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SigFiesta/LuaScript/ID/AdlFH/AdlFH_Zone4.lua

621 lines
12 KiB

--[[ ]]--
--[[ 불타는 아델리아 ]]--
--[[ 4지역 ]]--
--[[ ]]--
function Zone4_Setting( Var )
cExecCheck "Zone4_Setting"
if Var == nil then
return
end
Var.Eglack = cMobRegen_XY( Var.MapIndex, RegenInfo.Eglack.Index,
RegenInfo.Eglack.x,
RegenInfo.Eglack.y,
RegenInfo.Eglack.dir )
if Var.Eglack == nil then
cDebugLog( "Default_Setting : Fail cMobRegen_XY Eglack" )
return
end
cSetAbstate( Var.Eglack, "StaSalare00", 1, 20000000 )
cSetDeadDelayTime ( Var.Eglack, 9999 )
Var.StepFunc = Dummy
return
end
function Zone4_Event_1( Var )
cExecCheck "Zone4_Event_1"
if Var == nil then
return
end
local CurSec = cCurrentSecond()
-- 루시에가 있고 없고에 따른 대화 내용 설정
if Var.Zone4_Event_1_Step == nil then
if Var.SummonStone_Active == "Loussier" then
Var.Dialog = DialogInfo.Zone4_Event1_alive
else
Var.Dialog = DialogInfo.Zone4_Event1_Dead
end
Var.DialogStep = 1
Var.Zone4_Event_1_Step = 1
Var.Zone4_EventPlayTime = CurSec
return
end
-- 대화, 루시에가 있다면 그 다음 단계 실행
if Var.Zone4_Event_1_Step == 1 then
if Var.Zone4_EventPlayTime > CurSec then
return
end
if Var.DialogStep <= #Var.Dialog then
cMobDialog( Var.MapIndex,
Var.Dialog[Var.DialogStep].Portrait,
Var.Dialog[Var.DialogStep].FileName,
Var.Dialog[Var.DialogStep].Index )
Var.Zone4_EventPlayTime = CurSec + Var.Dialog[Var.DialogStep].Delay
Var.DialogStep = Var.DialogStep + 1
return
end
Var.Dialog = nil
Var.DialogStep = nil
if Var.SummonStone_Active == "Loussier" then
Var.Zone4_Event_1_Step = 2
else
Var.Zone4_Event_1_Step = 99
end
Var.Zone4_EventPlayTime = CurSec
return
end
if Var.Zone4_Event_1_Step == 2 then
if Var.Zone4_EventPlayTime > CurSec then
return
end
-- 보스 버프 해제 스킬
if cSkillBlast( Var.LoussierHandle, Var.Eglack, "AdlF_Loussier_Skill01_N", 9999 ) == nil then
cDebugLog( "Eglack Debuff Fail" )
end
-- 보스 버프 해제
cResetAbstate( Var.Eglack, "StaSalare00" )
Var.Zone4_Event_1_Step = 3
Var.Zone4_EventPlayTime = CurSec + 4
return
end
if Var.Zone4_Event_1_Step == 3 then
if Var.Zone4_EventPlayTime > CurSec then
return
end
-- 루시에 무적
if cSkillBlast( Var.LoussierHandle, Var.LoussierHandle, "AdlF_Loussier_Skill03_N" ) == nil then
cDebugLog( "Loussier Immortal Fail" )
end
Var.Zone4_Event_1_Step = 4
Var.Zone4_EventPlayTime = CurSec
return
end
-- 무적스킬 관련 데이터 수정으로 강제로 상태이상 걸어주는 단계는 삭제
-- ActiveSkill 에서 캐스팅 시간, 걸리는 상태이상, 확률 수정
-- SubAbstate 에서 상태이상 지속시간 수정
-- 공지 출력 - 보스를 죽여라
cScriptMessage( Var.MapIndex, AnnounceInfo.AdlF_Mission_04_001 )
Var.Zone4_Event_1_Step = nil
Var.Zone4_EventPlayTime = nil
Var.StepFunc = Dummy
end
function Zone4_Event_2( Var )
