SUB_STATE_CREATORICE_0 <- 0 function checkExecutableSkill_CreatorIce(obj) { if(!obj) return false; // 伪擎 啗鳝楼撩樯等 ?廓 涡 援脑贼 橾奁奢问戏煎 瞪?腌栖棻. local type = getCreatorSkillStateSkillIndex(obj); if (type == CREATOR_TYPE_ICE) { setCreatorSkillStateSkillIndex(obj, -1); onAllChargeCreatorMageGauge(obj); return false; } local b_useskill = obj.sq_IsUseSkill(SKILL_CREATORICE); if (b_useskill) { obj.sq_IntVectClear(); obj.sq_IntVectPush(SUB_STATE_CREATORICE_0); // substate撮? obj.sq_AddSetStatePacket(STATE_CREATORICE, STATE_PRIORITY_USER, true); return true; } return false; } function checkCommandEnable_CreatorIce(obj) { if(!obj) return false; local state = obj.sq_GetState(); local skill_level = obj.sq_GetSkillLevel(SKILL_CREATORICE); if(state == STATE_ATTACK) { return obj.sq_IsCommandEnable(SKILL_CREATORICE); // 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_BROKENARROW); } return true; } function onSetState_CreatorIce(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); print(" onSetSTATE_CREATORICE"); if (substate == SUB_STATE_CREATORICE_0) { // ?腻楼撩击 当棻坚 宪溥鄹栖棻. setCreatorSkillStateSkillIndex(obj, CREATOR_TYPE_ICE); // 赅苌 觼溯桧搅暧 楼撩 醱瞪击 卫蒙?栖棻. onAllChargeCreatorMageGauge(obj); // ?溯歜 楼撩 醱瞪击 酝虽?栖棻. setChargeCreatorMageGauge(obj, CREATOR_TYPE_ICE, 0); obj.sq_PlaySound("R_CR_ICYCOLD"); obj.sq_SetCurrentAnimation(CUSTOM_ANI_ICE_ROCK); // 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_CREATORICE); local castTime = sq_GetCastTime(obj, SKILL_CREATORICE, skillLevel); local animation = sq_GetCurrentAnimation(obj); local startTime = sq_GetDelaySum(animation); 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 prepareDraw_CreatorIce(obj) { if(!obj) return; } function onProc_CreatorIce(obj) { if(!obj) return; } function onProcCon_CreatorIce(obj) { if(!obj) return; } function onEndCurrentAni_CreatorIce(obj) { if(!obj) return; if(!obj.isMyControlObject()) { return; } local substate = obj.getSkillSubState(); if (substate == SUB_STATE_CREATORICE_0) { obj.sq_AddSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false); } } function onKeyFrameFlag_CreatorIce(obj,flagIndex) { if(!obj) return false; return true; } function onEndState_CreatorIce(obj,new_state) { if(!obj) return; sq_EndDrawCastGauge(obj); } function onAfterSetState_CreatorIce(obj,state,datas,isResetTimer) { if(!obj) return; } function onBeforeAttack_CreatorIce(obj,damager,boundingBox,isStuck) { if(!obj) return; } function onAttack_CreatorIce(obj,damager,boundingBox,isStuck) { if(!obj) return; } function onAfterAttack_CreatorIce(obj,damager,boundingBox,isStuck) { if(!obj) return 0; return 1; } function onBeforeDamage_CreatorIce(obj,attacker,boundingBox,isStuck) { if(!obj) return; } function onDamage_CreatorIce(obj,attacker,boundingBox) { if(!obj) return; } function onAfterDamage_CreatorIce(obj,attacker,boundingBox) { if(!obj) return; }