581 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			581 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
| /*
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| 文件名:Sawblade.nut
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| 路径:character/ATGunner/Ranger/Sawblade.nut
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| 创建日期:2022-09-09	19:17
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| 文件用途:技能-枪刃改良(女漫游二觉被动)
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| */
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| if (!getroottable().rawin("ATGunner_Sawblade_Skill")) ATGunner_Sawblade_Skill <- {}
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| 
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| 
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| function Sawblade_PassiveSkill(obj, Index, Level) {
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|     //Sout("被动技能触发");
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| }
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| 
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| 
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| if (getroottable().rawin("ProcPassiveSkill_ATGunner_Table"))
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|     ProcPassiveSkill_ATGunner_Table.rawset(235, Sawblade_PassiveSkill);
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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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| 
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| 
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| 
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| {
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|     function ProcAppend_Sawblade_6(obj) {
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|         if (sq_GetSkillLevel(obj, 235) < 1) return;
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|         local CoolTime = obj.sq_GetIntData(235, 0);
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|         local CoolTimer = TimeSTL("SawbladeCoolTime_DC", CoolTime);
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|         //   按键C  高度小于100 高度大于10(判断是否已经跳起来了)   冷却未开始计算 或者 不处于冷却状态
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|         if (KeyPress.isKeyPress(5) && obj.getZPos() <= 100 && obj.getZPos() >= 10 && (CoolTimer.Get() == false || CoolTimer.Get() == CoolTime)) {
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|             local pIntVec = sq_GetGlobalIntVector();
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|             sq_IntVectorClear(pIntVec);
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|             sq_IntVectorPush(pIntVec, 67);
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|             sq_IntVectorPush(pIntVec, 67);
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|             obj.addSetStatePacket(13, pIntVec, STATE_PRIORITY_USER, false, "");
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|             CoolTimer.Reset();
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|             CoolTimer.Start();
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|         }
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|         CoolTime = obj.sq_GetIntData(235, 1);
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|         CoolTimer = TimeSTL("SawbladeCoolTime_KZ", CoolTime);
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|         //  空中Z
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|         if (KeyPress.isKeyPress(6) && obj.getZPos() >= 20 && (CoolTimer.Get() == false || CoolTimer.Get() == CoolTime)) {
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|             local pIntVec = sq_GetGlobalIntVector();
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|             sq_IntVectorClear(pIntVec);
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|             sq_IntVectorPush(pIntVec, 69);
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|             sq_IntVectorPush(pIntVec, 69);
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|             obj.addSetStatePacket(13, pIntVec, STATE_PRIORITY_USER, false, "");
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|             CoolTimer.Reset();
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|             CoolTimer.Start();
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|         }
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|     }
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| 
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|     //6号状态 枪刃改良proc声明
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|     if (getroottable().rawin("procAppend_ATGunner_Table"))
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|         System.InsertArrayInTable(procAppend_ATGunner_Table, 6, "Sawblade", ProcAppend_Sawblade_6);
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| }
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| 
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| 
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| 
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| {
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|     function ProcAppend_Sawblade_15(obj) {
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|         if (sq_GetSkillLevel(obj, 235) < 1) return;
