/* */ function checkExecutableSkill_meteorsword(obj) { if (!obj) return false; local isUse = obj.sq_IsUseSkill(235); if (isUse) { obj.sq_IsEnterSkillLastKeyUnits(235); //允许长按 obj.sq_IntVectClear(); //清除人物子状态 obj.sq_IntVectPush(0); //向人物子状态0号位 push 数据 0 obj.sq_AddSetStatePacket(235, STATE_PRIORITY_USER, true); //将人物写入 235号 主状态 return true; } return false; } function checkCommandEnable_meteorsword(obj) { if (!obj) return false; local chrstate = obj.sq_GetState(); //获取人物主状态 if (chrstate == STATE_STAND) //if 人物主状态为站立 返回真 return true; if (chrstate == STATE_ATTACK) //if 人物主状态为攻击中 state 8 { return obj.sq_IsCommandEnable(235); //返回 是否允许按下235号技能按键的 布尔值 } return true; } function onProcCon_meteorsword(obj) { local bDownKey = obj.isDownSkillLastKey(); local stateTimer = obj.sq_GetStateTimer(); local RootTable = getroottable(); if (Chr_State_Table[0] == 0) { if (!bDownKey) { obj.sq_IntVectClear(); //清除人物子状态 obj.sq_IntVectPush(3); //向人物子状态0号位 push 数据 0 obj.sq_AddSetStatePacket(235, STATE_PRIORITY_USER, true); //将人物写入 235号 主状态 } else if (stateTimer >= 800) { obj.sq_IntVectClear(); //清除人物子状态 obj.sq_IntVectPush(2); //向人物子状态0号位 push 数据 0 obj.sq_AddSetStatePacket(235, STATE_PRIORITY_USER, true); //将人物写入 235号 主状态 } return; } else if (Chr_State_Table[0] == 2) { if (!bDownKey) { obj.sq_IntVectClear(); //清除人物子状态 obj.sq_IntVectPush(4); //向人物子状态0号位 push 数据 0 obj.sq_AddSetStatePacket(235, STATE_PRIORITY_USER, true); //将人物写入 235号 主状态 } } } function createEff_meteorsword(obj, ani, X, Y, Z, B) { local ani = sq_CreateAnimation("", ani); local pooledObj = sq_CreatePooledObject(ani, B); pooledObj.setCurrentPos(X, Y, Z); pooledObj.setCurrentDirection(obj.getDirection()); sq_AddObject(obj, pooledObj, 2, false); return pooledObj; } function onSetState_meteorsword(obj, state, datas, isResetTimer) { if (!obj) return; obj.sq_StopMove(); //停止移动 obj.getVar("meteorsword").clear_vector(); local RootTable = getroottable(); if (Chr_State_Table[0] == 0) { local Direction = obj.getDirection(); obj.sq_SetCurrentAnimation(124); local montab = GameC.findRoundNearAllEnemyRect(obj, 340, 80, Direction); if (montab.len() > 0) { foreach(Monobj in montab) { if (!CNSquirrelAppendage.sq_IsAppendAppendage(Monobj, "character/swordman/weaponmaster/ap_meteorsword.nut")) { local append = CNSquirrelAppendage.sq_AppendAppendage(Monobj, obj, -1, true, "character/swordman/weaponmaster/ap_meteorsword.nut", false); CNSquirrelAppendage.sq_AppendAppendageID(append, Monobj, obj, 235, false); } } } } else if (Chr_State_Table[0] == 2) { obj.sq_SetCurrentAnimation(125); GameC.RemoveObjectAppend(obj, "character/swordman/weaponmaster/ap_meteorsword.nut"); } else if (Chr_State_Table[0] == 3) { obj.sq_SetCurrentAnimation(126); } else if (Chr_State_Table[0] == 4) { obj.sq_SetCurrentAnimation(126); obj.sq_SendCreatePassiveObjectPacket(2022100901, 0, 200, 1, 