386 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			386 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
getroottable()["ElementalRainCreatePos"] <- {};
 | 
						||
getroottable()["ElementalRainCreatePos"] = [[-76,27],[-108,44],[-129,67],[-79,57],[-50,66],
 | 
						||
											[-93,83],[-120,118],[-58,109],[-121,152],[-82,145],
 | 
						||
											[-92,180],[39,143],[-49,180],[-5,128],[-7,171],
 | 
						||
											[-24,221],[25,184],[-5,128],[43,113],[58,143]];
 | 
						||
 | 
						||
// 县溯诠骁 溯樯 怃粽 蝶才桧?
 | 
						||
SUB_STATE_ELEMENTAL_RAIN_CAST		<- 0	// 议蝶?
 | 
						||
SUB_STATE_ELEMENTAL_RAIN_JUMP		<- 1	// 薄?
 | 
						||
SUB_STATE_ELEMENTAL_RAIN_CHARGE		<- 2	// 醱瞪(薄? 渠晦)
 | 
						||
SUB_STATE_ELEMENTAL_RAIN_FIRE		<- 3	// 葆彻掘 嫦饵
 | 
						||
SUB_STATE_ELEMENTAL_RAIN_LAST		<- 4	// 醱瞪 塽 ?嫦掘 当撩, 阶戏煎暧 杂虽
 | 
						||
 | 
						||
 | 
						||
// 县溯诠骁 溯樯 蝶鉴嫦翕
 | 
						||
function checkExecutableSkill_ElementalRain(obj)
 | 
						||
{
 | 
						||
	if (!obj) return false;
 | 
						||
 | 
						||
	local isUseSkill = obj.sq_IsUseSkill(SKILL_ELEMENTAL_RAIN);
 | 
						||
	if (isUseSkill)
 | 
						||
	{
 | 
						||
		obj.sq_IntVectClear();
 | 
						||
		obj.sq_IntVectPush(SUB_STATE_ELEMENTAL_RAIN_CAST);
 | 
						||
		obj.sq_AddSetStatePacket(STATE_ELEMENTAL_RAIN, STATE_PRIORITY_IGNORE_FORCE, true);
 | 
						||
		return true;
 | 
						||
	}	
 | 
						||
 | 
						||
	return false;
 | 
						||
}
 | 
						||
 | 
						||
function checkCommandEnable_ElementalRain(obj)
 | 
						||
{
 | 
						||
	if(!obj) return false;
 | 
						||
 | 
						||
	local state = obj.sq_GetState();
 | 
						||
	
 | 
						||
	if(state == STATE_ATTACK)
 | 
						||
	{
 | 
						||
		return obj.sq_IsCommandEnable(SKILL_ELEMENTAL_RAIN); // 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);
 | 
						||
	}
 | 
						||
 | 
						||
	return true
 | 
						||
}
 | 
						||
 | 
						||
 | 
						||
function onProc_ElementalRain(obj)
 | 
						||
{
 | 
						||
	if (!obj) return;	
 | 
						||
	local subState = obj.getSkillSubState();
 | 
						||
	
 | 
						||
	// 橾姜 堪桧桧鼻 薄??棻贼 夸辞
 | 
						||
	if (subState == SUB_STATE_ELEMENTAL_RAIN_JUMP)
 | 
						||
	{
 | 
						||
		local zPos = obj.sq_GetIntData(SKILL_ELEMENTAL_RAIN, 2);
 | 
						||
		
 | 
						||
		if (sq_GetZPos(obj) >= zPos)
 | 
						||
		{		
 | 
						||
			obj.sq_SetCurrentPos(obj, obj.getXPos(), obj.getYPos(), zPos);
 | 
						||
			
 | 
						||
			if (obj.sq_IsMyControlObject())
 | 
						||
			{
 | 
						||
				obj.sq_IntVectClear();
 | 
						||
				obj.sq_IntVectPush(SUB_STATE_ELEMENTAL_RAIN_CHARGE);
 | 
						||
				obj.sq_AddSetStatePacket(STATE_ELEMENTAL_RAIN, STATE_PRIORITY_IGNORE_FORCE, true);
 | 
						||
			}
 | 
						||
		}
 | 
						||
	}
 | 
						||
}
 | 
						||
 | 
						||
 | 
						||
// state蒂 撮??坚 籀挤戏煎 菟横螃啪 腌栖棻. 陕谦 葬模蝶蒂 撮??栖棻. 
 | 
						||
function onSetState_ElementalRain(obj, state, datas, isResetTimer)
 | 
						||
{	
 | 
						||
	if (!obj) return;
 | 
						||
		
