2022-04-29 16:40:51 +02:00

832 lines
17 KiB
Lua

local L0_1, L1_1, L2_1, L3_1, L4_1, L5_1, L6_1, L7_1, L8_1, L9_1, L10_1
L0_1 = require
L1_1 = "Actor/ActorCommon"
L0_1(L1_1)
L0_1 = require
L1_1 = "Actor/Npc/NPCEventType"
L0_1 = L0_1(L1_1)
L1_1 = require
L2_1 = "Actor/Npc/NpcMode/NpcModeType"
L1_1 = L1_1(L2_1)
L2_1 = require
L3_1 = "Actor/Npc/BaseDailyNpc"
L2_1 = L2_1(L3_1)
L3_1 = class
L4_1 = "DailyNpc"
L5_1 = L2_1
L3_1 = L3_1(L4_1, L5_1)
L4_1 = require
L5_1 = "Actor/Npc/Config/NpcConfigCommon"
L4_1 = L4_1(L5_1)
L5_1 = L4_1.VoicePattern
L6_1 = L4_1.TalkMode
L7_1 = L0_1.DailyNpcEventType
L3_1.OnAction = 0
L3_1.BubbleData = nil
L3_1.ConfigData = nil
L8_1 = {}
L9_1 = 5
L10_1 = 8
L8_1[1] = L9_1
L8_1[2] = L10_1
L3_1.TalkInterval = L8_1
L8_1 = L5_1.SOLO
L3_1.Pattern = L8_1
L8_1 = L6_1.BOTH
L3_1.TalkMode = L8_1
L3_1.BubbleTime = 5
L3_1.BubbleIntervalMin = 7
L3_1.BubbleIntervalMax = 10
L3_1.BubblePath = nil
L3_1.ConfigPath = nil
L3_1.IsPreparingData = false
L3_1.IsDataInited = false
function L8_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
L1_2 = A0_2.IsPreparingData
if L1_2 == true then
return
end
L2_2 = A0_2
L1_2 = A0_2.GetNpcConfigId
L1_2 = L1_2(L2_2)
A0_2.ID = L1_2
L1_2 = tostring
L2_2 = A0_2.ID
L1_2 = L1_2(L2_2)
L2_2 = "Actor/Npc/Config/NpcBubble/Bubble"
L3_2 = L1_2
L2_2 = L2_2 .. L3_2
A0_2.BubblePath = L2_2
L2_2 = "Actor/Npc/Config/NpcConfig/Config"
L3_2 = L1_2
L2_2 = L2_2 .. L3_2
A0_2.ConfigPath = L2_2
A0_2.IsPreparingData = true
L2_2 = actorUtils
L2_2 = L2_2.PrepareData
L3_2 = A0_2.OnPrepareNpcData
L4_2 = A0_2
L5_2 = A0_2.BubblePath
L6_2 = A0_2.ConfigPath
L2_2(L3_2, L4_2, L5_2, L6_2)
end
L3_1.PrepareNpcDataAndStart = L8_1
function L8_1(A0_2)
local L1_2, L2_2
A0_2.IsPreparingData = false
L1_2 = A0_2.uActor
if L1_2 == nil then
return
end
L2_2 = A0_2
L1_2 = A0_2.DataInit
L1_2(L2_2)
L2_2 = A0_2
L1_2 = A0_2.InitBaseConfig
L1_2(L2_2)
A0_2.IsDataInited = true
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.OnDataInited
L1_2(L2_2)
L2_2 = A0_2
L1_2 = A0_2.StartDaily
L1_2(L2_2)
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.HandleExternalRecover
L1_2(L2_2)
end
L3_1.OnPrepareNpcData = L8_1
function L8_1(A0_2)
local L1_2, L2_2, L3_2, L4_2
