Sqr/character/atmage/flamecircle/flamecircle.nut

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2024-03-18 21:37:40 +08:00
SUB_STATE_FLAMECIRCLE_0 <- 0
SUB_STATE_FLAMECIRCLE_1 <- 1
SUB_STATE_FLAMECIRCLE_2 <- 2
SUB_STATE_FLAMECIRCLE_3 <- 3
SUB_STATE_FLAMECIRCLE_4 <- 4
SUB_STATE_FLAMECIRCLE_CASTING <- 5
SKL_LV_FRAMECIRCLE_0 <- 0 // 0. ?瞪热
SKL_LV_FRAMECIRCLE_1 <- 1 // 1. ?瞪楼紫 寡徽 (100%~)
SKL_LV_FRAMECIRCLE_2 <- 2 // 2. ?瞪 奢问溘(%)
SKL_LV_FRAMECIRCLE_3 <- 3 // 3. ?栖卫 奢问溘(%)
function checkExecutableSkill_FlameCircle(obj)
{
if(!obj) return false;
local b_useskill = obj.sq_IsUseSkill(SKILL_FLAMECIRCLE);
if(b_useskill) {
obj.sq_IntVectClear();
obj.sq_IntVectPush(SUB_STATE_FLAMECIRCLE_CASTING); // substate撮?
obj.sq_AddSetStatePacket(STATE_FLAMECIRCLE, STATE_PRIORITY_IGNORE_FORCE, true);
return true;
}
return false;
}
function checkCommandEnable_FlameCircle(obj)
{
if(!obj) 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_FLAMECIRCLE); // 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_FLAMECIRCLE);
}
return true;
}
function onSetState_FlameCircle(obj, state, datas, isResetTimer)
{
if(!obj) return;
local substate = obj.sq_GetVectorData(datas, 0);
obj.setSkillSubState(substate);
obj.sq_StopMove();
local posX = obj.getXPos();
local posY = obj.getYPos();
local posZ = obj.getZPos();
obj.getVar().clear_vector();
obj.getVar().push_vector(0);
obj.getVar().push_vector(0);
obj.getVar("expflag").clear_vector();
obj.getVar("expflag").push_vector(0);
if(substate == SUB_STATE_FLAMECIRCLE_CASTING)
{
obj.sq_SetCurrentAnimation(CUSTOM_ANI_FLAMECIRCLE_CASTING);
// 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_FLAMECIRCLE);
//local castTime = sq_GetCastTime(obj, SKILL_FLAMECIRCLE, skillLevel);
//local animation = sq_GetCurrentAnimation(obj);
//local startTime = sq_GetFrameStartTime(animation, 16);
//local speedRate = startTime.tofloat() / castTime.tofloat();
//obj.sq_SetStaticSpeedInfo(SPEED_TYPE_CAST_SPEED, SPEED_TYPE_CAST_SPEED,
// SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, speedRate, speedRate);
//
//sq_StartDrawCastGauge(obj, startTime, true);
addElementalChain_ATMage(obj, ENUM_ELEMENT_FIRE);
}
else if(substate == SUB_STATE_FLAMECIRCLE_0) {
obj.sq_SetCurrentAnimation(CUSTOM_ANI_FLAMECIRCLE1);
local pAni = obj.sq_GetCurrentAni();
}
else if(substate == SUB_STATE_FLAMECIRCLE_1) {
obj.sq_SetCurrentAnimation(CUSTOM_ANI_FLAMECIRCLE2);
local pAni = obj.sq_GetCurrentAni();
//pAni.setSpeedRate(100.0);
}
else if(substate == SUB_STATE_FLAMECIRCLE_2) {
obj.sq_PlaySound("MW_FLAMECILCLE");
obj.sq_SetCurrentAnimation(CUSTOM_ANI_FLAMECIRCLE3);
