DNF/sqr/character/priest/execution.nut

618 lines
21 KiB
Plaintext
Raw Normal View History

2024-03-30 00:19:16 +08:00
EXECUTION_SUB_STATE_GRAB <- 0
EXECUTION_SUB_STATE_GRAB_EX <- 1
EXECUTION_SUB_STATE_TURNOVER <- 2
EXECUTION_SUB_STATE_RUN <- 3
EXECUTION_SUB_STATE_LAST <- 4
EXECUTION_SUB_STATE_FAILED <- 5
TEST_MODE_EXCUTION <- DEBUG;
EXC_READY_FOR_THROW <- 0;
function sendSubState_Execution(obj,subState)
{
if(!obj) return;
if(obj.isMyControlObject()) {
obj.sq_IntVectClear();
obj.sq_IntVectPush(subState); // substate撮?
obj.sq_addSetStatePacket(STATE_EXECUTION, STATE_PRIORITY_USER, true);
}
}
//------------------------------------------------------------------------------
// 籀?擎 学葆啪桧虽煎 亵瞰胀棻..斜楝嘎煎 学葆啪桧虽 comsume睡碟击 籀?缣 ?热?蒂 卫面捡?栖棻..
function IsEnableExecution(obj)
{
if(!obj) return false;
//if(TEST_MODE_EXCUTION)
// return true;
//if(!isInDevilStrike(obj)) return false;
if(!isInDevilStrikeSkill(obj)) return false;
local appendage = obj.GetSquirrelAppendage("Appendage/Character/ap_avenger_devilstrike.nut"); // 等网蝶?塭桧醴 横?蛤虽
if(!appendage) return false;
print("appendage.sq_var.size_vector():" + appendage.sq_var.size_vector());
if(appendage.sq_var.size_vector() > 1) {
// 7. 学葆啪桧虽 模赅榆
local skillLevel = sq_GetSkillLevel(obj, SKILL_EXECUTION);
local consumeValue = sq_GetLevelData(obj, SKILL_EXECUTION, 7, skillLevel);
//DS_APEND_MAX_GAUGE <- 0 // 譆渠 学葆啪桧虽 热纂
//DS_APEND_GAUGE <- 1 // ?营 学
local devil_gauge = appendage.sq_var.get_vector(DS_APEND_GAUGE); // gauge index 0
if(devil_gauge >= consumeValue)
{
consumeDevilGauge(obj, consumeValue); // 学葆啪桧虽蒂 还罹鄹栖棻..
return true;
}
else {
obj.startCantUseSkillWarning();
if (obj.isMessage()) {
sq_AddMessage(29002); // 29002>学葆啪桧虽陛 睡褶?栖棻.
}
return false;
}
}
return false;
}
function onEndState_Execution(obj, newState)
{
if(newState != STATE_EXECUTION)
removeAllExcutionAppendage(obj);
}
// 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_Execution(obj)
{
if(!obj) return false;
local b_useskill = obj.sq_IsUseSkill(SKILL_EXECUTION);
if(b_useskill) {
if(IsEnableExecution(obj)) { // 学葆啪桧虽煎 籀?击 噩 热 毡蝗栖棻..
sendSubState_Execution(obj,EXECUTION_SUB_STATE_GRAB);
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_Execution(obj)
{ //橾奁 鼻?缣怃 绿?撩? 卫监棻.. 桧匙击 ?撩? 卫郦朝 钦啗朝 螃煎虽.. 渗褐-陕撩击 ?朝 钦啗缣怃 殓栖棻.
//if(TEST_MODE_EXCUTION)
// return true;
return false;
}
//------------------------------------------------------------------------------
//isCheckHitCollision谛 checkHit朝 ?问 羹觼蒂 鼻渠寞桧 嬴棋 顶陛 ?捡 ?唳办缣 噙樯棻. pvp缣摹 鼻渠寞桧 ?问羹觼蒂 ?贼 拟港卫除桧 替溥 蝶鉴桧 警蜗肾朝 唳办陛 毡晦 阳侥.
function onIsCheckHitCollision_Execution(obj,damager)
{
local subState = obj.getSkillSubState();
if(subState == EXECUTION_SUB_STATE_GRAB) //横菸暧 掏栋 pvp缣怃 罗颤 褒? 虞晦 嫔?.
return obj.isMyControlObject();
//晦狱瞳戏烦 釭暧 螃粽薛?陛 嬴栖贼 false棻. 罹晦怃 false蒂 ?啪 肾贼 釭暧 螃粽薛? 樯虽 念娄陛 葬欐胀棻.
