543 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			543 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
|  | 
 | ||
|  | // sub state | ||
|  | //S_FASTMOVE_PLAY <- 0 | ||
|  | //S_FASTMOVE_LOOP <- 1 | ||
|  | //S_FASTMOVE_PRO <- 2 | ||
|  | //S_FASTMOVE_END <- 3 | ||
|  | // | ||
|  | 
 | ||
|  | // sub state | ||
|  | S_AWAKENING_0 <- 0 | ||
|  | S_AWAKENING_1 <- 1 | ||
|  | S_AWAKENING_2 <- 2 | ||
|  | S_AWAKENING_3 <- 3 | ||
|  | 
 | ||
|  | // 蝶鹧? 等桧颤 樯策蝶 | ||
|  | FM_SI_C_TIME <- 0  // ?瞪 ? 体陈桧 谏瞪 当撩肾朝 卫除 | ||
|  | FM_SI_MULTI_HIT_COUNT <- 1 // 棻钦?? 除问 | ||
|  | FM_SI_MOVE_VEL <- 2 // 体陈 桧翕楼紫 | ||
|  | 
 | ||
|  | // 溯涟樯? 樯策蝶 | ||
|  | FM_LI_HIT_RATE <- 0 // 体陈 ?? 等嘐虽(%) | ||
|  | FM_LI_MOVE_LEN <- 1 // 桧翕剪葬 (px) | ||
|  | 
 | ||
|  | VECTOR_I_SRC_X <- 0 // 卫蒙虽薄击 荡潍? 漱搅 樯策蝶 | ||
|  | 
 | ||
|  | 
 | ||
|  | 
 | ||
|  | 
 | ||
|  | // 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_Awakening(obj)   | ||
|  | { | ||
|  | 	if(!obj) return false; | ||
|  | 	local b_useskill = obj.sq_IsUseSkill(SKILL_AVENGER_AWAKENING); | ||
|  | 	if(b_useskill) { | ||
|  | 		//print("\n sq_getSendState:" + obj.sq_getSendState()); // 罹晦怃 -1桧 嬴栖塭贼 蝶鉴桧 壅?啪 腌栖棻.. | ||
|  | 		// | ||
|  | 		//if(obj.sq_getSendState() != -1) { | ||
|  | 			//print("\n warning warning skill skip :" + obj.sq_getSendState()); // 罹晦怃 -1桧 嬴栖塭贼 蝶鉴桧 壅?啪 腌栖棻.. | ||
|  | 			//print("\n warning warning skill skip :" + obj.sq_getSendState()); // 罹晦怃 -1桧 嬴栖塭贼 蝶鉴桧 壅?啪 腌栖棻.. | ||
|  | 			//print("\n warning warning skill skip :" + obj.sq_getSendState()); // 罹晦怃 -1桧 嬴栖塭贼 蝶鉴桧 壅?啪 腌栖棻.. | ||
|  | 		//} | ||
|  | 		 | ||
|  | 		obj.sq_IntVectClear(); | ||
|  | 		obj.sq_IntVectPush(S_AWAKENING_0); // substate撮? | ||
|  | 		obj.sq_addSetStatePacket(STATE_AVENGER_AWAKENING, STATE_PRIORITY_USER, 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_Awakening(obj) | ||
|  | { | ||
|  | 	if(!obj) return false; | ||
|  | 	 | ||
|  | 	if(obj.getVar("takingAwakenSkillBack").size_vector() == 0) { | ||
|  | 		obj.getVar("takingAwakenSkillBack").push_vector(0); | ||
|  | 		obj.getVar("takingAwakenSkillBack").push_vector(0); | ||
|  | 	} | ||
|  | 	 | ||
|  | 	local var_takingAwakenSkillBack = obj.getVar("takingAwakenSkillBack").get_vector(0); | ||
|  | 	 | ||
|  | 	local bRet = false; | ||
|  | 	 | ||
|  | 	if(!var_takingAwakenSkillBack) | ||
|  | 		bRet = true; | ||
|  | 	else { | ||
|  | 		obj.getVar("takingAwakenSkillBack").set_vector(0, 0); | ||
|  | 		bRet = false; | ||
|  | 	} | ||
|  | 	 | ||
|  | 	return bRet; | ||
|  | } | ||
|  | 
 | ||
|  | // 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_Awakening(obj, state, datas, isResetTimer) | ||