obj.sq_SetCurrentAttackInfo(CUSTOM_ATTACK_INFO_FLAMECIRCLE);
local pAttack = sq_GetCurrentAttackInfo(obj);
// 跷陛 觼煎栖赝 蒙机
local currentAni = sq_GetCurrentAnimation(obj);
local exp100Rate = obj.sq_GetIntData(SKILL_FLAMECIRCLE, 1); // 1. 葆虽虞 ?嫦 等嘐虽 寡徽 (100%~)
local expRate = exp100Rate.tofloat() / 100.0;
print( " expRate:" + expRate);
sq_SetAttackBoundingBoxSizeRate(currentAni, expRate, expRate, expRate);
obj.getVar("expflag").set_vector(0, 1);
///////////////////////////
//SKL_LV_FRAMECIRCLE_3 <- 3 // 3. ?栖卫 奢问溘(%)
local firstAttackRate = obj.sq_GetBonusRateWithPassive(SKILL_FLAMECIRCLE, STATE_FLAMECIRCLE, SKL_LV_FRAMECIRCLE_3, 1.0); //3. ?栖卫 奢问溘(%)
sq_SetCurrentAttackBonusRate(pAttack, firstAttackRate);
obj.sq_SetShake(obj,2,300);
//sq_SetCurrentAttackBonusRate(pAttack, attack_rate);
}
else if(substate == SUB_STATE_FLAMECIRCLE_3) {
// SUB_STATE_FLAMECIRCLE_3 怃粽蝶才桧? 蒙机
}
else if(substate == SUB_STATE_FLAMECIRCLE_4) {
// SUB_STATE_FLAMECIRCLE_4 怃粽蝶才桧? 蒙机
}
//obj.sq_SetStaticSpeedInfo(SPEED_TYPE_CAST_SPEED, SPEED_TYPE_CAST_SPEED,
// SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, 1.0, 1.0);
}
function prepareDraw_FlameCircle(obj)
{
if(!obj) return;
local substate = obj.getSkillSubState();
if(substate == SUB_STATE_FLAMECIRCLE_0) {
// SUB_STATE_FLAMECIRCLE_0 怃粽蝶才桧? 蒙机
}
else if(substate == SUB_STATE_FLAMECIRCLE_1) {
// SUB_STATE_FLAMECIRCLE_1 怃粽蝶才桧? 蒙机
}
else if(substate == SUB_STATE_FLAMECIRCLE_2) {
// SUB_STATE_FLAMECIRCLE_2 怃粽蝶才桧? 蒙机
}
else if(substate == SUB_STATE_FLAMECIRCLE_3) {
// SUB_STATE_FLAMECIRCLE_3 怃粽蝶才桧? 蒙机
}
else if(substate == SUB_STATE_FLAMECIRCLE_4) {
// SUB_STATE_FLAMECIRCLE_4 怃粽蝶才桧? 蒙机
}
}
function onProc_FlameCircle(obj)
{
if(!obj) return;
local substate = obj.getSkillSubState();
local pAni = obj.sq_GetCurrentAni();
local frmIndex = obj.sq_GetCurrentFrameIndex(pAni);
local currentT = sq_GetCurrentTime(pAni);
if(substate == SUB_STATE_FLAMECIRCLE_0) {
if(frmIndex >= 2) {
if(!obj.getVar().get_vector(0)) {
if(obj.isMyControlObject()) {
local distanceL = 0;
local h = 0;
//SKL_LV_FRAMECIRCLE_0 <- 0 // 0. ?瞪热
//SKL_LV_FRAMECIRCLE_1 <- 1 // 1. ?瞪楼紫 寡徽 (100%~)
//SKL_LV_FRAMECIRCLE_2 <- 2 // 2. ?瞪 奢问溘(%)
//SKL_LV_FRAMECIRCLE_3 <- 3 // 3. ?栖卫 奢问溘(%)
local skill_level = obj.sq_GetSkillLevel(SKILL_FLAMECIRCLE);
local spin_num = obj.sq_GetLevelData(SKILL_FLAMECIRCLE, SKL_LV_FRAMECIRCLE_0, skill_level); // 0.葭觼 譆渠 偎热
local speed_rate = obj.sq_GetLevelData(SKILL_FLAMECIRCLE, SKL_LV_FRAMECIRCLE_1, skill_level); // 1.虽楼卫除
local firstAttackRate = obj.sq_GetBonusRateWithPassive(SKILL_FLAMECIRCLE, STATE_FLAMECIRCLE, SKL_LV_FRAMECIRCLE_2, 1.0); //2.奢问溘(%)