return (damager && damager.isMyControlObject());
}
function isForceHitCheck_Execution(obj)
{
if(obj.isMyControlObject()) {
local subState = obj.getSkillSubState();
if(subState == EXECUTION_SUB_STATE_GRAB) { //横菸暧 掏栋 pvp缣怃 罗颤 褒? 虞晦 嫔?.
return true;
}
}
return false;
}
// 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_Execution(obj, state, datas, isResetTimer)
{
if(!obj) return;
// 怃粽 蝶才桧? 扑姜
local sq_var = obj.getVar();
local subState = obj.sq_getVectorData(datas, 0);
obj.setSkillSubState(subState);
local posX = obj.getXPos();
local posY = obj.getYPos();
local posZ = obj.getZPos();
sq_var.clear_vector(); // als缣怃 create draw only object 蒂 跤噙晦 阳侥缣 ?溯歜 郦 ?楚斜煎 桧辨?啊蝗栖棻..
sq_var.push_vector(0); // index : 0
sq_var.push_vector(0); // index : 1
sq_var.push_vector(0); // index : 2
sq_var.push_vector(0); // index : 3
sq_var.push_vector(0); // index : 4
sq_var.push_vector(0); // index : 5
local ani = null; // 蝶监嬴夥颤 阳侥缣 getcustomani蒂 桧辨?虽 跤?栖棻.. 瞪睡 谖睡缣怃 拥栖诡桧暮击 煎注?怃 陛螳褫栖棻..
if(subState == EXECUTION_SUB_STATE_GRAB)
{
obj.sq_stopMove();
//obj.sq_setCurrentAnimation(CUSTOM_ANI_EXC_GRAB);
ani = obj.getVar().GetAnimationMap("EXC_GRAB", "Character/Priest/Animation/execution/grab.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);
obj.sq_setCurrentAttackInfo(CUSTOM_ATTACKINFO_EXCUTION_1);
obj.sq_PlaySound("PR_EXECUTION_READY");
sq_var.setBool(EXC_READY_FOR_THROW,false);
}
else if(subState == EXECUTION_SUB_STATE_GRAB_EX)
{
obj.sq_stopMove();
//obj.sq_setCurrentAnimation(CUSTOM_ANI_EXC_GRAB_EX);
ani = obj.getVar().GetAnimationMap("EXC_GRAB_EX", "Character/Priest/Animation/execution/grabEx.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);
obj.sq_setCurrentAttackInfo(CUSTOM_ATTACKINFO_EXCUTION_2);
obj.sq_setAttackPowerWithPassive(SKILL_EXECUTION,state, 0,-1,1.0); // 0廓 樯策蝶 奢问溘 虽姜
}
else if(subState == EXECUTION_SUB_STATE_TURNOVER)
{
//obj.sq_setCurrentAnimation(CUSTOM_ANI_EXC_TURNOVER);
ani = obj.getVar().GetAnimationMap("EXC_TURNOVER", "Character/Priest/Animation/execution/turnOver.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 sizeRate = obj.sq_getLevelData(3);
local explosionSizeRate = sizeRate.tofloat()/100.0;
local pAni = obj.sq_getCurrentAni();
pAni.applyBoundingBoxRate(explosionSizeRate,0,0); // 醱问? 彰嫔 瞳辨
obj.sq_setCurrentAttackInfo(CUSTOM_ATTACKINFO_EXCUTION_3);
local sq_var = obj.getVar();
local i=0;
local objectsSize = sq_var.get_obj_vector_size();
for(;i<objectsSize;++i)
{
local damager = sq_GetCNRDObjectToCollisionObject(sq_var.get_obj_vector(i));
if(damager)
obj.addHitObject(damager);
}
local ani = sq_CreateAnimation("","Character/Priest/Effect/Animation/execution/turnOver/finger.ani")
local fingerObj = sq_CreatePooledObject(ani,true);
fingerObj.setCurrentPos(obj.getXPos(),obj.getYPos()+2,obj.getZPos());
fingerObj.setCurrentDirection(obj.getDirection());
sq_AddObject(obj,fingerObj,2,false);
//obj.sq_setAttackPowerWithPassive(SKILL_EXECUTION, state, 2,-1,1.0);
obj.sq_setAttackPowerWithPassive(SKILL_EXECUTION, state, 1,-1,1.0); // // 1. 阶缣 镒历击阳 濩?拥缣 渠? 奢问溘(+)
}
else if(subState == EXECUTION_SUB_STATE_RUN)
{
