S_DISASTER_0 <- 0 S_DISASTER_1 <- 1 S_DISASTER_2 <- 2 S_DISASTER_3 <- 3 S_DISASTER_4 <- 4 //750 // 学葆? 鼻鹧橾 阳, 等嘐虽 隶?睦 //500 // 学葆? 鼻鹧橾 阳, 学葆? 虽楼卫除 隶陛,ms 钦嫔 //2000 // 颤啪? 卫除 (ms 钦嫔) //500 // 颤啃暧 x蹴 桧翕卫除 //500 // 颤啃暧 y蹴 桧翕卫除 //250 // 模辨给桧陛 瞳击 庄横菟桧朝 彰嫔(x蹴 虽荤) //125 // 模辨给桧陛 瞳击 庄横菟桧朝 楼紫 SD_I_DAMAGE_INC <- 0 // 学葆? 鼻鹧橾 阳, 等嘐虽 隶?睦 SD_I_AWAKENING_INC <- 1 //// 学葆? 鼻鹧橾 阳, 学葆? 虽楼卫除 隶陛,ms 钦嫔 SD_I_TARGET_TIME <- 2 // 颤啪? 卫除 (ms 钦嫔) SD_I_TARGET_MOV_X <- 3 // 颤啃暧 X蹴 桧翕卫除 SD_I_TARGET_MOV_Y <- 4 // 颤啃暧 y蹴 桧翕卫除 SD_I_TARGET_SUCK_LEN <- 5 // 模辨给桧陛 瞳击 庄横菟桧朝 彰嫔(x蹴 虽荤) SD_I_TARGET_SUCK_VEL <- 6 // 模辨给桧陛 瞳击 庄横菟桧朝 楼紫 // 蝶鉴 撮睡嫦翕 亵勒击 虏菟横舆朝 ?热殓栖棻.. 嫦翕 亵勒 state朝 桧嘐 模蝶缣怃 掘?肾横 毡蝗栖棻. 桧够缣怃 useskill娄 setstate蒂 虽姜?舆贼 腌栖棻. function checkExecutableSkill_DisasterEx(obj) { if(!obj) return false; local b_useskill = obj.sq_IsUseSkill(SKILL_EX_DISASTER); if(b_useskill) { obj.sq_IntVectClear(); obj.sq_IntVectPush(S_DISASTER_0); // substate撮? obj.sq_IntVectPush(obj.getDirection()); // substate撮? obj.sq_addSetStatePacket(STATE_EX_DISASTER, STATE_PRIORITY_IGNORE_FORCE, true); return true; } return false; } // 蝶鉴嬴桧夔 ?撩? 亵勒击 评虽朝 ?热殓栖棻. true蒂 葬欐?贼 蝶鉴 嬴桧夔桧 ?撩?陛 腌栖棻. (嫦翕亵勒 state朝 模蝶缣怃 籀葬腌栖棻.) function checkCommandEnable_DisasterEx(obj) { if(!obj) return false; local state = obj.sq_GetSTATE(); if(state == STATE_ATTACK) { return obj.sq_IsCommandEnable(SKILL_EX_DISASTER); // 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_EARTH_QUAKE); } return true; } // 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_DisasterEx(obj, state, datas, isResetTimer) { if(!obj) return; local sq_var = obj.getVar(); local substate = obj.sq_getVectorData(datas, 0); // 罗廓箪 substate殓栖棻.. local direction = obj.sq_getVectorData(datas, 1); // 罗廓箪 substate殓栖棻.. obj.setSkillSubState(substate); //set substate obj.sq_stopMove(); sq_var.clear_vector(); sq_var.push_vector(0); sq_var.push_vector(0); sq_var.push_vector(0); local posX = obj.getXPos(); local posY = obj.getYPos(); local posZ = obj.getZPos(); //CUSTOM_ANI_EX_DISASTER_1 <- 118 // EX蝶鉴 - 营懈1 //CUSTOM_ANI_EX_DISASTER_2 <- 119 // EX蝶鉴 - 营懈1 //CUSTOM_ANI_EX_DISASTER_3 <- 120 // EX蝶鉴 - 营懈1 //CUSTOM_ANI_EX_DISASTER_4 <- 121 // EX蝶鉴 - 营懈1 //CUSTOM_ANI_EX_DISASTER_5 <- 122 // EX蝶鉴 - 营懈1 obj.sq_setCurrentAttackInfo(CUSTOM_ATTACKINFO_DISASTER); local attack_rate = 1.0; //SD_I_DAMAGE_INC <- 0 // 学葆? 鼻鹧橾 阳, 等嘐虽 隶?睦 //SD_I_AWAKENING_INC <- 1 //// 学葆? 鼻鹧橾 阳, 学葆? 