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			352 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
|  | 
 | |||
|  | SUB_STATE_WINDPRESS_0	<- 0 | |||
|  | SUB_STATE_WINDPRESS_1	<- 1 | |||
|  | SUB_STATE_WINDPRESS_2	<- 2 | |||
|  | SUB_STATE_WINDPRESS_3	<- 3 | |||
|  | SUB_STATE_WINDPRESS_4	<- 4 | |||
|  | 
 | |||
|  | function checkExecutableSkill_WindPress(obj) | |||
|  | { | |||
|  | 
 | |||
|  | 	if (!obj) return false; | |||
|  | 
 | |||
|  | 	local b_useskill = obj.sq_IsUseSkill(SKILL_WINDPRESS); | |||
|  | 	 | |||
|  | 	print("b_useskill : %d" + b_useskill); | |||
|  | 
 | |||
|  | 	if (b_useskill) { | |||
|  | 		obj.sq_IntVectClear(); | |||
|  | 		obj.sq_IntVectPush(SUB_STATE_WINDPRESS_0); // substate撮? | |||
|  | 		obj.sq_AddSetStatePacket(STATE_WINDPRESS, STATE_PRIORITY_IGNORE_FORCE, true); | |||
|  | 		return true; | |||
|  | 	}	 | |||
|  | 
 | |||
|  | 	return false; | |||
|  | } | |||
|  | 
 | |||
|  | function checkCommandEnable_WindPress(obj) | |||
|  | { | |||
|  | 
 | |||
|  | 	if (!obj) return false; | |||
|  | 
 | |||
|  | 	local state = obj.sq_GetState(); | |||
|  | 	 | |||
|  | 	if (state == STATE_ATTACK) | |||
|  | 	{ | |||
|  | 		return obj.sq_IsCommandEnable(SKILL_WINDPRESS); // 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_BROKENARROW); | |||
|  | 	} | |||
|  | 
 | |||
|  | 	return true; | |||
|  | 
 | |||
|  | } | |||
|  | 
 | |||
|  | function onSetState_WindPress(obj,state,datas,isResetTimer) | |||
|  | { | |||
|  | 	if (!obj) return; | |||
|  | 
 | |||
|  | 	local substate = obj.sq_GetVectorData(datas, 0); | |||
|  | 	obj.setSkillSubState(substate); | |||
|  | 	obj.sq_StopMove(); | |||
|  | 	 | |||
|  | 	local posX = obj.getXPos(); | |||
|  | 	local posY = obj.getYPos(); | |||
|  | 	local posZ = obj.getZPos(); | |||
|  | 	 | |||
|  | 	obj.getVar().clear_vector(); | |||
|  | 	obj.getVar().push_vector(0); | |||
|  | 
 | |||
|  | 	obj.getVar().clear_ct_vector(); | |||
|  | 	obj.getVar().push_ct_vector();	 | |||
|  | 	local t = obj.getVar().get_ct_vector(0); | |||
|  | 	if (t) | |||
|  | 	{ | |||
|  | 		t.Reset(); | |||
|  | 		t.Start(10000,0); | |||
|  | 	}		 | |||
|  | 	 | |||
|  | 	print(" onSetState_WindPress"); | |||
|  | 
 | |||
|  | 	if (substate == SUB_STATE_WINDPRESS_0) | |||
|  | 	{ | |||
|  | 		obj.sq_SetCurrentAnimation(CUSTOM_ANI_WINDPRESS_CAST); | |||
|  | 		local pAni = obj.sq_GetCurrentAni(); | |||
|  | 		 | |||
|  | 		// 议蝶? 楼紫蒂 评塭陛紫烟 扑姜 | |||
|  | 		// 议蝶? 楼紫陛 渗唳肾贼, 缣栖诡桧暮 楼紫紫 渗唳 腌栖棻. | |||
|  | 		// 议蝶? 啪桧虽紫 ?卫蒂 ?鄹栖棻. | |||
|  | 		local skillLevel = sq_GetSkillLevel(obj, SKILL_WINDPRESS); | |||
|  | 		 | |||
|  | 		//local castTime = sq_GetCastTime(obj, SKILL_WINDPRESS, skillLevel); | |||
|  | 		//local animation = sq_GetCurrentAnimation(obj); | |||
|  | 		//local startTime = sq_GetFrameStartTime(animation, 16); | |||
|  | 		//local speedRate = startTime.tofloat() / castTime.tofloat(); | |||
