163 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			163 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
|  | 
 | |||
|  | function checkExecutableSkill_IceSword(obj) | |||
|  | { | |||
|  | 	if(!obj) return false; | |||
|  | 
 | |||
|  | 	local b_useskill = obj.sq_IsUseSkill(SKILL_ICE_SWORD); | |||
|  | 	if(b_useskill) {		 | |||
|  | 		obj.sq_AddSetStatePacket(STATE_ICE_SWORD, STATE_PRIORITY_USER, false); | |||
|  | 		return true; | |||
|  | 	}		 | |||
|  | 	return false; | |||
|  | } | |||
|  | 
 | |||
|  | function checkCommandEnable_IceSword(obj) | |||
|  | { | |||
|  | 	if(!obj) return false; | |||
|  | 
 | |||
|  | 	local state = obj.sq_GetState();	 | |||
|  | 	if(state == STATE_ATTACK) { | |||
|  | 		return obj.sq_IsCommandEnable(SKILL_ICE_SWORD); | |||
|  | 	}  | |||
|  | 
 | |||
|  | 	return true; | |||
|  | } | |||
|  | 
 | |||
|  | function onSetState_IceSword(obj, state, datas, isResetTimer) | |||
|  | { | |||
|  | 	if(!obj) return; | |||
|  | 	 | |||
|  | 	obj.sq_StopMove(); | |||
|  | 	obj.sq_SetCurrentAnimation(CUSTOM_ANI_ICE_SWORD); | |||
|  | 	 | |||
|  | 	// 觼煎栖赝 嬴桧蛊 蒙机 蝶鉴 奢问楼紫 隶陛 等桧颤 (100~) | |||
|  | 	local speed100Rate = obj.sq_GetIntData(SKILL_ICE_SWORD, 0); // 0. 觼煎栖赝 嬴桧蛊 蒙机) 蝶鉴 奢问楼紫 隶陛 等桧颤 (100~) | |||
|  | 	local speedRate = speed100Rate.tofloat() / 100.0; | |||
|  | 	 | |||
|  | 	obj.sq_SetCurrentAttackInfo(CUSTOM_ATTACK_INFO_ICE_SWORD);	 | |||
|  | 	obj.sq_SetStaticSpeedInfo(SPEED_TYPE_ATTACK_SPEED, SPEED_TYPE_ATTACK_SPEED, | |||
|  | 			SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, speedRate, speedRate); | |||
|  | 	//obj.sq_SetStaticSpeedInfo(SPEED_TYPE_ATTACK_SPEED, SPEED_TYPE_ATTACK_SPEED, | |||
|  | 			//SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, 1.0, 1.0);	 | |||
|  | 	 | |||
|  | 	// 钟帼瞪 蝶鉴击 瞳辨?棻. | |||
|  | 	obj.sq_SetApplyConversionSkill(); | |||
|  | 	 | |||
|  | 	local damage = obj.sq_GetBonusRateWithPassive(SKILL_ICE_SWORD , STATE_ICE_SWORD, 0, 1.0); | |||
|  | 	obj.sq_SetCurrentAttackBonusRate(damage);		 | |||
|  | 	obj.sq_setCustomHitEffectFileName("Character/Mage/Effect/Animation/ATIceSword/05_2_smoke_dodge .ani");	 | |||
|  | 	 | |||
|  | 	addElementalChain_ATMage(obj, ENUM_ELEMENT_WATER); | |||
|  | 	 | |||
|  | 	 | |||
|  | 	// ?撩 蝶鉴击 嫔? | |||
|  | 	// 彩寥匐 鬼?蒂 栉?棻贼 3颤陛 蒙翕?虽 强坚, 1, 2颤蒂 ?廓涡 奁犒?棻. | |||
|  | 	local skillLevel = sq_GetSkillLevel(obj, SKILL_ICE_SWORD_EX); | |||
|  | 	if (skillLevel > 0) | |||
|  | 	{ | |||
|  | 		local var = obj.getVar(); | |||
|  | 		var.clear_vector(); | |||
|  | 		var.push_vector(0); | |||
|  | 	} | |||
|  | } | |||
|  | 
 | |||
|  | 
 | |||
|  | function onEndCurrentAni_IceSword(obj) | |||
|  | { | |||
|  | 	if(!obj) return; | |||
|  | 
 | |||
|  | 	obj.sq_AddSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false); | |||
|  | } | |||
|  | 
 | |||
|  | function onAttack_IceSword(obj, damager, boundingBox, isStuck) | |||
|  | { | |||
|  | 	if (!obj || !damager) return; | |||
|  | 	 | |||
|  | 	sq_EffectLayerAppendage(damager,sq_RGB(0,144,255),150,0,0,240);	 | |||
|  | } | |||
|  | 
 | |||
|  | 
 | |||
|  | function onKeyFrameFlag_IceSword(obj, flagIndex) | |||
|  | { | |||
|  | 	if(!obj) return true; | |||
|  | 	 | |||
|  | 	if (flagIndex == 1) | |||
|  | 	{ | |||
|  | 		obj.sq_SetCurrentAttackInfo(CUSTOM_ATTACK_INFO_ICE_SWORD); | |||
|  | 		// 钟帼瞪 蝶鉴击 瞳辨?棻. | |||
|  | 		obj.sq_SetApplyConversionSkill(); | |||