L2_2 = A0_2
L1_2 = A0_2.GetNpcConfigId
L1_2 = L1_2(L2_2)
A0_2.ID = L1_2
L1_2 = require
L2_2 = A0_2.BubblePath
L1_2 = L1_2(L2_2)
L2_2 = require
L3_2 = A0_2.ConfigPath
L2_2 = L2_2(L3_2)
if L1_2 ~= false and L1_2 ~= true then
L3_2 = L1_2.Data
A0_2.BubbleData = L3_2
L4_2 = A0_2
L3_2 = A0_2.InitBubble
L3_2(L4_2)
end
if L2_2 ~= false and L2_2 ~= true then
L3_2 = L2_2.Data
A0_2.ConfigData = L3_2
end
A0_2.BubblePath = nil
A0_2.ConfigPath = nil
end
L3_1.DataInit = L8_1
function L8_1(A0_2)
local L1_2, L2_2, L3_2
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.SetIsDaily
L3_2 = true
L1_2(L2_2, L3_2)
L1_2 = A0_2.IsDataInited
if L1_2 == true then
L2_2 = A0_2
L1_2 = A0_2.StartDaily
L1_2(L2_2)
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.HandleExternalRecover
L1_2(L2_2)
else
L2_2 = A0_2
L1_2 = A0_2.PrepareNpcDataAndStart
L1_2(L2_2)
end
end
L3_1.Start = L8_1
function L8_1(A0_2)
local L1_2, L2_2, L3_2
L1_2 = A0_2.IsDataInited
if L1_2 ~= true then
L1_2 = A0_2.uActor
L2_2 = L1_2
L1_2 = L1_2.Hide
L3_2 = true
L1_2(L2_2, L3_2)
end
end
L3_1.CheckShow = L8_1
function L8_1(A0_2)
local L1_2
L1_2 = A0_2.BubbleData
L1_2 = L1_2.IsInitiator
A0_2.IsInitiator = L1_2
L1_2 = A0_2.BubbleData
L1_2 = L1_2.Pattern
if L1_2 ~= nil then
L1_2 = A0_2.BubbleData
L1_2 = L1_2.Pattern
A0_2.Pattern = L1_2
end
L1_2 = A0_2.BubbleData
L1_2 = L1_2.TalkMode
if L1_2 ~= nil then
L1_2 = A0_2.BubbleData
L1_2 = L1_2.TalkMode
A0_2.TalkMode = L1_2
end
L1_2 = A0_2.BubbleData
L1_2 = L1_2.BubbleTime
if L1_2 ~= nil then
L1_2 = A0_2.BubbleData
L1_2 = L1_2.BubbleTime
A0_2.BubbleTime = L1_2
end
L1_2 = A0_2.BubbleData
L1_2 = L1_2.BubbleInterval
if L1_2 ~= nil then
L1_2 = A0_2.BubbleData
L1_2 = L1_2.BubbleInterval
L1_2 = L1_2[1]
A0_2.BubbleIntervalMin = L1_2
L1_2 = A0_2.BubbleData
L1_2 = L1_2.BubbleInterval
L1_2 = L1_2[2]
A0_2.BubbleIntervalMax = L1_2
end
L1_2 = A0_2.BubbleData
L1_2 = L1_2.TalkInterval
if L1_2 ~= nil then
L1_2 = A0_2.BubbleData
L1_2 = L1_2.TalkInterval
A0_2.TalkInterval = L1_2
end
L1_2 = A0_2.BubbleData
L1_2 = L1_2.IsInitiator
if L1_2 ~= nil then
L1_2 = A0_2.BubbleData
L1_2 = L1_2.IsInitiator
A0_2.IsInitiator = L1_2
end
end
L3_1.InitBubble = L8_1
function L8_1(A0_2)
