472 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			472 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
| 
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| S_DISASTER_0 <- 0
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| S_DISASTER_1 <- 1
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| S_DISASTER_2 <- 2
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| S_DISASTER_3 <- 3
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| S_DISASTER_4 <- 4
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| 
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| //750 // 学葆? 鼻鹧橾 阳, 等嘐虽 隶?睦
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| //500 // 学葆? 鼻鹧橾 阳, 学葆? 虽楼卫除 隶陛,ms 钦嫔
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| //2000 // 颤啪? 卫除 (ms 钦嫔)
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| //500 // 颤啃暧 x蹴 桧翕卫除
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| //500 // 颤啃暧 y蹴 桧翕卫除
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| //250 // 模辨给桧陛 瞳击 庄横菟桧朝 彰嫔(x蹴 虽荤)
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| //125 // 模辨给桧陛 瞳击 庄横菟桧朝 楼紫
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| 
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| 
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| SD_I_DAMAGE_INC <- 0 // 学葆? 鼻鹧橾 阳, 等嘐虽 隶?睦
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| SD_I_AWAKENING_INC <- 1 //// 学葆? 鼻鹧橾 阳, 学葆? 虽楼卫除 隶陛,ms 钦嫔
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| SD_I_TARGET_TIME <- 2 // 颤啪? 卫除 (ms 钦嫔)
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| SD_I_TARGET_MOV_X <- 3 // 颤啃暧 X蹴 桧翕卫除
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| SD_I_TARGET_MOV_Y <- 4 // 颤啃暧 y蹴 桧翕卫除
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| SD_I_TARGET_SUCK_LEN <- 5 // 模辨给桧陛 瞳击 庄横菟桧朝 彰嫔(x蹴 虽荤)
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| SD_I_TARGET_SUCK_VEL <- 6 // 模辨给桧陛 瞳击 庄横菟桧朝 楼紫
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| 
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| 
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| 
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| // 蝶鉴 撮睡嫦翕 亵勒击 虏菟横舆朝 ?热殓栖棻.. 嫦翕 亵勒 state朝 桧嘐 模蝶缣怃 掘?肾横 毡蝗栖棻. 桧够缣怃 useskill娄 setstate蒂 虽姜?舆贼 腌栖棻.
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| function checkExecutableSkill_DisasterEx(obj)  
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| {
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| 	if(!obj) return false;
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| 	local b_useskill = obj.sq_IsUseSkill(SKILL_EX_DISASTER);
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| 	if(b_useskill) {
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| 		obj.sq_IntVectClear();
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| 		obj.sq_IntVectPush(S_DISASTER_0); // substate撮?
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| 		obj.sq_IntVectPush(obj.getDirection()); // substate撮?
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| 		obj.sq_addSetStatePacket(STATE_EX_DISASTER, STATE_PRIORITY_IGNORE_FORCE, true);
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| 		return true;
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| 	}	
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| 	
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| 	return false;
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| }
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| 
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| // 蝶鉴嬴桧夔 ?撩? 亵勒击 评虽朝 ?热殓栖棻. true蒂 葬欐?贼 蝶鉴 嬴桧夔桧 ?撩?陛 腌栖棻. (嫦翕亵勒 state朝  模蝶缣怃 籀葬腌栖棻.)
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| function checkCommandEnable_DisasterEx(obj)
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| {
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| 	if(!obj) return false;
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| 	
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| 	local state = obj.sq_GetSTATE();
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| 	
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| 	if(state == STATE_ATTACK) {
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| 		return obj.sq_IsCommandEnable(SKILL_EX_DISASTER); // 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_EARTH_QUAKE);
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| 	}
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| 	
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| 	
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| 	return true;
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| }
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| 
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| // state蒂 撮??坚 籀挤戏煎 菟横螃啪 腌栖棻. 陕谦 葬模蝶蒂 撮??栖棻. 
