Anush b851558b8a V2.7 Resources [Not BinOutput]
ExcelBinData - GenshinData [Fixed camelCase -> PascalCase]
BinOutput - 2.6 Razmoth BinOutput with Yelan & Shinobu Avatar File Added from GenshinData
Scripts - From lilmayofuksu/animepython [2.6.51 Luas]
2022-05-28 14:03:10 +05:30

927 lines
23 KiB
Lua

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/Npc/NpcActorProxy"
L0_1 = L0_1(L1_1)
L1_1 = class
L2_1 = "YLLQZYSneakAI"
L3_1 = L0_1
L1_1 = L1_1(L2_1, L3_1)
L2_1 = require
L3_1 = "Quest/Client/Q11019ClientConfig"
L2_1 = L2_1(L3_1)
L1_1.CanMove = 1
L1_1.PatrolPosNum = 1
L1_1.NarratorTag = 1
L3_1 = nil
L4_1 = {}
L5_1 = "Q1101903_N12507_Route1"
L6_1 = "Q1101903_N12507_Route2"
L7_1 = "Q1101903_N12507_Route3"
L8_1 = "Q1101903_N12507_Route4"
L4_1[1] = L5_1
L4_1[2] = L6_1
L4_1[3] = L7_1
L4_1[4] = L8_1
L1_1.Routlist = L4_1
L4_1 = {}
L5_1 = "Q1101903_N2023_Route1"
L6_1 = "Q1101903_N2023_Route2"
L7_1 = "Q1101903_N2023_Route3"
L8_1 = "Q1101903_N2023_Route4"
L4_1[1] = L5_1
L4_1[2] = L6_1
L4_1[3] = L7_1
L4_1[4] = L8_1
L1_1.RoutlistLinLang = L4_1
function L4_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
L1_2 = {}
L2_2 = 1190
L3_2 = 1130
L4_2 = 1200
L5_2 = 0
L6_2 = 4210
L7_2 = 1170
L1_2[1] = L2_2
L1_2[2] = L3_2
L1_2[3] = L4_2
L1_2[4] = L5_2
L1_2[5] = L6_2
L1_2[6] = L7_2
return L1_2
end
L1_1.GetCustomFreeStyleList = L4_1
function L4_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2
L1_2 = actorMgr
L2_2 = L1_2
L1_2 = L1_2.GetActor
L3_2 = "11019"
L1_2 = L1_2(L2_2, L3_2)
L2_2 = L1_2.GetQuestNpcActor
if L2_2 ~= nil then
L2_2 = print
L3_2 = "YLLQZYSneakAI Sneak Success"
L2_2(L3_2)
L3_2 = L1_2
L2_2 = L1_2.FinishQuestID
L4_2 = false
L5_2 = 1101903
L2_2(L3_2, L4_2, L5_2)
end
end
L1_1.SneakSuccessFlag = L4_1
function L4_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2
L1_2 = print
L2_2 = "YLLQZYSneakAI StartPatrol-----"
L1_2(L2_2)
L1_2 = A0_2.uActor
if L1_2 == nil then
return
end
L2_2 = A0_2
L1_2 = A0_2.DoFreeStateTrigger
L1_2(L2_2)
L2_2 = A0_2
L1_2 = A0_2.GetNpcAlias
L1_2 = L1_2(L2_2)
L2_2 = actorMgr
L3_2 = L2_2
L2_2 = L2_2.GetActor
L4_2 = "11019"
