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 L0_1 = require L1_1 = "Actor/ActorCommon" L0_1(L1_1) L0_1 = require L1_1 = "Actor/Quest/QuestActorProxy" L0_1 = L0_1(L1_1) L1_1 = class L2_1 = "Quest10113" L3_1 = L0_1 L1_1 = L1_1(L2_1, L3_1) L1_1.defaultAlias = "Quest10113" L2_1 = require L3_1 = "Actor/Npc/NPCUtil" L2_1 = L2_1(L3_1) L3_1 = nil L4_1 = nil L5_1 = nil L6_1 = nil L7_1 = nil L8_1 = nil L9_1 = nil L10_1 = nil function L11_1(A0_2) local L1_2 L1_2 = A0_2.clientData L3_1 = L1_2 L1_2 = A0_2.shareData L4_1 = L1_2 L1_2 = L3_1.TriggerData L8_1 = L1_2 L1_2 = L3_1.JackData L9_1 = L1_2 L1_2 = L3_1.PaimonData L10_1 = L1_2 L1_2 = L4_1.QuestData L1_2 = L1_2["1011301"] L1_2 = L1_2.npcs L1_2 = L1_2[1] L5_1 = L1_2 L1_2 = L4_1.QuestData L1_2 = L1_2["1011301"] L1_2 = L1_2.npcs L1_2 = L1_2[2] L7_1 = L1_2 L1_2 = L4_1.QuestData L1_2 = L1_2["1011305"] L1_2 = L1_2.npcs L1_2 = L1_2[1] L6_1 = L1_2 end L1_1.OnDataLoaded = L11_1 function L11_1(A0_2) local L1_2, L2_2 L1_2 = {} A0_2.subStartHandlers = L1_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart1011301 L1_2["1011301"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart1011302 L1_2["1011302"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart1011303 L1_2["1011303"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart1011304 L1_2["1011304"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart1011305 L1_2["1011305"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart1011306 L1_2["1011306"] = L2_2 end L1_1.OnSubStartHandlerBuild = L11_1 function L11_1(A0_2) local L1_2, L2_2 L1_2 = {} A0_2.subFinishHandlers = L1_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish1011301 L1_2["1011301"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish1011302 L1_2["1011302"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish1011303 L1_2["1011303"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish1011304 L1_2["1011304"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish1011305 L1_2["1011305"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish1011306 L1_2["1011306"] = L2_2 end L1_1.OnSubFinishHandlerBuild = L11_1 function L11_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L1_2 = print L2_2 = "StanlyBubble" L1_2(L2_2) L1_2 = math L1_2 = L1_2.random L2_2 = 1 L3_2 = 2 L1_2 = L1_2(L2_2, L3_2) if L1_2 == 1 then L3_2 = A0_2 L2_2 = A0_2.CreateSpeechBubbleTask L4_2 = 141101 L5_2 = 101130101 L6_2 = 3 L7_2 = false L2_2(L3_2, L4_2, L5_2, L6_2, L7_2) else L3_2 = A0_2 L2_2 = A0_2.CreateSpeechBubbleTask L4_2 = 141101 L5_2 = 101130102 L6_2 = 3 L7_2 = false L2_2(L3_2, L4_2, L5_2, L6_2, L7_2) end L3_2 = A0_2 L2_2 = A0_2.GetSubQuestState L4_2 = 1011304 L2_2 = L2_2(L3_2, L4_2) L3_2 = print L4_2 = "quest state is:" L5_2 = L2_2 L4_2 = L4_2 .. L5_2 L3_2(L4_2) if L2_2 == 2 then else L4_2 = A0_2 L3_2 = A0_2.StanlyBubbleGap