function checkExecutableSkill_IceFieldEx(obj) { if (!obj) return false; local useSkill = obj.sq_IsUseSkill(SKILL_ICE_FIELD_EX); if (useSkill) { obj.sq_AddSetStatePacket(STATE_ICE_FIELD_EX, STATE_PRIORITY_IGNORE_FORCE, false); return true; } return false; } function checkCommandEnable_IceFieldEx(obj) { if(!obj) return false; local state = obj.sq_GetState(); if(state == STATE_ATTACK) { // 警蜗 蝶鉴 偃? 蒙机濠: 姜霞热 [2012.04.20] return obj.sq_IsCommandEnable(SKILL_ICE_FIELD_EX); } return true; } function onSetState_IceFieldEx(obj, state, datas, isResetTimer) { if(!obj) return; obj.sq_StopMove(); obj.sq_SetCurrentAnimation(CUSTOM_ANI_ICE_FIELD_EX); obj.sq_PlaySound("MW_ICEFIELD"); } function onEndCurrentAni_IceFieldEx(obj) { if(!obj) return; local substate = obj.getSkillSubState(); obj.sq_AddSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false); // 拥栖 部釭贼 蝶鼹萄煎. } function onKeyFrameFlag_IceFieldEx(obj, flagIndex) { if(!obj) return false; local substate = obj.getSkillSubState(); local level = sq_GetSkillLevel(obj, SKILL_ICE_FIELD_EX); if(flagIndex == 1) { local level = sq_GetSkillLevel(obj, SKILL_ICE_FIELD_EX); local power = obj.sq_GetBonusRateWithPassive(SKILL_ICE_FIELD_EX , STATE_ICE_FIELD_EX, 0, 1.0); // LEVEL 0. 橡挤 叹够 奢问溘(%) local iceLevel = sq_GetLevelData(obj, SKILL_ICE_FIELD_EX, 1, level); // LEVEL 1. 彩念 溯涟 local iceProb = sq_GetLevelData(obj, SKILL_ICE_FIELD_EX, 2, level); // LEVEL 2. 彩念 ?睦 local iceTime = sq_GetLevelData(obj, SKILL_ICE_FIELD_EX, 3, level); // LEVEL 3. 彩念 卫除 obj.sq_StartWrite(); obj.sq_WriteFloat(power.tofloat()); //挤热橾热紫 毡晦阳侥缣 float?戏煎 尔鱼棻. sqr缣摹 DWORD ?击 濠翕戏煎 int?戏煎 夥脯 舆韩 强晦 阳侥. obj.sq_WriteDword(iceLevel); obj.sq_WriteDword(iceProb); obj.sq_WriteDword(iceTime); obj.sq_SendCreatePassiveObjectPacket(24237, 0, 0, 0, 0); // ?萄 当撩, 100,50暧 谢?缣 当撩 } return true; }