虽楼卫除 隶陛,ms 钦嫔 if(isAvengerAwakenning(obj)) { local inc = obj.sq_getIntData(SKILL_EX_DISASTER, SD_I_DAMAGE_INC); // 颤啃暧 X蹴 桧翕卫除 local inc_rate = inc.tofloat() / 100.0; print("\n inc_rate:" + inc_rate); attack_rate += inc_rate; } obj.stopSound(7575); obj.sq_setAttackPowerWithPassive(SKILL_EX_DISASTER, state, -1, 0, attack_rate); if(substate == S_DISASTER_0) { if(isAvengerAwakenning(obj)) { local ani = obj.getVar().GetAnimationMap("Disaster1", "Character/Priest/Animation/disasterEx/Disaster1.ani"); // 蝶监嬴夥颤 阳侥缣 谖睡缣怃 拥栖诡桧暮击 陛虽坚 谛捡 ?栖棻.. obj.setCurrentAnimation(ani); local appendage = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, SKILL_AVENGER_AWAKENING, false, "Appendage/Character/ap_avenger_awakening.nut", false); if(appendage) { // 陕撩鼻鹧塭贼 陕撩卫除击 棺溥丑捡?栖棻. local skill_level = obj.sq_getSkillLevel(SKILL_AVENGER_AWAKENING); local t = sq_GetLevelData(obj, SKILL_AVENGER_AWAKENING, SL_CHANGE_TIME, skill_level); local awakening_inc_t = obj.sq_getIntData(SKILL_EX_DISASTER, SD_I_AWAKENING_INC); // 学葆? 鼻鹧橾 阳, 学葆? 虽楼卫除 隶陛,ms 钦嫔 appendage.sq_var.set_vector(I_AVENGER_AWAKENING_TIME, t + awakening_inc_t); appendage.sq_SetValidTime(t + awakening_inc_t); // 横?蛤虽 颤歜 撮? } } else { obj.sq_setCurrentAnimation(CUSTOM_ANI_EX_DISASTER_1); } local pAni = obj.sq_getCurrentAni(); } else if(substate == S_DISASTER_1) { obj.sq_setShake(obj, 3, 160); if(isAvengerAwakenning(obj)) { // 蝶监嬴夥颤 阳侥缣 谖睡缣怃 拥栖诡桧暮击 陛虽坚 谛捡 ?栖棻.. local ani = obj.getVar().GetAnimationMap("Disaster2", "Character/Priest/Animation/disasterEx/Disaster2.ani"); obj.setCurrentAnimation(ani); } else { obj.sq_setCurrentAnimation(CUSTOM_ANI_EX_DISASTER_2); } ///////////////////////////////////////////// //if(obj.isMyControlObject()) { //obj.sq_binaryData_startWrite(); //obj.sq_binaryData_writeDword(0); //obj.sq_p00_sendCreatePassiveObjectPacket(24101, 0, 0, 0, 0); //} /////////////////////////////////////////////// local pA = obj.sq_getCurrentAni(); local iX = posX; local iY = posY; //int offsetX = lua_getIntData(SKILL_SPIRAL_COLUMN_EX, 0); //offsetX = lua_getDistancePos(iX, sq_GetDirection(this), offsetX); //int vX = lua_getIntData(SKILL_SPIRAL_COLUMN_EX, 1); //int vY = 0; //SD_I_DAMAGE_INC <- 0 // 学葆? 鼻鹧橾 阳, 等嘐虽 隶?睦 //SD_I_AWAKENING_INC <- 1 //// 学葆? 鼻鹧橾 阳, 学葆? 虽楼卫除 隶陛,ms 钦嫔 //SD_I_TARGET_TIME <- 2 // 颤啪? 卫除 (ms 钦嫔) //SD_I_TARGET_MOV_X <- 3 // 颤啃暧 X蹴 桧翕卫除 //SD_I_TARGET_MOV_Y <- 4 // 颤啃暧 y蹴 桧翕卫除 //SD_I_TARGET_SUCK_LEN <- 5 // 模辨给桧陛 瞳击 庄横菟桧朝 彰嫔(x蹴 虽荤) //SD_I_TARGET_SUCK_VEL <- 6 // 模辨给桧陛 瞳击 庄横菟桧朝 楼紫 // // local vX = obj.sq_getIntData(SKILL_EX_DISASTER, SD_I_TARGET_MOV_X); // 颤啃暧 X蹴 桧翕卫除 local vY = obj.sq_getIntData(SKILL_EX_DISASTER, SD_I_TARGET_MOV_Y); // 颤啃暧 Y蹴 桧翕卫除 obj.sq_addAttractAimPointMark(iX, iY, vX, vY); //450 // 庄横菟桧朝 彰嫔 (x蹴 虽荤) //180 // 庄横菟桧朝 瞳暧 譆渠 堪桧 local range = obj.sq_getIntData(SKILL_EX_DISASTER, SD_I_TARGET_SUCK_LEN); // 模辨给桧陛 瞳击 