLog( "InitDungeon::cAIScriptFunc( nExitGateHandle, \"NPCClick\", \"ExitGateClick\" ) == nil" )
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end
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end
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-- 정해진 규칙에 의거한 층 별 패턴 셋팅
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--[[
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네임테이블을 하나씩 가져와서 총 패턴 개수를 구한다.
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패턴 이름과 순번은 해당 던전 내부 메모리에 셋팅한다.
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정해신 순서대로 하나씩 채택
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미리 배열을 만들어서 사용되기로 한 패턴은 체크를 해둬서 겹치지 않게 하나씩 고른다.
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그렇게 10개 패턴을 정렬한다.
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진행 시에는 정렬된 곳에서 하나씩 빼온다.
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]]
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-- 패턴을 각 층에 셋팅한 정보를 보관하는 테이블
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local PatternSettingTable = {}
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-- 각 패턴을 통합하여 순번을 매겨놓은 테이블
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local PatternPointerTable = {}
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-- 총 패턴 수
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local nPatternCount = 0
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for i = 1, #PatternNameTable
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do
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-- 총 개수 세기
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local sPattern = PatternNameTable[i]
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-- 통합순번과 각 순번 매칭
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for k = 1, #RegenInfo["Group"]["EachPattern"][ sPattern ]
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do
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PatternPointerTable[ nPatternCount + k ] = { PatternName = sPattern, PatternOrderNo = k }
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end
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nPatternCount = nPatternCount + #RegenInfo["Group"]["EachPattern"][ sPattern ]
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end
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DebugLog( "InitDungeon::Pattern pointer table was set - Size : "..#PatternPointerTable )
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local CheckPatternSelected = {} -- 인덱스: 통합순번, 값: 체크 될 경우 true
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local nCheckPatternSelectedCount = 0 -- 선택완료된 패턴의 수
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-- 패턴 지정( 층 개수 만큼 )
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while nCheckPatternSelectedCount < #FloorPatternInfoTable
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do
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for i = 1, #PatternPointerTable
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do
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-- 해당 순번에 맞는 패턴 종류가 골라졌으면 체크해보고 사용이 된거라면 사용 안된 스테이지가 선택될 때까지 찾는다.
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if PatternPointerTable[ i ]["PatternName"] == FloorPatternInfoTable[ nCheckPatternSelectedCount + 1 ]
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then
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if CheckPatternSelected[ i ] ~= true
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then
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nCurPatternSelected = i
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break
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else
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if i == #PatternPointerTable
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then
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ErrorLog( "InitDungeon::Pattern Setting is Failed(Logic or Data Error)" )
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end
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end
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else
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if i == #PatternPointerTable
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then
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ErrorLog( "InitDungeon::Pattern Setting is Failed(Logic or Data Error)" )
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end
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end
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end
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-- 통합순번과 순번매칭정보가 없으면 패턴 지정 불가하므로 해당 패턴 패스
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if PatternPointerTable[ nCurPatternSelected ] ~= nil
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then
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-- 이미 선택된 것은 제외
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if CheckPatternSelected[ nCurPatternSelected ] ~= true
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then
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-- 패턴 선택
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PatternSettingTable[ nCheckPatternSelectedCount + 1 ] = PatternPointerTable[ nCurPatternSelected ]
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-- 패턴 선택 여부 체크
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CheckPatternSelected[ nCurPatternSelected ] = true
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DebugLog( "InitDungeon::Pattern is Selected ( "..PatternPointerTable[ nCurPatternSelected ]["PatternName"].." "..PatternPointerTable[ nCurPatternSelected ]["PatternOrderNo"].." )" )
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-- 카운팅
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nCheckPatternSelectedCount = nCheckPatternSelectedCount + 1
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end
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end
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end
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-- 특별보상 여부 설정
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Var["bSpecialRewardMode"] = true
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-- 메모리에 패턴 셋팅 정보 저장
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Var["StageInfo"]["PatternSetting"] = PatternSettingTable
