// sub state //S_FASTMOVE_PLAY <- 0 //S_FASTMOVE_LOOP <- 1 //S_FASTMOVE_PRO <- 2 //S_FASTMOVE_END <- 3 // // sub state S_AWAKENING_0 <- 0 S_AWAKENING_1 <- 1 S_AWAKENING_2 <- 2 S_AWAKENING_3 <- 3 // 蝶鹧? 等桧颤 樯策蝶 FM_SI_C_TIME <- 0 // ?瞪 ? 体陈桧 谏瞪 当撩肾朝 卫除 FM_SI_MULTI_HIT_COUNT <- 1 // 棻钦?? 除问 FM_SI_MOVE_VEL <- 2 // 体陈 桧翕楼紫 // 溯涟樯? 樯策蝶 FM_LI_HIT_RATE <- 0 // 体陈 ?? 等嘐虽(%) FM_LI_MOVE_LEN <- 1 // 桧翕剪葬 (px) VECTOR_I_SRC_X <- 0 // 卫蒙虽薄击 荡潍? 漱搅 樯策蝶 // 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_Awakening(obj) { if(!obj) return false; local b_useskill = obj.sq_IsUseSkill(SKILL_AVENGER_AWAKENING); if(b_useskill) { //print("\n sq_getSendState:" + obj.sq_getSendState()); // 罹晦怃 -1桧 嬴栖塭贼 蝶鉴桧 壅?啪 腌栖棻.. // //if(obj.sq_getSendState() != -1) { //print("\n warning warning skill skip :" + obj.sq_getSendState()); // 罹晦怃 -1桧 嬴栖塭贼 蝶鉴桧 壅?啪 腌栖棻.. //print("\n warning warning skill skip :" + obj.sq_getSendState()); // 罹晦怃 -1桧 嬴栖塭贼 蝶鉴桧 壅?啪 腌栖棻.. //print("\n warning warning skill skip :" + obj.sq_getSendState()); // 罹晦怃 -1桧 嬴栖塭贼 蝶鉴桧 壅?啪 腌栖棻.. //} obj.sq_IntVectClear(); obj.sq_IntVectPush(S_AWAKENING_0); // substate撮? obj.sq_addSetStatePacket(STATE_AVENGER_AWAKENING, STATE_PRIORITY_USER, 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_Awakening(obj) { if(!obj) return false; if(obj.getVar("takingAwakenSkillBack").size_vector() == 0) { obj.getVar("takingAwakenSkillBack").push_vector(0); obj.getVar("takingAwakenSkillBack").push_vector(0); } local var_takingAwakenSkillBack = obj.getVar("takingAwakenSkillBack").get_vector(0); local bRet = false; if(!var_takingAwakenSkillBack) bRet = true; else { obj.getVar("takingAwakenSkillBack").set_vector(0, 0); bRet = false; } return bRet; } // 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_Awakening(obj, state, datas, isResetTimer) { if(!obj) return; local substate = obj.sq_getVectorData(datas, 0); // 罗廓箪 substate殓栖棻.. obj.setSkillSubState(substate); //set substate obj.sq_stopMove(); local posX = obj.getXPos(); local posY = obj.getYPos(); local posZ = obj.getZPos(); local sq_var = obj.getVar(); local skill_level = sq_GetSkillLevel(obj, SKILL_AVENGER_AWAKENING); obj.sq_setCurrentAttackInfo(CUSTOM_ATTACKINFO_FASTMOVE); //local attack_rate = obj.sq_getSkillAttackBonusRate(SKILL_SPINCUTTER, FM_LI_HIT_RATE); //obj.sq_setCurrentAttackBonusRate(attack_rate); // if(substate == S_AWAKENING_0) { //local time = obj.sq_getIntData(SKILL_AVENGER_AWAKENING, FM_SI_C_TIME); //obj.sq_var.push_vector(time); //obj.sq_var.push_vector(0); sq_var.clear_vector(); sq_var.clear_obj_vector(); sq_var.clear_ani_vector(); sq_var.push_vector(0); obj.sq_setCurrentAnimation(CUSTOM_ANI_AVENGER_AWAKENING1); } else if(substate == S_AWAKENING_1) { //.func(&CSQStateVar::clear_ani_vector, NTEXT("clear_ani_vector")) //.func(&CSQStateVar::push_ani_vector, NTEXT("push_ani_vector")) //local