L3_2(L4_2) end end L1_1.StanlyBubble = L11_1 function L11_1(A0_2) local L1_2, L2_2, L3_2, L4_2 L1_2 = print L2_2 = "StanlyBubbleGap" L1_2(L2_2) L2_2 = A0_2 L1_2 = A0_2.CallDelay L3_2 = 5 L4_2 = A0_2.StanlyBubble L1_2(L2_2, L3_2, L4_2) end L1_1.StanlyBubbleGap = L11_1 function L11_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2 L3_2 = A0_2 L2_2 = A0_2.NotifyTo L4_2 = "Npc1411" L5_2 = L2_1.NpcEventType L5_2 = L5_2.HIDESELF L6_2 = true L2_2(L3_2, L4_2, L5_2, L6_2) L2_2 = actorMgr L3_2 = L2_2 L2_2 = L2_2.GetActor L4_2 = "Q10113Trigger2" L2_2 = L2_2(L3_2, L4_2) if L2_2 ~= nil then L4_2 = L2_2 L3_2 = L2_2.Destroy L5_2 = false L3_2(L4_2, L5_2) end end L1_1.OnSubStart1011300 = L11_1 function L11_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2 L3_2 = A0_2 L2_2 = A0_2.NotifyTo L4_2 = "Npc1411" L5_2 = L2_1.NpcEventType L5_2 = L5_2.HIDESELF L6_2 = true L2_2(L3_2, L4_2, L5_2, L6_2) L2_2 = actorMgr L3_2 = L2_2 L2_2 = L2_2.CreateActorWithPos L4_2 = "Q10113Trigger2" L5_2 = "Actor/Gadget/Q10113Trigger2" L6_2 = 70900002 L7_2 = 0 L8_2 = sceneData L9_2 = L8_2 L8_2 = L8_2.GetDummyPoint L10_2 = 1009 L11_2 = "Q466Diluc2" L8_2 = L8_2(L9_2, L10_2, L11_2) L8_2 = L8_2.pos L9_2 = sceneData L10_2 = L9_2 L9_2 = L9_2.GetDummyPoint L11_2 = 1009 L12_2 = "Q466Diluc2" L9_2 = L9_2(L10_2, L11_2, L12_2) L9_2 = L9_2.rot L10_2 = true L11_2 = false L12_2 = 1009 L13_2 = true L14_2 = 1 L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2) end L1_1.OnSubStart1011301 = L11_1 function L11_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2 L2_2 = print L3_2 = "1011302 start:Creat Trigger" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.StanlyBubble L2_2(L3_2) L2_2 = actorMgr L3_2 = L2_2 L2_2 = L2_2.CreateActorWithPos L4_2 = L8_1.alias L5_2 = L8_1.script L6_2 = L8_1.id L7_2 = 0 L8_2 = L8_1.pos L9_2 = L8_1.dir L10_2 = true L11_2 = false L12_2 = 1009 L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2) L2_2 = L2_1.GetMengdeNpcListPublic L2_2 = L2_2() L3_2 = 1 L4_2 = #L2_2 L5_2 = 1 for L6_2 = L3_2, L4_2, L5_2 do L8_2 = A0_2 L7_2 = A0_2.NotifyTo L9_2 = L2_2[L6_2] L10_2 = L2_1.NpcEventType L10_2 = L10_2.HIDESELF L11_2 = true L7_2(L8_2, L9_2, L10_2, L11_2) end L4_2 = A0_2 L3_2 = A0_2.NotifyTo L5_2 = "Npc1248" L6_2 = L2_1.NpcEventType L6_2 = L6_2.HIDESELF L7_2 = true L3_2(L4_2, L5_2, L6_2, L7_2) L4_2 = A0_2 L3_2 = A0_2.CreateQuestNpc L5_2 = A1_2 L6_2 = L5_1.ID L7_2 = 2 L3_2(L4_2, L5_2, L6_2, L7_2) L4_2 = A0_2 L3_2 = A0_2.CreateQuestNpc L5_2 = A1_2 L6_2 = L7_1.ID L7_2 = 3 L3_2(L4_2, L5_2, L6_2, L7_2) L4_2 = A0_2 L3_2 = A0_2.GetQuestNpcActor L5_2 = L5_1.alias L3_2 = L3_2(L4_2, L5_2) if L3_2 ~= nil then L5_2 = L3_2 L4_2 = L3_2.SitOnChair L6_2 = 8065 L4_2(L5_2, L6_2) end L5_2 = A0_2 L4_2 = A0_2.GetQuestNpcActor L6_2 = L7_1.alias L4_2 = L4_2(L5_2, L6_2) if L4_2 ~= nil then L6_2 = L4_2 L5_2 = L4_2.DoFreeStyle