local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1, L7_1, L8_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 = "Quest10201" L3_1 = L0_1 L1_1 = L1_1(L2_1, L3_1) L1_1.defaultAlias = "Quest10201" L2_1 = nil L3_1 = nil L4_1 = nil L5_1 = nil L6_1 = nil L7_1 = nil function L8_1(A0_2) local L1_2 L1_2 = A0_2.clientData L2_1 = L1_2 L1_2 = L2_1.SubIDs L3_1 = L1_2 L1_2 = L2_1.NPCData L4_1 = L1_2 L1_2 = L2_1.KleeData L5_1 = L1_2 L1_2 = L2_1.AbyssData L6_1 = L1_2 L1_2 = L2_1.PaimonData L7_1 = L1_2 end L1_1.OnDataLoaded = L8_1 function L8_1(A0_2) local L1_2, L2_2 L1_2 = {} A0_2.subStartHandlers = L1_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart1020101 L1_2["1020101"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart1020102 L1_2["1020102"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart1020103 L1_2["1020103"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart1020104 L1_2["1020104"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart1020105 L1_2["1020105"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart1020106 L1_2["1020106"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart1020107 L1_2["1020107"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart1020108 L1_2["1020108"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart1020109 L1_2["1020109"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart1020110 L1_2["1020110"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart1020111 L1_2["1020111"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart1020112 L1_2["1020112"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart1020113 L1_2["1020113"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart1020114 L1_2["1020114"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart1020115 L1_2["1020115"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart1020116 L1_2["1020116"] = L2_2 end L1_1.OnSubStartHandlerBuild = L8_1 function L8_1(A0_2) local L1_2, L2_2 L1_2 = {} A0_2.subFinishHandlers = L1_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish1020101 L1_2["1020101"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish1020102 L1_2["1020102"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish1020103 L1_2["1020103"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish1020104 L1_2["1020104"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish1020105 L1_2["1020105"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish1020106 L1_2["1020106"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish1020107 L1_2["1020107"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish1020108 L1_2["1020108"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish1020109 L1_2["1020109"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish1020110 L1_2["1020110"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish1020111 L1_2["1020111"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish1020112 L1_2["1020112"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish1020113 L1_2["1020113"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish1020114 L1_2["1020114"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish1020115 L1_2["1020115"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish1020116 L1_2["1020116"] = L2_2 end L1_1.OnSubFinishHandlerBuild = L8_1 function L8_1(A0_2) local L1_2, L2_2 L1_2 = {} A0_2.subFailedHandlers = L1_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed1020101 L1_2["1020101"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed1020102 L1_2["1020102"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed1020103 L1_2["1020103"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed1020104 L1_2["1020104"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed1020105 L1_2["1020105"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed1020106 L1_2["1020106"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed1020107 L1_2["1020107"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed1020108 L1_2["1020108"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed1020109 L1_2["1020109"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed1020110 L1_2["1020110"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed1020111 L1_2["1020111"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed1020112 L1_2["1020112"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed1020113 L1_2["1020113"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed1020114 L1_2["1020114"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed1020115 L1_2["1020115"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed1020116 L1_2["1020116"] = L2_2 end L1_1.OnSubFailedHandlerBuild = L8_1 function L8_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 = "10201 Invoke : " L2_2(L3_2) L2_2 = require L3_2 = "Quest/Client/Q10201ClientConfig" L2_2 = L2_2(L3_2) L3_2 = actorMgr L4_2 = L3_2 L3_2 = L3_2.GetActor L5_2 = L2_2.ActorAlias L3_2 = L3_2(L4_2, L5_2) if A1_2 == 1 then L5_2 = L3_2 L4_2 = L3_2.GetQuestNpcActor L6_2 = "Paimon" L4_2 = L4_2(L5_2, L6_2) if L4_2 ~= nil then L6_2 = L4_2 L5_2 = L4_2.DestroyWithDisappear L7_2 = false L5_2(L6_2, L7_2) end end if A1_2 == 2 then L4_2 = print L5_2 = "Invoke 2" L4_2(L5_2) L4_2 = globalActor L5_2 = L4_2 L4_2 = L4_2.UnSpawn L6_2 = "Q10201Bomb" L4_2(L5_2, L6_2) L5_2 = A0_2 L4_2 = A0_2.SpawnGadgetById L6_2 = 1020111 L7_2 = 70300117 L8_2 = 1 L4_2(L5_2, L6_2, L7_2, L8_2) end if A1_2 == 3 then L4_2 = print L5_2 = "Invoke 3" L4_2(L5_2) L4_2 = globalActor L5_2 = L4_2 L4_2 = L4_2.UnSpawn L6_2 = "Q10201Bomb" L4_2(L5_2, L6_2) L5_2 = L3_2 L4_2 = L3_2.GetQuestNpcActor L6_2 = L4_1.Npc L4_2 = L4_2(L5_2, L6_2) L6_2 = L4_2 L5_2 = L4_2.PlayEffect L7_2 = "Eff_SceneObj_BombBarrel_01_Explode" L8_2 = sceneData L9_2 = L8_2 L8_2 = L8_2.GetDummyPoint L10_2 = 20031 L11_2 = "Q1020102AbyssSpawn5" L8_2 = L8_2(L9_2, L10_2, L11_2) L8_2 = L8_2.pos L5_2(L6_2, L7_2, L8_2) end if A1_2 == 4 then L4_2 = print L5_2 = "Invoke 4" L4_2(L5_2) L5_2 = A0_2 L4_2 = A0_2.TriggerNpcSpeechBubble L6_2 = 10093 L7_2 = 102010401 L4_2(L5_2, L6_2, L7_2) L5_2 = A0_2 L4_2 = A0_2.CallDelay L6_2 = 2.0 function L7_2() local L0_3, L1_3, L2_3 L0_3 = A0_2 L1_3 = L0_3 L0_3 = L0_3.ClearNpcSpeechBubble L2_3 = 10093 L0_3(L1_3, L2_3) end L4_2(L5_2, L6_2, L7_2) end if A1_2 == 5 then L4_2 = print L5_2 = "Invoke 5" L4_2(L5_2) L4_2 = globalActor L5_2 = L4_2 L4_2 = L4_2.UnSpawn L6_2 = "Q10201Bomb" L4_2(L5_2, L6_2) L5_2 = A0_2 L4_2 = A0_2.SpawnGadgetById L6_2 = 1020112 L7_2 = 70300117 L8_2 = 1 L4_2(L5_2, L6_2, L7_2, L8_2) end if A1_2 == 6 then L4_2 = print L5_2 = "Invoke 6" L4_2(L5_2) L4_2 = globalActor L5_2 = L4_2 L4_2 = L4_2.UnSpawn L6_2 = "Q10201Bomb" L4_2(L5_2, L6_2) end end L1_1.InvokeOnInteraction = L8_1 function