91 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			91 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
|  | 
 | |||
|  | SUB_STATE_MANABURST_0	<- 0 | |||
|  | SUB_STATE_MANABURST_1	<- 1 | |||
|  | SUB_STATE_MANABURST_2	<- 2 | |||
|  | SUB_STATE_MANABURST_3	<- 3 | |||
|  | SUB_STATE_MANABURST_4	<- 4 | |||
|  | 
 | |||
|  | function checkExecutableSkill_ManaBurst(obj) | |||
|  | { | |||
|  | 
 | |||
|  | 	if(!obj) return false; | |||
|  | 	 | |||
|  | 	local state = obj.sq_GetState(); | |||
|  | 	 | |||
|  | 	// ?卫粽?? 挡?粽蝶鉴桧塭 桧够缣怃 ?翕亵勒击 匏栖棻. | |||
|  | 	// ManaBurst.skl [executable states] 擎 -1击 撮??镀蝗栖棻. | |||
|  | 	// 桧匙擎 赅苌蝶鉴缣怃 奢问溘击 堪罹丑捡?棻朝 蝶鉴晦栋 阳侥殓栖棻. | |||
|  | 	if(state == STATE_STAND || state == STATE_ATTACK || state == STATE_DASH)  | |||
|  | 	{	 | |||
|  | 
 | |||
|  | 		local b_useskill = obj.sq_IsUseSkill(SKILL_MANABURST); | |||
|  | 		 | |||
|  | 		if (b_useskill) | |||
|  | 		{ | |||
|  | 			/* | |||
|  | 			# STATE_THROW | |||
|  | 			[0]   Throw State (0:赅戏晦, 1:湍虽晦, 2:偃樯卫瞪) | |||
|  | 			* Throw State 0 * | |||
|  | 			[1]   湍虽朝 颤殓 (ENUM_THROW_TYPE) | |||
|  | 			[2]   湍虽朝 渠鼻暧 樯策蝶 (蝶鉴 樯策蝶 or 嬴桧蛊 樯策蝶) | |||
|  | 			[3]   赅戏朝 卫除 | |||
|  | 			[4]   嫦饵 卫除 | |||
|  | 			[5]   湍虽晦 拥栖诡桧暮 颤殓 (0 or 1) | |||
|  | 			[6]   赅戏晦 楼紫 颤殓 | |||
|  | 			[7]   嫦饵 楼紫 颤殓 | |||
|  | 			[8]   赅戏晦 楼紫 (寰厥戏贼 SPEED_VALUE_DEFAULT) | |||
|  | 			[9]   嫦饵 楼紫 (寰厥戏贼 SPEED_VALUE_DEFAULT) | |||
|  | 			[10]	偃樯卫瞪 彰嫔 (寰厥剪釭 -1桧贼 偃樯卫瞪 寰?) | |||
|  | 			* Throw State 1 * | |||
|  | 			// Throw State 2缣怃 剩横谘击 唳办缣虏 | |||
|  | 			[1]	偃樯 卫瞪卫 渠鼻 Object Id | |||
|  | 			* Throw State 2 * | |||
|  | 			*/ | |||
|  | 			local skillLevel = sq_GetSkillLevel(obj, SKILL_MANABURST); | |||
|  | 			local castTime = sq_GetCastTime(obj, SKILL_MANABURST, skillLevel); | |||
|  | 
 | |||
|  | 			obj.sq_IntVectClear();				 | |||
|  | 			obj.sq_IntVectPush(0);		// throwState | |||
|  | 			obj.sq_IntVectPush(0);		// throwType | |||
|  | 			obj.sq_IntVectPush(SKILL_MANABURST);	// throwIndex | |||
|  | 			obj.sq_IntVectPush(castTime);	// throwChargeTime | |||
|  | 			obj.sq_IntVectPush(500);	// throwShootTime | |||
|  | 			obj.sq_IntVectPush(0);		// throwAnimationIndex | |||
|  | 			obj.sq_IntVectPush(4);		// chargeSpeedType | |||
|  | 			obj.sq_IntVectPush(4);		// throwShootSpeedType | |||
|  | 			obj.sq_IntVectPush(1000);	// chargeSpeedValue | |||
|  | 			obj.sq_IntVectPush(1000);	// throwShootSpeedValue | |||
|  | 			obj.sq_IntVectPush(-1);		// personalCastRange | |||
|  | 			obj.sq_AddSetStatePacket(STATE_THROW, STATE_PRIORITY_USER, true); | |||
|  | 			//obj.sq_AddSetStatePacket(STATE_ELEMENTAL_CHANGE, STATE_PRIORITY_USER, false); | |||
|  | 			return true; | |||
|  | 		} | |||
|  | 	} | |||
|  | 
 | |||
|  | 	return false; | |||
|  | 
 | |||
|  | } | |||
|  | 
 | |||
|  | function checkCommandEnable_ManaBurst(obj) | |||
|  | { | |||
|  | 
 | |||
|  | 	if(!obj) return false; | |||
|  | 
 | |||
|  | 	local state = obj.sq_GetState(); | |||
|  | 	 | |||
|  | 	if(state == STATE_ATTACK) { | |||
|  | 		// 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] | |||
|  | 		return obj.sq_IsCommandEnable(SKILL_MANABURST); | |||
|  | 	} | |||
|  | 	 | |||
|  | 
 | |||
|  | 	if(state == STATE_STAND || state == STATE_ATTACK || state == STATE_DASH)  | |||
|  | 	{ | |||
|  | 		return true; | |||
|  | 	} | |||
|  | 	 | |||
|  | 	return false; | |||
|  | 
 | |||
|  | } | |||
|  | 
 | |||
|  |  |