庄横菟桧朝 彰嫔(x蹴 虽荤) local suck_vel = obj.sq_getIntData(SKILL_EX_DISASTER, SD_I_TARGET_SUCK_VEL); // 模辨给桧陛 瞳击 庄横菟桧朝 楼紫 obj.sq_setAttractAimInfo(suck_vel, suck_vel, range / 2, 180); //obj.sq_setAttractAimInfo(91, 113, range / 2, 180); } else if(substate == S_DISASTER_2) { // //CUSTOM_ATTACKINFO_DISASTER obj.sq_setCurrentAttackInfo(CUSTOM_ATTACKINFO_DISASTER); if(isAvengerAwakenning(obj)) { // 蝶监嬴夥颤 阳侥缣 谖睡缣怃 拥栖诡桧暮击 陛虽坚 谛捡 ?栖棻.. local ani = obj.getVar().GetAnimationMap("Disaster3", "Character/Priest/Animation/disasterEx/Disaster3.ani"); obj.setCurrentAnimation(ani); } else { obj.sq_setCurrentAnimation(CUSTOM_ANI_EX_DISASTER_3); } obj.sq_PlaySound("DISASTER_CIRCLE_LOOP", 7575); } else if(substate == S_DISASTER_3) { if(isAvengerAwakenning(obj)) { // 蝶监嬴夥颤 阳侥缣 谖睡缣怃 拥栖诡桧暮击 陛虽坚 谛捡 ?栖棻.. local ani = obj.getVar().GetAnimationMap("Disaster4", "Character/Priest/Animation/disasterEx/Disaster4.ani"); obj.setCurrentAnimation(ani); } else { obj.sq_setCurrentAnimation(CUSTOM_ANI_EX_DISASTER_4); } } else if(substate == S_DISASTER_4) { if(isAvengerAwakenning(obj)) { // 蝶监嬴夥颤 阳侥缣 谖睡缣怃 拥栖诡桧暮击 陛虽坚 谛捡 ?栖棻.. local ani = obj.getVar().GetAnimationMap("Disaster5", "Character/Priest/Animation/disasterEx/Disaster5.ani"); obj.setCurrentAnimation(ani); } else { obj.sq_setCurrentAnimation(CUSTOM_ANI_EX_DISASTER_5); } } } // irdcharacter缣怃 setstate() -> IRDActiveObject::setState -> aftersetstate() 桧楛牖怃缣怃 葆虽虞 setstate殓栖棻. skill?撩缣 评塭怃 ?轿? ?蹂陛 // 毡棻贼 桧 ?热蒂 桧辨?栖棻. function onAfterSetState_DisasterEx(obj, state, datas, isResetTimer) { if(!obj) return; } // onbeforeattack 属寥?热 殓栖棻 function onBeforeAttack_DisasterEx(obj, damager, boundingBox) { } // 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_DisasterEx(obj) { if(!obj) return; local substate = obj.getSkillSubState(); local posX = obj.getXPos(); local posY = obj.getYPos(); local posZ = obj.getZPos(); local sq_var = obj.getVar(); local pAni = obj.sq_getCurrentAni(); local frmIndex = obj.sq_ani_GetCurrentFrameIndex(pAni); local currentT = sq_GetCurrentTime(pAni); if(substate == S_DISASTER_0) { } else if(substate == S_DISASTER_1) { if(frmIndex >= 0) { local flag = sq_var.get_vector(0); if(!flag) { local appendage = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, SKILL_EX_DISASTER, true, "Appendage/Character/ap_avenger_effect.nut", true); sq_var.set_vector(0, 1); } } //isAvengerAwakenning() } else if(substate == S_DISASTER_2) { local stateTimer = obj.sq_getStateTimer(); //SD_I_DAMAGE_INC <- 0 // 学葆? 鼻鹧橾 阳, 等嘐虽 隶?睦 //SD_I_AWAKENING_INC <- 1 //// 学葆? 鼻鹧橾 阳, 学葆? 虽楼卫除 隶陛,ms 钦嫔 //SD_I_TARGET_TIME <- 2 // 颤啪? 