//------------------------------------------------------------------------------ function IsCheckUseFallingSoul(obj) { if(!obj) return false; local appendage = obj.GetSquirrelAppendage("Appendage/Character/ap_avenger_devilstrike.nut"); // 等网蝶?塭桧醴 横?蛤虽 if(!appendage) return false; if(appendage.sq_var.size_vector() > 1) { // 7. 学葆啪桧虽 模赅榆 local skillLevel = sq_GetSkillLevel(obj, SKILL_FALLING_SOUL); local consumeMax = sq_GetIntData(obj, SKILL_FALLING_SOUL, 0, skillLevel); local time = sq_GetLevelData(obj, SKILL_FALLING_SOUL, 1, skillLevel); local darkPower = sq_GetLevelData(obj, SKILL_FALLING_SOUL, 2, skillLevel); //DS_APEND_MAX_GAUGE <- 0 // 譆渠 学葆啪桧虽 热纂 //DS_APEND_GAUGE <- 1 // ?营 学葆啪桧虽 热纂 local consumeValue = appendage.sq_var.get_vector(DS_APEND_GAUGE); // gauge index 0 if(consumeValue == 0) { obj.startCantUseSkillWarning(); if (obj.isMessage()) sq_AddMessage(29002); // 29002>学葆啪桧虽陛 睡褶?栖棻. return false; } if(consumeMax < consumeValue) consumeValue = consumeMax; local consumeRate = sq_GetLevelData(obj, SKILL_FALLING_SOUL, 0, skillLevel); consumeRate = consumeRate.tofloat()/100.0; //print("---- Falling Soul info -----------------------") //print("consume : " + consumeValue + " / " + consumeRate); local magicPowerUpValue = (consumeValue*consumeRate) + 0.5; print("magicPowerUpValue : " + magicPowerUpValue); magicPowerUpValue = magicPowerUpValue.tointeger(); print("magicPowerUpValue : " + magicPowerUpValue); //print("time : " + time); local appendage = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, SKILL_FALLING_SOUL, false, "FallingSoul", false); // 帼? UI 轿溘 横?萄蒂 勘横舆晦 瞪缣 ?轿肾横捡 ?栖棻.. local skill_level = sq_GetSkillLevel(obj, SKILL_FALLING_SOUL); appendage.setAppendCauseSkill(BUFF_CAUSE_SKILL, sq_getJob(obj), SKILL_FALLING_SOUL, skill_level); // // 罹晦怃 append 蒙机 CNSquirrelAppendage.sq_Append(appendage, obj, obj); local change_appendage = appendage.sq_getChangeStatus("FallingSoulMagic"); if(!change_appendage) { change_appendage = appendage.sq_AddChangeStatus("FallingSoulMagic",obj, obj, time, CHANGE_STATUS_TYPE_MAGICAL_ATTACK, false, magicPowerUpValue.tointeger()); } // 奢楼隶陛, 檩楼撩 荡?隶陛, 赀楼撩 荡?马模 if(change_appendage) { change_appendage.clearParameter(); change_appendage.addParameter(CHANGE_STATUS_TYPE_MAGICAL_ATTACK, false, magicPowerUpValue.tofloat()); change_appendage.addParameter(CHANGE_STATUS_TYPE_ELEMENT_ATTACK_DARK, false, darkPower.tofloat()); //local appendageInfo = change_appendage.getAppendageInfo(); //appendageInfo.setValidTime(time); } local appendageInfo = appendage.getAppendageInfo(); appendageInfo.setValidTime(time); consumeDevilGauge(obj, consumeValue); // 学葆啪桧虽蒂 还罹鄹栖棻.. return true; } return false; } function checkCommandEnable_FallingSoul(obj) { if(!obj) return false; local bRet = true; local state = obj.sq_GetSTATE(); if(state == STATE_ATTACK) { ////警蜗晦 饷薯 蒙机 (2012.04.12) bRet = obj.sq_IsCommandEnable(SKILL_FALLING_SOUL); bRet = obj.sq_IsCommandEnable(SKILL_FALLING_SOUL); } if(!bRet) return false; local appendage = obj.GetSquirrelAppendage("Appendage/Character/ap_avenger_devilstrike.nut"); // 等网蝶?塭桧醴 横?蛤虽 if(!appendage) return false; local consumeValue = appendage.sq_var.get_vector(DS_APEND_GAUGE); // gauge index 0 if(consumeValue == 0) return false; return true; } // 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_FallingSoul(obj) { if(!obj) return false; local b_useskill = obj.sq_IsUseSkill(SKILL_FALLING_SOUL); if(b_useskill) { if(IsCheckUseFallingSoul(obj)) { // 学葆啪桧虽煎 籀?击 噩 热 毡蝗栖棻.. if(obj.isMyControlObject()) { obj.sq_IntVectClear(); obj.sq_IntVectPush(0); obj.sq_IntVectPush(0); //THROW_TYPE_SKILL obj.sq_IntVectPush(SKILL_FALLING_SOUL); obj.sq_IntVectPush(500); obj.sq_IntVectPush(500); obj.sq_IntVectPush(3); obj.sq_IntVectPush(4); //SPEED_TYPE_CAST_SPEED obj.sq_IntVectPush(4); //SPEED_TYPE_CAST_SPEED obj.sq_addSetStatePacket(STATE_THROW, STATE_PRIORITY_USER, true); } return true; } } return false; } //------------------------------------------------------------------------------ // 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_FallingSoul(obj, state, datas, isResetTimer) { if(!obj) return; }