|  | 		//obj.sq_SetStaticSpeedInfo(SPEED_TYPE_CAST_SPEED, SPEED_TYPE_CAST_SPEED, | |||
|  | 			//SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, speedRate, speedRate); | |||
|  | // | |||
|  | 		//sq_StartDrawCastGauge(obj, startTime, true); | |||
|  |  		obj.sq_PlaySound("R_CR_WINDPRESS"); | |||
|  | 		 | |||
|  | 	} | |||
|  | 	else if (substate == SUB_STATE_WINDPRESS_1) | |||
|  | 	{ | |||
|  | 		obj.sq_SetCurrentAnimation(CUSTOM_ANI_WINDPRESS_START); | |||
|  |  		obj.sq_PlaySound("WINDPRESS_READY"); | |||
|  | 	} | |||
|  | 	else if (substate == SUB_STATE_WINDPRESS_2) | |||
|  | 	{ | |||
|  | 		if (obj.isMyControlObject()) | |||
|  | 		{ | |||
|  | 			sq_flashScreen(obj,0,300,0,100, sq_RGB(0,0,0), GRAPHICEFFECT_NONE, ENUM_DRAWLAYER_BOTTOM); | |||
|  | 			obj.sq_SetShake(obj,1,300); | |||
|  | 		} | |||
|  | 		obj.sq_SetCurrentAnimation(CUSTOM_ANI_WINDPRESS); | |||
|  | 		obj.sq_PlaySound("WINDPRESS_BURST", 7571); | |||
|  | 	} | |||
|  | 	else if (substate == SUB_STATE_WINDPRESS_3) | |||
|  | 	{ | |||
|  | 		obj.sq_SetCurrentAnimation(CUSTOM_ANI_WINDPRESS_END); | |||
|  | 	} | |||
|  | } | |||
|  | 
 | |||
|  | function prepareDraw_WindPress(obj) | |||
|  | { | |||
|  | 
 | |||
|  | 	if (!obj) return; | |||
|  | 
 | |||
|  | } | |||
|  | 
 | |||
|  | function onProc_WindPress(obj) | |||
|  | { | |||
|  | 
 | |||
|  | 	if (!obj) return; | |||
|  | 
 | |||
|  | 	local substate = obj.getSkillSubState(); | |||
|  | 
 | |||
|  | 	local pAni = obj.sq_GetCurrentAni(); | |||
|  | 	local frmIndex = obj.sq_GetCurrentFrameIndex(pAni); | |||
|  | 	local currentT = sq_GetCurrentTime(pAni); | |||
|  | 
 | |||
|  | 	if (substate == SUB_STATE_WINDPRESS_2) | |||
|  | 	{ | |||
|  | 		if (obj.isMyControlObject()) | |||
|  | 		{ | |||
|  | 			local skill_level = obj.sq_GetSkillLevel(SKILL_WINDPRESS); | |||
|  | 			 | |||
|  | 			//24355 `Character/Mage/CreatorWindPress.obj`			// 觼葬缣桧搅 : 孺萄?溯蝶 | |||
|  | 			local passiveobj_cl = obj.sq_GetPassiveObject(24355); | |||
|  | 			 | |||
|  | 			local objectManager = obj.getObjectManager(); | |||
|  | 			 | |||
|  | 			if (!objectManager) | |||
|  | 				return; | |||
|  | 
 | |||
|  | 			local stage = sq_GetObjectManagerStage(obj); | |||
|  | 			local control = stage.getMainControl(); | |||
|  | 			 | |||
|  | 			if (!control.IsLBDown() || !passiveobj_cl) | |||
|  | 			{ | |||
|  | 				obj.sq_IntVectClear(); | |||
|  | 				obj.sq_IntVectPush(SUB_STATE_WINDPRESS_3); | |||
|  | 				obj.sq_AddSetStatePacket(STATE_WINDPRESS, STATE_PRIORITY_USER, true); | |||
|  | 			} | |||
|  | 			else  | |||
|  | 			{ | |||
|  | 				local t = obj.getVar().get_ct_vector(0); | |||
|  | 
 | |||
|  | 				if (t) | |||
|  | 				{ | |||
|  | 					local currentT = 0; | |||
|  | 		 | |||
|  | 					currentT = t.Get(); | |||
|  | 
 | |||
|  | 					print(" currentT:" + currentT); | |||
|  | 					if (currentT >= 300) | |||
|  | 					{ | |||
