352 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
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			352 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
| 
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| SUB_STATE_WINDPRESS_0	<- 0
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| SUB_STATE_WINDPRESS_1	<- 1
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| SUB_STATE_WINDPRESS_2	<- 2
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| SUB_STATE_WINDPRESS_3	<- 3
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| SUB_STATE_WINDPRESS_4	<- 4
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| 
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| function checkExecutableSkill_WindPress(obj)
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| {
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| 
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| 	if (!obj) return false;
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| 
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| 	local b_useskill = obj.sq_IsUseSkill(SKILL_WINDPRESS);
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| 	
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| 	print("b_useskill : %d" + b_useskill);
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| 
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| 	if (b_useskill) {
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| 		obj.sq_IntVectClear();
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| 		obj.sq_IntVectPush(SUB_STATE_WINDPRESS_0); // substate撮?
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| 		obj.sq_AddSetStatePacket(STATE_WINDPRESS, 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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| function checkCommandEnable_WindPress(obj)
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| {
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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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| 	{
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| 		return obj.sq_IsCommandEnable(SKILL_WINDPRESS); // 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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| 
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| 	return true;
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| 
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| }
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| 
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| function onSetState_WindPress(obj,state,datas,isResetTimer)
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| {
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| 	if (!obj) return;
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| 
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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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| 	
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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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| 	obj.getVar().clear_vector();
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| 	obj.getVar().push_vector(0);
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| 
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| 	obj.getVar().clear_ct_vector();
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| 	obj.getVar().push_ct_vector();	
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| 	local t = obj.getVar().get_ct_vector(0);
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| 	if (t)
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| 	{
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| 		t.Reset();
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| 		t.Start(10000,0);
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| 	}		
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| 	
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| 	print(" onSetState_WindPress");
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| 
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| 	if (substate == SUB_STATE_WINDPRESS_0)
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| 	{
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| 		obj.sq_SetCurrentAnimation(CUSTOM_ANI_WINDPRESS_CAST);
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| 		local pAni = obj.sq_GetCurrentAni();
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| 		
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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_WINDPRESS);
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| 		
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| 		//local castTime = sq_GetCastTime(obj, SKILL_WINDPRESS, skillLevel);
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| 		//local animation = sq_GetCurrentAnimation(obj);
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| 		//local startTime = sq_GetFrameStartTime(animation, 16);
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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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| //
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| 		//sq_StartDrawCastGauge(obj, startTime, true);
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|  		obj.sq_PlaySound("R_CR_WINDPRESS");
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| 		
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| 	}
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| 	else if (substate == SUB_STATE_WINDPRESS_1)
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| 	{
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| 		obj.sq_SetCurrentAnimation(CUSTOM_ANI_WINDPRESS_START);
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|  		obj.sq_PlaySound("WINDPRESS_READY");
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| 	}
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| 	else if (substate == SUB_STATE_WINDPRESS_2)
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| 	{
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| 		if (obj.isMyControlObject())
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| 		{
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| 			sq_flashScreen(obj,0,300,0,100, sq_RGB(0,0,0), GRAPHICEFFECT_NONE, ENUM_DRAWLAYER_BOTTOM);
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| 			obj.sq_SetShake(obj,1,300);
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| 		}
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| 		obj.sq_SetCurrentAnimation(CUSTOM_ANI_WINDPRESS);
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| 		obj.sq_PlaySound("WINDPRESS_BURST", 7571);
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| 	}
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| 	else if (substate == SUB_STATE_WINDPRESS_3)
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| 	{
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| 		obj.sq_SetCurrentAnimation(CUSTOM_ANI_WINDPRESS_END);
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| 	}
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| }
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| 
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| function prepareDraw_WindPress(obj)
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| {
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| 
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| 	if (!obj) return;
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| 
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| }
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| 
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| function onProc_WindPress(obj)
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| {
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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 pAni = obj.sq_GetCurrentAni();
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| 	local frmIndex = obj.sq_GetCurrentFrameIndex(pAni);
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| 	local currentT = sq_GetCurrentTime(pAni);
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| 
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| 	if (substate == SUB_STATE_WINDPRESS_2)
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| 	{
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| 		if (obj.isMyControlObject())
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| 		{
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| 			local skill_level = obj.sq_GetSkillLevel(SKILL_WINDPRESS);
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| 			
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| 			//24355 `Character/Mage/CreatorWindPress.obj`			// 觼葬缣桧搅 : 孺萄?溯蝶
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| 			local passiveobj_cl = obj.sq_GetPassiveObject(24355);
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| 			
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| 			local objectManager = obj.getObjectManager();
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| 			
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| 			if (!objectManager)
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| 				return;
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| 
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| 			local stage = sq_GetObjectManagerStage(obj);
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| 			local control = stage.getMainControl();
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| 			
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| 			if (!control.IsLBDown() || !passiveobj_cl)
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| 			{
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| 				obj.sq_IntVectClear();
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| 				obj.sq_IntVectPush(SUB_STATE_WINDPRESS_3);
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| 				obj.sq_AddSetStatePacket(STATE_WINDPRESS, STATE_PRIORITY_USER, true);
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| 			}
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| 			else 
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| 			{
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| 				local t = obj.getVar().get_ct_vector(0);
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| 
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| 				if (t)
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| 				{
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| 					local currentT = 0;
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| 		
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| 					currentT = t.Get();
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| 
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| 					print(" currentT:" + currentT);
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| 					if (currentT >= 300)
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| 					{
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| 						if (obj.isMyControlObject())
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| 						{
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| 							print(" reset:" + currentT);
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| 							sq_flashScreen(obj,0,300,0,100, sq_RGB(0,0,0), GRAPHICEFFECT_NONE, ENUM_DRAWLAYER_BOTTOM);
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| 							obj.sq_SetShake(obj,1,300);
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| 						}
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| 						t.Reset();
