function checkExecutableSkill_ElementalChange(obj) { if (!obj) return false; local isUseSkill = obj.sq_IsUseSkill(SKILL_ELEMENTAL_CHANGE); if (isUseSkill) { /* # STATE_THROW [0] Throw State (0:赅戏晦, 1:湍虽晦, 2:偃樯卫瞪) * Throw State 0 * [1] 湍虽朝 颤殓 (ENUM_THROW_TYPE) [2] 湍虽朝 渠鼻暧 樯策蝶 (蝶鉴 樯策蝶 or 嬴桧蛊 樯策蝶) [3] 赅戏朝 卫除 [4] 嫦饵 卫除 [5] 湍虽晦 拥栖诡桧暮 颤殓 (0 or 1) [6] 赅戏晦 楼紫 颤殓 [7] 嫦饵 楼紫 颤殓 [8] 赅戏晦 楼紫 (寰厥戏贼 SPEED_VALUE_DEFAULT) [9] 嫦饵 楼紫 (寰厥戏贼 SPEED_VALUE_DEFAULT) [10] 偃樯卫瞪 彰嫔 (寰厥剪釭 -1桧贼 偃樯卫瞪 寰?) * Throw State 1 * // Throw State 2缣怃 剩横谘击 唳办缣虏 [1] 偃樯 卫瞪卫 渠鼻 Object Id * Throw State 2 * */ obj.sq_IntVectClear(); obj.sq_IntVectPush(0); // throwState obj.sq_IntVectPush(0); // throwType obj.sq_IntVectPush(SKILL_ELEMENTAL_CHANGE); // throwIndex obj.sq_IntVectPush(500); // throwChargeTime obj.sq_IntVectPush(500); // throwShootTime obj.sq_IntVectPush(0); // throwAnimationIndex obj.sq_IntVectPush(4); // chargeSpeedType obj.sq_IntVectPush(4); // throwShootSpeedType obj.sq_IntVectPush(1000); // chargeSpeedValue obj.sq_IntVectPush(1000); // throwShootSpeedValue obj.sq_IntVectPush(-1); // personalCastRange obj.sq_AddSetStatePacket(STATE_THROW, STATE_PRIORITY_USER, true); //obj.sq_AddSetStatePacket(STATE_ELEMENTAL_CHANGE, STATE_PRIORITY_USER, false); obj.sq_PlaySound("MW_PCHANGE"); return true; } return false; } function checkCommandEnable_ElementalChange(obj) { if(!obj) return false; local state = obj.sq_GetState(); if(state == STATE_ATTACK) { return obj.sq_IsCommandEnable(SKILL_ELEMENTAL_CHANGE); // 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_ElementalChange(obj, state, datas, isResetTimer) { if (!obj) return; obj.sq_StopMove(); //obj.sq_SetCurrentAnimation(CUSTOM_ANI_ELEMENTAL_CHANGE); //local attackSpeedRate = obj.sq_GetIntData(SKILL_CRYSTALATTACK, 0); //if(attackSpeedRate != 100) { // obj.sq_SetAnimationSpeedRate(obj.sq_GetCurrentAni(),attackSpeedRate.tofloat()); //} //local appendage = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, SKILL_ELEMENTAL_CHANGE, false, "Character/ATMage/ElementalChange/ap_ATMage_Elemental_Change.nut", true); //local maxValue = sq_GetIntData(obj, SKILL_DEVILSTRIKE, SI_DS_MAX_DEVIL_GAUGE); } function prepareDraw_ElementalChange(obj) { if (!obj) return; } function onEndCurrentAni_ElementalChange(obj) { if (!obj) return; } function onKeyFrameFlag_ElementalChange(obj, flagIndex) { if (!obj) return true; return true; }