472 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			472 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
|  | 
 | |||
|  | S_DISASTER_0 <- 0 | |||
|  | S_DISASTER_1 <- 1 | |||
|  | S_DISASTER_2 <- 2 | |||
|  | S_DISASTER_3 <- 3 | |||
|  | S_DISASTER_4 <- 4 | |||
|  | 
 | |||
|  | //750 // 学葆? 鼻鹧橾 阳, 等嘐虽 隶?睦 | |||
|  | //500 // 学葆? 鼻鹧橾 阳, 学葆? 虽楼卫除 隶陛,ms 钦嫔 | |||
|  | //2000 // 颤啪? 卫除 (ms 钦嫔) | |||
|  | //500 // 颤啃暧 x蹴 桧翕卫除 | |||
|  | //500 // 颤啃暧 y蹴 桧翕卫除 | |||
|  | //250 // 模辨给桧陛 瞳击 庄横菟桧朝 彰嫔(x蹴 虽荤) | |||
|  | //125 // 模辨给桧陛 瞳击 庄横菟桧朝 楼紫 | |||
|  | 
 | |||
|  | 
 | |||
|  | SD_I_DAMAGE_INC <- 0 // 学葆? 鼻鹧橾 阳, 等嘐虽 隶?睦 | |||
|  | SD_I_AWAKENING_INC <- 1 //// 学葆? 鼻鹧橾 阳, 学葆? 虽楼卫除 隶陛,ms 钦嫔 | |||
|  | SD_I_TARGET_TIME <- 2 // 颤啪? 卫除 (ms 钦嫔) | |||
|  | SD_I_TARGET_MOV_X <- 3 // 颤啃暧 X蹴 桧翕卫除 | |||
|  | SD_I_TARGET_MOV_Y <- 4 // 颤啃暧 y蹴 桧翕卫除 | |||
|  | SD_I_TARGET_SUCK_LEN <- 5 // 模辨给桧陛 瞳击 庄横菟桧朝 彰嫔(x蹴 虽荤) | |||
|  | SD_I_TARGET_SUCK_VEL <- 6 // 模辨给桧陛 瞳击 庄横菟桧朝 楼紫 | |||
|  | 
 | |||
|  | 
 | |||
|  | 
 | |||
|  | // 蝶鉴 撮睡嫦翕 亵勒击 虏菟横舆朝 ?热殓栖棻.. 嫦翕 亵勒 state朝 桧嘐 模蝶缣怃 掘?肾横 毡蝗栖棻. 桧够缣怃 useskill娄 setstate蒂 虽姜?舆贼 腌栖棻. | |||
|  | function checkExecutableSkill_DisasterEx(obj)   | |||
|  | { | |||
|  | 	if(!obj) return false; | |||
|  | 	local b_useskill = obj.sq_IsUseSkill(SKILL_EX_DISASTER); | |||
|  | 	if(b_useskill) { | |||
|  | 		obj.sq_IntVectClear(); | |||
|  | 		obj.sq_IntVectPush(S_DISASTER_0); // substate撮? | |||
|  | 		obj.sq_IntVectPush(obj.getDirection()); // substate撮? | |||
|  | 		obj.sq_addSetStatePacket(STATE_EX_DISASTER, STATE_PRIORITY_IGNORE_FORCE, true); | |||
|  | 		return true; | |||
|  | 	}	 | |||
|  | 	 | |||
|  | 	return false; | |||
|  | } | |||
|  | 
 | |||
|  | // 蝶鉴嬴桧夔 ?撩? 亵勒击 评虽朝 ?热殓栖棻. true蒂 葬欐?贼 蝶鉴 嬴桧夔桧 ?撩?陛 腌栖棻. (嫦翕亵勒 state朝  模蝶缣怃 籀葬腌栖棻.) | |||
|  | function checkCommandEnable_DisasterEx(obj) | |||
|  | { | |||
|  | 	if(!obj) return false; | |||
|  | 	 | |||
|  | 	local state = obj.sq_GetSTATE(); | |||
|  | 	 | |||
|  | 	if(state == STATE_ATTACK) { | |||
|  | 		return obj.sq_IsCommandEnable(SKILL_EX_DISASTER); // 念瘫潍缣怃朝 ?姜蝶鉴虏 警蜗桧 陛栋?栖棻. 蒙机濠:姜霞热 [2012.04.20] obj.sq_IsCommandEnable(SKILL_EARTH_QUAKE); | |||
|  | 	} | |||
|  | 	 | |||
|  | 	 | |||
|  | 	return true; | |||
|  | } | |||
|  | 
 | |||
|  | // state蒂 撮??坚 籀挤戏煎 菟横螃啪 腌栖棻. 陕谦 葬模蝶蒂 撮??栖棻.  | |||
|  | function onSetState_DisasterEx(obj, state, datas, isResetTimer) | |||
|  | {	 | |||
|  | 	if(!obj) return; | |||
|  | 	local sq_var = obj.getVar(); | |||