|  | {	 | ||
|  | 	if(!obj) return; | ||
|  | 	local substate = obj.sq_getVectorData(datas, 0); // 罗廓箪 substate殓栖棻..	 | ||
|  | 	obj.setSkillSubState(substate); //set substate | ||
|  | 	obj.sq_stopMove();	 | ||
|  | 	 | ||
|  | 	local posX = obj.getXPos(); | ||
|  | 	local posY = obj.getYPos(); | ||
|  | 	local posZ = obj.getZPos(); | ||
|  | 	local sq_var = obj.getVar(); | ||
|  | 	 | ||
|  | 	local skill_level = sq_GetSkillLevel(obj, SKILL_AVENGER_AWAKENING); | ||
|  | 	 | ||
|  |    	obj.sq_setCurrentAttackInfo(CUSTOM_ATTACKINFO_FASTMOVE); | ||
|  |    	 | ||
|  | 	//local attack_rate = obj.sq_getSkillAttackBonusRate(SKILL_SPINCUTTER, FM_LI_HIT_RATE);    		 | ||
|  | 	//obj.sq_setCurrentAttackBonusRate(attack_rate); | ||
|  |    	// | ||
|  |     if(substate == S_AWAKENING_0) { | ||
|  | 		//local time = obj.sq_getIntData(SKILL_AVENGER_AWAKENING, FM_SI_C_TIME); | ||
|  | 		//obj.sq_var.push_vector(time); | ||
|  | 		//obj.sq_var.push_vector(0); | ||
|  | 		sq_var.clear_vector(); | ||
|  | 		sq_var.clear_obj_vector(); | ||
|  | 		sq_var.clear_ani_vector(); | ||
|  | 		sq_var.push_vector(0); | ||
|  | 		 | ||
|  | 		obj.sq_setCurrentAnimation(CUSTOM_ANI_AVENGER_AWAKENING1); | ||
|  |     } | ||
|  |     else if(substate == S_AWAKENING_1) { | ||
|  | 		//.func(&CSQStateVar::clear_ani_vector, NTEXT("clear_ani_vector")) | ||
|  | 		//.func(&CSQStateVar::push_ani_vector, NTEXT("push_ani_vector")) | ||
|  | 		//local bodyN = obj.sq_var.GetAnimationMap("2_body_normal","Effect/Animation/Awakening/Transform/01/2_body_normal.ani"); | ||
|  | 		local p_body_normal_ani = obj.sq_createCNRDAnimation("Effect/Animation/Awakening/Transform/01/2_body_normal.ani"); | ||
|  | 		sq_var.push_ani_vector(p_body_normal_ani); | ||
|  | 		sq_var.push_vector(0); | ||
|  | 		obj.sq_setCurrentAnimation(CUSTOM_ANI_AVENGER_AWAKENING2); | ||
|  |     } | ||
|  |     else if(substate == S_AWAKENING_2) { | ||
|  | 		local dstZ = sq_var.get_vector(0); | ||
|  | 		obj.setCurrentPos(posX, posY, dstZ); | ||
|  | 		 | ||
|  | 		obj.sq_setCurrentAnimation(CUSTOM_ANI_AVENGER_AWAKENING3); | ||
|  | 		 | ||
|  | 		// 横?蛤虽 煎注 map戏煎 ?卫 skill?橾缣怃 卫除 晦颤蛔蛔 姜尔 殓溘 | ||
|  | 		// | ||
|  | 		local appendage = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, SKILL_AVENGER_AWAKENING, false, "Appendage/Character/ap_avenger_awakening.nut", false); | ||
|  | 		 | ||
|  | 		local change_time = sq_GetLevelData(obj, SKILL_AVENGER_AWAKENING, SL_CHANGE_TIME, skill_level); | ||
|  | 		 | ||
|  | 		appendage.sq_SetValidTime(change_time); // 横?蛤虽 颤歜 撮? | ||
|  | 		 | ||
|  | 		// 帼? UI 轿溘 横?萄蒂 勘横舆晦 瞪缣 ?轿肾横捡 ?栖棻.. | ||
