local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1, L7_1, L8_1, L9_1 L0_1 = {} L0_1.group_id = 155008070 L1_1 = {} L1_1.group_ID = 155008070 L2_1 = {} function L3_1(A0_2) local L1_2 end L2_1["0"] = L3_1 function L3_1(A0_2) local 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 L2_1["1"] = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2 L1_2 = ScriptLib L1_2 = L1_2.AddExtraGroupSuite L2_2 = A0_2 L3_2 = L1_1.group_ID L4_2 = 3 L1_2(L2_2, L3_2, L4_2) L1_2 = ScriptLib L1_2 = L1_2.SetGroupGadgetStateByConfigId L2_2 = A0_2 L3_2 = L1_1.group_ID L4_2 = 70001 L5_2 = 0 L1_2(L2_2, L3_2, L4_2, L5_2) L1_2 = ScriptLib L1_2 = L1_2.SetGroupVariableValueByGroup L2_2 = A0_2 L3_2 = "gameplayState" L4_2 = 2 L5_2 = 155008071 L1_2(L2_2, L3_2, L4_2, L5_2) end L2_1["2"] = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2 L1_2 = ScriptLib L1_2 = L1_2.AddQuestProgress L2_2 = A0_2 L3_2 = "72267_MirrorSolved" L1_2(L2_2, L3_2) L1_2 = ScriptLib L1_2 = L1_2.MarkPlayerAction L2_2 = A0_2 L3_2 = 6070 L4_2 = 3 L5_2 = 1 L1_2(L2_2, L3_2, L4_2, L5_2) end L2_1["3"] = L3_1 function L3_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 = L2_1[L2_2] L3_2 = A0_2 L2_2(L3_2) end UpdateGamePlayState = L3_1 function L3_1(A0_2) local L1_2, L2_2, L3_2 L1_2 = ScriptLib L1_2 = L1_2.GetGroupVariableValue L2_2 = A0_2 L3_2 = "iswallmatch" L1_2 = L1_2(L2_2, L3_2) if L1_2 == 1 then L2_2 = true return L2_2 end L2_2 = false return L2_2 end CheckSuccess = L3_1 function L3_1(A0_2) local L1_2 end FinishProcess = L3_1 L3_1 = {} monsters = L3_1 L3_1 = {} npcs = L3_1 L3_1 = {} L4_1 = {} L4_1.config_id = 70001 L4_1.gadget_id = 70211132 L5_1 = {} L5_1.x = -173.184 L5_1.y = 209.331 L5_1.z = 184.697 L4_1.pos = L5_1 L5_1 = {} L5_1.x = 0.0 L5_1.y = 90.426 L5_1.z = 0.0 L4_1.rot = L5_1 L4_1.level = 16 L4_1.chest_drop_id = 2004200 L4_1.drop_count = 1 L5_1 = GadgetState L5_1 = L5_1.ChestLocked L4_1.state = L5_1 L4_1.isOneoff = true L4_1.persistent = true L5_1 = {} L5_1.name = "chest" L5_1.exp = 1 L4_1.explore = L5_1 L4_1.area_id = 200 L3_1[1] = L4_1 gadgets = L3_1 L3_1 = {} regions = L3_1 L3_1 = {} L4_1 = {} L4_1.config_id = 1070002 L4_1.name = "LEVEL_TAG_CHANGE_70002" L5_1 = EventType L5_1 = L5_1.EVENT_LEVEL_TAG_CHANGE L4_1.event = L5_1 L4_1.source = "" L4_1.condition = "" L4_1.action = "action_EVENT_LEVEL_TAG_CHANGE_70002" L4_1.trigger_count = 0 L5_1 = {} L5_1.config_id = 1070003 L5_1.name = "VARIABLE_CHANGE_70003" L6_1 = EventType L6_1 = L6_1.EVENT_VARIABLE_CHANGE L5_1.event = L6_1 L5_1.source = "iswallmatch" L5_1.condition = "" L5_1.action = "action_EVENT_VARIABLE_CHANGE_70003" L5_1.trigger_count = 0 L6_1 = {} L6_1.config_id = 1070004 L6_1.name = "GROUP_LOAD_70004" L7_1 = EventType L7_1 = L7_1.EVENT_GROUP_LOAD L6_1.event = L7_1 L6_1.source = "" L6_1.condition = "" L6_1.action = "action_EVENT_GROUP_LOAD_70004" L6_1.trigger_count = 0 L7_1 = {} L7_1.config_id = 1070005 L7_1.name = "VARIABLE_CHANGE_70005" L8_1 = EventType L8_1 = L8_1.EVENT_VARIABLE_CHANGE L7_1.event = L8_1 L7_1.source = "gameplayState" L7_1.condition = "" L7_1.action = "action_EVENT_VARIABLE_CHANGE_70005" L7_1.trigger_count = 0 L8_1 = {} L8_1.config_id = 1070006 L8_1.name = "GADGET_STATE_CHANGE_70006" L9_1 = EventType L9_1 = L9_1.EVENT_GADGET_STATE_CHANGE L8_1.event = L9_1 L8_1.source = "" L8_1.condition = "condition_EVENT_GADGET_STATE_CHANGE_70006" L8_1.action = "action_EVENT_GADGET_STATE_CHANGE_70006" L8_1.trigger_count = 0 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 triggers = L3_1 L3_1 = {} L4_1 = {} L4_1.configId = 1 L4_1.name = "gameplayState" L4_1.value = 1 L4_1.no_refresh = true L5_1 = {} L5_1.configId = 2 