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|         local CoolTime = obj.sq_GetIntData(235, 2);
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|         local CoolTimer = TimeSTL("SawbladeCoolTime_HC", CoolTime);
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|         //   按键C  高度小于100 高度大于10(判断是否已经跳起来了)   冷却未开始计算 或者 不处于冷却状态
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|         if (KeyPress.isKeyPress(6) && (CoolTimer.Get() == false || CoolTimer.Get() == CoolTime)) {
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|             local pIntVec = sq_GetGlobalIntVector();
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|             sq_IntVectorClear(pIntVec);
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|             sq_IntVectorPush(pIntVec, 68);
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|             sq_IntVectorPush(pIntVec, 68);
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|             obj.addSetStatePacket(13, pIntVec, STATE_PRIORITY_USER, false, "");
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|             CoolTimer.Reset();
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|             CoolTimer.Start();
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|         }
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|     }
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| 
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|     //15号状态 枪刃改良proc声明
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|     if (getroottable().rawin("procAppend_ATGunner_Table"))
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|         System.InsertArrayInTable(procAppend_ATGunner_Table, 15, "Sawblade", ProcAppend_Sawblade_15);
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| }
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| 
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| 
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| {
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|     function ProcAppend_Sawblade_19(obj) {
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|         if (sq_GetSkillLevel(obj, 235) < 1) return;
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|         local CoolTime = obj.sq_GetIntData(235, 3);
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|         local CoolTimer = TimeSTL("SawbladeCoolTime_LQ", CoolTime);
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|         //   按键C  高度小于100 高度大于10(判断是否已经跳起来了)   冷却未开始计算 或者 不处于冷却状态
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|         if (KeyPress.isKeyPress(6) && (CoolTimer.Get() == false || CoolTimer.Get() == CoolTime)) {
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|             local pIntVec = sq_GetGlobalIntVector();
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|             sq_IntVectorClear(pIntVec);
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|             sq_IntVectorPush(pIntVec, 70);
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|             sq_IntVectorPush(pIntVec, 70);
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|             obj.addSetStatePacket(13, pIntVec, STATE_PRIORITY_USER, false, "");
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|             CoolTimer.Reset();
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|             CoolTimer.Start();
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|         }
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|     }
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| 
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|     //19号状态 枪刃改良proc声明
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|     if (getroottable().rawin("procAppend_ATGunner_Table"))
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|         System.InsertArrayInTable(procAppend_ATGunner_Table, 19, "Sawblade", ProcAppend_Sawblade_19);
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| }
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| 
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| 
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| {
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|     function ProcAppend_Sawblade_13(obj) {
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| 
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|         local pAni = obj.sq_GetCurrentAni(); //当前播放的Ani
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|         local currentT = sq_GetCurrentTime(pAni); //Ani的当前时间
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|         local fireT = pAni.getDelaySum(false); //总时间
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|         local srcX = ATGunner_Sawblade_Skill["Xpos"]; // X的起始位置
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|         local srcZ = ATGunner_Sawblade_Skill["Zpos"]; // Z的起始位置
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| 
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|         { //双C
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|             if (Chr_State_Table[0] == 67 && Chr_State_Table[1] == 67) {
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|                 local vz = sq_GetAccel(0, 100, currentT, 300, true);
