165 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			165 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
| 
 | ||
| // 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_AwakenningTurnOff(obj, state, datas, isResetTimer)
 | ||
| {	
 | ||
| 	if(!obj) return;
 | ||
| 	local substate = obj.sq_getVectorData(datas, 0); // 罗廓箪 substate殓栖棻..	
 | ||
| 	obj.setSkillSubState(substate); //set substate
 | ||
| 	obj.sq_stopMove();	
 | ||
| 	
 | ||
| 	local posX = obj.getXPos();
 | ||
| 	local posY = obj.getYPos();
 | ||
| 	local posZ = obj.getZPos();
 | ||
| 	local sq_var = obj.getVar();	
 | ||
| 	
 | ||
| 	
 | ||
| 	if(obj.getVar("takingAwakenSkillBack").size_vector() > 0) {	
 | ||
| 		obj.getVar("takingAwakenSkillBack").set_vector(0, 0);
 | ||
| 	}
 | ||
| 	
 | ||
| 	sq_var.clear_vector();
 | ||
| 	sq_var.push_vector(0);
 | ||
| 	
 | ||
| 	local appendage = obj.GetSquirrelAppendage("Appendage/Character/ap_avenger_awakening.nut");
 | ||
| 	
 | ||
| 	if(appendage) {
 | ||
| 		if(appendage.isValid()) {
 | ||
| 			appendage.setValid(false);
 | ||
| 		}
 | ||
| 		
 | ||
| 		// 葬橡 寨葬萄 ?楚斜煎 噩 詹帼殓栖棻.. 谒 桧楛冲桧 腑傍贼.. 
 | ||
| 		// 横渐荡陛 state_stand鼻鹧缣怃虏 渗褐?薯陛 肾横捡 ?栖棻 
 | ||
| 		// 斜楚怃 valid陛 false陛 胀棻坚 ?怃 埠潍 渗褐?薯 腑棻坚 除舆?怃朝 寰腌栖棻 罹楝寞彻击 当陕?鱼 念娄 桧 寞彻桧 陛潍 梃莠?剪 伪嬴怃 殓栖棻.. 
 | ||
| 		// 该 噙桧朝 够紫 桡戏栖梱
 | ||
| 		appendage.sq_var.set_vector(I_AVENGER_AWAKENING_VALID, 0);
 | ||
| 		obj.setObjectHeight(-1);
 | ||
| 	}
 | ||
| 	
 | ||
| 	
 | ||
| 	if(substate == 0) {
 | ||
| 		//obj.sq_setCurrentAnimation(CUSTOM_ANI_AWAKENING_TURN_OFF);
 | ||
| 		local turn_off_ani = obj.getVar().GetAnimationMap("AWAKENING_TURN_OFF", "Character/Priest/Animation/AwakeningTurnoff.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(turn_off_ani);
 | ||
| 	}
 | ||
| 	else if(substate == 1) {
 | ||
| 		obj.sq_setCurrentAnimation(CUSTOM_ANI_AWAKENING_TURN_OFF_2);
 | ||
| 		
 | ||
| 
 | ||
| 		
 | ||
| 		//if(sq_var.get_vector(0) == 0) {			
 | ||
| 		//	sq_var.set_vector(0, 1);
 | ||
| 			
 | ||
| 			//才嬴釭 嵘葬枭虽朝 ?娄
 | ||
| 			local particleCreater = sq_var.GetparticleCreaterMap("BellatrixGlass", "Character/Priest/Effect/Particle/AwakeningTurnOff.ptl", obj);
 | ||
| 				
 | ||
| 			particleCreater.Restart(0);
 | ||
| 			//local dstX = sq_GetDistancePos(posX, obj.getDirection(), -20);				
 | ||
| 			particleCreater.SetPos(posX, posY + 2, posZ+70);
 | ||
| 			
 | ||
| 			sq_AddParticleObject(obj, particleCreater);
 | ||
| 		//}
 | ||
| 	}
 | ||
| 
 | ||
| 	
 | ||
| }
 | ||
| 
 | ||
| 
 | ||
| // prepareDraw ?热 殓栖棻..
 | ||
| function prepareDraw_AwakenningTurnOff(obj)
 | ||
| {
 | ||
| 	if(!obj) return;
 | ||
| }
 | ||
| 
 | ||
| 
 | ||
| // loop 睡碟殓栖棻 ismycontrol煎 马谆虽 强擎 翱念胀 赅苌 object菟桧 桧够击 剪纂啪腌栖棻.
