// 帼蝶搅 蝶鉴击 噩 热 毡朝 蝶鉴樯虽 羹觼?琐栖棻. function isEnableBursterSkill(chr, skillIndex) { if (!chr) return false; local bursterSkill = sq_GetSkill(chr, SKILL_BURSTER); if (!bursterSkill) return false; local size = sq_GetCustomIntDataSize(bursterSkill, chr); for (local i = 0; i < size; i++) { // 旎虽胀 蝶鉴樯策蝶菟击 椭横蚂棻. local disableSkillIndex = sq_GetIntData(chr, SKILL_BURSTER, i); if (disableSkillIndex == skillIndex) { print(" disableSkillIndex:" + disableSkillIndex); return false; } } return true; } // 议葛搅 奢鳝 藤颤歜 亵瞰 (帼蝶搅赅萄缣怃 藤颤歜击 亵瞰?栖棻.) function startSkillCoolTime(obj, skillIndex, skillLevel, currentCoolTime) { if (!obj) return -1; local appendage = obj.GetSquirrelAppendage("Character/Common/Burster/ap_Common_Burster.nut"); if(appendage) { // 帼蝶搅赅萄陛 ?撩? 鼻鹧桧坚 ?渡肾朝 蝶鉴桧塭贼 藤颤歜桧 亵瞰 腌栖棻. if (appendage.isValid() && isEnableBursterSkill(obj, skillIndex)) { local level = sq_GetSkillLevel(obj, SKILL_BURSTER); // (5) 晦狱 譆模 藤颤歜 (ms) local value = obj.sq_GetLevelData(SKILL_BURSTER, SKL_LVL_COLUMN_IDX_5, level); return value; // 帼蝶搅赅萄 藤颤歜 } } return -1; } function checkExecutableSkill_Burster(obj) { if (!obj) return false; local isUseSkill = obj.sq_IsUseSkill(SKILL_BURSTER); if (isUseSkill) { obj.sq_AddSetStatePacket(STATE_BURSTER, STATE_PRIORITY_IGNORE_FORCE, false); return true; } return false; } function checkCommandEnable_Burster(obj) { if (!obj) return false; // ?营 颤表湍蟒樯虽 羹觼?栖棻. (饵蜂暧 鳖, 瞰蜂暧 鳖) // 饵鳖, 瞰鳖缣怃朝 帼蝶搅赅萄陛 嫦翕肾虽 强蝗栖棻. if (sq_IsTowerDungeon()) { print(" here top dungeon"); return false; } local state = sq_GetState(obj); 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_BURSTER); } return true; } function onEndState_Burster(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_Burster(obj, state, datas, isResetTimer) { if (!obj) return; print(" burster mode start"); obj.getVar().clear_vector(); obj.getVar().push_vector(0); obj.sq_StopMove(); local buffAni = obj.sq_GetBuffAni(); obj.setCurrentAnimation(buffAni); //sq_var.set_vector(1, 1); local ani = sq_GetCurrentAnimation(obj); obj.sq_SetCurrentAttackInfo(CUSTOM_ATTACK_INFO_RESONANCE); // 热楼撩 鬼? 帼?蒂 勘横遽棻. local skillLevel = sq_GetSkillLevel(obj, SKILL_BURSTER); print(" Burster skillLevel:" + skillLevel); // 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_BURSTER, skillLevel); print(" Burster castTime:" + castTime); local animation = sq_GetCurrentAnimation(obj); local startTime = sq_GetDelaySum(animation); local speedRate = startTime.tofloat() / castTime.tofloat(); print(" cast speedRate:" + speedRate); obj.sq_SetStaticSpeedInfo(SPEED_TYPE_CAST_SPEED, SPEED_TYPE_CAST_SPEED, SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, speedRate, speedRate); if (ani) { local posX = obj.getXPos(); local posY = obj.getYPos(); local posZ = obj.getZPos(); local bodyBackEffAni = sq_CreateAnimation("","Character/Common/Animation/BusterMode/buster_start_back_light3.ani"); local bodyBackEffObj = obj.sq_CreateCNRDPooledObject(bodyBackEffAni, true); bodyBackEffObj.setCurrentDirection(obj.getDirection()); bodyBackEffObj.setCurrentPos(posX, posY - 1, 47); // 议蝶? 颤歜缣 评塭怃 ?娄紫 蜃啪 棺溥鄹栖棻. local effAniTime = sq_GetDelaySum(bodyBackEffAni); local speedrate = effAniTime.tofloat() / castTime.tofloat(); local castSpeed = sq_GetCastSpeed(obj); local animationSpeedValue = castSpeed.tofloat() * speedrate.tofloat(); local aniSpeedRate = animationSpeedValue.tofloat() * 100.0 / SPEED_VALUE_DEFAULT; bodyBackEffAni.setSpeedRate(aniSpeedRate.tofloat()); print(" backAniSpeedRate:" + aniSpeedRate.tofloat()); obj.sq_AddObject(bodyBackEffObj); local bodyFrontEffAni = sq_CreateAnimation("","Character/Common/Animation/BusterMode/buster_start_front_cross.ani"); // 议蝶? 