bodyN = obj.sq_var.GetAnimationMap("2_body_normal","Effect/Animation/Awakening/Transform/01/2_body_normal.ani"); local p_body_normal_ani = obj.sq_createCNRDAnimation("Effect/Animation/Awakening/Transform/01/2_body_normal.ani"); sq_var.push_ani_vector(p_body_normal_ani); sq_var.push_vector(0); obj.sq_setCurrentAnimation(CUSTOM_ANI_AVENGER_AWAKENING2); } else if(substate == S_AWAKENING_2) { local dstZ = sq_var.get_vector(0); obj.setCurrentPos(posX, posY, dstZ); obj.sq_setCurrentAnimation(CUSTOM_ANI_AVENGER_AWAKENING3); // 横?蛤虽 煎注 map戏煎 ?卫 skill?橾缣怃 卫除 晦颤蛔蛔 姜尔 殓溘 // local appendage = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, SKILL_AVENGER_AWAKENING, false, "Appendage/Character/ap_avenger_awakening.nut", false); local change_time = sq_GetLevelData(obj, SKILL_AVENGER_AWAKENING, SL_CHANGE_TIME, skill_level); appendage.sq_SetValidTime(change_time); // 横?蛤虽 颤歜 撮? // 帼? UI 轿溘 横?萄蒂 勘横舆晦 瞪缣 ?轿肾横捡 ?栖棻.. appendage.setAppendCauseSkill(BUFF_CAUSE_SKILL, sq_getJob(obj), SKILL_AVENGER_AWAKENING, skill_level); // // 罹晦怃 append 蒙机 CNSquirrelAppendage.sq_Append(appendage, obj, obj); // // Awakening.skl 蝶鉴溯涟 才桧绾 //SL_PERFECT_CHANGE_HP <- 0 // (0) 谏瞪 渗褐羹 HP //SL_CHANGE_TIME <- 1 // (1) 虽楼卫除 //SL_DEF_INC <- 2 // (2) 寞横溘隶陛(+) //SL_ATK_SPD <- 3 // (3) 奢问楼紫(+) //SL_MOV_SPD <- 4 // (4) 桧翕楼紫(+) //SL_1_HIT_MAGIC_ATK <- 5 // (5) 1颤 葆彻奢问溘(+) //SL_2_HIT_MAGIC_ATK <- 6 // (6) 2颤 葆彻奢问溘(+) //SL_3_HIT_MAGIC_ATK <- 7 // (7) 3颤 葆彻奢问溘(+) //SL_DASH_MAGIC_ATK <- 8 // (8) 渠卫 葆彻奢问溘(+) //SL_JUMP_MAGIC_ATK <- 9 // (9) C(薄?) 葆彻奢问溘(+) // 奢楼隶陛, 檩楼撩 荡?隶陛, 赀楼撩 荡?马模 if(appendage) { local dooms_hp = sq_GetLevelData(obj, SKILL_AVENGER_AWAKENING, SL_PERFECT_CHANGE_HP, skill_level); local def_inc = sq_GetLevelData(obj, SKILL_AVENGER_AWAKENING, SL_DEF_INC, skill_level); local atk_spd = sq_GetLevelData(obj, SKILL_AVENGER_AWAKENING, SL_ATK_SPD, skill_level); local mov_spd = sq_GetLevelData(obj, SKILL_AVENGER_AWAKENING, SL_MOV_SPD, skill_level); // 帼? UI 轿溘 appendage.setAppendCauseSkill(2, sq_getJob(obj), SKILL_AVENGER_AWAKENING, skill_level); // appendage.sq_var.clear_vector(); appendage.sq_var.push_vector(change_time); // 虽楼卫除 local awakening_var = obj.getVar("awakening"); awakening_var.clear_ct_vector(); awakening_var.push_ct_vector(); awakening_var.get_ct_vector(0).Reset(); awakening_var.get_ct_vector(0).Start(0,0); if(awakening_var.size_vector() == 0) { // 颤桧该煎 噙橾 詹帼 awakening_var.push_vector(0); } else { awakening_var.set_vector(0, 0); } // 菸蝶陛蛤树 hp撮? local convert_rate = sq_GetAbilityConvertRate(obj, CONVERT_TABLE_TYPE_HP) local dooms_con_hp = dooms_hp.tofloat() * convert_rate.tofloat(); appendage.sq_var.push_vector(dooms_con_hp.tointeger()); // 谏瞪 渗褐羹 HP /////// appendage.sq_var.push_vector(1); // index 2 // 葬橡 寨葬萄 ?楚斜煎 噩 詹帼殓栖棻.. 谒 桧楛冲桧 腑傍贼.. // 横渐荡陛 state_stand鼻鹧缣怃虏 渗褐?薯陛 肾横捡 ?