local L1_2, L2_2, L3_2
L2_2 = A0_2
L1_2 = A0_2.RegisterMode
L3_2 = L1_1.MODE_HIDE
L1_2(L2_2, L3_2)
L2_2 = A0_2
L1_2 = A0_2.RegisterMode
L3_2 = L1_1.MODE_BANDAILY
L1_2(L2_2, L3_2)
end
L3_1.Register = L8_1
function L8_1(A0_2)
local L1_2
end
L3_1.InvokeOnFinalTalkFinish = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2
L3_2 = A0_2
L2_2 = A0_2.Recover
L2_2(L3_2)
end
L3_1.InvokeOnResetFreeStyle = L8_1
function L8_1(A0_2)
local L1_2
end
L3_1.RecoverFromCollisionEnter = L8_1
function L8_1(A0_2)
local L1_2, L2_2
A0_2.OnAction = 0
L2_2 = A0_2
L1_2 = A0_2.Standby
L1_2(L2_2)
L2_2 = A0_2
L1_2 = A0_2.DoFreeStateTrigger
L1_2(L2_2)
end
L3_1.Recover = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L2_2 = A1_2.evtType
L3_2 = L7_1.STARTDAILY
if L2_2 == L3_2 then
L3_2 = A0_2
L2_2 = A0_2.StartDaily
L2_2(L3_2)
else
L2_2 = A1_2.evtType
L3_2 = L7_1.HIDESELF
if L2_2 == L3_2 then
L3_2 = A0_2
L2_2 = A0_2.SwitchMode
L4_2 = L1_1.MODE_HIDE
L2_2(L3_2, L4_2)
else
L2_2 = A1_2.evtType
L3_2 = L7_1.BANDAILY
if L2_2 == L3_2 then
L3_2 = A0_2
L2_2 = A0_2.SwitchMode
L4_2 = L1_1.MODE_BANDAILY
L2_2(L3_2, L4_2)
end
end
end
end
L3_1.OnEvent = L8_1
function L8_1(A0_2)
local L1_2, L2_2, L3_2
L2_2 = A0_2
L1_2 = A0_2.SwitchMode
L3_2 = L1_1.MODE_HIDE
L1_2(L2_2, L3_2)
end
L3_1.ModeHideSelf = L8_1
function L8_1(A0_2)
local L1_2, L2_2
L2_2 = A0_2
L1_2 = A0_2.StartDaily
L1_2(L2_2)
end
L3_1.RecoverDaily = L8_1
function L8_1(A0_2)
local L1_2, L2_2, L3_2
L2_2 = A0_2
L1_2 = A0_2.SwitchMode
L3_2 = L1_1.MODE_BANDAILY
L1_2(L2_2, L3_2)
end
L3_1.ModeBanDaily = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2
L2_2 = A0_2.OnAction
if L2_2 == 1 then
return
end
L2_2 = A1_2.isSprint
if not L2_2 then
L2_2 = A1_2.isRun
if not L2_2 then
goto lbl_74
end
end
L2_2 = A1_2.isFromBack
if L2_2 then
A0_2.OnAction = 1
L2_2 = actorUtils
L2_2 = L2_2.GetAvatarPos
L2_2 = L2_2()
L4_2 = A0_2
L3_2 = A0_2.GetPos
L3_2 = L3_2(L4_2)
L4_2 = {}
L5_2 = L3_2.x
L6_2 = L2_2.x
L5_2 = L5_2 - L6_2
L4_2.x = L5_2
L5_2 = L3_2.y
L4_2.y = L5_2
L5_2 = L2_2.y
L5_2 = -L5_2
L6_2 = L3_2.z
L7_2 = L2_2.z
L6_2 = L6_2 - L7_2
L4_2.z = L6_2
L4_2[1] = L5_2
L6_2 = A0_2
L5_2 = A0_2.Standby
L5_2(L6_2)
L6_2 = A0_2
L5_2 = A0_2.TurnTo
L7_2 = L4_2