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|                 local vx = GameC.getQuadraticFunction(obj, 0 + sq_GetAccel(0, 36, currentT, 300, true), 240, 100).tointeger();
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|                 //local vz = getQuadraticFunction(obj, 0 + ccz, 40, 100).tointeger();
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|                 local dstX = srcX + sq_GetDistancePos(0, obj.getDirection(), vx); //这是要 X 位移随时变动的值
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|                 if (obj.isMovablePos(dstX, obj.getYPos())) sq_setCurrentAxisPos(obj, 0, dstX); //这是判断这个值能不能到达 也就是会不会卡墙里  不会 在进行位移
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|                 sq_setCurrentAxisPos(obj, 2, srcZ + vz); //这是位移Z轴
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|             }
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|         }
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| 
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|         { //空Z
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|             if (Chr_State_Table[0] == 691 && Chr_State_Table[1] == 691 /*&& ccc.getInt(0) == 1*/ ) {
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|                 local Zpos = srcZ;
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|                 local MoveX = Zpos; //移动多少x距离
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|                 local MoveZ = Zpos; //移动多少Z距离
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|                 local v = sq_GetUniformVelocity(0, MoveX, currentT, Zpos);
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|                 local v2 = sq_GetUniformVelocity(0, MoveZ, currentT, Zpos);
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|                 local dstX = sq_GetDistancePos(srcX, obj.getDirection(), v);
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|                 local dstZ = sq_GetDistancePos(Zpos, 0, v2);
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|                 if (obj.isMovablePos(dstX, obj.getYPos())) sq_setCurrentAxisPos(obj, 0, dstX); //设置当前x坐标
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|                 sq_setCurrentAxisPos(obj, 2, dstZ); //设置当前z坐标
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|                 if (obj.getZPos() <= 1) {
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|                     local frame = sq_GetAnimationFrameIndex(pAni);
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|                     switch (frame) {
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|                         case 0:
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|                             pAni.setCurrentFrameWithChildLayer(1);
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|                             break;
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|                         case 1:
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|                             return;
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|                             break;
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|                         default:
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|                             return;
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|                             break;
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|                     }
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|                 }
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|             }
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|         }
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| 
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|         { //滑铲
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|             local MoveXPos = 50;
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|             //滑铲抬手
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|             if (Chr_State_Table[0] == 68 && Chr_State_Table[1] == 68) {
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|                 local MoveX = MoveXPos; //移动多少x距离
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|                 local v = sq_GetUniformVelocity(0, MoveX, currentT, fireT); //计算平均移动值
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|                 local dstX = sq_GetDistancePos(srcX, obj.getDirection(), v); //计算出的X坐标
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|                 if (obj.isMovablePos(dstX, obj.getYPos())) sq_setCurrentAxisPos(obj, 0, dstX); //设置当前x坐标
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|             }
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|             //滑铲冲刺
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|             if (Chr_State_Table[0] == 681 && Chr_State_Table[1] == 681) {
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|                 local MoveX = MoveXPos * 4; //移动多少x距离
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|                 local v = sq_GetUniformVelocity(0, MoveX, currentT, fireT); //计算平均移动值
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|                 local dstX = sq_GetDistancePos(srcX, obj.getDirection(), v); //计算出的X坐标
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|                 if (obj.isMovablePos(dstX, obj.getYPos())) sq_setCurrentAxisPos(obj, 0, dstX); //设置当前x坐标
