220 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			220 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
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function checkExecutableSkill_Resonance(obj)
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{
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	if (!obj)
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		return false;
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	local isUseSkill = obj.sq_IsUseSkill(SKILL_RESONANCE);
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	if (isUseSkill)
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	{
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		obj.sq_AddSetStatePacket(STATE_RESONANCE, STATE_PRIORITY_IGNORE_FORCE, false);
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		return true;
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	}	
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	return false;
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}
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function onEndCurrentAni_Resonance(obj)
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{
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	if (!obj)
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		return;
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	if (!obj.isMyControlObject())
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		return;
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	obj.sq_AddSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false);
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}
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function checkCommandEnable_Resonance(obj)
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{
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	if (!obj)
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		return false;
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	local state = obj.sq_GetState();
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	if(state == STATE_ATTACK) {
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		// 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]
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		return obj.sq_IsCommandEnable(SKILL_RESONANCE);
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	}
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	return true;
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}
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function onEndState_Resonance(obj, state)
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{
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	// 蝶才桧? 谦猿 ?擎 镞模 肾历棻贼 议蝶? 啪桧虽 桡据
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	sq_EndDrawCastGauge(obj);
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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_Resonance(obj, state, datas, isResetTimer)
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{	
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	if (!obj)
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		return;
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	obj.getVar().clear_vector();
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	obj.getVar().push_vector(0);
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	obj.sq_StopMove();
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	obj.sq_SetCurrentAnimation(CUSTOM_ANI_RESONANCE);
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	obj.sq_SetCurrentAttackInfo(CUSTOM_ATTACK_INFO_RESONANCE);
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	obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATResonance/0_body_dodge.ani"), 6, -68);
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	obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATResonance/4_s-1_dodge.ani"), 6, -68);
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	obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATResonance/3_m_dodge.ani"), 6, -68);
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	// 热楼撩 鬼? 帼?蒂 勘横遽棻.
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	local skillLevel = sq_GetSkillLevel(obj, SKILL_RESONANCE);
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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 castTime = sq_GetCastTime(obj, SKILL_RESONANCE, skillLevel);
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	local animation = sq_GetCurrentAnimation(obj);
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	local startTime = sq_GetFrameStartTime(animation, 15);
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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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	sq_StartDrawCastGauge(obj, startTime, true);
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}
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function onProc_Resonance(obj)
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{
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	if(!obj) return;
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	local substate = obj.getSkillSubState();
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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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	local sq_var = obj.getVar();
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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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	if(frmIndex >= 16)
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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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	}
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}
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function onKeyFrameFlag_Resonance(obj, flagIndex)
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{
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	if (flagIndex == 1)
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	{
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		if(obj.sq_IsMyControlObject())
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		{
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			obj.sq_SetShake(obj, 3, 250);
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		}
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		local appendage = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, SKILL_RESONANCE, false,
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		 "Character/ATMage/Resonance/ap_ATMage_element_attack_water.nut", false);
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		local skill_level = sq_GetSkillLevel(obj, SKILL_RESONANCE);
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		appendage.setAppendCauseSkill(BUFF_CAUSE_SKILL, sq_getJob(obj), SKILL_RESONANCE, skill_level);
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		// 罹晦怃 append 蒙机		
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		CNSquirrelAppendage.sq_AppendAppendageID(appendage, obj, obj, APID_RESONANCE, true);
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		//		
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		// 酝犒肾贼 寰肾晦 阳侥缣.. 棻卫 椭朝棻..
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		appendage = obj.GetSquirrelAppendage("Character/ATMage/Resonance/ap_ATMage_element_attack_water.nut");
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		// 桧楼 马模
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		if(appendage)
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		{
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			 // 虽楼卫除
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			local change_time = sq_GetLevelData(obj, SKILL_RESONANCE, SKL_STATIC_INT_IDX_0, skill_level);
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			appendage.sq_SetValidTime(change_time); // 横?蛤虽 颤歜 撮?
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			print(" change_time:" + change_time);
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			local registValue = sq_GetLevelData(obj, SKILL_RESONANCE, 
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			SKL_STATIC_INT_IDX_2, skill_level); // 2.濠褐暧 热楼撩 鬼? 隶陛榆(+)
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			local change_appendage = appendage.sq_getChangeStatus("ele_atk_water");
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			if(!change_appendage)
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				change_appendage = appendage.sq_AddChangeStatusAppendageID(obj, obj, 0, 
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				CHANGE_STATUS_TYPE_ELEMENT_ATTACK_WATER, 
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				false, registValue, APID_COMMON);
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			if(change_appendage) {
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				change_appendage.clearParameter();
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				change_appendage.addParameter(CHANGE_STATUS_TYPE_ELEMENT_ATTACK_WATER, false, registValue.tofloat());
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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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function onAttack_Resonance(obj, damager, boundingBox, isStuck)
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{
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	if(!obj) return;
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	local pChr = obj;
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	local active_damager = sq_GetCNRDObjectToActiveObject(damager);
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	if(!active_damager) return 0;
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	local appendage = CNSquirrelAppendage.sq_AppendAppendage(damager, damager, SKILL_RESONANCE, false,
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	 "Character/ATMage/Resonance/ap_ATMage_Resonance.nut", false);
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	// 罹晦怃 append 蒙机		
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	CNSquirrelAppendage.sq_AppendAppendageID(appendage, damager, damager, APID_RESONANCE);
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	//		
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	// 酝犒肾贼 寰肾晦 阳侥缣.. 棻卫 椭朝棻..
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	appendage = active_damager.GetSquirrelAppendage("Character/ATMage/Resonance/ap_ATMage_Resonance.nut");
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	// 桧楼 马模
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	if(appendage)
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	{
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		local skill_level = sq_GetSkillLevel(pChr, SKILL_RESONANCE);
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		 // 虽楼卫除
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		local change_time = sq_GetLevelData(pChr, SKILL_RESONANCE, SKL_STATIC_INT_IDX_0, skill_level);
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		appendage.sq_SetValidTime(change_time); // 横?蛤虽 颤歜 撮?
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		local registValue = sq_GetLevelData(pChr, SKILL_RESONANCE, 
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		SKL_STATIC_INT_IDX_1, skill_level); // 1.瞳 热楼撩 荡? 马模榆(+)
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		registValue = -registValue;
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		local change_appendage = appendage.sq_getChangeStatus("changeStatus");
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		if(!change_appendage)
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			change_appendage = appendage.sq_AddChangeStatusAppendageID(damager, damager, 0, 
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			CHANGE_STATUS_TYPE_ELEMENT_TOLERANCE_WATER, 
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			false, registValue, APID_COMMON);
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		if(change_appendage) {
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			change_appendage.clearParameter();
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			change_appendage.addParameter(CHANGE_STATUS_TYPE_ELEMENT_TOLERANCE_WATER, false, registValue.tofloat());
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		}
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	}
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	else {
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		print(" exist appendage");
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	}
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}
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