mirror of
https://github.com/Koko-boya/Grasscutter_Resources
synced 2024-01-31 23:23:19 +08:00
752 lines
16 KiB
Lua
752 lines
16 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, L11_1, L12_1, L13_1
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L0_1 = require
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L1_1 = "Actor/ActorCommon"
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L0_1(L1_1)
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L0_1 = require
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L1_1 = "Actor/Quest/QuestActorProxy"
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L0_1 = L0_1(L1_1)
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L1_1 = class
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L2_1 = "Quest424"
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L3_1 = L0_1
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L1_1 = L1_1(L2_1, L3_1)
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L1_1.defaultAlias = "Quest424"
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L2_1 = require
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L3_1 = "Quest/Client/Q424ClientConfig"
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L2_1 = L2_1(L3_1)
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L3_1 = {}
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L4_1 = L2_1.SneakAI1Data
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L5_1 = L2_1.SneakAI2Data
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L6_1 = L2_1.SneakAI3Data
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L7_1 = L2_1.SneakAI4Data
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L8_1 = L2_1.SneakAI5Data
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L9_1 = L2_1.SneakAI6Data
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L10_1 = L2_1.SneakAI7Data
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L11_1 = L2_1.SneakAI8Data
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L12_1 = L2_1.SneakAI9Data
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L13_1 = L2_1.SneakAI10Data
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L3_1[1] = L4_1
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L3_1[2] = L5_1
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L3_1[3] = L6_1
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L3_1[4] = L7_1
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L3_1[5] = L8_1
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L3_1[6] = L9_1
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L3_1[7] = L10_1
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L3_1[8] = L11_1
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L3_1[9] = L12_1
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L3_1[10] = L13_1
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L4_1 = {}
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L5_1 = L2_1.RedDoor1Data
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L6_1 = L2_1.RedDoor2Data
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L7_1 = L2_1.RedDoor3Data
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L4_1[1] = L5_1
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L4_1[2] = L6_1
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L4_1[3] = L7_1
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L5_1 = {}
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L6_1 = L2_1.BlackDoor1Data
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L7_1 = L2_1.BlackDoor2Data
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L5_1[1] = L6_1
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L5_1[2] = L7_1
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L6_1 = L2_1.SubIDs
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function L7_1(A0_2)
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local L1_2, L2_2
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L1_2 = {}
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A0_2.subStartHandlers = L1_2
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L1_2 = A0_2.subStartHandlers
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L2_2 = A0_2.OnSubStart42401
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L1_2["42401"] = L2_2
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L1_2 = A0_2.subStartHandlers
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L2_2 = A0_2.OnSubStart42402
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L1_2["42402"] = L2_2
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L1_2 = A0_2.subStartHandlers
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L2_2 = A0_2.OnSubStart42403
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L1_2["42403"] = L2_2
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L1_2 = A0_2.subStartHandlers
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L2_2 = A0_2.OnSubStart42404
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L1_2["42404"] = L2_2
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L1_2 = A0_2.subStartHandlers
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L2_2 = A0_2.OnSubStart42405
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L1_2["42405"] = L2_2
