239 lines
		
	
	
		
			7.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			239 lines
		
	
	
		
			7.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
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								ENUM_ICE_CRASH_SUBSTATE_START <-0 ;			  //嫦翕
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								ENUM_ICE_CRASH_SUBSTATE_LOOP  <-1 ;			  //?瞪
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								ENUM_ICE_CRASH_SUBSTATE_LOOP_ATTACKING  <-2 ; //?瞪?贼怃 奢问酝
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								ENUM_ICE_CRASH_SUBSTATE_END   <-3 ;			  //虞颤
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								ENUM_ICE_CRASH_TIMER_SPIN <- 0;
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								ENUM_ICE_CRASH_MULTI_HIT  <- 1;
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								VAR_ICE_CRASH <-0
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								function checkExecutableSkill_IceCrash(obj)
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								{
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									if(!obj) return false;
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									local b_useskill = obj.sq_IsUseSkill(SKILL_ICE_CRASH);
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									if(b_useskill) {
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										obj.sq_IntVectClear();
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										obj.sq_IntVectPush(ENUM_ICE_CRASH_SUBSTATE_START); // substate撮?		
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										obj.sq_AddSetStatePacket(STATE_ICE_CRASH , STATE_PRIORITY_USER, true);
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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_IceCrash(obj)
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								{
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									if(!obj)
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										return false;
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									local state = obj.sq_GetState();
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									if(state == STATE_ATTACK) {
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										// 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]
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										return obj.sq_IsCommandEnable(SKILL_ICE_CRASH); // 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_ICE_CRASH);
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									}
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									return true;
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								}
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								function onEndState_IceCrash(obj, newState)
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								{
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									if(!obj)
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										return;
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									if(newState != STATE_ICE_CRASH)
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									{
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										removeAllIceCrashAppendage(obj);
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										sq_RemoveParticle("Character/Mage/Particle/IceCrashIceDust.ptl",obj);
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									}
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								}
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								function onSetState_IceCrash(obj, state, datas, isResetTimer)
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								{
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									if(!obj) return;
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									local level	       = sq_GetSkillLevel(obj, SKILL_ICE_CRASH);
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									local spinDistance = sq_GetIntData(obj, SKILL_ICE_CRASH, 0, level); // ?瞪?貊 陈嬴陛朝 剪葬
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									local spinSpeed    = sq_GetIntData(obj, SKILL_ICE_CRASH, 1, level); // ?瞪?貊 陈嬴陛朝 卫除
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									local spinTime	   = (spinDistance.tofloat()/spinSpeed.tofloat()) * 1000.0;		
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									local multiHitGap  = sq_GetLevelData(obj, SKILL_ICE_CRASH, 0, level);
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									local subState = sq_GetVectorData(datas, 0);
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									obj.setSkillSubState(subState);	
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									if(subState == ENUM_ICE_CRASH_SUBSTATE_START) {
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										local attackPower = obj.sq_GetBonusRateWithPassive(SKILL_ICE_CRASH , STATE_ICE_CRASH, 1, 1.0);
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										local var = obj.getVar();
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										var.setBool(VAR_ICE_CRASH,true);
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										obj.sq_StopMove();
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										obj.sq_SetCurrentAnimation(CUSTOM_ANI_ICE_CRASH_START);
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										obj.sq_SetCurrentAttackInfo(CUSTOM_ATTACK_INFO_ICE_CRASH);	
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										local currentAttackInfo = sq_GetCurrentAttackInfo(obj);
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										sq_SetCurrentAttackBonusRate(currentAttackInfo, attackPower);
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										sq_SetCurrentAttackeHitStunTime(currentAttackInfo, 0);
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										obj.sq_PlaySound("MW_ICECRASH");
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									}
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									else if(subState == ENUM_ICE_CRASH_SUBSTATE_LOOP) {		
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										obj.sq_SetCurrentAnimation(CUSTOM_ANI_ICE_CRASH_LOOP);
