Grasscutter_Resources/Resources/Scripts/Scene/1002/scene1002_group10002.lua
hartie95 e7d859bf67 script fixes for luaj
* added lua context to ScriptLib function calls where missing
* fixed parameters for some calls
2022-09-05 01:00:35 +02:00

147 lines
2.7 KiB
Lua

local L0_1, L1_1
L0_1 = {}
group = L0_1
L0_1 = {}
L1_1 = null
L0_1.var_MONSTER_NUM = L1_1
L1_1 = null
L0_1.trigger_WAIT_MONSTER_DIE = L1_1
L1_1 = null
L0_1.trigger_WAIT_MONSTER_NUM_ZERO = L1_1
variables = L0_1
L0_1 = group
function L1_1(A0_2)
local L1_2, L2_2, L3_2, L4_2, L5_2
L1_2 = variables
L2_2 = ScriptLib
L2_2 = L2_2.CreateVariable
L3_2 = A0_2
L4_2 = "int"
L5_2 = 3
L2_2 = L2_2(L3_2, L4_2, L5_2)
L1_2.var_MONSTER_NUM = L2_2
end
L0_1.create_all_variables = L1_1
L0_1 = group
function L1_1(A0_2)
local L1_2, L2_2
L1_2 = group
L1_2 = L1_2.create_all_monsters
L2_2 = A0_2
L1_2(L2_2)
L1_2 = group
L1_2 = L1_2.create_all_regions
L2_2 = A0_2
L1_2(L2_2)
end
L0_1.create_all_entities = L1_1
L0_1 = group
function L1_1(A0_2)
local L1_2, L2_2, L3_2, L4_2
L1_2 = ScriptLib
L1_2 = L1_2.CreateMonster
L2_2 = A0_2
L3_2 = {}
L3_2.id = 100001
L3_2.level = 10
L4_2 = {}
L4_2.x = 0
L4_2.y = 0
L4_2.z = 10
L3_2.pos = L4_2
L4_2 = {}
L4_2.x = 0
L4_2.y = 0
L4_2.z = 0
L3_2.rot = L4_2
L1_2(L2_2, L3_2)
end
L0_1.create_all_monsters = L1_1
L0_1 = group
function L1_1(A0_2)
local L1_2
end
L0_1.create_all_regions = L1_1
L0_1 = group
function L1_1(A0_2)
local L1_2, L2_2
L1_2 = variables
L2_2 = ScriptLib
L2_2 = L2_2.CreateGroupTrigger
L2_2 = L2_2()
L1_2.trigger_WAIT_MONSTER_DIE = L2_2
end
L0_1.create_all_triggers = L1_1
L0_1 = group
function L1_1(A0_2)
local L1_2, L2_2
L1_2 = ScriptLib
L1_2 = L1_2.GetMonsterID
L2_2 = evt
L2_2 = L2_2.source
L1_2 = L1_2(A0_2, L2_2)
if L1_2 == 100001 then
L1_2 = true
return L1_2
end
L1_2 = false
return L1_2
end
L0_1.trigger_conditions_WAIT_MONSTER_DIE = L1_1
L0_1 = group
function L1_1(A0_2)
local L1_2, L2_2, L3_2, L4_2
L1_2 = ScriptLib
L1_2 = L1_2.SetVariableValue
L2_2 = var_MONSTER_NUM
L3_2 = ScriptLib
L3_2 = L3_2.GetVariableValue
L4_2 = var_MONSTER_NUM
L3_2 = L3_2(A0_2, L4_2)
L3_2 = L3_2 - 1
L1_2(L2_2, L3_2)
end
L0_1.trigger_actions_WAIT_MONSTER_DIE = L1_1
L0_1 = group
function L1_1(A0_2)
local L1_2, L2_2
L1_2 = ScriptLib
L1_2 = L1_2.GetVariableValue
L2_2 = evt
L2_2 = L2_2.var_MONSTER_NUM
L1_2 = L1_2(A0_2, L2_2)
if L1_2 == 0 then
L1_2 = true
return L1_2
end
L1_2 = false
return L1_2
end
L0_1.trigger_conditions_WAIT_MONSTER_NUM_ZERO = L1_1
L0_1 = group
function L1_1(A0_2)
local L1_2, L2_2, L3_2
L1_2 = ScriptLib
L1_2 = L1_2.CreateChest
L2_2 = A0_2
L3_2 = {}
L3_2.id = 10002
L1_2(L2_2, L3_2)
end
L0_1.trigger_actions_WAIT_MONSTER_NUM_ZERO = L1_1
L0_1 = group
function L1_1(A0_2)
local L1_2, L2_2
L1_2 = group
L1_2 = L1_2.create_all_entities
L2_2 = A0_2
L1_2(L2_2)
L1_2 = group
L1_2 = L1_2.create_all_triggers
L2_2 = A0_2
L1_2(L2_2)
L1_2 = 0
return L1_2
end
L0_1.init = L1_1