 | 
						||
	local var = obj.getVar();
 | 
						||
	local oldSubState = obj.getSkillSubState();
 | 
						||
	local subState = obj.sq_GetVectorData(datas, 0);
 | 
						||
	obj.setSkillSubState(subState);
 | 
						||
	obj.sq_SetStaticMoveInfo(0, 0, 0, false);
 | 
						||
	obj.sq_SetStaticMoveInfo(1, 0, 0, false);
 | 
						||
 | 
						||
	if (subState == SUB_STATE_ELEMENTAL_RAIN_CAST)
 | 
						||
	{
 | 
						||
		obj.sq_ZStop();
 | 
						||
		// 议蝶?
 | 
						||
		obj.sq_SetCurrentAnimation(CUSTOM_ANI_ELEMENTAL_RAIN_CAST);
 | 
						||
		
 | 
						||
		// 桧?? 缣栖诡桧暮
 | 
						||
		obj.sq_AddStateLayerAnimation(1,
 | 
						||
			obj.sq_CreateCNRDAnimation("Effect/Animation/ATElementalRain/Cast/1_under_dodge.ani"), 0, 0);
 | 
						||
		obj.sq_AddStateLayerAnimation(2,
 | 
						||
			obj.sq_CreateCNRDAnimation("Effect/Animation/ATElementalRain/Cast/20_body_dodge.ani"), 0, 0);
 | 
						||
			
 | 
						||
		// 议蝶? 楼紫蒂 评塭陛紫烟 扑姜
 | 
						||
		// 议蝶? 楼紫陛 渗唳肾贼, 缣栖诡桧暮 楼紫紫 渗唳 腌栖棻.
 | 
						||
		// 议蝶? 啪桧虽紫 ?卫蒂 ?鄹栖棻.
 | 
						||
		local skillLevel = sq_GetSkillLevel(obj, SKILL_ELEMENTAL_RAIN);
 | 
						||
		local castTime  = sq_GetCastTime(obj, SKILL_ELEMENTAL_RAIN, skillLevel);
 | 
						||
		local animation = sq_GetCurrentAnimation(obj);
 | 
						||
		local castAniTime = animation.getDelaySum(false);
 | 
						||
		
 | 
						||
		local speedRate = castAniTime.tofloat() / castTime.tofloat();
 | 
						||
		obj.sq_SetStaticSpeedInfo(SPEED_TYPE_CAST_SPEED, SPEED_TYPE_CAST_SPEED,
 | 
						||
			SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, speedRate, speedRate);
 | 
						||
 | 
						||
		sq_StartDrawCastGauge(obj, castAniTime, true);		
 | 
						||
		obj.sq_PlaySound("MW_ERAIN_READY");
 | 
						||
 | 
						||
		// 县溯诠骁 溯樯擎 4楼撩 赅舒 勘横遽棻.		
 | 
						||
		addElementalChain_ATMage(obj, -1);
 | 
						||
	}
 | 
						||
	else if (subState == SUB_STATE_ELEMENTAL_RAIN_JUMP)
 | 
						||
	{
 | 
						||
		obj.sq_SetCurrentAnimation(CUSTOM_ANI_ELEMENTAL_RAIN_JUMP);
 | 
						||
		
 | 
						||
		sq_SetZVelocity(obj, 750, -1200);
 | 
						||
	}
 | 
						||
	else if (subState == SUB_STATE_ELEMENTAL_RAIN_CHARGE)
 | 
						||
	{
 | 
						||
		local zPos = obj.sq_GetIntData(SKILL_ELEMENTAL_RAIN, 2);
 | 
						||
		obj.sq_SetCurrentPos(obj, obj.getXPos(), obj.getYPos(), zPos);
 | 
						||
		obj.sq_PlaySound("MW_ERAIN");
 | 
						||
		
