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 = "Quest20025" L3_1 = L0_1 L1_1 = L1_1(L2_1, L3_1) L1_1.defaultAlias = "Quest20025" L2_1 = require L3_1 = "Actor/DailyNPCManager" L2_1 = L2_1(L3_1) L3_1 = nil L4_1 = nil L5_1 = nil function L6_1(A0_2) local L1_2 L1_2 = A0_2.clientData L3_1 = L1_2 L1_2 = L3_1.SubIDs L4_1 = L1_2 L1_2 = L3_1.NPCData 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.OnSubStart2002501 L1_2["2002501"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart2002502 L1_2["2002502"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart2002503 L1_2["2002503"] = L2_2 L1_2 = A0_2.subStartHandlers L2_2 = A0_2.OnSubStart2002504 L1_2["2002504"] = 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.OnSubFinish2002501 L1_2["2002501"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish2002502 L1_2["2002502"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish2002503 L1_2["2002503"] = L2_2 L1_2 = A0_2.subFinishHandlers L2_2 = A0_2.OnSubFinish2002504 L1_2["2002504"] = 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.OnSubFailed2002501 L1_2["2002501"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed2002502 L1_2["2002502"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed2002503 L1_2["2002503"] = L2_2 L1_2 = A0_2.subFailedHandlers L2_2 = A0_2.OnSubFailed2002504 L1_2["2002504"] = L2_2 end L1_1.OnSubFailedHandlerBuild = 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 = L5_1.NpcID L6_2 = 1 L2_2(L3_2, L4_2, L5_2, L6_2) L3_2 = A0_2 L2_2 = A0_2.NotifyTo L4_2 = "Npc1551" L5_2 = NpcUtil L5_2 = L5_2.NpcEventType L5_2 = L5_2.HIDESELF L6_2 = true L2_2(L3_2, L4_2, L5_2, L6_2) L3_2 = A0_2 L2_2 = A0_2.GetQuestNpcActor L4_2 = L5_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 = A0_2 L3_2 = A0_2.CallDelay L5_2 = 2 L6_2 = A0_2.DoFreeStyle L3_2(L4_2, L5_2, L6_2) L3_2 = print L4_2 = "01 start" L3_2(L4_2) end L1_1.OnSubStart2002501 = 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 = "delay destroyself" 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(A0_3) local L1_3, L2_3, L3_3, L4_3, L5_3, L6_3 L2_3 = A0_3 L1_3 = A0_3.GetQuestNpcActor L3_3 = L5_1.Npc L1_3 = L1_3(L2_3, L3_3) if L1_3 ~= nil then L3_3 = L1_3 L2_3 = L1_3.Destroy L4_3 = false L2_3(L3_3, L4_3) L3_3 = A0_3 L2_3 = A0_3.NotifyTo L4_3 = "Npc1551" L5_3 = NpcUtil L5_3 = L5_3.NpcEventType L5_3 = L5_3.STARTDAILY L6_3 = true L2_3(L3_3, L4_3, L5_3, L6_3) end end L2_2(L3_2, L4_2, L5_2, L6_2, L7_2) end L1_1.DestroySelf = L6_1 function L6_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = print L3_2 = "delay start dofreestyle" L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.GetQuestNpcActor L4_2 = L5_1.Npc L2_2 = L2_2(L3_2, L4_2) L4_2 = L2_2 L3_2 = L2_2.DoFreeStyle L5_2 = 1240 L3_2(L4_2, L5_2) end L1_1.DoFreeStyle = L6_1 function L6_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "01 finish" L2_2(L3_2) end L1_1.OnSubFinish2002501 = 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.NotifyTo L4_2 = "Npc1551" L5_2 = NpcUtil L5_2 = L5_2.NpcEventType L5_2 = L5_2.STARTDAILY L6_2 = true L2_2(L3_2, L4_2, L5_2, L6_2) end L1_1.OnSubFailed2002501 = L6_1 function