local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1, L7_1, L8_1, L9_1, L10_1 L0_1 = {} L0_1.group_id = 301001009 L1_1 = {} monsters = L1_1 L1_1 = {} npcs = L1_1 L1_1 = {} L2_1 = {} L2_1.config_id = 9001 L2_1.gadget_id = 70800018 L3_1 = {} L3_1.x = -492.42 L3_1.y = 203.78 L3_1.z = 285.7 L2_1.pos = L3_1 L3_1 = {} L3_1.x = 0.0 L3_1.y = 314.2 L3_1.z = 0.0 L2_1.rot = L3_1 L2_1.level = 1 L2_1.area_id = 7 L3_1 = {} L3_1.config_id = 9002 L3_1.gadget_id = 70800019 L4_1 = {} L4_1.x = -492.42 L4_1.y = 203.78 L4_1.z = 285.7 L3_1.pos = L4_1 L4_1 = {} L4_1.x = 0.0 L4_1.y = 314.2 L4_1.z = 0.0 L3_1.rot = L4_1 L3_1.level = 1 L3_1.area_id = 7 L4_1 = {} L4_1.config_id = 9003 L4_1.gadget_id = 70800020 L5_1 = {} L5_1.x = -492.42 L5_1.y = 203.78 L5_1.z = 285.7 L4_1.pos = L5_1 L5_1 = {} L5_1.x = 0.0 L5_1.y = 314.2 L5_1.z = 0.0 L4_1.rot = L5_1 L4_1.level = 1 L4_1.area_id = 7 L5_1 = {} L5_1.config_id = 9009 L5_1.gadget_id = 70800026 L6_1 = {} L6_1.x = -492.42 L6_1.y = 203.78 L6_1.z = 285.7 L5_1.pos = L6_1 L6_1 = {} L6_1.x = 0.0 L6_1.y = 134.2 L6_1.z = 0.0 L5_1.rot = L6_1 L5_1.level = 1 L5_1.area_id = 7 L1_1[1] = L2_1 L1_1[2] = L3_1 L1_1[3] = L4_1 L1_1[4] = L5_1 gadgets = L1_1 L1_1 = {} regions = L1_1 L1_1 = {} L2_1 = {} L2_1.config_id = 1009004 L2_1.name = "QUEST_FINISH_9004" L3_1 = EventType L3_1 = L3_1.EVENT_QUEST_FINISH L2_1.event = L3_1 L2_1.source = "4000108" L2_1.condition = "" L2_1.action = "action_EVENT_QUEST_FINISH_9004" L3_1 = {} L3_1.config_id = 1009005 L3_1.name = "QUEST_FINISH_9005" L4_1 = EventType L4_1 = L4_1.EVENT_QUEST_FINISH L3_1.event = L4_1 L3_1.source = "4000506" L3_1.condition = "" L3_1.action = "action_EVENT_QUEST_FINISH_9005" L4_1 = {} L4_1.config_id = 1009006 L4_1.name = "QUEST_FINISH_9006" L5_1 = EventType L5_1 = L5_1.EVENT_QUEST_FINISH L4_1.event = L5_1 L4_1.source = "4000108" L4_1.condition = "" L4_1.action = "action_EVENT_QUEST_FINISH_9006" L5_1 = {} L5_1.config_id = 1009007 L5_1.name = "SEALAMP_PHASE_CHANGE_9007" L6_1 = EventType L6_1 = L6_1.EVENT_SEALAMP_PHASE_CHANGE L5_1.event = L6_1 L5_1.source = "" L5_1.condition = "condition_EVENT_SEALAMP_PHASE_CHANGE_9007" L5_1.action = "action_EVENT_SEALAMP_PHASE_CHANGE_9007" L6_1 = {} L6_1.config_id = 1009011 L6_1.name = "GROUP_LOAD_9011" L7_1 = EventType L7_1 = L7_1.EVENT_GROUP_LOAD L6_1.event = L7_1 L6_1.source = "" L6_1.condition = "condition_EVENT_GROUP_LOAD_9011" L6_1.action = "" L6_1.trigger_count = 0 L1_1[1] = L2_1 L1_1[2] = L3_1 L1_1[3] = L4_1 L1_1[4] = L5_1 L1_1[5] = L6_1 triggers = L1_1 L1_1 = {} L2_1 = {} L2_1.configId = 1 L2_1.name = "Quest 1 State" L2_1.value = 0 L2_1.no_refresh = true L3_1 = {} L3_1.configId = 2 L3_1.name = "Quest 2 State" L3_1.value = 0 L3_1.no_refresh = true L4_1 = {} L4_1.configId = 3 L4_1.name = "Lamp State" L4_1.value = 1 L4_1.no_refresh = true L1_1[1] = L2_1 L1_1[2] = L3_1 L1_1[3] = L4_1 variables = L1_1 L1_1 = {} L1_1.suite = 1 L1_1.end_suite = 0 L1_1.rand_suite = false init_config = L1_1 L1_1 = {} L2_1 = {} L3_1 = {} L2_1.monsters = L3_1 L3_1 = {} L4_1 = 9001 L3_1[1] = L4_1 L2_1.gadgets = L3_1 L3_1 = {} L2_1.regions = L3_1 L3_1 = {} L4_1 = "QUEST_FINISH_9004" L5_1 = "QUEST_FINISH_9005" L6_1 = "QUEST_FINISH_9006" L7_1 = "SEALAMP_PHASE_CHANGE_9007" L8_1 = "GROUP_LOAD_9011" L3_1[1] = L4_1 L3_1[2] = L5_1 L3_1[3] = L6_1 L3_1[4] = L7_1 L3_1[5] = L8_1 L2_1.triggers = L3_1 L2_1.rand_weight = 100 L2_1.ban_refresh = true L3_1 = {} L4_1 = {} L3_1.monsters = L4_1 L4_1 = {} L5_1 = 9002 L4_1[1] = L5_1 L3_1.gadgets = L4_1 L4_1 = {} L3_1.regions = L4_1 L4_1 = {} L5_1 = "QUEST_FINISH_9004" L6_1 = "QUEST_FINISH_9005" L7_1 = "SEALAMP_PHASE_CHANGE_9007" L8_1 = "GROUP_LOAD_9011" L4_1[1] = L5_1 L4_1[2] = L6_1 L4_1[3] = L7_1 L4_1[4] = L8_1 L3_1.triggers = L4_1 L3_1.rand_weight = 100 L3_1.ban_refresh = true L4_1 = {} L5_1 = {} L4_1.monsters = L5_1 L5_1 = {} L6_1 = 9003 L5_1[1] = L6_1 L4_1.gadgets = L5_1 L5_1 = {} L4_1.regions = L5_1 L5_1 = {} L6_1 = "QUEST_FINISH_9004" L7_1 = "QUEST_FINISH_9005" L8_1 = "SEALAMP_PHASE_CHANGE_9007" L9_1 = "GROUP_LOAD_9011" L5_1[1] = L6_1 L5_1[2] = L7_1 L5_1[3] = L8_1 L5_1[4] = L9_1 L4_1.triggers = L5_1 L4_1.rand_weight = 100 L4_1.ban_refresh = true L5_1 = {} L6_1 = {} L5_1.monsters = L6_1 L6_1 = {} L7_1 = 9009 L6_1[1] = L7_1 L5_1.gadgets = L6_1 L6_1 = {} L5_1.regions = L6_1 L6_1 = {} L7_1 = "QUEST_FINISH_9004" L8_1 = "QUEST_FINISH_9005" L9_1 = "SEALAMP_PHASE_CHANGE_9007" L10_1 = "GROUP_LOAD_9011" L6_1[1] = L7_1 L6_1[2] = L8_1 L6_1[3] = L9_1 L6_1[4] = L10_1 L5_1.triggers = L6_1 L5_1.rand_weight = 100 L5_1.ban_refresh = true L1_1[1] = L2_1 L1_1[2] = L3_1 L1_1[3] = L4_1 L1_1[4] = L5_1 suites = L1_1 function L1_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = ScriptLib L2_2 = L2_2.SetGroupVariableValue L3_2 = A0_2 L4_2 = "Quest 1 State" L5_2 = 1 L2_2 = L2_2(L3_2, L4_2, L5_2) if 0 ~= L2_2 then L2_2 = ScriptLib L2_2 = L2_2.PrintContextLog L3_2 = A0_2 L4_2 = "@@ LUA_WARNING : set_groupVariable" L2_2(L3_2, L4_2) L2_2 = -1 return L2_2 end L2_2 = 0 return L2_2 end action_EVENT_QUEST_FINISH_9004 = L1_1 function L1_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = ScriptLib L2_2 = L2_2.SetGroupVariableValue L3_2 = A0_2 L4_2 = "Quest 2 State" L5_2 = 1 L2_2 = L2_2(L3_2, L4_2, L5_2) if 0 ~= L2_2 then L2_2 = ScriptLib L2_2 = L2_2.PrintContextLog L3_2 = A0_2 L4_2 = "@@ LUA_WARNING : set_groupVariable" L2_2(L3_2, L4_2) L2_2 = -1 return L2_2 end L2_2 = ScriptLib L2_2 = L2_2.RefreshGroup L3_2 = A0_2 L4_2 = {} L4_2.group_id = 301001009 L4_2.suite = 4 L2_2 = L2_2(L3_2, L4_2) if 0 ~= L2_2 then L2_2 = ScriptLib L2_2 = L2_2.PrintContextLog L3_2 = A0_2 L4_2 = "@@ LUA_WARNING : refresh_group_to_suite" L2_2(L3_2, L4_2) L2_2 = -1 return L2_2 end L2_2 = 0 return L2_2 end action_EVENT_QUEST_FINISH_9005 = L1_1 function