|  | 		appendage.setAppendCauseSkill(BUFF_CAUSE_SKILL, sq_getJob(obj), SKILL_AVENGER_AWAKENING, skill_level); | ||
|  | 		// | ||
|  | 		 | ||
|  | 		// 罹晦怃 append 蒙机		 | ||
|  | 		CNSquirrelAppendage.sq_Append(appendage, obj, obj); | ||
|  | 		//		 | ||
|  | 		 | ||
|  | 		// Awakening.skl 蝶鉴溯涟 才桧绾 | ||
|  | 		//SL_PERFECT_CHANGE_HP <- 0 // (0) 谏瞪 渗褐羹 HP  | ||
|  | 		//SL_CHANGE_TIME <- 1 // (1) 虽楼卫除  | ||
|  | 		//SL_DEF_INC <- 2 // (2) 寞横溘隶陛(+) | ||
|  | 		//SL_ATK_SPD <- 3 // (3) 奢问楼紫(+) | ||
|  | 		//SL_MOV_SPD <- 4 // (4) 桧翕楼紫(+) | ||
|  | 		//SL_1_HIT_MAGIC_ATK <- 5 // (5) 1颤 葆彻奢问溘(+) | ||
|  | 		//SL_2_HIT_MAGIC_ATK <- 6 // (6) 2颤 葆彻奢问溘(+) | ||
|  | 		//SL_3_HIT_MAGIC_ATK <- 7 // (7) 3颤 葆彻奢问溘(+) | ||
|  | 		//SL_DASH_MAGIC_ATK <- 8 // (8) 渠卫 葆彻奢问溘(+) | ||
|  | 		//SL_JUMP_MAGIC_ATK <- 9 // (9) C(薄?) 葆彻奢问溘(+)		 | ||
|  | 		 | ||
|  | 		// 奢楼隶陛, 檩楼撩 荡?隶陛, 赀楼撩 荡?马模 | ||
|  | 		if(appendage) { | ||
|  | 		 | ||
|  | 			local dooms_hp = sq_GetLevelData(obj, SKILL_AVENGER_AWAKENING, SL_PERFECT_CHANGE_HP, skill_level); | ||
|  | 			 | ||
|  | 			local def_inc = sq_GetLevelData(obj, SKILL_AVENGER_AWAKENING, SL_DEF_INC, skill_level); | ||
|  | 			local atk_spd = sq_GetLevelData(obj, SKILL_AVENGER_AWAKENING, SL_ATK_SPD, skill_level); | ||
|  | 			local mov_spd = sq_GetLevelData(obj, SKILL_AVENGER_AWAKENING, SL_MOV_SPD, skill_level); | ||
|  | 			 | ||
|  | 			// 帼? UI 轿溘 | ||
|  | 			appendage.setAppendCauseSkill(2, sq_getJob(obj), SKILL_AVENGER_AWAKENING, skill_level); | ||
|  | 
 | ||
|  | 			// | ||
|  | 			 | ||
|  | 			appendage.sq_var.clear_vector();		 | ||
|  | 			appendage.sq_var.push_vector(change_time); // 虽楼卫除 | ||
|  | 			 | ||
|  | 			 | ||
|  | 			 | ||
|  | 			local awakening_var = obj.getVar("awakening"); | ||
|  | 			awakening_var.clear_ct_vector(); | ||
|  | 			awakening_var.push_ct_vector(); | ||
|  | 			 | ||
|  | 			awakening_var.get_ct_vector(0).Reset(); | ||
|  | 			awakening_var.get_ct_vector(0).Start(0,0); | ||
|  | 			 | ||
|  | 			 | ||
|  | 			if(awakening_var.size_vector() == 0) { // 颤桧该煎 噙橾 詹帼 | ||
|  | 				awakening_var.push_vector(0); | ||
|  | 			} | ||
|  | 			else { | ||
|  | 				awakening_var.set_vector(0, 0); | ||
|  | 			} | ||
|  | 			 | ||
|  | 				 | ||
|  | 			// 菸蝶陛蛤树 hp撮? | ||
|  | 			local convert_rate = sq_GetAbilityConvertRate(obj, CONVERT_TABLE_TYPE_HP) | ||
|  | 			local dooms_con_hp = dooms_hp.tofloat() * convert_rate.tofloat(); | ||
|  | 			appendage.sq_var.push_vector(dooms_con_hp.tointeger()); // 谏瞪 渗褐羹 HP  | ||
|  | 			///////		 | ||
|  | 			 | ||
|  | 			appendage.sq_var.push_vector(1); // index 2  | ||
|  | 			// 葬橡 寨葬萄 ?楚斜煎 噩 詹帼殓栖棻.. 谒 桧楛冲桧 腑傍贼..  | ||
|  | 			// 横渐荡陛 state_stand鼻鹧缣怃虏 渗褐?薯陛 肾横捡 ?栖棻  | ||
