323 lines
13 KiB
Plaintext
323 lines
13 KiB
Plaintext
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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_Attack(obj, state, datas, isResetTimer)
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{
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if (!obj)
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return;
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local skillLevel = obj.sq_GetSkillLevel(SKILL_ICE_ELEMENTAL_ATTACK);
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// 热樯羹蒂 寡锡挤.
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if (skillLevel > 0)
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{
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// 橾奁 奢问卫, 擅戏煎 瞪霞 籀葬
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obj.setAttackXVelocity(250);
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obj.setAttackXAccel(-1000);
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obj.setAttackXVelocityFast(400);
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obj.setAttackXAccelFast(-1000);
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// 晦狱晦 熨湿 瞳辨
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obj.applyBasicAttackUp(sq_GetCurrentAttackInfo(obj),obj.getState());
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sq_SetCurrentAttackInfo(obj, sq_GetCurrentAttackInfo(obj));
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}
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else
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{
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// 热樯羹蒂 寡办虽 强懊棻贼 薯濠葬缣怃 葆彻掘 卫瞪
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obj.setAttackXVelocity(0);
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obj.setAttackXAccel(0);
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obj.setAttackXVelocityFast(0);
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obj.setAttackXAccelFast(0);
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local element = obj.getThrowElement();
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local attackIndex = obj.getAttackIndex();
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playSoundForAtmageAttack(obj, element, attackIndex);
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}
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}
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function onAfterSetState_Attack(obj, state, datas, isResetTimer)
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{
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if (!obj) return;
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// 热樯羹 蝶鉴击 寡锡棻贼, ?颤 缣栖诡桧暮桧 夥莘
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// 葆彻掘紫 嫦饵肾虽 强挤.
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local iceElementalAttackSkillLevel = obj.sq_GetSkillLevel(SKILL_ICE_ELEMENTAL_ATTACK);
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if (state == STATE_ATTACK && iceElementalAttackSkillLevel <= 0)
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{
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// ?颤 桧??蒂 称樯棻.
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// 勘溥毡朝 帼? 蝶鉴 樯策蝶 塽 怃粽 蝶才桧?缣 评塭怃 尔罹虽朝 桧??陛 棻荤 (楼撩缣评塭怃 称朝 桧??陛 棻荤)
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local element = obj.getThrowElement();
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local attackIndex = obj.getAttackIndex();
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// 楼撩嫦翕 appendage缣 勘溥毡朝虽 羹觼?.
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// 楼撩嫦翕缣 勘溥毡虽 强棻贼 鼠楼撩 ?颤陛 嫦饵脾
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local appendage = obj.GetSquirrelAppendage("Character/ATMage/ElementalChange/ap_ATMage_Elemental_Change.nut");
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if (!appendage || !appendage.isValid())
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element = ENUM_ELEMENT_NONE;
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if (attackIndex == 0)
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{
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if (element == ENUM_ELEMENT_FIRE)
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{ // ?楼撩
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obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/fire/attack1_fire_normal.ani"), 0, 0);
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obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/fire/attack1_fire_dodge.ani"), 0, 0);
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}
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else if (element == ENUM_ELEMENT_WATER)
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{ // 热楼撩
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obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/water/attack1_water_normal.ani"), 0, 0);
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obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/water/attack1_water_dodge.ani"), 0, 0);
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}
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else if (element == ENUM_ELEMENT_DARK)
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{ // 檩楼撩
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obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/dark/attack1_dark_normal.ani"), 0, 0);
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obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/dark/attack1_dark_dodge.ani"), 0, 0);
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}
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else if (element == ENUM_ELEMENT_LIGHT)
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{ // 赀楼撩
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obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/light/attack1_light_normal.ani"), 0, 0);
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obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/light/attack1_light_dodge.ani"), 0, 0);
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}
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else if (element == ENUM_ELEMENT_NONE)
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{ // 鼠楼撩
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obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/attack1_none_normal.ani"), 0, 0);
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obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/attack1_none_dodge.ani"), 0, 0);
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}
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}
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else if (attackIndex == 1)
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{
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if (element == ENUM_ELEMENT_FIRE)
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{ // ?楼撩
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obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/fire/attack2_fire_normal.ani"), 0, 0);
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obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/fire/attack2_fire_dodge.ani"), 0, 0);
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}
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else if (element == ENUM_ELEMENT_WATER)
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{ // 热楼撩
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obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/water/attack2_water_normal.ani"), 0, 0);
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obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/water/attack2_water_dodge.ani"), 0, 0);
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}
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else if (element == ENUM_ELEMENT_DARK)
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{ // 檩楼撩