L8_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 = "1020101 start" L2_2(L3_2) L2_2 = actorMgr L3_2 = L2_2 L2_2 = L2_2.CreateActorWithPos L4_2 = "Q10201trigger03" L5_2 = "Actor/Gadget/Q10201Trigger03" L6_2 = 70900002 L7_2 = 0 L8_2 = sceneData L9_2 = L8_2 L8_2 = L8_2.GetDummyPoint L10_2 = 3 L11_2 = "Q1020101Treasure" 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 = 3 L12_2 = "Q1020101Treasure" L9_2 = L9_2(L10_2, L11_2, L12_2) L9_2 = L9_2.rot L10_2 = true L11_2 = false L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2) end L1_1.OnSubStart1020101 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "1020101 finish" L2_2(L3_2) end L1_1.OnSubFinish1020101 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 2 function L5_2() local L0_3, L1_3, L2_3, L3_3, L4_3, L5_3, L6_3, L7_3 L0_3 = A0_2 L1_3 = L0_3 L0_3 = L0_3.CreateQuestNpcCreateTask L2_3 = {} L3_3 = L5_1.Klee L2_3[1] = L3_3 L0_3 = L0_3(L1_3, L2_3) L1_3 = A0_2 L2_3 = L1_3 L1_3 = L1_3.TransmitPlayerById L3_3 = A1_2 L4_3 = 1 L5_3 = nil function L6_3(A0_4) local L1_4, L2_4, L3_4, L4_4, L5_4 L2_4 = A0_4 L1_4 = A0_4.CreateQuestNpc L3_4 = A1_2 L4_4 = L5_1.KleeID L5_4 = 1 L1_4(L2_4, L3_4, L4_4, L5_4) end L7_3 = L0_3 L1_3(L2_3, L3_3, L4_3, L5_3, L6_3, L7_3) end L2_2(L3_2, L4_2, L5_2) end L1_1.OnSubStart1020112 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L2_2 = print L3_2 = "1020101 finish" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.GetQuestNpcActor L4_2 = L5_1.Klee 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 = L4_1.Npc 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 = "Paimon" L4_2 = L4_2(L5_2, L6_2) if L4_2 ~= nil then L6_2 = L4_2 L5_2 = L4_2.DestroyWithDisappear L7_2 = false L5_2(L6_2, L7_2) end L6_2 = A0_2 L5_2 = A0_2.ActionSafeCall function L7_2(A0_3) local L1_3, L2_3, L3_3, L4_3, L5_3 L2_3 = A0_3 L1_3 = A0_3.NarratorOnlyTaskLegacy L3_3 = L2_1.NarratorData L3_3 = L3_3.Story1 L4_3 = nil L5_3 = "Story" L1_3(L2_3, L3_3, L4_3, L5_3) end L5_2(L6_2, L7_2) end L1_1.OnSubFinish1020112 = L8_1 function L8_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 L2_2 = print L3_2 = "1020103 start" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CreateQuestNpc L4_2 = A1_2 L5_2 = L4_1.NpcID L6_2 = 1 L2_2(L3_2, L4_2, L5_2, L6_2) L3_2 = A0_2 L2_2 = A0_2.GetQuestNpcActor L4_2 = L4_1.Npc L2_2 = L2_2(L3_2, L4_2) L4_2 = L2_2 L3_2 = L2_2.PlayEffect L5_2 = "Eff_Monster_Abyss_Water_Blink_BS" L6_2 = L4_1.NPCPos1 L3_2(L4_2, L5_2, L6_2) L4_2 = L2_2 L3_2 = L2_2.DoFreeStateTrigger L3_2(L4_2) L3_2 = print L4_2 = "state machine reset" L3_2(L4_2) L4_2 = L2_2 L3_2 = L2_2.BeFollowTaskByRoutePoints L5_2 = A0_2.clientData L5_2 = L5_2.RouteData1 L5_2 = L5_2.routeConfig L6_2 = A0_2.clientData L6_2 = L6_2.RouteData1 L6_2 = L6_2.beFollowLen L7_2 = A0_2.clientData L7_2 = L7_2.RouteData1 L7_2 = L7_2.beFollowFailed function L8_2(A0_3, A1_3) local L2_3, L3_3, L4_3, L5_3, L6_3, L7_3, L8_3, L9_3, L10_3, L11_3, L12_3, L13_3, L14_3 L2_3 = actorMgr L3_3 = L2_3 L2_3 = L2_3.GetActor L4_3 = L2_1.ActorAlias L2_3 = L2_3(L3_3, L4_3) L4_3 = L2_3 L3_3 = L2_3.GetQuestNpcActor L5_3 = L4_1.Npc L3_3 = L3_3(L4_3, L5_3) L4_3 = A0_3.BeFollowState L5_3 = BeFollowState L5_3 = L5_3.SUCCESS if L4_3 == L5_3 then L5_3 = L3_3 L4_3 = L3_3.Standby L4_3(L5_3) L5_3 = L3_3 L4_3 = L3_3.PlayEmojiBubble L6_3 = "EmojiBubble_Emoji_Worry" L4_3(L5_3, L6_3) L4_3 = print L5_3 = "abyss dizzy1" L4_3(L5_3) L4_3 = actorMgr L5_3 = L4_3 L4_3 = L4_3.CreateActorWithPos L6_3 = "Q10201trigger01" L7_3 = "Actor/Gadget/Q10201Trigger01" L8_3 = 70900002 L9_3 = 0 L10_3 = sceneData L11_3 = L10_3 L10_3 = L10_3.GetDummyPoint L12_3 = 3 L13_3 = "Q1020102AbyssSpawn2" L10_3 = L10_3(L11_3, L12_3, L13_3) L10_3 = L10_3.pos L11_3 = sceneData L12_3 = L11_3 L11_3 = L11_3.GetDummyPoint L13_3 = 3 L14_3 = "Q1020102AbyssSpawn2" L11_3 = L11_3(L12_3, L13_3, L14_3) L11_3 = L11_3.rot L12_3 = true L13_3 = false L4_3(L5_3, L6_3, L7_3, L8_3, L9_3, L10_3, L11_3, L12_3, L13_3) end end L9_2 = nil L10_2 = nil function L11_2(A0_3, A1_3) local L2_3, L3_3 L2_3 = print L3_3 = "No Wait" L2_3(L3_3) end L12_2 = nil function L13_2(A0_3, A1_3) local L2_3, L3_3, L4_3, L5_3, L6_3 L2_3 = print L3_3 = "Fail Quest1020103" L2_3(L3_3) L2_3 = actorMgr L3_3 = L2_3 L2_3 = L2_3.GetActor L4_3 = L2_1.ActorAlias L2_3 = L2_3(L3_3, L4_3) L4_3 = L2_3 L3_3 = L2_3.FinishQuestID L5_3 = true L6_3 = 1020103 L3_3(L4_3, L5_3, L6_3) L4_3 = L2_3 L3_3 = L2_3.ClearNarratorTask L3_3(L4_3) L4_3 = L2_3 L3_3 = L2_3.StopNarrator L3_3(L4_3) L4_3 = L2_3 L3_3 = L2_3.CallDelay L5_3 = 2 function L6_3() local L0_4, L1_4, L2_4, L3_4, L4_4, L5_4 L0_4 = L2_3 L1_4 = L0_4 L0_4 = L0_4.TransmitPlayerWithTextByQuestId L2_4 = 1020103 L3_4 = 1 L4_4 = {} L5_4 = "QUEST_Message_Q1020104" L4_4[1] = L5_4 L0_4(L1_4, L2_4, L3_4, L4_4) end L3_3(L4_3, L5_3, L6_3) end L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2) end L1_1.OnSubStart1020103 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L3_2 = A0_2 L2_2 = A0_2.DestroyQuestNpcActor L4_2 = L4_1.Npc L5_2 = 3 L2_2(L3_2, L4_2, L5_2) end L1_1.OnSubFailed1020103 = L8_1 function L8_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 = L4_1.NpcID L6_2 = 1 L2_2(L3_2, L4_2, L5_2, L6_2) end L1_1.OnSubStart1020114 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L3_2 = A0_2 L2_2 = A0_2.GetQuestNpcActor L4_2 = L7_1.Paimon L2_2 = L2_2(L3_2, L4_2) if L2_2 ~= nil then L4_2 = L2_2 L3_2 = L2_2.DestroyWithDisappear L5_2 = false L3_2(L4_2, L5_2) end end L1_1.OnSubFinish1020114 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L3_2 = A0_2 L2_2 = A0_2.DestroyQuestNpcActor L4_2 = L4_1.Npc L5_2 = 3 L2_2(L3_2, L4_2, L5_2) end L1_1.OnSubFailed1020114 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L3_2 = A0_2 L2_2 = A0_2.GetQuestNpcActor L4_2 = L4_1.Npc L2_2 = L2_2(L3_2, L4_2) L4_2 = L2_2 L3_2 = L2_2.Standby L3_2(L4_2) L4_2 = L2_2 L3_2 = L2_2.PlayEmojiBubble L5_2 = "EmojiBubble_Emoji_Worry" L3_2(L4_2, L5_2) end L1_1.OnSubStart1020104 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L2_2 = print L3_2 = "1020104 finish" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.EnterSceneLookCamera L4_2 = sceneData L5_2 = L4_2 L4_2 = L4_2.GetDummyPoint L6_2 = 3 L7_2 = "Q10201CamTarget1" L4_2 = L4_2(L5_2, L6_2, L7_2) L4_2 = L4_2.pos L5_2 = 0 L6_2 = 1 L7_2 = true L2_2(L3_2, L4_2, L5_2, L6_2, L7_2) L2_2 = globalActor L3_2 = L2_2 L2_2 = L2_2.EnablePlayerInput L4_2 = false L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 1 function L5_2() local L0_3, L1_3, L2_3 L0_3 = globalActor L1_3 = L0_3 L0_3 = L0_3.EnablePlayerInput L2_3 = true L0_3(L1_3, L2_3) end L2_2(L3_2, L4_2, L5_2) end L1_1.OnSubFinish1020104 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L3_2 = A0_2 L2_2 = A0_2.DestroyQuestNpcActor