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										obj.setTimeEvent(ENUM_ICE_CRASH_TIMER_SPIN,spinTime.tointeger(),1,false);
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										obj.setTimeEvent(ENUM_ICE_CRASH_MULTI_HIT,multiHitGap,9999,false);		
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									}	
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									else if(subState == ENUM_ICE_CRASH_SUBSTATE_LOOP_ATTACKING) {
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										//颤桧该陛 嬴霜 寰给嬴 陛坚 毡击阳 : ENUM_ICE_CRASH_SUBSTATE_LOOP蒂 剪纂虽 强击阳
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										if(!obj.isExistTimeEvent(ENUM_ICE_CRASH_TIMER_SPIN)) { 			
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											obj.setTimeEvent(ENUM_ICE_CRASH_TIMER_SPIN,spinTime.tointeger(),1,false);
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											obj.setTimeEvent(ENUM_ICE_CRASH_MULTI_HIT,multiHitGap,9999,false);	
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										}
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										obj.sq_SetCurrentAnimation(CUSTOM_ANI_ICE_CRASH_LOOP_ATTACK);
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									}	
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									else if(subState == ENUM_ICE_CRASH_SUBSTATE_END) {
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										obj.sq_StopMove();
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										obj.sq_SetCurrentAnimation(CUSTOM_ANI_ICE_CRASH_END);
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										obj.sq_SetCurrentAttackInfo(CUSTOM_ATTACK_INFO_ICE_CRASH_LAST);	
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										sq_RemoveParticle("Character/Mage/Particle/IceCrashIceDust.ptl",obj);
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										local attackPower = obj.sq_GetBonusRateWithPassive(SKILL_ICE_CRASH , STATE_ICE_CRASH, 2, 1.0);
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										sq_SetCurrentAttackBonusRate(sq_GetCurrentAttackInfo(obj), attackPower);	
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										sq_SetMyShake(obj,2,120);	
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									}		
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								}
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								function onTimeEvent_IceCrash(obj, timeEventIndex, timeEventCount)
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								{	
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									if(!obj)
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										return false;
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									if(!obj.isMyControlObject())
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										return false;
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									if(timeEventIndex == ENUM_ICE_CRASH_TIMER_SPIN)
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									{	
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										obj.sq_IntVectClear();
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										obj.sq_IntVectPush(ENUM_ICE_CRASH_SUBSTATE_END); // substate撮?		
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										obj.sq_AddSetStatePacket(STATE_ICE_CRASH , STATE_PRIORITY_USER, true);
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										return true; // true贼 属寥 酝钦
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									}
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									else if( timeEventIndex == ENUM_ICE_CRASH_MULTI_HIT )
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									{		
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										if(obj.getSkillSubState() == ENUM_ICE_CRASH_SUBSTATE_END)
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											return true; // true贼 属寥 酝钦
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										// 葬蝶?鼻暧 赅苌 螃粽薛? ?才 棻钦?? 尔卤		
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										local sq_var = obj.getVar();  		
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										local i=0;		
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										local objectsSize = sq_var.get_obj_vector_size();
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										obj.sq_SetCurrentAttackInfo(CUSTOM_ATTACK_INFO_ICE_CRASH);	
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										local attackPower = obj.sq_GetBonusRateWithPassive(SKILL_ICE_CRASH , STATE_ICE_CRASH, 1, 1.0);
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										sq_SetCurrentAttackBonusRate(sq_GetCurrentAttackInfo(obj), attackPower);	
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										for(;i<objectsSize;++i)
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										{
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											local damager = sq_var.get_obj_vector(i);			
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											if(damager)
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												sq_SendHitObjectPacket(obj,damager,0,0,0);
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										}
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										//printc("hit!!");
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									}
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									return false;	
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								} 
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								function removeAllIceCrashAppendage(obj)
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								{
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									if(!obj)
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										return;
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									local sq_var = obj.getVar();  		
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									local objectsSize = sq_var.get_obj_vector_size();
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									for(local i=0;i<objectsSize;++i)
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									{
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										local damager = sq_var.get_obj_vector(i);