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obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/dark/attack2_dark_normal.ani"), 0, 0);
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obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/dark/attack2_dark_dodge.ani"), 0, 0);
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}
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else if (element == ENUM_ELEMENT_LIGHT)
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{ // 赀楼撩
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obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/light/attack2_light_normal.ani"), 0, 0);
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obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/light/attack2_light_dodge.ani"), 0, 0);
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}
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else if (element == ENUM_ELEMENT_NONE)
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{ // 鼠楼撩
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obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/attack2_none_normal.ani"), 0, 0);
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obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/attack2_none_dodge.ani"), 0, 0);
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}
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}
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else if (attackIndex == 2)
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{
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if (element == ENUM_ELEMENT_FIRE)
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{ // ?楼撩
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obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/fire/attack3_fire_normal.ani"), 0, 0);
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obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/fire/attack3_fire_dodge.ani"), 0, 0);
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}
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else if (element == ENUM_ELEMENT_WATER)
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{ // 热楼撩
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obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/water/attack3_water_normal.ani"), 0, 0);
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obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/water/attack3_water_dodge.ani"), 0, 0);
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}
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else if (element == ENUM_ELEMENT_DARK)
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{ // 檩楼撩
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obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/dark/attack3_dark_normal.ani"), 0, 0);
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obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/dark/attack3_dark_dodge.ani"), 0, 0);
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}
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else if (element == ENUM_ELEMENT_LIGHT)
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{ // 赀楼撩
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obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/light/attack3_light_normal.ani"), 0, 0);
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obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/light/attack3_light_dodge.ani"), 0, 0);
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}
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else if (element == ENUM_ELEMENT_NONE)
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{ // 鼠楼撩
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obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/attack3_none_normal.ani"), 0, 0);
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obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/attack3_none_dodge.ani"), 0, 0);
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}
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}
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else if (attackIndex == 3)
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{
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if (element == ENUM_ELEMENT_FIRE)
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{ // ?楼撩
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obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/fire/attack4_fire_normal.ani"), 0, 0);
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obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/fire/attack4_fire_dodge.ani"), 0, 0);
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}
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else if (element == ENUM_ELEMENT_WATER)
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{ // 热楼撩
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obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/water/attack4_water_normal.ani"), 0, 0);
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obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/water/attack4_water_dodge.ani"), 0, 0);
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}
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else if (element == ENUM_ELEMENT_DARK)
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{ // 檩楼撩
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obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/dark/attack4_dark_normal.ani"), 0, 0);
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obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/dark/attack4_dark_dodge.ani"), 0, 0);
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}
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else if (element == ENUM_ELEMENT_LIGHT)
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{ // 赀楼撩
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obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/light/attack4_light_normal.ani"), 0, 0);
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obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/light/attack4_light_dodge.ani"), 0, 0);
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}
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else if (element == ENUM_ELEMENT_NONE)
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{
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obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/attack4_none_normal.ani"), 0, 0);
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obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/attack4_none_dodge.ani"), 0, 0);
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}
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}
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}
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}
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function createMiniMagicCircle(obj, xPos, zPos, shotDirection, bonusDamage) // direction 0:姜贼 1:渠陕摹 2:?钦)
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{
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if(!obj)
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return;
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if (obj.sq_IsMyControlObject()) {
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// 葆彻掘羹 当撩嫔纂
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local direction = sq_GetDirection(obj);
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local x = sq_GetDistancePos(obj.getXPos(), direction, xPos);
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local y = sq_GetDistancePos(obj.getYPos(), ENUM_DIRECTION_DOWN, 1);
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local z = sq_GetDistancePos(obj.getZPos(), ENUM_DIRECTION_UP, zPos);
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// 擒除暧 嵘紫晦栋桧 毡挤.