obj.sq_PlaySound("PR_EXECUTION_DRAWN");
obj.sq_setCurrentAttackInfo(CUSTOM_ATTACKINFO_EXCUTION_4);
local moveDistance = obj.sq_getIntData(SKILL_EXECUTION,0); // 桧翕剪葬
local velocityX = obj.sq_getIntData(SKILL_EXECUTION,1); // 蟾渡 桧翕楼紫
local velocityY = obj.sq_getIntData(SKILL_EXECUTION,2); // 蟾渡 桧翕楼紫
// ?蹂?勒 卫除 = 剪葬/楼紫
local targetTime = 0;
if(velocityX != 0)
targetTime = moveDistance* 1000 / velocityX;
obj.sq_timer_.setParameter(targetTime, 1);
obj.sq_timer_.setEventOnStart(false);
obj.sq_timer_.resetInstant(0);
obj.sq_setStaticMoveInfo(0,velocityX,velocityX,false);
obj.sq_setStaticMoveInfo(1,velocityY,velocityY,true);
obj.sq_setMoveDirection(obj.getDirection(), ENUM_DIRECTION_NEUTRAL);
//obj.sq_setCurrentAnimation(CUSTOM_ANI_EXC_RUN);
ani = obj.getVar().GetAnimationMap("EXC_RUN", "Character/Priest/Animation/execution/run.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);
obj.playSound("EXECUTION_DRAWN_LOOP",3711,0,0,0);
}
else if(subState == EXECUTION_SUB_STATE_LAST)
{
obj.stopSound(3711);
obj.sq_setCurrentAttackInfo(CUSTOM_ATTACKINFO_EXCUTION_5);
local velocityX = obj.sq_getIntData(SKILL_EXECUTION,1); // 蟾渡 桧翕楼紫
local accelX = obj.sq_getIntData(SKILL_EXECUTION,3); // 马楼紫
obj.sq_setStaticMoveInfo(0,velocityX,velocityX,false,accelX,true);
obj.sq_setStaticMoveInfo(1,0,0,false);
obj.sq_setMoveDirection(obj.getDirection(), ENUM_DIRECTION_NEUTRAL);
ani = obj.getVar().GetAnimationMap("EXC_LAST", "Character/Priest/Animation/execution/last.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);
obj.sq_setAttackPowerWithPassive(SKILL_EXECUTION,state, 5,-1,1.0);
}
else if(subState == EXECUTION_SUB_STATE_FAILED)
{
//obj.sq_setCurrentAnimation(CUSTOM_ANI_EXC_FAILED);
ani = obj.getVar().GetAnimationMap("EXC_FAILED", "Character/Priest/Animation/execution/grabFailed.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);
}
}
function onProc_Execution(obj)
{
if(!obj) return;
local subState = obj.getSkillSubState();
local pAni = obj.sq_getCurrentAni();
local frmIndex = obj.sq_ani_GetCurrentFrameIndex(pAni);
local posX = obj.getXPos();
local posY = obj.getYPos();
local posZ = obj.getZPos();
local dir = sq_GetDirection(obj);
local sq_var = obj.getVar();
if(subState == EXECUTION_SUB_STATE_RUN) {
// [use animation] `../../Effect/Animation/execution/run/26_dust_a_normal.ani` `5`
//[create draw only object] 4 `5` 0 50 0
//[create draw only object] 2 `5` 0 50 0
//[create draw only object] 0 `5` 0 50 0
// [use animation] `../../Effect/Animation/execution/run/1_dust_a_normal.ani` `1`
//[create draw only object] 1 `1` 0 -1 0
//[create draw only object] 3 `1` 0 -1 0
//[create draw only object] 5 `1` 0 -1 0
if(frmIndex >= 0 && !sq_var.get_vector(0)) {
sqr_CreatePooledObject(obj, "Effect/Animation/execution/run/26_dust_a_normal.ani", posX, posY + 50, posZ, dir);
sq_var.set_vector(0, 1);
}
if(frmIndex >= 1 && !sq_var.get_vector(1)) {
sqr_CreatePooledObject(obj, "Effect/Animation/execution/run/1_dust_a_normal.ani", posX, posY - 1, posZ, dir);
sq_var.set_vector(1, 1);
}
if(frmIndex >= 2 && !sq_var.get_vector(2)) {