|  | 			// 斜楚怃 valid陛 false陛 胀棻坚 ?怃 埠潍 渗褐?薯 腑棻坚 除舆?怃朝 寰腌栖棻 罹楝寞彻击 当陕?鱼 念娄 桧 寞彻桧 陛潍 梃莠?剪 伪嬴怃 殓栖棻..  | ||
|  | 			// 该 噙桧朝 够紫 桡戏栖梱 | ||
|  | 			 | ||
|  | 			local change_appendage = appendage.sq_getChangeStatus("changeStatus"); | ||
|  | 			 | ||
|  | 			if(!change_appendage) | ||
|  | 				change_appendage = appendage.sq_AddChangeStatus("changeStatus",obj, obj, change_time, CHANGE_STATUS_TYPE_ATTACK_SPEED, true, atk_spd); | ||
|  | 			 | ||
|  | 			if(change_appendage) { | ||
|  | 				change_appendage.clearParameter(); | ||
|  | 				change_appendage.addParameter(CHANGE_STATUS_TYPE_EQUIPMENT_PHYSICAL_DEFENSE, false, def_inc.tofloat()); | ||
|  | 				change_appendage.addParameter(CHANGE_STATUS_TYPE_EQUIPMENT_MAGICAL_DEFENSE, false, def_inc.tofloat()); | ||
|  | 				change_appendage.addParameter(CHANGE_STATUS_TYPE_ATTACK_SPEED, false, atk_spd.tofloat()); | ||
|  | 				change_appendage.addParameter(CHANGE_STATUS_TYPE_MOVE_SPEED, false, mov_spd.tofloat()); | ||
|  | 				 | ||
|  | 			} | ||
|  | 			 | ||
|  | 			/////////////////////////////////////////////////////////////////// | ||
|  | 			// _C_2011_PASSIVE_SKILL_UPGRADE_OCTOBER_ | ||
|  | 			// 学葆? 渗唳 学葆?鼻鹧暧 hP蒂 濠褐暧 HP谛 奢嵘?紫烟 渗唳腌栖棻. | ||
|  | 			local hpmaxup_appendage = appendage.sq_getHpMaxUp("HpMaxUp"); | ||
|  | 			 | ||
|  | 			if(!hpmaxup_appendage) | ||
|  | 				hpmaxup_appendage = appendage.sq_AddHpMaxUp("HpMaxUp",obj, obj, change_time, dooms_hp, 0); | ||
|  | 			/////////////////////////////////////////////////////////////////// | ||
|  | 			 | ||
|  | 		} | ||
|  | 		//appendage.sq_AddChangeStatus("2",obj, obj, 0, CHANGE_STATUS_TYPE_ELEMENT_TOLERANCE_DARK, false, dark_element); | ||
|  | 		//appendage.sq_AddChangeStatus("3",obj, obj, 0, CHANGE_STATUS_TYPE_ELEMENT_TOLERANCE_LIGHT, false, light_element); | ||
|  | 
 | ||
|  | 		// 罹晦缣怃 渗褐 翕蒙 拥栖诡桧暮 煎注 map戏煎 ?卫 | ||
|  | 		// | ||
|  | 		 | ||
|  | 		//obj.sq_var.push_vector(posX); // 漱搅 樯策蝶 1 | ||
|  |     } | ||
|  |     else if(substate == S_AWAKENING_3) { | ||
|  | 		obj.getVar().clear_vector(); | ||
|  |     	obj.getVar().push_vector(posZ); // 漱搅 樯策蝶 1 | ||
|  |     	obj.getVar().push_vector(0); // 虽霞 ?楚斜 | ||
|  |     	obj.getVar().set_vector(1, 0); | ||
|  |     	 | ||
|  |     	obj.getVar().get_vector(0); // 漱搅 樯策蝶 1    	 | ||
|  | 
 | ||
|  |     	 | ||
|  | 		//DWORD rgb = obj.sq_getRGB(0,0,0); | ||
|  | 		obj.sq_bottomcreateFlash(0, 240, 280, 150, 0); | ||
|  |     	 | ||
|  | 		//obj.sq_setCurrentAnimation(CUSTOM_ANI_AVENGER_AWAKENING4); | ||
|  | 		local awakening_ani = obj.getVar().GetAnimationMap("Awakening4", "Character/Priest/Animation/Awakening4.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(awakening_ani); | ||
