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			6.2 KiB
		
	
	
	
		
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			220 lines
		
	
	
		
			6.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
|  | 
 | |||
|  | function checkExecutableSkill_Resonance(obj) | |||
|  | { | |||
|  | 	if (!obj) | |||
|  | 		return false; | |||
|  | 	 | |||
|  | 	local isUseSkill = obj.sq_IsUseSkill(SKILL_RESONANCE); | |||
|  | 
 | |||
|  | 	if (isUseSkill) | |||
|  | 	{ | |||
|  | 		obj.sq_AddSetStatePacket(STATE_RESONANCE, STATE_PRIORITY_IGNORE_FORCE, false); | |||
|  | 		return true; | |||
|  | 	}	 | |||
|  | 
 | |||
|  | 	return false; | |||
|  | } | |||
|  | 
 | |||
|  | 
 | |||
|  | function onEndCurrentAni_Resonance(obj) | |||
|  | { | |||
|  | 	if (!obj) | |||
|  | 		return; | |||
|  | 	if (!obj.isMyControlObject()) | |||
|  | 		return; | |||
|  | 
 | |||
|  | 	obj.sq_AddSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false); | |||
|  | } | |||
|  | 
 | |||
|  | function checkCommandEnable_Resonance(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_RESONANCE); | |||
|  | 	} | |||
|  | 	 | |||
|  | 
 | |||
|  | 	return true; | |||
|  | 
 | |||
|  | } | |||
|  | 
 | |||
|  | function onEndState_Resonance(obj, state) | |||
|  | { | |||
|  | 	// 蝶才桧? 谦猿 ?擎 镞模 肾历棻贼 议蝶? 啪桧虽 桡据 | |||
|  | 	sq_EndDrawCastGauge(obj); | |||
|  | } | |||
|  | 
 | |||
|  | 
 | |||
|  | // state蒂 撮??坚 籀挤戏煎 菟横螃啪 腌栖棻. 陕谦 葬模蝶蒂 撮??栖棻.  | |||
|  | function onSetState_Resonance(obj, state, datas, isResetTimer) | |||
|  | {	 | |||
|  | 	if (!obj) | |||
|  | 		return; | |||
|  | 
 | |||
|  | 	obj.getVar().clear_vector(); | |||
|  | 	obj.getVar().push_vector(0); | |||
|  | 
 | |||
|  | 	obj.sq_StopMove(); | |||
|  | 	obj.sq_SetCurrentAnimation(CUSTOM_ANI_RESONANCE); | |||
|  | 	obj.sq_SetCurrentAttackInfo(CUSTOM_ATTACK_INFO_RESONANCE); | |||
|  | 
 | |||
|  | 	obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATResonance/0_body_dodge.ani"), 6, -68); | |||
|  | 	obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATResonance/4_s-1_dodge.ani"), 6, -68); | |||
|  | 	obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATResonance/3_m_dodge.ani"), 6, -68); | |||
|  | 
 | |||
|  | 	// 热楼撩 鬼? 帼?蒂 勘横遽棻. | |||
|  | 	local skillLevel = sq_GetSkillLevel(obj, SKILL_RESONANCE); | |||
|  | 
 | |||
|  | 	// 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 castTime = sq_GetCastTime(obj, SKILL_RESONANCE, skillLevel); | |||
|  | 	local animation = sq_GetCurrentAnimation(obj); | |||
|  | 	local startTime = sq_GetFrameStartTime(animation, 15); | |||
|  | 	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); | |||
|  | } | |||
|  | 
 | |||
|  | 
 | |||
|  | function onProc_Resonance(obj) | |||
|  | { | |||
|  | 	if(!obj) return; | |||
|  | 
 | |||
|  | 	local substate = obj.getSkillSubState(); | |||
|  | 
 | |||
|  | 	local pAni = obj.sq_GetCurrentAni(); | |||
|  | 	local frmIndex = obj.sq_GetCurrentFrameIndex(pAni); | |||
|  | 	local currentT = sq_GetCurrentTime(pAni); | |||
|  | 
 | |||
|  | 	local sq_var = obj.getVar(); | |||
|  | 	local posX = obj.getXPos(); | |||
|  | 	local posY = obj.getYPos(); | |||
|  | 	local posZ = obj.getZPos();	 | |||
|  | 	 | |||
|  | 	if(frmIndex >= 16) | |||
|  | 	{ | |||
|  | 		if(!obj.getVar().get_vector(0)) | |||
|  | 		{ | |||
|  | 			obj.getVar().set_vector(0, 1); | |||
|  | 		} | |||
|  | 	} | |||
|  | 
 | |||
|  | } | |||
|  | 
 | |||
|  | 
 | |||
|  | function onKeyFrameFlag_Resonance(obj, flagIndex) | |||
|  | { | |||
|  | 	if (flagIndex == 1) | |||
|  | 	{ | |||
|  | 		if(obj.sq_IsMyControlObject()) | |||
|  | 		{ | |||
|  | 			obj.sq_SetShake(obj, 3, 250); | |||
|  | 		} | |||
|  | 		 | |||
|  | 		local appendage = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, SKILL_RESONANCE, false, | |||
|  | 		 "Character/ATMage/Resonance/ap_ATMage_element_attack_water.nut", false); | |||