 | 
						||
		obj.sq_ZStop();
 | 
						||
		// 醱瞪
 | 
						||
		obj.sq_SetCurrentAnimation(CUSTOM_ANI_ELEMENTAL_RAIN_JUMP_STAY);
 | 
						||
		
 | 
						||
			
 | 
						||
		// 桧?? 缣栖诡桧暮
 | 
						||
		obj.sq_AddStateLayerAnimation(1,
 | 
						||
			obj.sq_CreateCNRDAnimation("Effect/Animation/ATElementalRain/Charge/26_handup_dodge.ani"), 0, 0);
 | 
						||
		obj.sq_AddStateLayerAnimation(2,
 | 
						||
			obj.sq_CreateCNRDAnimation("Effect/Animation/ATElementalRain/Charge/25_shoot_dodge.ani"), 0, 0);			
 | 
						||
			
 | 
						||
			
 | 
						||
		local skillLevel = sq_GetSkillLevel(obj, SKILL_ELEMENTAL_RAIN);
 | 
						||
		local maxNumber = obj.sq_GetLevelData(SKILL_ELEMENTAL_RAIN, 0, skillLevel);
 | 
						||
		
 | 
						||
		// 譆模高娄 譆渠高 饵桧暧 楠浑? 璋濠蒂 陛螳褥. 
 | 
						||
		// 钦, ?廓 陛螳蚂 高擎 罗廓箪 ?塭嘐搅陛 true陛 肾虽 强朝 ?擎 舒廓 棻卫 釭螃虽 强挤.
 | 
						||
		// -1桧 釭螃贼 谦猿. 涡桧鼻 高桧 桡挤.
 | 
						||
		// min 高挤 0 桧?陛 腆热 桡挤.
 | 
						||
		local index = sq_getRandomUnique(true, 0, ::ElementalRainCreatePos.len()); // 蟾晦?				
 | 
						||
 | 
						||
		if (obj.sq_IsMyControlObject())
 | 
						||
		{		
 | 
						||
			for (local i = 0; i < maxNumber; ++i)
 | 
						||
			{
 | 
						||
				if (index < 0)
 | 
						||
					break;
 | 
						||
					
 | 
						||
				local pos = ::ElementalRainCreatePos[index];	
 | 
						||
				local x = pos[0];
 | 
						||
				local y = sq_getRandom(0, 2)-1;
 | 
						||
				local z = pos[1];
 | 
						||
 | 
						||
				local randElementalType = sq_getRandom(ENUM_ELEMENT_FIRE, ENUM_ELEMENT_MAX);				
 | 
						||
				obj.sq_StartWrite();
 | 
						||
				obj.sq_WriteWord(randElementalType);
 | 
						||
				obj.sq_SendCreatePassiveObjectPacket(24233, 0, x, y, z);
 | 
						||
 | 
						||
				index = sq_getRandomUnique(false, 0, i % ::ElementalRainCreatePos.len());
 | 
						||
			}
 | 
						||
		}
 | 
						||
	}
 | 
						||
	else if (subState == SUB_STATE_ELEMENTAL_RAIN_FIRE)
 | 
						||
	{		
 | 
						||
		// 葆彻掘 嫦饵
 | 
						||
		obj.sq_SetCurrentAnimation(CUSTOM_ANI_ELEMENTAL_RAIN_SHOOT);
 | 
						||
		
 | 
						||
		// 桧?? 缣栖诡桧暮
 | 
						||
		local angle = sq_GetIntData(obj, SKILL_ELEMENTAL_RAIN, 5);
 | 
						||
		local animation = obj.sq_CreateCNRDAnimation("Effect/Animation/ATElementalRain/Shoot/25_shoot_dodge.ani");
 | 
						||
		sq_SetfRotateAngle(animation, sq_ToRadian(-angle.tofloat()));
 | 
						||
		obj.sq_AddStateLayerAnimation(1, animation, 0, 0);
 | 
						||
		sq_SetCustomRotate(obj, sq_ToRadian(-angle.tofloat()));
 | 
						||
		