|  | 		 | ||
|  | 		// 掘?..蛔烟 | ||
|  | 		local ch_ld_0_ani = obj.sq_createCNRDAnimation("Effect/Animation/Awakening/Transform/03/1_change_light_dodge_00.ani"); // 掘? ?董?桧塭怃 评煎 跷陛?丑捡?栖棻..		 | ||
|  | 		local p_change_light_obj = obj.sq_createCNRDPooledObject(ch_ld_0_ani, true);		 | ||
|  | 		if(p_change_light_obj) { | ||
|  | 			// 15 -2 75 | ||
|  | 			local dstX = sq_GetDistancePos(posX, obj.getDirection(), 15); | ||
|  | 			p_change_light_obj.setCurrentPos(dstX, posY - 2, posZ + 75); | ||
|  | 			obj.sq_AddObject(p_change_light_obj); | ||
|  | 		} | ||
|  | 		 | ||
|  | 		// 9溯涟 桧鼻桧贼	 | ||
|  | 		if(obj.isOverSkillLevel(SKILL_AVENGER_AWAKENING, 4)) | ||
|  | 		{ | ||
|  | 			obj.endSkillCoolTime(SKILL_PANDEMONIUM_EX); | ||
|  | 			obj.endSkillCoolTime(SKILL_EX_DISASTER); | ||
|  | 			 | ||
|  | 		} | ||
|  |     } | ||
|  | 	 | ||
|  |      | ||
|  | } | ||
|  | 
 | ||
|  | 
 | ||
|  | // prepareDraw ?热 殓栖棻.. | ||
|  | function prepareDraw_Awakening(obj) | ||
|  | { | ||
|  | 	if(!obj) return; | ||
|  | } | ||
|  | 
 | ||
|  | 
 | ||
|  | // 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_Awakening(obj) | ||
|  | { | ||
|  | 	if(!obj) return; | ||
|  | 	local substate = obj.getSkillSubState(); | ||
|  | 	 | ||
|  | 	local posX = obj.getXPos(); | ||
|  | 	local posY = obj.getYPos(); | ||
|  | 	local posZ = obj.getZPos(); | ||
|  | 	 | ||
|  | 	local pAni = obj.sq_getCurrentAni(); | ||
|  |     local frmIndex = obj.sq_ani_GetCurrentFrameIndex(pAni); | ||
|  | 
 | ||
|  | 	local currentT = sq_GetCurrentTime(pAni); | ||
|  | 	local sq_var = obj.getVar(); | ||
|  | 	 | ||
|  | //S_AWAKENING_0 <- 0 | ||
|  | //S_AWAKENING_1 <- 1 | ||
|  | //S_AWAKENING_2 <- 2 | ||
|  | //S_AWAKENING_3 <- 3 | ||
|  | 
 | ||
|  | 	//print("substate:" + substate); | ||
|  | 	 | ||
|  |     if(substate == S_AWAKENING_0) {		 | ||
|  |     } | ||
|  |     else if(substate == S_AWAKENING_1) { | ||
|  |     	//local time = obj.sq_getIntData(SKILL_AVENGER_AWAKENING, FM_SI_C_TIME); // 体陈桧 谏瞪 当撩肾朝 卫除.. | ||
|  |     	//local time = 1600; // 体陈桧 谏瞪 当撩肾朝 卫除.. | ||
|  |     	local time = 1200; // 体陈桧 谏瞪 当撩肾朝 卫除.. | ||
|  |     	 | ||
|  |     	local up_t = time; | ||
|  |     	local up_l = 40; | ||
|  |     	 | ||
|  |     	local move_l = 0; | ||
|  |     	 | ||
|  | 		move_l = sq_GetAccel(0, up_l, currentT, up_t, true); | ||
|  | 
 | ||
|  |    		obj.setCurrentPos(posX, posY, move_l); | ||
|  | 	 | ||
|  |     	if(move_l >= up_l) { | ||
|  |     	 | ||
|  | 			local body_n_ani = sq_var.get_ani_vector(0); | ||
|  | 
 | ||
|  | 			 | ||
|  | 	   		local b_body_n = sq_var.get_vector(1); // | ||