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-- 대기시간 설정
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Var["InitDungeon"]["WaitSecDuringInit"] = Var["CurSec"] + DelayTime["AfterInit"]
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end
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-- 대기 후 다음 단계로
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if Var["InitDungeon"]["WaitSecDuringInit"] <= Var["CurSec"]
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then
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cDoorAction( Var["Door0"], Var["Door"][ Var["Door0"] ]["Block"], "open" )
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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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-- 각 층 셋팅 및 진행
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function EachFloor( Var )
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cExecCheck "EachFloor"
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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["EachFloor"] == nil
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then
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Var["EachFloor"] = {}
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end
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-- 단계 번호 설정
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if Var["EachFloor"]["StepNumber"] == nil
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then
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Var["EachFloor"]["StepNumber"] = 1
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end
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-- 단계이름 받아오기
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local CurStepNo = Var["EachFloor"]["StepNumber"] -- ex) 1
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local CurStep = StepNameTable[ CurStepNo ] -- ex) Floor01
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-- 리젠 중심 좌표 가져오기
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local CurRegenCoord = RegenInfo["Coord"][ CurStepNo ]
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-- 패턴이 셋팅 되지 않았으면 진행 불가
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if Var["StageInfo"]["PatternSetting"] == nil
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then
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return
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end
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if Var["StageInfo"]["PatternSetting"][ CurStepNo ] == nil
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then
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return
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end
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local CurPatternInfo = Var["StageInfo"]["PatternSetting"][ CurStepNo ]
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-- 초기화 조건 셋팅
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local bInitFlag = false
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if Var["EachFloor"..CurStepNo ] == nil
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then
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bInitFlag = true
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else
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if Var["EachFloor"..CurStepNo ]["bEntranceArea"] == false
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then
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bInitFlag = true
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end
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end
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-- 각 단계 초기 설정
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if bInitFlag == true
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then
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if Var["EachFloor"..CurStepNo ] == nil
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then
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DebugLog( "Start EachFloor "..CurStepNo )
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Var["EachFloor"..CurStepNo ] = {}
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-- 페이스컷 단계 구분용 변수 설정
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Var["EachFloor"..CurStepNo ]["BeforeDialogStepSec"] = Var["CurSec"]
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Var["EachFloor"..CurStepNo ]["BeforeDialogStepNo"] = 1
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Var["EachFloor"..CurStepNo ]["SemiBossAwakenedDialogStepSec"] = Var["CurSec"]
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Var["EachFloor"..CurStepNo ]["SemiBossAwakenedDialogStepNo"] = 1
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Var["EachFloor"..CurStepNo ]["BossSummonDialogStepSec"] = Var["CurSec"]
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Var["EachFloor"..CurStepNo ]["BossSummonDialogStepNo"] = 1
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Var["EachFloor"..CurStepNo ]["HelpUsChatStepSec"] = Var["CurSec"]
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-- 페이스컷 종료 여부 설정
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Var["EachFloor"..CurStepNo ]["bBeforeDialogEnd"] = false
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Var["EachFloor"..CurStepNo ]["bSemiBossAwakenedDialogEnd"] = nil -- 실험중인 몹이 깨어나면 false로 셋팅
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Var["EachFloor"..CurStepNo ]["bBossSummonDialogEnd"] = nil -- 보스가 소환하면 false로 셋팅하여 진행
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Var["EachFloor"..CurStepNo ]["nHP_BossSummonDialog"] = nil -- 보스가 소환하면 해당 스킬의 HP정보를 입력하여 진행
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-- 진행단계 설정 플래그
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Var["EachFloor"..CurStepNo ]["bMobEliminated"] = false -- 실험중인 몹을 제외한 몹이 모두 죽었을 경우 True
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Var["EachFloor"..CurStepNo ]["bSemiBossWarned60Sec"] = false -- 입장한지 2분 후 경고 후 true
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Var["EachFloor"..CurStepNo ]["bSemiBossWarned30Sec"] = false -- 입장한지 2분 30초 후 경고 후 true
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Var["EachFloor"..CurStepNo ]["bSemiBossAwakenedWarn"] = false -- 실험중인 몹이 깨어났d으면 경고 후 true
