local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_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 = "Quest20010" L3_1 = L0_1 L1_1 = L1_1(L2_1, L3_1) L1_1.defaultAlias = "Quest20010" L2_1 = nil L3_1 = nil L4_1 = nil L5_1 = nil function L6_1(A0_2) local L1_2 L1_2 = A0_2.clientData L2_1 = L1_2 L1_2 = L2_1.NPCData L3_1 = L1_2 L1_2 = L2_1.HiliData L4_1 = L1_2 L1_2 = L2_1.PlayerData L5_1 = L1_2 end L1_1.OnDataLoaded = L6_1 function L6_1(A0_2) local L1_2, L2_2 L1_2 = {} A0_2.subStartHandlers = L1_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart2001001 L1_2["2001001"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart2001002 L1_2["2001002"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart2001003 L1_2["2001003"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart2001004 L1_2["2001004"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart2001005 L1_2["2001005"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart2001006 L1_2["2001006"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart2001007 L1_2["2001007"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart2001008 L1_2["2001008"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart2001009 L1_2["2001009"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart2001010 L1_2["2001010"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart2001011 L1_2["2001011"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart2001012 L1_2["2001012"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart2001013 L1_2["2001013"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart2001014 L1_2["2001014"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart2001015 L1_2["2001015"] = L2_2 end L1_1.OnSubStartHandlerBuild = L6_1 function L6_1(A0_2) local L1_2, L2_2 L1_2 = {} A0_2.subFinishHandlers = L1_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish2001001 L1_2["2001001"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish2001002 L1_2["2001002"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish2001003 L1_2["2001003"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish2001004 L1_2["2001004"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish2001005 L1_2["2001005"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish2001006 L1_2["2001006"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish2001007 L1_2["2001007"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish2001008 L1_2["2001008"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish2001009 L1_2["2001009"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish2001010 L1_2["2001010"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish2001011 L1_2["2001011"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish2001012 L1_2["2001012"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish2001013 L1_2["2001013"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish2001014 L1_2["2001014"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish2001015 