 | 
						||
	}
 | 
						||
	else if (subState == SUB_STATE_ELEMENTAL_RAIN_LAST)
 | 
						||
	{
 | 
						||
		// 醱瞪 塽 ?嫦掘 当撩, 阶戏煎暧 杂虽
 | 
						||
		obj.sq_SetCurrentAnimation(CUSTOM_ANI_ELEMENTAL_RAIN_CHARGE_SHOOT);
 | 
						||
		
 | 
						||
		
 | 
						||
		// 桧?? 缣栖诡桧暮
 | 
						||
		obj.sq_AddStateLayerAnimation(1,
 | 
						||
			obj.sq_CreateCNRDAnimation("Effect/Animation/ATElementalRain/ChargeShoot/21_circle_normal.ani"), 0, 0);
 | 
						||
		obj.sq_AddStateLayerAnimation(2,
 | 
						||
			obj.sq_CreateCNRDAnimation("Effect/Animation/ATElementalRain/ChargeShoot/22_circle_dodge.ani"), 0, 0);
 | 
						||
		obj.sq_AddStateLayerAnimation(3,
 | 
						||
			obj.sq_CreateCNRDAnimation("Effect/Animation/ATElementalRain/ChargeShoot/23_circle1_normal.ani"), -62, -188);
 | 
						||
		obj.sq_AddStateLayerAnimation(4,
 | 
						||
			obj.sq_CreateCNRDAnimation("Effect/Animation/ATElementalRain/ChargeShoot/24_circle1_dodge.ani"), -62, -188);
 | 
						||
			
 | 
						||
		obj.sq_PlaySound("MW_ERAIN_FIN");
 | 
						||
	}
 | 
						||
}
 | 
						||
 | 
						||
 | 
						||
// 缣栖诡桧暮桧 部陬挤.
 | 
						||
function onEndCurrentAni_ElementalRain(obj)
 | 
						||
{
 | 
						||
	if (!obj) return;
 | 
						||
	local subState = obj.getSkillSubState();
 | 
						||
	
 | 
						||
	if (subState == SUB_STATE_ELEMENTAL_RAIN_CAST)
 | 
						||
	{
 | 
						||
		// 议蝶? -> 醱瞪
 | 
						||
		if (obj.sq_IsMyControlObject())
 | 
						||
		{
 | 
						||
			obj.sq_IntVectClear();
 | 
						||
			obj.sq_IntVectPush(SUB_STATE_ELEMENTAL_RAIN_JUMP);
 | 
						||
			obj.sq_AddSetStatePacket(STATE_ELEMENTAL_RAIN, STATE_PRIORITY_IGNORE_FORCE, true);
 | 
						||
		}
 | 
						||
		sq_EndDrawCastGauge(obj);
 | 
						||
	}
 | 
						||
	else if (subState == SUB_STATE_ELEMENTAL_RAIN_JUMP)
 | 
						||
	{
 | 
						||
		if (obj.sq_IsMyControlObject())
 | 
						||
		{
 | 
						||
			obj.sq_IntVectClear();
 | 
						||
			obj.sq_IntVectPush(SUB_STATE_ELEMENTAL_RAIN_CHARGE);
 | 
						||
			obj.sq_AddSetStatePacket(STATE_ELEMENTAL_RAIN, STATE_PRIORITY_IGNORE_FORCE, true);
 | 
						||
		}
 | 
						||
	}
 | 
						||
	else if (subState == SUB_STATE_ELEMENTAL_RAIN_CHARGE)
 | 
						||
	{
 | 
						||
		// 醱瞪 -> 葆彻掘 嫦饵
 | 
						||
		if (obj.sq_IsMyControlObject())
 | 
						||
		{
 | 
						||
			obj.sq_IntVectClear();
 | 
						||
			obj.sq_IntVectPush(SUB_STATE_ELEMENTAL_RAIN_FIRE);
 | 
						||
			obj.sq_IntVectPush(0);
 | 
						||
			obj.sq_AddSetStatePacket(STATE_ELEMENTAL_RAIN, STATE_PRIORITY_IGNORE_FORCE, true);
 | 
						||
		}
 | 
						||
	}
 | 
						||
	else if (subState == SUB_STATE_ELEMENTAL_RAIN_FIRE)
 | 
						||
	{
 | 
						||
		// 葆彻掘 嫦饵
 | 
						||
		local var = obj.getVar();
 | 
						||
		local skillLevel = sq_GetSkillLevel(obj, SKILL_ELEMENTAL_RAIN);
 | 
						||
		local maxNumber = obj.sq_GetLevelData(SKILL_ELEMENTAL_RAIN, 0, skillLevel);
 | 
						||
		