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L1_2 = A0_2.subStartHandlers
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L2_2 = A0_2.OnSubStart42406
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L1_2["42406"] = L2_2
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L1_2 = A0_2.subStartHandlers
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L2_2 = A0_2.OnSubStart42407
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L1_2["42407"] = L2_2
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end
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L1_1.OnSubStartHandlerBuild = L7_1
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function L7_1(A0_2)
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local L1_2, L2_2
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L1_2 = {}
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A0_2.subFinishHandlers = L1_2
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L1_2 = A0_2.subFinishHandlers
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L2_2 = A0_2.OnSubFinish42401
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L1_2["42401"] = L2_2
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L1_2 = A0_2.subFinishHandlers
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L2_2 = A0_2.OnSubFinish42402
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L1_2["42402"] = L2_2
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L1_2 = A0_2.subFinishHandlers
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L2_2 = A0_2.OnSubFinish42403
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L1_2["42403"] = L2_2
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L1_2 = A0_2.subFinishHandlers
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L2_2 = A0_2.OnSubFinish42404
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L1_2["42404"] = L2_2
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L1_2 = A0_2.subFinishHandlers
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L2_2 = A0_2.OnSubFinish42405
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L1_2["42405"] = L2_2
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L1_2 = A0_2.subFinishHandlers
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L2_2 = A0_2.OnSubFinish42406
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L1_2["42406"] = L2_2
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L1_2 = A0_2.subFinishHandlers
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L2_2 = A0_2.OnSubFinish42407
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L1_2["42407"] = L2_2
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end
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L1_1.OnSubFinishHandlerBuild = L7_1
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function L7_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
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L2_2 = A0_2
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L1_2 = A0_2.TransmitPlayer
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L3_2 = 0
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L4_2 = M
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L4_2 = L4_2.Pos
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L5_2 = 0
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L6_2 = 0
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L7_2 = 5
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L4_2 = L4_2(L5_2, L6_2, L7_2)
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L5_2 = M
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L5_2 = L5_2.Euler
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L6_2 = 0
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L7_2 = 0
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L8_2 = 0
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L5_2, L6_2, L7_2, L8_2 = L5_2(L6_2, L7_2, L8_2)
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L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2)
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L2_2 = A0_2
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L1_2 = A0_2.ExitSneakMode
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L1_2(L2_2)
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L2_2 = A0_2
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L1_2 = A0_2.TriggerLevelAbility
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L3_2 = "Level_Remove_Switch_SneakBtn"
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L1_2(L2_2, L3_2)
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end
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L1_1.MovePlayer = L7_1
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function L7_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2
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L1_2 = 1
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L2_2 = L2_1.TreasurePos
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L2_2 = #L2_2
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L3_2 = 1
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for L4_2 = L1_2, L2_2, L3_2 do