|  | 	local substate = obj.sq_getVectorData(datas, 0); // 罗廓箪 substate殓栖棻..	 | |||
|  | 	local direction = obj.sq_getVectorData(datas, 1); // 罗廓箪 substate殓栖棻..	 | |||
|  | 	obj.setSkillSubState(substate); //set substate | |||
|  | 	obj.sq_stopMove(); | |||
|  | 	 | |||
|  |      | |||
|  | 	sq_var.clear_vector(); | |||
|  | 	sq_var.push_vector(0);	 | |||
|  | 	sq_var.push_vector(0); | |||
|  | 	sq_var.push_vector(0); | |||
|  | 	 | |||
|  | 	 | |||
|  | 	local posX = obj.getXPos(); | |||
|  | 	local posY = obj.getYPos(); | |||
|  | 	local posZ = obj.getZPos(); | |||
|  | 	 | |||
|  | //CUSTOM_ANI_EX_DISASTER_1		<- 118	  // EX蝶鉴 - 营懈1 | |||
|  | //CUSTOM_ANI_EX_DISASTER_2		<- 119	  // EX蝶鉴 - 营懈1 | |||
|  | //CUSTOM_ANI_EX_DISASTER_3		<- 120	  // EX蝶鉴 - 营懈1 | |||
|  | //CUSTOM_ANI_EX_DISASTER_4		<- 121	  // EX蝶鉴 - 营懈1 | |||
|  | //CUSTOM_ANI_EX_DISASTER_5		<- 122	  // EX蝶鉴 - 营懈1 | |||
|  | 	obj.sq_setCurrentAttackInfo(CUSTOM_ATTACKINFO_DISASTER); | |||
|  | 	 | |||
|  | 	local attack_rate = 1.0; | |||
|  | 
 | |||
|  | 	//SD_I_DAMAGE_INC <- 0 // 学葆? 鼻鹧橾 阳, 等嘐虽 隶?睦 | |||
|  | 	//SD_I_AWAKENING_INC <- 1 //// 学葆? 鼻鹧橾 阳, 学葆? 虽楼卫除 隶陛,ms 钦嫔 | |||
|  | 	 | |||
|  | 	if(isAvengerAwakenning(obj)) { | |||
|  | 		local inc = obj.sq_getIntData(SKILL_EX_DISASTER, SD_I_DAMAGE_INC); // 颤啃暧 X蹴 桧翕卫除 | |||
|  | 		local inc_rate = inc.tofloat() / 100.0; | |||
|  | 		print("\n inc_rate:" + inc_rate); | |||
|  | 		attack_rate += inc_rate; | |||
|  | 	} | |||
|  | 	 | |||
|  | 	obj.stopSound(7575); | |||
|  | 	obj.sq_setAttackPowerWithPassive(SKILL_EX_DISASTER, state, -1, 0, attack_rate); | |||
|  | 
 | |||
|  | 	 | |||
|  |     if(substate == S_DISASTER_0) { | |||
|  | 		if(isAvengerAwakenning(obj)) { | |||
|  | 			local ani = obj.getVar().GetAnimationMap("Disaster1", "Character/Priest/Animation/disasterEx/Disaster1.ani"); // 蝶监嬴夥颤 阳侥缣 谖睡缣怃 拥栖诡桧暮击 陛虽坚 谛捡 ?栖棻.. | |||
|  | 			obj.setCurrentAnimation(ani); | |||
|  | 			local appendage = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, SKILL_AVENGER_AWAKENING, false, "Appendage/Character/ap_avenger_awakening.nut", false); | |||
|  | 			if(appendage) { // 陕撩鼻鹧塭贼 陕撩卫除击 棺溥丑捡?栖棻. | |||
|  | 				local skill_level = obj.sq_getSkillLevel(SKILL_AVENGER_AWAKENING); | |||
|  | 				local t = sq_GetLevelData(obj, SKILL_AVENGER_AWAKENING, SL_CHANGE_TIME, skill_level); | |||
|  | 				local awakening_inc_t = obj.sq_getIntData(SKILL_EX_DISASTER, SD_I_AWAKENING_INC); // 学葆? 鼻鹧橾 阳, 学葆? 虽楼卫除 隶陛,ms 钦嫔 | |||