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|             }
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|         }
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| 
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|         { //拉起
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|             if (Chr_State_Table[0] == 701 && Chr_State_Table[1] == 701) {
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| 
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|                 local MoveZ = 80; //移动多少Z距离
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|                 local v2 = sq_GetUniformVelocity(0, MoveZ, currentT, fireT);
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|                 //local dstZ = sq_GetDistancePos(srcZ, 0, v2);
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|                 sq_setCurrentAxisPos(obj, 2, v2); //设置当前z坐标
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|             }
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|         }
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|     }
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| 
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|     //13号状态 枪刃改良proc声明
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|     if (getroottable().rawin("procAppend_ATGunner_Table"))
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|         System.InsertArrayInTable(procAppend_ATGunner_Table, 13, "Sawblade", ProcAppend_Sawblade_13);
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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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|     //设置状态时
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|     function onSetState_Sawblade(obj, state, datas, isResetTimer) {
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|         ATGunner_Sawblade_Skill.rawset("Zpos", obj.getZPos());
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|         ATGunner_Sawblade_Skill.rawset("Xpos", obj.getXPos());
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| 
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|         //双C
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|         {
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|             if (Chr_State_Table[0] == 67 && Chr_State_Table[1] == 67) {
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|                 obj.sq_SetCurrentAnimation(104);
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|                 obj.sq_SetStaticSpeedInfo(SPEED_TYPE_ATTACK_SPEED, SPEED_TYPE_ATTACK_SPEED, SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, 1.0, 1.0);
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| 
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|             }
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|         }
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| 
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|         //空Z
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|         {
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|             //如果子状态为设定的69号状态 空中z抬手
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|             if (Chr_State_Table[0] == 69 && Chr_State_Table[1] == 69) {
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|                 //设定ani
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|                 obj.sq_SetCurrentAnimation(109);
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|                 obj.sq_SetStaticSpeedInfo(SPEED_TYPE_ATTACK_SPEED, SPEED_TYPE_ATTACK_SPEED, SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, 6.0, 6.0);
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|             }
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|             //空中z 下落
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|             if (Chr_State_Table[0] == 691 && Chr_State_Table[1] == 691) {
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|                 //设定ani
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|                 obj.sq_SetCurrentAnimation(110);
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|                 obj.sq_SetStaticSpeedInfo(SPEED_TYPE_ATTACK_SPEED, SPEED_TYPE_ATTACK_SPEED, SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, 1.5, 1.5);
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|                 obj.sq_SetCurrentAttackInfo(27);
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|             }
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|         }
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| 
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|         { //滑铲
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|             //滑铲起手
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|             if (Chr_State_Table[0] == 68 && Chr_State_Table[1] == 68) {
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| 
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|                 obj.sq_SetCurrentAnimation(105);
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|                 obj.sq_SetStaticSpeedInfo(SPEED_TYPE_ATTACK_SPEED, SPEED_TYPE_ATTACK_SPEED, SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, 1.0, 1.0);