L7_2 = 1230 L5_2(L6_2, L7_2) end end L1_1.OnSubStart1011302 = L11_1 function L11_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2 L3_2 = A0_2 L2_2 = A0_2.CreateQuestNpcCreateTask L4_2 = {} L5_2 = L6_1.alias L4_2[1] = L5_2 L2_2 = L2_2(L3_2, L4_2) L4_2 = A0_2 L3_2 = A0_2.TransmitPlayerById L5_2 = A1_2 L6_2 = 1 L7_2 = nil function L8_2(A0_3) local L1_3, L2_3, L3_3, L4_3 L2_3 = A0_3 L1_3 = A0_3.RequestInteraction L3_3 = L5_1.alias L1_3(L2_3, L3_3) L2_3 = A0_3 L1_3 = A0_3.CreateQuestNpc L3_3 = A1_2 L4_3 = L6_1.id L1_3(L2_3, L3_3, L4_3) end L9_2 = L2_2 L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2) end L1_1.OnSubFinish1011302 = L11_1 function L11_1(A0_2, A1_2) end L1_1.OnSubStart1011303 = L11_1 function L11_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2 L3_2 = A0_2 L2_2 = A0_2.GetQuestNpcActor L4_2 = L6_1.alias L2_2 = L2_2(L3_2, L4_2) if L2_2 ~= nil then L4_2 = L2_2 L3_2 = L2_2.Destroy L5_2 = false L3_2(L4_2, L5_2) end L4_2 = A0_2 L3_2 = A0_2.GetQuestNpcActor L5_2 = L10_1.alias L3_2 = L3_2(L4_2, L5_2) if L3_2 ~= nil then L5_2 = L3_2 L4_2 = L3_2.DestroyWithDisappear L6_2 = false L4_2(L5_2, L6_2) end end L1_1.OnSubFinish1011303 = L11_1 function L11_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2 L2_2 = print L3_2 = "1011302 start:Creat NPC & Sit" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.UnCallFunc L4_2 = A0_2.StanlyBubble L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.ClearSpeechBubbleTask L2_2(L3_2) L2_2 = L2_1.GetMengdeNpcListPublic L2_2 = L2_2() L3_2 = 1 L4_2 = #L2_2 L5_2 = 1 for L6_2 = L3_2, L4_2, L5_2 do L8_2 = A0_2 L7_2 = A0_2.NotifyTo L9_2 = L2_2[L6_2] L10_2 = L2_1.NpcEventType L10_2 = L10_2.HIDESELF L11_2 = true L7_2(L8_2, L9_2, L10_2, L11_2) end L4_2 = A0_2 L3_2 = A0_2.NotifyTo L5_2 = "Npc1248" L6_2 = L2_1.NpcEventType L6_2 = L6_2.HIDESELF L7_2 = true L3_2(L4_2, L5_2, L6_2, L7_2) L4_2 = A0_2 L3_2 = A0_2.GetQuestVar L5_2 = 1011304 L6_2 = 0 L3_2 = L3_2(L4_2, L5_2, L6_2) if L3_2 == 2 then L5_2 = A0_2 L4_2 = A0_2.GetQuestNpcActor L6_2 = L5_1.alias L4_2 = L4_2(L5_2, L6_2) if L4_2 ~= nil then L6_2 = L4_2 L5_2 = L4_2.SitOnChair L7_2 = 8060 L5_2(L6_2, L7_2) end L6_2 = A0_2 L5_2 = A0_2.GetQuestNpcActor L7_2 = L7_1.alias L5_2 = L5_2(L6_2, L7_2) if L5_2 ~= nil then L7_2 = L5_2 L6_2 = L5_2.DoFreeStyle L8_2 = 1230 L6_2(L7_2, L8_2) end end end L1_1.OnSubStart1011304 = L11_1 function L11_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2 L3_2 = A0_2 L2_2 = A0_2.GetQuestNpcActor L4_2 = L6_1.alias L2_2 = L2_2(L3_2, L4_2) if L2_2 ~= nil then L4_2 = L2_2 L3_2 = L2_2.Destroy L5_2 = false L3_2(L4_2, L5_2) end L4_2 = A0_2 L3_2 = A0_2.GetQuestNpcActor L5_2 = L5_1.alias L3_2 = L3_2(L4_2, L5_2) if L3_2 ~= nil then L5_2 = L3_2 L4_2 = L3_2.Destroy L6_2 = false L4_2(L5_2, L6_2) end L5_2 = A0_2 L4_2 = A0_2.GetQuestNpcActor L6_2 = L9_1.alias