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Var["EachFloor"..CurStepNo ]["bSemiBossAwakened"] = false -- 실험중인 몹이 깨어났는가
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end
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Var["EachFloor"..CurStepNo ]["bCanGenerateMonsters"] = true
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-- 타임어택 패턴에서 첫 입장 체크( 처음 입장이 인식 될 때 까지만 함 )
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if CurPatternInfo["PatternName"] == "Pattern_TimeAttack"
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then
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Var["EachFloor"..CurStepNo ]["bCanGenerateMonsters"] = false
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if Var["EachFloor"..CurStepNo ]["bEntranceArea"] == nil
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then
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Var["EachFloor"..CurStepNo ]["bEntranceArea"] = false
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end
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local EntranceArea = AreaIndexTable[ CurPatternInfo["PatternOrderNo"] ]
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if EntranceArea ~= nil
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then
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local InBossAreaHandleList = { cGetAreaObjectList( Var["MapIndex"], EntranceArea, ObjectType["Player"] ) }
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if #InBossAreaHandleList > 0
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then
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Var["EachFloor"..CurStepNo ]["bCanGenerateMonsters"] = true
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Var["EachFloor"..CurStepNo ]["bEntranceArea"] = true
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if cNoticeRedWarningCode( Var["MapIndex"], SemiBossWarning["Entrance"]["Code"] ) == nil
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then
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ErrorLog( "EachFloor"..CurStepNo.."::cNoticeRedWarningCode is Failed - Entrance" )
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end
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else
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-- 아직 해당 구역에 입장 안함
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end
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else
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ErrorLog( "EachFloor"..CurStepNo.."::Area Info does not exist!" )
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return
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end
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end
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if CurPatternInfo["PatternName"] == "Pattern_KillBoss"
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then
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if Var["BossBattle"] == nil
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then
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Var["BossBattle"] = {}
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end
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else
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Var["BossBattle"] = nil
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end
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if Var["EachFloor"..CurStepNo ]["bCanGenerateMonsters"] == true
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then
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-- 단일 몹 젠
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local CurMobRegen = RegenInfo["Mob"]["EachPattern"][ CurPatternInfo["PatternName"] ][ CurPatternInfo["PatternOrderNo"] ]
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if CurMobRegen ~= nil
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then
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for MobType, MobRegenInfo in pairs ( CurMobRegen )
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do
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local MobHandle = cMobRegen_XY( Var["MapIndex"], MobRegenInfo["Index"], RegenInfo["Coord"][ CurStepNo ]["x"], RegenInfo["Coord"][ CurStepNo ]["y"], MobRegenInfo["dir"] )
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if MobHandle ~= nil
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then
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Var["Enemy"][ MobHandle ] = { Index = MobRegenInfo["Index"], x = RegenInfo["Coord"][ CurStepNo ]["x"], y = RegenInfo["Coord"][ CurStepNo ]["y"], radius = MobRegenInfo["radius"] }
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Var["RoutineTime"][ MobHandle ] = cCurrentSecond()
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cSetAIScript ( MainLuaScriptPath, MobHandle )
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if MobType == "SemiBoss"
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then
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Var["EachFloor"..CurStepNo ]["SemiBossHandle"] = MobHandle
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-- 타임어택 셋팅
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if MobRegenInfo["Index"] == "Lab_Slime"
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then
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cSetAbstate( MobHandle, SemiBossAbstate["TimeAttackMini"]["Index"], SemiBossAbstate["TimeAttackMini"]["Strength"], SemiBossAbstate["TimeAttackMini"]["KeepTime"] )
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else
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cSetAbstate( MobHandle, SemiBossAbstate["TimeAttack"]["Index"], SemiBossAbstate["TimeAttack"]["Strength"], SemiBossAbstate["TimeAttack"]["KeepTime"] )
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cAnimate( MobHandle, "start", "&TimeAttack_Stand" )
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end
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cAIScriptFunc( MobHandle, "Entrance", "SemiBossRoutine" )
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elseif MobType == "MidBoss"
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then
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Var["StageInfo"]["BossTypeNo"] = 1
