Sqr/character/ATGunner/Ranger/Sawblade.nut

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2024-03-18 21:37:40 +08:00
/*
文件名:Sawblade.nut
路径:character/ATGunner/Ranger/Sawblade.nut
创建日期:2022-09-09 19:17
文件用途:技能-枪刃改良(女漫游二觉被动)
*/
if (!getroottable().rawin("ATGunner_Sawblade_Skill")) ATGunner_Sawblade_Skill <- {}
function Sawblade_PassiveSkill(obj, Index, Level) {
//Sout("被动技能触发");
}
if (getroottable().rawin("ProcPassiveSkill_ATGunner_Table"))
ProcPassiveSkill_ATGunner_Table.rawset(235, Sawblade_PassiveSkill);
{
function ProcAppend_Sawblade_6(obj) {
if (sq_GetSkillLevel(obj, 235) < 1) return;
local CoolTime = obj.sq_GetIntData(235, 0);
local CoolTimer = TimeSTL("SawbladeCoolTime_DC", CoolTime);
// 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
if (KeyPress.isKeyPress(5) && obj.getZPos() <= 100 && obj.getZPos() >= 10 && (CoolTimer.Get() == false || CoolTimer.Get() == CoolTime)) {
local pIntVec = sq_GetGlobalIntVector();
sq_IntVectorClear(pIntVec);
sq_IntVectorPush(pIntVec, 67);
sq_IntVectorPush(pIntVec, 67);
obj.addSetStatePacket(13, pIntVec, STATE_PRIORITY_USER, false, "");
CoolTimer.Reset();
CoolTimer.Start();
}
CoolTime = obj.sq_GetIntData(235, 1);
CoolTimer = TimeSTL("SawbladeCoolTime_KZ", CoolTime);
// 空中Z
if (KeyPress.isKeyPress(6) && obj.getZPos() >= 20 && (CoolTimer.Get() == false || CoolTimer.Get() == CoolTime)) {
local pIntVec = sq_GetGlobalIntVector();
sq_IntVectorClear(pIntVec);
sq_IntVectorPush(pIntVec, 69);
sq_IntVectorPush(pIntVec, 69);
obj.addSetStatePacket(13, pIntVec, STATE_PRIORITY_USER, false, "");
CoolTimer.Reset();
CoolTimer.Start();
}
}
//6号状态 枪刃改良proc声明
if (getroottable().rawin("procAppend_ATGunner_Table"))
System.InsertArrayInTable(procAppend_ATGunner_Table, 6, "Sawblade", ProcAppend_Sawblade_6);
}
{
function ProcAppend_Sawblade_15(obj) {
if (sq_GetSkillLevel(obj, 235) < 1) return;
local CoolTime = obj.sq_GetIntData(235, 2);
local CoolTimer = TimeSTL("SawbladeCoolTime_HC", CoolTime);
// 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
if (KeyPress.isKeyPress(6) && (CoolTimer.Get() == false || CoolTimer.Get() == CoolTime)) {
local pIntVec = sq_GetGlobalIntVector();
sq_IntVectorClear(pIntVec);
sq_IntVectorPush(pIntVec, 68);
sq_IntVectorPush(pIntVec, 68);
obj.addSetStatePacket(13, pIntVec, STATE_PRIORITY_USER, false, "");
CoolTimer.Reset();
CoolTimer.Start();
}
}
//15号状态 枪刃改良proc声明
if (getroottable().rawin("procAppend_ATGunner_Table"))
System.InsertArrayInTable(procAppend_ATGunner_Table, 15, "Sawblade", ProcAppend_Sawblade_15);
}
{
function ProcAppend_Sawblade_19(obj) {
if (sq_GetSkillLevel(obj, 235) < 1) return;
local CoolTime = obj.sq_GetIntData(235, 3);
local CoolTimer = TimeSTL("SawbladeCoolTime_LQ", CoolTime);
// 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
if (KeyPress.isKeyPress(6) && (CoolTimer.Get() == false || CoolTimer.Get() == CoolTime)) {
local pIntVec = sq_GetGlobalIntVector();
sq_IntVectorClear(pIntVec);
sq_IntVectorPush(pIntVec, 70);
sq_IntVectorPush(pIntVec, 70);
obj.addSetStatePacket(13, pIntVec, STATE_PRIORITY_USER, false, "");
CoolTimer.Reset();
CoolTimer.Start();
}
}
//19号状态 枪刃改良proc声明
if (getroottable().rawin("procAppend_ATGunner_Table"))
System.InsertArrayInTable(procAppend_ATGunner_Table, 19, "Sawblade", ProcAppend_Sawblade_19);
}
{
function ProcAppend_Sawblade_13(obj) {
local pAni = obj.sq_GetCurrentAni(); //当前播放的Ani
local currentT = sq_GetCurrentTime(pAni); //Ani的当前时间
local fireT = pAni.getDelaySum(false); //总时间