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| 						t.Start(10000,0);
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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 onProcCon_WindPress(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 pAni = obj.sq_GetCurrentAni();
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| 	local frmIndex = obj.sq_GetCurrentFrameIndex(pAni);
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| 	local currentT = sq_GetCurrentTime(pAni);
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| 
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| 	if (substate == SUB_STATE_WINDPRESS_1)
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| 	{
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| 		if (frmIndex >= 2)
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| 		{
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| 			if (!obj.getVar().get_vector(0))
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| 			{
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| 				obj.getVar().set_vector(0, 1);
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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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| //100 // 0.棻钦?? 除问
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| //100 // 1.颤问剪葬
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| //10	// 2. 模赅榆
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| //30 // 3. 颤问陕紫 彰嫔
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| 
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| 				// 0.棻钦?? 除问
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| 				local multiHitTerm = sq_GetIntData(obj, SKILL_WINDPRESS, 0);
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| 				// 1.颤问剪葬
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| 				local targetLen = sq_GetIntData(obj, SKILL_WINDPRESS, 1);
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| 				// 2.模赅榆
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| 				local consume = sq_GetIntData(obj, SKILL_WINDPRESS, 2);
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| 				// 3.颤问陕紫
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| 				local dir = sq_GetIntData(obj, SKILL_WINDPRESS, 3);
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| 				
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| 				// 奢问溘 跷陛热纂 蒙机
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| 				local level = sq_GetSkillLevel(obj, SKILL_CREATORWIND);
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| 
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| 				// 1.奢问溘 跷陛 热纂 (%)
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| 				local addValue = sq_GetLevelData(obj, SKILL_CREATORWIND, SKL_LV_1, level);
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| 				local addRate = addValue.tofloat() / 100.0;
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| 
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| 
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| 				local power =  obj.sq_GetPowerWithPassive(SKILL_WINDPRESS, STATE_STAND, SKL_LV_0, -1,addRate.tofloat());
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| 				
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| 				obj.sq_StartWrite();
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| 				sq_BinaryWriteDword(multiHitTerm);
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| 				sq_BinaryWriteDword(targetLen);
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| 				sq_BinaryWriteDword(consume);
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| 				sq_BinaryWriteDword(dir);
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| 				sq_BinaryWriteDword(power);
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| 				
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| 				local size = 50;				
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| 				local offsetZ = 62;
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| 				local offset = sq_GetDistancePos(0, obj.getDirection(), size);
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| 				sq_SendCreatePassiveObjectPacketPos(obj, 24355, 0, posX + offset, posY - 1, posZ + offsetZ);
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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 onEndCurrentAni_WindPress(obj)
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| {
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| 
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| 	if (!obj) return;
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| 	
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| 	//local pSickleObj = obj.sq_GetPassiveObject(24101); // sickle 
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| 
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| 	local substate = obj.getSkillSubState();
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| 
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| 	if (substate == SUB_STATE_WINDPRESS_0)
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| 	{
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| 		if (obj.isMyControlObject()) {
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| 			obj.sq_IntVectClear();
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| 			obj.sq_IntVectPush(SUB_STATE_WINDPRESS_1);
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| 			obj.sq_AddSetStatePacket(STATE_WINDPRESS, STATE_PRIORITY_USER, true);
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| 		}
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| 	}
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| 	else if (substate == SUB_STATE_WINDPRESS_1)
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| 	{
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| 		if (obj.isMyControlObject()) {
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| 			obj.sq_IntVectClear();
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| 			obj.sq_IntVectPush(SUB_STATE_WINDPRESS_2);
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| 			obj.sq_AddSetStatePacket(STATE_WINDPRESS, STATE_PRIORITY_USER, true);
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| 		}
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| 	}
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| 	else if (substate == SUB_STATE_WINDPRESS_2)
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| 	{
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| 	}
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| 	else if (substate == SUB_STATE_WINDPRESS_3)
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| 	{
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| 		if (obj.isMyControlObject())
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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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| 	else if (substate == SUB_STATE_WINDPRESS_4)
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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 onKeyFrameFlag_WindPress(obj,flagIndex)
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| {
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| 
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| 	if (!obj) return false;
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| 
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| 	return true;
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| 
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| }
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| 
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| function onEndState_WindPress(obj,new_state)
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| {
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| 
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| 	if (!obj) return;
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| 
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| 	obj.stopSound(7571);
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| 	sq_EndDrawCastGauge(obj);
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| }
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| 
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| function onAfterSetState_WindPress(obj,state,datas,isResetTimer)
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| {
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| 
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| 	if (!obj) return;
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| 
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| }
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| 
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| function onBeforeAttack_WindPress(obj,damager,boundingBox,isStuck)
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| {
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| 
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| 	if (!obj) return;
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| 
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| }
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| 
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| function onAttack_WindPress(obj,damager,boundingBox,isStuck)
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| {
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| 
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| 	if (!obj) return;
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| 
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| }
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| 
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| function onAfterAttack_WindPress(obj,damager,boundingBox,isStuck)
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| {
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| 
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| 	if (!obj) return 0;
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| 
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| 	return 1;
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| 
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| }
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| 
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| function onBeforeDamage_WindPress(obj,attacker,boundingBox,isStuck)
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| {
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| 
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| 	if (!obj) return;
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| 
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| }
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| 
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| function onDamage_WindPress(obj,attacker,boundingBox)
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| {
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| 
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| 	if (!obj) return;
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| 
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| }
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| 
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| function onAfterDamage_WindPress(obj,attacker,boundingBox)
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| {
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| 
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| 	if (!obj) return;
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| 
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| }
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|  |