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// 奢问濠
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// 嫦饵 嫔纂(x,y,z)
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// 陛煎 嫦饵陕 (0桧贼 擅戏煎 嫦饵, 30桧贼 螃艇薹 30紫煎 嫦饵)
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// 撮煎 嫦饵陕 (0桧贼 擅戏煎 嫦饵, -30桧贼 嬴楚薹 30紫煎 嫦饵)
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// 陛煎 譆渠 尔姜陕 (?薹 寞?)
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// 撮煎 譆渠 尔姜陕 (?薹 寞?)
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// 瞳娄暧 譆渠 剪葬. -1桧贼 薯? 桡挤
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// x蹴 譆渠 饵姜剪葬
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// 奢问 梦蝶暧 x蹴 觼晦
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// 奢问 梦蝶暧 y蹴 觼晦
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// 奢问 梦蝶暧 z蹴 觼晦
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local activeObject;
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local searchAngleH = 0;
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local searchAngleV = 0;
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local passiveObjectIndex = 0;
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if(shotDirection == 0)
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{ // 姜贼
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//activeObject = sq_FindShootingTarget(obj, x, y, z, 0, 0, 10, 10, -1, 1000, 1000, 250, 100);
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local distance = 1000;
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local angle = 20;
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activeObject = findAngleTarget(obj, distance, angle, 100); // 睡瓣笛 赅晔暧 瞳 匐仪
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searchAngleH = 30;
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searchAngleV = 15;
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passiveObjectIndex = 24202;
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// 翱楼嫦饵朝 当梯亿朝 伪虽虏, 棻艇 螃粽薛?陛 嫦饵脾 (钟帼瞪暧 舱?击 嫡晦阳侥)
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if (obj.getState() == STATE_MULTI_SHOT)
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passiveObjectIndex = 24266;
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}
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else if(shotDirection == 1) {// 渠陕摹
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activeObject = sq_FindShootingTarget(obj, x, y, z, 0, 0, 4, 4, -1, 300, 100, 50, 100);
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searchAngleH = 5;
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searchAngleV = 5;
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passiveObjectIndex = 24207;
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// 翱楼嫦饵朝 当梯亿朝 伪虽虏, 棻艇 螃粽薛?陛 嫦饵脾 (钟帼瞪暧 舱?击 嫡晦阳侥)
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if (obj.getState() == STATE_MULTI_SHOT)
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passiveObjectIndex = 24271;
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}
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else if(shotDirection == 2) { // ?钦
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activeObject = sq_FindShootingTarget(obj, x, y, z, 0, 0, 4, 4, -1, 300, 100, 50, 100);
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searchAngleH = 5;
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searchAngleV = 5;
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passiveObjectIndex = 24228;
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// 翱楼嫦饵朝 当梯亿朝 伪虽虏, 棻艇 螃粽薛?陛 嫦饵脾 (钟帼瞪暧 舱?击 嫡晦阳侥)
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if (obj.getState() == STATE_MULTI_SHOT)
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passiveObjectIndex = 24276;
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}
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else {
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printc("error! magic ball create shotDirection error");
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return;
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}
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// 楼撩嫦翕 appendage缣 勘溥毡朝虽 羹觼?.