local srcX = ATGunner_Sawblade_Skill["Xpos"]; // X的起始位置
local srcZ = ATGunner_Sawblade_Skill["Zpos"]; // Z的起始位置
{ //双C
if (Chr_State_Table[0] == 67 && Chr_State_Table[1] == 67) {
local vz = sq_GetAccel(0, 100, currentT, 300, true);
local vx = GameC.getQuadraticFunction(obj, 0 + sq_GetAccel(0, 36, currentT, 300, true), 240, 100).tointeger();
//local vz = getQuadraticFunction(obj, 0 + ccz, 40, 100).tointeger();
local dstX = srcX + sq_GetDistancePos(0, obj.getDirection(), vx); //这是要 X 位移随时变动的值
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
sq_setCurrentAxisPos(obj, 2, srcZ + vz); //这是位移Z轴
}
}
{ //空Z
if (Chr_State_Table[0] == 691 && Chr_State_Table[1] == 691 /*&& ccc.getInt(0) == 1*/ ) {
local Zpos = srcZ;
local MoveX = Zpos; //移动多少x距离
local MoveZ = Zpos; //移动多少Z距离
local v = sq_GetUniformVelocity(0, MoveX, currentT, Zpos);
local v2 = sq_GetUniformVelocity(0, MoveZ, currentT, Zpos);
local dstX = sq_GetDistancePos(srcX, obj.getDirection(), v);
local dstZ = sq_GetDistancePos(Zpos, 0, v2);
if (obj.isMovablePos(dstX, obj.getYPos())) sq_setCurrentAxisPos(obj, 0, dstX); //设置当前x坐标
sq_setCurrentAxisPos(obj, 2, dstZ); //设置当前z坐标
if (obj.getZPos() <= 1) {
local frame = sq_GetAnimationFrameIndex(pAni);
switch (frame) {
case 0:
pAni.setCurrentFrameWithChildLayer(1);
break;
case 1:
return;
break;
default:
return;
break;
}
}
}
}
{ //滑铲
local MoveXPos = 50;
//滑铲抬手
if (Chr_State_Table[0] == 68 && Chr_State_Table[1] == 68) {
local MoveX = MoveXPos; //移动多少x距离
local v = sq_GetUniformVelocity(0, MoveX, currentT, fireT); //计算平均移动值
local dstX = sq_GetDistancePos(srcX, obj.getDirection(), v); //计算出的X坐标
if (obj.isMovablePos(dstX, obj.getYPos())) sq_setCurrentAxisPos(obj, 0, dstX); //设置当前x坐标
}
//滑铲冲刺
if (Chr_State_Table[0] == 681 && Chr_State_Table[1] == 681) {
local MoveX = MoveXPos * 4; //移动多少x距离
local v = sq_GetUniformVelocity(0, MoveX, currentT, fireT); //计算平均移动值
local dstX = sq_GetDistancePos(srcX, obj.getDirection(), v); //计算出的X坐标
if (obj.isMovablePos(dstX, obj.getYPos())) sq_setCurrentAxisPos(obj, 0, dstX); //设置当前x坐标
}
}
{ //拉起
if (Chr_State_Table[0] == 701 && Chr_State_Table[1] == 701) {
local MoveZ = 80; //移动多少Z距离
local v2 = sq_GetUniformVelocity(0, MoveZ, currentT, fireT);
//local dstZ = sq_GetDistancePos(srcZ, 0, v2);
sq_setCurrentAxisPos(obj, 2, v2); //设置当前z坐标
}
}
}
//13号状态 枪刃改良proc声明
if (getroottable().rawin("procAppend_ATGunner_Table"))
System.InsertArrayInTable(procAppend_ATGunner_Table, 13, "Sawblade", ProcAppend_Sawblade_13);
}
{
//设置状态时
function onSetState_Sawblade(obj, state, datas, isResetTimer) {
ATGunner_Sawblade_Skill.rawset("Zpos", obj.getZPos());
ATGunner_Sawblade_Skill.rawset("Xpos", obj.getXPos());
//双C
{
if (Chr_State_Table[0] == 67 && Chr_State_Table[1] == 67) {
obj.sq_SetCurrentAnimation(104);
obj.sq_SetStaticSpeedInfo(SPEED_TYPE_ATTACK_SPEED, SPEED_TYPE_ATTACK_SPEED, SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, 1.0, 1.0);
}
}
//空Z
{
//如果子状态为设定的69号状态 空中z抬手
if (Chr_State_Table[0] == 69 && Chr_State_Table[1] == 69) {
//设定ani
obj.sq_SetCurrentAnimation(109);
obj.sq_SetStaticSpeedInfo(SPEED_TYPE_ATTACK_SPEED, SPEED_TYPE_ATTACK_SPEED, SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, 6.0, 6.0);
}
//空中z 下落
if (Chr_State_Table[0] == 691 && Chr_State_Table[1] == 691) {
//设定ani
obj.sq_SetCurrentAnimation(110);
obj.sq_SetStaticSpeedInfo(SPEED_TYPE_ATTACK_SPEED, SPEED_TYPE_ATTACK_SPEED, SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, 1.5, 1.5);
obj.sq_SetCurrentAttackInfo(27);
}
}
{ //滑铲
//滑铲起手