|  | 	 | |||
|  | 		local damage = obj.sq_GetBonusRateWithPassive(SKILL_ICE_SWORD , STATE_ICE_SWORD, 0, 1.0); | |||
|  | 		obj.sq_SetCurrentAttackBonusRate(damage);				 | |||
|  | 	} | |||
|  | 	else if (flagIndex == 2) | |||
|  | 	{ | |||
|  | 		//虞颤 | |||
|  | 		obj.sq_SetCurrentAttackInfo(CUSTOM_ATTACK_INFO_ICE_SWORD_LAST);	 | |||
|  | 		// 钟帼瞪 蝶鉴击 瞳辨?棻. | |||
|  | 		obj.sq_SetApplyConversionSkill(); | |||
|  | 		 | |||
|  | 		local skill_level	= sq_GetSkillLevel(obj, SKILL_ICE_SWORD); | |||
|  | 		local damage = obj.sq_GetBonusRateWithPassive(SKILL_ICE_SWORD , STATE_ICE_SWORD, 1, 1.0); | |||
|  | 		obj.sq_SetCurrentAttackBonusRate(damage);	 | |||
|  | 		 | |||
|  | 		local skill_level	= sq_GetSkillLevel(obj, SKILL_ICE_SWORD);	 | |||
|  | 		local attackInfo = sq_GetCurrentAttackInfo(obj); | |||
|  | 		 | |||
|  | 		printc("attackInfo " + attackInfo); | |||
|  | 		if (!attackInfo) return; | |||
|  | 		 | |||
|  | 		// 0.1,2颤 奢问溘%   1.虞颤 奢问溘%  2.桧楼 马模 溯涟   3.桧楼马模 ?睦   4.桧楼马模 卫除    | |||
|  | 		local ice_power	= sq_GetLevelData(obj, SKILL_ICE_SWORD, 2, skill_level); | |||
|  | 		local ice_prob	= sq_GetLevelData(obj, SKILL_ICE_SWORD, 3, skill_level); | |||
|  | 		local ice_time	= sq_GetLevelData(obj, SKILL_ICE_SWORD, 4, skill_level); | |||
|  | 		 | |||
|  | 		sq_SetChangeStatusIntoAttackInfo(attackInfo, 0, ACTIVESTATUS_SLOW, ice_prob, ice_power, ice_time);		 | |||
|  | 	} | |||
|  | 	else if (flagIndex == 3) | |||
|  | 	{ | |||
|  | 		// ?撩 蝶鉴击 嫔? | |||
|  | 		// 彩寥匐 鬼?蒂 栉?棻贼 3颤陛 蒙翕?虽 强坚, 1, 2颤蒂 ?廓涡 奁犒?棻. | |||
|  | 		local skillLevel = sq_GetSkillLevel(obj, SKILL_ICE_SWORD_EX);	 | |||
|  | 		if (skillLevel > 0) | |||
|  | 		{ | |||
|  | 			// 念瘫潍缣怃朝 蒙翕?虽 强朝棻. | |||
|  | 			if (checkModuleType(MODULE_TYPE_PVP_TYPE)) | |||
|  | 				return true; | |||
|  | 			 | |||
|  | 			obj.sq_SetCurrentAttackInfo(CUSTOM_ATTACK_INFO_ICE_SWORD); | |||
|  | 			// 钟帼瞪 蝶鉴击 瞳辨?棻. | |||
|  | 			obj.sq_SetApplyConversionSkill(); | |||
|  | 	 | |||
|  | 			local damage = obj.sq_GetBonusRateWithPassive(SKILL_ICE_SWORD , STATE_ICE_SWORD, 0, 1.0); | |||
|  | 			obj.sq_SetCurrentAttackBonusRate(damage); | |||
|  | 			 | |||
|  | 			// 0.1,2颤 奢问溘%   1.虞颤 奢问溘%  2.桧楼 马模 溯涟   3.桧楼马模 ?睦   4.桧楼马模 卫除 | |||
|  | 			local skill_level = sq_GetSkillLevel(obj, SKILL_ICE_SWORD); | |||
|  | 			local attackInfo = sq_GetCurrentAttackInfo(obj); | |||
|  | 			local ice_power = sq_GetLevelData(obj, SKILL_ICE_SWORD, 2, skill_level); | |||
|  | 			local ice_prob = sq_GetLevelData(obj, SKILL_ICE_SWORD, 3, skill_level); | |||
|  | 			local ice_time = sq_GetLevelData(obj, SKILL_ICE_SWORD, 4, skill_level); | |||
|  | 			sq_SetChangeStatusIntoAttackInfo(attackInfo, 0, ACTIVESTATUS_SLOW, ice_prob, ice_power, ice_time);		 | |||
|  | 		 | |||
|  | 		 | |||
|  | 			local var = obj.getVar(); | |||
|  | 			local flag = var.get_vector(0); | |||
|  | 			 | |||
|  | 			if (flag <= 0) | |||
|  | 			{	// 罗 ?溯歜戏煎 肾给萼棻. | |||
|  | 				local animation = sq_GetCurrentAnimation(obj); | |||
|  | 				obj.sq_SetCurrentTimeByFrame(animation, 0); | |||
|  | 				var.set_vector(0, 1); | |||
|  | 			} | |||
|  | 			else | |||
|  | 			{ | |||
|  | 				// 蝶鉴击 谦猿卫监棻. | |||
|  | 				if (obj.isMyControlObject()) | |||
|  | 					obj.sq_AddSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false); | |||
|  | 			} | |||
|  | 		} | |||
|  | 	} | |||
|  | 		 | |||
|  | 	return true; | |||
|  | } |