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Var["EachFloor"..CurStepNo ]["MidBossHandle"] = MobHandle
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cAIScriptFunc( MobHandle, "Entrance", "BossRoutine" )
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cAIScriptFunc( MobHandle, "MobDamaged", "BossDamaged" )
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elseif MobType == "Boss"
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then
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Var["StageInfo"]["BossTypeNo"] = 2
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Var["EachFloor"..CurStepNo ]["BossHandle"] = MobHandle
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cAIScriptFunc( MobHandle, "Entrance", "BossRoutine" )
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cAIScriptFunc( MobHandle, "MobDamaged", "BossDamaged" )
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end
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end
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end
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end
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-- 몹 그룹 젠
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local CurGroupRegen = RegenInfo["Group"]["EachPattern"][ CurPatternInfo["PatternName"] ][ CurPatternInfo["PatternOrderNo"] ]
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if CurGroupRegen ~= nil
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then
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for i = 1, #CurGroupRegen
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do
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cGroupRegenInstance( Var["MapIndex"], CurGroupRegen[ i ] )
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end
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end
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-- 감옥 젠 : 최종 보스전에 생성됨
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if CurStepNo == #StepNameTable - 1
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then
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local CurRegenPrison = RegenInfo["Stuff"]["Prison"]
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local nCurPrisonHandle = cDoorBuild( Var["MapIndex"], CurRegenPrison["Index"], CurRegenPrison["x"], CurRegenPrison["y"], CurRegenPrison["dir"], CurRegenPrison["scale"] )
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if nCurPrisonHandle ~= nil
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then
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cDoorAction( nCurPrisonHandle , CurRegenPrison["Block"], "close" )
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Var["Prison"] = {}
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Var["Prison"]["RegenInfo"] = CurRegenPrison
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Var["Prison"]["Handle"] = nCurPrisonHandle
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Var["Prison"]["bOpened"] = false
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if cSetAIScript ( MainLuaScriptPath, nCurPrisonHandle ) == nil
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then
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ErrorLog( "EachFloor "..CurStepNo.."::cSetAIScript ( MainLuaScriptPath, nCurPrisonHandle ) == nil" )
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end
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if cAIScriptFunc( nCurPrisonHandle, "NPCClick", "PrisonClick" ) == nil
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then
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ErrorLog( "EachFloor "..CurStepNo.."::cAIScriptFunc( nCurPrisonHandle, \"NPCClick\", \"PrisonClick\" ) == nil" )
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end
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else
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ErrorLog( "EachFloor "..CurStepNo.."::Prison"..i.." was not created." )
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end
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end
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-- 시간 체크
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Var["EachFloor"..CurStepNo ]["WaitMobGenSec"] = Var["CurSec"] + DelayTime["WaitAfterGenMob"]
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Var["EachFloor"..CurStepNo ]["TimeAttack_R60"] = Var["CurSec"] + SemiBossWarning["Remain_60_Sec"]["OccurSec"]
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Var["EachFloor"..CurStepNo ]["TimeAttack_R30"] = Var["CurSec"] + SemiBossWarning["Remain_30_Sec"]["OccurSec"]
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end -- 몹 젠 설정 if문 끝위치///////
|
|
|
|
end -- 초기설정 끝////////////
|
|
|
|
|
|
-- 타임어택 시작 후부터 체크하는 부분
|
|
if CurPatternInfo["PatternName"] == "Pattern_TimeAttack"
|
|
then
|
|
|
|
if Var["EachFloor"..CurStepNo ]["bEntranceArea"] == true
|
|
then
|
|
|
|
if Var["Enemy"][ Var["EachFloor"..CurStepNo ]["SemiBossHandle"] ] ~= nil
|
|
then
|
|
|
|
-- 실험중인 몹이 깨어남
|
|
if Var["EachFloor"..CurStepNo ]["bSemiBossAwakened"] == true
|
|
then
|
|
if Var["EachFloor"..CurStepNo ]["bSemiBossAwakenedDialogEnd"] == nil
|
|
then
|
|
Var["EachFloor"..CurStepNo ]["bSemiBossAwakenedDialogEnd"] = false
|
|
end
|
|
end
|
|
|
|
-- 1분전 경고
|
|
if Var["EachFloor"..CurStepNo ]["bSemiBossWarned60Sec"] == false
|
|
then
|
|
if Var["CurSec"] >= Var["EachFloor"..CurStepNo ]["TimeAttack_R60"]
|
|
then
|
|
if cNoticeRedWarningCode( Var["MapIndex"], SemiBossWarning["Remain_60_Sec"]["Code"] ) == nil
|
|
then
|
|
ErrorLog( "EachFloor"..CurStepNo.."::cNoticeRedWarningCode is Failed - Remain1min" )
|
|
end
|
|
Var["EachFloor"..CurStepNo ]["bSemiBossWarned60Sec"] = true
|
|
end
|
|
end
|
|
|
|
-- 30초전 경고
|
|
if Var["EachFloor"..CurStepNo ]["bSemiBossWarned30Sec"] == false
|
|
then
|
|
if Var["CurSec"] >= Var["EachFloor"..CurStepNo ]["TimeAttack_R30"]
|
|
then
|
|
if cNoticeRedWarningCode( Var["MapIndex"], SemiBossWarning["Remain_30_Sec"]["Code"] ) == nil
|
|
then
|
|
ErrorLog( "EachFloor"..CurStepNo.."::cNoticeRedWarningCode is Failed - Remain30Sec" )
|
|
end
|
|
Var["EachFloor"..CurStepNo ]["bSemiBossWarned30Sec"] = true
|
|
end
|
|
end
|
|
|
|
-- 깨어남 경고
|
|
if Var["EachFloor"..CurStepNo ]["bSemiBossAwakenedWarn"] == false
|
|
then
|
|