sqr_CreatePooledObject(obj, "Effect/Animation/execution/run/26_dust_a_normal.ani", posX, posY + 50, posZ, dir);
sq_var.set_vector(2, 1);
}
if(frmIndex >= 3 && !sq_var.get_vector(3)) {
sqr_CreatePooledObject(obj, "Effect/Animation/execution/run/1_dust_a_normal.ani", posX, posY - 1, posZ, dir);
sq_var.set_vector(3, 1);
}
if(frmIndex >= 4 && !sq_var.get_vector(4)) {
sqr_CreatePooledObject(obj, "Effect/Animation/execution/run/26_dust_a_normal.ani", posX, posY + 50, posZ, dir);
sq_var.set_vector(4, 1);
}
if(frmIndex >= 5 && !sq_var.get_vector(5)) {
sqr_CreatePooledObject(obj, "Effect/Animation/execution/run/1_dust_a_normal.ani", posX, posY - 1, posZ, dir);
sq_var.set_vector(5, 1);
}
//
}
else if(subState == EXECUTION_SUB_STATE_LAST) {
//[use animation] `../../Effect/Animation/execution/run/26_dust_a_normal.ani` `3`
//[use animation] `../../Effect/Animation/execution/run/1_dust_a_normal.ani` `2`
//[create draw only object] 3 `3` 60 50 0
//[create draw only object] 1 `3` 30 50 0
//[create draw only object] 0 `2` 30 -1 0
//[create draw only object] 2 `2` 60 -1 0
//
if(frmIndex >= 0 && !sq_var.get_vector(0)) {
local dstX = sq_GetDistancePos(posX, obj.getDirection(), 30);
sqr_CreatePooledObject(obj, "Effect/Animation/execution/run/1_dust_a_normal.ani", dstX, posY - 1, posZ, obj.getDirection());
sq_var.set_vector(0, 1);
}
if(frmIndex >= 0 && !sq_var.get_vector(4)) {
local dstX = sq_GetDistancePos(posX, obj.getDirection(), 90);
sqr_CreatePooledObject(obj, "Effect/Animation/execution/last/drawOnly/drawOnlyBase.ani", dstX, posY + 1, posZ, obj.getDirection());
sq_var.set_vector(4, 1);
}
if(frmIndex >= 1 && !sq_var.get_vector(1)) {
local dstX = sq_GetDistancePos(posX, obj.getDirection(), 30);
sqr_CreatePooledObject(obj, "Effect/Animation/execution/run/26_dust_a_normal.ani", dstX, posY + 50, posZ, obj.getDirection());
sq_var.set_vector(1, 1);
}
if(frmIndex >= 2 && !sq_var.get_vector(2)) {
local dstX = sq_GetDistancePos(posX, obj.getDirection(), 60);
sqr_CreatePooledObject(obj, "Effect/Animation/execution/run/1_dust_a_normal.ani", dstX, posY - 1, posZ, obj.getDirection());
sq_var.set_vector(2, 1);
}
if(frmIndex >= 3 && !sq_var.get_vector(3)) {
local dstX = sq_GetDistancePos(posX, obj.getDirection(), 60);
sqr_CreatePooledObject(obj, "Effect/Animation/execution/run/26_dust_a_normal.ani", dstX, posY + 50, posZ, obj.getDirection());
sq_var.set_vector(3, 1);
}
}
if(obj.isMyControlObject())
{
if(subState == EXECUTION_SUB_STATE_RUN)
{
local pAni = obj.sq_getCurrentAni();
local currentT = pAni.getCurrentTime();
if (obj.sq_timer_.isOnEvent(currentT) == true)
{
sendSubState_Execution(obj,EXECUTION_SUB_STATE_LAST);
}
obj.setSkillCommandEnable(SKILL_EXECUTION,true);
local b_useskill = obj.sq_IsEnterSkill(SKILL_EXECUTION);
if(b_useskill != -1)
sendSubState_Execution(obj,EXECUTION_SUB_STATE_LAST);
}
}
}
function onTimeEvent_Execution(obj, timeEventIndex, timeEventCount)
{
if(obj.isMyControlObject())
{
local subState = obj.getSkillSubState();
if(subState == EXECUTION_SUB_STATE_RUN)
{
local power = obj.sq_getPowerWithPassive(SKILL_EXECUTION, STATE_EXECUTION, 4,-1,1.0);