栖棻 // 斜楚怃 valid陛 false陛 胀棻坚 ?怃 埠潍 渗褐?薯 腑棻坚 除舆?怃朝 寰腌栖棻 罹楝寞彻击 当陕?鱼 念娄 桧 寞彻桧 陛潍 梃莠?剪 伪嬴怃 殓栖棻.. // 该 噙桧朝 够紫 桡戏栖梱 local change_appendage = appendage.sq_getChangeStatus("changeStatus"); if(!change_appendage) change_appendage = appendage.sq_AddChangeStatus("changeStatus",obj, obj, change_time, CHANGE_STATUS_TYPE_ATTACK_SPEED, true, atk_spd); if(change_appendage) { change_appendage.clearParameter(); change_appendage.addParameter(CHANGE_STATUS_TYPE_EQUIPMENT_PHYSICAL_DEFENSE, false, def_inc.tofloat()); change_appendage.addParameter(CHANGE_STATUS_TYPE_EQUIPMENT_MAGICAL_DEFENSE, false, def_inc.tofloat()); change_appendage.addParameter(CHANGE_STATUS_TYPE_ATTACK_SPEED, false, atk_spd.tofloat()); change_appendage.addParameter(CHANGE_STATUS_TYPE_MOVE_SPEED, false, mov_spd.tofloat()); } /////////////////////////////////////////////////////////////////// // _C_2011_PASSIVE_SKILL_UPGRADE_OCTOBER_ // 学葆? 渗唳 学葆?鼻鹧暧 hP蒂 濠褐暧 HP谛 奢嵘?紫烟 渗唳腌栖棻. local hpmaxup_appendage = appendage.sq_getHpMaxUp("HpMaxUp"); if(!hpmaxup_appendage) hpmaxup_appendage = appendage.sq_AddHpMaxUp("HpMaxUp",obj, obj, change_time, dooms_hp, 0); /////////////////////////////////////////////////////////////////// } //appendage.sq_AddChangeStatus("2",obj, obj, 0, CHANGE_STATUS_TYPE_ELEMENT_TOLERANCE_DARK, false, dark_element); //appendage.sq_AddChangeStatus("3",obj, obj, 0, CHANGE_STATUS_TYPE_ELEMENT_TOLERANCE_LIGHT, false, light_element); // 罹晦缣怃 渗褐 翕蒙 拥栖诡桧暮 煎注 map戏煎 ?卫 // //obj.sq_var.push_vector(posX); // 漱搅 樯策蝶 1 } else if(substate == S_AWAKENING_3) { obj.getVar().clear_vector(); obj.getVar().push_vector(posZ); // 漱搅 樯策蝶 1 obj.getVar().push_vector(0); // 虽霞 ?楚斜 obj.getVar().set_vector(1, 0); obj.getVar().get_vector(0); // 漱搅 樯策蝶 1 //DWORD rgb = obj.sq_getRGB(0,0,0); obj.sq_bottomcreateFlash(0, 240, 280, 150, 0); //obj.sq_setCurrentAnimation(CUSTOM_ANI_AVENGER_AWAKENING4); local awakening_ani = obj.getVar().GetAnimationMap("Awakening4", "Character/Priest/Animation/Awakening4.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(awakening_ani); // 掘?..蛔烟 local ch_ld_0_ani = obj.sq_createCNRDAnimation("Effect/Animation/Awakening/Transform/03/1_change_light_dodge_00.ani"); // 掘? ?董?桧塭怃 评煎 跷陛?丑捡?栖棻.. local p_change_light_obj = obj.sq_createCNRDPooledObject(ch_ld_0_ani, true); if(p_change_light_obj) { // 15 -2 75 local dstX = sq_GetDistancePos(posX, obj.getDirection(), 15); p_change_light_obj.setCurrentPos(dstX, posY - 2, posZ + 75); obj.sq_AddObject(p_change_light_obj); } // 9溯涟 桧鼻桧贼 if(obj.isOverSkillLevel(SKILL_AVENGER_AWAKENING, 4)) { obj.endSkillCoolTime(SKILL_PANDEMONIUM_EX); obj.endSkillCoolTime(SKILL_EX_DISASTER); } } } // prepareDraw ?