0); createEff_meteorsword(obj, "passiveobject/sqr_po/swordman/animation/meteorsword/up_meteorsword_shock1.ani", sq_GetDistancePos(obj.getXPos(), obj.getDirection(), 200), obj.getYPos(), obj.getZPos(), true); createEff_meteorsword(obj, "character/swordman/animation/yosin/meteorsword/up.ani", sq_GetDistancePos(obj.getXPos(), obj.getDirection(), 0), obj.getYPos(), obj.getZPos(), true); sq_SetShake(obj, 6, 1000); } } function onEndCurrentAni_meteorsword(obj) { if (!obj) return; if (Chr_State_Table[0] == 1) { obj.sq_IntVectClear(); //清除人物子状态 obj.sq_IntVectPush(3); //向人物子状态0号位 push 数据 0 obj.sq_AddSetStatePacket(235, STATE_PRIORITY_USER, true); //将人物写入 235号 主状态 } else if (Chr_State_Table[0] == 3) { local attackBonusRate = obj.sq_GetBonusRateWithPassive(235, 235, 5, 2.0); obj.sq_StartWrite(); //开始写入 obj.sq_WriteDword(235); //写入 4 字节数 技能ID obj.sq_WriteDword(40); //写入 4 字节数 掉落范围 obj.sq_WriteDword(20); //写入 4 字节数 掉落数量 obj.sq_WriteDword(1); //写入 4 字节数 当前计数 obj.sq_WriteDword(attackBonusRate); //写入 4 字节数 atk obj.sq_WriteDword(0); //写入 4 字节数 是否满蓄力 obj.sq_AddSetStatePacket(0, STATE_PRIORITY_USER, true); local POSxadd = sq_GetDistancePos(0, obj.getDirection(), 200); //设置落剑中点 obj.sq_WriteDword(obj.getXPos() + POSxadd); //释放的时候的坐标 obj.sq_WriteDword(obj.getYPos()); //释放的时候的坐标 obj.sq_SendCreatePassiveObjectPacket(24370, 0, 200, 0, 0); } else if (Chr_State_Table[0] == 4) { local attackBonusRate = obj.sq_GetBonusRateWithPassive(235, 235, 5, 2.0); obj.sq_StartWrite(); //开始写入 obj.sq_WriteDword(235); //写入 4 字节数 技能ID obj.sq_WriteDword(40); //写入 4 字节数 掉落范围 obj.sq_WriteDword(20); //写入 4 字节数 掉落数量 obj.sq_WriteDword(1); //写入 4 字节数 当前计数 obj.sq_WriteDword(attackBonusRate); //写入 4 字节数 atk obj.sq_WriteDword(1); //写入 4 字节数 是否满蓄力 obj.sq_AddSetStatePacket(0, STATE_PRIORITY_USER, true); local POSxadd = sq_GetDistancePos(0, obj.getDirection(), 200); //设置落剑中点 obj.sq_WriteDword(obj.getXPos() + POSxadd); //释放的时候的坐标 obj.sq_WriteDword(obj.getYPos()); //释放的时候的坐标 obj.sq_SendCreatePassiveObjectPacket(24370, 0, 200, 0, 0); } } { function setCustomData_po_Swordman_meteorsword(obj, receiveData) { local px = receiveData.readDword(); //掉落范围 local downnum = receiveData.readDword(); //掉落数量 local nowdownnum = receiveData.readDword(); //当前计数 local atk = receiveData.readDword(); //atk local BigSword = receiveData.readDword(); //是否满蓄力 local Xpos = receiveData.readDword(); local Ypos = receiveData.readDword(); local size = 100; local SwordIndex = sq_getRandom(1, 7); local ani; if (nowdownnum > downnum) { ani = obj.getVar().GetAnimationMap("流星落蓄力一击", "passiveobject/sqr_po/swordman/animation/meteorsword/dropsword8_meteorsword_swords.ani"); atk *= 5; size = 200; } else { ani = obj.getVar().GetAnimationMap("流星落", "passiveobject/sqr_po/swordman/animation/meteorsword/dropsword" + SwordIndex + "_meteorsword_swords.ani"); // 定义一下ani } obj.setCurrentAnimation(ani); //设置 特效 使用定义的 ani local attackInfo = sq_GetCustomAttackInfo(obj, 