cExecCheck "Zone4_Event_2"
if Var == nil then
return
end
local CurSec = cCurrentSecond()
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- 루시에 있을때의 처리
if Var.SummonStone_Active == "Loussier" then
if Var.Zone4_Event_2_Step == nil then
-- 루시에 이동
local louNewX, louNewY = cGetAroundCoord( Var.Eglack, Var.EglackDeadDir, 100 )
cNPCVanish( Var.LoussierHandle )
Var.LoussierHandle = cMobRegen_XY( Var.MapIndex, RegenInfo.Loussier.Index,
louNewX,
louNewY,
Var.EglackDeadDir )
cSetAIScript( "ID/AdlFH/AdlFH", Var.LoussierHandle )
Var.Zone4_Event_2_Step = 1
Var.Zone4_EventPlayTime = CurSec + 2
return
end
if Var.Zone4_Event_2_Step == 1 then
if Var.Zone4_EventPlayTime > CurSec then
return
end
if cSkillBlast( Var.LoussierHandle, Var.Eglack, "AdlF_Loussier_Skill02_N" ) == nil then
cDebugLog( "Eglack Revive Fail" )
end
Var.Zone4_Event_2_Step = 2
Var.Zone4_EventPlayTime = CurSec + 3.5
return
end
if Var.Zone4_Event_2_Step == 2 then
if Var.Zone4_EventPlayTime > CurSec then
return
end
local eglNewX, eglNewY = cGetAroundCoord( Var.Eglack, Var.EglackDeadDir+180, 100 )
cNPCVanish( Var.Eglack )
Var.Eglack = cMobRegen_XY( Var.MapIndex, RegenInfo.EglackMan.Index,
eglNewX,
eglNewY,
Var.EglackDeadDir+ 180 )
Var.Zone4_Event_2_Step = 3
Var.Zone4_EventPlayTime = CurSec + 2
Var.Dialog = DialogInfo.Zone4_Event2_alive_1
Var.DialogStep = 1
return
end
if Var.Zone4_Event_2_Step == 3 then
if Var.Zone4_EventPlayTime > CurSec then
return
end
if Var.DialogStep <= #Var.Dialog then
cMobDialog( Var.MapIndex,
Var.Dialog[Var.DialogStep].Portrait,
Var.Dialog[Var.DialogStep].FileName,
Var.Dialog[Var.DialogStep].Index )
Var.Zone4_EventPlayTime = CurSec + Var.Dialog[Var.DialogStep].Delay
Var.DialogStep = Var.DialogStep + 1
return
end
Var.Dialog = nil
Var.DialogStep = nil
Var.Zone4_Event_2_Step = 4
Var.Zone4_EventPlayTime = CurSec + 1
return
end
if Var.Zone4_Event_2_Step == 4 then
if Var.Zone4_EventPlayTime > CurSec then
return
end
-- 보상 아이템 드랍 처리
-- 아이템 드랍은 몹 죽을시 자동으로 하기로함
cQuestMobKill_AllInMap( Var.MapIndex, 2681, "Daliy_Check_Adlf", 5 )
Var.Zone4_Event_2_Step = 5
Var.Zone4_EventPlayTime = CurSec + 1
Var.Dialog = DialogInfo.Zone4_Event2_alive_2
Var.DialogStep = 1
return
end
if Var.Zone4_Event_2_Step == 5 then
if Var.Zone4_EventPlayTime > CurSec then
return
end
if Var.DialogStep <= #Var.Dialog then
cMobDialog( Var.MapIndex,
Var.Dialog[Var.DialogStep].Portrait,
Var.Dialog[Var.DialogStep].FileName,
Var.Dialog[Var.DialogStep].Index )
Var.Zone4_EventPlayTime = CurSec + Var.Dialog[Var.DialogStep].Delay
Var.DialogStep = Var.DialogStep + 1
return
end
Var.Dialog = nil
Var.DialogStep = nil