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L5_2 = actorMgr
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L6_2 = L5_2
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L5_2 = L5_2.CreateActorWithPos
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L7_2 = "SneakTreasure"
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L8_2 = tostring
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L9_2 = L4_2
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L8_2 = L8_2(L9_2)
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L7_2 = L7_2 .. L8_2
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L8_2 = "Actor/Gadget/SneakTreasure"
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L9_2 = 70300003
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L10_2 = 0
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L11_2 = L2_1.TreasurePos
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L11_2 = L11_2[L4_2]
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L12_2 = L2_1.TreasureDir
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L13_2 = true
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L14_2 = false
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L15_2 = 1013
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L5_2(L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2)
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end
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end
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L1_1.TreasurePrepare = L7_1
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function L7_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2
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L1_2 = 1
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L2_2 = L2_1.TreasurePos
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L2_2 = #L2_2
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L3_2 = 1
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for L4_2 = L1_2, L2_2, L3_2 do
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L5_2 = actorMgr
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L6_2 = L5_2
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L5_2 = L5_2.GetActor
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L7_2 = "SneakTreasure"
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L8_2 = tostring
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L9_2 = L4_2
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L8_2 = L8_2(L9_2)
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L7_2 = L7_2 .. L8_2
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L5_2 = L5_2(L6_2, L7_2)
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if L5_2 ~= nil then
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L7_2 = L5_2
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L6_2 = L5_2.DestroySelf
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L6_2(L7_2)
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end
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end
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end
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L1_1.TreasureDestroy = L7_1
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function L7_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2
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L1_2 = 1
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L2_2 = L2_1.SneakAINum
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L3_2 = 1
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for L4_2 = L1_2, L2_2, L3_2 do
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L5_2 = actorMgr
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L6_2 = L5_2
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L5_2 = L5_2.CreateActorWithPos
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L7_2 = L3_1[L4_2]
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L7_2 = L7_2.alias
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L8_2 = L3_1[L4_2]
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L8_2 = L8_2.metaPath
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L9_2 = L3_1[L4_2]
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L9_2 = L9_2.configID
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L10_2 = L3_1[L4_2]
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L10_2 = L10_2.dataIndex
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L11_2 = L3_1[L4_2]
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L11_2 = L11_2.bornPos
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L12_2 = L3_1[L4_2]
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L12_2 = L12_2.bornDir
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L13_2 = true
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L14_2 = true
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L15_2 = 1013
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L5_2 = L5_2(L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2)
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L6_2 = L3_1[L4_2]
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L6_2 = L6_2.PatrolPosNum