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| 
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|             }
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|             //滑铲冲刺
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|             if (Chr_State_Table[0] == 681 && Chr_State_Table[1] == 681) {
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|                 obj.sq_SetCurrentAnimation(106);
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|                 obj.sq_SetStaticSpeedInfo(SPEED_TYPE_MOVE_SPEED, SPEED_TYPE_MOVE_SPEED, SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, 2.1, 2.1);
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|                 obj.sq_SetCurrentAttackInfo(26);
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|             }
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|         }
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| 
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|         { //拉起
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|             //拉起第一段
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|             if (Chr_State_Table[0] == 70 && Chr_State_Table[1] == 70) {
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|                 //设定ani
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|                 obj.sq_SetCurrentAnimation(107);
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|                 obj.sq_SetStaticSpeedInfo(SPEED_TYPE_ATTACK_SPEED, SPEED_TYPE_ATTACK_SPEED, SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, 1.0, 1.0);
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|             }
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|             //拉起第二段
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|             if (Chr_State_Table[0] == 701 && Chr_State_Table[1] == 701) {
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|                 //设定ani
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|                 obj.sq_SetCurrentAnimation(108);
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|                 obj.sq_SetStaticSpeedInfo(SPEED_TYPE_ATTACK_SPEED, SPEED_TYPE_ATTACK_SPEED, SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, 1.0, 1.0);
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|                 obj.sq_SetCurrentAttackInfo(28);
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|             }
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|         }
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|     }
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| 
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|     //13号状态 枪刃改良proc声明
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|     if (getroottable().rawin("onSetState_ATGunner13State_Table"))
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|         onSetState_ATGunner13State_Table.rawset("Sawblade", onSetState_Sawblade);
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| }
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| 
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| 
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| //多重爆头
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| {
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|     function setState_Sawblade_multiheadshot(obj, state, datas, isResetTimer) {
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| 
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| 
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|         if (Chr_State_Table[1] == 1) {
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|             local ShootDct = Chr_State_Table[2];
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|             if (obj.getDirection() == 0) {
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|                 if (ShootDct == 0) ShootDct = 1;
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|                 else if (ShootDct == 1) ShootDct = 0;
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|             }
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|             local montab = GameC.findRoundNearAllEnemyRect(obj, 340, 80, ShootDct);
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|             if (montab.len() > 0) {
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|                 local AtkRate = obj.sq_GetLevelData(72, 0, sq_GetSkillLevel(obj, 72));
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|                 local ap = sq_getNewAttackInfoPacket();
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|                 ap.hitStunTimeAttackerDamager = 600; //僵直时间
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|                 ap.powerRate = AtkRate; //百分比
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|                 ap.useWeapon = true; //是否吃武器伤害
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|                 ap.eType = ATTACKTYPE_PHYSICAL; //攻击类型 魔法还是物理
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|                 ap.backForce = 50; //推开距离
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|                 ap.upForce = 50; //打击高度
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| 
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|                 //local ballCount = obj.getMyPassiveObjectCount(24233);