颤歜缣 评塭怃 ?娄紫 蜃啪 棺溥鄹栖棻. local effFrontAniTime = sq_GetDelaySum(bodyFrontEffAni); local sr = effFrontAniTime.tofloat() / castTime.tofloat(); //local castSpeed = sq_GetCastSpeed(obj); local frontAnimationSpeedValue = castSpeed.tofloat() * sr.tofloat(); local frontAniSpeedRate = frontAnimationSpeedValue.tofloat() * 100.0 / SPEED_VALUE_DEFAULT; bodyFrontEffAni.setSpeedRate(frontAniSpeedRate.tofloat()); print(" frontAniSpeedRate:" + frontAniSpeedRate); local bodyFrontEffObj = obj.sq_CreateCNRDPooledObject(bodyFrontEffAni, true); bodyFrontEffObj.setCurrentDirection(obj.getDirection()); bodyFrontEffObj.setCurrentPos(posX, posY + 2, 47); obj.sq_AddObject(bodyFrontEffObj); // ?贼?娄 if (castTime > 100) { sq_flashScreen(obj, castTime - 100, 100, 0, 150, sq_RGB(0,0,0), GRAPHICEFFECT_NONE, ENUM_DRAWLAYER_BOTTOM); } } sq_StartDrawCastGauge(obj, startTime, true); } function onProc_Burster(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(); } function onEndCurrentAni_Burster(obj) { if(!obj) return; if(obj.sq_IsMyControlObject()) { obj.sq_SetShake(obj, 3, 250); } local skill_level = sq_GetSkillLevel(obj, SKILL_BURSTER); // 酝犒肾贼 寰肾晦 阳侥缣.. 棻卫 椭朝棻.. local appendage = obj.GetSquirrelAppendage("Character/Common/Burster/ap_Common_Burster.nut"); if(appendage) { // 毡棻贼 晦襄 横?蛤虽 饷薯 local spectrumAppendage = appendage.sq_GetOcularSpectrum("ocularSpectrum"); if(spectrumAppendage) spectrumAppendage.endCreateSpectrum(); appendage.sq_DeleteAppendages(); CNSquirrelAppendage.sq_RemoveAppendage(obj, "Character/Common/Burster/ap_Common_Burster.nut"); } appendage = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, SKILL_BURSTER, false, "Character/Common/Burster/ap_Common_Burster.nut", false); // (0) 虽楼卫除 local change_time = sq_GetLevelData(obj, SKILL_BURSTER, 0, skill_level); print(" burst mode valid time:" + change_time); appendage.sq_SetValidTime(change_time); // 横?蛤虽 颤歜 撮? appendage.setAppendCauseSkill(BUFF_CAUSE_SKILL, sq_getJob(obj), SKILL_BURSTER, skill_level); // 罹晦怃 append 蒙机 CNSquirrelAppendage.sq_Append(appendage, obj, obj); // 酝犒肾贼 寰肾晦 阳侥缣.. 棻卫 椭朝棻.. appendage = obj.GetSquirrelAppendage("Character/Common/Burster/ap_Common_Burster.nut"); // 桧楼 马模 if(appendage) { local change_appendage = appendage.sq_getChangeStatus("burstChangeStatus"); local value = sq_GetLevelData(obj, SKILL_BURSTER, 1, skill_level); // (1) 奢问 楼紫(+) if(!change_appendage) change_appendage = appendage.sq_AddChangeStatusAppendageID(obj, obj, change_time, CHANGE_STATUS_TYPE_ATTACK_SPEED, false, value, APID_COMMON); if(change_appendage) { local atk_spd = sq_GetLevelData(obj, SKILL_BURSTER, 1, skill_level); // (1) 奢问 楼紫(+) local mov_spd = sq_GetLevelData(obj, SKILL_BURSTER, 2, skill_level); // (2) 桧翕 楼紫(+) local cast_spd = sq_GetLevelData(obj, SKILL_BURSTER, 3, skill_level); // (3) 议蝶? 楼紫(+) change_appendage.clearParameter(); change_appendage.addParameter(CHANGE_STATUS_TYPE_ATTACK_SPEED, false, atk_spd.tofloat()); change_appendage.addParameter(CHANGE_STATUS_TYPE_MOVE_SPEED, false, mov_spd.tofloat()); change_appendage.addParameter(CHANGE_STATUS_TYPE_CAST_SPEED, false, cast_spd.tofloat()); } } if (obj.isMyControlObject()) { obj.sq_AddSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false); } } function onAttack_Burster(obj, damager, boundingBox, isStuck) { if(!obj) return; }