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L5_2.PatrolPosNum = L6_2
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L6_2 = L3_1[L4_2]
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L6_2 = L6_2.PatrolPos
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L5_2.PatrolPos = L6_2
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L6_2 = L3_1[L4_2]
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L6_2 = L6_2.PatrolDir
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L5_2.PatrolDir = L6_2
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L5_2.PatrolNext = 1
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end
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end
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L1_1.SneakAIPrepare = L7_1
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function L7_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
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L1_2 = 1
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L2_2 = L2_1.SneakAINum
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L3_2 = 1
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for L4_2 = L1_2, L2_2, L3_2 do
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L5_2 = actorMgr
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L6_2 = L5_2
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L5_2 = L5_2.GetActor
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L7_2 = L3_1[L4_2]
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L7_2 = L7_2.alias
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L5_2 = L5_2(L6_2, L7_2)
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if L5_2 ~= nil then
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L7_2 = L5_2
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L6_2 = L5_2.Destroy
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L8_2 = false
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L6_2(L7_2, L8_2)
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end
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end
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end
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L1_1.SneakAIDestroy = L7_1
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function L7_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2
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L1_2 = 1
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L2_2 = L2_1.RedDoorNum
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L3_2 = 1
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for L4_2 = L1_2, L2_2, L3_2 do
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L5_2 = actorMgr
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L6_2 = L5_2
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L5_2 = L5_2.CreateActorWithPos
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L7_2 = L4_1[L4_2]
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L7_2 = L7_2.alias
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L8_2 = L4_1[L4_2]
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L8_2 = L8_2.metaPath
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L9_2 = L4_1[L4_2]
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L9_2 = L9_2.configID
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L10_2 = L4_1[L4_2]
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L10_2 = L10_2.dataIndex
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L11_2 = L4_1[L4_2]
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L11_2 = L11_2.bornPos
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L12_2 = L4_1[L4_2]
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L12_2 = L12_2.bornDir
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L13_2 = true
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L14_2 = true
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L15_2 = 1013
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L5_2(L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2)
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end
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L1_2 = 1
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L2_2 = L2_1.BlackDoorNum
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L3_2 = 1
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for L4_2 = L1_2, L2_2, L3_2 do
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L5_2 = actorMgr
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L6_2 = L5_2
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L5_2 = L5_2.CreateActorWithPos
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L7_2 = L5_1[L4_2]
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L7_2 = L7_2.alias
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L8_2 = L5_1[L4_2]
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L8_2 = L8_2.metaPath
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L9_2 = L5_1[L4_2]
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L9_2 = L9_2.configID
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L10_2 = L5_1[L4_2]
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L10_2 = L10_2.dataIndex