L1_2["2001015"] = L2_2 end L1_1.OnSubFinishHandlerBuild = L6_1 function L6_1(A0_2) local L1_2, L2_2 L1_2 = {} A0_2.subFailedHandlers = L1_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed2001001 L1_2["2001001"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed2001002 L1_2["2001002"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed2001003 L1_2["2001003"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed2001004 L1_2["2001004"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed2001005 L1_2["2001005"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed2001006 L1_2["2001006"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed2001007 L1_2["2001007"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed2001008 L1_2["2001008"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed2001009 L1_2["2001009"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed2001010 L1_2["2001010"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed2001011 L1_2["2001011"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed2001012 L1_2["2001012"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed2001013 L1_2["2001013"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed2001014 L1_2["2001014"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed2001015 L1_2["2001015"] = L2_2 end L1_1.OnSubFailedHandlerBuild = L6_1 function L6_1(A0_2, A1_2, A2_2) local L3_2, L4_2, L5_2, L6_2, L7_2, L8_2 L3_2 = actorMgr L4_2 = L3_2 L3_2 = L3_2.GetActor L5_2 = L2_1.ActorAlias L3_2 = L3_2(L4_2, L5_2) if L3_2 ~= nil then L5_2 = L3_2 L4_2 = L3_2.FinishQuestID L6_2 = false L7_2 = 2001002 L4_2(L5_2, L6_2, L7_2) end L4_2 = actorMgr L5_2 = L4_2 L4_2 = L4_2.GetQuestNpcActor L6_2 = L3_1.Npc L4_2 = L4_2(L5_2, L6_2) L6_2 = L4_2 L5_2 = L4_2.Standby L5_2(L6_2) L6_2 = L4_2 L5_2 = L4_2.DoFreeStateTrigger L5_2(L6_2) L6_2 = L4_2 L5_2 = L4_2.TurnTo L7_2 = M L7_2 = L7_2.Euler2DirXZ L8_2 = L3_1.NPCDir3 L7_2, L8_2 = L7_2(L8_2) L5_2(L6_2, L7_2, L8_2) end L1_1.FinishQuest02 = L6_1 function L6_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2 L2_2 = actorMgr L3_2 = L2_2 L2_2 = L2_2.GetActor L4_2 = L2_1.ActorAlias L2_2 = L2_2(L3_2, L4_2) if L2_2 ~= nil then L4_2 = L2_2 L3_2 = L2_2.FinishQuestID L5_2 = false L6_2 = 2001007 L3_2(L4_2, L5_2, L6_2) end end L1_1.FinishQuest07 = L6_1 function L6_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2 L2_2 = A0_2 L1_2 = A0_2.TransmitPlayer L3_2 = 3 L4_2 = L5_1.PlayerPos L5_2 = L5_1.PlayerDir L1_2(L2_2, L3_2, L4_2, L5_2) L2_2 = A0_2 L1_2 = A0_2.CreateQuestNpc L3_2 = quest L4_2 = L3_1.NpcID L5_2 = 1 L1_2(L2_2, L3_2, L4_2, L5_2) L2_2 = A0_2 L1_2 = A0_2.GetQuestNpcActor L3_2 = L3_1.Npc L1_2 = L1_2(L2_2, L3_2) L3_2 = L1_2 L2_2 = L1_2.Standby L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.RequestInteraction L4_2 = L1_2 L2_2(L3_2, L4_2) L2_2 = print L3_2 = "force dialogue" L2_2(L3_2) end L1_1.CreateNPC = L6_1 function L6_1(A0_2) local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2 