|  | 				appendage.sq_var.set_vector(I_AVENGER_AWAKENING_TIME, t + awakening_inc_t); | |||
|  | 				appendage.sq_SetValidTime(t + awakening_inc_t); // 横?蛤虽 颤歜 撮? | |||
|  | 			} | |||
|  | 		} | |||
|  | 		else { | |||
|  | 			obj.sq_setCurrentAnimation(CUSTOM_ANI_EX_DISASTER_1); | |||
|  | 		} | |||
|  |      | |||
|  | 		local pAni = obj.sq_getCurrentAni();		 | |||
|  |     } | |||
|  |     else if(substate == S_DISASTER_1) { | |||
|  | 		obj.sq_setShake(obj, 3, 160); | |||
|  |      | |||
|  | 		if(isAvengerAwakenning(obj)) { | |||
|  | 			 // 蝶监嬴夥颤 阳侥缣 谖睡缣怃 拥栖诡桧暮击 陛虽坚 谛捡 ?栖棻.. | |||
|  | 			local ani = obj.getVar().GetAnimationMap("Disaster2", "Character/Priest/Animation/disasterEx/Disaster2.ani"); | |||
|  | 			obj.setCurrentAnimation(ani); | |||
|  | 		} | |||
|  | 		else { | |||
|  | 			obj.sq_setCurrentAnimation(CUSTOM_ANI_EX_DISASTER_2); | |||
|  | 		} | |||
|  |      | |||
|  | 		///////////////////////////////////////////// | |||
|  | 		//if(obj.isMyControlObject()) { | |||
|  | 			//obj.sq_binaryData_startWrite(); | |||
|  | 			//obj.sq_binaryData_writeDword(0); | |||
|  | 			//obj.sq_p00_sendCreatePassiveObjectPacket(24101, 0, 0, 0, 0); | |||
|  | 		//} | |||
|  | 	    ///////////////////////////////////////////////	 | |||
|  | 		local pA = obj.sq_getCurrentAni(); | |||
|  | 		 | |||
|  | 		local iX = posX; | |||
|  | 		local iY = posY; | |||
|  | 
 | |||
|  | 		//int offsetX = lua_getIntData(SKILL_SPIRAL_COLUMN_EX, 0); | |||
|  | 		//offsetX = lua_getDistancePos(iX, sq_GetDirection(this), offsetX); | |||
|  | 
 | |||
|  | 		//int vX = lua_getIntData(SKILL_SPIRAL_COLUMN_EX, 1); | |||
|  | 		//int vY = 0; | |||
|  | 		 | |||
|  | 	//SD_I_DAMAGE_INC <- 0 // 学葆? 鼻鹧橾 阳, 等嘐虽 隶?睦 | |||
|  | 	//SD_I_AWAKENING_INC <- 1 //// 学葆? 鼻鹧橾 阳, 学葆? 虽楼卫除 隶陛,ms 钦嫔 | |||
|  | 	//SD_I_TARGET_TIME <- 2 // 颤啪? 卫除 (ms 钦嫔) | |||
|  | 	//SD_I_TARGET_MOV_X <- 3 // 颤啃暧 X蹴 桧翕卫除 | |||
|  | 	//SD_I_TARGET_MOV_Y <- 4 // 颤啃暧 y蹴 桧翕卫除 | |||
|  | 	//SD_I_TARGET_SUCK_LEN <- 5 // 模辨给桧陛 瞳击 庄横菟桧朝 彰嫔(x蹴 虽荤) | |||
|  | 	//SD_I_TARGET_SUCK_VEL <- 6 // 模辨给桧陛 瞳击 庄横菟桧朝 楼紫 | |||
|  | 	// | |||
|  | 		// | |||
|  | 		local vX = obj.sq_getIntData(SKILL_EX_DISASTER, SD_I_TARGET_MOV_X); // 颤啃暧 X蹴 桧翕卫除 | |||
|  | 		local vY = obj.sq_getIntData(SKILL_EX_DISASTER, SD_I_TARGET_MOV_Y); // 颤啃暧 Y蹴 桧翕卫除 | |||
|  | 
 | |||
|  | 		obj.sq_addAttractAimPointMark(iX, iY, vX, vY); | |||
|  | 		//450	// 庄横菟桧朝 彰嫔 (x蹴 虽荤) | |||