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L11_2 = L5_1[L4_2]
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L11_2 = L11_2.bornPos
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L12_2 = L5_1[L4_2]
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L12_2 = L12_2.bornDir
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L13_2 = true
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L14_2 = true
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L15_2 = 1013
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L5_2(L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2, L13_2, L14_2, L15_2)
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end
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end
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L1_1.DoorPrepare = L7_1
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function L7_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2, L8_2
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L1_2 = 1
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L2_2 = L2_1.RedDoorNum
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L3_2 = 1
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for L4_2 = L1_2, L2_2, L3_2 do
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L5_2 = actorMgr
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L6_2 = L5_2
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L5_2 = L5_2.GetActor
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L7_2 = L4_1[L4_2]
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L7_2 = L7_2.alias
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L5_2 = L5_2(L6_2, L7_2)
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if L5_2 ~= nil then
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L7_2 = L5_2
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L6_2 = L5_2.Destroy
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L8_2 = false
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L6_2(L7_2, L8_2)
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end
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end
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L1_2 = 1
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L2_2 = L2_1.BlackDoorNum
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L3_2 = 1
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for L4_2 = L1_2, L2_2, L3_2 do
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L5_2 = actorMgr
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L6_2 = L5_2
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L5_2 = L5_2.GetActor
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L7_2 = L5_1[L4_2]
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L7_2 = L7_2.alias
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L5_2 = L5_2(L6_2, L7_2)
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if L5_2 ~= nil then
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L7_2 = L5_2
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L6_2 = L5_2.Destroy
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L8_2 = false
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L6_2(L7_2, L8_2)
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end
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end
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end
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L1_1.DoorDestroy = L7_1
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function L7_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2, L5_2, L6_2, L7_2
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L2_2 = A0_2
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L1_2 = A0_2.SpawnItem
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L3_2 = L2_1.KeyID
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L4_2 = L2_1.KeyPos
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L5_2 = nil
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L6_2 = "Harp"
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L7_2 = 1013
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L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2)
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L2_2 = A0_2
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L1_2 = A0_2.SpawnItem
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L3_2 = L2_1.RedKeyID
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L4_2 = L2_1.RedKeyPos
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L5_2 = nil
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L6_2 = "RedKey"
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L7_2 = 1013
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L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2)
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L2_2 = A0_2
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L1_2 = A0_2.SpawnItem
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L3_2 = L2_1.BlackKeyID
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L4_2 = L2_1.BlackKeyPos
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L5_2 = nil
