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"); } }