L4_2 = L4_1.Npc L5_2 = 3 L2_2(L3_2, L4_2, L5_2) end L1_1.OnSubFailed1020104 = L8_1 function L8_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 L2_2 = print L3_2 = "1020105 start" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.ActionSafeCall function L4_2(A0_3) local L1_3, L2_3, L3_3, L4_3, L5_3 L2_3 = A0_3 L1_3 = A0_3.NarratorOnlyTaskLegacy L3_3 = L2_1.NarratorData L3_3 = L3_3.Story3 L4_3 = nil L5_3 = "Story" L1_3(L2_3, L3_3, L4_3, L5_3) end L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.GetQuestNpcActor L4_2 = L4_1.Npc L2_2 = L2_2(L3_2, L4_2) L4_2 = L2_2 L3_2 = L2_2.DoFreeStateTrigger L3_2(L4_2) L3_2 = print L4_2 = "state machine reset" L3_2(L4_2) L4_2 = L2_2 L3_2 = L2_2.BeFollowTaskByRoutePoints L5_2 = A0_2.clientData L5_2 = L5_2.RouteData2 L5_2 = L5_2.routeConfig L6_2 = A0_2.clientData L6_2 = L6_2.RouteData2 L6_2 = L6_2.beFollowLen L7_2 = A0_2.clientData L7_2 = L7_2.RouteData2 L7_2 = L7_2.beFollowFailed function L8_2(A0_3, A1_3) local L2_3, L3_3, L4_3, L5_3, L6_3, L7_3, L8_3, L9_3, L10_3, L11_3, L12_3, L13_3, L14_3 L2_3 = actorMgr L3_3 = L2_3 L2_3 = L2_3.GetActor L4_3 = L2_1.ActorAlias L2_3 = L2_3(L3_3, L4_3) L4_3 = L2_3 L3_3 = L2_3.GetQuestNpcActor L5_3 = L4_1.Npc L3_3 = L3_3(L4_3, L5_3) L4_3 = A0_3.BeFollowState L5_3 = BeFollowState L5_3 = L5_3.SUCCESS if L4_3 == L5_3 then L5_3 = L3_3 L4_3 = L3_3.Standby L4_3(L5_3) L5_3 = L3_3 L4_3 = L3_3.PlayEmojiBubble L6_3 = "EmojiBubble_Emoji_Worry" L4_3(L5_3, L6_3) L4_3 = actorMgr L5_3 = L4_3 L4_3 = L4_3.CreateActorWithPos L6_3 = "Q10201trigger02" L7_3 = "Actor/Gadget/Q10201Trigger02" L8_3 = 70900002 L9_3 = 0 L10_3 = sceneData L11_3 = L10_3 L10_3 = L10_3.GetDummyPoint L12_3 = 3 L13_3 = "Q1020102AbyssSpawn3" L10_3 = L10_3(L11_3, L12_3, L13_3) L10_3 = L10_3.pos L11_3 = sceneData L12_3 = L11_3 L11_3 = L11_3.GetDummyPoint L13_3 = 3 L14_3 = "Q1020102AbyssSpawn3" L11_3 = L11_3(L12_3, L13_3, L14_3) L11_3 = L11_3.rot L12_3 = true L13_3 = false L4_3(L5_3, L6_3, L7_3, L8_3, L9_3, L10_3, L11_3, L12_3, L13_3) end end L9_2 = nil L10_2 = nil function L11_2(A0_3, A1_3) local L2_3, L3_3 L2_3 = print L3_3 = "No Wait" L2_3(L3_3) end L12_2 = nil function L13_2(A0_3, A1_3) local L2_3, L3_3, L4_3, L5_3, L6_3 L2_3 = print L3_3 = "Fail Quest1020105" L2_3(L3_3) L2_3 = actorMgr L3_3 = L2_3 L2_3 = L2_3.GetActor L4_3 = L2_1.ActorAlias L2_3 = L2_3(L3_3, L4_3) L4_3 = L2_3 L3_3 = L2_3.FinishQuestID L5_3 = true L6_3 = 1020105 L3_3(L4_3, L5_3, L6_3) L4_3 = L2_3 L3_3 = L2_3.ClearNarratorTask L3_3(L4_3) L4_3 = L2_3 L3_3 = L2_3.StopNarrator L3_3(L4_3) L4_3 = L2_3 L3_3 = L2_3.CallDelay L5_3 = 2 function L6_3() local L0_4, L1_4, L2_4, L3_4, L4_4, L5_4 L0_4 = L2_3 L1_4 = L0_4 L0_4 = L0_4.TransmitPlayerWithTextByQuestId L2_4 = 1020105 L3_4 = 1 L4_4 = {} L5_4 = "QUEST_Message_Q1020104" L4_4[1] = L5_4 L0_4(L1_4, L2_4, L3_4, L4_4) end L3_3(L4_3, L5_3, L6_3) end L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2) end L1_1.OnSubStart1020105 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L3_2 = A0_2 L2_2 = A0_2.DestroyQuestNpcActor L4_2 = L4_1.Npc L5_2 = 3 L2_2(L3_2, L4_2, L5_2) end L1_1.OnSubFailed1020105 = L8_1 function L8_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 = L4_1.NpcID L6_2 = 1 L2_2(L3_2, L4_2, L5_2, L6_2) end L1_1.OnSubStart1020115 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L3_2 = A0_2 L2_2 = A0_2.GetQuestNpcActor