sq_createAttackObjectWithPath(obj, "Character/Priest/Effect/Animation/execution/run/runDamage.ani","PassiveObject/Character/Priest/AttackInfo/excutionBox.atk",false,power,100,0,0,0);
}
}
return false; // true贼 属寥 酝钦
}
function isExcutionGrabable(obj)
{
local sq_var = obj.getVar();
local i=0;
local objectsSize = sq_var.get_obj_vector_size();
for(;i<objectsSize;++i)
{
local damager = sq_var.get_obj_vector(i);
if(damager) {
if(sq_IsGrabable(obj,damager) && sq_IsHoldable(obj,damager)) //濩击热 毡朝 鼻鹧
return true;
}
}
return false;
}
function removeAllExcutionAppendage(obj)
{
local sq_var = obj.getVar();
local i=0;
local objectsSize = sq_var.get_obj_vector_size();
if(objectsSize <= 0)
return;
for(;i<objectsSize;++i)
{
local damager = sq_var.get_obj_vector(i);
if(damager)
CNSquirrelAppendage.sq_RemoveAppendage(damager, "Appendage/Character/executionAppendage.nut");
}
sq_var.clear_obj_vector();
}
function onEndCurrentAni_Execution(obj)
{
local subState = obj.getSkillSubState();
local sq_var = obj.getVar();
if(subState == EXECUTION_SUB_STATE_GRAB)
{
local objectsSize = sq_var.get_obj_vector_size();
if(objectsSize > 0)
{
//?问 螃粽薛?陛 ?涡绾桧贼 EXECUTION_SUB_STATE_TURNOVER 嬴栖贼 EXECUTION_SUB_STATE_GRAB_EX
if(isExcutionGrabable(obj)) {
sendSubState_Execution(obj,EXECUTION_SUB_STATE_TURNOVER);
}
else {
sendSubState_Execution(obj,EXECUTION_SUB_STATE_GRAB_EX);
}
}
else
{
sendSubState_Execution(obj,EXECUTION_SUB_STATE_FAILED);
}
}
else if(subState == EXECUTION_SUB_STATE_TURNOVER)
{
sendSubState_Execution(obj,EXECUTION_SUB_STATE_RUN);
local gap = obj.sq_getIntData(SKILL_EXECUTION,4);
obj.setTimeEvent(0,gap,0,true);
}
else if(subState == EXECUTION_SUB_STATE_RUN)
{
sendSubState_Execution(obj,EXECUTION_SUB_STATE_LAST);
}
else if(subState == EXECUTION_SUB_STATE_LAST || subState == EXECUTION_SUB_STATE_GRAB_EX || subState == EXECUTION_SUB_STATE_FAILED) //虞颤 部釭贼 stand
{
obj.sq_addSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false);
removeAllExcutionAppendage(obj);
}
}
// onAttack 属寥?热 殓栖棻
function onAttack_Execution(obj, damager, boundingBox)
{
local sq_var = obj.getVar();
local subState = obj.getSkillSubState();
if(subState == EXECUTION_SUB_STATE_GRAB)
{
if(!CNSquirrelAppendage.sq_IsAppendAppendage(damager,"Appendage/Character/executionAppendage.nut")) // 桧嘐 称横 毡朝 拥菟擎 称桧虽 强朝棻.
{
local masterAppendage = CNSquirrelAppendage.sq_AppendAppendage(damager, obj, SKILL_EXECUTION, false, "Appendage/Character/executionAppendage.nut", true);
if(masterAppendage) {
sq_HoldAndDelayDie(damager, obj, true, true, true, 300, 300, ENUM_DIRECTION_NEUTRAL , masterAppendage);
damager.setCurrentDirection(sq_GetOppositeDirection(obj.getDirection()));
sq_var.push_obj_vector(damager);
}
}
}
local isLastThrowMode = sq_var.getBool(EXC_READY_FOR_THROW);
if(isLastThrowMode && damager)
CNSquirrelAppendage.sq_RemoveAppendage(damager, "Appendage/Character/executionAppendage.nut");
}
function onKeyFrameFlag_Execution(obj,flagIndex)
{
local sq_var = obj.getVar();
local i=0;
local objectsSize = sq_var.get_obj_vector_size();
// 赅苌 横?蛤虽缣 瞪殖
for(;i<objectsSize;++i)
{
local damager = sq_var.get_obj_vector(i);