if Var["EachFloor"..CurStepNo ]["bSemiBossAwakened"] == true
|
|
then
|
|
if cNoticeRedWarningCode( Var["MapIndex"], SemiBossWarning["Awakened"]["Code"] ) == nil
|
|
then
|
|
ErrorLog( "EachFloor"..CurStepNo.."::cNoticeRedWarningCode is Failed - BeAwakened" )
|
|
end
|
|
Var["EachFloor"..CurStepNo ]["bSemiBossAwakenedWarn"] = true
|
|
end
|
|
end
|
|
|
|
else
|
|
--ErrorLog( "EachFloor"..CurStepNo.."::Egg Info does not exist." )
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
-- 채팅
|
|
local CurChat = ChatInfo["EachPattern"][ CurPatternInfo["PatternName"] ][ CurPatternInfo["PatternOrderNo"] ]
|
|
|
|
-- 전투 전
|
|
if CurChat["BeforeDialog"] ~= nil
|
|
then
|
|
if Var["EachFloor"..CurStepNo ]["bBeforeDialogEnd"] == false
|
|
then
|
|
local nCurDialogNo = Var["EachFloor"..CurStepNo ]["BeforeDialogStepNo"]
|
|
|
|
if nCurDialogNo <= #CurChat["BeforeDialog"]
|
|
then
|
|
if Var["EachFloor"..CurStepNo ]["BeforeDialogStepSec"] <= Var["CurSec"]
|
|
then
|
|
cMobDialog( Var["MapIndex"], CurChat["BeforeDialog"][ nCurDialogNo ]["SpeakerIndex"], ChatInfo["ScriptFileName"], CurChat["BeforeDialog"][ nCurDialogNo ]["Index"] )
|
|
|
|
Var["EachFloor"..CurStepNo ]["BeforeDialogStepNo"] = Var["EachFloor"..CurStepNo ]["BeforeDialogStepNo"] + 1
|
|
Var["EachFloor"..CurStepNo ]["BeforeDialogStepSec"] = Var["CurSec"] + DelayTime["GapDialog"]
|
|
end
|
|
|
|
-- 해당 페이스컷 타이밍이 될 때까지 다른기능 실행 없이 딜레이 걸기
|
|
return
|
|
else
|
|
-- 페이스컷 종료
|
|
Var["EachFloor"..CurStepNo ]["bBeforeDialogEnd"] = true
|
|
end
|
|
end
|
|
else
|
|
-- 페이스컷 자체가 없을 때
|
|
Var["EachFloor"..CurStepNo ]["bBeforeDialogEnd"] = true
|
|
end
|
|
|
|
|
|
-- 타임어택 모드일 경우 입장을 해야 진행을 시킨다.
|
|
if CurPatternInfo["PatternName"] == "Pattern_TimeAttack"
|
|
then
|
|
if Var["EachFloor"..CurStepNo ]["bEntranceArea"] ~= true
|
|
then
|
|
return
|
|
end
|
|
end
|
|
|
|
|
|
-- 감옥에 갇힌 아이들이 구해달라고 하는 말들
|
|
if CurChat["HelpUsChat"] ~= nil
|
|
then
|
|
local nCurDialogNo = cRandomInt( 1, #CurChat["HelpUsChat"] )
|
|
|
|
if nCurDialogNo <= #CurChat["HelpUsChat"]
|
|
then
|
|
if Var["EachFloor"..CurStepNo ]["HelpUsChatStepSec"] <= Var["CurSec"]
|
|
then
|
|
cMobChat( Var["Prison"]["Handle"], ChatInfo["ScriptFileName"], CurChat["HelpUsChat"][ nCurDialogNo ]["Index"], true )
|
|
|
|
Var["EachFloor"..CurStepNo ]["HelpUsChatStepSec"] = Var["CurSec"] + DelayTime["GapHelpUsChat"]
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
-- 실험중인 몹이 깨어났을 때
|
|
if CurChat["SemiBossAwakenedDialog"] ~= nil
|
|
then
|
|
if Var["EachFloor"..CurStepNo ]["bSemiBossAwakenedDialogEnd"] == false
|
|
then
|
|
local nCurDialogNo = Var["EachFloor"..CurStepNo ]["SemiBossAwakenedDialogStepNo"]
|
|
|
|
if nCurDialogNo <= #CurChat["SemiBossAwakenedDialog"]
|
|
then
|
|
if Var["EachFloor"..CurStepNo ]["SemiBossAwakenedDialogStepSec"] <= Var["CurSec"]
|
|
then
|
|
cMobDialog( Var["MapIndex"], CurChat["SemiBossAwakenedDialog"][ nCurDialogNo ]["SpeakerIndex"], ChatInfo["ScriptFileName"], CurChat["SemiBossAwakenedDialog"][ nCurDialogNo ]["Index"] )
|
|
|
|
Var["EachFloor"..CurStepNo ]["SemiBossAwakenedDialogStepNo"] = Var["EachFloor"..CurStepNo ]["SemiBossAwakenedDialogStepNo"] + 1
|
|
Var["EachFloor"..CurStepNo ]["SemiBossAwakenedDialogStepSec"] = Var["CurSec"] + DelayTime["GapDialog"]
|
|
end
|
|
|
|
-- 해당 페이스컷 타이밍이 될 때까지 다른기능 실행 없이 딜레이 걸기
|
|
return
|
|
else
|
|
-- 페이스컷 종료
|
|
Var["EachFloor"..CurStepNo ]["bSemiBossAwakenedDialogEnd"] = true
|
|
end
|
|
end
|
|
else
|
|
-- 페이스컷 자체가 없을 때
|
|
Var["EachFloor"..CurStepNo ]["bSemiBossAwakenedDialogEnd"] = true
|
|
end
|
|
|
|
|
|
-- 보스가 몹을 소환했을 때
|
|
if Var["EachFloor"..CurStepNo ]["nHP_BossSummonDialog"] ~= nil
|
|
then
|
|
local sDialogIndex = "Summon"..Var["EachFloor"..CurStepNo ]["nHP_BossSummonDialog"].."Dialog"
|
|
if CurChat[ sDialogIndex ] ~= nil
|
|
then
|
|
if Var["EachFloor"..CurStepNo ]["bBossSummonDialogEnd"] == false
|
|
then
|
|
local nCurDialogNo = Var["EachFloor"..CurStepNo ]["BossSummonDialogStepNo"]
|
|
|
|
if nCurDialogNo <= #CurChat[ sDialogIndex ]
|
|
then
|
|
if Var["EachFloor"..CurStepNo ]["BossSummonDialogStepSec"] <= Var["CurSec"]
|
|
then
|
|
cMobDialog( Var["MapIndex"], CurChat[ sDialogIndex ][ nCurDialogNo ]["SpeakerIndex"], ChatInfo["ScriptFileName"], CurChat[ sDialogIndex ][ nCurDialogNo ]["Index"] )
|
|
DebugLog( "EachFloor"..CurStepNo .."::SummonDialog-"..Var["EachFloor"..CurStepNo ]["nHP_BossSummonDialog"].."/"..nCurDialogNo )
|
|
|
|
Var["EachFloor"..CurStepNo ]["BossSummonDialogStepNo"] = Var["EachFloor"..CurStepNo ]["BossSummonDialogStepNo"] + 1
|
|
Var["EachFloor"..CurStepNo ]["BossSummonDialogStepSec"] = Var["CurSec"] + DelayTime["GapSummonDialog"]
|
|
end
|
|
|
|
-- 해당 페이스컷 타이밍이 될 때까지 다른기능 실행 없이 딜레이 걸기
|
|
return
|
|
else
|
|
-- 페이스컷 종료
|
|
Var["EachFloor"..CurStepNo ]["BossSummonDialogStepNo"] = 1
|
|
Var["EachFloor"..CurStepNo ]["bBossSummonDialogEnd"] = true
|
|
end
|
|
end
|
|
else
|
|
-- 페이스컷 자체가 없을 때
|
|
Var["EachFloor"..CurStepNo ]["BossSummonDialogStepNo"] = 1
|
|
Var["EachFloor"..CurStepNo ]["bBossSummonDialogEnd"] = true
|
|
end
|
|
end
|
|
|
|
|
|
-- 몹 전멸체크
|
|
if Var["EachFloor"..CurStepNo ]["bMobEliminated"] == false
|
|
then
|
|
if cObjectCount( Var["MapIndex"], ObjectType["Mob"] ) <= 0
|
|
then
|
|
Var["EachFloor"..CurStepNo ]["bMobEliminated"] = true
|
|
end
|
|
|
|
return
|
|
else
|
|
-- 전투 끝 이후
|
|
if CurChat["AfterDialog"] ~= nil
|
|
then
|
|
if Var["EachFloor"..CurStepNo ]["bAfterDialogEnd"] == false
|
|
then
|
|
local nCurDialogNo = Var["EachFloor"..CurStepNo ]["AfterDialogStepNo"]
|
|
|
|
if nCurDialogNo <= #CurChat["AfterDialog"]
|
|
then
|
|
if Var["EachFloor"..CurStepNo ]["AfterDialogStepSec"] <= Var["CurSec"]
|
|
then
|
|
cMobDialog( Var["MapIndex"], CurChat["AfterDialog"][ nCurDialogNo ]["SpeakerIndex"], ChatInfo["ScriptFileName"], CurChat["AfterDialog"][ nCurDialogNo ]["Index"] )
|
|
|
|
Var["EachFloor"..CurStepNo ]["AfterDialogStepNo"] = Var["EachFloor"..CurStepNo ]["AfterDialogStepNo"] + 1
|
|
Var["EachFloor"..CurStepNo ]["AfterDialogStepSec"] = Var["CurSec"] + DelayTime["GapDialog"]
|
|
end
|
|
|
|
-- 해당 페이스컷 타이밍이 될 때까지 다른기능 실행 없이 딜레이 걸기
|
|
return
|
|
else
|
|
-- 페이스컷 종료
|
|
Var["EachFloor"..CurStepNo ]["bAfterDialogEnd"] = true
|
|
end
|
|
end
|
|
else
|
|
-- 페이스컷 자체가 없을 때
|
|
Var["EachFloor"..CurStepNo ]["bAfterDialogEnd"] = true
|
|
end
|
|
end
|
|
|
|
|
|
-- Next Case : 해당 층의 몹 전멸 후 클리어 페이스컷 여부에 따라 그 페이스 컷이 종료하면.