L2_2 = L2_2(L3_2, L4_2)
L3_2 = L2_2.GetQuestNpcActor
if L3_2 ~= nil then
L4_2 = L2_2
L3_2 = L2_2.GetQuestNpcActor
L5_2 = "Npc2023"
L3_2 = L3_2(L4_2, L5_2)
L3_1 = L3_2
end
L3_2 = A0_2.NarratorTag
if L3_2 == 1 then
L3_2 = print
L4_2 = "YLLQZYSneakAI NarratorTag \230\152\175 "
L5_2 = A0_2.NarratorTag
L4_2 = L4_2 .. L5_2
L3_2(L4_2)
L4_2 = A0_2
L3_2 = A0_2.NarratorOnlyTaskByData
L5_2 = {}
L5_2.narratorId = 110190201
L5_2.pauseLen = 10
L5_2.resumeLen = 5
L5_2.tag = "StoryInMainPage"
function L6_2()
local L0_3, L1_3, L2_3, L3_3
L0_3 = L3_1
if L0_3 ~= nil then
L0_3 = L3_1
L1_3 = L0_3
L0_3 = L0_3.DoFreeStyle
L2_3 = 1170
L0_3(L1_3, L2_3)
end
L0_3 = A0_2
L1_3 = L0_3
L0_3 = L0_3.CallDelay
L2_3 = 1
function L3_3()
local L0_4, L1_4
L0_4 = A0_2
L1_4 = L0_4
L0_4 = L0_4.Behave
L0_4(L1_4)
end
L0_3(L1_3, L2_3, L3_3)
end
L7_2 = 11019
L3_2(L4_2, L5_2, L6_2, L7_2)
L3_2 = L3_1
if L3_2 ~= nil then
L3_2 = L3_1
L4_2 = L3_2
L3_2 = L3_2.DoFreeStyle
L5_2 = 1190
L3_2(L4_2, L5_2)
end
else
L3_2 = A0_2.NarratorTag
if L3_2 == 2 then
L3_2 = print
L4_2 = "YLLQZYSneakAI NarratorTag \230\152\175 "
L5_2 = A0_2.NarratorTag
L4_2 = L4_2 .. L5_2
L3_2(L4_2)
L4_2 = A0_2
L3_2 = A0_2.NarratorOnlyTaskByData
L5_2 = {}
L5_2.narratorId = 110190202
L5_2.pauseLen = 10
L5_2.resumeLen = 5
L5_2.tag = "StoryInMainPage"
function L6_2()
local L0_3, L1_3
L0_3 = A0_2
L1_3 = L0_3
L0_3 = L0_3.Behave
L0_3(L1_3)
end
L7_2 = 11019
L3_2(L4_2, L5_2, L6_2, L7_2)
L3_2 = L3_1
if L3_2 ~= nil then
L3_2 = L3_1
L4_2 = L3_2
L3_2 = L3_2.WalkToTask
L5_2 = sceneData
L6_2 = L5_2
L5_2 = L5_2.GetDummyPoint
L7_2 = 3
L8_2 = A0_2.RoutlistLinLang
L8_2 = L8_2[2]
L5_2 = L5_2(L6_2, L7_2, L8_2)
L5_2 = L5_2.pos
function L6_2()
local L0_3, L1_3, L2_3, L3_3, L4_3, L5_3, L6_3
L0_3 = sceneData
L1_3 = L0_3
L0_3 = L0_3.GetDummyPoint
L2_3 = 3
L3_3 = A0_2.RoutlistLinLang
L3_3 = L3_3[2]
L0_3 = L0_3(L1_3, L2_3, L3_3)
L0_3 = L0_3.rot
L1_3 = L3_1
L2_3 = L1_3
L1_3 = L1_3.SteerToTask
L3_3 = M
L3_3 = L3_3.Euler2DirXZ
L4_3 = L0_3
L3_3 = L3_3(L4_3)
L4_3 = 0.5
L5_3 = true
L6_3 = true
L1_3(L2_3, L3_3, L4_3, L5_3, L6_3)
end
L7_2 = nil
L8_2 = nil
L9_2 = nil