|  | 		//180	// 庄横菟桧朝 瞳暧 譆渠 堪桧 | |||
|  | 		local range = obj.sq_getIntData(SKILL_EX_DISASTER, SD_I_TARGET_SUCK_LEN); // 模辨给桧陛 瞳击 庄横菟桧朝 彰嫔(x蹴 虽荤) | |||
|  | 		local suck_vel = obj.sq_getIntData(SKILL_EX_DISASTER, SD_I_TARGET_SUCK_VEL); // 模辨给桧陛 瞳击 庄横菟桧朝 楼紫 | |||
|  | 		obj.sq_setAttractAimInfo(suck_vel, suck_vel, range / 2, 180); | |||
|  | 		//obj.sq_setAttractAimInfo(91, 113, range / 2, 180); | |||
|  | 		 | |||
|  | 		 | |||
|  |     } | |||
|  |     else if(substate == S_DISASTER_2) { | |||
|  |     // | |||
|  | 		//CUSTOM_ATTACKINFO_DISASTER | |||
|  |    		obj.sq_setCurrentAttackInfo(CUSTOM_ATTACKINFO_DISASTER); | |||
|  |    		 | |||
|  | 		if(isAvengerAwakenning(obj)) { | |||
|  | 			 // 蝶监嬴夥颤 阳侥缣 谖睡缣怃 拥栖诡桧暮击 陛虽坚 谛捡 ?栖棻.. | |||
|  | 			local ani = obj.getVar().GetAnimationMap("Disaster3", "Character/Priest/Animation/disasterEx/Disaster3.ani"); | |||
|  | 			obj.setCurrentAnimation(ani); | |||
|  | 		} | |||
|  | 		else { | |||
|  | 			obj.sq_setCurrentAnimation(CUSTOM_ANI_EX_DISASTER_3); | |||
|  | 		} | |||
|  | 		 | |||
|  | 		obj.sq_PlaySound("DISASTER_CIRCLE_LOOP", 7575); | |||
|  |    		 | |||
|  |     } | |||
|  |     else if(substate == S_DISASTER_3) { | |||
|  |      | |||
|  | 		if(isAvengerAwakenning(obj)) { | |||
|  | 			 // 蝶监嬴夥颤 阳侥缣 谖睡缣怃 拥栖诡桧暮击 陛虽坚 谛捡 ?栖棻.. | |||
|  | 			local ani = obj.getVar().GetAnimationMap("Disaster4", "Character/Priest/Animation/disasterEx/Disaster4.ani"); | |||
|  | 			obj.setCurrentAnimation(ani); | |||
|  | 		} | |||
|  | 		else { | |||
|  | 			obj.sq_setCurrentAnimation(CUSTOM_ANI_EX_DISASTER_4); | |||
|  | 		} | |||
|  |      | |||
|  | 		 | |||
|  |     } | |||
|  |     else if(substate == S_DISASTER_4) { | |||
|  | 		if(isAvengerAwakenning(obj)) { | |||
|  | 			 // 蝶监嬴夥颤 阳侥缣 谖睡缣怃 拥栖诡桧暮击 陛虽坚 谛捡 ?栖棻.. | |||
|  | 			local ani = obj.getVar().GetAnimationMap("Disaster5", "Character/Priest/Animation/disasterEx/Disaster5.ani"); | |||
|  | 			obj.setCurrentAnimation(ani); | |||
|  | 		} | |||
|  | 		else { | |||
|  | 			obj.sq_setCurrentAnimation(CUSTOM_ANI_EX_DISASTER_5); | |||
|  | 		} | |||
|  |     } | |||
|  | } | |||
|  | 
 | |||
|  | // irdcharacter缣怃  setstate() -> IRDActiveObject::setState -> aftersetstate() 桧楛牖怃缣怃 葆虽虞 setstate殓栖棻. skill?撩缣 评塭怃 ?轿? ?蹂陛  | |||
|  | // 毡棻贼 桧 ?热蒂 桧辨?栖棻. | |||
|  | 
 | |||
|  | function onAfterSetState_DisasterEx(obj, state, datas, isResetTimer) | |||
|  | { | |||
|  | 	if(!obj) return; | |||
|  | } | |||
|  | 
 | |||
|  | // onbeforeattack 属寥?热 殓栖棻 | |||
