SUB_STATE_WOODFENCE_0 <- 0 SUB_STATE_WOODFENCE_1 <- 1 function checkExecutableSkill_WoodFence(obj) { print(" checkExecutableSkill_WoodFence"); if (!obj) return false; local b_useskill = obj.sq_IsUseSkill(SKILL_WOODFENCE); if (b_useskill) { obj.sq_IntVectClear(); obj.sq_IntVectPush(SUB_STATE_WOODFENCE_0); // substate撮? obj.sq_AddSetStatePacket(STATE_WOODFENCE, STATE_PRIORITY_USER, true); return true; } return false; } function checkCommandEnable_WoodFence(obj) { if(!obj) return false; local state = obj.sq_GetState(); local skill_level = obj.sq_GetSkillLevel(SKILL_WOODFENCE); print(" checkCommandEnable_WoodFence:" + skill_level); if(state == STATE_ATTACK) { return obj.sq_IsCommandEnable(SKILL_WOODFENCE); // 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_WoodFence(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_Firewall:" + substate); if (substate == SUB_STATE_FIREWALL_0) { print(" onSetState_Firewall on"); local skill_level = obj.sq_GetSkillLevel(SKILL_WOODFENCE); local objectNum = obj.sq_GetLevelData(SKILL_WOODFENCE, SKL_LV_0, skill_level); // 0.当撩肾朝 螃粽薛? 偎热 setCreatorSkillStateSkillIndex(obj, SKILL_WOODFENCE); setCreatorSkillCount(obj, objectNum); obj.sq_SetCurrentAnimation(CUSTOM_ANI_FIRE_WALL); } } function prepareDraw_WoodFence(obj) { if(!obj) return; } function onMouseMoveCharacter_WoodFence(obj, x, y) { local objectManager = obj.getObjectManager(); local x1 = getCreatorBeforePosX(obj); local y1 = getCreatorBeforePosY(obj); local x2 = objectManager.getFieldXPos(x, ENUM_DRAWLAYER_NORMAL); local y2 = objectManager.getFieldYPos(y, 0, ENUM_DRAWLAYER_NORMAL); local zPos = 0; if (y2 < TILE_FLOOR_START_Y) { // 夥款桧 卫蒙?朝 y谢?塭贼.. return; } local dist = getDist2(x1, y1, x2, y2); local term = obj.sq_GetIntData(SKILL_WOODFENCE, 0); // 当撩 除问 if (term <= dist) { local consumeValue = getCreatorSkillConsumeValue(obj, SKILL_WOODFENCE); if (useCreatorSkill(obj, SKILL_WOODFENCE, x2, y2, consumeValue)) { local skill_level = obj.sq_GetSkillLevel(SKILL_WOODFENCE); local time = obj.sq_GetLevelData(SKILL_WOODFENCE, SKL_LV_1, skill_level); // 1.螃粽薛? 虽楼卫除 sq_BinaryStartWrite(); sq_BinaryWriteDword(time); // 1.螃粽薛? 虽楼卫除 sq_SendCreatePassiveObjectPacketPos(obj, 24354, 0, x2, y2, zPos); } } } function onProc_WoodFence(obj) { if(!obj) return; } function onProcCon_WoodFence(obj) { if(!obj) return; } function onEndCurrentAni_WoodFence(obj) { if(!obj) return; if(!obj.isMyControlObject()) { return; } local substate = obj.getSkillSubState(); if (substate == SUB_STATE_WOODFENCE_0) { obj.sq_AddSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false); } } function onKeyFrameFlag_WoodFence(obj,flagIndex) { if(!obj) return false; return true; } function onEndState_WoodFence(obj,new_state) { if(!obj) return; } function onAfterSetState_WoodFence(obj,state,datas,isResetTimer) { if(!obj) return; } function onBeforeAttack_WoodFence(obj,damager,boundingBox,isStuck) { if(!obj) return; } function onAttack_WoodFence(obj,damager,boundingBox,isStuck) { if(!obj) return; } function onAfterAttack_WoodFence(obj,damager,boundingBox,isStuck) { if(!obj) return 0; return 1; } function onBeforeDamage_WoodFence(obj,attacker,boundingBox,isStuck) { if(!obj) return; } function onDamage_WoodFence(obj,attacker,boundingBox) { if(!obj) return; } function onAfterDamage_WoodFence(obj,attacker,boundingBox) { if(!obj) return; }