|  | 	   		//// 虏擒缣 ?娄陛 跷陛肾横 毡虽 强懊棻贼..			 | ||
|  | 	   		if(!b_body_n) { | ||
|  | 				pAni.addLayerAnimation(10010, body_n_ani, true); | ||
|  | 				sq_var.set_vector(1, 1); | ||
|  | 			} | ||
|  | 			 | ||
|  | 			 | ||
|  | 			local bEnd = sq_IsEnd(body_n_ani); | ||
|  | 			local index_bodyani = obj.sq_ani_GetCurrentFrameIndex(body_n_ani); | ||
|  | 			local body_currentT = sq_GetCurrentTime(body_n_ani); | ||
|  | 			 | ||
|  | 		    //print("proc substate:" + substate + "  index_bodyani:" + index_bodyani + " b_body_n:" + b_body_n); | ||
|  | 		     | ||
|  | 			if(bEnd == true) {    	 | ||
|  | 				local backlight_dodge_obj = pAni.getLastAlsObject(); | ||
|  | 				//print("backlight_dodge_obj:" + backlight_dodge_obj); | ||
|  | 
 | ||
|  | 				 | ||
|  | 				//if(backlight_dodge_obj) { | ||
|  | 						//print("setValid:" + backlight_dodge_objj); | ||
|  | 						//backlight_dodge_obj.setValid(false); | ||
|  | 				//} | ||
|  | 	    	 | ||
|  | 				sq_var.set_vector(0, move_l); // 葆虽虞 ?溯歜暧 堪桧蒂 ?卫?棻.. | ||
|  | 								 | ||
|  | 				if(obj.isMyControlObject()) { | ||
|  | 					//obj.sq_IntVectClear(); | ||
|  | 					//obj.sq_IntVectPush(S_AWAKENING_2); | ||
|  | 					//obj.sq_addSetStatePacket(STATE_AVENGER_AWAKENING, STATE_PRIORITY_USER, true); | ||
|  | 					//local backlight_dodge = obj.sq_getAutoLayerWorkAnimation(pAni, "1_e_bl_d"); | ||
|  | 						//pAni.removeLayerAnimation(backlight_dodge); | ||
|  | 						 | ||
|  | 					 | ||
|  | 					obj.sq_IntVectClear(); | ||
|  | 					obj.sq_IntVectPush(S_AWAKENING_2); | ||
|  | 					obj.sq_addSetStatePacket(STATE_AVENGER_AWAKENING, STATE_PRIORITY_USER, true); | ||
|  | 					//obj.sq_addSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false);					 | ||
|  | 				} | ||
|  | 			} | ||
|  | 		} | ||
|  | 		else { | ||
|  | 	 | ||
|  | 			if(move_l >= (up_l - 10)) { | ||
|  | 		   		local b_body_n = sq_var.get_vector(1); // | ||
|  | 		   		if(!b_body_n) { | ||
|  | 					//local bodyN = sq_var.GetAnimationMap("2_body_normal","Effect/Animation/Awakening/Transform/01/2_body_normal.ani"); | ||
|  | 					local body_n_ani = sq_var.get_ani_vector(0); | ||
|  | 					pAni.addLayerAnimation(10010, body_n_ani, true); | ||
|  | 					sq_var.set_vector(1, 1); | ||
|  | 				} | ||
|  | 			} | ||
|  |     		//pAni.addLayerAnimation() | ||
|  |     		//addLayerAnimation( | ||
|  |     	} | ||
|  |     } | ||
|  |     else if(substate == S_AWAKENING_2) { | ||
|  | 		local dstZ = sq_var.get_vector(0); | ||
|  | 		 | ||
|  |     	local up_t = pAni.getDelaySum(false); // | ||
|  |     	local up_l = 3; | ||
|  |     	 | ||
|  |     	local move_l = 0; | ||