0); //设置 特效 使用6号位atk sq_SetCurrentAttackInfo(obj, attackInfo); //设置 当前攻击信息 attackInfo = sq_GetCurrentAttackInfo(obj); //设置 attackInfo 为得到当前攻击信息 sq_SetCurrentAttackPower(attackInfo, atk); //给当前攻击设置 百分比 local currentAni = sq_GetCurrentAnimation(obj); //得到特效当前正在播放ani local sizeRate = size.tofloat() / 100.0; //转换浮点数运算 currentAni.setImageRateFromOriginal(sizeRate, sizeRate); //增加ani 宽度跟高度率 currentAni.setAutoLayerWorkAnimationAddSizeRate(sizeRate); //增加ani als附加 ani大小比例 sq_SetAttackBoundingBoxSizeRate(currentAni, sizeRate, sizeRate, sizeRate); //攻击框,x y z比率 obj.getVar("var").clear_vector(); obj.getVar("var").push_vector(px); //掉落范围 obj.getVar("var").push_vector(downnum); //掉落数量 obj.getVar("var").push_vector(nowdownnum); //当前计数 obj.getVar("var").push_vector(atk); //atk obj.getVar("var").push_vector(BigSword); //是否满蓄力 obj.getVar("var").push_vector(Xpos); obj.getVar("var").push_vector(Ypos); } setCustomData_po_swordman_po_Table.rawset(235, setCustomData_po_Swordman_meteorsword); } { function onKeyFrameFlag_po_swordman_meteorsword(obj, flagIndex) { local px = obj.getVar("var").get_vector(0); //掉落范围 local downnum = obj.getVar("var").get_vector(1); //掉落数量 local nowdownnum = obj.getVar("var").get_vector(2); //当前计数 local atk = obj.getVar("var").get_vector(3); //atk local BigSword = obj.getVar("var").get_vector(4); //atk local Xpos = obj.getVar("var").get_vector(5); local Ypos = obj.getVar("var").get_vector(6); if (flagIndex == 1) { if (downnum > nowdownnum) //如果最大计数 大于当前计数 { if (!obj.isMyControlObject()) return false; //如果不是我的控制对象则返回 local posX = Xpos + sq_getRandom(-px * 2, px * 2); //得到坐标 local posY = Ypos + sq_getRandom(-px, px); //得到坐标 sq_BinaryStartWrite(); sq_BinaryWriteDword(235); sq_BinaryWriteDword(px); //atk 百分比值 sq_BinaryWriteDword(downnum); //最大计数 sq_BinaryWriteDword(nowdownnum + 1); //当前计数 sq_BinaryWriteDword(atk); // sq_BinaryWriteDword(BigSword); sq_BinaryWriteDword(Xpos); sq_BinaryWriteDword(Ypos); sq_SendCreatePassiveObjectPacketPos(obj, 24370, 0, posX, posY, obj.getZPos()); //生成 obj特效 sq_SetMyShake(obj, 1, 100); return true; } } else if (flagIndex == 666) { sq_SetMyShake(obj, 5, 300); } if (flagIndex == 222 && BigSword == 1 && downnum == nowdownnum) { if (!obj.isMyControlObject()) return false; //如果不是我的控制对象则返回 local posX = Xpos; //得到坐标 local posY = Ypos; //得到坐标 sq_BinaryStartWrite(); sq_BinaryWriteDword(235); sq_BinaryWriteDword(px); //atk 百分比值 sq_BinaryWriteDword(downnum); //最大计数 sq_BinaryWriteDword(nowdownnum + 1); //当前计数 sq_BinaryWriteDword(atk); // sq_BinaryWriteDword(BigSword); sq_BinaryWriteDword(Xpos); sq_BinaryWriteDword(Ypos); sq_SendCreatePassiveObjectPacketPos(obj, 24370, 0, posX, posY, obj.getZPos()); //生成 obj特效 return true; } return true; } onKeyFrameFlag_po_swordman_po_Table.rawset(235, onKeyFrameFlag_po_swordman_meteorsword); } { function