L1_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = ScriptLib L2_2 = L2_2.GetGroupVariableValueByGroup L3_2 = A0_2 L4_2 = "Lamp State" L5_2 = 301001009 L2_2 = L2_2(L3_2, L4_2, L5_2) if L2_2 == 2 then L2_2 = ScriptLib L2_2 = L2_2.RefreshGroup L3_2 = A0_2 L4_2 = {} L4_2.group_id = 301001009 L4_2.suite = 2 L2_2(L3_2, L4_2) end L2_2 = ScriptLib L2_2 = L2_2.GetGroupVariableValueByGroup L3_2 = A0_2 L4_2 = "Lamp State" L5_2 = 301001009 L2_2 = L2_2(L3_2, L4_2, L5_2) if L2_2 == 3 then L2_2 = ScriptLib L2_2 = L2_2.RefreshGroup L3_2 = A0_2 L4_2 = {} L4_2.group_id = 301001009 L4_2.suite = 3 L2_2(L3_2, L4_2) end L2_2 = 0 return L2_2 end action_EVENT_QUEST_FINISH_9006 = L1_1 function L1_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2 L2_2 = A1_2.param2 if L2_2 == 4 then A1_2.param2 = 3 end L2_2 = A1_2.param2 if 2 ~= L2_2 then L2_2 = A1_2.param2 if 3 ~= L2_2 then L2_2 = false return L2_2 end else L2_2 = ScriptLib L2_2 = L2_2.SetGroupVariableValueByGroup L3_2 = A0_2 L4_2 = "Lamp State" L5_2 = A1_2.param2 L6_2 = 301001009 L2_2(L3_2, L4_2, L5_2, L6_2) end L2_2 = ScriptLib L2_2 = L2_2.GetGroupVariableValueByGroup L3_2 = A0_2 L4_2 = "Quest 1 State" L5_2 = 301001009 L2_2 = L2_2(L3_2, L4_2, L5_2) if L2_2 ~= 1 then L2_2 = false return L2_2 end L2_2 = ScriptLib L2_2 = L2_2.GetGroupVariableValueByGroup L3_2 = A0_2 L4_2 = "Quest 2 State" L5_2 = 301001009 L2_2 = L2_2(L3_2, L4_2, L5_2) if L2_2 ~= 0 then L2_2 = false return L2_2 end L2_2 = true return L2_2 end condition_EVENT_SEALAMP_PHASE_CHANGE_9007 = L1_1 function L1_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = ScriptLib L2_2 = L2_2.RefreshGroup L3_2 = A0_2 L4_2 = {} L4_2.group_id = 301001009 L5_2 = A1_2.param2 L4_2.suite = L5_2 L2_2 = L2_2(L3_2, L4_2) if 0 ~= L2_2 then L2_2 = -1 return L2_2 end L2_2 = 0 return L2_2 end action_EVENT_SEALAMP_PHASE_CHANGE_9007 = L1_1 function L1_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L2_2 = ScriptLib L2_2 = L2_2.GetSeaLampActivityPhase L3_2 = A0_2 L2_2 = L2_2(L3_2) if L2_2 == 4 then L2_2 = 3 end if L2_2 ~= 2 and L2_2 ~= 3 then L3_2 = false return L3_2 else L3_2 = ScriptLib L3_2 = L3_2.SetGroupVariableValueByGroup L4_2 = A0_2 L5_2 = "Lamp State" L6_2 = L2_2 L7_2 = 301001009 L3_2(L4_2, L5_2, L6_2, L7_2) L3_2 = ScriptLib L3_2 = L3_2.GetGroupVariableValueByGroup L4_2 = A0_2 L5_2 = "Quest 1 State" L6_2 = 301001009 L3_2 = L3_2(L4_2, L5_2, L6_2) if L3_2 ~= 1 then L3_2 = false return L3_2 end L3_2 = ScriptLib L3_2 = L3_2.GetGroupVariableValueByGroup L4_2 = A0_2 L5_2 = "Quest 2 State" L6_2 = 301001009 L3_2 = L3_2(L4_2, L5_2, L6_2) if L3_2 ~= 0 then L3_2 = false return L3_2 end L3_2 = ScriptLib L3_2 = L3_2.RefreshGroup L4_2 = A0_2 L5_2 = {} L5_2.group_id = 301001009 L5_2.suite = L2_2 L3_2 = L3_2(L4_2, L5_2) if 0 ~= L3_2 then L3_2 = false return L3_2 end end L3_2 = true return L3_2 end condition_EVENT_GROUP_LOAD_9011 = L1_1