L4_2 = L4_2(L5_2, L6_2) if L4_2 ~= nil then L6_2 = L4_2 L5_2 = L4_2.Destroy L7_2 = false L5_2(L6_2, L7_2) end L6_2 = A0_2 L5_2 = A0_2.GetQuestNpcActor L7_2 = L10_1.alias L5_2 = L5_2(L6_2, L7_2) if L5_2 ~= nil then L7_2 = L5_2 L6_2 = L5_2.DestroyWithDisappear L8_2 = false L6_2(L7_2, L8_2) end end L1_1.OnSubFinish1011304 = L11_1 function L11_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2 L3_2 = A0_2 L2_2 = A0_2.CreateQuestNpc L4_2 = A1_2 L5_2 = L6_1.ID L6_2 = 1 L2_2(L3_2, L4_2, L5_2, L6_2) L3_2 = A0_2 L2_2 = A0_2.GetQuestNpcActor L4_2 = L6_1.alias L2_2 = L2_2(L3_2, L4_2) if L2_2 ~= nil then L4_2 = L2_2 L3_2 = L2_2.SitOnChair L5_2 = 8010 L3_2(L4_2, L5_2) end end L1_1.OnSubStart1011305 = L11_1 function L11_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2 L2_2 = L2_1.GetMengdeNpcListPublic L2_2 = L2_2() L3_2 = 1 L4_2 = #L2_2 L5_2 = 1 for L6_2 = L3_2, L4_2, L5_2 do L8_2 = A0_2 L7_2 = A0_2.NotifyTo L9_2 = L2_2[L6_2] L10_2 = L2_1.NpcEventType L10_2 = L10_2.STARTDAILY L11_2 = true L7_2(L8_2, L9_2, L10_2, L11_2) end L4_2 = A0_2 L3_2 = A0_2.NotifyTo L5_2 = "Npc1248" L6_2 = L2_1.NpcEventType L6_2 = L6_2.STARTDAILY L7_2 = true L3_2(L4_2, L5_2, L6_2, L7_2) L4_2 = A0_2 L3_2 = A0_2.NotifyTo L5_2 = "Npc1411" L6_2 = L2_1.NpcEventType L6_2 = L6_2.STARTDAILY L7_2 = true L3_2(L4_2, L5_2, L6_2, L7_2) L4_2 = A0_2 L3_2 = A0_2.ActionSafeCall function L5_2() local L0_3, L1_3, L2_3, L3_3 L0_3 = A0_2 L1_3 = L0_3 L0_3 = L0_3.GetQuestNpcActor L2_3 = L10_1.alias L0_3 = L0_3(L1_3, L2_3) if L0_3 ~= nil then L2_3 = L0_3 L1_3 = L0_3.DestroyWithDisappear L3_3 = false L1_3(L2_3, L3_3) end end L3_2(L4_2, L5_2) end L1_1.OnSubFinish1011305 = L11_1 function L11_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L3_2 = A0_2 L2_2 = A0_2.ActionSafeCall function L4_2() local L0_3, L1_3, L2_3, L3_3, L4_3, L5_3, L6_3 L0_3 = A0_2 L1_3 = L0_3 L0_3 = L0_3.PlayCutsceneIndex L2_3 = 101130601 function L3_3() local L0_4, L1_4, L2_4, L3_4, L4_4 L0_4 = actorMgr L1_4 = L0_4 L0_4 = L0_4.GetActor L2_4 = L3_1.ActorAlias L0_4 = L0_4(L1_4, L2_4) if L0_4 ~= nil then L2_4 = L0_4 L1_4 = L0_4.FinishQuestID L3_4 = false L4_4 = 1011306 L1_4(L2_4, L3_4, L4_4) end end L4_3 = nil L5_3 = nil L6_3 = true L0_3(L1_3, L2_3, L3_3, L4_3, L5_3, L6_3) end L2_2(L3_2, L4_2) end L1_1.OnSubStart1011306 = L11_1 function L11_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 if A1_2 == 3 then L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 1 function L5_2() local L0_3, L1_3, L2_3 L0_3 = A0_2 L1_3 = L0_3 L0_3 = L0_3.GetQuestNpcActor L2_3 = L5_1.alias L0_3 = L0_3(L1_3, L2_3) if L0_3 ~= nil then L2_3 = L0_3 L1_3 = L0_3.StandFromChair L1_3(L2_3) end end L2_2(L3_2, L4_2, L5_2) end end L1_1.InvokeOnInteraction = L11_1 function L11_1(A0_2) local L1_2 end L1_1.Start = L11_1 function L11_1(A0_2) local L1_2 end L1_1.OnDestroy = L11_1 return L1_1