L4_2 = L7_1.Paimon L2_2 = L2_2(L3_2, L4_2) if L2_2 ~= nil then L4_2 = L2_2 L3_2 = L2_2.DestroyWithDisappear L5_2 = false L3_2(L4_2, L5_2) end end L1_1.OnSubFinish1020115 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L3_2 = A0_2 L2_2 = A0_2.DestroyQuestNpcActor L4_2 = L4_1.Npc L5_2 = 3 L2_2(L3_2, L4_2, L5_2) end L1_1.OnSubFailed1020115 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L3_2 = A0_2 L2_2 = A0_2.GetQuestNpcActor L4_2 = L4_1.Npc L2_2 = L2_2(L3_2, L4_2) L4_2 = L2_2 L3_2 = L2_2.Standby L3_2(L4_2) L4_2 = L2_2 L3_2 = L2_2.PlayEmojiBubble L5_2 = "EmojiBubble_Emoji_Worry" L3_2(L4_2, L5_2) end L1_1.OnSubStart1020106 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L2_2 = print L3_2 = "1020106 finish" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.EnterSceneLookCamera L4_2 = sceneData L5_2 = L4_2 L4_2 = L4_2.GetDummyPoint L6_2 = 3 L7_2 = "Q10201CamTarget2" L4_2 = L4_2(L5_2, L6_2, L7_2) L4_2 = L4_2.pos L5_2 = 0 L6_2 = 1 L7_2 = true L2_2(L3_2, L4_2, L5_2, L6_2, L7_2) L2_2 = globalActor L3_2 = L2_2 L2_2 = L2_2.EnablePlayerInput L4_2 = false L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 1 function L5_2() local L0_3, L1_3, L2_3 L0_3 = globalActor L1_3 = L0_3 L0_3 = L0_3.EnablePlayerInput L2_3 = true L0_3(L1_3, L2_3) end L2_2(L3_2, L4_2, L5_2) end L1_1.OnSubFinish1020106 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L3_2 = A0_2 L2_2 = A0_2.DestroyQuestNpcActor L4_2 = L4_1.Npc L5_2 = 3 L2_2(L3_2, L4_2, L5_2) end L1_1.OnSubFailed1020106 = L8_1 function L8_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 L2_2 = print L3_2 = "1020107 start" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.ActionSafeCall function L4_2(A0_3) local L1_3, L2_3, L3_3, L4_3, L5_3 L2_3 = A0_3 L1_3 = A0_3.NarratorOnlyTaskLegacy L3_3 = L2_1.NarratorData L3_3 = L3_3.Story4 L4_3 = nil L5_3 = "Story" L1_3(L2_3, L3_3, L4_3, L5_3) end L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.GetQuestNpcActor L4_2 = L4_1.Npc L2_2 = L2_2(L3_2, L4_2) L4_2 = L2_2 L3_2 = L2_2.DoFreeStateTrigger L3_2(L4_2) L3_2 = print L4_2 = "state machine reset" L3_2(L4_2) L4_2 = L2_2 L3_2 = L2_2.BeFollowTaskByRoutePoints L5_2 = A0_2.clientData L5_2 = L5_2.RouteData3 L5_2 = L5_2.routeConfig L6_2 = A0_2.clientData L6_2 = L6_2.RouteData3 L6_2 = L6_2.beFollowLen L7_2 = A0_2.clientData L7_2 = L7_2.RouteData3 L7_2 = L7_2.beFollowFailed function L8_2(A0_3, A1_3) local L2_3, L3_3, L4_3, L5_3, L6_3, L7_3, L8_3, L9_3, L10_3, L11_3, L12_3, L13_3, L14_3, L15_3 L2_3 = actorMgr L3_3 = L2_3 L2_3 = L2_3.GetActor L4_3 = L2_1.ActorAlias L2_3 = L2_3(L3_3, L4_3) L4_3 = L2_3 L3_3 = L2_3.GetQuestNpcActor L5_3 = L4_1.Npc L3_3 = L3_3(L4_3, L5_3) L4_3 = A0_3.BeFollowState L5_3 = BeFollowState L5_3 = L5_3.SUCCESS if L4_3 == L5_3 then L5_3 = L3_3 L4_3 = L3_3.PlayEffect L6_3 = "Eff_Monster_Abyss_Water_Blink_BS" L7_3 = L4_1.NPCPos8 L4_3(L5_3, L6_3, L7_3) if L3_3 ~= nil then L5_3 = L3_3 L4_3 = L3_3.Destroy L6_3 = false L4_3(L5_3, L6_3) end L5_3 = L2_3 L4_3 = L2_3.CreateQuestNpcById L6_3 = 1020107 L7_3 = L4_1.NpcID L8_3 = 1 L4_3(L5_3, L6_3, L7_3, L8_3) L5_3 = L2_3 L4_3 = L2_3.GetQuestNpcActor L6_3 = L4_1.Npc L4_3 = L4_3(L5_3, L6_3) L6_3 = L4_3 L5_3 = L4_3.DoFreeStateTrigger L5_3(L6_3) L6_3 = L4_3 L5_3 = L4_3.BeFollowTaskByRoutePoints L7_3 = L2_3.clientData L7_3 = L7_3.RouteData4 L7_3 = L7_3.routeConfig L8_3 = L2_3.clientData L8_3 = L8_3.RouteData4 L8_3 = L8_3.beFollowLen L9_3 = L2_3.clientData L9_3 = L9_3.RouteData4 L9_3 = L9_3.beFollowFailed function L10_3(A0_4, A1_4) local L2_4, L3_4, L4_4, L5_4, L6_4, L7_4 L2_4 = actorMgr L3_4 = L2_4 L2_4 = L2_4.GetActor L4_4 = L2_1.ActorAlias L2_4 = L2_4(L3_4, L4_4) L4_4 = L2_4 L3_4 = L2_4.GetQuestNpcActor L5_4 = L4_1.Npc L3_4 = L3_4(L4_4, L5_4) L4_4 = A0_4.BeFollowState L5_4 = BeFollowState L5_4 = L5_4.SUCCESS if L4_4 == L5_4 then L5_4 = L3_4 L4_4 = L3_4.PlayEffect L6_4 = "Eff_Monster_Abyss_Water_Blink_BS" L7_4 = L4_1.NPCPos11 L4_4(L5_4, L6_4, L7_4) if L3_4 ~= nil then L5_4 = L3_4 L4_4 = L3_4.Destroy L6_4 = false L4_4(L5_4, L6_4) L5_4 = L2_4 L4_4 = L2_4.FinishQuestID L6_4 = false L7_4 = 1020107 L4_4(L5_4, L6_4, L7_4) L4_4 = print L5_4 = "Finish Quest1020107" L4_4(L5_4) end end end L11_3 = nil L12_3 = nil function L13_3(A0_4, A1_4) local L2_4, L3_4 L2_4 = print L3_4 = "No Wait" L2_4(L3_4) end L14_3 = nil function L15_3(A0_4, A1_4) local L2_4, L3_4, L4_4, L5_4, L6_4 L2_4 = print L3_4 = "Fail Quest1020105" L2_4(L3_4) L2_4 = actorMgr L3_4 = L2_4 L2_4 = L2_4.GetActor L4_4 = L2_1.ActorAlias L2_4 = L2_4(L3_4, L4_4) L4_4 = L2_4 L3_4 = L2_4.FinishQuestID L5_4 = true L6_4 = 1020107 L3_4(L4_4, L5_4, L6_4) L4_4 = L2_4 L3_4 = L2_4.ClearNarratorTask L3_4(L4_4) L4_4 = L2_4 L3_4 = L2_4.StopNarrator L3_4(L4_4) L4_4 = L2_4 L3_4 = L2_4.CallDelay L5_4 = 2 function L6_4() local L0_5, L1_5, L2_5, L3_5, L4_5, L5_5 L0_5 = L2_4 L1_5 = L0_5 L0_5 = L0_5.TransmitPlayerWithTextByQuestId L2_5 = 1020107 L3_5 = 1 L4_5 = {} L5_5 = "QUEST_Message_Q1020104" L4_5[1] = L5_5 L0_5(L1_5, L2_5, L3_5, L4_5) end L3_4(L4_4, L5_4, L6_4) end L5_3(L6_3, L7_3, L8_3, L9_3, L10_3, L11_3, L12_3, L13_3, L14_3, L15_3) end end L9_2 = nil L10_2 = nil function L11_2(A0_3, A1_3) local L2_3, L3_3 L2_3 = print L3_3 = "No Wait" L2_3(L3_3) end L12_2 = nil function L13_2(A0_3, A1_3) local L2_3, L3_3, L4_3, L5_3, L6_3 L2_3 = print L3_3 = "Fail Quest1020107" L2_3(L3_3) L2_3 = actorMgr L3_3 = L2_3 L2_3 = L2_3.GetActor L4_3 = L2_1.ActorAlias L2_3 = L2_3(L3_3, L4_3) L4_3 = L2_3 L3_3 = L2_3.FinishQuestID L5_3 = true L6_3 = 1020107 L3_3(L4_3, L5_3, L6_3) L4_3 = L2_3 L3_3 = L2_3.ClearNarratorTask L3_3(L4_3) L4_3 = L2_3 L3_3 = L2_3.StopNarrator L3_3(L4_3) L4_3 = L2_3 L3_3 = L2_3.CallDelay L5_3 = 2 function L6_3() local L0_4, L1_4, L2_4, L3_4, L4_4, L5_4 L0_4 = L2_3 L1_4 = L0_4 L0_4 = L0_4.TransmitPlayerWithTextByQuestId L2_4 = 1020107 L3_4 = 1 L4_4 = {} L5_4 = "QUEST_Message_Q1020104" L4_4[1] = L5_4 L0_4(L1_4, L2_4, L3_4, L4_4) end L3_3(L4_3, L5_3, L6_3) end L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2) end L1_1.OnSubStart1020107 = L8_1 function L8_1(A0_2, A1_2) end L1_1.OnSubFinish1020107 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L3_2 = A0_2 L2_2 = A0_2.DestroyQuestNpcActor L4_2 = L4_1.Npc L5_2 = 3 L2_2(L3_2, L4_2, L5_2) end L1_1.OnSubFailed1020107 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L2_2 = print L3_2 = "1020116 start" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.EnterSceneLookCamera L4_2 = sceneData L5_2 = L4_2 L4_2 = L4_2.GetDummyPoint L6_2 = 3 L7_2 = "Q10201CamTarget3" L4_2 = L4_2(L5_2, L6_2, L7_2) L4_2 = L4_2.pos L5_2 = 0 L6_2 = 1 L7_2 = true L2_2(L3_2, L4_2, L5_2, L6_2, L7_2) L2_2 = globalActor L3_2 = L2_2 L2_2 = L2_2.EnablePlayerInput L4_2 = false