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L6_2 = "BlackKey"
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L7_2 = 1013
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L1_2(L2_2, L3_2, L4_2, L5_2, L6_2, L7_2)
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end
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L1_1.ItemPrepare = L7_1
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function L7_1(A0_2)
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local L1_2, L2_2, L3_2
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L2_2 = A0_2
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L1_2 = A0_2.UnSpawn
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L3_2 = "Harp"
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L1_2(L2_2, L3_2)
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L2_2 = A0_2
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L1_2 = A0_2.UnSpawn
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L3_2 = "RedKey"
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L1_2(L2_2, L3_2)
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L2_2 = A0_2
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L1_2 = A0_2.UnSpawn
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L3_2 = "BlackKey"
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L1_2(L2_2, L3_2)
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L2_2 = A0_2
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L1_2 = A0_2.UnSpawn
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L3_2 = "SoldierRedKey"
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L1_2(L2_2, L3_2)
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end
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L1_1.ItemDestroy = L7_1
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function L7_1(A0_2)
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local L1_2, L2_2, L3_2, L4_2
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L1_2 = L2_1.Score
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if L1_2 < 50 then
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L2_1.Rank = "C"
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else
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L1_2 = L2_1.Score
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if L1_2 < 90 then
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|
L2_1.Rank = "B"
|
|
else
|
|
L1_2 = L2_1.Score
|
|
if L1_2 < 120 then
|
|
L2_1.Rank = "A"
|
|
else
|
|
L1_2 = L2_1.Score
|
|
if L1_2 < 150 then
|
|
L2_1.Rank = "S"
|
|
else
|
|
L1_2 = L2_1.Score
|
|
if L1_2 < 180 then
|
|
L2_1.Rank = "SS"
|
|
else
|
|
L1_2 = L2_1.Score
|
|
if L1_2 == 180 then
|
|
L2_1.Rank = "SSS"
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
L2_2 = A0_2
|
|
L1_2 = A0_2.ShowMessage
|
|
L3_2 = "\233\128\154\229\133\179\232\175\132\229\136\134\239\188\154"
|
|
L4_2 = L2_1.Rank
|
|
L3_2 = L3_2 .. L4_2
|
|
L1_2(L2_2, L3_2)
|
|
end
|
|
L1_1.GetScore = L7_1
|
|
function L7_1(A0_2)
|
|
local L1_2, L2_2, L3_2
|
|
L1_2 = L2_1.Score
|
|
L1_2 = L1_2 + 10
|
|
L2_1.Score = L1_2
|
|
L2_2 = A0_2
|
|
L1_2 = A0_2.CountNumUIUpdate
|
|
L3_2 = L2_1.Score
|
|
L1_2(L2_2, L3_2)
|
|
end
|
|
L1_1.GetTreasure = L7_1
|
|
function L7_1(A0_2, A1_2)
|
|
end
|
|
L1_1.OnSubStart42401 = L7_1
|
|
function L7_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, L12_2
|
|
L2_2 = print
|
|
L3_2 = "42402 start: Spawn npc"
|
|
L2_2(L3_2)
|
|
L2_2 = actorMgr
|
|
L3_2 = L2_2
|
|
L2_2 = L2_2.CreateActorWithPos
|
|
L4_2 = L2_1.SneakJudgeData
|
|
L4_2 = L4_2.alias
|
|
L5_2 = L2_1.SneakJudgeData
|
|
L5_2 = L5_2.metaPath
|
|
L6_2 = L2_1.SneakJudgeData
|
|
L6_2 = L6_2.configID
|
|
L7_2 = 0
|
|
L8_2 = L2_1.SneakJudgeData
|
|
L8_2 = L8_2.bornPos
|
|
L9_2 = L2_1.SneakJudgeData
|
|
L9_2 = L9_2.bornDir
|
|
L10_2 = true
|
|
L11_2 = false
|
|
L12_2 = 1013
|
|
L2_2(L3_2, L4_2, L5_2, L6_2, L7_2, L8_2, L9_2, L10_2, L11_2, L12_2)
|
|
end
|
|
L1_1.OnSubStart42402 = L7_1
|
|
function L7_1(A0_2, A1_2)
|
|
local L2_2, L3_2, L4_2
|
|
L2_2 = print
|
|
L3_2 = "OnStart42403:SneakStart"
|
|
L2_2(L3_2)
|
|
L2_1.Score = 100
|
|
L3_2 = A0_2
|
|
L2_2 = A0_2.SneakAIDestroy
|
|
L2_2(L3_2)
|
|
L3_2 = A0_2
|
|
L2_2 = A0_2.SneakAIPrepare
|
|
L2_2(L3_2)
|
|
L3_2 = A0_2
|
|
L2_2 = A0_2.DoorDestroy
|
|
L2_2(L3_2)
|
|
L3_2 = A0_2
|
|
L2_2 = A0_2.DoorPrepare
|
|
L2_2(L3_2)
|
|
L3_2 = A0_2
|
|
L2_2 = A0_2.ItemDestroy
|
|
L2_2(L3_2)
|
|
L3_2 = A0_2
|
|
L2_2 = A0_2.ItemPrepare
|
|
L2_2(L3_2)
|
|
L3_2 = A0_2
|
|
L2_2 = A0_2.TreasureDestroy
|
|
L2_2(L3_2)
|
|
L3_2 = A0_2
|
|
L2_2 = A0_2.TreasurePrepare
|
|
L2_2(L3_2)
|
|
L3_2 = A0_2
|
|
L2_2 = A0_2.CountNumUIStart
|
|
L2_2(L3_2)
|
|
L3_2 = A0_2
|
|
L2_2 = A0_2.CountNumUIUpdate
|
|
L4_2 = L2_1.Score
|
|
L2_2(L3_2, L4_2)
|
|
L3_2 = A0_2
|
|
L2_2 = A0_2.EnterSneakMode
|
|
L4_2 = 11
|
|
L2_2(L3_2, L4_2)
|
|
L3_2 = A0_2
|
|
L2_2 = A0_2.TriggerLevelAbility
|
|
L4_2 = "Level_Apply_Switch_SneakBtn"
|
|
L2_2(L3_2, L4_2)
|
|
L3_2 = A0_2
|
|
L2_2 = A0_2.ShowMessage
|
|
L4_2 = "GameStart"
|
|
L2_2(L3_2, L4_2)
|
|
end
|
|
L1_1.OnSubStart42403 = L7_1
|
|
function L7_1(A0_2, A1_2)
|
|
local L2_2, L3_2, L4_2, L5_2
|
|
L2_2 = print
|
|