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|                 //local magicBall = obj.getMyPassiveObject(24233, i)
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|                 foreach(Object in montab) {
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|                     sq_SendHitObjectPacketByAttackInfo(obj, Object, ap); //以新的攻击包发送攻击
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|                     //sq_SendHitObjectPacket(obj, Object, 0, 0, sq_GetObjectHeight(Object) / 2);
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|                 }
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|             }
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|         }
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|     }
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|     //13号状态 枪刃改良proc声明
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|     if (getroottable().rawin("setState_ATGunner_Table"))
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|         System.InsertArrayInTable(setState_ATGunner_Table, 37, "Sawblade", setState_Sawblade_multiheadshot);
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| 
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| }
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| 
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| 
 | |
| //走射
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| {
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|     //ATGunner_Sawblade_Skill.rawset("shoot", 0);
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| 
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|     function ProcAppend_Sawblade_walkshoot(obj) {
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|         //GameC.DestroyPassiveObject(obj,22001);
 | |
|         /*
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|         if ((obj.isCurrentCutomAniIndex(28) || obj.isCurrentCutomAniIndex(29) || obj.isCurrentCutomAniIndex(30))) {
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|             if (ATGunner_Sawblade_Skill["shoot"] == 0) {
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|                 local DamageRate = obj.sq_GetBonusRateWithPassive(15, 27, 0, 1.0);
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|                 obj.sq_StartWrite(); //开始写入
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|                 obj.sq_WriteDword(671); //写入  4  字节数                            技能ID
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|                 //obj.sq_WriteDword(WeaponType); //写入  4  字节数                            武器类型
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|                 //obj.sq_WriteDword(flagIndex); //写入  4  字节数                            关键帧
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|                 obj.sq_WriteDword(DamageRate); //写入  4  字节数                            伤害率
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|                 obj.sq_SendCreatePassiveObjectPacket(24371, 0, 0, -10, 20);
 | |
| 
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|                 ATGunner_Sawblade_Skill.rawset("shoot", 1);
 | |
|             }
 | |
|         } else if ((obj.isCurrentCutomAniIndex(31) || obj.isCurrentCutomAniIndex(32) || obj.isCurrentCutomAniIndex(33))) {
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|             if (ATGunner_Sawblade_Skill["shoot"] == 0) {
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|                 local DamageRate = obj.sq_GetBonusRateWithPassive(15, 27, 0, 1.0);
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|                 obj.sq_StartWrite(); //开始写入
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|                 obj.sq_WriteDword(671); //写入  4  字节数                            技能ID
 | |
|                 //obj.sq_WriteDword(WeaponType); //写入  4  字节数                            武器类型
 | |
|                 //obj.sq_WriteDword(flagIndex); //写入  4  字节数                            关键帧
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|                 obj.sq_WriteDword(DamageRate); //写入  4  字节数                            伤害率
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|                 obj.sq_SendCreatePassiveObjectPacket(24371, 0, 0, 10, 20);
 | |
| 
 | |
|                 ATGunner_Sawblade_Skill.rawset("shoot", 1);
 | |
|             }
 | |
|         } else {
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|             ATGunner_Sawblade_Skill.rawset("shoot", 0);
 | |
|         }
 | |
|         */
 | |
|     }
 | |
|     //27号状态 枪刃改良proc声明
 | |
|     if (getroottable().rawin("procAppend_ATGunner_Table"))
 | |
|         System.InsertArrayInTable(procAppend_ATGunner_Table, 27, "Sawblade", ProcAppend_Sawblade_walkshoot);
 | |
| 
 | |
| }
 | |
| 
 | |
| 
 | |
| //动画结束时
 | |
| {
 | |
|     function onEndCurrentAni_Sawblade(obj) {
 | |
| 
 | |
|         { //双C的结束
 | |
|             if (Chr_State_Table[0] == 67 && Chr_State_Table[1] == 67) {
 | |
|                 local pIntVec = sq_GetGlobalIntVector();
 | |
|                 sq_IntVectorClear(pIntVec);
 | |
|                 sq_IntVectorPush(pIntVec, 1);
 | |
|                 sq_IntVectorPush(pIntVec, 0);
 | |
|                 sq_IntVectorPush(pIntVec, 1);
 | |
|                 obj.addSetStatePacket(6, pIntVec, STATE_PRIORITY_USER, false, "");