local spin_radius = obj.sq_GetIntData(SKILL_FLAMECIRCLE, 0); // ?瞪奁唳 (100%~)
local spin_r = spin_radius.tofloat() / 100.0;
sq_BinaryStartWrite();
sq_BinaryWriteWord(spin_num); // 蝶? 偎热
sq_BinaryWriteFloat(spin_r); // 蝶? 奁唳
sq_BinaryWriteFloat(speed_rate.tofloat()); // 楼紫
sq_BinaryWriteDword(firstAttackRate); // ?瞪 奢问溘(%)
obj.sq_SendCreatePassiveObjectPacket(24244, 0, distanceL, 1, h);
}
obj.getVar().set_vector(0, 1);
}
}
if(frmIndex >= 3) {
if(obj.getVar().get_vector(0) == 1) {
local flame_passive_obj = obj.sq_GetPassiveObject(24244); // 顶陛 当撩? ?溯歜怃赝
local next_state = false;
if(!flame_passive_obj) {
next_state = true;
}
else {
if(flame_passive_obj.sq_var.get_vector(3) == 1) {
next_state = true;
}
}
if(next_state) {
// 桧啪 桡戏贼
if(obj.isMyControlObject()) {
obj.sq_IntVectClear();
obj.sq_IntVectPush(SUB_STATE_FLAMECIRCLE_1);
obj.sq_AddSetStatePacket(STATE_FLAMECIRCLE, STATE_PRIORITY_USER, true);
}
}
}
}
}
else if(substate == SUB_STATE_FLAMECIRCLE_1) {
}
else if(substate == SUB_STATE_FLAMECIRCLE_2) {
if(frmIndex >= 1) {
if(!obj.getVar().get_vector(0)) {
local appendage = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, SKILL_FLAMECIRCLE, true, "Appendage/Character/ap_atmage_effect.nut", true);
obj.getVar().set_vector(0, 1);
}
}
}
else if(substate == SUB_STATE_FLAMECIRCLE_3) {
// SUB_STATE_FLAMECIRCLE_3 怃粽蝶才桧? 蒙机
}
else if(substate == SUB_STATE_FLAMECIRCLE_4) {
// SUB_STATE_FLAMECIRCLE_4 怃粽蝶才桧? 蒙机
}
}
function onProcCon_FlameCircle(obj)
{
if(!obj) return;
local substate = obj.getSkillSubState();
if(substate == SUB_STATE_FLAMECIRCLE_0) {
// SUB_STATE_FLAMECIRCLE_0 怃粽蝶才桧? 蒙机
}
else if(substate == SUB_STATE_FLAMECIRCLE_1) {
// SUB_STATE_FLAMECIRCLE_1 怃粽蝶才桧? 蒙机
}
else if(substate == SUB_STATE_FLAMECIRCLE_2) {
// SUB_STATE_FLAMECIRCLE_2 怃粽蝶才桧? 蒙机
}
else if(substate == SUB_STATE_FLAMECIRCLE_3) {
// SUB_STATE_FLAMECIRCLE_3 怃粽蝶才桧? 蒙机
}
else if(substate == SUB_STATE_FLAMECIRCLE_4) {
// SUB_STATE_FLAMECIRCLE_4 怃粽蝶才桧? 蒙机
}
}
function onEndCurrentAni_FlameCircle(obj)
{
if(!obj) return;
local substate = obj.getSkillSubState();
print( " substate:" + substate);
if(substate == SUB_STATE_FLAMECIRCLE_CASTING)
{
if(obj.isMyControlObject()) {
obj.sq_IntVectClear();
obj.sq_IntVectPush(SUB_STATE_FLAMECIRCLE_0);
obj.sq_AddSetStatePacket(STATE_FLAMECIRCLE, STATE_PRIORITY_USER, true);
}
}
else if(substate == SUB_STATE_FLAMECIRCLE_0) {
}
else if(substate == SUB_STATE_FLAMECIRCLE_1) {
if(obj.isMyControlObject()) {
obj.sq_IntVectClear();
obj.sq_IntVectPush(SUB_STATE_FLAMECIRCLE_2);
obj.sq_AddSetStatePacket(STATE_FLAMECIRCLE, STATE_PRIORITY_USER, true);
}
}
else if(substate == SUB_STATE_FLAMECIRCLE_2) {
if(obj.isMyControlObject()) {