L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2)
end
L4_2 = A0_2
L3_2 = A0_2.WalkToTask
L5_2 = sceneData
L6_2 = L5_2
L5_2 = L5_2.GetDummyPoint
L7_2 = 3
L8_2 = A0_2.Routlist
L8_2 = L8_2[2]
L5_2 = L5_2(L6_2, L7_2, L8_2)
L5_2 = L5_2.pos
function L6_2()
local L0_3, L1_3, L2_3, L3_3, L4_3, L5_3, L6_3
L0_3 = sceneData
L1_3 = L0_3
L0_3 = L0_3.GetDummyPoint
L2_3 = 3
L3_3 = A0_2.Routlist
L3_3 = L3_3[2]
L0_3 = L0_3(L1_3, L2_3, L3_3)
L0_3 = L0_3.rot
L1_3 = A0_2
L2_3 = L1_3
L1_3 = L1_3.SteerToTask
L3_3 = M
L3_3 = L3_3.Euler2DirXZ
L4_3 = L0_3
L3_3 = L3_3(L4_3)
L4_3 = 0.5
L5_3 = true
L6_3 = true
L1_3(L2_3, L3_3, L4_3, L5_3, L6_3)
end
L7_2 = nil
L8_2 = nil
L9_2 = nil
L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2)
else
L3_2 = A0_2.NarratorTag
if L3_2 == 3 then
L3_2 = print
L4_2 = "YLLQZYSneakAI NarratorTag \230\152\175 "
L5_2 = A0_2.NarratorTag
L4_2 = L4_2 .. L5_2
L3_2(L4_2)
L4_2 = A0_2
L3_2 = A0_2.NarratorOnlyTaskByData
L5_2 = {}
L5_2.narratorId = 110190203
L5_2.pauseLen = 10
L5_2.resumeLen = 5
L5_2.tag = "StoryInMainPage"
function L6_2()
local L0_3, L1_3
L0_3 = A0_2
L1_3 = L0_3
L0_3 = L0_3.Behave
L0_3(L1_3)
end
L7_2 = 11019
L3_2(L4_2, L5_2, L6_2, L7_2)
L4_2 = A0_2
L3_2 = A0_2.DoFreeStyle
L5_2 = 1130
L3_2(L4_2, L5_2)
L4_2 = A0_2
L3_2 = A0_2.CallDelay
L5_2 = 3
function L6_2()
local L0_3, L1_3, L2_3
L0_3 = L3_1
if L0_3 ~= nil then
L0_3 = L3_1
L1_3 = L0_3
L0_3 = L0_3.DoFreeStyle
L2_3 = 1190
L0_3(L1_3, L2_3)
end
end
L3_2(L4_2, L5_2, L6_2)
else
L3_2 = A0_2.NarratorTag
if L3_2 == 4 then
L3_2 = print
L4_2 = "YLLQZYSneakAI NarratorTag \230\152\175 "
L5_2 = A0_2.NarratorTag
L4_2 = L4_2 .. L5_2
L3_2(L4_2)
L4_2 = A0_2
L3_2 = A0_2.NarratorOnlyTaskByData
L5_2 = {}
L5_2.narratorId = 110190204
L5_2.pauseLen = 10
L5_2.resumeLen = 5
L5_2.tag = "StoryInMainPage"
L6_2 = nil
L7_2 = 11019
L3_2(L4_2, L5_2, L6_2, L7_2)
L3_2 = L3_1
if L3_2 ~= nil then
L3_2 = L3_1
L4_2 = L3_2
L3_2 = L3_2.WalkToTask
L5_2 = sceneData
L6_2 = L5_2
L5_2 = L5_2.GetDummyPoint
L7_2 = 3
L8_2 = A0_2.RoutlistLinLang
L8_2 = L8_2[3]
L5_2 = L5_2(L6_2, L7_2, L8_2)
L5_2 = L5_2.pos
function L6_2()