L6_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "02 start" L2_2(L3_2) end L1_1.OnSubStart2002502 = L6_1 function L6_1(A0_2, A1_2) local L2_2, L3_2 L2_2 = print L3_2 = "02 finish" L2_2(L3_2) end L1_1.OnSubFinish2002502 = L6_1 function L6_1(A0_2, A1_2) end L1_1.OnSubFailed2002502 = 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 = L3_1.NarratorData L4_2 = L4_2.Story1 L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.NotifyTo L4_2 = "Npc1551" L5_2 = NpcUtil L5_2 = L5_2.NpcEventType L5_2 = L5_2.HIDESELF L6_2 = true L2_2(L3_2, L4_2, L5_2, L6_2) L3_2 = A0_2 L2_2 = A0_2.CallDelay L4_2 = 1 function L5_2(A0_3) local L1_3, L2_3, L3_3 L1_3 = globalActor L2_3 = L1_3 L1_3 = L1_3.StartGuide L3_3 = "RandomTaskElementViewGuideIOS" L1_3(L2_3, L3_3) L1_3 = print L2_3 = "elementview" L1_3(L2_3) end L2_2(L3_2, L4_2, L5_2) L2_2 = print L3_2 = "03 start" L2_2(L3_2) end L1_1.OnSubStart2002503 = 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 = L5_1.Npc L2_2 = L2_2(L3_2, L4_2) L4_2 = L2_2 L3_2 = L2_2.Standby L5_2 = true L3_2(L4_2, L5_2) L4_2 = L2_2 L3_2 = L2_2.Standby L3_2(L4_2) L4_2 = L2_2 L3_2 = L2_2.DoFreeStyle L5_2 = 1300 L3_2(L4_2, L5_2) L3_2 = print L4_2 = "03 finish" L3_2(L4_2) end L1_1.OnSubFinish2002503 = L6_1 function L6_1(A0_2, A1_2) end L1_1.OnSubFailed2002503 = 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 = L3_1.NarratorData L4_2 = L4_2.Story3 L2_2(L3_2, L4_2) L3_2 = A0_2 L2_2 = A0_2.NotifyTo L4_2 = "Npc1551" L5_2 = NpcUtil L5_2 = L5_2.NpcEventType L5_2 = L5_2.HIDESELF L6_2 = true L2_2(L3_2, L4_2, L5_2, L6_2) L2_2 = print L3_2 = "04 start" L2_2(L3_2) end L1_1.OnSubStart2002504 = 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 = L5_1.Npc L2_2 = L2_2(L3_2, L4_2) L4_2 = L2_2 L3_2 = L2_2.Standby L5_2 = true L3_2(L4_2, L5_2) L4_2 = L2_2 L3_2 = L2_2.Standby L3_2(L4_2) L4_2 = L2_2 L3_2 = L2_2.DoFreeStyle L5_2 = 1300 L3_2(L4_2, L5_2) L3_2 = print L4_2 = "04 finish" L3_2(L4_2) L4_2 = A0_2 L3_2 = A0_2.CallDelay L5_2 = 2 L6_2 = A0_2.DestroySelf L3_2(L4_2, L5_2, L6_2) end L1_1.OnSubFinish2002504 = L6_1 function L6_1(A0_2, A1_2) end L1_1.OnSubFailed2002504 = L6_1 function L6_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = print L3_2 = "main finished " L4_2 = tostring L5_2 = A1_2.QuestMainId L4_2 = L4_2(L5_2) L3_2 = L3_2 .. L4_2 L2_2(L3_2) end L1_1.OnMainFinished = L6_1 function L6_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2 L2_2 = print L3_2 = "main failed " L4_2 = tostring L5_2 = A1_2.QuestMainId L4_2 = L4_2(L5_2) L3_2 = L3_2 .. L4_2 L2_2(L3_2) end L1_1.OnMainFailed = L6_1 function L6_1(A0_2, A1_2) local L2_2, L3_2, L4_2, L5_2, L6_2 L2_2 = print L3_2 = "main canceled " L4_2 = tostring L5_2 = A1_2.QuestMainId L4_2 = L4_2(L5_2) L3_2 = L3_2 .. L4_2 L2_2(L3_2) L3_2 = A0_2 L2_2 = A0_2.DestroyQuestNpcActor L4_2 = L5_1.Npc L5_2 = 3 L2_2(L3_2, L4_2, L5_2) L3_2 = A0_2 L2_2 = A0_2.NotifyTo L4_2 = "Npc1551" L5_2 = NpcUtil L5_2 = L5_2.NpcEventType L5_2 = L5_2.STARTDAILY L6_2 = true L2_2(L3_2, L4_2, L5_2, L6_2) end L1_1.OnMainCanceled = L6_1 function L6_1(A0_2) local L1_2 end L1_1.Start = L6_1 function L6_1(A0_2) local L1_2 end L1_1.OnDestroy = L6_1 return L1_1