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| function onSetState_DisasterEx(obj, state, datas, isResetTimer)
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| {	
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| 	if(!obj) return;
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| 	local sq_var = obj.getVar();
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| 	local substate = obj.sq_getVectorData(datas, 0); // 罗廓箪 substate殓栖棻..	
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| 	local direction = obj.sq_getVectorData(datas, 1); // 罗廓箪 substate殓栖棻..	
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| 	obj.setSkillSubState(substate); //set substate
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| 	obj.sq_stopMove();
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| 	
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|     
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| 	sq_var.clear_vector();
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| 	sq_var.push_vector(0);	
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| 	sq_var.push_vector(0);
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| 	sq_var.push_vector(0);
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| 	
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| 	
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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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| 	
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| //CUSTOM_ANI_EX_DISASTER_1		<- 118	  // EX蝶鉴 - 营懈1
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| //CUSTOM_ANI_EX_DISASTER_2		<- 119	  // EX蝶鉴 - 营懈1
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| //CUSTOM_ANI_EX_DISASTER_3		<- 120	  // EX蝶鉴 - 营懈1
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| //CUSTOM_ANI_EX_DISASTER_4		<- 121	  // EX蝶鉴 - 营懈1
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| //CUSTOM_ANI_EX_DISASTER_5		<- 122	  // EX蝶鉴 - 营懈1
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| 	obj.sq_setCurrentAttackInfo(CUSTOM_ATTACKINFO_DISASTER);
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| 	
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| 	local attack_rate = 1.0;
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| 
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| 	//SD_I_DAMAGE_INC <- 0 // 学葆? 鼻鹧橾 阳, 等嘐虽 隶?睦
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| 	//SD_I_AWAKENING_INC <- 1 //// 学葆? 鼻鹧橾 阳, 学葆? 虽楼卫除 隶陛,ms 钦嫔
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| 	
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| 	if(isAvengerAwakenning(obj)) {
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| 		local inc = obj.sq_getIntData(SKILL_EX_DISASTER, SD_I_DAMAGE_INC); // 颤啃暧 X蹴 桧翕卫除
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| 		local inc_rate = inc.tofloat() / 100.0;
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| 		print("\n inc_rate:" + inc_rate);
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| 		attack_rate += inc_rate;
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| 	}
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| 	
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| 	obj.stopSound(7575);
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| 	obj.sq_setAttackPowerWithPassive(SKILL_EX_DISASTER, state, -1, 0, attack_rate);
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| 
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| 	
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|     if(substate == S_DISASTER_0) {
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| 		if(isAvengerAwakenning(obj)) {
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| 			local ani = obj.getVar().GetAnimationMap("Disaster1", "Character/Priest/Animation/disasterEx/Disaster1.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..
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| 			obj.setCurrentAnimation(ani);
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| 			local appendage = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, SKILL_AVENGER_AWAKENING, false, "Appendage/Character/ap_avenger_awakening.nut", false);
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| 			if(appendage) { // 陕撩鼻鹧塭贼 陕撩卫除击 棺溥丑捡?栖棻.
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| 				local skill_level = obj.sq_getSkillLevel(SKILL_AVENGER_AWAKENING);
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| 				local t = sq_GetLevelData(obj, SKILL_AVENGER_AWAKENING, SL_CHANGE_TIME, skill_level);
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| 				local awakening_inc_t = obj.sq_getIntData(SKILL_EX_DISASTER, SD_I_AWAKENING_INC); // 学葆? 鼻鹧橾 阳, 学葆? 虽楼卫除 隶陛,ms 钦嫔
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| 				appendage.sq_var.set_vector(I_AVENGER_AWAKENING_TIME, t + awakening_inc_t);
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| 				appendage.sq_SetValidTime(t + awakening_inc_t); // 横?蛤虽 颤歜 撮?