local L0_3, L1_3, L2_3, L3_3, L4_3, L5_3, L6_3
L0_3 = sceneData
L1_3 = L0_3
L0_3 = L0_3.GetDummyPoint
L2_3 = 3
L3_3 = A0_2.RoutlistLinLang
L3_3 = L3_3[3]
L0_3 = L0_3(L1_3, L2_3, L3_3)
L0_3 = L0_3.rot
L1_3 = L3_1
L2_3 = L1_3
L1_3 = L1_3.SteerToTask
L3_3 = M
L3_3 = L3_3.Euler2DirXZ
L4_3 = L0_3
L3_3 = L3_3(L4_3)
L4_3 = 0.5
L5_3 = true
L6_3 = true
L1_3(L2_3, L3_3, L4_3, L5_3, L6_3)
end
L7_2 = nil
L8_2 = nil
L9_2 = nil
L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2)
end
L4_2 = A0_2
L3_2 = A0_2.WalkToTask
L5_2 = sceneData
L6_2 = L5_2
L5_2 = L5_2.GetDummyPoint
L7_2 = 3
L8_2 = A0_2.Routlist
L8_2 = L8_2[3]
L5_2 = L5_2(L6_2, L7_2, L8_2)
L5_2 = L5_2.pos
function L6_2()
local L0_3, L1_3, L2_3, L3_3, L4_3, L5_3, L6_3
L0_3 = sceneData
L1_3 = L0_3
L0_3 = L0_3.GetDummyPoint
L2_3 = 3
L3_3 = A0_2.Routlist
L3_3 = L3_3[3]
L0_3 = L0_3(L1_3, L2_3, L3_3)
L0_3 = L0_3.rot
L1_3 = A0_2
L2_3 = L1_3
L1_3 = L1_3.SteerToTask
L3_3 = M
L3_3 = L3_3.Euler2DirXZ
L4_3 = L0_3
L3_3 = L3_3(L4_3)
L4_3 = 0.5
L5_3 = true
L6_3 = true
L1_3(L2_3, L3_3, L4_3, L5_3, L6_3)
L1_3 = A0_2
L2_3 = L1_3
L1_3 = L1_3.CallDelay
L3_3 = 2
function L4_3()
local L0_4, L1_4
L0_4 = A0_2
L1_4 = L0_4
L0_4 = L0_4.Behave
L0_4(L1_4)
end
L1_3(L2_3, L3_3, L4_3)
end
L7_2 = nil
L8_2 = nil
L9_2 = nil
L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2)
else
L3_2 = A0_2.NarratorTag
if L3_2 == 5 then
L3_2 = print
L4_2 = "YLLQZYSneakAI NarratorTag \230\152\175 "
L5_2 = A0_2.NarratorTag
L4_2 = L4_2 .. L5_2
L3_2(L4_2)
L4_2 = A0_2
L3_2 = A0_2.NarratorOnlyTaskByData
L5_2 = {}
L5_2.narratorId = 110190205
L5_2.pauseLen = 10
L5_2.resumeLen = 5
L5_2.tag = "StoryInMainPage"
function L6_2()
local L0_3, L1_3
L0_3 = A0_2
L1_3 = L0_3
L0_3 = L0_3.Behave
L0_3(L1_3)
end
L7_2 = 11019
L3_2(L4_2, L5_2, L6_2, L7_2)
L4_2 = A0_2
L3_2 = A0_2.DoFreeStyle
L5_2 = 4210
L3_2(L4_2, L5_2)
L4_2 = A0_2
L3_2 = A0_2.CallDelay
L5_2 = 3
function L6_2()
local L0_3, L1_3, L2_3
L0_3 = L3_1
if L0_3 ~= nil then
L0_3 = L3_1
L1_3 = L0_3
L0_3 = L0_3.DoFreeStyle
L2_3 = 1130
L0_3(L1_3, L2_3)
end
end
L3_2(L4_2, L5_2, L6_2)
else
L4_2 = A0_2
L3_2 = A0_2.Behave
L3_2(L4_2)
