function checkExecutableSkill_IceOrbEx(obj) { if (!obj) return false; local useSkill = obj.sq_IsUseSkill(SKILL_ICE_ORB_EX); if (useSkill) { obj.sq_AddSetStatePacket(STATE_ICE_ORB_EX, STATE_PRIORITY_IGNORE_FORCE, false); return true; } return false; } function checkCommandEnable_IceOrbEx(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_ICE_ORB_EX); } return true; } function onSetState_IceOrbEx(obj, state, datas, isResetTimer) { if(!obj) return; obj.sq_StopMove(); obj.sq_SetCurrentAnimation(CUSTOM_ANI_ICE_ORB_EX); obj.sq_PlaySound("MW_ICEORB"); } function onEndCurrentAni_IceOrbEx(obj) { if(!obj) return; local substate = obj.getSkillSubState(); obj.sq_AddSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false); // 拥栖 部釭贼 蝶鼹萄煎. } function onKeyFrameFlag_IceOrbEx(obj, flagIndex) { if(!obj) return false; local substate = obj.getSkillSubState(); local level = sq_GetSkillLevel(obj, SKILL_ICE_ORB_EX); if(flagIndex == 1) { // ?卫粽 嫦饵. if(obj.isMyControlObject()) { local distance = sq_GetIntData(obj, SKILL_ICE_ORB_EX, 0); // 0. 鼠殓溘 剪葬 local leftPress = sq_IsKeyDown(OPTION_HOTKEY_MOVE_LEFT, ENUM_SUBKEY_TYPE_ALL); local rightPress = sq_IsKeyDown(OPTION_HOTKEY_MOVE_RIGHT, ENUM_SUBKEY_TYPE_ALL); if(leftPress && rightPress) // 翕卫缣 寰扬毓击阳 籀葬. 翕卫缣 扬毓击 隆 酝除戏煎. { //蛤?? 高桧晦缣 嬴鼠匙紫 ?虽强挤. } else if((sq_GetDirection(obj) == ENUM_DIRECTION_RIGHT && rightPress) // 伪擎 寞?击 扬毓击阳. || (sq_GetDirection(obj) == ENUM_DIRECTION_LEFT && leftPress)) { distance = sq_GetIntData(obj, SKILL_ICE_ORB_EX, 1); // STATIC 1. 姜寞? 剪葬 } else if(leftPress || rightPress) // ?釭塭紫 殓溘 腑棻贼 羲寞? { distance = sq_GetIntData(obj, SKILL_ICE_ORB_EX, 2); // STATIC 2. 羲寞? 剪葬 } local speed = sq_GetIntData(obj, SKILL_ICE_ORB_EX, 3);// STATIC 3. 掘羹 嫦饵 楼紫 local level = sq_GetSkillLevel(obj, SKILL_ICE_ORB_EX); local gap = sq_GetIntData(obj, SKILL_ICE_ORB_EX, 4); // STATIC 4. 陛卫 当撩 卫除 除问 local pricklePower = obj.sq_GetBonusRateWithPassive(SKILL_ICE_ORB_EX , STATE_ICE_ORB_EX, 0, 1.0); // LEVEL 0. 陛卫 奢问溘 local lastPower = obj.sq_GetBonusRateWithPassive(SKILL_ICE_ORB_EX , STATE_ICE_ORB_EX, 1, 1.0); // LEVEL 1. 虞颤 奢问溘 local maxCount = sq_GetLevelData(obj, SKILL_ICE_ORB_EX, 2, level); // LEVEL 2. 陛卫 当撩 ?热 local direction = sq_GetDirection(obj); local targetPos = sq_GetDistancePos(obj.getXPos(), direction, distance); // 卫除 = 剪葬/楼溘 obj.sq_StartWrite(); obj.sq_WriteDword(speed); // 陈嬴陛朝 楼紫. obj.sq_WriteDword(gap); obj.sq_WriteFloat(pricklePower.tofloat()); //挤热橾热紫 毡晦阳侥缣 float?戏煎 尔鱼棻. sqr缣摹 DWORD ?击 濠翕戏煎 int?戏煎 夥脯 舆韩 强晦 阳侥. obj.sq_WriteFloat(lastPower.tofloat()); obj.sq_WriteDword(maxCount); obj.sq_WriteWord(direction); obj.sq_WriteDword(targetPos); obj.sq_SendCreatePassiveObjectPacket(24235, 0, 100, 0, 50); // 橡挤掘 当撩, 100,50暧 谢?缣 当撩 } } return true; }