|  | function onBeforeAttack_DisasterEx(obj, damager, boundingBox) | |||
|  | { | |||
|  | 	 | |||
|  | } | |||
|  | 
 | |||
|  | 
 | |||
|  | 
 | |||
|  | // loop 睡碟殓栖棻 ismycontrol煎 马谆虽 强擎 翱念胀 赅苌 object菟桧 桧够击 剪纂啪腌栖棻. | |||
|  | function onProc_DisasterEx(obj) | |||
|  | { | |||
|  | 	if(!obj) return; | |||
|  | 	 | |||
|  | 	local substate = obj.getSkillSubState(); | |||
|  | 	 | |||
|  | 	local posX = obj.getXPos(); | |||
|  | 	local posY = obj.getYPos(); | |||
|  | 	local posZ = obj.getZPos(); | |||
|  | 	 | |||
|  | 	local sq_var = obj.getVar(); | |||
|  | 	local pAni = obj.sq_getCurrentAni(); | |||
|  |     local frmIndex = obj.sq_ani_GetCurrentFrameIndex(pAni); | |||
|  | 
 | |||
|  | 	local currentT = sq_GetCurrentTime(pAni); | |||
|  | 	 | |||
|  |     if(substate == S_DISASTER_0) { | |||
|  |     } | |||
|  |     else if(substate == S_DISASTER_1) { | |||
|  | 		if(frmIndex >= 0) { | |||
|  |     		local flag = sq_var.get_vector(0); | |||
|  |     		if(!flag) { | |||
|  | 				local appendage = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, SKILL_EX_DISASTER, true, "Appendage/Character/ap_avenger_effect.nut", true); | |||
|  | 				sq_var.set_vector(0, 1); | |||
|  | 			} | |||
|  | 	   } | |||
|  | 	   //isAvengerAwakenning() | |||
|  |     } | |||
|  |     else if(substate == S_DISASTER_2) { | |||
|  | 		local stateTimer = obj.sq_getStateTimer();		 | |||
|  | 		//SD_I_DAMAGE_INC <- 0 // 学葆? 鼻鹧橾 阳, 等嘐虽 隶?睦 | |||
|  | 		//SD_I_AWAKENING_INC <- 1 //// 学葆? 鼻鹧橾 阳, 学葆? 虽楼卫除 隶陛,ms 钦嫔 | |||
|  | 		//SD_I_TARGET_TIME <- 2 // 颤啪? 卫除 (ms 钦嫔) | |||
|  | 		//SD_I_TARGET_MOV_X <- 3 // 颤啃暧 X蹴 桧翕卫除 | |||
|  | 		//SD_I_TARGET_MOV_Y <- 4 // 颤啃暧 y蹴 桧翕卫除 | |||
|  | 		//SD_I_TARGET_SUCK_LEN <- 5 // 模辨给桧陛 瞳击 庄横菟桧朝 彰嫔(x蹴 虽荤) | |||
|  | 		//SD_I_TARGET_SUCK_VEL <- 6 // 模辨给桧陛 瞳击 庄横菟桧朝 楼紫 | |||
|  | 		//local t = 1000; | |||
|  | 		local t = obj.sq_getIntData(SKILL_EX_DISASTER, SD_I_TARGET_TIME); // 颤啪? 卫除 (ms 钦嫔) | |||
|  | 		 | |||
|  | 		//print("\n stateTimer:" + stateTimer); | |||
|  | 		 | |||
|  | 		if(stateTimer > (t - 750)) { | |||
|  |     		local flag = sq_var.get_vector(1); | |||
|  |     		if(!flag) {				 | |||
|  | 				local iX = obj.getXPos(); | |||
|  | 				local iY = obj.getYPos(); | |||
|  | 				local iPX = obj.sq_getAttractAimPosX(iX,iY, false); | |||
|  | 				local iPY = obj.sq_getAttractAimPosY(iX,iY, false) + 2; | |||
|  | 				 | |||
|  | 				print("\n posX:" + posX + " posY:" + posY + " aimposX:" + iPX + " aimposY:" + iPY); | |||