end
end
end
end
end
end
L1_1.StartPatrol = L4_1
function L4_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
L1_2 = A0_2.uActor
if L1_2 == nil then
return
end
L1_2 = actorMgr
L2_2 = L1_2
L1_2 = L1_2.GetActor
L3_2 = "11019"
L1_2 = L1_2(L2_2, L3_2)
L2_2 = L1_2.GetQuestNpcActor
if L2_2 ~= nil then
L3_2 = L1_2
L2_2 = L1_2.GetQuestNpcActor
L4_2 = "Npc2023"
L2_2 = L2_2(L3_2, L4_2)
L3_1 = L2_2
end
L2_2 = A0_2.PatrolPosNum
if L2_2 == 1 then
L2_2 = A0_2.NarratorTag
if L2_2 == 1 then
L2_2 = print
L3_2 = "YLLQZYSneakAI Do Behave "
L4_2 = A0_2.PatrolPosNum
L3_2 = L3_2 .. L4_2
L2_2(L3_2)
A0_2.NarratorTag = 2
A0_2.PatrolPosNum = 2
L2_2 = L3_1
if L2_2 ~= nil then
L2_2 = L3_1
L3_2 = L2_2
L2_2 = L2_2.WalkToTask
L4_2 = sceneData
L5_2 = L4_2
L4_2 = L4_2.GetDummyPoint
L6_2 = 3
L7_2 = A0_2.RoutlistLinLang
L7_2 = L7_2[1]
L4_2 = L4_2(L5_2, L6_2, L7_2)
L4_2 = L4_2.pos
function L5_2()
local L0_3, L1_3, L2_3, L3_3, L4_3, L5_3, L6_3
L0_3 = sceneData
L1_3 = L0_3
L0_3 = L0_3.GetDummyPoint
L2_3 = 3
L3_3 = A0_2.RoutlistLinLang
L3_3 = L3_3[1]
L0_3 = L0_3(L1_3, L2_3, L3_3)
L0_3 = L0_3.rot
L1_3 = L3_1
L2_3 = L1_3
L1_3 = L1_3.SteerToTask
L3_3 = M
L3_3 = L3_3.Euler2DirXZ
L4_3 = L0_3
L3_3 = L3_3(L4_3)
L4_3 = 0.5
L5_3 = true
L6_3 = true
L1_3(L2_3, L3_3, L4_3, L5_3, L6_3)
end
L6_2 = nil
L7_2 = nil
L8_2 = nil
L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2)
end
L3_2 = A0_2
L2_2 = A0_2.WalkToTask
L4_2 = sceneData
L5_2 = L4_2
L4_2 = L4_2.GetDummyPoint
L6_2 = 3
L7_2 = A0_2.Routlist
L7_2 = L7_2[1]
L4_2 = L4_2(L5_2, L6_2, L7_2)
L4_2 = L4_2.pos
function L5_2()
local L0_3, L1_3, L2_3, L3_3, L4_3, L5_3, L6_3
L0_3 = sceneData
L1_3 = L0_3
L0_3 = L0_3.GetDummyPoint
L2_3 = 3
L3_3 = A0_2.Routlist
L3_3 = L3_3[1]
L0_3 = L0_3(L1_3, L2_3, L3_3)
L0_3 = L0_3.rot
L1_3 = A0_2
L2_3 = L1_3
L1_3 = L1_3.SteerToTask
L3_3 = M
L3_3 = L3_3.Euler2DirXZ
L4_3 = L0_3
L3_3 = L3_3(L4_3)
L4_3 = 0.5
L5_3 = true
L6_3 = true
L1_3(L2_3, L3_3, L4_3, L5_3, L6_3)
L1_3 = A0_2
L2_3 = L1_3
L1_3 = L1_3.CallDelay
L3_3 = 2
function L4_3()
local L0_4, L1_4
L0_4 = A0_2
L1_4 = L0_4
L0_4 = L0_4.StartPatrol
L0_4(L1_4)
end