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| 			}
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| 		}
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| 		else {
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| 			obj.sq_setCurrentAnimation(CUSTOM_ANI_EX_DISASTER_1);
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| 		}
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|     
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| 		local pAni = obj.sq_getCurrentAni();		
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|     }
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|     else if(substate == S_DISASTER_1) {
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| 		obj.sq_setShake(obj, 3, 160);
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|     
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| 		if(isAvengerAwakenning(obj)) {
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| 			 // 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..
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| 			local ani = obj.getVar().GetAnimationMap("Disaster2", "Character/Priest/Animation/disasterEx/Disaster2.ani");
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| 			obj.setCurrentAnimation(ani);
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| 		}
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| 		else {
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| 			obj.sq_setCurrentAnimation(CUSTOM_ANI_EX_DISASTER_2);
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| 		}
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|     
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| 		/////////////////////////////////////////////
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| 		//if(obj.isMyControlObject()) {
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| 			//obj.sq_binaryData_startWrite();
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| 			//obj.sq_binaryData_writeDword(0);
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| 			//obj.sq_p00_sendCreatePassiveObjectPacket(24101, 0, 0, 0, 0);
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| 		//}
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| 	    ///////////////////////////////////////////////	
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| 		local pA = obj.sq_getCurrentAni();
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| 		
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| 		local iX = posX;
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| 		local iY = posY;
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| 
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| 		//int offsetX = lua_getIntData(SKILL_SPIRAL_COLUMN_EX, 0);
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| 		//offsetX = lua_getDistancePos(iX, sq_GetDirection(this), offsetX);
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| 
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| 		//int vX = lua_getIntData(SKILL_SPIRAL_COLUMN_EX, 1);
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| 		//int vY = 0;
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| 		
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| 	//SD_I_DAMAGE_INC <- 0 // 学葆? 鼻鹧橾 阳, 等嘐虽 隶?睦
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| 	//SD_I_AWAKENING_INC <- 1 //// 学葆? 鼻鹧橾 阳, 学葆? 虽楼卫除 隶陛,ms 钦嫔
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| 	//SD_I_TARGET_TIME <- 2 // 颤啪? 卫除 (ms 钦嫔)
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| 	//SD_I_TARGET_MOV_X <- 3 // 颤啃暧 X蹴 桧翕卫除
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| 	//SD_I_TARGET_MOV_Y <- 4 // 颤啃暧 y蹴 桧翕卫除
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| 	//SD_I_TARGET_SUCK_LEN <- 5 // 模辨给桧陛 瞳击 庄横菟桧朝 彰嫔(x蹴 虽荤)
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| 	//SD_I_TARGET_SUCK_VEL <- 6 // 模辨给桧陛 瞳击 庄横菟桧朝 楼紫
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| 	//
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| 		//
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| 		local vX = obj.sq_getIntData(SKILL_EX_DISASTER, SD_I_TARGET_MOV_X); // 颤啃暧 X蹴 桧翕卫除
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| 		local vY = obj.sq_getIntData(SKILL_EX_DISASTER, SD_I_TARGET_MOV_Y); // 颤啃暧 Y蹴 桧翕卫除
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| 
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| 		obj.sq_addAttractAimPointMark(iX, iY, vX, vY);
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| 		//450	// 庄横菟桧朝 彰嫔 (x蹴 虽荤)
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| 		//180	// 庄横菟桧朝 瞳暧 譆渠 堪桧
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| 		local range = obj.sq_getIntData(SKILL_EX_DISASTER, SD_I_TARGET_SUCK_LEN); // 模辨给桧陛 瞳击 庄横菟桧朝 彰嫔(x蹴 虽荤)
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| 		local suck_vel = obj.sq_getIntData(SKILL_EX_DISASTER, SD_I_TARGET_SUCK_VEL); // 模辨给桧陛 瞳击 庄横菟桧朝 楼紫
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| 		obj.sq_setAttractAimInfo(suck_vel, suck_vel, range / 2, 180);
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| 		//obj.sq_setAttractAimInfo(91, 113, range / 2, 180);
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| 		
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| 		
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|     }
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|     else if(substate == S_DISASTER_2) {
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|     //
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| 		//CUSTOM_ATTACKINFO_DISASTER
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|    		obj.sq_setCurrentAttackInfo(CUSTOM_ATTACKINFO_DISASTER);
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|    		
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| 		if(isAvengerAwakenning(obj)) {
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| 			 // 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..