热 殓栖棻.. function prepareDraw_Awakening(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_Awakening(obj) { if(!obj) 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 sq_var = obj.getVar(); //S_AWAKENING_0 <- 0 //S_AWAKENING_1 <- 1 //S_AWAKENING_2 <- 2 //S_AWAKENING_3 <- 3 //print("substate:" + substate); if(substate == S_AWAKENING_0) { } else if(substate == S_AWAKENING_1) { //local time = obj.sq_getIntData(SKILL_AVENGER_AWAKENING, FM_SI_C_TIME); // 体陈桧 谏瞪 当撩肾朝 卫除.. //local time = 1600; // 体陈桧 谏瞪 当撩肾朝 卫除.. local time = 1200; // 体陈桧 谏瞪 当撩肾朝 卫除.. local up_t = time; local up_l = 40; local move_l = 0; move_l = sq_GetAccel(0, up_l, currentT, up_t, true); obj.setCurrentPos(posX, posY, move_l); if(move_l >= up_l) { local body_n_ani = sq_var.get_ani_vector(0); local b_body_n = sq_var.get_vector(1); // //// 虏擒缣 ?娄陛 跷陛肾横 毡虽 强懊棻贼.. if(!b_body_n) { pAni.addLayerAnimation(10010, body_n_ani, true); sq_var.set_vector(1, 1); } local bEnd = sq_IsEnd(body_n_ani); local index_bodyani = obj.sq_ani_GetCurrentFrameIndex(body_n_ani); local body_currentT = sq_GetCurrentTime(body_n_ani); //print("proc substate:" + substate + " index_bodyani:" + index_bodyani + " b_body_n:" + b_body_n); if(bEnd == true) { local backlight_dodge_obj = pAni.getLastAlsObject(); //print("backlight_dodge_obj:" + backlight_dodge_obj); //if(backlight_dodge_obj) { //print("setValid:" + backlight_dodge_objj); //backlight_dodge_obj.setValid(false); //} sq_var.set_vector(0, move_l); // 葆虽虞 ?溯歜暧 堪桧蒂 ?卫?棻.. if(obj.isMyControlObject()) { //obj.sq_IntVectClear(); //obj.sq_IntVectPush(S_AWAKENING_2); //obj.sq_addSetStatePacket(STATE_AVENGER_AWAKENING, STATE_PRIORITY_USER, true); //local backlight_dodge = obj.sq_getAutoLayerWorkAnimation(pAni, "1_e_bl_d"); //pAni.removeLayerAnimation(backlight_dodge); obj.sq_IntVectClear(); obj.sq_IntVectPush(S_AWAKENING_2); obj.sq_addSetStatePacket(STATE_AVENGER_AWAKENING, STATE_PRIORITY_USER, true); //obj.sq_addSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false); } } } else { if(move_l >= (up_l - 10)) { local b_body_n = sq_var.get_vector(1); // if(!b_body_n) { //local bodyN = sq_var.GetAnimationMap("2_body_normal","Effect/Animation/Awakening/Transform/01/2_body_normal.ani"); local body_n_ani = sq_var.get_ani_vector(0); pAni.addLayerAnimation(10010, body_n_ani, true); sq_var.set_vector(1, 1); } } //pAni.addLayerAnimation() //addLayerAnimation( } } else if(substate == S_AWAKENING_2) { local dstZ = sq_var.get_vector(0); local up_t = pAni.getDelaySum(false); // local up_l = 3; local move_l = 0; move_l = sq_GetAccel(0, up_l, currentT, up_t, false); obj.setCurrentPos(posX, posY, dstZ + move_l); } else if(substate == S_AWAKENING_3) { // 渗褐桧 胀 鼻鹧.. local fIndex = 2; local delay = pAni.getDelaySum(0, fIndex); // local down_t = 120; // if(frmIndex > fIndex && (delay + down_t) >= currentT) { local dstZ = obj.getVar().get_vector(0); //local down_t = 180; // local move_l = 0; move_l = sq_GetAccel(dstZ, 0, currentT - delay, down_t, false); local t = currentT - delay; obj.setCurrentPos(posX, posY, move_l); } else if(frmIndex <= fIndex) { local dstZ = obj.getVar().get_vector(0); obj.setCurrentPos(posX, posY, dstZ); } if(obj.getVar().get_vector(1) == 0 && obj.getZPos() == 0 && (delay + down_t) < currentT) { // 虽霞 ?