L5_2(L6_2, L7_2)
L6_2 = A0_2
L5_2 = A0_2.DoFreeStyleTask
L7_2 = 9010
L8_2 = true
L9_2 = A0_2.RecoverFromCollisionEnter
L5_2(L6_2, L7_2, L8_2, L9_2)
else
A0_2.OnAction = 1
L2_2 = actorUtils
L2_2 = L2_2.GetAvatarPos
L2_2 = L2_2()
L4_2 = A0_2
L3_2 = A0_2.GetPos
L3_2 = L3_2(L4_2)
L4_2 = {}
L5_2 = L2_2.x
L6_2 = L3_2.x
L5_2 = L5_2 - L6_2
L4_2.x = L5_2
L5_2 = L2_2.y
L6_2 = L3_2.y
L5_2 = L5_2 - L6_2
L4_2.y = L5_2
L5_2 = L2_2.z
L6_2 = L3_2.z
L5_2 = L5_2 - L6_2
L4_2.z = L5_2
L6_2 = A0_2
L5_2 = A0_2.Standby
L5_2(L6_2)
L6_2 = A0_2
L5_2 = A0_2.TurnTo
L7_2 = L4_2
L5_2(L6_2, L7_2)
L6_2 = A0_2
L5_2 = A0_2.DoFreeStyleTask
L7_2 = 9020
L8_2 = true
L9_2 = A0_2.RecoverFromCollisionEnter
L5_2(L6_2, L7_2, L8_2, L9_2)
end
::lbl_74::
end
L3_1.OnCollisionEnter = L8_1
function L8_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
L1_2 = math
L1_2 = L1_2.randomseed
L2_2 = os
L2_2 = L2_2.time
L2_2, L3_2, L4_2, L5_2, L6_2 = L2_2()
L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
L1_2 = math
L1_2 = L1_2.random
L2_2 = 10
L3_2 = 20
L1_2 = L1_2(L2_2, L3_2)
L2_2 = A0_2.BubbleData
if L2_2 == nil then
return
end
L2_2 = A0_2.BubbleData
L3_2 = A0_2.Pattern
L4_2 = L5_1.SOLO
if L3_2 == L4_2 then
L4_2 = A0_2
L3_2 = A0_2.CallDelay
L5_2 = L1_2
L6_2 = A0_2.ShowBubble
L3_2(L4_2, L5_2, L6_2)
else
L3_2 = A0_2.Pattern
L4_2 = L5_1.TALK
if L3_2 == L4_2 then
L4_2 = A0_2
L3_2 = A0_2.CallDelay
L5_2 = L1_2
L6_2 = A0_2.ShowTalk
L3_2(L4_2, L5_2, L6_2)
end
end
end
L3_1.StartBubble = L8_1
function L8_1(A0_2)
local L1_2, L2_2, L3_2
L1_2 = A0_2.BubbleData
L1_2 = L1_2.IsInitiator
if L1_2 == 1 then
L1_2 = A0_2.BubbleData
L1_2 = L1_2.TalkData
if L1_2 ~= nil then
L1_2 = math
L1_2 = L1_2.randomseed
L2_2 = os
L2_2 = L2_2.time
L2_2, L3_2 = L2_2()
L1_2(L2_2, L3_2)
L1_2 = math
L1_2 = L1_2.random
L2_2 = 1
L3_2 = A0_2.BubbleData
L3_2 = L3_2.TalkData
L3_2 = #L3_2
L1_2 = L1_2(L2_2, L3_2)
A0_2.index = L1_2
L1_2 = A0_2.BubbleData
L1_2 = L1_2.TalkData
L2_2 = A0_2.index
L1_2 = L1_2[L2_2]
A0_2.TalkData = L1_2
L1_2 = A0_2.TalkData
L1_2 = L1_2.DialogData
A0_2.DialogData = L1_2
L1_2 = A0_2.TalkData
L1_2 = L1_2.TalkInterval
if L1_2 ~= nil then
L1_2 = A0_2.TalkData
L1_2 = L1_2.TalkInterval
A0_2.TalkInterval = L1_2
