Sqr/character/atmage/holonglight/holong_light.nut

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2024-03-18 21:37:40 +08:00
function checkExecutableSkill_HolongLight(obj)
{
if(!obj) return false;
local count = obj.getMyPassiveObjectCount(24222);
if(count > 0) {
local loadSlot = obj.sq_GetSkillLoad(SKILL_HOLONG_LIGHT);
if(!loadSlot) {
return false;
}
local isCool = loadSlot.isCooling();
if(!isCool) {
// 陛虽坚 毡朝 ?炀碳 酝缣 桧嘐 嫦饵胀 偃羹陛 嬴栖贼 嫦饵?棻.
local holongObj;
for(local i=0;i<count;++i) {
holongObj = obj.getMyPassiveObject(24222,i);
if(holongObj && holongObj.getState() < HOLONG_LIGHT_STATE_ATTACK) {
holongObj.sendStateOnlyPacket(HOLONG_LIGHT_STATE_ATTACK);
local loadSlot = obj.sq_GetSkillLoad(SKILL_HOLONG_LIGHT);
loadSlot.use(1);
break;
}
}
// 葆虽虞 嫦樯虽蒂 琼嬴 顶朝 睡碟
local buffCount = 0;
for(local i=0;i<count;++i) {
local passiveObj = obj.getMyPassiveObject(24222,i);
if(passiveObj && !isSameObject(holongObj,passiveObj) && passiveObj.getState() < HOLONG_LIGHT_STATE_ATTACK) {
buffCount++;
}
}
// 葆虽虞 嫦桧贼 藤颤歜击 给萼棻.
if(buffCount <= 0) { // ?偃 陴擎 鼻?缣摹 藤击 给萼棻.
obj.startSkillCoolTime(SKILL_HOLONG_LIGHT,1,-1);
}
return false;
}
}
else if(obj.getState() == STATE_STAND || obj.getState() == STATE_DASH || obj.getState() == STATE_ATTACK) {
local b_useskill = obj.sq_IsUseSkill(SKILL_HOLONG_LIGHT);
if(b_useskill) {
obj.sq_AddSetStatePacket(STATE_HOLONG_LIGHT, STATE_PRIORITY_USER, false);
return true;
}
}
return false;
}
function checkCommandEnable_HolongLight(obj)
{
if(!obj) return false;
local count = obj.getMyPassiveObjectCount(24222);
//警蜗晦 饷薯 蒙机 (2012.04.12)
if(count == 0 && obj.getState() != STATE_STAND && obj.getState() != STATE_DASH && obj.getState() != STATE_ATTACK)
return false;
local state = obj.sq_GetState();
if(state == STATE_ATTACK) {
// 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]
return obj.sq_IsCommandEnable(SKILL_HOLONG_LIGHT);
}
return true;
}
function onSetState_HolongLight(obj, state, datas, isResetTimer)
{
if(!obj) return;
obj.sq_StopMove();
obj.sq_SetCurrentAnimation(CUSTOM_ANI_HOLONG_LIGHT);
obj.sq_SetStaticSpeedInfo(SPEED_TYPE_CAST_SPEED, SPEED_TYPE_CAST_SPEED,
SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, 1.0, 1.0);
local level = sq_GetSkillLevel(obj, SKILL_HOLONG_LIGHT);
local lifeTime = sq_GetLevelData(obj, SKILL_HOLONG_LIGHT, 0, level); //?炀碳 帼? 嵘? 卫除
AppendAppendageToSimple(obj, SKILL_HOLONG_LIGHT, "Appendage/Character/ap_atmage_buff.nut", lifeTime, true);
}
function onEndCurrentAni_HolongLight(obj)
{
if(!obj) return;
obj.sq_AddSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false);
}
function onKeyFrameFlag_HolongLight(obj, flagIndex)
{
if(!obj) return true;
if(flagIndex == 1) {
obj.sq_AddSkillLoad(SKILL_HOLONG_LIGHT, 40, 2, 500);
local x = -26;
local y = 0;
local z = 90;
local activeObject = sq_FindShootingTarget(obj, sq_GetDistancePos(sq_GetXPos(obj),obj.getDirection(),x), sq_GetYPos(obj), sq_GetZPos(obj) + z, 0, 0, 4, 14, -1, 300, 100, 50, 100);
local horizonAngle = 0.0;
local verticalAngle = 0.0;
if (activeObject != NULL) {
local maxDistance = abs(activeObject.getXPos() - x);
horizonAngle = sq_GetShootingHorizonAngle(activeObject, y, 0, 5, maxDistance);
verticalAngle = sq_GetShootingVerticalAngle(activeObject, z, 0, 5, maxDistance, 300);
}
local level = sq_GetSkillLevel(obj, SKILL_HOLONG_LIGHT);
local lifeTime = sq_GetLevelData(obj, SKILL_HOLONG_LIGHT, 0, level); //?炀碳 帼? 嵘? 卫除
local defenceUp = sq_GetLevelData(obj, SKILL_HOLONG_LIGHT, 1, level);
local attackPower = obj.sq_GetBonusRateWithPassive(SKILL_HOLONG_LIGHT,STATE_HOLONG_LIGHT, 2, 1.0);
local shotTime = sq_GetIntData(obj, SKILL_HOLONG_LIGHT, 0);
local coolTime = sq_GetIntData(obj, SKILL_HOLONG_LIGHT, 1);
for(local i=0;i<2;++i) {
if(obj.isMyControlObject())
{
obj.sq_StartWrite();
obj.sq_WriteBool(i); // 颤殓 A : 桨嫔缣 当撩
obj.sq_WriteFloat(horizonAngle);
obj.sq_WriteFloat(verticalAngle);
obj.sq_WriteDword(lifeTime);
obj.sq_WriteDword(defenceUp);
obj.sq_WriteDword(attackPower);
obj.sq_WriteDword(shotTime);
obj.sq_WriteDword(coolTime);
obj.sq_SendCreatePassiveObjectPacket(24222, x, y, z, 0);
}
}
}
return true;
}