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         { //空Z
 | |
|             if (Chr_State_Table[0] == 69 && Chr_State_Table[1] == 69) {
 | |
|                 local pIntVec = sq_GetGlobalIntVector();
 | |
|                 sq_IntVectorClear(pIntVec);
 | |
|                 sq_IntVectorPush(pIntVec, 691);
 | |
|                 sq_IntVectorPush(pIntVec, 691);
 | |
|                 obj.addSetStatePacket(13, pIntVec, STATE_PRIORITY_USER, false, "");
 | |
|             }
 | |
| 
 | |
|             if (Chr_State_Table[0] == 691 && Chr_State_Table[1] == 691) {
 | |
|                 local pIntVec = sq_GetGlobalIntVector();
 | |
|                 sq_IntVectorClear(pIntVec);
 | |
|                 sq_IntVectorPush(pIntVec, 0);
 | |
|                 sq_IntVectorPush(pIntVec, 0);
 | |
|                 sq_IntVectorPush(pIntVec, 0);
 | |
|                 obj.addSetStatePacket(0, pIntVec, STATE_PRIORITY_USER, false, "");
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         { //滑铲
 | |
|             if (Chr_State_Table[0] == 68 && Chr_State_Table[1] == 68) {
 | |
|                 local pIntVec = sq_GetGlobalIntVector();
 | |
|                 sq_IntVectorClear(pIntVec);
 | |
|                 sq_IntVectorPush(pIntVec, 681);
 | |
|                 sq_IntVectorPush(pIntVec, 681);
 | |
|                 obj.addSetStatePacket(13, pIntVec, STATE_PRIORITY_USER, false, "");
 | |
|             }
 | |
| 
 | |
|             if (Chr_State_Table[0] == 681 && Chr_State_Table[1] == 681) {
 | |
|                 local pIntVec = sq_GetGlobalIntVector();
 | |
|                 sq_IntVectorClear(pIntVec);
 | |
|                 sq_IntVectorPush(pIntVec, 0);
 | |
|                 sq_IntVectorPush(pIntVec, 0);
 | |
|                 sq_IntVectorPush(pIntVec, 0);
 | |
|                 obj.addSetStatePacket(0, pIntVec, STATE_PRIORITY_USER, false, "");
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         { //拉起
 | |
|             if (Chr_State_Table[0] == 70 && Chr_State_Table[1] == 70) {
 | |
|                 local pIntVec = sq_GetGlobalIntVector();
 | |
|                 sq_IntVectorClear(pIntVec);
 | |
|                 sq_IntVectorPush(pIntVec, 701);
 | |
|                 sq_IntVectorPush(pIntVec, 701);
 | |
|                 obj.addSetStatePacket(13, pIntVec, STATE_PRIORITY_USER, false, "");
 | |
|             }
 | |
| 
 | |
|             if (Chr_State_Table[0] == 701 && Chr_State_Table[1] == 701) {
 | |
|                 local pIntVec = sq_GetGlobalIntVector();
 | |
|                 sq_IntVectorClear(pIntVec);
 | |
|                 sq_IntVectorPush(pIntVec, 1);
 | |
|                 sq_IntVectorPush(pIntVec, 0);
 | |
|                 sq_IntVectorPush(pIntVec, 200);
 | |
|                 obj.addSetStatePacket(6, pIntVec, STATE_PRIORITY_USER, false, "");
 | |
|             }
 | |
|         }
 | |
|     }
 | |
|     if (getroottable().rawin("onEndCurrentAni_ATGunner13State_Table"))
 | |
|         onEndCurrentAni_ATGunner13State_Table.rawset("Sawblade", onEndCurrentAni_Sawblade);
 | |
| }
 | |
| 
 | |
| 
 | |
| 
 | |
| //关键帧时
 | |
| {
 | |
|     function onKeyFrameFlag_Sawblade(obj, flagIndex) {
 | |
|         local WeaponType = obj.getWeaponSubType();
 | |
|         local DamageRate = obj.sq_GetBonusRateWithPassive(235, 13, 0, 3.0);
 | |
|         //0左轮 1自动手枪 2步枪 3手炮 4手弩
 | |
|         obj.sq_StartWrite(); //开始写入
 | |
|         obj.sq_WriteDword(670); //写入  4  字节数                            技能ID
 | |
|         obj.sq_WriteDword(WeaponType); //写入  4  字节数                            武器类型
 | |
|         obj.sq_WriteDword(flagIndex); //写入  4  字节数                            关键帧
 | |
|         obj.sq_WriteDword(DamageRate); //写入  4  字节数                            伤害率
 | |
|         obj.sq_SendCreatePassiveObjectPacket(24371, 0, 40, 0, 20);
 | |
| 
 | |
|         obj.sq_StartWrite(); //开始写入
 | |
|         obj.sq_WriteDword(670); //写入  4  字节数                            技能ID
 | |
|         obj.sq_WriteDword(WeaponType); //写入  4  字节数                            武器类型
 | |
|         obj.sq_WriteDword(flagIndex); //写入  4  字节数                            关键帧
 | |
|         obj.sq_WriteDword(DamageRate); //写入  4  字节数                            伤害率
 | |
|         obj.sq_SendCreatePassiveObjectPacket(24371, 0, 70, 0, 40);
 | |
| 
 | |
|         if (WeaponType != 3 && WeaponType != 4) {
 | |
|             obj.sq_StartWrite(); //开始写入
 | |
|             obj.sq_WriteDword(670); //写入  4  字节数                            技能ID
 | |
|             obj.sq_WriteDword(8); //写入  4  字节数                            武器类型
 | |
|             obj.sq_WriteDword(flagIndex); //写入  4  字节数                            关键帧
 | |
|             obj.sq_WriteDword(DamageRate); //写入  4  字节数                            伤害率
 | |
|             obj.sq_SendCreatePassiveObjectPacket(24371, 0, 40, 0, 50);
 | |
| 
 | |
|             obj.sq_StartWrite(); //开始写入
 | |
|             obj.sq_WriteDword(670); //写入  4  字节数                            技能ID
 | |
|             obj.sq_WriteDword(8); //写入  4  字节数                            武器类型
 | |
|             obj.sq_WriteDword(flagIndex); //写入  4  字节数                            关键帧
 | |
|             obj.sq_WriteDword(DamageRate); //写入  4  字节数                            伤害率
 | |
|             obj.sq_SendCreatePassiveObjectPacket(24371, 0, 70, 0, 70);
 | |
|         }