end
L1_2 = A0_2.TalkData
L1_2 = L1_2.TargetList
if L1_2 ~= nil then
L1_2 = A0_2.TalkData
L1_2 = L1_2.TargetList
A0_2.TargetList = L1_2
end
L1_2 = A0_2.DialogData
L1_2 = L1_2[1]
A0_2.Dialog = L1_2
L2_2 = A0_2
L1_2 = A0_2.Talk
L3_2 = A0_2.DialogData
L3_2 = L3_2[1]
L1_2(L2_2, L3_2)
end
end
end
L3_1.ShowTalk = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2
L2_2 = A0_2.TalkMode
L3_2 = A1_2.Mode
if L3_2 ~= nil then
L2_2 = A1_2.Mode
end
L3_2 = L6_1.BOTH
if L2_2 == L3_2 then
L4_2 = A0_2
L3_2 = A0_2.TriggerNpcSpeechBubble
L5_2 = A0_2.ID
L6_2 = A1_2.Id
L3_2(L4_2, L5_2, L6_2)
L4_2 = A0_2
L3_2 = A0_2.SayDialogAudio
L5_2 = A1_2.Id
L3_2(L4_2, L5_2)
else
L3_2 = L6_1.BUBBLE
if L2_2 == L3_2 then
L4_2 = A0_2
L3_2 = A0_2.TriggerNpcSpeechBubble
L5_2 = A0_2.ID
L6_2 = A1_2.Id
L3_2(L4_2, L5_2, L6_2)
else
L3_2 = L6_1.VOICE
if L2_2 == L3_2 then
L4_2 = A0_2
L3_2 = A0_2.SayDialogAudio
L5_2 = A1_2.Id
L3_2(L4_2, L5_2)
end
end
end
L4_2 = A0_2
L3_2 = A0_2.TalkTime
L5_2 = A1_2
L3_2(L4_2, L5_2)
end
L3_1.Talk = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2
L2_2 = A0_2.BubbleTime
L3_2 = A1_2.BubbleTime
if L3_2 ~= nil then
L2_2 = A1_2.BubbleTime
end
A0_2.Dialog = A1_2
L4_2 = A0_2
L3_2 = A0_2.CallDelay
L5_2 = L2_2
L6_2 = A0_2.CloseTalk
L3_2(L4_2, L5_2, L6_2)
end
L3_1.TalkTime = L8_1
function L8_1(A0_2)
local L1_2, L2_2, L3_2, L4_2
L1_2 = A0_2.ID
L3_2 = A0_2
L2_2 = A0_2.ClearNpcSpeechBubble
L4_2 = L1_2
L2_2(L3_2, L4_2)
L3_2 = A0_2
L2_2 = A0_2.SendMessage
L4_2 = A0_2.Dialog
L2_2(L3_2, L4_2)
end
L3_1.CloseTalk = L8_1
function L8_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2
L2_2 = A1_2.TargetIndex
if L2_2 == 0 then
L3_2 = A0_2
L2_2 = A0_2.EndTalk
L2_2(L3_2)
L2_2 = A0_2.TargetList
if L2_2 ~= nil then
L2_2 = 1
L3_2 = A0_2.TargetList
L3_2 = #L3_2
L4_2 = 1
for L5_2 = L2_2, L3_2, L4_2 do
L6_2 = actorMgr
L7_2 = L6_2
L6_2 = L6_2.GetActor
L8_2 = A0_2.TargetList
L8_2 = L8_2[L5_2]
L6_2 = L6_2(L7_2, L8_2)
if L6_2 ~= nil then
L8_2 = L6_2
L7_2 = L6_2.EndTalk
L7_2(L8_2)
end
end
end
return
end
L2_2 = A1_2.Target
L3_2 = actorMgr
L4_2 = L3_2
L3_2 = L3_2.GetActor
L5_2 = L2_2
L3_2 = L3_2(L4_2, L5_2)
L4_2 = A0_2.BubbleIntervalMin
L5_2 = A0_2.BubbleIntervalMax