|  |     	 | ||
|  | 		move_l = sq_GetAccel(0, up_l, currentT, up_t, false); | ||
|  | 
 | ||
|  |    		obj.setCurrentPos(posX, posY, dstZ + move_l); | ||
|  | 		 | ||
|  |     } | ||
|  |     else if(substate == S_AWAKENING_3) {  // 渗褐桧 胀 鼻鹧..	 | ||
|  | 		 | ||
|  | 		local fIndex = 2; | ||
|  | 		local delay = pAni.getDelaySum(0, fIndex); // | ||
|  | 		local down_t = 120; //  | ||
|  | 		 | ||
|  | 		if(frmIndex > fIndex && (delay + down_t) >= currentT) { | ||
|  | 			local dstZ = obj.getVar().get_vector(0); | ||
|  |     		//local down_t = 180; //  | ||
|  |     		local move_l = 0; | ||
|  |     		 | ||
|  |     		 | ||
|  | 	    	 | ||
|  | 			move_l = sq_GetAccel(dstZ, 0, currentT - delay, down_t, false); | ||
|  | 			 | ||
|  | 			local t = currentT - delay; | ||
|  |     		 | ||
|  |    			obj.setCurrentPos(posX, posY, move_l); | ||
|  |    		} | ||
|  |    		else if(frmIndex <= fIndex) { | ||
|  | 			local dstZ = obj.getVar().get_vector(0); | ||
|  |    			obj.setCurrentPos(posX, posY, dstZ);   			 | ||
|  |    		} | ||
|  |    			 | ||
|  | 		if(obj.getVar().get_vector(1) == 0 && obj.getZPos() == 0 && (delay + down_t) < currentT) { // 虽霞 ?楚斜 | ||
|  | 			//sq_SetMyShake(obj,4,1000); | ||
|  | 			 | ||
|  |  			 | ||
|  | 			obj.sq_setShake(obj, 2, 500);			 | ||
|  | 
 | ||
|  | 			// 醱问? 嫦当			 | ||
|  | 			local p_shockwave_ani = obj.sq_createCNRDAnimation("Effect/Animation/Awakening/Transform/03/sub_dodge.ani"); | ||
|  | 			local p_obj_1 = obj.sq_createCNRDPooledObject(p_shockwave_ani, true);			 | ||
|  | 			p_obj_1.setCurrentDirection(obj.getDirection()); | ||
|  | 			 | ||
|  | 			local v = 25; | ||
|  | 			local dstX = sq_GetDistancePos(posX, obj.getDirection(), v); | ||
|  | 			 | ||
|  | 			p_obj_1.setCurrentPos(dstX, posY - 1, 0); | ||
|  | 			obj.sq_AddObject(p_obj_1); | ||
|  | 			 | ||
|  | 			 | ||
|  | 			local p_shock_ani = obj.sq_createCNRDAnimation("Effect/Animation/Awakening/Transform/03/5_crack_normal.ani"); | ||
|  | 			local p_obj_2 = obj.sq_createCNRDPooledObject(p_shock_ani, true); | ||
|  | 			 | ||
|  | 			p_obj_2.setCurrentDirection(obj.getDirection()); | ||
|  | 			p_obj_2.setCurrentPos(posX, posY + 1, 0); | ||
|  | 			obj.sq_AddObject(p_obj_2); | ||
|  | 			 | ||
|  | 			obj.getVar().set_vector(1, 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_Awakening(obj) | ||
|  | { | ||
|  | 	if(!obj) return; | ||
|  | 	local pAni = obj.sq_getCurrentAni(); | ||
|  | 	local bEnd = obj.sq_ani_IsEnd(pAni); | ||
|  |     local frmIndex = obj.sq_ani_GetCurrentFrameIndex(pAni); | ||
|  | 	 | ||
|  |     local substate = obj.getSkillSubState(); | ||
|  | 
 | ||