 | ||
| function onProc_AwakenningTurnOff(obj)
 | ||
| {
 | ||
| 	if(!obj) return;
 | ||
| 	local substate = obj.getSkillSubState();
 | ||
| 	
 | ||
| 	local posX = obj.getXPos();
 | ||
| 	local posY = obj.getYPos();
 | ||
| 	local posZ = obj.getZPos();
 | ||
| 	
 | ||
| 	local pAni = obj.sq_getCurrentAni();
 | ||
|     local frmIndex = obj.sq_ani_GetCurrentFrameIndex(pAni);
 | ||
| 
 | ||
| 	local currentT = sq_GetCurrentTime(pAni);
 | ||
| 	local sq_var = obj.getVar();
 | ||
| 	
 | ||
| }
 | ||
| 
 | ||
| // loop 睡碟殓栖棻 ismycontrol ?蝶?陛 狱樯桧 object陛 桧够击 菟横骨栖棻. setstate 撮?桧釭 ?卫粽螃粽薛? 当撩 , 蛔蛔 籀葬?栖棻.
 | ||
| function onProcCon_AwakenningTurnOff(obj)
 | ||
| {
 | ||
| 	if(!obj) return;
 | ||
| 	local substate = obj.getSkillSubState();
 | ||
| 	
 | ||
| 	local pAni = obj.sq_getCurrentAni();
 | ||
| 	local bEnd = obj.sq_ani_IsEnd(pAni);
 | ||
|     local frmIndex = obj.sq_ani_GetCurrentFrameIndex(pAni);
 | ||
| 	
 | ||
|     local substate = obj.getSkillSubState();
 | ||
|         
 | ||
| 	if(bEnd) {
 | ||
| 		if(substate == 0) {
 | ||
| 			obj.sq_IntVectClear();
 | ||
| 			obj.sq_IntVectPush(1);
 | ||
| 			obj.sq_addSetStatePacket(STATE_AWAKENING_TURN_OFF, STATE_PRIORITY_USER, true);
 | ||
| 		}
 | ||
| 		else if(substate == 1) {
 | ||
| 			obj.setObjectHeight(-1);
 | ||
| 			obj.sq_addSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false);
 | ||
| 		}
 | ||
| 	}
 | ||
| }
 | ||
| 
 | ||
| 
 | ||
| 
 | ||
| // irdcharacter缣怃  setstate() -> IRDActiveObject::setState -> aftersetstate() 桧楛牖怃缣怃 葆虽虞 setstate殓栖棻. skill?撩缣 评塭怃 ?轿? ?蹂陛 
 | ||
| // 毡棻贼 桧 ?热蒂 桧辨?栖棻.
 | ||
| 
 | ||
| function onAfterSetState_AwakenningTurnOff(obj, state, datas, isResetTimer)
 | ||
| {
 | ||
| 	if(!obj) return;
 | ||
| 	
 | ||
| }
 | ||
| 
 | ||
| // onbeforeattack 属寥?热 殓栖棻
 | ||
| function onBeforeAttack_AwakenningTurnOff(obj, damager, boundingBox)
 | ||
| {
 | ||
| 	
 | ||
| }
 | ||
| 
 | ||
| // onAttack 属寥?热 殓栖棻
 | ||
| function onAttack_AwakenningTurnOff(obj, damager, boundingBox)
 | ||
| {
 | ||
| 	
 | ||
| }
 | ||
| 
 | ||
| // onAfterAttack 属寥?热 殓栖棻
 | ||
| function onAfterAttack_AwakenningTurnOff(obj, damager, boundingBox)
 | ||
| {
 | ||
| 	
 | ||
| }
 | ||
| 
 | ||
| // onBeforeDamage 属寥?热 殓栖棻
 | ||
| function onBeforeDamage_AwakenningTurnOff(obj, attacker, boundingBox)
 | ||
| {
 | ||
| 	
 | ||
| }
 | ||
| 
 | ||
| // onDamage 属寥?热 殓栖棻
 | ||
| function onDamage_AwakenningTurnOff(obj, attacker, boundingBox)
 | ||
| {
 | ||
| 	
 | ||
| }
 | ||
| 
 | ||
| // onAfterDamage 属寥?热 殓栖棻
 | ||
| function onAfterDamage_AwakenningTurnOff(obj, attacker, boundingBox)
 | ||
| {
 | ||
| 	
 | ||
| }
 | ||
| 
 | ||
| 
 | ||
|  |