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| 			local ani = obj.getVar().GetAnimationMap("Disaster3", "Character/Priest/Animation/disasterEx/Disaster3.ani");
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| 			obj.setCurrentAnimation(ani);
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| 		}
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| 		else {
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| 			obj.sq_setCurrentAnimation(CUSTOM_ANI_EX_DISASTER_3);
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| 		}
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| 		
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| 		obj.sq_PlaySound("DISASTER_CIRCLE_LOOP", 7575);
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|    		
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|     }
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|     else if(substate == S_DISASTER_3) {
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|     
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| 		if(isAvengerAwakenning(obj)) {
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| 			 // 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..
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| 			local ani = obj.getVar().GetAnimationMap("Disaster4", "Character/Priest/Animation/disasterEx/Disaster4.ani");
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| 			obj.setCurrentAnimation(ani);
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| 		}
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| 		else {
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| 			obj.sq_setCurrentAnimation(CUSTOM_ANI_EX_DISASTER_4);
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| 		}
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|     
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| 		
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|     }
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|     else if(substate == S_DISASTER_4) {
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| 		if(isAvengerAwakenning(obj)) {
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| 			 // 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..
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| 			local ani = obj.getVar().GetAnimationMap("Disaster5", "Character/Priest/Animation/disasterEx/Disaster5.ani");
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| 			obj.setCurrentAnimation(ani);
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| 		}
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| 		else {
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| 			obj.sq_setCurrentAnimation(CUSTOM_ANI_EX_DISASTER_5);
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| 		}
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|     }
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| }
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| 
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| // 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 
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| // 毡棻贼 桧 ?热蒂 桧辨?栖棻.
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| 
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| function onAfterSetState_DisasterEx(obj, state, datas, isResetTimer)
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| {
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| 	if(!obj) return;
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| }
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| 
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| // onbeforeattack 属寥?热 殓栖棻
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| function onBeforeAttack_DisasterEx(obj, damager, boundingBox)
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| {
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| 	
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| }
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| 
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| 
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| 
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| // 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.
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| function onProc_DisasterEx(obj)
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| {
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| 	if(!obj) return;
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| 	
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| 	local substate = obj.getSkillSubState();
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| 	
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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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| 	