 | |
|     }
 | |
|     if (getroottable().rawin("onKeyFrameFlag_ATGunner13State_Table"))
 | |
|         onKeyFrameFlag_ATGunner13State_Table.rawset("Sawblade", onKeyFrameFlag_Sawblade);
 | |
| }
 | |
| 
 | |
| 
 | |
| 
 | |
| 
 | |
| //特效 设置自定义特效时
 | |
| {
 | |
|     function setCustomData_po_atgunner_Sawblade(obj, receiveData) {
 | |
|         local WeaponType = receiveData.readDword();
 | |
|         obj.getVar("Type").clear_vector();
 | |
|         obj.getVar("Type").push_vector(WeaponType);
 | |
| 
 | |
|         local flagIndex = receiveData.readDword();
 | |
|         local DamageRate = receiveData.readDword();
 | |
| 
 | |
|         local ani;
 | |
|         switch (WeaponType) {
 | |
|             case 0:
 | |
|                 ani = obj.getVar().GetAnimationMap("zuolun", "passiveobject/sqr_po/atgunner/animation/suncha/bulletpistol.ani");
 | |
|                 break;
 | |
|             case 1:
 | |
|                 ani = obj.getVar().GetAnimationMap("buqiang", "passiveobject/sqr_po/atgunner/animation/suncha/bulletmusket.ani");
 | |
|                 break;
 | |
|             case 2:
 | |
|                 ani = obj.getVar().GetAnimationMap("zidong", "passiveobject/sqr_po/atgunner/animation/suncha/bulletautomatic_31439.ani");
 | |
|                 break;
 | |
|             case 3:
 | |
|                 ani = obj.getVar().GetAnimationMap("cannon", "passiveobject/sqr_po/atgunner/animation/suncha/cannon/attack.ani");
 | |
|                 break;
 | |
|             case 4:
 | |
|                 ani = obj.getVar().GetAnimationMap("shounu", "passiveobject/sqr_po/atgunner/animation/suncha/bulletbowgun.ani");
 | |
|                 break;
 | |
|             case 8:
 | |
|                 ani = obj.getVar().GetAnimationMap("EFFCT", "passiveobject/sqr_po/atgunner/animation/suncha/headshotgunner.ani");
 | |
|                 break;
 | |
|             default:
 | |
|                 return;
 | |
|                 break;
 | |
|         }
 | |
| 
 | |
|         switch (flagIndex) {
 | |
|             case 111:
 | |
|                 sq_SetCustomRotate(obj, sq_ToRadian(-80.0));
 | |
|                 break;
 | |
|             case 222:
 | |
|                 sq_SetCustomRotate(obj, sq_ToRadian(-85.0));
 | |
|                 break;
 | |
|             case 333:
 | |
|                 sq_SetCustomRotate(obj, sq_ToRadian(-100.0));
 | |
|                 break;
 | |
|         }
 | |
| 
 | |
|         obj.setCurrentAnimation(ani);
 | |
|         local attackInfo = sq_GetCustomAttackInfo(obj, 0); //设置  特效  使用0号位atk
 | |
|         sq_SetCurrentAttackBonusRate(attackInfo, DamageRate); //给攻击信息设置百分比值
 | |
|         sq_SetCurrentAttackInfo(obj, attackInfo); //设置 当前攻击信息
 | |
| 
 | |
|     }
 | |
|     if (getroottable().rawin("setCustomData_po_atgunner_po_Table"))
 | |
|         setCustomData_po_atgunner_po_Table.rawset(670, setCustomData_po_atgunner_Sawblade);
 | |
| 
 | |
| 
 | |
|     function setCustomData_po_atgunner_Sawblade_walkshoot(obj, receiveData) {
 | |
|         local DamageRate = receiveData.readDword();
 | |
|         local ani = obj.getVar().GetAnimationMap("Sawblade_walkshoot", "passiveobject/sqr_po/atgunner/animation/suncha/walkshootgun.ani");
 | |
| 
 | |
|         obj.setCurrentAnimation(ani);
 | |
|         local attackInfo = sq_GetCustomAttackInfo(obj, 0); //设置  特效  使用0号位atk
 | |
|         sq_SetCurrentAttackBonusRate(attackInfo, DamageRate); //给攻击信息设置百分比值
 | |
|         sq_SetCurrentAttackInfo(obj, attackInfo); //设置 当前攻击信息
 | |
| 
 | |
|     }
 | |
|     if (getroottable().rawin("setCustomData_po_atgunner_po_Table"))
 | |
|         setCustomData_po_atgunner_po_Table.rawset(671, setCustomData_po_atgunner_Sawblade_walkshoot);
 | |
| }
 | |
| 
 | |
| 
 | |
| //特效 Ani播放完成时
 | |
| {
 | |
|     function onEndCurrentAni_po_atgunner_Sawblade(obj) {
 | |
|         sq_SendDestroyPacketPassiveObject(obj);
 | |
|     }
 | |
| 
 | |
|     if (getroottable().rawin("onEndCurrentAni_po_atgunner_po_Table"))
 | |
|         onEndCurrentAni_po_atgunner_po_Table.rawset(670, onEndCurrentAni_po_atgunner_Sawblade);
 | |
| 
 | |
|     if (getroottable().rawin("onEndCurrentAni_po_atgunner_po_Table"))
 | |
|         onEndCurrentAni_po_atgunner_po_Table.rawset(671, onEndCurrentAni_po_atgunner_Sawblade);
 | |
| }
 | |
| 
 | |
| 
 | |
| 
 | |
| //特效 Proc中
 | |
| {
 | |
|     function procAppend_po_atgunner_Sawblade(obj) {
 | |
|         local Type = obj.getVar("Type").get_vector(0);
 | |
| 
 | |
|         if (Type == 3 || Type == 8) return;
 | |
| 
 | |
|         local pAni = obj.getCurrentAnimation();
 | |
|         local index = sq_GetAnimationFrameIndex(pAni);
 | |
| 
 | |
|         local currentT = sq_GetCurrentTime(pAni);
 | |
|         local fireT = pAni.getDelaySum(false); //总时间
 | |
| 
 | |
|         local MoveZ = obj.getZPos(); //移动多少Z距离
 | |
| 
 | |
|         if (MoveZ <= 3) {
 | |
|             sq_SendDestroyPacketPassiveObject(obj);
 | |
|         }
 | |
| 
 | |
| 
 | |
|         local v2 = sq_GetUniformVelocity(MoveZ, 0, currentT, MoveZ * 10);
 | |
|         local dstZ = sq_GetDistancePos(0, -MoveZ, v2);
 | |
| 
 | |
|         sq_setCurrentAxisPos(obj, 2, dstZ); //设置当前z坐标
 | |
| 
 | |
|     }
 | |
|     if (getroottable().rawin("procAppend_po_atgunner_po_Table"))
 | |
|         procAppend_po_atgunner_po_Table.rawset(670, procAppend_po_atgunner_Sawblade);
 | |
| } |