L1_3(L2_3, L3_3, L4_3)
end
L6_2 = nil
L7_2 = nil
L8_2 = nil
L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2)
end
else
L2_2 = A0_2.PatrolPosNum
if L2_2 == 2 then
L2_2 = A0_2.NarratorTag
if L2_2 == 2 then
L2_2 = print
L3_2 = "YLLQZYSneakAI Do Behave "
L4_2 = A0_2.PatrolPosNum
L3_2 = L3_2 .. L4_2
L2_2(L3_2)
A0_2.NarratorTag = 3
A0_2.PatrolPosNum = 3
L3_2 = A0_2
L2_2 = A0_2.CallDelay
L4_2 = 0.5
function L5_2()
local L0_3, L1_3
L0_3 = A0_2
L1_3 = L0_3
L0_3 = L0_3.StartPatrol
L0_3(L1_3)
end
L2_2(L3_2, L4_2, L5_2)
end
else
L2_2 = A0_2.PatrolPosNum
if L2_2 == 3 then
L2_2 = A0_2.NarratorTag
if L2_2 == 3 then
L2_2 = print
L3_2 = "YLLQZYSneakAI Do Behave "
L4_2 = A0_2.PatrolPosNum
L3_2 = L3_2 .. L4_2
L2_2(L3_2)
A0_2.NarratorTag = 4
A0_2.PatrolPosNum = 4
L3_2 = A0_2
L2_2 = A0_2.CallDelay
L4_2 = 0.5
function L5_2()
local L0_3, L1_3
L0_3 = A0_2
L1_3 = L0_3
L0_3 = L0_3.StartPatrol
L0_3(L1_3)
end
L2_2(L3_2, L4_2, L5_2)
end
else
L2_2 = A0_2.PatrolPosNum
if L2_2 == 4 then
L2_2 = A0_2.NarratorTag
if L2_2 == 4 then
L2_2 = print
L3_2 = "YLLQZYSneakAI Do Behave "
L4_2 = A0_2.PatrolPosNum
L3_2 = L3_2 .. L4_2
L2_2(L3_2)
A0_2.NarratorTag = 5
A0_2.PatrolPosNum = 5
L3_2 = A0_2
L2_2 = A0_2.CallDelay
L4_2 = 0.5
function L5_2()
local L0_3, L1_3
L0_3 = A0_2
L1_3 = L0_3
L0_3 = L0_3.StartPatrol
L0_3(L1_3)
end
L2_2(L3_2, L4_2, L5_2)
end
else
L2_2 = A0_2.PatrolPosNum
if L2_2 == 5 then
L2_2 = A0_2.NarratorTag
if L2_2 == 5 then
L2_2 = print
L3_2 = "YLLQZYSneakAI Do Behave "
L4_2 = A0_2.PatrolPosNum
L3_2 = L3_2 .. L4_2
L2_2(L3_2)
A0_2.NarratorTag = 0
A0_2.PatrolPosNum = 0
L3_2 = A0_2
L2_2 = A0_2.DoFreeStyle
L4_2 = 1200
L2_2(L3_2, L4_2)
L2_2 = L3_1
if L2_2 ~= nil then
L2_2 = L3_1
L3_2 = L2_2
L2_2 = L2_2.DoFreeStyle
L4_2 = 1200
L2_2(L3_2, L4_2)
end
L2_2 = L3_1
if L2_2 ~= nil then
L2_2 = L3_1
L3_2 = L2_2
L2_2 = L2_2.WalkToTask
L4_2 = sceneData
L5_2 = L4_2
L4_2 = L4_2.GetDummyPoint
L6_2 = 3
L7_2 = A0_2.RoutlistLinLang
L7_2 = L7_2[4]
L4_2 = L4_2(L5_2, L6_2, L7_2)
L4_2 = L4_2.pos
function L5_2()
local L0_3, L1_3, L2_3, L3_3, L4_3, L5_3, L6_3
L0_3 = sceneData
L1_3 = L0_3
L0_3 = L0_3.GetDummyPoint