L2_2 = A0_2 L1_2 = A0_2.ShowBlackScreen L3_2 = 0.5 L4_2 = 1 L5_2 = 0.5 function L6_2(A0_3, A1_3) local L2_3, L3_3, L4_3, L5_3 L3_3 = A1_3 L2_3 = A1_3.GetQuestNpcActor L4_3 = L4_1.Npc L2_3 = L2_3(L3_3, L4_3) if L2_3 ~= nil then L4_3 = L2_3 L3_3 = L2_3.Destroy L5_3 = false L3_3(L4_3, L5_3) end end L1_2(L2_2, L3_2, L4_2, L5_2, L6_2) end L1_1.DestroyHili = L6_1 function L6_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 = L3_1.NpcID L6_2 = 1 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 = 2 L2_2(L3_2, L4_2, L5_2, L6_2) L3_2 = A0_2 L2_2 = A0_2.GetQuestNpcActor L4_2 = L3_1.Npc L2_2 = L2_2(L3_2, L4_2) L4_2 = A0_2 L3_2 = A0_2.GetQuestNpcActor L5_2 = L4_1.Npc L3_2 = L3_2(L4_2, L5_2) L5_2 = L2_2 L4_2 = L2_2.Standby L4_2(L5_2) L5_2 = L2_2 L4_2 = L2_2.DoFreeStateTrigger L4_2(L5_2) L5_2 = L3_2 L4_2 = L3_2.Standby L4_2(L5_2) L5_2 = L3_2 L4_2 = L3_2.DoFreeStateTrigger L4_2(L5_2) end L1_1.OnSubStart2001009 = L6_1 function L6_1(A0_2, A1_2) end L1_1.OnSubStart2001001 = L6_1 function L6_1(A0_2, A1_2) end L1_1.OnSubFinish2001001 = L6_1 function L6_1(A0_2, A1_2) end L1_1.OnSubFailed2001001 = L6_1 function L6_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 = actorMgr L3_2 = L2_2 L2_2 = L2_2.CreateActorWithPos L4_2 = "Q20010trigger01" L5_2 = "Actor/Gadget/Q20010Trigger" L6_2 = 70900002 L7_2 = 0 L8_2 = sceneData L9_2 = L8_2 L8_2 = L8_2.GetDummyPoint L10_2 = 3 L11_2 = "Q20010Region" 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 = "Q20010Region" 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) L3_2 = A0_2 L2_2 = A0_2.GetQuestNpcActor L4_2 = L3_1.Npc L2_2 = L2_2(L3_2, L4_2) L4_2 = L2_2 L3_2 = L2_2.RunToRouteTask L5_2 = L2_1.RoutePoints function L6_2(A0_3, A1_3) local L2_3, L3_3, L4_3, L5_3, L6_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) if L2_3 ~= nil then L4_3 = L2_3 L3_3 = L2_3.FinishQuestID L5_3 = false L6_3 = 2001002 L3_3(L4_3, L5_3, L6_3) end L3_3 = L2_2 L4_3 = L3_3 L3_3 = L3_3.Standby L3_3(L4_3) L3_3 = L2_2 L4_3 = L3_3 L3_3 = L3_3.TurnTo L5_3 = M L5_3 = L5_3.Euler2DirXZ L6_3 = L3_1.NPCDir3 L5_3, L6_3 = L5_3(L6_3) L3_3(L4_3, L5_3, L6_3) end L3_2(L4_2, L5_2, L6_2) end L1_1.OnSubStart2001002 = L6_1 function L6_1(A0_2, A1_2) end L1_1.OnSubFinish2001002 = L6_1 function L6_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 = L3_1.Npc L5_2 = 3 L2_2(L3_2, L4_2, L5_2) end L1_1.OnSubFailed2001002 = L6_1 function L6_1(A0_2, A1_2) end L1_1.OnSubStart2001003 = L6_1 function L6_1(A0_2, A1_2) end L1_1.OnSubFinish2001003 = L6_1 function L6_1(A0_2, A1_2) end L1_1.OnSubFailed2001003 = L6_1 function L6_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L2_2 = math L2_2 = L2_2.random L3_2 = 1 L4_2 = 100 L2_2 = L2_2(L3_2, L4_2) if 1 <= L2_2 and L2_2 <= 50 then L3_2 = actorMgr L4_2 = L3_2 L3_2 = L3_2.GetActor L5_2 = L2_1.ActorAlias L3_2 = L3_2(L4_2, L5_2) if L3_2 ~= nil then L5_2 = L3_2 L4_2 = L3_2.FinishQuestID L6_2 = false L7_2 = 2001012 L4_2(L5_2, L6_2, L7_2) L5_2 = L3_2 L4_2 = L3_2.FinishQuestID