obj.sq_AddSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false);
}
}
else if(substate == SUB_STATE_FLAMECIRCLE_3) {
// SUB_STATE_FLAMECIRCLE_3 怃粽蝶才桧? 蒙机
}
else if(substate == SUB_STATE_FLAMECIRCLE_4) {
// SUB_STATE_FLAMECIRCLE_4 怃粽蝶才桧? 蒙机
}
}
function onKeyFrameFlag_FlameCircle(obj, flagIndex)
{
if(!obj) return false;
local substate = obj.getSkillSubState();
if(substate == SUB_STATE_FLAMECIRCLE_0) {
// SUB_STATE_FLAMECIRCLE_0 怃粽蝶才桧? 蒙机
}
else if(substate == SUB_STATE_FLAMECIRCLE_1) {
// SUB_STATE_FLAMECIRCLE_1 怃粽蝶才桧? 蒙机
}
else if(substate == SUB_STATE_FLAMECIRCLE_2) {
// SUB_STATE_FLAMECIRCLE_2 怃粽蝶才桧? 蒙机
}
else if(substate == SUB_STATE_FLAMECIRCLE_3) {
// SUB_STATE_FLAMECIRCLE_3 怃粽蝶才桧? 蒙机
}
else if(substate == SUB_STATE_FLAMECIRCLE_4) {
// SUB_STATE_FLAMECIRCLE_4 怃粽蝶才桧? 蒙机
}
return false;
}
function onEndState_FlameCircle(obj, new_state)
{
if(!obj) return;
local substate = obj.getSkillSubState();
// 觼煎栖赝 跷陛 蒙机
// 横鸥梦蝶 寡徽击 锰鼻鹧煎 给溥捡?栖棻.
if(obj.getVar("expflag").get_vector(0))
{
local ani = sq_GetCustomAni(obj, CUSTOM_ANI_FLAMECIRCLE3);
if(ani)
{
local currentAni = sq_GetCurrentAnimation(obj);
local exp100Rate = obj.sq_GetIntData(SKILL_FLAMECIRCLE, 1); // 1. 葆虽虞 ?嫦 等嘐虽 寡徽 (100%~)
local expOldRate = 100.0 / exp100Rate.tofloat();
sq_SetAttackBoundingBoxSizeRate(currentAni, expOldRate, expOldRate, expOldRate);
}
}
///////////////////////////
if(substate == SUB_STATE_FLAMECIRCLE_0) {
// SUB_STATE_FLAMECIRCLE_0 怃粽蝶才桧? 蒙机
}
else if(substate == SUB_STATE_FLAMECIRCLE_1) {
// SUB_STATE_FLAMECIRCLE_1 怃粽蝶才桧? 蒙机
}
else if(substate == SUB_STATE_FLAMECIRCLE_2) {
}
else if(substate == SUB_STATE_FLAMECIRCLE_3) {
// SUB_STATE_FLAMECIRCLE_3 怃粽蝶才桧? 蒙机
}
else if(substate == SUB_STATE_FLAMECIRCLE_4) {
// SUB_STATE_FLAMECIRCLE_4 怃粽蝶才桧? 蒙机
}
// 蝶才桧? 谦猿 ?擎 镞模 肾历棻贼 议蝶? 啪桧虽 桡据
//sq_EndDrawCastGauge(obj);
}
function onAfterSetState_FlameCircle(obj, state, datas, isResetTimer)
{
if(!obj) return;
local substate = obj.getSkillSubState();
if(substate == SUB_STATE_FLAMECIRCLE_0) {
// SUB_STATE_FLAMECIRCLE_0 怃粽蝶才桧? 蒙机
}
else if(substate == SUB_STATE_FLAMECIRCLE_1) {
// SUB_STATE_FLAMECIRCLE_1 怃粽蝶才桧? 蒙机
}
else if(substate == SUB_STATE_FLAMECIRCLE_2) {
// SUB_STATE_FLAMECIRCLE_2 怃粽蝶才桧? 蒙机
}
else if(substate == SUB_STATE_FLAMECIRCLE_3) {
// SUB_STATE_FLAMECIRCLE_3 怃粽蝶才桧? 蒙机
}
else if(substate == SUB_STATE_FLAMECIRCLE_4) {
// SUB_STATE_FLAMECIRCLE_4 怃粽蝶才桧? 蒙机
}
}
function onAttack_FlameCircle(obj, damager, boundingBox, isStuck)
{
if(!obj) return;
local substate = obj.getSkillSubState();
if(substate == SUB_STATE_FLAMECIRCLE_2) {
// SUB_STATE_FLAMECIRCLE_2 怃粽蝶才桧? 蒙机
sq_AddHitObject(obj, damager);
}
}