|  | 						if (obj.isMyControlObject()) | |||
|  | 						{ | |||
|  | 							print(" reset:" + currentT); | |||
|  | 							sq_flashScreen(obj,0,300,0,100, sq_RGB(0,0,0), GRAPHICEFFECT_NONE, ENUM_DRAWLAYER_BOTTOM); | |||
|  | 							obj.sq_SetShake(obj,1,300); | |||
|  | 						} | |||
|  | 						t.Reset(); | |||
|  | 						t.Start(10000,0); | |||
|  | 					} | |||
|  | 				} | |||
|  | 			} | |||
|  | 		} | |||
|  | 	} | |||
|  | } | |||
|  | 
 | |||
|  | function onProcCon_WindPress(obj) | |||
|  | { | |||
|  | 	if (!obj) return; | |||
|  | 	 | |||
|  | 	local substate = obj.getSkillSubState(); | |||
|  | 
 | |||
|  | 	local pAni = obj.sq_GetCurrentAni(); | |||
|  | 	local frmIndex = obj.sq_GetCurrentFrameIndex(pAni); | |||
|  | 	local currentT = sq_GetCurrentTime(pAni); | |||
|  | 
 | |||
|  | 	if (substate == SUB_STATE_WINDPRESS_1) | |||
|  | 	{ | |||
|  | 		if (frmIndex >= 2) | |||
|  | 		{ | |||
|  | 			if (!obj.getVar().get_vector(0)) | |||
|  | 			{ | |||
|  | 				obj.getVar().set_vector(0, 1); | |||
|  | 				 | |||
|  | 				local posX = obj.getXPos(); | |||
|  | 				local posY = obj.getYPos(); | |||
|  | 				local posZ = obj.getZPos(); | |||
|  | 				 | |||
|  | //100 // 0.棻钦?? 除问 | |||
|  | //100 // 1.颤问剪葬 | |||
|  | //10	// 2. 模赅榆 | |||
|  | //30 // 3. 颤问陕紫 彰嫔 | |||
|  | 
 | |||
|  | 				// 0.棻钦?? 除问 | |||
|  | 				local multiHitTerm = sq_GetIntData(obj, SKILL_WINDPRESS, 0); | |||
|  | 				// 1.颤问剪葬 | |||
|  | 				local targetLen = sq_GetIntData(obj, SKILL_WINDPRESS, 1); | |||
|  | 				// 2.模赅榆 | |||
|  | 				local consume = sq_GetIntData(obj, SKILL_WINDPRESS, 2); | |||
|  | 				// 3.颤问陕紫 | |||
|  | 				local dir = sq_GetIntData(obj, SKILL_WINDPRESS, 3); | |||
|  | 				 | |||
|  | 				// 奢问溘 跷陛热纂 蒙机 | |||
|  | 				local level = sq_GetSkillLevel(obj, SKILL_CREATORWIND); | |||
|  | 
 | |||
|  | 				// 1.奢问溘 跷陛 热纂 (%) | |||
|  | 				local addValue = sq_GetLevelData(obj, SKILL_CREATORWIND, SKL_LV_1, level); | |||
|  | 				local addRate = addValue.tofloat() / 100.0; | |||
|  | 
 | |||
|  | 
 | |||
|  | 				local power =  obj.sq_GetPowerWithPassive(SKILL_WINDPRESS, STATE_STAND, SKL_LV_0, -1,addRate.tofloat()); | |||
|  | 				 | |||
|  | 				obj.sq_StartWrite(); | |||
|  | 				sq_BinaryWriteDword(multiHitTerm); | |||
|  | 				sq_BinaryWriteDword(targetLen); | |||
|  | 				sq_BinaryWriteDword(consume); | |||
|  | 				sq_BinaryWriteDword(dir); | |||
|  | 				sq_BinaryWriteDword(power); | |||
|  | 				 | |||
|  | 				local size = 50;				 | |||
|  | 				local offsetZ = 62; | |||
|  | 				local offset = sq_GetDistancePos(0, obj.getDirection(), size); | |||
|  | 				sq_SendCreatePassiveObjectPacketPos(obj, 24355, 0, posX + offset, posY - 1, posZ + offsetZ); | |||
|  | 			} | |||
|  | 		} | |||
|  | 	} | |||
|  | } | |||
|  | 
 | |||
|  | function onEndCurrentAni_WindPress(obj) | |||
|  | { | |||
|  | 
 | |||
|  | 	if (!obj) return; | |||