卫除 (ms 钦嫔) //SD_I_TARGET_MOV_X <- 3 // 颤啃暧 X蹴 桧翕卫除 //SD_I_TARGET_MOV_Y <- 4 // 颤啃暧 y蹴 桧翕卫除 //SD_I_TARGET_SUCK_LEN <- 5 // 模辨给桧陛 瞳击 庄横菟桧朝 彰嫔(x蹴 虽荤) //SD_I_TARGET_SUCK_VEL <- 6 // 模辨给桧陛 瞳击 庄横菟桧朝 楼紫 //local t = 1000; local t = obj.sq_getIntData(SKILL_EX_DISASTER, SD_I_TARGET_TIME); // 颤啪? 卫除 (ms 钦嫔) //print("\n stateTimer:" + stateTimer); if(stateTimer > (t - 750)) { local flag = sq_var.get_vector(1); if(!flag) { local iX = obj.getXPos(); local iY = obj.getYPos(); local iPX = obj.sq_getAttractAimPosX(iX,iY, false); local iPY = obj.sq_getAttractAimPosY(iX,iY, false) + 2; print("\n posX:" + posX + " posY:" + posY + " aimposX:" + iPX + " aimposY:" + iPY); sq_MoveToNearMovablePos(obj, iPX, iPY, 0, iX, iY, posZ, 200, -1, 3); obj.sq_removeAttractAimPointMark(); sq_var.set_vector(1, 1); } } if(stateTimer > t) { if(obj.isMyControlObject()) { obj.sq_IntVectClear(); obj.sq_IntVectPush(S_DISASTER_3); obj.sq_IntVectPush(obj.getDirection()); // substate撮? obj.sq_addSetStatePacket(STATE_EX_DISASTER, STATE_PRIORITY_IGNORE_FORCE, true); } } } else if(substate == S_DISASTER_3) { if(frmIndex >= 5) { local flag = sq_var.get_vector(0); if(!flag) { if(obj.isMyControlObject()) { //SD_I_DAMAGE_INC <- 0 // 学葆? 鼻鹧橾 阳, 等嘐虽 隶?睦 //SD_I_AWAKENING_INC <- 1 //// 学葆? 鼻鹧橾 阳, 学葆? 虽楼卫除 隶陛,ms 钦嫔 local attack_rate = 1.0; if(isAvengerAwakenning(obj)) { local inc = obj.sq_getIntData(SKILL_EX_DISASTER, SD_I_DAMAGE_INC); // 颤啃暧 X蹴 桧翕卫除 local inc_rate = inc.tofloat() / 100.0; attack_rate += inc_rate; } local bonus_rate = obj.sq_getBonusRateWithPassive(SKILL_EX_DISASTER, STATE_EX_DISASTER, 1, attack_rate); obj.sq_binaryData_startWrite(); obj.sq_binaryData_writeDword(bonus_rate); obj.sq_p00_sendCreatePassiveObjectPacket(24109, 0, 0, 0, 0); // ?嫦 } if(isAvengerAwakenning(obj)) { //local particleCreater = sq_var.GetparticleCreaterMap("GuillotineSub", "PassiveObject/Character/Thief/Particle/GuillotineSub.ptl", obj); local particleCreater = sq_var.GetparticleCreaterMap("GuillotineSub6", "Character/Priest/Effect/Particle/DisasterStonsSmall.ptl", obj); particleCreater.Restart(0); //local dstX = sq_GetDistancePos(posX, obj.getDirection(), -20); particleCreater.SetPos(posX, posY, posZ); sq_AddParticleObject(obj, particleCreater); obj.sq_PlaySound("PR_DGUARDIAN_DISASTER"); // 学葆? 渗褐 ? 葆虽虞 阶缣 睡??貊 廓偃舰阳 尔桧蝶 } else { obj.sq_PlaySound("PR_DISASTER"); // 葆虽虞 阶缣 睡??