Var.Zone4_Event_2_Step = 6
Var.Zone4_EventPlayTime = CurSec + 1
return
end
-- 출구 게이트 생성
if Var.Zone4_Event_2_Step == 6 then
if Var.Zone4_EventPlayTime > CurSec then
return
end
Var.CompleteGate = cMobRegen_XY( Var.MapIndex, RegenInfo.CompleteGate.Index,
Var.EglackDeadLocX,
Var.EglackDeadLocY,
0 )
if Var.CompleteGate == nil then
cDebugLog( "Default_Setting : Fail cMobRegen_XY CompleteGate" )
return
end
if cSetAIScript( "ID/AdlFH/AdlFH", Var.CompleteGate ) == nil then
cDebugLog( "Default_Setting : Fail cSetAIScript CompleteGate" )
return
end
if cAIScriptFunc( Var.CompleteGate, "NPCClick", "CompleteGateFunc" ) == nil then
cDebugLog( "Default_Setting : Fail cAIScriptFunc CompleteGate" )
return
end
Var.Zone4_Event_2_Step = 7
Var.Zone4_EventPlayTime = CurSec + 1
end
Var.Zone4_Event_2_Step = nil
Var.Zone4_EventPlayTime = nil
Var.StepFunc = Dummy
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- 루시에 없을때의 처리
else
if Var.Zone4_Event_2_Step == nil then
local kerenNewX, kerenNewY = cGetAroundCoord( Var.Eglack, Var.EglackDeadDir, 116 )
Var.Karen = cMobRegen_XY( Var.MapIndex, RegenInfo.Karen.Index,
kerenNewX,
kerenNewY,
Var.EglackDeadDir )
cSetAIScript( "ID/AdlFH/AdlFH", Var.Karen )
Var.Zone4_Event_2_Step = 1
Var.Zone4_EventPlayTime = CurSec + 1
return
end
if Var.Zone4_Event_2_Step == 1 then
if Var.Zone4_EventPlayTime > CurSec then
return
end
if cSkillBlast( Var.Karen, Var.Karen, "AdlF_Karen_Skill02_W" ) == nil then
cDebugLog( "Karen Sleep Fail" )
end
Var.Zone4_Event_2_Step = 2
Var.Zone4_EventPlayTime = CurSec + 4.5
return
end
if Var.Zone4_Event_2_Step == 2 then
if Var.Zone4_EventPlayTime > CurSec then
return
end
local player = { cGetAreaObjectList( Var.MapIndex, AreaIndex.Zone4_2, ObjectType.Player ) }
for i=1, #player do
cSetAbstate( player[i], "StaMesmerize", 1, 22000 )
end
Var.Zone4_Event_2_Step = 3
Var.Zone4_EventPlayTime = CurSec
Var.Dialog = DialogInfo.Zone4_Event2_Dead_1
Var.DialogStep = 1
return
end
if Var.Zone4_Event_2_Step == 3 then
if Var.Zone4_EventPlayTime > CurSec then
return
end
if Var.DialogStep <= #Var.Dialog then
cMobDialog( Var.MapIndex,
Var.Dialog[Var.DialogStep].Portrait,
Var.Dialog[Var.DialogStep].FileName,
Var.Dialog[Var.DialogStep].Index )
Var.Zone4_EventPlayTime = CurSec + Var.Dialog[Var.DialogStep].Delay
Var.DialogStep = Var.DialogStep + 1
return
end
Var.Dialog = nil
Var.DialogStep = nil
Var.Zone4_Event_2_Step = 4
Var.Zone4_EventPlayTime = CurSec
return
end
if Var.Zone4_Event_2_Step == 4 then
if Var.Zone4_EventPlayTime > CurSec then
return
end
if cSkillBlast( Var.Karen, Var.Eglack, "AdlF_Karen_Skill03_N" ) == nil then