onEndCurrentAni_po_swordman_meteorsword(obj) { sq_SendDestroyPacketPassiveObject(obj); } onEndCurrentAni_po_swordman_po_Table.rawset(235, onEndCurrentAni_po_swordman_meteorsword); } /* function setCustomData_po_swordman_meteorsword(obj, receiveData) { local px = receiveData.readDword(); //掉落范围 local downnum = receiveData.readDword(); //掉落数量 local nowdownnum = receiveData.readDword(); //当前计数 local atk = receiveData.readDword(); //atk local Xpos = receiveData.readDword(); local Ypos = receiveData.readDword(); local WeaponIndex = receiveData.readDword(); local size = 100; local SwordIndex = sq_getRandom(1, 7); local ani = obj.getVar().GetAnimationMap("流星落", "passiveobject/sqr_po/swordman/animation/meteorsword/dropsword" + SwordIndex + "_meteorsword_swords.ani"); // 定义一下ani if (WeaponIndex == 80000001) { ani = obj.getVar().GetAnimationMap("克拉丽丝流星落", "passiveobject/sqr_po/swordman/animation/meteorsword/dropsword8_meteorsword_swords.ani"); downnum = downnum * 2; px = px + 2; } obj.setCurrentAnimation(ani); //设置 特效 使用定义的 ani local attackInfo = sq_GetCustomAttackInfo(obj, 6); //设置 特效 使用6号位atk sq_SetCurrentAttackInfo(obj, attackInfo); //设置 当前攻击信息 attackInfo = sq_GetCurrentAttackInfo(obj); //设置 attackInfo 为得到当前攻击信息 sq_SetCurrentAttackPower(attackInfo, atk); //给当前攻击设置 百分比 local currentAni = sq_GetCurrentAnimation(obj); //得到特效当前正在播放ani local sizeRate = size.tofloat() / 100.0; //转换浮点数运算 currentAni.setImageRateFromOriginal(sizeRate, sizeRate); //增加ani 宽度跟高度率 currentAni.setAutoLayerWorkAnimationAddSizeRate(sizeRate); //增加ani als附加 ani大小比例 sq_SetAttackBoundingBoxSizeRate(currentAni, sizeRate, sizeRate, sizeRate); //攻击框,x y z比率 obj.getVar("var").clear_vector(); obj.getVar("var").push_vector(px); //掉落范围 obj.getVar("var").push_vector(downnum); //掉落数量 obj.getVar("var").push_vector(nowdownnum); //当前计数 obj.getVar("var").push_vector(atk); //atk obj.getVar("var").push_vector(Xpos); obj.getVar("var").push_vector(Ypos); } function onKeyFrameFlag_po_swordman_meteorsword(obj, flagIndex) { if (flagIndex == 1) { local px = obj.getVar("var").get_vector(0); //掉落范围 local downnum = obj.getVar("var").get_vector(1); //掉落数量 local nowdownnum = obj.getVar("var").get_vector(2); //当前计数 local atk = obj.getVar("var").get_vector(3); //atk local Xpos = obj.getVar("var").get_vector(4); local Ypos = obj.getVar("var").get_vector(5); if (downnum > nowdownnum) //如果最大计数 大于当前计数 { if (!obj.isMyControlObject()) return false; //如果不是我的控制对象则返回 local posX = Xpos + sq_getRandom(-px * 2, px * 2); //得到坐标 local posY = Ypos + sq_getRandom(-px, px); //得到坐标 sq_BinaryStartWrite(); sq_BinaryWriteDword(235); sq_BinaryWriteDword(px); //atk 百分比值 sq_BinaryWriteDword(downnum); //最大计数 sq_BinaryWriteDword(nowdownnum + 1); //当前计数 sq_BinaryWriteDword(atk); // sq_BinaryWriteDword(Xpos); sq_BinaryWriteDword(Ypos); sq_SendCreatePassiveObjectPacketPos(obj, 24370, 0, posX, posY, obj.getZPos()); //生成 obj特效 sq_SetMyShake(obj, 1, 100); return true; } } return true; } */