L6_2 = A1_2.BubbleInterval
if L6_2 ~= nil then
L6_2 = A1_2.BubbleInterval
L4_2 = L6_2[1]
L6_2 = A1_2.BubbleInterval
L5_2 = L6_2[2]
end
L7_2 = A0_2
L6_2 = A0_2.CallDelay
L8_2 = math
L8_2 = L8_2.random
L9_2 = L4_2
L10_2 = L5_2
L8_2 = L8_2(L9_2, L10_2)
function L9_2()
local L0_3, L1_3, L2_3, L3_3
L0_3 = L3_2
if L0_3 ~= nil then
L0_3 = L3_2
L1_3 = L0_3
L0_3 = L0_3.ReceiveTalk
L2_3 = A0_2.index
L3_3 = A1_2.TargetIndex
L0_3(L1_3, L2_3, L3_3)
end
end
L6_2(L7_2, L8_2, L9_2)
end
L3_1.SendMessage = L8_1
function L8_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2
L1_2 = A0_2.IsInitiator
if L1_2 == 1 then
L2_2 = A0_2
L1_2 = A0_2.CallDelay
L3_2 = math
L3_2 = L3_2.random
L4_2 = A0_2.TalkInterval
L4_2 = L4_2[1]
L5_2 = A0_2.TalkInterval
L5_2 = L5_2[2]
L3_2 = L3_2(L4_2, L5_2)
function L4_2(A0_3)
local L1_3, L2_3
L2_3 = A0_3
L1_3 = A0_3.ShowTalk
L1_3(L2_3)
end
L1_2(L2_2, L3_2, L4_2)
end
end
L3_1.EndTalk = L8_1
function L8_1(A0_2, A1_2, A2_2)
local L3_2, L4_2, L5_2, L6_2
L3_2 = A0_2.BubbleData
L3_2 = L3_2.TalkData
L3_2 = L3_2[A1_2]
L3_2 = L3_2.DialogData
L3_2 = L3_2[A2_2]
A0_2.index = A1_2
L4_2 = A0_2.BubbleData
L4_2 = L4_2.TalkData
L5_2 = A0_2.index
L4_2 = L4_2[L5_2]
A0_2.TalkData = L4_2
L4_2 = A0_2.TalkData
L4_2 = L4_2.DialogData
A0_2.DialogData = L4_2
L4_2 = A0_2.TalkData
L4_2 = L4_2.TalkInterval
if L4_2 ~= nil then
L4_2 = A0_2.TalkData
L4_2 = L4_2.TalkInterval
A0_2.TalkInterval = L4_2
end
L4_2 = A0_2.TalkData
L4_2 = L4_2.TargetList
if L4_2 ~= nil then
L4_2 = A0_2.TalkData
L4_2 = L4_2.TargetList
A0_2.TargetList = L4_2
end
L5_2 = A0_2
L4_2 = A0_2.Talk
L6_2 = L3_2
L4_2(L5_2, L6_2)
end
L3_1.ReceiveTalk = L8_1
function L8_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2
L1_2 = A0_2.BubbleData
if L1_2 == nil then
return
end
L1_2 = A0_2.BubbleData
L1_2 = L1_2.DialogData
A0_2.DialogData = L1_2
L1_2 = A0_2.DialogData
if L1_2 ~= nil then
L1_2 = math
L1_2 = L1_2.randomseed
L2_2 = tostring
L3_2 = os
L3_2 = L3_2.time
L3_2, L4_2, L5_2, L6_2 = L3_2()
L2_2 = L2_2(L3_2, L4_2, L5_2, L6_2)
L3_2 = L2_2
L2_2 = L2_2.reverse
L2_2 = L2_2(L3_2)
L3_2 = L2_2
L2_2 = L2_2.sub
L4_2 = 1
L5_2 = 6
L2_2, L3_2, L4_2, L5_2, L6_2 = L2_2(L3_2, L4_2, L5_2)
L1_2(L2_2, L3_2, L4_2, L5_2, L6_2)
