Sqr/character/atmage/fireroad/fire_road.nut

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2024-03-18 21:37:40 +08:00
function checkExecutableSkill_FireRoad(obj)
{
if (!obj) return false;
local isUseSkill = obj.sq_IsUseSkill(SKILL_FIRE_ROAD);
if (isUseSkill) {
obj.sq_IntVectClear();
obj.sq_IntVectPush(0); // subState掸?
obj.sq_AddSetStatePacket(STATE_FIRE_ROAD, STATE_PRIORITY_USER, true);
return true;
}
return false;
}
function checkCommandEnable_FireRoad(obj)
{
if(!obj)
return false;
local state = obj.sq_GetState();
if(state == STATE_ATTACK)
{
return obj.sq_IsCommandEnable(SKILL_FIRE_ROAD); // 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 onEndState_FireRoad(obj, state)
{
// 蝶才桧? 谦猿 ?擎 镞模 肾历棻贼 议蝶? 啪桧虽 桡据
sq_EndDrawCastGauge(obj);
}
function onSetState_FireRoad(obj, state, datas, isResetTimer)
{
if (!obj) return;
obj.sq_StopMove();
local subState = obj.sq_GetVectorData(datas, 0); // subState
obj.sq_SetSkillSubState(obj, subState);
if (subState == 0)
{
obj.sq_SetCurrentAnimation(CUSTOM_ANI_FIRE_ROAD_CAST1);
obj.sq_PlaySound("MW_FIREROAD");
// 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_FIRE_ROAD);
local castTime = sq_GetCastTime(obj, SKILL_FIRE_ROAD, skillLevel);
local animation = sq_GetCurrentAnimation(obj);
obj.sq_Rewind(animation);
sq_SetFrameDelayTime(animation, 0, castTime);
obj.sq_SetStaticSpeedInfo(SPEED_TYPE_CAST_SPEED, SPEED_TYPE_CAST_SPEED,
SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, 1.0, 1.0);
sq_StartDrawCastGauge(obj, castTime, true);
addElementalChain_ATMage(obj, ENUM_ELEMENT_FIRE);
}
else if (subState == 1)
{
obj.sq_SetCurrentAnimation(CUSTOM_ANI_FIRE_ROAD_CAST2);
}
}
// prepareDraw
function prepareDraw_FireRoad(obj)
{
if (!obj) return;
}
// onEndCurrentAni
function onEndCurrentAni_FireRoad(obj)
{
if (!obj) return;
if (obj.sq_GetSkillSubState(obj) == 0) {
obj.sq_IntVectClear();
obj.sq_IntVectPush(1); // subState掸?
obj.sq_AddSetStatePacket(STATE_FIRE_ROAD, STATE_PRIORITY_USER, true);
}
else if (obj.sq_GetSkillSubState(obj) == 1) {
obj.sq_AddSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false);
}
}
// onKeyFrameFlag
function onKeyFrameFlag_FireRoad(obj, flagIndex)
{
if (!obj) return true;
local skillSubState = obj.sq_GetSkillSubState(obj);
if (skillSubState == 0) {
local skillLevel = obj.sq_GetSkillLevel(SKILL_FIRE_ROAD);
local pauseTime = obj.sq_GetIntData(SKILL_FIRE_ROAD, 0); // 螃粽薛? 当撩除问(卫除)
local xPos = obj.sq_GetIntData(SKILL_FIRE_ROAD, 1); // 螃粽薛? 当撩嫔纂(议葛搅煎 睡搅 赁?捻 云横螳 当撩肾朝虽?)
local xOffset = obj.sq_GetIntData(SKILL_FIRE_ROAD, 2); // 螃粽薛? 当撩除问(螃粽薛?除暧 当撩 除问)
local maxHit = obj.sq_GetIntData(SKILL_FIRE_ROAD, 3); // 螃粽薛?渡 譆渠 ??热
local sizeRate = obj.sq_GetIntData(SKILL_FIRE_ROAD, 5); // 螃粽薛?暧 ?渠徽(%)
// 螃粽薛? 当撩 偎热
local createCount = obj.sq_GetLevelData(SKILL_FIRE_ROAD, 0, skillLevel);
local damage1 = obj.sq_GetBonusRateWithPassive(SKILL_FIRE_ROAD, STATE_FIRE_ROAD, 1, 1.0); // 奢问溘1(%)
local damage2 = obj.sq_GetBonusRateWithPassive(SKILL_FIRE_ROAD, STATE_FIRE_ROAD, 2, 1.0); // 奢问溘2(%)
printc("createCount " + createCount);
// ?撩 蝶鉴击 寡锡棻贼 罹楝还桧(撮煎) 当撩胀棻.
local rowNumber = obj.sq_GetIntData(SKILL_FIRE_ROAD, 4);
local yAxisDistance = 55;
for (local i = 0; i < createCount; i++)
{
if (obj.isMyControlObject())
{
obj.sq_StartWrite();
obj.sq_WriteWord(pauseTime * i);// 当撩除问(卫除)
obj.sq_WriteDword(damage1); // 等嘐虽1
obj.sq_WriteDword(damage2); // 等嘐虽2
obj.sq_WriteByte(maxHit); // 螃粽薛?渡 譆渠 ??热
obj.sq_WriteByte(i); // ?营 当撩? 廓箪. (饵遴萄 轿溘辨)
obj.sq_WriteWord(sizeRate); // 螃粽薛?暧 ?渠徽(%)
printc("number " +i);
// 24212, 24213击 廓陞嬴陛贼怃 当撩?棻.
local passiveObjectIndex = 24212 + i % 2;
obj.sq_SendCreatePassiveObjectPacket(passiveObjectIndex, 0, xPos + xOffset * i, 1, 0);
// ?撩 蝶鉴击 寡锡棻贼 罹楝还桧(撮煎) 当撩胀棻.
if (rowNumber > 0)
{
for (local j = 0; j < rowNumber; j+=1)
{
local row = (j + 2) / 2;
row = row.tointeger();
if ((j % 2) == 0)
{ // 嫔薹
local y = row * yAxisDistance;
obj.sq_SendCreatePassiveObjectPacket(passiveObjectIndex, 0, xPos + xOffset * i, -y, 0);
}
else
{ // 嬴楚薹
local y = row * yAxisDistance;
obj.sq_SendCreatePassiveObjectPacket(passiveObjectIndex, 0, xPos + xOffset * i, y, 0);
}
}
}
}
}
}
return true;
}