|  | 
 | |||
|  | 				sq_MoveToNearMovablePos(obj, iPX, iPY, 0, iX, iY, posZ, 200, -1, 3); | |||
|  | 				obj.sq_removeAttractAimPointMark(); | |||
|  | 				sq_var.set_vector(1, 1); | |||
|  | 			} | |||
|  | 	   } | |||
|  | 		 | |||
|  | 		if(stateTimer > t) { | |||
|  | 			if(obj.isMyControlObject()) { | |||
|  | 				obj.sq_IntVectClear(); | |||
|  | 				obj.sq_IntVectPush(S_DISASTER_3); | |||
|  | 				obj.sq_IntVectPush(obj.getDirection()); // substate撮? | |||
|  | 				obj.sq_addSetStatePacket(STATE_EX_DISASTER, STATE_PRIORITY_IGNORE_FORCE, true); | |||
|  | 			} | |||
|  | 		} | |||
|  |      | |||
|  |     }	 | |||
|  |     else if(substate == S_DISASTER_3) { | |||
|  | 		if(frmIndex >= 5) { | |||
|  |     		local flag = sq_var.get_vector(0); | |||
|  |     		if(!flag) { | |||
|  | 				if(obj.isMyControlObject()) { | |||
|  | 				 | |||
|  | 					//SD_I_DAMAGE_INC <- 0 // 学葆? 鼻鹧橾 阳, 等嘐虽 隶?睦 | |||
|  | 					//SD_I_AWAKENING_INC <- 1 //// 学葆? 鼻鹧橾 阳, 学葆? 虽楼卫除 隶陛,ms 钦嫔 | |||
|  | 					 | |||
|  | 					local attack_rate = 1.0; | |||
|  | 					if(isAvengerAwakenning(obj)) { | |||
|  | 						local inc = obj.sq_getIntData(SKILL_EX_DISASTER, SD_I_DAMAGE_INC); // 颤啃暧 X蹴 桧翕卫除 | |||
|  | 						local inc_rate = inc.tofloat() / 100.0; | |||
|  | 						attack_rate += inc_rate; | |||
|  | 					} | |||
|  | 					 | |||
|  | 					local bonus_rate = obj.sq_getBonusRateWithPassive(SKILL_EX_DISASTER, STATE_EX_DISASTER, 1, attack_rate); | |||
|  | 					 | |||
|  | 					obj.sq_binaryData_startWrite(); | |||
|  | 					obj.sq_binaryData_writeDword(bonus_rate); | |||
|  | 					obj.sq_p00_sendCreatePassiveObjectPacket(24109, 0, 0, 0, 0); // ?嫦 | |||
|  | 				} | |||
|  | 				 | |||
|  | 				 | |||
|  | 				if(isAvengerAwakenning(obj)) { | |||
|  | 					//local particleCreater = sq_var.GetparticleCreaterMap("GuillotineSub", "PassiveObject/Character/Thief/Particle/GuillotineSub.ptl", obj); | |||
|  | 					local particleCreater = sq_var.GetparticleCreaterMap("GuillotineSub6", "Character/Priest/Effect/Particle/DisasterStonsSmall.ptl", obj); | |||
|  | 					particleCreater.Restart(0); | |||
|  | 					//local dstX = sq_GetDistancePos(posX, obj.getDirection(), -20);				 | |||
|  | 					particleCreater.SetPos(posX, posY, posZ); | |||
|  | 					sq_AddParticleObject(obj, particleCreater); | |||
|  | 					 | |||
|  | 					obj.sq_PlaySound("PR_DGUARDIAN_DISASTER"); // 学葆? 渗褐 ? 葆虽虞 阶缣 睡??貊 廓偃舰阳 尔桧蝶 | |||
