186 lines
5.6 KiB
Plaintext
186 lines
5.6 KiB
Plaintext
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SUB_STATE_DARK_CHANGE_READY <- 0
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SUB_STATE_DARK_CHANGE_START <- 1
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function sendSubState_DarkChange(obj,subState)
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{
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if(!obj) return;
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if(obj.isMyControlObject()) {
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obj.sq_IntVectClear();
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obj.sq_IntVectPush(subState); // substate撮?
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obj.sq_AddSetStatePacket(STATE_DARK_CHANGE, STATE_PRIORITY_USER, true);
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}
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}
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function checkExecutableSkill_DarkChange(obj)
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{
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if(!obj) return false;
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local b_useskill = obj.sq_IsUseSkill(SKILL_DARK_CHANGE);
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if(b_useskill) {
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sendSubState_DarkChange(obj,SUB_STATE_DARK_CHANGE_READY);
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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 checkCommandEnable_DarkChange(obj)
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{
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if(!obj) return false;
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local state = obj.sq_GetState();
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if(state == STATE_ATTACK)
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{
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return obj.sq_IsCommandEnable(SKILL_DARK_CHANGE); // 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);
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}
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return true;
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}
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function onSetState_DarkChange(obj, state, datas, isResetTimer)
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{
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if(!obj) return;
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obj.sq_StopMove();
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local sq_var = obj.getVar();
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local skill_level = sq_GetSkillLevel(obj, SKILL_DARK_CHANGE);
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local substate = obj.sq_GetVectorData(datas, 0);
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obj.setSkillSubState(substate);
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if(substate == SUB_STATE_DARK_CHANGE_READY) {
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obj.sq_SetCurrentAnimation(CUSTOM_ANI_DARK_CHANGE_READY);
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obj.sq_SetCurrentAttackInfo(CUSTOM_ATTACK_INFO_DARK_CHANGE);
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local damage = obj.sq_GetBonusRateWithPassive(SKILL_DARK_CHANGE , STATE_DARK_CHANGE, 0, 1.0);
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obj.sq_SetCurrentAttackBonusRate(damage);
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sq_var.setBool(0,false); // 渗热 : 谆桧锷 渗?陛 毡历朝虽 嵘鼠
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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 skillLevel = sq_GetSkillLevel(obj, SKILL_DARK_CHANGE);
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local castTime = sq_GetCastTime(obj, SKILL_DARK_CHANGE, skillLevel);
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local animation = sq_GetCurrentAnimation(obj);
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local castAniTime = sq_GetFrameStartTime(animation, 5);
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local speedRate = castAniTime.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, castAniTime, true);
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obj.sq_PlaySound("MW_DCHANGE");
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}
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else if(substate == SUB_STATE_DARK_CHANGE_START) {
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obj.sq_SetCurrentAnimation(CUSTOM_ANI_DARK_CHANGE_START);
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sq_flashScreen(obj,0,0,800,150, sq_RGB(0,0,0), GRAPHICEFFECT_NONE, ENUM_DRAWLAYER_BOTTOM);
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local dark_range = sq_GetLevelData(obj, SKILL_DARK_CHANGE, 1, skill_level);
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dark_range = dark_range * 0.01;
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local ani = sq_GetCurrentAnimation(obj);
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if(ani){
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sq_var.setBool(0,true);
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sq_var.setFloat(1,dark_range);
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ani.setAttackBoundingBoxSizeRate(dark_range,false);
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}
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// pvp陛 嬴栖贼 陛卫 ?贼 瞪羹缣 檩?桧 勘萼棻.
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if(!sq_isPVPMode() && obj.isMyControlObject()) {
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obj.callBackAllObject(obj,0,OBJECTTYPE_ACTIVE);
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}
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sq_EndDrawCastGauge(obj);
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addElementalChain_ATMage(obj, ENUM_ELEMENT_DARK);
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}
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}
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function onAllCallBack_DarkChange(parentObj, obj, callBackIndex)
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{
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if(!obj)
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return true;
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printc("onAllCallBack_DarkChange");
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local ao = sq_GetCNRDObjectToActiveObject(obj);
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if(ao && sq_IsInScreenCollisionObject(obj,true) && parentObj.isEnemy(ao) ) {
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// 0.奢问溘% 1.檩瞪彰嫔% 2.檩? 溯涟 3.檩? ?睦 4.檩? 虽楼卫除
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local skill_level = sq_GetSkillLevel(parentObj, SKILL_DARK_CHANGE);
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local dark_power = sq_GetLevelData(parentObj, SKILL_DARK_CHANGE, 2, skill_level);
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local dark_prob = sq_GetLevelData(parentObj, SKILL_DARK_CHANGE, 3, skill_level);
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local dark_time = sq_GetLevelData(parentObj, SKILL_DARK_CHANGE, 4, skill_level);
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sq_sendSetActiveStatusPacket(obj, parentObj, ACTIVESTATUS_BLIND, dark_prob.tofloat(), dark_power.tointeger(), false, dark_time.tointeger());
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}
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return true;
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}
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function onEndState_DarkChange(obj, newState)
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{
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if(!obj) return;
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local sq_var = obj.getVar();
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if(newState != STATE_DARK_CHANGE) {
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local isResized = sq_var.getBool(0);
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if(isResized) {
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local ani = sq_GetCurrentAnimation(obj);
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if(ani){
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local dark_range = sq_var.getFloat(1);
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ani.setAttackBoundingBoxSizeRate(1.0/dark_range,false);
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}
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}
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}
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}
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function onEndCurrentAni_DarkChange(obj)
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{
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if(!obj) return;
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local substate = obj.getSkillSubState();
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if(substate == SUB_STATE_DARK_CHANGE_READY) {
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sendSubState_DarkChange(obj,SUB_STATE_DARK_CHANGE_START);
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}
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else if(substate == SUB_STATE_DARK_CHANGE_START) {
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obj.sq_AddSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false);
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}
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}
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function onAttack_DarkChange(obj, damager, boundingBox, isStuck)
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{
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if (!obj) return;
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local attackInfo = sq_GetCurrentAttackInfo(obj);
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if (!attackInfo) return;
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if(sq_isPVPMode()) { // pvp缣摹 蜃擎 拥菟虏 檩?缣 勘萼棻.
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// 0.奢问溘% 1.檩瞪彰嫔% 2.檩? 溯涟 3.檩? ?睦 4.檩? 虽楼卫除
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local skill_level = sq_GetSkillLevel(obj, SKILL_DARK_CHANGE);
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local dark_power = sq_GetLevelData(obj, SKILL_DARK_CHANGE, 2, skill_level);
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local dark_prob = sq_GetLevelData(obj, SKILL_DARK_CHANGE, 3, skill_level);
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local dark_time = sq_GetLevelData(obj, SKILL_DARK_CHANGE, 4, skill_level);
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sq_SetChangeStatusIntoAttackInfo(attackInfo, 0, ACTIVESTATUS_BLIND, dark_prob, dark_power, dark_time);
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}
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}
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function onKeyFrameFlag_DarkChange(obj, flagIndex)
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{
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if(!obj) return true;
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local angle = 0;
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if(flagIndex == 1) {
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sq_SetMyShake(obj,2,160);
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}
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return true;
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} |