local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1, L7_1, L8_1, L9_1, L10_1, L11_1, L12_1, L13_1 L0_1 = {} L0_1.group_id = 155002011 L1_1 = {} L1_1.group_ID = 155002011 L2_1 = {} L3_1 = {} L4_1 = {} L5_1 = {} L6_1 = {} L7_1 = 11002 L6_1[1] = L7_1 L7_1 = {} function L8_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L1_2 = ScriptLib L1_2 = L1_2.SetGroupVariableValue L2_2 = A0_2 L3_2 = "is_daynight_finish" L4_2 = 1 L1_2(L2_2, L3_2, L4_2) end L7_1["0"] = L8_1 function L8_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L1_2 = ScriptLib L1_2 = L1_2.SetGroupVariableValue L2_2 = A0_2 L3_2 = "is_daynight_finish" L4_2 = 0 L1_2(L2_2, L3_2, L4_2) L1_2 = ScriptLib L1_2 = L1_2.AddExtraGroupSuite L2_2 = A0_2 L3_2 = L1_1.group_ID L4_2 = 2 L1_2(L2_2, L3_2, L4_2) end L7_1["1"] = L8_1 function L8_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L1_2 = ScriptLib L1_2 = L1_2.SetGroupVariableValue L2_2 = A0_2 L3_2 = "is_daynight_finish" L4_2 = 1 L1_2(L2_2, L3_2, L4_2) end L7_1["2"] = L8_1 function L8_1(A0_2) local L1_2, L2_2, L3_2 L1_2 = ScriptLib L1_2 = L1_2.GetGroupVariableValue L2_2 = A0_2 L3_2 = "gameplayState" L1_2 = L1_2(L2_2, L3_2) L2_2 = tostring L3_2 = L1_2 L2_2 = L2_2(L3_2) L2_2 = L7_1[L2_2] L3_2 = A0_2 L2_2(L3_2) end UpdateGamePlayState = L8_1 function L8_1(A0_2, A1_2, A2_2, A3_2) local L4_2, L5_2, L6_2, L7_2, L8_2 L4_2 = ScriptLib L4_2 = L4_2.GetGadgetStateByConfigId L5_2 = A0_2 L6_2 = A1_2 L7_2 = A2_2 L4_2 = L4_2(L5_2, L6_2, L7_2) L5_2 = A3_2[1] if L4_2 == L5_2 then L4_2 = ScriptLib L4_2 = L4_2.SetGroupGadgetStateByConfigId L5_2 = A0_2 L6_2 = A1_2 L7_2 = A2_2 L8_2 = A3_2[2] L4_2(L5_2, L6_2, L7_2, L8_2) else L4_2 = ScriptLib L4_2 = L4_2.GetGadgetStateByConfigId L5_2 = A0_2 L6_2 = A1_2 L7_2 = A2_2 L4_2 = L4_2(L5_2, L6_2, L7_2) L5_2 = A3_2[2] if L4_2 == L5_2 then L4_2 = ScriptLib L4_2 = L4_2.SetGroupGadgetStateByConfigId L5_2 = A0_2 L6_2 = A1_2 L7_2 = A2_2 L8_2 = A3_2[1] L4_2(L5_2, L6_2, L7_2, L8_2) end end end GadgetStateSwitcher = L8_1 L8_1 = {} monsters = L8_1 L8_1 = {} npcs = L8_1 L8_1 = {} L9_1 = {} L9_1.config_id = 11002 L9_1.gadget_id = 70360315 L10_1 = {} L10_1.x = 1299.024 L10_1.y = 180.096 L10_1.z = 825.602 L9_1.pos = L10_1 L10_1 = {} L10_1.x = 0.0 L10_1.y = 0.0 L10_1.z = 0.0 L9_1.rot = L10_1 L9_1.level = 36 L9_1.area_id = 200 L8_1[1] = L9_1 gadgets = L8_1 L8_1 = {} regions = L8_1 L8_1 = {} L9_1 = {} L9_1.config_id = 1011005 L9_1.name = "GROUP_LOAD_11005" L10_1 = EventType L10_1 = L10_1.EVENT_GROUP_LOAD L9_1.event = L10_1 L9_1.source = "" L9_1.condition = "" L9_1.action = "action_EVENT_GROUP_LOAD_11005" L9_1.trigger_count = 0 L10_1 = {} L10_1.config_id = 1011006 L10_1.name = "VARIABLE_CHANGE_11006" L11_1 = EventType L11_1 = L11_1.EVENT_VARIABLE_CHANGE L10_1.event = L11_1 L10_1.source = "gameplayState" L10_1.condition = "condition_EVENT_VARIABLE_CHANGE_11006" L10_1.action = "action_EVENT_VARIABLE_CHANGE_11006" L10_1.trigger_count = 0 L8_1[1] = L9_1 L8_1[2] = L10_1 triggers = L8_1 L8_1 = {} L9_1 = {} L9_1.configId = 1 L9_1.name = "gameplayState" L9_1.value = 0 L9_1.no_refresh = true L8_1[1] = L9_1 variables = L8_1 L8_1 = {} L9_1 = {} L10_1 = {} L10_1.config_id = 1011007 L10_1.name = "GADGET_STATE_CHANGE_11007" L11_1 = EventType L11_1 = L11_1.EVENT_GADGET_STATE_CHANGE L10_1.event = L11_1 L10_1.source = "" L10_1.condition = "condition_EVENT_GADGET_STATE_CHANGE_11007" L10_1.action = "action_EVENT_GADGET_STATE_CHANGE_11007" L10_1.trigger_count = 0 L9_1[1] = L10_1 L8_1.triggers = L9_1 garbages = L8_1 L8_1 = {} L8_1.suite = 1 L8_1.end_suite = 0 L8_1.rand_suite = false init_config = L8_1 L8_1 = {} L9_1 = {} L10_1 = {} L9_1.monsters = L10_1 L10_1 = {} L9_1.gadgets = L10_1 L10_1 = {} L9_1.regions = L10_1 L10_1 = {} L11_1 = "GROUP_LOAD_11005" L12_1 = "VARIABLE_CHANGE_11006" L10_1[1] = L11_1 L10_1[2] = L12_1 L9_1.triggers = L10_1 L9_1.rand_weight = 100 L10_1 = {} L11_1 = {} L10_1.monsters = L11_1 L11_1 = {} L10_1.gadgets = L11_1 L11_1 = {} L10_1.regions = L11_1 L11_1 = {} L12_1 = "GROUP_LOAD_11005" L13_1 = "VARIABLE_CHANGE_11006" L11_1[1] = L12_1 L11_1[2] = L13_1 L10_1.triggers = L11_1 L10_1.rand_weight = 100 L8_1[1] = L9_1 L8_1[2] = L10_1 suites = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2 L2_2 = ScriptLib L2_2 = L2_2.GetGroupVariableValueByGroup L3_2 = A0_2 L4_2 = "IslandActive" L5_2 = 155002001 L2_2 = L2_2(L3_2, L4_2, L5_2) if L2_2 == 1 then L3_2 = ScriptLib L3_2 = L3_2.GetGroupVariableValue L4_2 = A0_2 L5_2 = "gameplayState" L3_2 = L3_2(L4_2, L5_2) if L3_2 == 0 then L3_2 = ScriptLib L3_2 = L3_2.SetGroupVariableValue L4_2 = A0_2 L5_2 = "gameplayState" L6_2 = 1 L3_2(L4_2, L5_2, L6_2) end end L3_2 = UpdateGamePlayState L4_2 = A0_2 L3_2(L4_2) L3_2 = 0 return L3_2 end action_EVENT_GROUP_LOAD_11005 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L2_2 = A1_2.param1 L3_2 = A1_2.param2 if L2_2 == L3_2 then L2_2 = false return L2_2 end L2_2 = ScriptLib L2_2 = L2_2.GetGroupVariableValue L3_2 = A0_2 L4_2 = "gameplayState" L2_2 = L2_2(L3_2, L4_2) if L2_2 == 0 then L2_2 = false return L2_2 end L2_2 = true return L2_2 end condition_EVENT_VARIABLE_CHANGE_11006 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = UpdateGamePlayState L3_2 = A0_2 L2_2(L3_2) L2_2 = 0 return L2_2 end action_EVENT_VARIABLE_CHANGE_11006 = L8_1 L8_1 = require L9_1 = "V2_4/EnvState" L8_1(L9_1)