|
|
if Var["EachFloor"..CurStepNo ]["WaitMobGenSec"] <= Var["CurSec"]
|
|
then
|
|
if Var["EachFloor"..CurStepNo ]["bAfterDialogEnd"] == true and Var["EachFloor"..CurStepNo ]["bMobEliminated"] == true
|
|
then
|
|
-- 클리어 액션
|
|
if Var["Door"..CurStepNo ] ~= nil
|
|
then
|
|
cDoorAction( Var["Door"..CurStepNo ], Var["Door"][ Var["Door"..CurStepNo ] ]["Block"], "open" )
|
|
end
|
|
|
|
-- 다음 단계로
|
|
Var["EachFloor"..CurStepNo ] = nil
|
|
Var["EachFloor"]["StepNumber"] = CurStepNo + 1
|
|
|
|
DebugLog( "End EachFloor "..CurStepNo )
|
|
|
|
|
|
if CurStepNo == #StepNameTable - 1
|
|
then
|
|
Var["EachFloor"] = nil
|
|
GoToNextStep( Var )
|
|
return
|
|
end
|
|
|
|
return
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
|
|
-- 아이들 구출
|
|
function RescuedChildren( Var )
|
|
cExecCheck "RescuedChildren"
|
|
|
|
if Var == nil
|
|
then
|
|
return
|
|
end
|
|
|
|
|
|
local nBossType = Var["StageInfo"]["BossTypeNo"]
|
|
|
|
if Var["Prison"] == nil
|
|
then
|
|
return
|
|
end
|
|
|
|
if Var["Prison"]["bOpened"] == true
|
|
then
|
|
cQuestMobKill_AllInMap( Var["MapIndex"], QuestMobKillInfo["QuestID"], QuestMobKillInfo["MobIndex"], QuestMobKillInfo["MaxKillCount"] )
|
|
else
|
|
return
|
|
end
|
|
|
|
|
|
if Var["RescuedChildren"] == nil
|
|
then
|
|
DebugLog( "RescuedChildren::Start" )
|
|
|
|
Var["RescuedChildren"] = {}
|
|
|
|
-- 특별한 보상 상자 젠
|
|
if Var["bSpecialRewardMode"] == true
|
|
then
|
|
local RewardBoxInfo = RegenInfo["Mob"]["RescuedChildren"]["SpecialRewardBox"]
|
|
local nRewardBoxHandle = cMobRegen_XY( Var["MapIndex"], RewardBoxInfo["Index"], RewardBoxInfo["x"], RewardBoxInfo["y"], RewardBoxInfo["dir"] )
|
|
if nRewardBoxHandle == nil
|
|
then
|
|
ErrorLog( "RescuedChildren::SpecialRewardBox was not created - SpecialRewardMode" )
|
|
end
|
|
end
|
|
|
|
-- 아이들 젠
|
|
for Index, ChildRegenInfo in pairs( RegenInfo["NPC"]["RescuedChildren"] )
|
|
do
|
|
if ChildRegenInfo ~= nil
|
|
then
|
|
local nChildHandle = cMobRegen_XY( Var["MapIndex"], ChildRegenInfo["Index"], ChildRegenInfo["x"], ChildRegenInfo["y"], ChildRegenInfo["dir"] )
|
|
if nChildHandle ~= nil
|
|
then
|
|
Var["Friend"][ ChildRegenInfo["Index"] ] = nChildHandle
|
|
DebugLog( "RescuedChildren::Child Gen : "..Index.."-"..ChildRegenInfo["Index"].."-"..nChildHandle )
|
|
else
|
|
ErrorLog( "RescuedChildren::Child Gen Failed" )
|
|
end
|
|
end
|
|
end
|
|
|
|
-- 채팅 단계 설정용 변수 셋팅
|
|
Var["RescuedChildren"]["PrisonVanishStepSec"] = Var["CurSec"] + DelayTime["BeforePrisonVanish"]
|
|
|
|
Var["RescuedChildren"]["SequentialDialogStepSec"] = Var["CurSec"]
|
|
Var["RescuedChildren"]["SequentialDialogStepNo"] = 1
|
|
Var["RescuedChildren"]["AfterAnimationChatStepSec"] = Var["CurSec"]
|
|
Var["RescuedChildren"]["AfterAnimationChatStepNo"] = 1
|
|
|
|
Var["RescuedChildren"]["ChildrenRunToExitStepSec"] = Var["CurSec"]
|
|
Var["RescuedChildren"]["ChildrenVanishStepSec"] = Var["CurSec"]
|
|
|
|
|
|
Var["RescuedChildren"]["bPrisonVanishEnd"] = false
|
|
Var["RescuedChildren"]["bSequentialDialogEnd"] = false
|
|
Var["RescuedChildren"]["bAfterAnimationChatEnd"] = nil -- 애니메이션 끝나면 false로 바뀌어 실행
|
|
Var["RescuedChildren"]["bChildrenRunToExitEnd"] = nil -- 아이들 이야기 끝나면 false로 바뀌어 실행
|
|
Var["RescuedChildren"]["bChildrenVanishEnd"] = nil -- 아이들 달리기 끝나면 false로 바뀌어 실행
|
|
|
|
end
|
|
|
|
---------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- 감옥 사라지기
|
|
if Var["RescuedChildren"]["bPrisonVanishEnd"] == false
|
|
then
|
|
if Var["RescuedChildren"]["PrisonVanishStepSec"] <= Var["CurSec"]
|
|
then
|
|
cAIScriptSet( Var["Prison"]["Handle"] )
|
|
cNPCVanish( Var["Prison"]["Handle"] )
|
|
Var["RescuedChildren"]["bPrisonVanishEnd"] = true
|
|
DebugLog( "RescuedChildren::Prison was vanished." )
|
|
end
|
|
end
|
|
---------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- 애니메이션
|
|
if Var["RescuedChildren"]["bSequentialDialogEnd"] == true and Var["RescuedChildren"]["bAfterAnimationChatEnd"] == nil
|
|
then
|
|
for Index, AnimationInfo in pairs ( NPC_Animation )
|
|
do
|
|
if AnimationInfo ~= nil
|
|
then
|
|
local nHandle = Var["Friend"][ AnimationInfo["ActorIndex"] ]
|
|
if nHandle == nil
|
|
then
|
|
ErrorLog( "RescuedChildren::Animation NPC Handle does not exist." )
|
|
else
|
|
cAnimate( nHandle, "start", AnimationInfo["Index"] )
|
|
Var["RescuedChildren"]["AfterAnimationChatStepSec"] = Var["CurSec"] + DelayTime["AnimationTime"] -- 애니메이션이 다 돌고나서 애들이 말하게 하기 위함.
