void CKanturuBattleOfMaya::ProcState_MAYA2() { if ( gObj[this->m_iMayaRightHandObjIndex].Live == FALSE ) { if ( this->m_iMayaHandDieTimeCounter == 0 ) { this->SetSuccessValue(TRUE); this->SetSceneSuccessValue(TRUE); LogAdd("[ KANTURU ][ BattleOfMaya ] Success!! - DetailState:%d", this->m_iBattleOfMayaState); g_KanturuBattleUserMng.LogBattleWinnerUserInfo(1, this->m_BattleTimeInfo[this->m_iSceneState].GetElapsedTime()); KANTURU_UTIL.NotifyKanturuUserMonsterCount(0, g_KanturuBattleUserMng.GetUserCount()); this->m_iMayaHandDieTimeCounter = GetTickCount(); } if ( (GetTickCount() - this->m_iMayaHandDieTimeCounter ) >= 3000 ) { this->SetNextState(this->m_iBattleOfMayaState); } } else { KANTURU_UTIL.NotifyKanturuUserMonsterCount(1, g_KanturuBattleUserMng.GetUserCount()); this->ChangeAI(this->m_iMayaHandGroupNumber[1]); this->m_KanturuMaya.KanturuMayaAct_Hands(); } }
void CKanturuBattleOfNightmare::ProcState_START() { KANTURU_UTIL.NotifyKanturuUserMonsterCount(g_KanturuMonsterMng.GetAliveMonsterCount(), g_KanturuBattleUserMng.GetUserCount()); int iIndex = this->m_iNightmareObjIndex; if ( gObj[iIndex].Live == FALSE ) { this->SetSuccessValue(TRUE); CLog.LogAdd("[ KANTURU ][ BattleOfNightmare ] Success!! Nightmare Die"); g_KanturuBattleUserMng.LogBattleWinnerUserInfo(3, this->m_StateInfo[this->m_iBattleOfNightmareState].GetElapsedTime()); this->SetNextState(this->m_iBattleOfNightmareState); } }
void CKanturuBattleOfMaya::ProcState_START3() { if ( g_KanturuMonsterMng.IsExistAliveMonster() == FALSE ) { this->SetSuccessValue(TRUE); LogAdd("[ KANTURU ][ BattleOfMaya ] Success!! - DetailState:%d", this->m_iBattleOfMayaState); this->SetNextState(this->m_iBattleOfMayaState); } else { this->m_KanturuMaya.KanturuMayaAct_IceStorm(this->m_iMayaIceStormUsingRate); KANTURU_UTIL.NotifyKanturuUserMonsterCount(g_KanturuMonsterMng.GetAliveMonsterCount(), g_KanturuBattleUserMng.GetUserCount()); } }