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										if(damager)
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											CNSquirrelAppendage.sq_RemoveAppendage(damager, "Character/ATMage/IceCrash/ap_IceCrash.nut");		
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									}		
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									sq_var.clear_obj_vector();
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								}
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								function prepareDraw_IceCrash(obj)
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								{
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									if(!obj) return;
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									local substate = obj.getSkillSubState();
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								}
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								function onEndCurrentAni_IceCrash(obj)
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								{
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									if(!obj) return;
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									local subState = obj.getSkillSubState();
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									if(subState	== ENUM_ICE_CRASH_SUBSTATE_START) {	
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										obj.sq_IntVectClear();
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										obj.sq_IntVectPush(ENUM_ICE_CRASH_SUBSTATE_LOOP);
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										obj.sq_AddSetStatePacket(STATE_ICE_CRASH, STATE_PRIORITY_USER, true);
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									}
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									else if(subState == ENUM_ICE_CRASH_SUBSTATE_END) {		
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										obj.sq_AddSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false);
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									}	
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								}
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								// onAttack 属寥?热 殓栖棻
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								function onAttack_IceCrash(obj, damager, boundingBox, isStuck)
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								{
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									if(!obj)
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										return 0;
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									local subState = obj.getSkillSubState();
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									local var = obj.getVar();	
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									if(subState <  ENUM_ICE_CRASH_SUBSTATE_END && !var.is_obj_vector(damager)) {
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										if(sq_IsHoldable(obj,damager) && sq_IsGrabable(obj,damager) && !sq_IsFixture(damager)) {		
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											local masterAppendage = CNSquirrelAppendage.sq_AppendAppendage(damager, obj, SKILL_ICE_CRASH, false, "Character/ATMage/IceCrash/ap_IceCrash.nut", true);				 
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											if(masterAppendage) {
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												sq_HoldAndDelayDie(damager, obj, true, true, true, 200, 200, ENUM_DIRECTION_NEUTRAL , masterAppendage);
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												damager.setCurrentDirection(sq_GetOppositeDirection(obj.getDirection()));
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												var.push_obj_vector(damager);
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											}
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										}
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									}
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									if(subState < ENUM_ICE_CRASH_SUBSTATE_LOOP_ATTACKING && var.get_obj_vector_size() > 0) {
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										obj.sq_IntVectClear();
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										obj.sq_IntVectPush(ENUM_ICE_CRASH_SUBSTATE_LOOP_ATTACKING); // substate撮?		
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										obj.sq_AddSetStatePacket(STATE_ICE_CRASH , STATE_PRIORITY_USER, true);
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									}
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								}
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								function onKeyFrameFlag_IceCrash(obj, flagIndex)
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								{
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									if(!obj) return true;
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									if(flagIndex == 1) {		
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										obj.sq_SetStaticMoveInfo(0, 200, 100, false);	
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										obj.sq_SetMoveDirection(obj.getDirection(), ENUM_DIRECTION_NEUTRAL);
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									}
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									else if(flagIndex == 2) {	
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										local level		  = sq_GetSkillLevel(obj, SKILL_ICE_CRASH);
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										local speed = sq_GetIntData(obj, SKILL_ICE_CRASH, 1, level);
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										obj.sq_SetStaticMoveInfo(0, speed, speed, false);	
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										obj.sq_SetMoveDirection(obj.getDirection(), ENUM_DIRECTION_NEUTRAL);	
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| 
								 | 
							
										sq_CreateParticle("Character/Mage/Particle/IceCrashIceDust.ptl",obj,0,0,50,true,100,500,100);		
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
									else if(flagIndex == 3) {		
							 | 
						||
| 
								 | 
							
										removeAllIceCrashAppendage(obj);
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
									return true;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 |