|
|
end
|
|
end
|
|
end
|
|
|
|
Var["RescuedChildren"]["bAfterAnimationChatEnd"] = false
|
|
end
|
|
|
|
-- 구출된 아이들의 이야기가 끝나고 달리기 모드로 셋팅
|
|
if Var["RescuedChildren"]["bAfterAnimationChatEnd"] == true and Var["RescuedChildren"]["bChildrenRunToExitEnd"] == nil
|
|
then
|
|
Var["RescuedChildren"]["bChildrenRunToExitEnd"] = false
|
|
Var["RescuedChildren"]["ChildrenRunToExitStepSec"] = Var["CurSec"] + DelayTime["BeforeChildrenRun"]
|
|
end
|
|
|
|
-- 아이들이 달리다 사라지는 모드로 셋팅
|
|
if Var["RescuedChildren"]["bChildrenRunToExitEnd"] == true and Var["RescuedChildren"]["bChildrenVanishEnd"] == nil
|
|
then
|
|
Var["RescuedChildren"]["bChildrenVanishEnd"] = false
|
|
Var["RescuedChildren"]["ChildrenVanishStepSec"] = Var["CurSec"] + DelayTime["AfterChildrenRun"]
|
|
end
|
|
|
|
---------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- 채팅
|
|
local CurChat = ChatInfo["RescuedChildren"]
|
|
|
|
-- 감옥이 열리자마자
|
|
if CurChat["SequentialDialog"] ~= nil
|
|
then
|
|
if Var["RescuedChildren"]["bSequentialDialogEnd"] == false
|
|
then
|
|
local nCurDialogNo = Var["RescuedChildren"]["SequentialDialogStepNo"]
|
|
|
|
if nCurDialogNo <= #CurChat["SequentialDialog"]
|
|
then
|
|
if Var["RescuedChildren"]["SequentialDialogStepSec"] <= Var["CurSec"]
|
|
then
|
|
cMobDialog( Var["MapIndex"], CurChat["SequentialDialog"][ nCurDialogNo ]["SpeakerIndex"], ChatInfo["ScriptFileName"], CurChat["SequentialDialog"][ nCurDialogNo ]["Index"] )
|
|
|
|
Var["RescuedChildren"]["SequentialDialogStepNo"] = Var["RescuedChildren"]["SequentialDialogStepNo"] + 1
|
|
Var["RescuedChildren"]["SequentialDialogStepSec"] = Var["CurSec"] + DelayTime["GapDialog"]
|
|
end
|
|
|
|
-- 해당 페이스컷 타이밍이 될 때까지 다른기능 실행 없이 딜레이 걸기
|
|
return
|
|
else
|
|
-- 페이스컷 종료
|
|
Var["RescuedChildren"]["bSequentialDialogEnd"] = true
|
|
end
|
|
end
|
|
else
|
|
-- 페이스컷 자체가 없을 때
|
|
Var["RescuedChildren"]["bSequentialDialogEnd"] = true
|
|
end
|
|
|
|
|
|
-- 아이 한명의 애니메이션이 실행되고나서..
|
|
if CurChat["AfterAnimationChat"] ~= nil
|
|
then
|
|
if Var["RescuedChildren"]["bAfterAnimationChatEnd"] == false
|
|
then
|
|
local nCurDialogNo = Var["RescuedChildren"]["AfterAnimationChatStepNo"]
|
|
|
|
if nCurDialogNo <= #CurChat["AfterAnimationChat"]
|
|
then
|
|
if Var["RescuedChildren"]["AfterAnimationChatStepSec"] <= Var["CurSec"]
|
|
then
|
|
local nHandle = Var["Friend"][ CurChat["AfterAnimationChat"][ nCurDialogNo ]["SpeakerIndex"] ]
|
|
if nHandle == nil
|
|
then
|
|
ErrorLog( "RescuedChildren::Animation NPC Handle does not exist." )
|
|
else
|
|
if nCurDialogNo == 1
|
|
then
|
|
cAnimate( nHandle, "stop" )
|
|
end
|
|
cMobChat( nHandle, ChatInfo["ScriptFileName"], CurChat["AfterAnimationChat"][ nCurDialogNo ]["Index"], true )
|
|
end
|
|
|
|
Var["RescuedChildren"]["AfterAnimationChatStepNo"] = Var["RescuedChildren"]["AfterAnimationChatStepNo"] + 1
|
|
Var["RescuedChildren"]["AfterAnimationChatStepSec"] = Var["CurSec"] + DelayTime["GapChildrenChat"]
|
|
end
|
|
|
|
-- 해당 페이스컷 타이밍이 될 때까지 다른기능 실행 없이 딜레이 걸기
|
|
return
|
|
else
|
|
-- 페이스컷 종료
|
|
Var["RescuedChildren"]["bAfterAnimationChatEnd"] = true
|
|
end
|
|
end
|
|
else
|
|
-- 페이스컷 자체가 없을 때
|
|
Var["RescuedChildren"]["bAfterAnimationChatEnd"] = true
|
|
end
|
|
|
|
|
|
-- 아이들 달리기
|
|
if NPC_RunTo ~= nil
|
|
then
|
|
if Var["RescuedChildren"]["bChildrenRunToExitEnd"] == false
|
|
then
|
|
if Var["RescuedChildren"]["ChildrenRunToExitStepSec"] <= Var["CurSec"]