L6_2 = true L7_2 = 2001013 L4_2(L5_2, L6_2, L7_2) end elseif 50 < L2_2 and L2_2 <= 100 then L3_2 = actorMgr L4_2 = L3_2 L3_2 = L3_2.GetActor L5_2 = L2_1.ActorAlias L3_2 = L3_2(L4_2, L5_2) if L3_2 ~= nil then L5_2 = L3_2 L4_2 = L3_2.FinishQuestID L6_2 = false L7_2 = 2001013 L4_2(L5_2, L6_2, L7_2) L5_2 = L3_2 L4_2 = L3_2.FinishQuestID L6_2 = true L7_2 = 2001012 L4_2(L5_2, L6_2, L7_2) end end end L1_1.OnSubStart2001008 = L6_1 function L6_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L2_2 = print L3_2 = "08 finish" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.ShowBlackScreen L4_2 = 0.5 L5_2 = 1 L6_2 = 0.5 function L7_2() local L0_3, L1_3, L2_3, L3_3, L4_3 L0_3 = A0_2 L1_3 = L0_3 L0_3 = L0_3.TransmitPlayerById L2_3 = A1_2 L3_3 = 1 L0_3(L1_3, L2_3, L3_3) L0_3 = A0_2 L1_3 = L0_3 L0_3 = L0_3.CreateQuestNpc L2_3 = A1_2 L3_3 = L3_1.NpcID L4_3 = 1 L0_3(L1_3, L2_3, L3_3, L4_3) L0_3 = A0_2 L1_3 = L0_3 L0_3 = L0_3.RequestInteractionForceAlias L2_3 = "Npc2002520010" L0_3(L1_3, L2_3) L0_3 = print L1_3 = "force dialogue" L0_3(L1_3) end L2_2(L3_2, L4_2, L5_2, L6_2, L7_2) end L1_1.OnSubFinish2001008 = L6_1 function L6_1(A0_2, A1_2) end L1_1.OnSubStart2001004 = L6_1 function L6_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 L0_3 = A0_2 L1_3 = L0_3 L0_3 = L0_3.ShowBlackScreen L2_3 = 0.5 L3_3 = 1 L4_3 = 0.5 function L5_3() local L0_4, L1_4, L2_4, L3_4 L0_4 = A0_2 L1_4 = L0_4 L0_4 = L0_4.GetQuestNpcActor L2_4 = L4_1.Npc L0_4 = L0_4(L1_4, L2_4) if L0_4 ~= nil then L2_4 = L0_4 L1_4 = L0_4.Destroy L3_4 = false L1_4(L2_4, L3_4) end end L0_3(L1_3, L2_3, L3_3, L4_3, L5_3) end L2_2(L3_2, L4_2) end L1_1.OnSubFinish2001004 = L6_1 function L6_1(A0_2, A1_2) end L1_1.OnSubFailed2001004 = L6_1 function L6_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 = 0.8 function L5_2() local L0_3, L1_3, L2_3, L3_3, L4_3 L0_3 = actorMgr L1_3 = L0_3 L0_3 = L0_3.GetActor L2_3 = L2_1.ActorAlias L0_3 = L0_3(L1_3, L2_3) if L0_3 ~= nil then L2_3 = L0_3 L1_3 = L0_3.FinishQuestID L3_3 = false L4_3 = 2001007 L1_3(L2_3, L3_3, L4_3) end end L2_2(L3_2, L4_2, L5_2) end L1_1.OnSubStart2001007 = L6_1 function L6_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 L0_3 = A0_2 L1_3 = L0_3 L0_3 = L0_3.ShowBlackScreen L2_3 = 0.5 L3_3 = 1 L4_3 = 0.5 function L5_3() local L0_4, L1_4, L2_4, L3_4 L0_4 = A0_2 L1_4 = L0_4 L0_4 = L0_4.GetQuestNpcActor L2_4 = L4_1.Npc L0_4 = L0_4(L1_4, L2_4) if L0_4 ~= nil then L2_4 = L0_4 L1_4 = L0_4.Destroy L3_4 = false L1_4(L2_4, L3_4) end end L0_3(L1_3, L2_3, L3_3, L4_3, L5_3) end L2_2(L3_2, L4_2) L2_2 = print L3_2 = "destroy hili npc" L2_2(L3_2) end L1_1.OnSubFinish2001007 = L6_1 function L6_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2 L3_2 = A0_2 L2_2 = A0_2.NarratorOnlyTask L4_2 = L2_1.NarratorData L4_2 = L4_2.Story1 L2_2(L3_2, L4_2) L2_2 = actorMgr L3_2 = L2_2 L2_2 = L2_2.GetActor L4_2 = L2_1.ActorAlias L2_2 = L2_2(L3_2, L4_2) if L2_2 ~= nil then L4_2 = L2_2 L3_2 = L2_2.FinishQuestID L5_2 = true