 | 
						||
		// 嫦饵?啪 陴懊挤.
 | 
						||
		local fireEnd = true;
 | 
						||
		local ballCount = obj.getMyPassiveObjectCount(24233);			
 | 
						||
		for (local i = 0; i < ballCount ; ++i) 
 | 
						||
		{ 
 | 
						||
			local magicBall = obj.getMyPassiveObject(24233,i)
 | 
						||
			if (!magicBall || magicBall.getState() != SUBSTATE_PO_ELEMENTAL_CREATOR_FIRE) {
 | 
						||
				fireEnd = false;
 | 
						||
				break;
 | 
						||
			}
 | 
						||
		}
 | 
						||
			
 | 
						||
		if (!fireEnd)
 | 
						||
		{
 | 
						||
			if (obj.sq_IsMyControlObject())
 | 
						||
			{
 | 
						||
				// 葆彻掘 啗楼 嫦饵
 | 
						||
				obj.sq_IntVectClear();
 | 
						||
				obj.sq_IntVectPush(SUB_STATE_ELEMENTAL_RAIN_FIRE);			
 | 
						||
				obj.sq_AddSetStatePacket(STATE_ELEMENTAL_RAIN, STATE_PRIORITY_IGNORE_FORCE, true);
 | 
						||
			}
 | 
						||
		}
 | 
						||
		else
 | 
						||
		{
 | 
						||
			if (obj.sq_IsMyControlObject())
 | 
						||
			{
 | 
						||
				// 葆彻掘 嫦饵 -> 醱瞪 塽 ?嫦掘 当撩, 阶戏煎 杂虽
 | 
						||
				obj.sq_IntVectClear();
 | 
						||
				obj.sq_IntVectPush(SUB_STATE_ELEMENTAL_RAIN_LAST);
 | 
						||
				obj.sq_AddSetStatePacket(STATE_ELEMENTAL_RAIN, STATE_PRIORITY_IGNORE_FORCE, true);
 | 
						||
			}
 | 
						||
		}
 | 
						||
	}
 | 
						||
	else if (subState == SUB_STATE_ELEMENTAL_RAIN_LAST)
 | 
						||
	{
 | 
						||
		// 醱瞪 塽 ?嫦掘 当撩, 阶戏煎暧 杂虽
 | 
						||
		if (obj.sq_IsMyControlObject())
 | 
						||
		{
 | 
						||
			obj.sq_IntVectClear();
 | 
						||
			obj.sq_IntVectPush(1);
 | 
						||
			obj.sq_IntVectPush(0);
 | 
						||
			obj.sq_IntVectPush(0);
 | 
						||
			obj.sq_AddSetStatePacket(STATE_JUMP, STATE_PRIORITY_USER, true);
 | 
						||
		}
 | 
						||
	}
 | 
						||
}	
 | 
						||
	
 | 
						||
 | 
						||
function onEndState_ElementalRain(obj, newState)
 | 
						||
{
 | 
						||
	if (!obj) return;
 | 
						||
		
 | 
						||
	if (newState != STATE_ELEMENTAL_RAIN)
 | 
						||
	{
 | 
						||
		sq_SetCustomRotate(obj, 0.0);
 | 
						||
		
 | 
						||
		if (obj.sq_IsMyControlObject())
 | 
						||
		{
 | 
						||
			local ballCount = obj.getMyPassiveObjectCount(24233);			
 | 
						||
			for (local i = 0; i<ballCount ; ++i) 
 | 
						||
			{ 
 | 
						||
				local magicBall = obj.getMyPassiveObject(24233,i)
 | 
						||
				if (!magicBall)
 | 
						||
					continue;
 | 
						||
				