L1_2 = math
L1_2 = L1_2.random
L2_2 = 1
L3_2 = A0_2.DialogData
L3_2 = #L3_2
L1_2 = L1_2(L2_2, L3_2)
A0_2.index = L1_2
L1_2 = A0_2.DialogData
L2_2 = A0_2.index
L1_2 = L1_2[L2_2]
L2_2 = A0_2.TalkMode
L3_2 = A0_2.DialogData
L4_2 = A0_2.index
L3_2 = L3_2[L4_2]
L3_2 = L3_2.Mode
if L3_2 ~= nil then
L3_2 = A0_2.DialogData
L4_2 = A0_2.index
L3_2 = L3_2[L4_2]
L2_2 = L3_2.Mode
end
L3_2 = L6_1.BOTH
if L2_2 == L3_2 then
L4_2 = A0_2
L3_2 = A0_2.TriggerNpcSpeechBubble
L5_2 = A0_2.ID
L6_2 = L1_2.Id
L3_2(L4_2, L5_2, L6_2)
L4_2 = A0_2
L3_2 = A0_2.SayDialogAudio
L5_2 = L1_2.Id
L3_2(L4_2, L5_2)
else
L3_2 = L6_1.BUBBLE
if L2_2 == L3_2 then
L4_2 = A0_2
L3_2 = A0_2.TriggerNpcSpeechBubble
L5_2 = A0_2.ID
L6_2 = L1_2.Id
L3_2(L4_2, L5_2, L6_2)
else
L3_2 = L6_1.VOICE
if L2_2 == L3_2 then
L4_2 = A0_2
L3_2 = A0_2.SayDialogAudio
L5_2 = L1_2.Id
L3_2(L4_2, L5_2)
end
end
end
L4_2 = A0_2
L3_2 = A0_2.BubbleTimer
L3_2(L4_2)
end
end
L3_1.ShowBubble = L8_1
function L8_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2
L1_2 = A0_2.BubbleTime
L2_2 = A0_2.DialogData
L3_2 = A0_2.index
L2_2 = L2_2[L3_2]
L2_2 = L2_2.BubbleTime
if L2_2 ~= nil then
L2_2 = A0_2.DialogData
L3_2 = A0_2.index
L2_2 = L2_2[L3_2]
L1_2 = L2_2.BubbleTime
end
L3_2 = A0_2
L2_2 = A0_2.CallDelay
L4_2 = L1_2
L5_2 = A0_2.CloseBubble
L2_2(L3_2, L4_2, L5_2)
end
L3_1.BubbleTimer = L8_1
function L8_1(A0_2)
local L1_2, L2_2, L3_2, L4_2
L1_2 = A0_2.ID
L3_2 = A0_2
L2_2 = A0_2.ClearNpcSpeechBubble
L4_2 = L1_2
L2_2(L3_2, L4_2)
L3_2 = A0_2
L2_2 = A0_2.BubbleGap
L2_2(L3_2)
end
L3_1.CloseBubble = L8_1
function L8_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
L1_2 = A0_2.BubbleIntervalMin
L2_2 = A0_2.BubbleIntervalMax
L3_2 = A0_2.DialogData
L4_2 = A0_2.index
L3_2 = L3_2[L4_2]
L3_2 = L3_2.BubbleInterval
if L3_2 ~= nil then
L3_2 = A0_2.DialogData
L4_2 = A0_2.index
L3_2 = L3_2[L4_2]
L3_2 = L3_2.BubbleInterval
L1_2 = L3_2[1]
L3_2 = A0_2.DialogData
L4_2 = A0_2.index
L3_2 = L3_2[L4_2]
L3_2 = L3_2.BubbleInterval
L2_2 = L3_2[2]
end
L4_2 = A0_2
L3_2 = A0_2.CallDelay
L5_2 = math
L5_2 = L5_2.random
L6_2 = L1_2
L7_2 = L2_2
L5_2 = L5_2(L6_2, L7_2)
L6_2 = A0_2.ShowBubble
L3_2(L4_2, L5_2, L6_2)
end
L3_1.BubbleGap = L8_1
return L3_1