// 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_DashAttack(obj, state, datas, isResetTimer) { if(!obj) return; if(isAvengerAwakenning(obj) == false) { return; } obj.sq_stopMove(); local posX = obj.getXPos(); local posY = obj.getYPos(); local posZ = obj.getZPos(); local v = 450; local dstX = sq_GetDistancePos(posX, obj.getDirection(), v); obj.getVar().clear_vector(); obj.getVar().push_vector(posX); // 卫蒙薄 0 obj.getVar().push_vector(dstX); // 紫杂薄 1 obj.getVar().push_vector(posX); // 渠莲部薄 2 obj.getVar().push_vector(0); // 渠莲桧翕 ?楚斜 3 - 桧翕碳陛虽羲击 虏陬击 阳 涡桧鼻 桧翕击 跤?紫烟 ?晦 嫔?殓栖棻.. obj.sq_setShake(obj, 1, 1600); local sq_var = obj.getVar(); local particle = sq_var.GetparticleCreaterMap("FastMove", "Character/Priest/Effect/Particle/Fastmove.ptl", obj); // 试虽??赝 颤桧该 撮? sq_var.clear_timer_vector(); sq_var.push_timer_vector(); // 0廓樯策蝶 试虽??赝 颤桧该 sq_var.push_timer_vector(); // 1廓樯策蝶 棻钦?? 颤桧该 local t = sq_var.get_timer_vector(0); t.setParameter(60, -1); t.resetInstant(0); //棻钦?? 热姜 local dashFrm = 13; local pAni = obj.sq_getCurrentAni(); local dashT = pAni.getDelaySum(0, dashFrm); // local hitCnt = obj.sq_getIntData(SKILL_AVENGER_AWAKENING, 2); // 渠卫奢问 棻钦?? 譆渠 ?热 local term = 1; if(hitCnt > 0) { term = dashT / hitCnt; } local multiT = sq_var.get_timer_vector(1); multiT.setParameter(term, hitCnt); multiT.resetInstant(0); // } // prepareDraw ?热 殓栖棻.. function prepareDraw_DashAttack(obj) { if(!obj) return; } // loop 睡碟殓栖棻 ismycontrol煎 马谆虽 强擎 翱念胀 赅苌 object菟桧 桧够击 剪纂啪腌栖棻. function onProc_DashAttack(obj) { if(!obj) return; if(isAvengerAwakenning(obj) == false) { return; } local substate = obj.getSkillSubState(); local posX = obj.getXPos(); local posY = obj.getYPos(); local posZ = obj.getZPos(); local pAni = obj.sq_getCurrentAni(); local frmIndex = obj.sq_ani_GetCurrentFrameIndex(pAni); local currentT = sq_GetCurrentTime(pAni); local dashFrm = 13; local dashT = pAni.getDelaySum(0, dashFrm); // if(frmIndex <= dashFrm) { local srcX = obj.getVar().get_vector(0); // 卫蒙薄 local dstX = obj.getVar().get_vector(1); // 紫杂薄 //local currentX = sq_GetUniformVelocity(srcX, dstX, currentT, dashT); local currentX = sq_GetAccel(srcX, dstX, currentT, dashT, true); if(obj.isMovablePos(currentX, posY) && !obj.getVar().get_vector(3)) { obj.setCurrentPos(currentX, posY, posZ); } else { obj.getVar().set_vector(3, 1); // 渠莲桧翕 ?楚斜 3 - 桧翕碳陛虽羲击 虏陬击 阳 涡桧鼻 桧翕击 跤?紫烟 ?晦 嫔?殓栖棻.. } obj.getVar().set_vector(2, posX); // 紫杂薄 } else { //local delayT = 240; //local len = 50; //local srcX = obj.getVar().get_vector(2); // 卫蒙薄 // ////local v = sq_GetAccel(0, len, currentT - dashT, delayT, true); //local v = sq_GetUniformVelocity(0, len, currentT - dashT, delayT); // //local currentX = sq_GetDistancePos(srcX, obj.getDirection(), v); // //if(obj.isMovablePos(currentX, posY)) { //obj.setCurrentPos(currentX, posY, posZ); //} } // 试虽 ??赝 当撩 local sq_var = obj.getVar(); local t = sq_var.get_timer_vector(0); //print( "t:" + t); if(t) { if(t.isOnEvent(currentT) == true) { local particleCreater = sq_var.GetparticleCreaterMap("FastMove", "Character/Priest/Effect/Particle/Fastmove.ptl", obj); particleCreater.Restart(0); //particleCreater.SetPos(posX, posY, posZ-1); local dstX = sq_GetDistancePos(posX, obj.getDirection(), -20); particleCreater.SetPos(dstX, posY, posZ+28); sq_AddParticleObject(obj, particleCreater); } } else { sq_var.push_timer_vector(); sq_var.push_timer_vector(); local ti = sq_var.get_timer_vector(0) ti.setParameter(60, -1); ti.resetInstant(0); } // 棻钦?? 扑姜 local multiT = sq_var.get_timer_vector(1); if (multiT.isOnEvent(currentT) == true) obj.resetHitObjectList(); } // loop 睡碟殓栖棻 ismycontrol ?蝶?陛 狱樯桧 object陛 桧够击 菟横骨栖棻. setstate 撮?桧釭 ?卫粽螃粽薛? 当撩 , 蛔蛔 籀葬?栖棻. function onProcCon_DashAttack(obj) { if(!obj) return; if(isAvengerAwakenning(obj) == false) { return; } local pAni = obj.sq_getCurrentAni(); local bEnd = obj.sq_ani_IsEnd(pAni); local frmIndex = obj.sq_ani_GetCurrentFrameIndex(pAni); local substate = obj.getSkillSubState(); if(bEnd) { } } function onAfterSetState_DashAttack(obj, state, datas, isResetTimer) { if(!obj) return; if(isAvengerAwakenning(obj) == false) { return; } obj.sq_setCurrentAttackInfo(CUSTOM_ATTACKINFO_AW_DASHATTACK); local power = obj.sq_getBonusRateWithPassive(SKILL_AVENGER_AWAKENING, state, SL_DASH_MAGIC_ATK,1.0); obj.sq_setCurrentAttackBonusRate(power); }