163 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			163 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
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								function checkExecutableSkill_IceSword(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_SWORD);
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									if(b_useskill) {		
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										obj.sq_AddSetStatePacket(STATE_ICE_SWORD, STATE_PRIORITY_USER, false);
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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_IceSword(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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										return obj.sq_IsCommandEnable(SKILL_ICE_SWORD);
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									} 
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									return true;
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								}
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								function onSetState_IceSword(obj, state, datas, isResetTimer)
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								{
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									if(!obj) return;
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									obj.sq_StopMove();
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									obj.sq_SetCurrentAnimation(CUSTOM_ANI_ICE_SWORD);
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									// 觼煎栖赝 嬴桧蛊 蒙机 蝶鉴 奢问楼紫 隶陛 等桧颤 (100~)
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									local speed100Rate = obj.sq_GetIntData(SKILL_ICE_SWORD, 0); // 0. 觼煎栖赝 嬴桧蛊 蒙机) 蝶鉴 奢问楼紫 隶陛 等桧颤 (100~)
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									local speedRate = speed100Rate.tofloat() / 100.0;
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									obj.sq_SetCurrentAttackInfo(CUSTOM_ATTACK_INFO_ICE_SWORD);	
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									obj.sq_SetStaticSpeedInfo(SPEED_TYPE_ATTACK_SPEED, SPEED_TYPE_ATTACK_SPEED,
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											SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, speedRate, speedRate);
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									//obj.sq_SetStaticSpeedInfo(SPEED_TYPE_ATTACK_SPEED, SPEED_TYPE_ATTACK_SPEED,
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											//SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, 1.0, 1.0);	
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									// 钟帼瞪 蝶鉴击 瞳辨?棻.
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									obj.sq_SetApplyConversionSkill();
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									local damage = obj.sq_GetBonusRateWithPassive(SKILL_ICE_SWORD , STATE_ICE_SWORD, 0, 1.0);
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									obj.sq_SetCurrentAttackBonusRate(damage);		
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									obj.sq_setCustomHitEffectFileName("Character/Mage/Effect/Animation/ATIceSword/05_2_smoke_dodge .ani");	
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									addElementalChain_ATMage(obj, ENUM_ELEMENT_WATER);
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									// ?撩 蝶鉴击 嫔?
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									// 彩寥匐 鬼?蒂 栉?棻贼 3颤陛 蒙翕?虽 强坚, 1, 2颤蒂 ?廓涡 奁犒?棻.
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									local skillLevel = sq_GetSkillLevel(obj, SKILL_ICE_SWORD_EX);
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									if (skillLevel > 0)
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									{
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										local var = obj.getVar();
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										var.clear_vector();
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										var.push_vector(0);
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									}
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								}
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								function onEndCurrentAni_IceSword(obj)
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								{
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									if(!obj) return;
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									obj.sq_AddSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false);
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								}
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								function onAttack_IceSword(obj, damager, boundingBox, isStuck)
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								{
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									if (!obj || !damager) return;
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									sq_EffectLayerAppendage(damager,sq_RGB(0,144,255),150,0,0,240);	
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								}
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								function onKeyFrameFlag_IceSword(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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									{
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										obj.sq_SetCurrentAttackInfo(CUSTOM_ATTACK_INFO_ICE_SWORD);
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										// 钟帼瞪 蝶鉴击 瞳辨?棻.
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										obj.sq_SetApplyConversionSkill();
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										local damage = obj.sq_GetBonusRateWithPassive(SKILL_ICE_SWORD , STATE_ICE_SWORD, 0, 1.0);
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										obj.sq_SetCurrentAttackBonusRate(damage);				
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									}
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									else if (flagIndex == 2)
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									{
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										//虞颤
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										obj.sq_SetCurrentAttackInfo(CUSTOM_ATTACK_INFO_ICE_SWORD_LAST);	
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										// 钟帼瞪 蝶鉴击 瞳辨?棻.
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										obj.sq_SetApplyConversionSkill();
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										local skill_level	= sq_GetSkillLevel(obj, SKILL_ICE_SWORD);
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										local damage = obj.sq_GetBonusRateWithPassive(SKILL_ICE_SWORD , STATE_ICE_SWORD, 1, 1.0);
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										obj.sq_SetCurrentAttackBonusRate(damage);	
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										local skill_level	= sq_GetSkillLevel(obj, SKILL_ICE_SWORD);	
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										local attackInfo = sq_GetCurrentAttackInfo(obj);
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										printc("attackInfo " + attackInfo);
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										if (!attackInfo) return;
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										// 0.1,2颤 奢问溘%   1.虞颤 奢问溘%  2.桧楼 马模 溯涟   3.桧楼马模 ?睦   4.桧楼马模 卫除   
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										local ice_power	= sq_GetLevelData(obj, SKILL_ICE_SWORD, 2, skill_level);
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										local ice_prob	= sq_GetLevelData(obj, SKILL_ICE_SWORD, 3, skill_level);
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										local ice_time	= sq_GetLevelData(obj, SKILL_ICE_SWORD, 4, skill_level);
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										sq_SetChangeStatusIntoAttackInfo(attackInfo, 0, ACTIVESTATUS_SLOW, ice_prob, ice_power, ice_time);		
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									}
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									else if (flagIndex == 3)
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									{
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										// ?撩 蝶鉴击 嫔?
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										// 彩寥匐 鬼?蒂 栉?棻贼 3颤陛 蒙翕?虽 强坚, 1, 2颤蒂 ?廓涡 奁犒?棻.
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										local skillLevel = sq_GetSkillLevel(obj, SKILL_ICE_SWORD_EX);	
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										if (skillLevel > 0)
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										{
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											// 念瘫潍缣怃朝 蒙翕?虽 强朝棻.
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											if (checkModuleType(MODULE_TYPE_PVP_TYPE))
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												return true;
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											obj.sq_SetCurrentAttackInfo(CUSTOM_ATTACK_INFO_ICE_SWORD);
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											// 钟帼瞪 蝶鉴击 瞳辨?棻.
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											obj.sq_SetApplyConversionSkill();
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											local damage = obj.sq_GetBonusRateWithPassive(SKILL_ICE_SWORD , STATE_ICE_SWORD, 0, 1.0);
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											obj.sq_SetCurrentAttackBonusRate(damage);
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											// 0.1,2颤 奢问溘%   1.虞颤 奢问溘%  2.桧楼 马模 溯涟   3.桧楼马模 ?睦   4.桧楼马模 卫除
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											local skill_level = sq_GetSkillLevel(obj, SKILL_ICE_SWORD);
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											local attackInfo = sq_GetCurrentAttackInfo(obj);
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											local ice_power = sq_GetLevelData(obj, SKILL_ICE_SWORD, 2, skill_level);
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											local ice_prob = sq_GetLevelData(obj, SKILL_ICE_SWORD, 3, skill_level);
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											local ice_time = sq_GetLevelData(obj, SKILL_ICE_SWORD, 4, skill_level);
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											sq_SetChangeStatusIntoAttackInfo(attackInfo, 0, ACTIVESTATUS_SLOW, ice_prob, ice_power, ice_time);		
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											local var = obj.getVar();
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											local flag = var.get_vector(0);
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											if (flag <= 0)
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											{	// 罗 ?溯歜戏煎 肾给萼棻.
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												local animation = sq_GetCurrentAnimation(obj);
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												obj.sq_SetCurrentTimeByFrame(animation, 0);
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												var.set_vector(0, 1);
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											}
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											else
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											{
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												// 蝶鉴击 谦猿卫监棻.
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												if (obj.isMyControlObject())
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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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									}
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									return true;
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								} |