L2_3 = 3
L3_3 = A0_2.RoutlistLinLang
L3_3 = L3_3[4]
L0_3 = L0_3(L1_3, L2_3, L3_3)
L0_3 = L0_3.rot
L1_3 = L3_1
L2_3 = L1_3
L1_3 = L1_3.SteerToTask
L3_3 = M
L3_3 = L3_3.Euler2DirXZ
L4_3 = L0_3
L3_3 = L3_3(L4_3)
L4_3 = 0.5
L5_3 = true
L6_3 = true
L1_3(L2_3, L3_3, L4_3, L5_3, L6_3)
end
L6_2 = nil
L7_2 = nil
L8_2 = nil
L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2)
end
L3_2 = A0_2
L2_2 = A0_2.WalkToTask
L4_2 = sceneData
L5_2 = L4_2
L4_2 = L4_2.GetDummyPoint
L6_2 = 3
L7_2 = A0_2.Routlist
L7_2 = L7_2[4]
L4_2 = L4_2(L5_2, L6_2, L7_2)
L4_2 = L4_2.pos
function L5_2()
local L0_3, L1_3, L2_3, L3_3, L4_3, L5_3, L6_3
L0_3 = sceneData
L1_3 = L0_3
L0_3 = L0_3.GetDummyPoint
L2_3 = 3
L3_3 = A0_2.Routlist
L3_3 = L3_3[4]
L0_3 = L0_3(L1_3, L2_3, L3_3)
L0_3 = L0_3.rot
L1_3 = A0_2
L2_3 = L1_3
L1_3 = L1_3.SteerToTask
L3_3 = M
L3_3 = L3_3.Euler2DirXZ
L4_3 = L0_3
L3_3 = L3_3(L4_3)
L4_3 = 0.5
L5_3 = true
L6_3 = true
L1_3(L2_3, L3_3, L4_3, L5_3, L6_3)
L1_3 = A0_2
L2_3 = L1_3
L1_3 = L1_3.CallDelay
L3_3 = 2
function L4_3()
local L0_4, L1_4
L0_4 = A0_2
L1_4 = L0_4
L0_4 = L0_4.SneakSuccessFlag
L0_4(L1_4)
end
L1_3(L2_3, L3_3, L4_3)
end
L6_2 = nil
L7_2 = nil
L8_2 = nil
L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2)
end
else
L3_2 = A0_2
L2_2 = A0_2.CallDelay
L4_2 = 1
function L5_2()
local L0_3, L1_3
L0_3 = A0_2
L1_3 = L0_3
L0_3 = L0_3.StartPatrol
L0_3(L1_3)
end
L2_2(L3_2, L4_2, L5_2)
end
end
end
end
end
end
L1_1.Behave = L4_1
function L4_1(A0_2)
local L1_2, L2_2, L3_2, L4_2
L1_2 = print
L2_2 = "YLLQZYSneakAI \229\155\158\229\142\187\231\187\167\231\187\173\232\181\176\232\183\175 "
L4_2 = A0_2
L3_2 = A0_2.GetNpcAlias
L3_2 = L3_2(L4_2)
L2_2 = L2_2 .. L3_2
L1_2(L2_2)
end
L1_1.ReturnToPatrol = L4_1
function L4_1(A0_2)
local L1_2, L2_2, L3_2, L4_2
L1_2 = print
L2_2 = "YLLQZYSneakAI Aware "
L4_2 = A0_2
L3_2 = A0_2.GetNpcAlias
L3_2 = L3_2(L4_2)
L2_2 = L2_2 .. L3_2
L1_2(L2_2)
L2_2 = A0_2
L1_2 = A0_2.ShowTextMapWithParam
L3_2 = "QUEST_Black_Q110190501"
L1_2(L2_2, L3_2)
end
L1_1.Aware = L4_1
function L4_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2