L5_1.name = "iswallmatch" L5_1.value = 0 L5_1.no_refresh = false L6_1 = {} L6_1.configId = 3 L6_1.name = "isNight" L6_1.value = 0 L6_1.no_refresh = false L3_1[1] = L4_1 L3_1[2] = L5_1 L3_1[3] = L6_1 variables = L3_1 L3_1 = {} L3_1.suite = 1 L3_1.end_suite = 0 L3_1.rand_suite = false init_config = L3_1 L3_1 = {} L4_1 = {} L5_1 = {} L4_1.monsters = L5_1 L5_1 = {} L4_1.gadgets = L5_1 L5_1 = {} L4_1.regions = L5_1 L5_1 = {} L6_1 = "GROUP_LOAD_70004" L7_1 = "VARIABLE_CHANGE_70005" L5_1[1] = L6_1 L5_1[2] = L7_1 L4_1.triggers = L5_1 L4_1.rand_weight = 100 L5_1 = {} L6_1 = {} L5_1.monsters = L6_1 L6_1 = {} L7_1 = 70001 L6_1[1] = L7_1 L5_1.gadgets = L6_1 L6_1 = {} L5_1.regions = L6_1 L6_1 = {} L7_1 = "LEVEL_TAG_CHANGE_70002" L8_1 = "VARIABLE_CHANGE_70003" L6_1[1] = L7_1 L6_1[2] = L8_1 L5_1.triggers = L6_1 L5_1.rand_weight = 100 L6_1 = {} L7_1 = {} L6_1.monsters = L7_1 L7_1 = {} L8_1 = 70001 L7_1[1] = L8_1 L6_1.gadgets = L7_1 L7_1 = {} L6_1.regions = L7_1 L7_1 = {} L8_1 = "GADGET_STATE_CHANGE_70006" L7_1[1] = L8_1 L6_1.triggers = L7_1 L6_1.rand_weight = 100 L3_1[1] = L4_1 L3_1[2] = L5_1 L3_1[3] = L6_1 suites = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = A1_2.param2 if L2_2 == 1 then L2_2 = ScriptLib L2_2 = L2_2.SetGroupVariableValue L3_2 = A0_2 L4_2 = "isNight" L5_2 = 0 L2_2(L3_2, L4_2, L5_2) else L2_2 = A1_2.param2 if L2_2 == 2 then L2_2 = ScriptLib L2_2 = L2_2.SetGroupVariableValue L3_2 = A0_2 L4_2 = "isNight" L5_2 = 1 L2_2(L3_2, L4_2, L5_2) L2_2 = CheckSuccess L3_2 = A0_2 L2_2 = L2_2(L3_2) if L2_2 == true then L2_2 = FinishProcess L3_2 = A0_2 L2_2(L3_2) 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 ~= 3 then L2_2 = ScriptLib L2_2 = L2_2.SetGroupVariableValue L3_2 = A0_2 L4_2 = "gameplayState" L5_2 = 2 L2_2(L3_2, L4_2, L5_2) end end end end L2_2 = 0 return L2_2 end action_EVENT_LEVEL_TAG_CHANGE_70002 = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2 L2_2 = A1_2.param1 L3_2 = A1_2.param2 if L2_2 == L3_2 then L2_2 = -1 return L2_2 end L2_2 = ScriptLib L2_2 = L2_2.GetCurrentLevelTagVec L3_2 = A0_2 L4_2 = 1 L2_2 = L2_2(L3_2, L4_2) L2_2 = L2_2[1] if L2_2 == 1 then L3_2 = ScriptLib L3_2 = L3_2.SetGroupVariableValue L4_2 = A0_2 L5_2 = "isNight" L6_2 = 0 L3_2(L4_2, L5_2, L6_2) elseif L2_2 == 2 then L3_2 = ScriptLib L3_2 = L3_2.SetGroupVariableValue L4_2 = A0_2 L5_2 = "isNight" L6_2 = 1 L3_2(L4_2, L5_2, L6_2) L3_2 = CheckSuccess L4_2 = A0_2 L3_2 = L3_2(L4_2) if L3_2 == true then L3_2 = FinishProcess L4_2 = A0_2 L3_2(L4_2) 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 ~= 3 then L3_2 = ScriptLib L3_2 = L3_2.SetGroupVariableValue L4_2 = A0_2 L5_2 = "gameplayState" L6_2 = 2 L3_2(L4_2, L5_2, L6_2) end end end L3_2 = 0 return L3_2 end action_EVENT_VARIABLE_CHANGE_70003 = L3_1 function L3_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_GROUP_LOAD_70004 = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = A1_2.param1 L3_2 = A1_2.param2 if L2_2 == L3_2 then L2_2 = -1 return L2_2 end L2_2 = UpdateGamePlayState L3_2 = A0_2 L2_2(L3_2) L2_2 = 0 return L2_2 end action_EVENT_VARIABLE_CHANGE_70005 = L3_1 function L3_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2 L2_2 = GadgetState L2_2 = L2_2.ChestOpened L3_2 = ScriptLib L3_2 = L3_2.GetGadgetStateByConfigId L4_2 = A0_2 L5_2 = 155008070 L6_2 = 70001 L3_2 = L3_2(L4_2, L5_2, L6_2) if L2_2 ~= L3_2 then L2_2 = false return L2_2 end L2_2 = true return L2_2 end condition_EVENT_GADGET_STATE_CHANGE_70006 = L3_1 function L3_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 = "gameplayState" L5_2 = 3 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_GADGET_STATE_CHANGE_70006 = L3_1