|  |     if(substate == S_AWAKENING_0) { | ||
|  |     } | ||
|  |     else if(substate == S_AWAKENING_1) { | ||
|  |     } | ||
|  |     else if(substate == S_AWAKENING_2) { | ||
|  |     } | ||
|  |     else if(substate == S_AWAKENING_3) { | ||
|  |     } | ||
|  |      | ||
|  | 
 | ||
|  | 	if(obj.getVar("takingAwakenSkillBack").size_vector() > 0) {	 | ||
|  | 		if(obj.getVar("takingAwakenSkillBack").get_vector(0)) {		 | ||
|  | 			obj.sq_IntVectClear(); | ||
|  | 			obj.sq_IntVectPush(0); // substate撮? | ||
|  | 			obj.sq_addSetStatePacket(STATE_AWAKENING_TURN_OFF, STATE_PRIORITY_IGNORE_FORCE, true); | ||
|  | 			return; | ||
|  | 		} | ||
|  | 	} | ||
|  |      | ||
|  |          | ||
|  |          | ||
|  |          | ||
|  | 	if(bEnd) { | ||
|  | 		if(substate == S_AWAKENING_0) { | ||
|  | 			obj.sq_IntVectClear(); | ||
|  | 			obj.sq_IntVectPush(S_AWAKENING_1); | ||
|  | 			obj.sq_addSetStatePacket(STATE_AVENGER_AWAKENING, STATE_PRIORITY_USER, true); | ||
|  | 		} | ||
|  | 		else if(substate == S_AWAKENING_1) { | ||
|  | 		} | ||
|  | 		else if(substate == S_AWAKENING_2) { | ||
|  | 			//obj.sq_addSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false); | ||
|  | 			obj.sq_IntVectClear(); | ||
|  | 			obj.sq_IntVectPush(S_AWAKENING_3); | ||
|  | 			obj.sq_addSetStatePacket(STATE_AVENGER_AWAKENING, STATE_PRIORITY_USER, true); | ||
|  | 		} | ||
|  | 		else if(substate == S_AWAKENING_3) { | ||
|  | 			obj.sq_addSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false); | ||
|  | 		} | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | // 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_Awakening(obj, state, datas, isResetTimer) | ||
|  | {	 | ||
|  | 	if(!obj) return; | ||
|  | } | ||
|  | 
 | ||
|  | // onbeforeattack 属寥?热 殓栖棻 | ||
|  | function onBeforeAttack_Awakening(obj, damager, boundingBox) | ||
|  | { | ||
|  | 	 | ||
|  | } | ||
|  | 
 | ||
|  | // onAttack 属寥?热 殓栖棻 | ||
|  | function onAttack_Awakening(obj, damager, boundingBox) | ||
|  | { | ||
|  | 	 | ||
|  | } | ||
|  | 
 | ||
|  | // onAfterAttack 属寥?热 殓栖棻 | ||
|  | function onAfterAttack_Awakening(obj, damager, boundingBox) | ||
|  | { | ||
|  | 	 | ||
|  | } | ||
|  | 
 | ||
|  | // onBeforeDamage 属寥?热 殓栖棻 | ||
|  | function onBeforeDamage_Awakening(obj, attacker, boundingBox) | ||
|  | { | ||
|  | 	 | ||
|  | } | ||
|  | 
 | ||
|  | // onDamage 属寥?热 殓栖棻 | ||
|  | function onDamage_Awakening(obj, attacker, boundingBox) | ||
|  | { | ||
|  | 	 | ||
|  | } | ||
|  | 
 | ||
|  | // onAfterDamage 属寥?热 殓栖棻 | ||
|  | function onAfterDamage_Awakening(obj, attacker, boundingBox) | ||
|  | { | ||
|  | 	 | ||
|  | } | ||
|  | 
 | ||
|  | 
 |