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| 	local sq_var = obj.getVar();
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| 	local pAni = obj.sq_getCurrentAni();
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|     local frmIndex = obj.sq_ani_GetCurrentFrameIndex(pAni);
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| 
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| 	local currentT = sq_GetCurrentTime(pAni);
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| 	
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|     if(substate == S_DISASTER_0) {
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|     }
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|     else if(substate == S_DISASTER_1) {
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| 		if(frmIndex >= 0) {
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|     		local flag = sq_var.get_vector(0);
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|     		if(!flag) {
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| 				local appendage = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, SKILL_EX_DISASTER, true, "Appendage/Character/ap_avenger_effect.nut", true);
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| 				sq_var.set_vector(0, 1);
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| 			}
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| 	   }
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| 	   //isAvengerAwakenning()
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|     }
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|     else if(substate == S_DISASTER_2) {
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| 		local stateTimer = obj.sq_getStateTimer();		
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| 		//SD_I_DAMAGE_INC <- 0 // 学葆? 鼻鹧橾 阳, 等嘐虽 隶?睦
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| 		//SD_I_AWAKENING_INC <- 1 //// 学葆? 鼻鹧橾 阳, 学葆? 虽楼卫除 隶陛,ms 钦嫔
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| 		//SD_I_TARGET_TIME <- 2 // 颤啪? 卫除 (ms 钦嫔)
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| 		//SD_I_TARGET_MOV_X <- 3 // 颤啃暧 X蹴 桧翕卫除
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| 		//SD_I_TARGET_MOV_Y <- 4 // 颤啃暧 y蹴 桧翕卫除
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| 		//SD_I_TARGET_SUCK_LEN <- 5 // 模辨给桧陛 瞳击 庄横菟桧朝 彰嫔(x蹴 虽荤)
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| 		//SD_I_TARGET_SUCK_VEL <- 6 // 模辨给桧陛 瞳击 庄横菟桧朝 楼紫
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| 		//local t = 1000;
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| 		local t = obj.sq_getIntData(SKILL_EX_DISASTER, SD_I_TARGET_TIME); // 颤啪? 卫除 (ms 钦嫔)
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| 		
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| 		//print("\n stateTimer:" + stateTimer);
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| 		
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| 		if(stateTimer > (t - 750)) {
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|     		local flag = sq_var.get_vector(1);
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|     		if(!flag) {				
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| 				local iX = obj.getXPos();
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| 				local iY = obj.getYPos();
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| 				local iPX = obj.sq_getAttractAimPosX(iX,iY, false);
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| 				local iPY = obj.sq_getAttractAimPosY(iX,iY, false) + 2;
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| 				
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| 				print("\n posX:" + posX + " posY:" + posY + " aimposX:" + iPX + " aimposY:" + iPY);
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| 
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| 				sq_MoveToNearMovablePos(obj, iPX, iPY, 0, iX, iY, posZ, 200, -1, 3);
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| 				obj.sq_removeAttractAimPointMark();
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| 				sq_var.set_vector(1, 1);
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| 			}
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| 	   }
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| 		
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| 		if(stateTimer > t) {
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| 			if(obj.isMyControlObject()) {
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| 				obj.sq_IntVectClear();
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| 				obj.sq_IntVectPush(S_DISASTER_3);
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| 				obj.sq_IntVectPush(obj.getDirection()); // substate撮?