cDebugLog( "Karen Revive Fail" )
end
Var.Zone4_Event_2_Step = 5
Var.Zone4_EventPlayTime = CurSec + 3.5
return
end
if Var.Zone4_Event_2_Step == 5 then
if Var.Zone4_EventPlayTime > CurSec then
return
end
local eglNewX, eglNewY = cGetAroundCoord( Var.Eglack, Var.EglackDeadDir+180, 100 )
cNPCVanish( Var.Eglack )
Var.Eglack = cMobRegen_XY( Var.MapIndex, RegenInfo.EglackMad.Index,
eglNewX,
eglNewY,
Var.EglackDeadDir )
Var.Zone4_Event_2_Step = 6
Var.Zone4_EventPlayTime = CurSec + 1
return
end
Var.Zone4_Event_2_Step = nil
Var.Zone4_EventPlayTime = nil
Var.StepFunc = Zone4_Eglack_Mad
end
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
end
function Zone4_Eglack_Mad( Var )
cExecCheck "Zone4_Eglack_Mad"
if Var == nil then
return
end
local CurSec = cCurrentSecond()
if Var.Zone4_Event_3_Step == nil then
if cIsObjectDead( Var.Eglack ) ~= nil then
Var.EglackDeadLocX, Var.EglackDeadLocY = cObjectLocate( Var.Eglack )
Var.Zone4_Event_3_Step = 1
Var.Zone4_EventPlayTime = CurSec + 1
Var.Dialog = DialogInfo.Zone4_Event3_Dead
Var.DialogStep = 1
end
return
end
if Var.Zone4_Event_3_Step == 1 then
if Var.Zone4_EventPlayTime > CurSec then
return
end
if Var.DialogStep <= #Var.Dialog then
cMobDialog( Var.MapIndex,
Var.Dialog[Var.DialogStep].Portrait,
Var.Dialog[Var.DialogStep].FileName,
Var.Dialog[Var.DialogStep].Index )
Var.Zone4_EventPlayTime = CurSec + Var.Dialog[Var.DialogStep].Delay
Var.DialogStep = Var.DialogStep + 1
return
end
Var.Dialog = nil
Var.DialogStep = nil
Var.Zone4_Event_3_Step = 2
Var.Zone4_EventPlayTime = CurSec
return
end
if Var.Zone4_Event_3_Step == 2 then
if Var.Zone4_EventPlayTime > CurSec then
return
end
cNPCVanish( Var.Karen )
-- 보상 아이템 드랍 처리
-- 아이템 드랍은 몹 죽을시 자동으로 하기로함
cQuestMobKill_AllInMap( Var.MapIndex, 2681, "Daliy_Check_Adlf", 5 )
Var.Zone4_Event_3_Step = 3
Var.Zone4_EventPlayTime = CurSec
return
end
if Var.Zone4_Event_3_Step == 3 then
if Var.Zone4_EventPlayTime > CurSec then
return
end
Var.CompleteGate = cMobRegen_XY( Var.MapIndex, RegenInfo.CompleteGate.Index,
Var.EglackDeadLocX,
Var.EglackDeadLocY,
0 )
if Var.CompleteGate == nil then
cDebugLog( "Default_Setting : Fail cMobRegen_XY CompleteGate" )
return
end
if cSetAIScript( "ID/AdlFH/AdlFH", Var.CompleteGate ) == nil then
cDebugLog( "Default_Setting : Fail cSetAIScript CompleteGate" )
return
end
if cAIScriptFunc( Var.CompleteGate, "NPCClick", "CompleteGateFunc" ) == nil then
cDebugLog( "Default_Setting : Fail cAIScriptFunc CompleteGate" )
return
end
Var.Zone4_Event_3_Step = 4
Var.Zone4_EventPlayTime = CurSec
return
end
Var.Zone4_Event_3_Step = nil
Var.Zone4_EventPlayTime = nil
Var.StepFunc = Dummy
end