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 L0_1 = {} L0_1.group_id = 155002003 L1_1 = {} L1_1.group_ID = 155002003 L1_1.pointarray_route = 500200009 L2_1 = {} L3_1 = {} L4_1 = 3002 L3_1[1] = L4_1 L4_1 = {} L5_1 = 3004 L4_1[1] = L5_1 L5_1 = {} L6_1 = {} function L7_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 L6_1["0"] = L7_1 function L7_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 = 155002003 L4_2 = 2 L1_2(L2_2, L3_2, L4_2) L1_2 = ScriptLib L1_2 = L1_2.PrintContextLog L2_2 = A0_2 L3_2 = "[155002003] : " L4_2 = " add suit 2" L3_2 = L3_2 .. L4_2 L1_2(L2_2, L3_2) L1_2 = DayNight_Gadget_Unlock L2_2 = A0_2 L3_2 = 3002 L1_2(L2_2, L3_2) end L6_1["1"] = L7_1 function L7_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) L1_2 = ScriptLib L1_2 = L1_2.AddExtraGroupSuite L2_2 = A0_2 L3_2 = 155002003 L4_2 = 2 L1_2(L2_2, L3_2, L4_2) L1_2 = DayNight_Gadget_Finish L2_2 = A0_2 L3_2 = 3002 L1_2(L2_2, L3_2) end L6_1["2"] = L7_1 function L7_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_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 = ScriptLib L2_2 = L2_2.PrintContextLog L3_2 = A0_2 L4_2 = "[155002003] : " L5_2 = " update gameplay state" L4_2 = L4_2 .. L5_2 L2_2(L3_2, L4_2) L2_2 = tostring L3_2 = L1_2 L2_2 = L2_2(L3_2) L2_2 = L6_1[L2_2] L3_2 = A0_2 L2_2(L3_2) end UpdateGamePlayState = L7_1 function L7_1(A0_2, A1_2, A2_2, A3_2, A4_2, A5_2) local L6_2, L7_2, L8_2, L9_2, L10_2, L11_2 L6_2 = ScriptLib L6_2 = L6_2.SetPlatformPointArray L7_2 = A0_2 L8_2 = A1_2 L9_2 = A2_2 L10_2 = A3_2 L11_2 = {} L11_2.route_type = A4_2 L11_2.turn_mode = A5_2 L6_2(L7_2, L8_2, L9_2, L10_2, L11_2) L6_2 = 0 return L6_2 end MovePlatform = L7_1 L7_1 = {} monsters = L7_1 L7_1 = {} npcs = L7_1 L7_1 = {} L8_1 = {} L8_1.config_id = 3002 L8_1.gadget_id = 70360309 L9_1 = {} L9_1.x = 1347.964 L9_1.y = 192.589 L9_1.z = 846.768 L8_1.pos = L9_1 L9_1 = {} L9_1.x = 0.0 L9_1.y = 90.248 L9_1.z = 2.152 L8_1.rot = L9_1 L8_1.level = 36 L8_1.area_id = 200 L9_1 = {} L9_1.config_id = 3003 L9_1.gadget_id = 70290170 L10_1 = {} L10_1.x = 1323.973 L10_1.y = 192.537 L10_1.z = 845.956 L9_1.pos = L10_1 L10_1 = {} L10_1.x = 0.0 L10_1.y = 90.0 L10_1.z = 0.0 L9_1.rot = L10_1 L9_1.level = 36 L9_1.is_use_point_array = true L9_1.area_id = 200 L10_1 = {} L10_1.config_id = 3004 L10_1.gadget_id = 70360314 L11_1 = {} L11_1.x = 1349.261 L11_1.y = 191.999 L11_1.z = 846.102 L10_1.pos = L11_1 L11_1 = {} L11_1.x = 0.0 L11_1.y = 0.0 L11_1.z = 0.0 L10_1.rot = L11_1 L10_1.level = 36 L10_1.area_id = 200 L7_1[1] = L8_1 L7_1[2] = L9_1 L7_1[3] = L10_1 gadgets = L7_1 L7_1 = {} regions = L7_1 L7_1 = {} L8_1 = {} L8_1.config_id = 1003001 L8_1.name = "GROUP_LOAD_3001" L9_1 = EventType L9_1 = L9_1.EVENT_GROUP_LOAD L8_1.event = L9_1 L8_1.source = "" L8_1.condition = "" L8_1.action = "action_EVENT_GROUP_LOAD_3001" L8_1.trigger_count = 0 L9_1 = {} L9_1.config_id = 1003005 L9_1.name = "TIME_AXIS_PASS_3005" L10_1 = EventType L10_1 = L10_1.EVENT_TIME_AXIS_PASS L9_1.event = L10_1 L9_1.source = "initialSuite" L9_1.condition = "" L9_1.action = "action_EVENT_TIME_AXIS_PASS_3005" L9_1.trigger_count = 0 L10_1 = {} L10_1.config_id = 1003006 L10_1.name = "GADGET_STATE_CHANGE_3006" 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_3006" L10_1.action = "action_EVENT_GADGET_STATE_CHANGE_3006" L10_1.trigger_count = 0 L11_1 = {} L11_1.config_id = 1003007 L11_1.name = "VARIABLE_CHANGE_3007" L12_1 = EventType L12_1 = L12_1.EVENT_VARIABLE_CHANGE L11_1.event = L12_1 L11_1.source = "gameplayState" L11_1.condition = "condition_EVENT_VARIABLE_CHANGE_3007" L11_1.action = "action_EVENT_VARIABLE_CHANGE_3007" L11_1.trigger_count = 0 L7_1[1] = L8_1 L7_1[2] = L9_1 L7_1[3] = L10_1 L7_1[4] = L11_1 triggers = L7_1 L7_1 = {} L8_1 = {} L8_1.configId = 1 L8_1.name = "gameplayState" L8_1.value = 0 L8_1.no_refresh = true L7_1[1] = L8_1 variables = L7_1 L7_1 = {} L7_1.suite = 1 L7_1.end_suite = 2 L7_1.rand_suite = false init_config = L7_1 L7_1 = {} L8_1 = {} L9_1 = {} L8_1.monsters = L9_1 L9_1 = {} L8_1.gadgets = L9_1 L9_1 = {} L8_1.regions = L9_1 L9_1 = {} L10_1 = "GROUP_LOAD_3001" L11_1 = "VARIABLE_CHANGE_3007" L9_1[1] = L10_1 L9_1[2] = L11_1 L8_1.triggers = L9_1 L8_1.rand_weight = 100 L9_1 = {} L10_1 = {} L9_1.monsters = L10_1 L10_1 = {} L11_1 = 3002 L12_1 = 3003 L10_1[1] = L11_1 L10_1[2] = L12_1 L9_1.gadgets = L10_1 L10_1 = {} L9_1.regions = L10_1 L10_1 = {} L11_1 = "TIME_AXIS_PASS_3005" L12_1 = "GADGET_STATE_CHANGE_3006" L10_1[1] = L11_1 L10_1[2] = L12_1 L9_1.triggers = L10_1 L9_1.rand_weight = 100 L7_1[1] = L8_1 L7_1[2] = L9_1 suites = L7_1 function L7_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_3001 = L7_1 function L7_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_TIME_AXIS_PASS_3005 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = ScriptLib L2_2 = L2_2.GetGadgetStateByConfigId L3_2 = A0_2 L4_2 = 155002003 L5_2 = 3002 L2_2 = L2_2(L3_2, L4_2, L5_2) if 322 ~= L2_2 then L2_2 = false return L2_2 end L2_2 = true return L2_2 end condition_EVENT_GADGET_STATE_CHANGE_3006 = L7_1 function L7_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2 L2_2 = MovePlatform L3_2 = A0_2 L4_2 = 3003 L5_2 = L1_1.pointarray_route L6_2 = {} L7_2 = 2 L6_2[1] = L7_2 L7_2 = 0 L8_2 = false L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2) L2_2 = 0 return L2_2 end action_EVENT_GADGET_STATE_CHANGE_3006 = L7_1 function L7_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 = 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_3007 = L7_1 function L7_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_3007 = L7_1 L7_1 = require L8_1 = "V2_4/EnvState" L7_1(L8_1)