|  | 	 | |||
|  | 	//local pSickleObj = obj.sq_GetPassiveObject(24101); // sickle  | |||
|  | 
 | |||
|  | 	local substate = obj.getSkillSubState(); | |||
|  | 
 | |||
|  | 	if (substate == SUB_STATE_WINDPRESS_0) | |||
|  | 	{ | |||
|  | 		if (obj.isMyControlObject()) { | |||
|  | 			obj.sq_IntVectClear(); | |||
|  | 			obj.sq_IntVectPush(SUB_STATE_WINDPRESS_1); | |||
|  | 			obj.sq_AddSetStatePacket(STATE_WINDPRESS, STATE_PRIORITY_USER, true); | |||
|  | 		} | |||
|  | 	} | |||
|  | 	else if (substate == SUB_STATE_WINDPRESS_1) | |||
|  | 	{ | |||
|  | 		if (obj.isMyControlObject()) { | |||
|  | 			obj.sq_IntVectClear(); | |||
|  | 			obj.sq_IntVectPush(SUB_STATE_WINDPRESS_2); | |||
|  | 			obj.sq_AddSetStatePacket(STATE_WINDPRESS, STATE_PRIORITY_USER, true); | |||
|  | 		} | |||
|  | 	} | |||
|  | 	else if (substate == SUB_STATE_WINDPRESS_2) | |||
|  | 	{ | |||
|  | 	} | |||
|  | 	else if (substate == SUB_STATE_WINDPRESS_3) | |||
|  | 	{ | |||
|  | 		if (obj.isMyControlObject()) | |||
|  | 		{ | |||
|  | 			obj.sq_AddSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false); | |||
|  | 		} | |||
|  | 	} | |||
|  | 	else if (substate == SUB_STATE_WINDPRESS_4) | |||
|  | 	{ | |||
|  | 	} | |||
|  | 	 | |||
|  | 
 | |||
|  | } | |||
|  | 
 | |||
|  | function onKeyFrameFlag_WindPress(obj,flagIndex) | |||
|  | { | |||
|  | 
 | |||
|  | 	if (!obj) return false; | |||
|  | 
 | |||
|  | 	return true; | |||
|  | 
 | |||
|  | } | |||
|  | 
 | |||
|  | function onEndState_WindPress(obj,new_state) | |||
|  | { | |||
|  | 
 | |||
|  | 	if (!obj) return; | |||
|  | 
 | |||
|  | 	obj.stopSound(7571); | |||
|  | 	sq_EndDrawCastGauge(obj); | |||
|  | } | |||
|  | 
 | |||
|  | function onAfterSetState_WindPress(obj,state,datas,isResetTimer) | |||
|  | { | |||
|  | 
 | |||
|  | 	if (!obj) return; | |||
|  | 
 | |||
|  | } | |||
|  | 
 | |||
|  | function onBeforeAttack_WindPress(obj,damager,boundingBox,isStuck) | |||
|  | { | |||
|  | 
 | |||
|  | 	if (!obj) return; | |||
|  | 
 | |||
|  | } | |||
|  | 
 | |||
|  | function onAttack_WindPress(obj,damager,boundingBox,isStuck) | |||
|  | { | |||
|  | 
 | |||
|  | 	if (!obj) return; | |||
|  | 
 | |||
|  | } | |||
|  | 
 | |||
|  | function onAfterAttack_WindPress(obj,damager,boundingBox,isStuck) | |||
|  | { | |||
|  | 
 | |||
|  | 	if (!obj) return 0; | |||
|  | 
 | |||
|  | 	return 1; | |||
|  | 
 | |||
|  | } | |||
|  | 
 | |||
|  | function onBeforeDamage_WindPress(obj,attacker,boundingBox,isStuck) | |||
|  | { | |||
|  | 
 | |||
|  | 	if (!obj) return; | |||
|  | 
 | |||
|  | } | |||
|  | 
 | |||
|  | function onDamage_WindPress(obj,attacker,boundingBox) | |||
|  | { | |||
|  | 
 | |||
|  | 	if (!obj) return; | |||
|  | 
 | |||
|  | } | |||
|  | 
 | |||
|  | function onAfterDamage_WindPress(obj,attacker,boundingBox) | |||
|  | { | |||
|  | 
 | |||
|  | 	if (!obj) return; | |||
|  | 
 | |||
|  | } | |||
|  |  |