104 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			104 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
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								function checkExecutableSkill_ElementalChange(obj)
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								{
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									if (!obj) return false;
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									local isUseSkill = obj.sq_IsUseSkill(SKILL_ELEMENTAL_CHANGE);
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									if (isUseSkill)
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									{
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										/*
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										# STATE_THROW
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										[0]   Throw State (0:赅戏晦, 1:湍虽晦, 2:偃樯卫瞪)
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										* Throw State 0 *
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										[1]   湍虽朝 颤殓 (ENUM_THROW_TYPE)
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										[2]   湍虽朝 渠鼻暧 樯策蝶 (蝶鉴 樯策蝶 or 嬴桧蛊 樯策蝶)
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										[3]   赅戏朝 卫除
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										[4]   嫦饵 卫除
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										[5]   湍虽晦 拥栖诡桧暮 颤殓 (0 or 1)
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										[6]   赅戏晦 楼紫 颤殓
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										[7]   嫦饵 楼紫 颤殓
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										[8]   赅戏晦 楼紫 (寰厥戏贼 SPEED_VALUE_DEFAULT)
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										[9]   嫦饵 楼紫 (寰厥戏贼 SPEED_VALUE_DEFAULT)
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										[10]	偃樯卫瞪 彰嫔 (寰厥剪釭 -1桧贼 偃樯卫瞪 寰?)
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										* Throw State 1 *
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										// Throw State 2缣怃 剩横谘击 唳办缣虏
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										[1]	偃樯 卫瞪卫 渠鼻 Object Id
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										* Throw State 2 *
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										*/
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										obj.sq_IntVectClear();				
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										obj.sq_IntVectPush(0);		// throwState
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										obj.sq_IntVectPush(0);		// throwType
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										obj.sq_IntVectPush(SKILL_ELEMENTAL_CHANGE);	// throwIndex
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										obj.sq_IntVectPush(500);	// throwChargeTime
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										obj.sq_IntVectPush(500);	// throwShootTime
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										obj.sq_IntVectPush(0);		// throwAnimationIndex
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										obj.sq_IntVectPush(4);		// chargeSpeedType
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										obj.sq_IntVectPush(4);		// throwShootSpeedType
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										obj.sq_IntVectPush(1000);	// chargeSpeedValue
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										obj.sq_IntVectPush(1000);	// throwShootSpeedValue
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										obj.sq_IntVectPush(-1);		// personalCastRange
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										obj.sq_AddSetStatePacket(STATE_THROW, STATE_PRIORITY_USER, true);	
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										//obj.sq_AddSetStatePacket(STATE_ELEMENTAL_CHANGE, STATE_PRIORITY_USER, false);
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										obj.sq_PlaySound("MW_PCHANGE");
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										return true;
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									}
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									return false;
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								}
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								function checkCommandEnable_ElementalChange(obj)
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								{
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									if(!obj) return false;
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									local state = obj.sq_GetState();
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									if(state == STATE_ATTACK)
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									{
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										return obj.sq_IsCommandEnable(SKILL_ELEMENTAL_CHANGE); // 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);
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									}
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									return true
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								}
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								function onSetState_ElementalChange(obj, state, datas, isResetTimer)
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								{
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									if (!obj)
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										return;
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									obj.sq_StopMove();
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									//obj.sq_SetCurrentAnimation(CUSTOM_ANI_ELEMENTAL_CHANGE);
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									//local attackSpeedRate = obj.sq_GetIntData(SKILL_CRYSTALATTACK, 0);	
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									//if(attackSpeedRate != 100) {
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									//	obj.sq_SetAnimationSpeedRate(obj.sq_GetCurrentAni(),attackSpeedRate.tofloat());
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									//}
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									//local appendage = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, SKILL_ELEMENTAL_CHANGE, false, "Character/ATMage/ElementalChange/ap_ATMage_Elemental_Change.nut", true);
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									//local maxValue = sq_GetIntData(obj, SKILL_DEVILSTRIKE, SI_DS_MAX_DEVIL_GAUGE);
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								}
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								function prepareDraw_ElementalChange(obj)
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								{
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									if (!obj)
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										return;
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								}
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								function onEndCurrentAni_ElementalChange(obj)
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								{
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									if (!obj)
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										return;
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								}
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								function onKeyFrameFlag_ElementalChange(obj, flagIndex)
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								{
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									if (!obj)
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										return true;
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									return true;
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								} |