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

292 lines
6.4 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/Quest/QuestActorProxy"
L0_1 = L0_1(L1_1)
L1_1 = class
L2_1 = "Quest30001"
L3_1 = L0_1
L1_1 = L1_1(L2_1, L3_1)
L1_1.defaultAlias = "Quest30001"
L2_1 = require
L3_1 = "Quest/Client/Q30001ClientConfig"
L2_1 = L2_1(L3_1)
L3_1 = L2_1.SubIDs
L4_1 = L2_1.BubbleState
L5_1 = {}
L6_1 = {}
L6_1.npcId = "{QuestNpcID}"
L7_1 = {}
L8_1 = 4190
L7_1[1] = L8_1
L6_1.freeStyleList = L7_1
L5_1[1] = L6_1
L1_1.customFreeStyle = L5_1
function L5_1(A0_2)
local L1_2, L2_2
L1_2 = {}
A0_2.subStartHandlers = L1_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart3000101
L1_2["3000101"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart3000102
L1_2["3000102"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart3000103
L1_2["3000103"] = L2_2
L1_2 = A0_2.subStartHandlers
L2_2 = A0_2.OnSubStart3000104
L1_2["3000104"] = L2_2
end
L1_1.OnSubStartHandlerBuild = L5_1
function L5_1(A0_2)
local L1_2, L2_2
L1_2 = {}
A0_2.subFinishHandlers = L1_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish3000101
L1_2["3000101"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish3000102
L1_2["3000102"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish3000103
L1_2["3000103"] = L2_2
L1_2 = A0_2.subFinishHandlers
L2_2 = A0_2.OnSubFinish3000104
L1_2["3000104"] = L2_2
end
L1_1.OnSubFinishHandlerBuild = L5_1
function L5_1(A0_2)
local L1_2, L2_2
L1_2 = {}
A0_2.subFailedHandlers = L1_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed3000101
L1_2["3000101"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed3000102
L1_2["3000102"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed3000103
L1_2["3000103"] = L2_2
L1_2 = A0_2.subFailedHandlers
L2_2 = A0_2.OnSubFailed3000104
L1_2["3000104"] = L2_2
end
L1_1.OnSubFailedHandlerBuild = L5_1
function L5_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 = actorUtils
L2_2 = L2_2.GetAvatarPos
L2_2 = L2_2()
L3_2 = sceneData
L4_2 = L3_2
L3_2 = L3_2.GetDummyPoint
L5_2 = 3
L7_2 = A0_2
L6_2 = A0_2.GetRandomFactorValue
L8_2 = "{QuestRescuePos}"
L6_2, L7_2, L8_2, L9_2, L10_2, L11_2 = L6_2(L7_2, L8_2)
L3_2 = L3_2(L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2)
L3_2 = L3_2.pos
L4_2 = L2_2.x
L5_2 = L3_2.x
L4_2 = L4_2 - L5_2
L5_2 = L2_2.y
L6_2 = L3_2.y
L5_2 = L5_2 - L6_2
L6_2 = L2_2.z
L7_2 = L3_2.z
L6_2 = L6_2 - L7_2
L7_2 = math
L7_2 = L7_2.sqrt
L8_2 = L4_2 * L4_2
L9_2 = L5_2 * L5_2
L8_2 = L8_2 + L9_2
L9_2 = L6_2 * L6_2
L8_2 = L8_2 + L9_2
L7_2 = L7_2(L8_2)
if 50 < L7_2 then
L9_2 = A0_2
L8_2 = A0_2.DestroyQuestNpcActor
L10_2 = "{QuestNpcID}"
L11_2 = 3
L8_2(L9_2, L10_2, L11_2)
if A0_2 ~= nil then
L9_2 = A0_2
L8_2 = A0_2.FinishQuest
L10_2 = true
L8_2(L9_2, L10_2)
L8_2 = print
L9_2 = "********30001***Failed****"
L8_2(L9_2)
end
else
L9_2 = A0_2
L8_2 = A0_2.CallDelay
L10_2 = 10
L11_2 = A0_2.QuestDestroy
L8_2(L9_2, L10_2, L11_2)