 | 
						||
				if (obj.sq_IsMyControlObject())
 | 
						||
					sq_SendDestroyPacketPassiveObject(magicBall);
 | 
						||
			}
 | 
						||
		}
 | 
						||
	}
 | 
						||
}
 | 
						||
 | 
						||
 | 
						||
// 奢问卫 葆彻 掘羹蒂 当撩?棻.
 | 
						||
function onKeyFrameFlag_ElementalRain(obj, flagIndex)
 | 
						||
{
 | 
						||
	if (!obj) return false;
 | 
						||
	local subState = obj.getSkillSubState();
 | 
						||
	
 | 
						||
	if (subState == SUB_STATE_ELEMENTAL_RAIN_CAST)
 | 
						||
	{
 | 
						||
		if (flagIndex == 1)
 | 
						||
			sq_EffectLayerAppendage(obj, sq_RGB(255,255,255), 255, 0, 0, 240);
 | 
						||
	}
 | 
						||
	else if (subState == SUB_STATE_ELEMENTAL_RAIN_FIRE)
 | 
						||
	{		
 | 
						||
		if (flagIndex == 1 && obj.sq_IsMyControlObject())
 | 
						||
		{
 | 
						||
			local ballCount = obj.getMyPassiveObjectCount(24233);
 | 
						||
			printc("ballCount" + ballCount);			
 | 
						||
			for (local i = 0; i<ballCount ; ++i)
 | 
						||
			{ 
 | 
						||
				local magicBall = obj.getMyPassiveObject(24233,i)
 | 
						||
				if (!magicBall || magicBall.getState() == SUBSTATE_PO_ELEMENTAL_CREATOR_FIRE)
 | 
						||
					continue;
 | 
						||
				
 | 
						||
				magicBall.sendStateOnlyPacket(SUBSTATE_PO_ELEMENTAL_CREATOR_FIRE);
 | 
						||
				break;
 | 
						||
			}					
 | 
						||
		}				
 | 
						||
	}
 | 
						||
	else if (subState == SUB_STATE_ELEMENTAL_RAIN_LAST)
 | 
						||
	{
 | 
						||
		// 醱瞪 塽 ?嫦掘 当撩, 阶戏煎暧 杂虽
 | 
						||
		if (flagIndex == 1 && obj.sq_IsMyControlObject())
 | 
						||
		{
 | 
						||
			// 葆虽虞 赎 葆彻掘暧 奢问溘 椭横螃晦
 | 
						||
			local skill = sq_GetSkill(obj, SKILL_ELEMENTAL_RAIN);
 | 
						||
			local attackBonusRate = obj.sq_GetBonusRateWithPassive(SKILL_ELEMENTAL_RAIN, STATE_ELEMENTAL_RAIN, 1, 1.0);
 | 
						||
				
 | 
						||
			obj.sq_StartWrite();
 | 
						||
			obj.sq_WriteDword(attackBonusRate);
 | 
						||
			print("onKeyFrameFlag_ElementalRain");
 | 
						||
			obj.sq_SendCreatePassiveObjectPacket(24219, 0, -73, 1, 215);
 | 
						||
		}
 | 
						||
	}
 | 
						||
 | 
						||
	return true;
 | 
						||
}
 | 
						||
 | 
						||
function onEndMap_ElementalRain(obj)
 | 
						||
{
 | 
						||
	if (obj.sq_IsMyControlObject())
 | 
						||
	{
 | 
						||
		local ballCount = obj.getMyPassiveObjectCount(24233);			
 | 
						||
		printc("ballCount" + ballCount);
 | 
						||
		for (local i = 0; i<ballCount ; ++i) 
 | 
						||
		{ 
 | 
						||
			local magicBall = obj.getMyPassiveObject(24233,i)
 | 
						||
			if (!magicBall)
 | 
						||
				continue;
 | 
						||
			
 | 
						||
			if (obj.sq_IsMyControlObject())
 | 
						||
			{
 | 
						||
				print("onEndMap_ElementalRain");
 | 
						||
				sq_SendDestroyPacketPassiveObject(magicBall);
 | 
						||
			}
 | 
						||
		}
 | 
						||
	}
 | 
						||
}
 | 
						||
 |