|
|
then
|
|
for Index, RunInfo in pairs ( NPC_RunTo )
|
|
do
|
|
if RunInfo ~= nil
|
|
then
|
|
if Var["Friend"][ RunInfo["ActorIndex"] ] ~= nil
|
|
then
|
|
if cRunTo( Var["Friend"][ RunInfo["ActorIndex"] ], RunInfo["x"], RunInfo["y"], 1000 ) == nil
|
|
then
|
|
ErrorLog( "RescuedChildren::"..RunInfo["ActorIndex"].."-cRunTo was failed." )
|
|
end
|
|
else
|
|
ErrorLog( "RescuedChildren::RunMode - "..RunInfo["ActorIndex"].." does not exist." )
|
|
end
|
|
end
|
|
end
|
|
|
|
Var["RescuedChildren"]["bChildrenRunToExitEnd"] = true
|
|
end
|
|
|
|
-- 달리기 타이밍이 될 때까지 다른기능 실행 없이 딜레이 걸기
|
|
return
|
|
end
|
|
else
|
|
-- 달리기 정보가 없을 떄
|
|
Var["RescuedChildren"]["bChildrenRunToExitEnd"] = true
|
|
end
|
|
|
|
|
|
-- 아이들 사라지기(귀가함-_-;)
|
|
if Var["RescuedChildren"]["bChildrenVanishEnd"] == false
|
|
then
|
|
if Var["RescuedChildren"]["ChildrenVanishStepSec"] <= Var["CurSec"]
|
|
then
|
|
for Index, ChildHandle in pairs ( Var["Friend"] )
|
|
do
|
|
cNPCVanish( ChildHandle )
|
|
end
|
|
|
|
Var["RescuedChildren"]["bChildrenVanishEnd"] = true
|
|
end
|
|
|
|
-- 귀가 타이밍이 될 때 까지 대기
|
|
return
|
|
end
|
|
|
|
|
|
-- 아이들이 다 사라지면 출구 게이트로 나갈 수 있음
|
|
if Var["RescuedChildren"]["bChildrenVanishEnd"] == true
|
|
then
|
|
-- 출구쪽 출구게이트 생성
|
|
local RegenExitGate = RegenInfo["Stuff"]["EndExitGate"]
|
|
local nExitGateHandle = cDoorBuild( Var["MapIndex"], RegenExitGate["Index"], RegenExitGate["x"], RegenExitGate["y"], RegenExitGate["dir"], RegenExitGate["scale"] )
|
|
|
|
if nExitGateHandle ~= nil
|
|
then
|
|
if cSetAIScript ( MainLuaScriptPath, nExitGateHandle ) == nil
|
|
then
|
|
ErrorLog( "ReturnToHome::cSetAIScript ( MainLuaScriptPath, nExitGateHandle ) == nil" )
|
|
end
|
|
|
|
if cAIScriptFunc( nExitGateHandle, "NPCClick", "ExitGateClick" ) == nil
|
|
then
|
|
ErrorLog( "ReturnToHome::cAIScriptFunc( nExitGateHandle, \"NPCClick\", \"ExitGateClick\" ) == nil" )
|
|
end
|
|
end
|
|
|
|
Var["RescuedChildren"] = nil
|
|
Var["Prison"] = nil
|
|
Var["Friend"] = nil
|
|
GoToNextStep( Var )
|
|
DebugLog( "RescuedChildren::End" )
|
|
end
|
|
|
|
end
|
|
|
|
|
|
-- 킹덤 퀘스트 클리어 : 이 ID 에선 기능 없음
|
|
function QuestSuccess( Var )
|
|
cExecCheck "QuestSuccess"
|
|
|
|
if Var == nil
|
|
then
|
|
return
|
|
end
|
|
|
|
GoToNextStep( Var )
|
|
DebugLog( "QuestSuccess::End" )
|
|
|
|
end
|
|
|
|
|
|
-- 킹덤 퀘스트 실패 : ID 에선 기능 없음
|
|
function QuestFailed( Var )
|
|
cExecCheck "QuestFailed"
|
|
|
|
if Var == nil
|
|
then
|
|
return
|
|
end
|
|
|
|
GoToNextStep( Var )
|
|
DebugLog( "QuestFailed::End" )
|
|
|
|
end
|
|
|
|
|
|
-- 귀환 : ID 에선 기능 없음
|
|
function ReturnToHome( Var )
|
|
cExecCheck "ReturnToHome"
|
|
|
|
if Var == nil
|
|
then
|
|
return
|
|
end
|
|
|
|
GoToNextStep( Var )
|
|
DebugLog( "End ReturnToHome" )
|
|
|
|
end
|
|
|
|
|
|
-- 스텝 구분을 위한 던전 진행 함수 리스트
|
|
ID_StepsList =
|
|
{
|
|
{ Function = InitDungeon, Name = "InitDungeon", },
|
|
{ Function = EachFloor, Name = "EachFloor", },
|
|
{ Function = RescuedChildren, Name = "RescuedChildren", },
|
|
{ Function = QuestSuccess, Name = "QuestSuccess", },
|
|
{ Function = QuestFailed, Name = "QuestFailed", },
|
|
{ Function = ReturnToHome, Name = "ReturnToHome", },
|
|
}
|
|
|
|
|
|
-- 역참조 리스트
|
|
ID_StepsIndexList =
|
|
{
|
|
}
|
|
|
|
for index, funcValue in pairs ( ID_StepsList )
|
|
do
|
|
ID_StepsIndexList[ funcValue["Name"] ] = index
|
|
end
|
|
|