|  | 
 | |||
|  | 
 | |||
|  | 		local skill_level = sq_GetSkillLevel(obj, SKILL_RESONANCE); | |||
|  | 		appendage.setAppendCauseSkill(BUFF_CAUSE_SKILL, sq_getJob(obj), SKILL_RESONANCE, skill_level); | |||
|  | 
 | |||
|  | 		// 罹晦怃 append 蒙机		 | |||
|  | 		CNSquirrelAppendage.sq_AppendAppendageID(appendage, obj, obj, APID_RESONANCE, true); | |||
|  | 		//		 | |||
|  | 		 | |||
|  | 		// 酝犒肾贼 寰肾晦 阳侥缣.. 棻卫 椭朝棻.. | |||
|  | 		appendage = obj.GetSquirrelAppendage("Character/ATMage/Resonance/ap_ATMage_element_attack_water.nut"); | |||
|  | 		 | |||
|  | 		// 桧楼 马模 | |||
|  | 		if(appendage) | |||
|  | 		{ | |||
|  | 			 // 虽楼卫除 | |||
|  | 			local change_time = sq_GetLevelData(obj, SKILL_RESONANCE, SKL_STATIC_INT_IDX_0, skill_level); | |||
|  | 			 | |||
|  | 			appendage.sq_SetValidTime(change_time); // 横?蛤虽 颤歜 撮? | |||
|  | 			 | |||
|  | 			print(" change_time:" + change_time); | |||
|  | 			 | |||
|  | 			local registValue = sq_GetLevelData(obj, SKILL_RESONANCE,  | |||
|  | 			SKL_STATIC_INT_IDX_2, skill_level); // 2.濠褐暧 热楼撩 鬼? 隶陛榆(+) | |||
|  | 			 | |||
|  | 			local change_appendage = appendage.sq_getChangeStatus("ele_atk_water"); | |||
|  | 			 | |||
|  | 			if(!change_appendage) | |||
|  | 				change_appendage = appendage.sq_AddChangeStatusAppendageID(obj, obj, 0,  | |||
|  | 				CHANGE_STATUS_TYPE_ELEMENT_ATTACK_WATER,  | |||
|  | 				false, registValue, APID_COMMON); | |||
|  | 			 | |||
|  | 			if(change_appendage) { | |||
|  | 				change_appendage.clearParameter(); | |||
|  | 				change_appendage.addParameter(CHANGE_STATUS_TYPE_ELEMENT_ATTACK_WATER, false, registValue.tofloat()); | |||
|  | 			} | |||
|  | 		} | |||
|  | 		 | |||
|  | 	} | |||
|  | 
 | |||
|  | 	return true; | |||
|  | } | |||
|  | 
 | |||
|  | 
 | |||
|  | function onAttack_Resonance(obj, damager, boundingBox, isStuck) | |||
|  | { | |||
|  | 	if(!obj) return; | |||
|  | 	 | |||
|  | 	local pChr = obj; | |||
|  | 	 | |||
|  | 	local active_damager = sq_GetCNRDObjectToActiveObject(damager); | |||
|  | 	 | |||
|  | 	if(!active_damager) return 0; | |||
|  | 	 | |||
|  | 	local appendage = CNSquirrelAppendage.sq_AppendAppendage(damager, damager, SKILL_RESONANCE, false, | |||
|  | 	 "Character/ATMage/Resonance/ap_ATMage_Resonance.nut", false); | |||
|  | 
 | |||
|  | 	// 罹晦怃 append 蒙机		 | |||
|  | 	CNSquirrelAppendage.sq_AppendAppendageID(appendage, damager, damager, APID_RESONANCE); | |||
|  | 	//		 | |||
|  | 	 | |||
|  | 	// 酝犒肾贼 寰肾晦 阳侥缣.. 棻卫 椭朝棻.. | |||
|  | 	appendage = active_damager.GetSquirrelAppendage("Character/ATMage/Resonance/ap_ATMage_Resonance.nut"); | |||
|  | 	 | |||
|  | 	// 桧楼 马模 | |||
|  | 	if(appendage) | |||
|  | 	{ | |||
|  | 		local skill_level = sq_GetSkillLevel(pChr, SKILL_RESONANCE); | |||
|  | 		 // 虽楼卫除 | |||
|  | 		local change_time = sq_GetLevelData(pChr, SKILL_RESONANCE, SKL_STATIC_INT_IDX_0, skill_level); | |||
|  | 		 | |||
|  | 		appendage.sq_SetValidTime(change_time); // 横?蛤虽 颤歜 撮? | |||
|  | 		 | |||
|  | 		local registValue = sq_GetLevelData(pChr, SKILL_RESONANCE,  | |||
|  | 		SKL_STATIC_INT_IDX_1, skill_level); // 1.瞳 热楼撩 荡? 马模榆(+) | |||
|  | 		 | |||
|  | 		registValue = -registValue; | |||
|  | 		 | |||
|  | 		local change_appendage = appendage.sq_getChangeStatus("changeStatus"); | |||
|  | 		 | |||
|  | 		if(!change_appendage) | |||
|  | 			change_appendage = appendage.sq_AddChangeStatusAppendageID(damager, damager, 0,  | |||
|  | 			CHANGE_STATUS_TYPE_ELEMENT_TOLERANCE_WATER,  | |||
|  | 			false, registValue, APID_COMMON); | |||
|  | 		 | |||
|  | 		if(change_appendage) { | |||
|  | 			change_appendage.clearParameter(); | |||
|  | 			change_appendage.addParameter(CHANGE_STATUS_TYPE_ELEMENT_TOLERANCE_WATER, false, registValue.tofloat()); | |||
|  | 		} | |||
|  | 	} | |||
|  | 	else { | |||
|  | 		print(" exist appendage"); | |||
|  | 	} | |||
|  | 	 | |||
|  | 
 | |||
|  | } | |||
|  |  |