|  | 				} | |||
|  | 				else {				 | |||
|  | 					obj.sq_PlaySound("PR_DISASTER"); // 葆虽虞 阶缣 睡??貊 廓偃舰阳 尔桧蝶 | |||
|  | 				} | |||
|  | 				 | |||
|  | 				local fScreen = sq_flashScreen(obj,0,320,320,200, sq_RGB(0,0,0), GRAPHICEFFECT_NONE, ENUM_DRAWLAYER_BOTTOM); | |||
|  | 
 | |||
|  | 				obj.sq_setShake(obj, 6, 320); | |||
|  | 
 | |||
|  | 				obj.sq_removeAttractAimPointMark(); | |||
|  | 				sq_var.set_vector(0, 1); | |||
|  | 			} | |||
|  | 		} | |||
|  |      | |||
|  |     }	 | |||
|  |     else if(substate == S_DISASTER_4) { | |||
|  |     }	 | |||
|  |      | |||
|  |      | |||
|  |      | |||
|  |     if(substate == S_DISASTER_4) { | |||
|  | 		if(frmIndex >= 4) { | |||
|  |     		local flag = sq_var.get_vector(0); | |||
|  |     		if(!flag) { | |||
|  | 				local appendage = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, SKILL_EX_DISASTER, true, "Appendage/Character/ap_avenger_effect.nut", true); | |||
|  | 				sq_var.set_vector(0, 1); | |||
|  | 			} | |||
|  | 	   } | |||
|  |     } | |||
|  |      | |||
|  | 	 | |||
|  | } | |||
|  | 
 | |||
|  | // loop 睡碟殓栖棻 ismycontrol ?蝶?陛 狱樯桧 object陛 桧够击 菟横骨栖棻. setstate 撮?桧釭 ?卫粽螃粽薛? 当撩 , 蛔蛔 籀葬?栖棻. | |||
|  | function onProcCon_DisasterEx(obj) | |||
|  | { | |||
|  | 	if(!obj) return; | |||
|  | 	local pAni = obj.sq_getCurrentAni(); | |||
|  | 	local bEnd = obj.sq_ani_IsEnd(pAni); | |||
|  |     local frmIndex = obj.sq_ani_GetCurrentFrameIndex(pAni); | |||
|  | 	local sq_var = obj.getVar(); | |||
|  | 	// | |||
|  | 
 | |||
|  |     local subState = obj.getSkillSubState(); | |||
|  |          | |||
|  |     if(subState == S_DISASTER_1) { | |||
|  |     } | |||
|  |     else if(subState == S_DISASTER_2) { | |||
|  |     } | |||
|  |     else if(subState == S_DISASTER_3) { | |||
|  |     } | |||
|  |      | |||
|  | 
 | |||
|  | 	if(bEnd) { | |||
|  | 	    if(subState == S_DISASTER_0) { | |||
|  | 			obj.sq_IntVectClear(); | |||
|  | 			obj.sq_IntVectPush(S_DISASTER_1); | |||
|  | 			obj.sq_IntVectPush(obj.getDirection()); // substate撮? | |||
|  | 			obj.sq_addSetStatePacket(STATE_EX_DISASTER, STATE_PRIORITY_IGNORE_FORCE, true); | |||
|  | 	    } | |||
|  | 	    else if(subState == S_DISASTER_1) { | |||
|  | 			obj.sq_IntVectClear(); | |||
|  | 			obj.sq_IntVectPush(S_DISASTER_2); | |||
|  | 			obj.sq_IntVectPush(obj.getDirection()); // substate撮? | |||
|  | 			obj.sq_addSetStatePacket(STATE_EX_DISASTER, STATE_PRIORITY_IGNORE_FORCE, true); | |||