local ao = sq_GetCNRDObjectToActiveObject(damager);
if(ao) {
local appendage = ao.GetSquirrelAppendage("Appendage/Character/executionAppendage.nut");
if(appendage)
appendage.setState(flagIndex,sq_GetGlobalIntVector());
}
}
if(flagIndex == 18)
{
}
else if(flagIndex == 30 && obj.isMyControlObject()) // 濩挤
{
local fScreen = sq_flashScreen(obj,80,0,0,150, sq_RGB(255,255,255), GRAPHICEFFECT_NONE, ENUM_DRAWLAYER_BOTTOM);
sq_addFlashScreen(fScreen,0,240,320,250, sq_RGB(0,0,0), GRAPHICEFFECT_NONE, ENUM_DRAWLAYER_BOTTOM);
sq_SetShake(obj,6,400);
sq_setFullScreenEffect(obj,"Character/Priest/Effect/Animation/execution/grabEx/finish.ani");
}
else if(flagIndex == 11) // 阶缣 顶溥 蔼
{
sq_SetMyShake(obj,7,400);
sq_CreateParticle("Character/Priest/Effect/Particle/ExcutionStonsSmall.ptl", obj, -200, 0, 0, true, 30, 0,2);
}
else if(flagIndex == 12) //
{
local sq_var = obj.getVar();
local i=0;
local objectsSize = sq_var.get_obj_vector_size();
local state = obj.sq_GetSTATE();
obj.sq_setAttackPowerWithPassive(SKILL_EXECUTION, state, 1,-1,1.0);
for(;i<objectsSize;++i)
{
local damager = sq_GetCNRDObjectToCollisionObject(sq_var.get_obj_vector(i));
if(damager && sq_IsHoldable(obj,damager) && sq_IsGrabable(obj,damager))
sq_SendHitObjectPacket(obj,damager,0,0,0);
}
obj.sq_setAttackPowerWithPassive(SKILL_EXECUTION, state, 2,-1,1.0);
}
else if(flagIndex == 19)
sq_SetMyShake(obj,4,80);
else if(flagIndex == 21)
sq_SetMyShake(obj,4,80);
else if(flagIndex == 23)
sq_SetMyShake(obj,4,80);
else if(flagIndex == 26)
sq_SetMyShake(obj,5,200);
else if(flagIndex == 32 && obj.isMyControlObject()) // 濩挤
{
local fScreen = sq_flashScreen(obj,80,0,0,150, sq_RGB(255,255,255), GRAPHICEFFECT_NONE, ENUM_DRAWLAYER_BOTTOM);
sq_addFlashScreen(fScreen,0,240,320,250, sq_RGB(0,0,0), GRAPHICEFFECT_NONE, ENUM_DRAWLAYER_BOTTOM);
sq_SetShake(obj,6,400);
sq_setFullScreenEffect(obj,"Character/Priest/Effect/Animation/execution/grabEx/finish.ani");
}
else if(flagIndex == 27 && obj.isMyControlObject())
{
local currentAni = obj.getCurrentAnimation();
local frameDelay = currentAni.getDelayBySpeedRate(1);
local fScreen = sq_flashScreen(obj,0,frameDelay*7,0, 200, sq_RGB(0,0,0), GRAPHICEFFECT_NONE, ENUM_DRAWLAYER_BOTTOM);
sq_addFlashScreen(fScreen,0,0,frameDelay*2,100, sq_RGB(255,255,255), GRAPHICEFFECT_NONE, ENUM_DRAWLAYER_BOTTOM);
obj.sq_setCurrentAttackInfo(CUSTOM_ATTACKINFO_EXCUTION_6);
local state = obj.sq_GetSTATE();
obj.sq_setAttackPowerWithPassive(SKILL_EXECUTION, state, 6,-1,1.0);
obj.stopTimeEvent(0);
}
else if(flagIndex == 28)
sq_SetMyShake(obj,6,160);
else if(flagIndex == 30) {
if(obj.isMyControlObject()) {
sq_SetMyShake(obj,6,400);
local currentAni = obj.getCurrentAnimation();
local frameDelay = currentAni.getDelayBySpeedRate(1);
local fScreen = sq_flashScreen(obj, frameDelay*2, frameDelay*5, frameDelay*3, 200, sq_RGB(0,0,0), GRAPHICEFFECT_NONE, ENUM_DRAWLAYER_BOTTOM);
}
sq_CreateParticle("Character/Priest/Effect/Particle/ExcutionStonsLarge.ptl", obj, 180, 5, 250, true, 30, 0, 2);
sq_var.setBool(EXC_READY_FOR_THROW,true);
}
else if(flagIndex == 31) {
removeAllExcutionAppendage(obj);
}
return true;
}