if (Chr_State_Table[0] == 68 && Chr_State_Table[1] == 68) {
obj.sq_SetCurrentAnimation(105);
obj.sq_SetStaticSpeedInfo(SPEED_TYPE_ATTACK_SPEED, SPEED_TYPE_ATTACK_SPEED, SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, 1.0, 1.0);
}
//滑铲冲刺
if (Chr_State_Table[0] == 681 && Chr_State_Table[1] == 681) {
obj.sq_SetCurrentAnimation(106);
obj.sq_SetStaticSpeedInfo(SPEED_TYPE_MOVE_SPEED, SPEED_TYPE_MOVE_SPEED, SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, 2.1, 2.1);
obj.sq_SetCurrentAttackInfo(26);
}
}
{ //拉起
//拉起第一段
if (Chr_State_Table[0] == 70 && Chr_State_Table[1] == 70) {
//设定ani
obj.sq_SetCurrentAnimation(107);
obj.sq_SetStaticSpeedInfo(SPEED_TYPE_ATTACK_SPEED, SPEED_TYPE_ATTACK_SPEED, SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, 1.0, 1.0);
}
//拉起第二段
if (Chr_State_Table[0] == 701 && Chr_State_Table[1] == 701) {
//设定ani
obj.sq_SetCurrentAnimation(108);
obj.sq_SetStaticSpeedInfo(SPEED_TYPE_ATTACK_SPEED, SPEED_TYPE_ATTACK_SPEED, SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, 1.0, 1.0);
obj.sq_SetCurrentAttackInfo(28);
}
}
}
//13号状态 枪刃改良proc声明
if (getroottable().rawin("onSetState_ATGunner13State_Table"))
onSetState_ATGunner13State_Table.rawset("Sawblade", onSetState_Sawblade);
}
//多重爆头
{
function setState_Sawblade_multiheadshot(obj, state, datas, isResetTimer) {
if (Chr_State_Table[1] == 1) {
local ShootDct = Chr_State_Table[2];
if (obj.getDirection() == 0) {
if (ShootDct == 0) ShootDct = 1;
else if (ShootDct == 1) ShootDct = 0;
}
local montab = GameC.findRoundNearAllEnemyRect(obj, 340, 80, ShootDct);
if (montab.len() > 0) {
local AtkRate = obj.sq_GetLevelData(72, 0, sq_GetSkillLevel(obj, 72));
local ap = sq_getNewAttackInfoPacket();
ap.hitStunTimeAttackerDamager = 600; //僵直时间
ap.powerRate = AtkRate; //百分比
ap.useWeapon = true; //是否吃武器伤害
ap.eType = ATTACKTYPE_PHYSICAL; //攻击类型 魔法还是物理
ap.backForce = 50; //推开距离
ap.upForce = 50; //打击高度
//local ballCount = obj.getMyPassiveObjectCount(24233);
//local magicBall = obj.getMyPassiveObject(24233, i)
foreach(Object in montab) {
sq_SendHitObjectPacketByAttackInfo(obj, Object, ap); //以新的攻击包发送攻击
//sq_SendHitObjectPacket(obj, Object, 0, 0, sq_GetObjectHeight(Object) / 2);
}
}
}
}
//13号状态 枪刃改良proc声明
if (getroottable().rawin("setState_ATGunner_Table"))
System.InsertArrayInTable(setState_ATGunner_Table, 37, "Sawblade", setState_Sawblade_multiheadshot);
}
//走射
{
//ATGunner_Sawblade_Skill.rawset("shoot", 0);
function ProcAppend_Sawblade_walkshoot(obj) {
//GameC.DestroyPassiveObject(obj,22001);
/*
if ((obj.isCurrentCutomAniIndex(28) || obj.isCurrentCutomAniIndex(29) || obj.isCurrentCutomAniIndex(30))) {
if (ATGunner_Sawblade_Skill["shoot"] == 0) {
local DamageRate = obj.sq_GetBonusRateWithPassive(15, 27, 0, 1.0);
obj.sq_StartWrite(); //开始写入
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
obj.sq_WriteDword(DamageRate); //写入 4 字节数 伤害率
obj.sq_SendCreatePassiveObjectPacket(24371, 0, 0, -10, 20);
ATGunner_Sawblade_Skill.rawset("shoot", 1);
}
} else if ((obj.isCurrentCutomAniIndex(31) || obj.isCurrentCutomAniIndex(32) || obj.isCurrentCutomAniIndex(33))) {
if (ATGunner_Sawblade_Skill["shoot"] == 0) {
local DamageRate = obj.sq_GetBonusRateWithPassive(15, 27, 0, 1.0);
obj.sq_StartWrite(); //开始写入
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
obj.sq_WriteDword(DamageRate); //写入 4 字节数 伤害率
obj.sq_SendCreatePassiveObjectPacket(24371, 0, 0, 10, 20);
ATGunner_Sawblade_Skill.rawset("shoot", 1);
}
} else {
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);
}