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| 				obj.sq_addSetStatePacket(STATE_EX_DISASTER, STATE_PRIORITY_IGNORE_FORCE, true);
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| 			}
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| 		}
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|     
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|     }	
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|     else if(substate == S_DISASTER_3) {
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| 		if(frmIndex >= 5) {
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|     		local flag = sq_var.get_vector(0);
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|     		if(!flag) {
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| 				if(obj.isMyControlObject()) {
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| 				
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| 					//SD_I_DAMAGE_INC <- 0 // 学葆? 鼻鹧橾 阳, 等嘐虽 隶?睦
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| 					//SD_I_AWAKENING_INC <- 1 //// 学葆? 鼻鹧橾 阳, 学葆? 虽楼卫除 隶陛,ms 钦嫔
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| 					
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| 					local attack_rate = 1.0;
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| 					if(isAvengerAwakenning(obj)) {
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| 						local inc = obj.sq_getIntData(SKILL_EX_DISASTER, SD_I_DAMAGE_INC); // 颤啃暧 X蹴 桧翕卫除
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| 						local inc_rate = inc.tofloat() / 100.0;
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| 						attack_rate += inc_rate;
 | ||
| 					}
 | ||
| 					
 | ||
| 					local bonus_rate = obj.sq_getBonusRateWithPassive(SKILL_EX_DISASTER, STATE_EX_DISASTER, 1, attack_rate);
 | ||
| 					
 | ||
| 					obj.sq_binaryData_startWrite();
 | ||
| 					obj.sq_binaryData_writeDword(bonus_rate);
 | ||
| 					obj.sq_p00_sendCreatePassiveObjectPacket(24109, 0, 0, 0, 0); // ?嫦
 | ||
| 				}
 | ||
| 				
 | ||
| 				
 | ||
| 				if(isAvengerAwakenning(obj)) {
 | ||
| 					//local particleCreater = sq_var.GetparticleCreaterMap("GuillotineSub", "PassiveObject/Character/Thief/Particle/GuillotineSub.ptl", obj);
 | ||
| 					local particleCreater = sq_var.GetparticleCreaterMap("GuillotineSub6", "Character/Priest/Effect/Particle/DisasterStonsSmall.ptl", obj);
 | ||
| 					particleCreater.Restart(0);
 | ||
| 					//local dstX = sq_GetDistancePos(posX, obj.getDirection(), -20);				
 | ||
| 					particleCreater.SetPos(posX, posY, posZ);
 | ||
| 					sq_AddParticleObject(obj, particleCreater);
 | ||
| 					
 | ||
| 					obj.sq_PlaySound("PR_DGUARDIAN_DISASTER"); // 学葆? 渗褐 ? 葆虽虞 阶缣 睡??貊 廓偃舰阳 尔桧蝶
 | ||
| 				}
 | ||
| 				else {				
 | ||
| 					obj.sq_PlaySound("PR_DISASTER"); // 葆虽虞 阶缣 睡??貊 廓偃舰阳 尔桧蝶
 | ||
| 				}
 | ||
| 				
 | ||
| 				local fScreen = sq_flashScreen(obj,0,320,320,200, sq_RGB(0,0,0), GRAPHICEFFECT_NONE, ENUM_DRAWLAYER_BOTTOM);
 | ||
| 
 | ||
| 				obj.sq_setShake(obj, 6, 320);
 | ||
| 
 | ||
| 				obj.sq_removeAttractAimPointMark();
 | ||
| 				sq_var.set_vector(0, 1);
 | ||
| 			}
 | ||
| 		}
 | ||
|     
 | ||
|     }	
 | ||
|     else if(substate == S_DISASTER_4) {
 | ||
|     }	
 | ||
|     
 | ||
|     
 | ||
|     
 | ||
|     if(substate == S_DISASTER_4) {
 | ||
| 		if(frmIndex >= 4) {
 | ||
|     		local flag = sq_var.get_vector(0);
 | ||
|     		if(!flag) {
 | ||
| 				local appendage = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, SKILL_EX_DISASTER, true, "Appendage/Character/ap_avenger_effect.nut", true);
 | ||
| 				sq_var.set_vector(0, 1);
 | ||
| 			}
 | ||
| 	   }
 | ||
|     }
 | ||
|     
 | ||
| 	
 | ||
| }
 | ||
| 
 | ||
| // 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_DisasterEx(obj)
 | ||
| {
 | ||
| 	if(!obj) return;
 | ||
| 	local pAni = obj.sq_getCurrentAni();
 | ||
| 	local bEnd = obj.sq_ani_IsEnd(pAni);
 | ||
|     local frmIndex = obj.sq_ani_GetCurrentFrameIndex(pAni);
 | ||
| 	local sq_var = obj.getVar();
 | ||
| 	//
 | ||
| 
 | ||
|     local subState = obj.getSkillSubState();
 | ||
|         
 | ||
|     if(subState == S_DISASTER_1) {
 | ||
|     }
 | ||
|     else if(subState == S_DISASTER_2) {
 | ||
|     }
 | ||
|     else if(subState == S_DISASTER_3) {
 | ||
|     }
 | ||
|     
 | ||
| 
 | ||
| 	if(bEnd) {
 | ||
| 	    if(subState == S_DISASTER_0) {
 | ||
| 			obj.sq_IntVectClear();
 | ||
| 			obj.sq_IntVectPush(S_DISASTER_1);
 | ||
| 			obj.sq_IntVectPush(obj.getDirection()); // substate撮?
 | ||
| 			obj.sq_addSetStatePacket(STATE_EX_DISASTER, STATE_PRIORITY_IGNORE_FORCE, true);
 | ||
| 	    }
 | ||
| 	    else if(subState == S_DISASTER_1) {
 | ||
| 			obj.sq_IntVectClear();
 | ||
| 			obj.sq_IntVectPush(S_DISASTER_2);
 | ||
| 			obj.sq_IntVectPush(obj.getDirection()); // substate撮?