end
end
L1_1.QuestDestroy = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
L2_2 = print
L3_2 = "NPC show bubble"
L2_2(L3_2)
L2_2 = tonumber
L4_2 = A0_2
L3_2 = A0_2.GetRandomFactorValue
L5_2 = "{QuestNpcID}"
L3_2, L4_2, L5_2, L6_2, L7_2 = L3_2(L4_2, L5_2)
L2_2 = L2_2(L3_2, L4_2, L5_2, L6_2, L7_2)
L3_2 = math
L3_2 = L3_2.random
L4_2 = 1
L5_2 = 2
L3_2 = L3_2(L4_2, L5_2)
if L3_2 == 1 then
L5_2 = A0_2
L4_2 = A0_2.TriggerNpcSpeechBubble
L6_2 = L2_2
L7_2 = 300010106
L4_2(L5_2, L6_2, L7_2)
elseif L3_2 == 2 then
L5_2 = A0_2
L4_2 = A0_2.TriggerNpcSpeechBubble
L6_2 = L2_2
L7_2 = 300010107
L4_2(L5_2, L6_2, L7_2)
end
L5_2 = A0_2
L4_2 = A0_2.CallDelay
L6_2 = 3
function L7_2(A0_3)
local L1_3, L2_3, L3_3
L2_3 = A0_3
L1_3 = A0_3.ClearNpcSpeechBubble
L3_3 = L2_2
L1_3(L2_3, L3_3)
end
L4_2(L5_2, L6_2, L7_2)
L4_2 = L4_1
if L4_2 == true then
L5_2 = A0_2
L4_2 = A0_2.CallDelay
L6_2 = 4
L7_2 = A0_2.NPCShowBubble
L4_2(L5_2, L6_2, L7_2)
end
end
L1_1.NPCShowBubble = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2
L2_2 = print
L3_2 = "3000101 start:CreatNPC"
L2_2(L3_2)
L2_2 = true
L4_1 = L2_2
L3_2 = A0_2
L2_2 = A0_2.CreateQuestNpc
L4_2 = A1_2
L5_2 = 0
L6_2 = 1
L2_2 = L2_2(L3_2, L4_2, L5_2, L6_2)
if L2_2 ~= nil then
L4_2 = L2_2
L3_2 = L2_2.DoFreeStyle
L5_2 = 4190
L3_2(L4_2, L5_2)
end
L4_2 = A0_2
L3_2 = A0_2.CallDelay
L5_2 = 60
L6_2 = A0_2.QuestDestroy
L3_2(L4_2, L5_2, L6_2)
L4_2 = A0_2
L3_2 = A0_2.NPCShowBubble
L3_2(L4_2)
end
L1_1.OnSubStart3000101 = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
L2_2 = false
L4_1 = L2_2
L2_2 = "{QuestNpcID}"
L3_2 = tonumber
L5_2 = A0_2
L4_2 = A0_2.GetRandomFactorValue
L6_2 = L2_2
L4_2, L5_2, L6_2, L7_2 = L4_2(L5_2, L6_2)
L3_2 = L3_2(L4_2, L5_2, L6_2, L7_2)
L5_2 = A0_2
L4_2 = A0_2.GetQuestNpcActor
L6_2 = L2_2
L4_2 = L4_2(L5_2, L6_2)
if L4_2 ~= nil then
L6_2 = A0_2
L5_2 = A0_2.ClearNpcSpeechBubble
L7_2 = L3_2
L5_2(L6_2, L7_2)
L6_2 = L4_2
L5_2 = L4_2.DoFreeStateTrigger
L5_2(L6_2)
L6_2 = L4_2
L5_2 = L4_2.Standby
L5_2(L6_2)
end
L6_2 = A0_2
L5_2 = A0_2.UnCallFunc
L7_2 = A0_2.NPCShowBubble
L5_2(L6_2, L7_2)
end
L1_1.OnSubStart3000102 = L5_1
function L5_1(A0_2, A1_2)
local L2_2, L3_2, L4_2
L3_2 = A0_2
L2_2 = A0_2.ActionSafeCall
function L4_2(A0_3)
local L1_3, L2_3, L3_3, L4_3, L5_3, L6_3
L2_3 = A0_3
L1_3 = A0_3.ShowBlackScreen
L3_3 = 0.5
L4_3 = 1.0
L5_3 = 0.5
function L6_3(A0_4)
local L1_4, L2_4, L3_4, L4_4
L2_4 = A0_4
L1_4 = A0_4.DestroyQuestNpcActor
L3_4 = "{QuestNpcID}"
L4_4 = 3
L1_4(L2_4, L3_4, L4_4)
L2_4 = A0_4
L1_4 = A0_4.UnCallFunc
L3_4 = A0_4.QuestDestroy
L1_4(L2_4, L3_4)
end
L1_3(L2_3, L3_3, L4_3, L5_3, L6_3)
end
L2_2(L3_2, L4_2)
end
L1_1.OnSubFinish3000102 = L5_1
function L5_1(A0_2)
local L1_2, L2_2
L1_2 = print
L2_2 = "********Quest30001 Start"
L1_2(L2_2)
end
L1_1.Start = L5_1
function L5_1(A0_2)
local L1_2, L2_2
L1_2 = print
L2_2 = "********Quest30001 OnDestroy"
L1_2(L2_2)
end
L1_1.OnDestroy = L5_1
return L1_1