L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 1 function L5_2() local L0_3, L1_3, L2_3 L0_3 = globalActor L1_3 = L0_3 L0_3 = L0_3.EnablePlayerInput L2_3 = true L0_3(L1_3, L2_3) end L2_2(L3_2, L4_2, L5_2) L3_2 = A0_2 L2_2 = A0_2.NarratorOnlyTaskLegacy L4_2 = L2_1.NarratorData L4_2 = L4_2.Story2 L5_2 = nil L6_2 = "Story" L2_2(L3_2, L4_2, L5_2, L6_2) end L1_1.OnSubFinish1020116 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 2 function L5_2() local L0_3, L1_3, L2_3, L3_3, L4_3, L5_3, L6_3, L7_3 L0_3 = A0_2 L1_3 = L0_3 L0_3 = L0_3.CreateQuestNpcCreateTask L2_3 = {} L3_3 = L5_1.Klee L2_3[1] = L3_3 L0_3 = L0_3(L1_3, L2_3) L1_3 = A0_2 L2_3 = L1_3 L1_3 = L1_3.TransmitPlayerById L3_3 = A1_2 L4_3 = 1 L5_3 = nil function L6_3(A0_4) local L1_4, L2_4, L3_4, L4_4, L5_4 L2_4 = A0_4 L1_4 = A0_4.CreateQuestNpc L3_4 = A1_2 L4_4 = L5_1.KleeID L5_4 = 1 L1_4(L2_4, L3_4, L4_4, L5_4) end L7_3 = L0_3 L1_3(L2_3, L3_3, L4_3, L5_3, L6_3, L7_3) end L2_2(L3_2, L4_2, L5_2) end L1_1.OnSubStart1020113 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L3_2 = A0_2 L2_2 = A0_2.DestroyQuestNpcActor L4_2 = L5_1.Klee L5_2 = 3 L2_2(L3_2, L4_2, L5_2) L3_2 = A0_2 L2_2 = A0_2.GetQuestNpcActor L4_2 = "Paimon" L2_2 = L2_2(L3_2, L4_2) if L2_2 ~= nil then L4_2 = L2_2 L3_2 = L2_2.DestroyWithDisappear L5_2 = false L3_2(L4_2, L5_2) end end L1_1.OnSubFinish1020113 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2 L2_2 = print L3_2 = "1020110 start" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CreateQuestNpc L4_2 = A1_2 L5_2 = L6_1.AbyssID L6_2 = 1 L2_2(L3_2, L4_2, L5_2, L6_2) end L1_1.OnSubStart1020110 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = print L3_2 = "1020111 start" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 2 function L5_2() local L0_3, L1_3, L2_3, L3_3, L4_3, L5_3, L6_3, L7_3 L0_3 = A0_2 L1_3 = L0_3 L0_3 = L0_3.CreateQuestNpcCreateTask L2_3 = {} L3_3 = L5_1.Klee L4_3 = L4_1.Npc L5_3 = L6_1.Abyss L2_3[1] = L3_3 L2_3[2] = L4_3 L2_3[3] = L5_3 L0_3 = L0_3(L1_3, L2_3) L1_3 = A0_2 L2_3 = L1_3 L1_3 = L1_3.TransmitPlayerById L3_3 = A1_2 L4_3 = 1 L5_3 = nil function L6_3(A0_4) local L1_4, L2_4, L3_4, L4_4, L5_4 L2_4 = A0_4 L1_4 = A0_4.CreateQuestNpc L3_4 = A1_2 L4_4 = L5_1.KleeID L5_4 = 1 L1_4(L2_4, L3_4, L4_4, L5_4) L2_4 = A0_4 L1_4 = A0_4.CreateQuestNpc L3_4 = A1_2 L4_4 = L4_1.NpcID L5_4 = 2 L1_4(L2_4, L3_4, L4_4, L5_4) L2_4 = A0_4 L1_4 = A0_4.CreateQuestNpc L3_4 = A1_2 L4_4 = L6_1.AbyssID L5_4 = 3 L1_4(L2_4, L3_4, L4_4, L5_4) end L7_3 = L0_3 L1_3(L2_3, L3_3, L4_3, L5_3, L6_3, L7_3) end L2_2(L3_2, L4_2, L5_2) end L1_1.OnSubStart1020111 = L8_1 function L8_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = print L3_2 = "1020111 finish" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.DestroyQuestNpcActor L4_2 = L5_1.Klee L5_2 = 20031 L2_2(L3_2, L4_2, L5_2) L3_2 = A0_2 L2_2 = A0_2.DestroyQuestNpcActor L4_2 = L6_1.Abyss L5_2 = 20031 L2_2(L3_2, L4_2, L5_2) L3_2 = A0_2 L2_2 = A0_2.DestroyQuestNpcActor L4_2 = L4_1.Npc L5_2 = 20031 L2_2(L3_2, L4_2, L5_2) L3_2 = A0_2 L2_2 = A0_2.GetQuestNpcActor L4_2 = "Paimon" L2_2 = L2_2(L3_2, L4_2) if L2_2 ~= nil then L4_2 = L2_2 L3_2 = L2_2.DestroyWithDisappear L5_2 = false L3_2(L4_2, L5_2) end end L1_1.OnSubFinish1020111 = L8_1 function L8_1(A0_2) local L1_2 end L1_1.Start = L8_1 function L8_1(A0_2) local L1_2 end L1_1.OnDestroy = L8_1 return L1_1