L3_2 = "OnStart42404:SneakFailed"
|
|
L2_2(L3_2)
|
|
L3_2 = A0_2
|
|
L2_2 = A0_2.ItemDestroy
|
|
L2_2(L3_2)
|
|
L3_2 = A0_2
|
|
L2_2 = A0_2.DoorDestroy
|
|
L2_2(L3_2)
|
|
L3_2 = A0_2
|
|
L2_2 = A0_2.TreasureDestroy
|
|
L2_2(L3_2)
|
|
L3_2 = A0_2
|
|
L2_2 = A0_2.CallDelay
|
|
L4_2 = 3
|
|
L5_2 = A0_2.CountNumUITerminate
|
|
L2_2(L3_2, L4_2, L5_2)
|
|
L3_2 = A0_2
|
|
L2_2 = A0_2.CallDelay
|
|
L4_2 = 3
|
|
L5_2 = A0_2.SneakAIDestroy
|
|
L2_2(L3_2, L4_2, L5_2)
|
|
L3_2 = A0_2
|
|
L2_2 = A0_2.CallDelay
|
|
L4_2 = 3
|
|
L5_2 = A0_2.MovePlayer
|
|
L2_2(L3_2, L4_2, L5_2)
|
|
L3_2 = A0_2
|
|
L2_2 = A0_2.CallDelay
|
|
L4_2 = 4
|
|
function L5_2(A0_3)
|
|
local L1_3, L2_3, L3_3
|
|
L2_3 = A0_3
|
|
L1_3 = A0_3.FinishQuest
|
|
L3_3 = false
|
|
L1_3(L2_3, L3_3)
|
|
end
|
|
L2_2(L3_2, L4_2, L5_2)
|
|
end
|
|
L1_1.OnSubStart42404 = L7_1
|
|
function L7_1(A0_2, A1_2)
|
|
local L2_2, L3_2, L4_2, L5_2
|
|
L2_2 = print
|
|
L3_2 = "42405 start: Success Got Harp"
|
|
L2_2(L3_2)
|
|
L3_2 = A0_2
|
|
L2_2 = A0_2.GetScore
|
|
L2_2(L3_2)
|
|
L3_2 = A0_2
|
|
L2_2 = A0_2.CallDelay
|
|
L4_2 = 3
|
|
L5_2 = A0_2.CountNumUITerminate
|
|
L2_2(L3_2, L4_2, L5_2)
|
|
L3_2 = A0_2
|
|
L2_2 = A0_2.CallDelay
|
|
L4_2 = 3
|
|
L5_2 = A0_2.SneakAIDestroy
|
|
L2_2(L3_2, L4_2, L5_2)
|
|
L3_2 = A0_2
|
|
L2_2 = A0_2.CallDelay
|
|
L4_2 = 3
|
|
L5_2 = A0_2.MovePlayer
|
|
L2_2(L3_2, L4_2, L5_2)
|
|
L3_2 = A0_2
|
|
L2_2 = A0_2.CallDelay
|
|
L4_2 = 5
|
|
L5_2 = A0_2.GetScore
|
|
L2_2(L3_2, L4_2, L5_2)
|
|
L3_2 = A0_2
|
|
L2_2 = A0_2.CallDelay
|
|
L4_2 = 7
|
|
L5_2 = A0_2.GetScore
|
|
L2_2(L3_2, L4_2, L5_2)
|
|
end
|
|
L1_1.OnSubStart42405 = L7_1
|
|
function L7_1(A0_2, A1_2)
|
|
end
|
|
L1_1.OnSubFinish42401 = L7_1
|
|
function L7_1(A0_2, A1_2)
|
|
end
|
|
L1_1.OnSubFinish42402 = L7_1
|
|
function L7_1(A0_2, A1_2)
|
|
end
|
|
L1_1.OnSubFinish42403 = L7_1
|
|
function L7_1(A0_2, A1_2)
|
|
end
|
|
L1_1.OnSubFinish42404 = L7_1
|
|
function L7_1(A0_2, A1_2)
|
|
end
|
|
L1_1.OnSubFinish42405 = L7_1
|
|
function L7_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, L12_2, L13_2
|
|
L2_2 = print
|
|
L3_2 = "*****INVOKE**********"
|
|
L4_2 = A1_2
|
|
L5_2 = "*********"
|
|
L3_2 = L3_2 .. L4_2 .. L5_2
|
|
L2_2(L3_2)
|
|
if A1_2 < 2000 then
|
|
L2_2 = A1_2 - 1000
|
|
L3_2 = math
|
|
L3_2 = L3_2.modf
|
|
L4_2 = L2_2 / 10
|
|
L3_2 = L3_2(L4_2)
|
|
L4_2 = math
|
|
L4_2 = L4_2.fmod
|
|
L5_2 = L2_2
|
|
L6_2 = 10
|
|
L4_2 = L4_2(L5_2, L6_2)
|
|
L5_2 = actorMgr
|
|
L6_2 = L5_2
|
|
L5_2 = L5_2.GetActor
|
|
L7_2 = L3_1[L3_2]
|
|
L7_2 = L7_2.alias
|
|
L5_2 = L5_2(L6_2, L7_2)
|
|
if L5_2 ~= nil then
|
|
if L4_2 == 1 then
|
|
L6_2 = print
|
|
L7_2 = "*****Soldier*****"
|
|
L8_2 = L3_2
|
|
L9_2 = "*****ASSULT"
|
|
L7_2 = L7_2 .. L8_2 .. L9_2
|
|
L6_2(L7_2)
|
|
L7_2 = L5_2
|
|
L6_2 = L5_2.DoFreeStyle
|
|
L8_2 = 4
|
|
L6_2(L7_2, L8_2)
|
|
if L3_2 == 10 then
|
|
L7_2 = L5_2
|
|
L6_2 = L5_2.GetPos
|
|
L6_2 = L6_2(L7_2)
|
|
L8_2 = A0_2
|
|
L7_2 = A0_2.SpawnItem
|
|
L9_2 = L2_1.RedKeyID
|
|
L10_2 = L6_2
|
|
L11_2 = nil
|
|
L12_2 = "SoldierRedKey"
|
|
L13_2 = 1013
|
|
L7_2(L8_2, L9_2, L10_2, L11_2, L12_2, L13_2)
|
|
end
|
|
elseif L4_2 == 2 then
|
|
L6_2 = print
|
|
L7_2 = "*****Soldier*****"
|
|
L8_2 = L3_2
|
|
L9_2 = "*****STUN"
|
|
L7_2 = L7_2 .. L8_2 .. L9_2
|
|
L6_2(L7_2)
|
|
L7_2 = L5_2
|
|
L6_2 = L5_2.Stun
|
|
L6_2(L7_2)
|
|
elseif L4_2 == 3 then
|
|
L6_2 = print
|
|
L7_2 = "*****Soldier*****"
|
|
L8_2 = L3_2
|
|
L9_2 = "*****KILL"
|
|
L7_2 = L7_2 .. L8_2 .. L9_2
|
|
L6_2(L7_2)
|
|
L7_2 = A0_2
|
|
L6_2 = A0_2.ActionSafeCall
|
|
function L8_2(A0_3)
|
|
local L1_3, L2_3, L3_3
|
|
L1_3 = L5_2
|
|
L2_3 = L1_3
|
|
L1_3 = L1_3.Destroy
|
|
L3_3 = false
|
|
L1_3(L2_3, L3_3)
|
|
L1_3 = L2_1.Score
|
|
L1_3 = L1_3 - 10
|
|
L2_1.Score = L1_3
|
|
L2_3 = A0_3
|
|
L1_3 = A0_3.CountNumUIUpdate
|
|
L3_3 = L2_1.Score
|
|
L1_3(L2_3, L3_3)
|
|
end
|
|
L6_2(L7_2, L8_2)
|
|
end
|
|
end
|
|
elseif 2000 < A1_2 then
|
|
L2_2 = A1_2 - 2000
|
|
L3_2 = math
|
|
L3_2 = L3_2.modf
|
|
L4_2 = L2_2 / 10
|
|
L3_2 = L3_2(L4_2)
|
|
L4_2 = math
|
|
L4_2 = L4_2.fmod
|
|
L5_2 = L2_2
|
|
L6_2 = 10
|
|
L4_2 = L4_2(L5_2, L6_2)
|
|
if L3_2 == 1 then
|
|
L5_2 = actorMgr
|
|
L6_2 = L5_2
|
|
L5_2 = L5_2.GetActor
|
|
L7_2 = L4_1[L4_2]
|
|
L7_2 = L7_2.alias
|
|
L5_2 = L5_2(L6_2, L7_2)
|
|
if L5_2 ~= nil then
|
|
L7_2 = A0_2
|
|
L6_2 = A0_2.ActionSafeCall
|
|
function L8_2(A0_3)
|
|
local L1_3, L2_3, L3_3
|
|
L1_3 = L5_2
|
|
L2_3 = L1_3
|
|
L1_3 = L1_3.Destroy
|
|
L3_3 = false
|
|
L1_3(L2_3, L3_3)
|
|
end
|
|
L6_2(L7_2, L8_2)
|
|
end
|
|
elseif L3_2 == 2 then
|
|
L5_2 = actorMgr
|
|
L6_2 = L5_2
|
|
L5_2 = L5_2.GetActor
|
|
L7_2 = L5_1[L4_2]
|
|
L7_2 = L7_2.alias
|
|
L5_2 = L5_2(L6_2, L7_2)
|
|
if L5_2 ~= nil then
|
|
L7_2 = A0_2
|
|
L6_2 = A0_2.ActionSafeCall
|
|
function L8_2(A0_3)
|
|
local L1_3, L2_3, L3_3
|
|
L1_3 = L5_2
|
|
L2_3 = L1_3
|
|
L1_3 = L1_3.Destroy
|
|
L3_3 = false
|
|
L1_3(L2_3, L3_3)
|
|
end
|
|
L6_2(L7_2, L8_2)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
L1_1.InvokeOnInteraction = L7_1
|
|
function L7_1(A0_2)
|
|
local L1_2
|
|
end
|
|
L1_1.Start = L7_1
|
|
function L7_1(A0_2)
|
|
local L1_2
|
|
end
|
|
L1_1.OnDestroy = L7_1
|
|
return L1_1
|