 | ||
| 			obj.sq_addSetStatePacket(STATE_EX_DISASTER, STATE_PRIORITY_IGNORE_FORCE, true);
 | ||
| 	    }
 | ||
| 	    else if(subState == S_DISASTER_2) {
 | ||
| 	    }
 | ||
| 	    else if(subState == S_DISASTER_3) {
 | ||
| 			obj.sq_IntVectClear();
 | ||
| 			obj.sq_IntVectPush(S_DISASTER_4);
 | ||
| 			obj.sq_IntVectPush(obj.getDirection()); // substate撮?
 | ||
| 			obj.sq_addSetStatePacket(STATE_EX_DISASTER, STATE_PRIORITY_IGNORE_FORCE, true);
 | ||
| 	    }
 | ||
| 	    else if(subState == S_DISASTER_4) {
 | ||
| 			obj.sq_addSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false);
 | ||
| 	    }
 | ||
| 	}
 | ||
| }
 | ||
| 
 | ||
| // state谦猿谛 翕卫缣 ?廓 ?轿肾朝 ?热殓栖棻. oldstate陛 谦猿肾朝 state殓栖棻. 鼠树陛 嫦饵胀匙桧 毡剪釭 谦猿籀葬腆匙桧 毡棻贼 桧够缣怃 籀葬?栖棻.
 | ||
| function onEndState_DisasterEx(obj, new_state)
 | ||
| {
 | ||
| 	if(!obj) return;
 | ||
| 	if(new_state != STATE_EX_DISASTER) {
 | ||
| 		obj.sq_removeAttractAimPointMark();
 | ||
| 	}
 | ||
| 	obj.stopSound(7575);
 | ||
| }
 | ||
| 
 | ||
| // onAttack 属寥?热 殓栖棻
 | ||
| function onAttack_DisasterEx(obj, damager, boundingBox)
 | ||
| {
 | ||
| 	
 | ||
| }
 | ||
| 
 | ||
| // onAfterAttack 属寥?热 殓栖棻
 | ||
| function onAfterAttack_DisasterEx(obj, damager, boundingBox)
 | ||
| {
 | ||
| 	
 | ||
| }
 | ||
| 
 | ||
| // onBeforeDamage 属寥?热 殓栖棻
 | ||
| function onBeforeDamage_DisasterEx(obj, attacker, boundingBox)
 | ||
| {
 | ||
| 	
 | ||
| }
 | ||
| 
 | ||
| // onDamage 属寥?热 殓栖棻
 | ||
| function onDamage_DisasterEx(obj, attacker, boundingBox)
 | ||
| {
 | ||
| 	
 | ||
| }
 | ||
| 
 | ||
| // onAfterDamage 属寥?热 殓栖棻
 | ||
| function onAfterDamage_DisasterEx(obj, attacker, boundingBox)
 | ||
| {
 | ||
| 	
 | ||
| }
 | ||
| 
 | ||
| function getScrollBasisPos_DisasterEx(obj)
 | ||
| {
 | ||
| 	if(!obj) return;
 | ||
| 	
 | ||
| 	local substate = obj.getSkillSubState();
 | ||
| 
 | ||
| 	if(substate == S_DISASTER_2 || substate == S_DISASTER_1) {
 | ||
| 		if(obj.isMyControlObject()) {
 | ||
| 			local iX = obj.getXPos();
 | ||
| 			local iY = obj.getYPos();
 | ||
| 			local iPX = obj.sq_getAttractAimPosX(iX,iY, false);
 | ||
| 			local iPY = obj.sq_getAttractAimPosY(iX,iY, false);
 | ||
| 			obj.sq_SetCameraScrollPosition(iPX, iPY, 0);
 | ||
| 			return true;
 | ||
| 		}
 | ||
| 	}
 | ||
| 	
 | ||
| 	return false;
 | ||
| }
 | ||
|  |