|  | 	    } | |||
|  | 	    else if(subState == S_DISASTER_2) { | |||
|  | 	    } | |||
|  | 	    else if(subState == S_DISASTER_3) { | |||
|  | 			obj.sq_IntVectClear(); | |||
|  | 			obj.sq_IntVectPush(S_DISASTER_4); | |||
|  | 			obj.sq_IntVectPush(obj.getDirection()); // substate撮? | |||
|  | 			obj.sq_addSetStatePacket(STATE_EX_DISASTER, STATE_PRIORITY_IGNORE_FORCE, true); | |||
|  | 	    } | |||
|  | 	    else if(subState == S_DISASTER_4) { | |||
|  | 			obj.sq_addSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false); | |||
|  | 	    } | |||
|  | 	} | |||
|  | } | |||
|  | 
 | |||
|  | // state谦猿谛 翕卫缣 ?廓 ?轿肾朝 ?热殓栖棻. oldstate陛 谦猿肾朝 state殓栖棻. 鼠树陛 嫦饵胀匙桧 毡剪釭 谦猿籀葬腆匙桧 毡棻贼 桧够缣怃 籀葬?栖棻. | |||
|  | function onEndState_DisasterEx(obj, new_state) | |||
|  | { | |||
|  | 	if(!obj) return; | |||
|  | 	if(new_state != STATE_EX_DISASTER) { | |||
|  | 		obj.sq_removeAttractAimPointMark(); | |||
|  | 	} | |||
|  | 	obj.stopSound(7575); | |||
|  | } | |||
|  | 
 | |||
|  | // onAttack 属寥?热 殓栖棻 | |||
|  | function onAttack_DisasterEx(obj, damager, boundingBox) | |||
|  | { | |||
|  | 	 | |||
|  | } | |||
|  | 
 | |||
|  | // onAfterAttack 属寥?热 殓栖棻 | |||
|  | function onAfterAttack_DisasterEx(obj, damager, boundingBox) | |||
|  | { | |||
|  | 	 | |||
|  | } | |||
|  | 
 | |||
|  | // onBeforeDamage 属寥?热 殓栖棻 | |||
|  | function onBeforeDamage_DisasterEx(obj, attacker, boundingBox) | |||
|  | { | |||
|  | 	 | |||
|  | } | |||
|  | 
 | |||
|  | // onDamage 属寥?热 殓栖棻 | |||
|  | function onDamage_DisasterEx(obj, attacker, boundingBox) | |||
|  | { | |||
|  | 	 | |||
|  | } | |||
|  | 
 | |||
|  | // onAfterDamage 属寥?热 殓栖棻 | |||
|  | function onAfterDamage_DisasterEx(obj, attacker, boundingBox) | |||
|  | { | |||
|  | 	 | |||
|  | } | |||
|  | 
 | |||
|  | function getScrollBasisPos_DisasterEx(obj) | |||
|  | { | |||
|  | 	if(!obj) return; | |||
|  | 	 | |||
|  | 	local substate = obj.getSkillSubState(); | |||
|  | 
 | |||
|  | 	if(substate == S_DISASTER_2 || substate == S_DISASTER_1) { | |||
|  | 		if(obj.isMyControlObject()) { | |||
|  | 			local iX = obj.getXPos(); | |||
|  | 			local iY = obj.getYPos(); | |||
|  | 			local iPX = obj.sq_getAttractAimPosX(iX,iY, false); | |||
|  | 			local iPY = obj.sq_getAttractAimPosY(iX,iY, false); | |||
|  | 			obj.sq_SetCameraScrollPosition(iPX, iPY, 0); | |||
|  | 			return true; | |||
|  | 		} | |||
|  | 	} | |||
|  | 	 | |||
|  | 	return false; | |||
|  | } | |||
|  |  |