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// 楼撩嫦翕缣 勘溥毡虽 强棻贼 鼠楼撩 ?颤陛 嫦饵脾
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local horizonAngle = 0.0;
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local verticalAngle = 0.0;
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if (activeObject != NULL) {
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local maxDistance = abs(activeObject.getXPos() - x);
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horizonAngle = sq_GetShootingHorizonAngle(activeObject, y, 0, searchAngleH, maxDistance);
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verticalAngle = sq_GetShootingVerticalAngle(activeObject, z, 0, searchAngleV, maxDistance, 300);
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}
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local appendage = obj.GetSquirrelAppendage("Character/ATMage/ElementalChange/ap_ATMage_Elemental_Change.nut");
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if (appendage && appendage.isValid()) {
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local element = obj.getThrowElement();
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passiveObjectIndex = passiveObjectIndex + 1 + element;
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}
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||
|
|
obj.sq_StartWrite();
|
||
|
|
obj.sq_WriteFloat(horizonAngle);
|
||
|
|
obj.sq_WriteFloat(verticalAngle);
|
||
|
|
obj.sq_WriteDword(bonusDamage);
|
||
|
|
obj.sq_SendCreatePassiveObjectPacket(passiveObjectIndex, 0, xPos, 1, zPos);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
// 奢问卫 葆彻 掘羹蒂 当撩?棻.
|
||
|
|
function onKeyFrameFlag_Attack(obj, flagIndex)
|
||
|
|
{
|
||
|
|
if(!obj)
|
||
|
|
return false;
|
||
|
|
local isMyControlObject = obj.sq_IsMyControlObject();
|
||
|
|
|
||
|
|
// 奢问?阳葆棻 葆彻 掘羹蒂 当撩?棻.
|
||
|
|
// 勘溥毡朝 帼?缣 评塭怃 当撩 肾横螳捡 ? ?卫粽 螃粽薛?陛 棻荤(楼撩)
|
||
|
|
//
|
||
|
|
local xPos = 0, zPos = 0;
|
||
|
|
|
||
|
|
local attackIndex = obj.getAttackIndex();
|
||
|
|
if (attackIndex == 0)
|
||
|
|
{
|
||
|
|
xPos = 65, zPos = 59;
|
||
|
|
}
|
||
|
|
else if (attackIndex == 1)
|
||
|
|
{
|
||
|
|
xPos = 60, zPos = 71;
|
||
|
|
}
|
||
|
|
else if (attackIndex == 2)
|
||
|
|
{
|
||
|
|
xPos = 55, zPos = 58;
|
||
|
|
}
|
||
|
|
else if (attackIndex == 3)
|
||
|
|
{
|
||
|
|
xPos = 65, zPos = 36;
|
||
|
|
}
|
||
|
|
|
||
|
|
if (flagIndex == 1)
|
||
|
|
{
|
||
|
|
// 葆彻掘羹蒂 当撩?棻.
|
||
|
|
createMiniMagicCircle(obj, xPos, zPos, 0, 0); // direction 0:姜贼 1:渠陕摹 2:?钦
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
return true;
|
||
|
|
}
|
||
|
|
|
||
|
|
function playSoundForAtmageAttack(obj, elementalType, attackCount)
|
||
|
|
{
|
||
|
|
if(!obj)
|
||
|
|
return;
|
||
|
|
|
||
|
|
local elementalName = "MWSHOT_0";
|
||
|
|
if (elementalType == ENUM_ELEMENT_FIRE)
|
||
|
|
elementalName = "FIRESHOT_0";
|
||
|
|
else if (elementalType == ENUM_ELEMENT_WATER)
|
||
|
|
elementalName = "ICESHOT_0";
|
||
|
|
else if (elementalType == ENUM_ELEMENT_DARK)
|
||
|
|
elementalName = "DARKSHOT_0";
|
||
|
|
else if (elementalType == ENUM_ELEMENT_LIGHT)
|
||
|
|
elementalName = "LIGHTSHOT_0";
|
||
|
|
|
||
|
|
obj.sq_PlaySound(elementalName + (attackCount+1));
|
||
|
|
}
|