L6_2 = 2001008 L3_2(L4_2, L5_2, L6_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 L4_2 = print L5_2 = "destroy hili npc" L4_2(L5_2) end L1_1.OnSubFinish2001010 = L6_1 function L6_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 = actorMgr L3_2 = L2_2 L2_2 = L2_2.GetActor L4_2 = L2_1.ActorAlias L2_2 = L2_2(L3_2, L4_2) if L2_2 ~= nil then L4_2 = L2_2 L3_2 = L2_2.FinishQuestID L5_2 = true L6_2 = 2001010 L3_2(L4_2, L5_2, L6_2) end L4_2 = A0_2 L3_2 = A0_2.GetQuestNpcActor L5_2 = L3_1.Npc L3_2 = L3_2(L4_2, L5_2) L5_2 = L3_2 L4_2 = L3_2.Standby L4_2(L5_2) L5_2 = L3_2 L4_2 = L3_2.DoFreeStyle L6_2 = 1070 L4_2(L5_2, L6_2) L5_2 = A0_2 L4_2 = A0_2.CreateSpeechBubbleTask L6_2 = L3_1.NpcID L7_2 = 200080501 L8_2 = 2 L9_2 = true L10_2 = 1 L11_2 = 2 L4_2(L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2) end L1_1.OnSubStart2001005 = L6_1 function L6_1(A0_2, A1_2) end L1_1.OnSubFinish2001005 = L6_1 function L6_1(A0_2, A1_2) local L2_2, L3_2, L4_2 L3_2 = A0_2 L2_2 = A0_2.GetQuestNpcActor L4_2 = L3_1.Npc L2_2 = L2_2(L3_2, L4_2) L4_2 = L2_2 L3_2 = L2_2.DoFreeStateTrigger L3_2(L4_2) L4_2 = L2_2 L3_2 = L2_2.Standby L3_2(L4_2) L4_2 = A0_2 L3_2 = A0_2.ClearSpeechBubbleTask L3_2(L4_2) end L1_1.OnSubStart2001006 = L6_1 function L6_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L3_2 = A0_2 L2_2 = A0_2.GetQuestNpcActor L4_2 = L3_1.Npc L2_2 = L2_2(L3_2, L4_2) L4_2 = L2_2 L3_2 = L2_2.WalkToRouteTask L5_2 = L2_1.RoutePoints1 function L6_2(A0_3, A1_3) local L2_3, L3_3, L4_3, L5_3 L3_3 = A0_3 L2_3 = A0_3.DestroyWithDither L4_3 = false L5_3 = 1 L2_3(L3_3, L4_3, L5_3) end function L7_2(A0_3, A1_3) local L2_3, L3_3, L4_3 L2_3 = L2_2 L3_3 = L2_3 L2_3 = L2_3.Standby L4_3 = true L2_3(L3_3, L4_3) end L3_2(L4_2, L5_2, L6_2, L7_2) end L1_1.OnSubFinish2001006 = L6_1 function L6_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.DoFreeStyle L5_2 = 1 L3_2(L4_2, L5_2) end L1_1.OnSubStart2001015 = L6_1 function L6_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2 L3_2 = A0_2 L2_2 = A0_2.GetQuestNpcActor L4_2 = L3_1.Npc L2_2 = L2_2(L3_2, L4_2) L4_2 = L2_2 L3_2 = L2_2.WalkToRouteTask L5_2 = L2_1.RoutePoints1 function L6_2(A0_3, A1_3) local L2_3, L3_3, L4_3, L5_3 L3_3 = A0_3 L2_3 = A0_3.DestroyWithDither L4_3 = false L5_3 = 1 L2_3(L3_3, L4_3, L5_3) end function L7_2(A0_3, A1_3) local L2_3, L3_3, L4_3 L2_3 = L2_2 L3_3 = L2_3 L2_3 = L2_3.Standby L4_3 = true L2_3(L3_3, L4_3) end L3_2(L4_2, L5_2, L6_2, L7_2) L4_2 = A0_2 L3_2 = A0_2.GetQuestNpcActor L5_2 = L4_1.Npc L3_2 = L3_2(L4_2, L5_2) L5_2 = L3_2 L4_2 = L3_2.DoFreeStyle L6_2 = 1 L4_2(L5_2, L6_2) end L1_1.OnSubFinish2001015 = L6_1 function L6_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 = L4_1.Npc L2_2 = L2_2(L3_2, L4_2) L4_2 = L2_2 L3_2 = L2_2.Destroy L5_2 = false L3_2(L4_2, L5_2) L4_2 = A0_2 L3_2 = A0_2.GetQuestNpcActor L5_2 = L3_1.Npc L3_2 = L3_2(L4_2, L5_2) L5_2 = L3_2 L4_2 = L3_2.Destroy L6_2 = false L4_2(L5_2, L6_2) end L1_1.OnMainCanceled = L6_1 return L1_1