楚斜 //sq_SetMyShake(obj,4,1000); obj.sq_setShake(obj, 2, 500); // 醱问? 嫦当 local p_shockwave_ani = obj.sq_createCNRDAnimation("Effect/Animation/Awakening/Transform/03/sub_dodge.ani"); local p_obj_1 = obj.sq_createCNRDPooledObject(p_shockwave_ani, true); p_obj_1.setCurrentDirection(obj.getDirection()); local v = 25; local dstX = sq_GetDistancePos(posX, obj.getDirection(), v); p_obj_1.setCurrentPos(dstX, posY - 1, 0); obj.sq_AddObject(p_obj_1); local p_shock_ani = obj.sq_createCNRDAnimation("Effect/Animation/Awakening/Transform/03/5_crack_normal.ani"); local p_obj_2 = obj.sq_createCNRDPooledObject(p_shock_ani, true); p_obj_2.setCurrentDirection(obj.getDirection()); p_obj_2.setCurrentPos(posX, posY + 1, 0); obj.sq_AddObject(p_obj_2); obj.getVar().set_vector(1, 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_Awakening(obj) { if(!obj) 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(substate == S_AWAKENING_0) { } else if(substate == S_AWAKENING_1) { } else if(substate == S_AWAKENING_2) { } else if(substate == S_AWAKENING_3) { } if(obj.getVar("takingAwakenSkillBack").size_vector() > 0) { if(obj.getVar("takingAwakenSkillBack").get_vector(0)) { obj.sq_IntVectClear(); obj.sq_IntVectPush(0); // substate撮? obj.sq_addSetStatePacket(STATE_AWAKENING_TURN_OFF, STATE_PRIORITY_IGNORE_FORCE, true); return; } } if(bEnd) { if(substate == S_AWAKENING_0) { obj.sq_IntVectClear(); obj.sq_IntVectPush(S_AWAKENING_1); obj.sq_addSetStatePacket(STATE_AVENGER_AWAKENING, STATE_PRIORITY_USER, true); } else if(substate == S_AWAKENING_1) { } else if(substate == S_AWAKENING_2) { //obj.sq_addSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false); obj.sq_IntVectClear(); obj.sq_IntVectPush(S_AWAKENING_3); obj.sq_addSetStatePacket(STATE_AVENGER_AWAKENING, STATE_PRIORITY_USER, true); } else if(substate == S_AWAKENING_3) { obj.sq_addSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false); } } } // 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_Awakening(obj, state, datas, isResetTimer) { if(!obj) return; } // onbeforeattack 属寥?热 殓栖棻 function onBeforeAttack_Awakening(obj, damager, boundingBox) { } // onAttack 属寥?热 殓栖棻 function onAttack_Awakening(obj, damager, boundingBox) { } // onAfterAttack 属寥?热 殓栖棻 function onAfterAttack_Awakening(obj, damager, boundingBox) { } // onBeforeDamage 属寥?热 殓栖棻 function onBeforeDamage_Awakening(obj, attacker, boundingBox) { } // onDamage 属寥?热 殓栖棻 function onDamage_Awakening(obj, attacker, boundingBox) { } // onAfterDamage 属寥?热 殓栖棻 function onAfterDamage_Awakening(obj, attacker, boundingBox) { }