L1_2 = print
L2_2 = "YLLQZYSneakAI Discover "
L4_2 = A0_2
L3_2 = A0_2.GetNpcAlias
L3_2 = L3_2(L4_2)
L2_2 = L2_2 .. L3_2
L1_2(L2_2)
L1_2 = nil
L2_2 = actorMgr
L3_2 = L2_2
L2_2 = L2_2.GetActor
L4_2 = "11019"
L2_2 = L2_2(L3_2, L4_2)
L3_2 = L2_2.GetQuestNpcActor
if L3_2 ~= nil then
L4_2 = L2_2
L3_2 = L2_2.GetQuestNpcActor
L5_2 = "Npc2023"
L3_2 = L3_2(L4_2, L5_2)
L1_2 = L3_2
end
if L1_2 ~= nil then
L4_2 = L1_2
L3_2 = L1_2.Standby
L3_2(L4_2)
L4_2 = L1_2
L3_2 = L1_2.DoFreeStateTrigger
L3_2(L4_2)
end
L4_2 = A0_2
L3_2 = A0_2.Standby
L3_2(L4_2)
L4_2 = A0_2
L3_2 = A0_2.DoFreeStateTrigger
L3_2(L4_2)
L3_2 = actorUtils
L3_2 = L3_2.GetAvatarPos
L3_2 = L3_2()
L5_2 = A0_2
L4_2 = A0_2.GetPos
L4_2 = L4_2(L5_2)
L5_2 = {}
L6_2 = L3_2.x
L7_2 = L4_2.x
L6_2 = L6_2 - L7_2
L5_2.x = L6_2
L6_2 = L3_2.y
L7_2 = L4_2.y
L6_2 = L6_2 - L7_2
L5_2.y = L6_2
L6_2 = L3_2.z
L7_2 = L4_2.z
L6_2 = L6_2 - L7_2
L5_2.z = L6_2
L7_2 = A0_2
L6_2 = A0_2.SteerToAutonomyTask
L8_2 = L5_2
L9_2 = 1
L10_2 = true
L11_2 = true
L6_2(L7_2, L8_2, L9_2, L10_2, L11_2)
L7_2 = A0_2
L6_2 = A0_2.CallDelay
L8_2 = 1
function L9_2()
local L0_3, L1_3, L2_3
L0_3 = A0_2
L1_3 = L0_3
L0_3 = L0_3.DoFreeStyle
L2_3 = 1200
L0_3(L1_3, L2_3)
end
L6_2(L7_2, L8_2, L9_2)
L7_2 = A0_2
L6_2 = A0_2.NarratorOnlyTaskByData
L8_2 = {}
L8_2.narratorId = 1101904
L8_2.pauseLen = 10
L8_2.resumeLen = 5
L8_2.tag = "StoryInMainPage"
function L9_2()
local L0_3, L1_3, L2_3
L0_3 = actorUtils
L0_3 = L0_3.FinishQuestID
L1_3 = true
L2_3 = 1101903
L0_3(L1_3, L2_3)
end
L10_2 = 11019
L6_2(L7_2, L8_2, L9_2, L10_2)
L7_2 = A0_2
L6_2 = A0_2.CallDelay
L8_2 = 5
function L9_2()
local L0_3, L1_3, L2_3
L0_3 = actorUtils
L0_3 = L0_3.FinishQuestID
L1_3 = true
L2_3 = 1101903
L0_3(L1_3, L2_3)
end
L6_2(L7_2, L8_2, L9_2)
end
L1_1.Discover = L4_1
function L4_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2
L1_2 = print
L2_2 = "YLLQZYSneakAI Start"
L1_2(L2_2)
L2_2 = A0_2
L1_2 = A0_2.ThreatTask
L3_2 = A0_2.Discover
L4_2 = A0_2.Aware
L5_2 = A0_2.ReturnToPatrol
L1_2(L2_2, L3_2, L4_2, L5_2)
L2_2 = A0_2
L1_2 = A0_2.StartPatrol
L1_2(L2_2)
end
L1_1.Start = L4_1
return L1_1