貊 廓偃舰阳 尔桧蝶 } local fScreen = sq_flashScreen(obj,0,320,320,200, sq_RGB(0,0,0), GRAPHICEFFECT_NONE, ENUM_DRAWLAYER_BOTTOM); obj.sq_setShake(obj, 6, 320); obj.sq_removeAttractAimPointMark(); sq_var.set_vector(0, 1); } } } else if(substate == S_DISASTER_4) { } if(substate == S_DISASTER_4) { if(frmIndex >= 4) { local flag = sq_var.get_vector(0); if(!flag) { local appendage = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, SKILL_EX_DISASTER, true, "Appendage/Character/ap_avenger_effect.nut", true); sq_var.set_vector(0, 1); } } } } // 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_DisasterEx(obj) { if(!obj) return; local pAni = obj.sq_getCurrentAni(); local bEnd = obj.sq_ani_IsEnd(pAni); local frmIndex = obj.sq_ani_GetCurrentFrameIndex(pAni); local sq_var = obj.getVar(); // local subState = obj.getSkillSubState(); if(subState == S_DISASTER_1) { } else if(subState == S_DISASTER_2) { } else if(subState == S_DISASTER_3) { } if(bEnd) { if(subState == S_DISASTER_0) { obj.sq_IntVectClear(); obj.sq_IntVectPush(S_DISASTER_1); obj.sq_IntVectPush(obj.getDirection()); // substate撮? obj.sq_addSetStatePacket(STATE_EX_DISASTER, STATE_PRIORITY_IGNORE_FORCE, true); } else if(subState == S_DISASTER_1) { obj.sq_IntVectClear(); obj.sq_IntVectPush(S_DISASTER_2); obj.sq_IntVectPush(obj.getDirection()); // substate撮? obj.sq_addSetStatePacket(STATE_EX_DISASTER, STATE_PRIORITY_IGNORE_FORCE, true); } else if(subState == S_DISASTER_2) { } else if(subState == S_DISASTER_3) { obj.sq_IntVectClear(); obj.sq_IntVectPush(S_DISASTER_4); obj.sq_IntVectPush(obj.getDirection()); // substate撮? obj.sq_addSetStatePacket(STATE_EX_DISASTER, STATE_PRIORITY_IGNORE_FORCE, true); } else if(subState == S_DISASTER_4) { obj.sq_addSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false); } } } // state谦猿谛 翕卫缣 ?廓 ?轿肾朝 ?热殓栖棻. oldstate陛 谦猿肾朝 state殓栖棻. 鼠树陛 嫦饵胀匙桧 毡剪釭 谦猿籀葬腆匙桧 毡棻贼 桧够缣怃 籀葬?栖棻. function onEndState_DisasterEx(obj, new_state) { if(!obj) return; if(new_state != STATE_EX_DISASTER) { obj.sq_removeAttractAimPointMark(); } obj.stopSound(7575); } // onAttack 属寥?热 殓栖棻 function onAttack_DisasterEx(obj, damager, boundingBox) { } // onAfterAttack 属寥?热 殓栖棻 function onAfterAttack_DisasterEx(obj, damager, boundingBox) { } // onBeforeDamage 属寥?热 殓栖棻 function onBeforeDamage_DisasterEx(obj, attacker, boundingBox) { } // onDamage 属寥?热 殓栖棻 function onDamage_DisasterEx(obj, attacker, boundingBox) { } // onAfterDamage 属寥?热 殓栖棻 function onAfterDamage_DisasterEx(obj, attacker, boundingBox) { } function getScrollBasisPos_DisasterEx(obj) { if(!obj) return; local substate = obj.getSkillSubState(); if(substate == S_DISASTER_2 || substate == S_DISASTER_1) { if(obj.isMyControlObject()) { local iX = obj.getXPos(); local iY = obj.getYPos(); local iPX = obj.sq_getAttractAimPosX(iX,iY, false); local iPY = obj.sq_getAttractAimPosY(iX,iY, false); obj.sq_SetCameraScrollPosition(iPX, iPY, 0); return true; } } return false; }