200 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			200 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
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								SUB_STATE_CREATORICE_0	<- 0
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								function checkExecutableSkill_CreatorIce(obj)
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								{
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									if(!obj) return false;
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									// 伪擎 啗鳝楼撩樯等 ?廓 涡 援脑贼 橾奁奢问戏煎 瞪?腌栖棻.
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									local type = getCreatorSkillStateSkillIndex(obj);
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									if (type == CREATOR_TYPE_ICE)
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									{
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										setCreatorSkillStateSkillIndex(obj, -1);
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										onAllChargeCreatorMageGauge(obj);
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										return false;
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									}
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									local b_useskill = obj.sq_IsUseSkill(SKILL_CREATORICE);
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									if (b_useskill)
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									{
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										obj.sq_IntVectClear();
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										obj.sq_IntVectPush(SUB_STATE_CREATORICE_0); // substate撮?
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										obj.sq_AddSetStatePacket(STATE_CREATORICE, 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_CreatorIce(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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									local skill_level = obj.sq_GetSkillLevel(SKILL_CREATORICE);
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									if(state == STATE_ATTACK)
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									{
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										return obj.sq_IsCommandEnable(SKILL_CREATORICE); // 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_CreatorIce(obj,state,datas,isResetTimer)
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								{
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									if(!obj) return;
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									local substate = obj.sq_GetVectorData(datas, 0);
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									obj.setSkillSubState(substate);
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									obj.sq_StopMove();
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									local posX = obj.getXPos();
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									local posY = obj.getYPos();
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									local posZ = obj.getZPos();
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									obj.getVar().clear_vector();
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									obj.getVar().push_vector(0);
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									obj.getVar().push_vector(0);
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									print(" onSetSTATE_CREATORICE");
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									if (substate == SUB_STATE_CREATORICE_0)
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									{
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										// ?腻楼撩击 当棻坚 宪溥鄹栖棻.
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										setCreatorSkillStateSkillIndex(obj, CREATOR_TYPE_ICE);
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										// 赅苌 觼溯桧搅暧 楼撩 醱瞪击 卫蒙?栖棻.
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										onAllChargeCreatorMageGauge(obj);
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										// ?溯歜 楼撩 醱瞪击 酝虽?栖棻.
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										setChargeCreatorMageGauge(obj, CREATOR_TYPE_ICE, 0);
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										obj.sq_PlaySound("R_CR_ICYCOLD");
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										obj.sq_SetCurrentAnimation(CUSTOM_ANI_ICE_ROCK);
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										// 议蝶? 楼紫蒂 评塭陛紫烟 扑姜
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										// 议蝶? 楼紫陛 渗唳肾贼, 缣栖诡桧暮 楼紫紫 渗唳 腌栖棻.
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										// 议蝶? 啪桧虽紫 ?卫蒂 ?鄹栖棻.
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										local skillLevel = sq_GetSkillLevel(obj, SKILL_CREATORICE);
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										local castTime = sq_GetCastTime(obj, SKILL_CREATORICE, skillLevel);
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										local animation = sq_GetCurrentAnimation(obj);
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										local startTime = sq_GetDelaySum(animation);
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										local speedRate = startTime.tofloat() / castTime.tofloat();
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										obj.sq_SetStaticSpeedInfo(SPEED_TYPE_CAST_SPEED, SPEED_TYPE_CAST_SPEED,
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											SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, speedRate, speedRate);
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										sq_StartDrawCastGauge(obj, startTime, true);
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									}
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								}
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								function prepareDraw_CreatorIce(obj)
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								{
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									if(!obj) return;
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								}
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								function onProc_CreatorIce(obj)
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								{
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									if(!obj) return;
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								}
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								function onProcCon_CreatorIce(obj)
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								{
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									if(!obj) return;
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								}
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								function onEndCurrentAni_CreatorIce(obj)
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								{
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									if(!obj) return;
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									if(!obj.isMyControlObject()) {
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										return;
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									}
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									local substate = obj.getSkillSubState();
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									if (substate == SUB_STATE_CREATORICE_0)
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									{
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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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								function onKeyFrameFlag_CreatorIce(obj,flagIndex)
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								{
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									if(!obj) return false;
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									return true;
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								}
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								function onEndState_CreatorIce(obj,new_state)
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								{
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									if(!obj) return;
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									sq_EndDrawCastGauge(obj);
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								}
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								function onAfterSetState_CreatorIce(obj,state,datas,isResetTimer)
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								{
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									if(!obj) return;
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								}
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								function onBeforeAttack_CreatorIce(obj,damager,boundingBox,isStuck)
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								{
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									if(!obj) return;
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								}
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								function onAttack_CreatorIce(obj,damager,boundingBox,isStuck)
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								{
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									if(!obj) return;
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								}
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								function onAfterAttack_CreatorIce(obj,damager,boundingBox,isStuck)
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								{
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									if(!obj) return 0;
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									return 1;
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								}
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								function onBeforeDamage_CreatorIce(obj,attacker,boundingBox,isStuck)
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								{
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									if(!obj) return;
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								}
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								function onDamage_CreatorIce(obj,attacker,boundingBox)
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								{
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									if(!obj) return;
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								}
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								function onAfterDamage_CreatorIce(obj,attacker,boundingBox)
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								{
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									if(!obj) return;
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								}
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