347 lines
10 KiB
Plaintext
347 lines
10 KiB
Plaintext
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SUB_STATE_DARKNESSMANTLE_0 <- 0
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SUB_STATE_DARKNESSMANTLE_1 <- 1
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SUB_STATE_DARKNESSMANTLE_2 <- 2
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SUB_STATE_DARKNESSMANTLE_3 <- 3
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SUB_STATE_DARKNESSMANTLE_4 <- 4
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SUB_STATE_DARKNESSMANTLE_CASTING <- 5
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function checkExecutableSkill_DarknessMantle(obj)
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{
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if(!obj) return false;
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local b_useskill = obj.sq_IsUseSkill(SKILL_DARKNESSMANTLE);
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if(b_useskill)
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{
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obj.sq_IntVectClear();
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obj.sq_IntVectPush(SUB_STATE_DARKNESSMANTLE_CASTING); // substate撮?
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obj.sq_AddSetStatePacket(STATE_DARKNESSMANTLE, STATE_PRIORITY_IGNORE_FORCE, true);
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return true;
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}
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return false;
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}
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function checkCommandEnable_DarknessMantle(obj)
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{
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if(!obj) return false;
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local state = obj.sq_GetState();
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if(state == STATE_ATTACK)
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{
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// 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]
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return obj.sq_IsCommandEnable(SKILL_DARKNESSMANTLE); // 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);
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}
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return true;
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}
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function onSetState_DarknessMantle(obj, state, datas, isResetTimer)
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{
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if(!obj) return;
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local substate = obj.sq_GetVectorData(datas, 0);
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obj.setSkillSubState(substate);
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obj.sq_StopMove();
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local posX = obj.getXPos();
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local posY = obj.getYPos();
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local posZ = obj.getZPos();
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obj.getVar().clear_vector();
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obj.getVar().push_vector(0);
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obj.getVar().push_vector(0);
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obj.getVar("flag").clear_vector();
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obj.getVar("flag").push_vector(0);
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obj.getVar("flag").push_vector(0);
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if(substate == SUB_STATE_DARKNESSMANTLE_CASTING)
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{
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obj.sq_SetCurrentAnimation(CUSTOM_ANI_DARKNESSMANTLE_CASTING);
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local skillLevel = sq_GetSkillLevel(obj, SKILL_DARKNESSMANTLE);
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// 议蝶? 楼紫蒂 评塭陛紫烟 扑姜
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// 议蝶? 楼紫陛 渗唳肾贼, 缣栖诡桧暮 楼紫紫 渗唳 腌栖棻.
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// 议蝶? 啪桧虽紫 ?卫蒂 ?鄹栖棻.
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local castTime = sq_GetCastTime(obj, SKILL_DARKNESSMANTLE, skillLevel);
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local animation = sq_GetCurrentAnimation(obj);
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local startTime = sq_GetFrameStartTime(animation, 16);
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local speedRate = startTime.tofloat() / castTime.tofloat();
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obj.sq_SetStaticSpeedInfo(SPEED_TYPE_CAST_SPEED, SPEED_TYPE_CAST_SPEED,
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SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, speedRate, speedRate);
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sq_StartDrawCastGauge(obj, startTime, true);
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addElementalChain_ATMage(obj, ENUM_ELEMENT_DARK);
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_0)
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{
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obj.sq_PlaySound("MW_DMANTLE_READY");
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obj.sq_SetCurrentAnimation(CUSTOM_ANI_DARKNESSMANTLE);
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_1) {
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// SUB_STATE_DARKNESSMANTLE_1 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_2) {
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// SUB_STATE_DARKNESSMANTLE_2 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_3) {
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// SUB_STATE_DARKNESSMANTLE_3 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_4) {
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// SUB_STATE_DARKNESSMANTLE_4 怃粽蝶才桧? 蒙机
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}
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}
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function prepareDraw_DarknessMantle(obj)
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{
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if(!obj) return;
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local substate = obj.getSkillSubState();
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if(substate == SUB_STATE_DARKNESSMANTLE_0) {
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// SUB_STATE_DARKNESSMANTLE_0 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_1) {
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// SUB_STATE_DARKNESSMANTLE_1 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_2) {
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// SUB_STATE_DARKNESSMANTLE_2 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_3) {
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// SUB_STATE_DARKNESSMANTLE_3 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_4) {
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// SUB_STATE_DARKNESSMANTLE_4 怃粽蝶才桧? 蒙机
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}
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}
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function onProc_DarknessMantle(obj)
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{
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if(!obj) return;
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local substate = obj.getSkillSubState();
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local pAni = obj.sq_GetCurrentAni();
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local frmIndex = obj.sq_GetCurrentFrameIndex(pAni);
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local currentT = sq_GetCurrentTime(pAni);
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if(substate == SUB_STATE_DARKNESSMANTLE_0) {
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// SUB_STATE_DARKNESSMANTLE_0 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_1) {
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// SUB_STATE_DARKNESSMANTLE_1 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_2) {
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// SUB_STATE_DARKNESSMANTLE_2 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_3) {
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// SUB_STATE_DARKNESSMANTLE_3 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_4) {
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// SUB_STATE_DARKNESSMANTLE_4 怃粽蝶才桧? 蒙机
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}
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}
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function onProcCon_DarknessMantle(obj)
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{
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if(!obj) return;
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local substate = obj.getSkillSubState();
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local pAni = obj.sq_GetCurrentAni();
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local frmIndex = obj.sq_GetCurrentFrameIndex(pAni);
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local currentT = sq_GetCurrentTime(pAni);
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if(substate == SUB_STATE_DARKNESSMANTLE_0) {
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if(!obj.getVar("flag").get_vector(0))
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{
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if(frmIndex >= 4)
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{
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local skillLevel = obj.sq_GetSkillLevel(SKILL_DARKNESSMANTLE);
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local suckVel = obj.sq_GetIntData(SKILL_DARKNESSMANTLE, 0); // 0. 庄横渡晦朝 ?
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// 0.匐擎晦遴 彰嫔 (<-100%->) 1.裔?奢问溘(%) 2.菩?溯涟 3.菩?虽楼溯涟
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local darkCircleRate = obj.sq_GetLevelData(SKILL_DARKNESSMANTLE, SKL_LVL_COLUMN_IDX_0, skillLevel);
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local expAtkRate = obj.sq_GetBonusRateWithPassive(SKILL_DARKNESSMANTLE, STATE_DARKNESSMANTLE, SKL_LVL_COLUMN_IDX_1, 1.0); // 1.裔?奢问溘(%)
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local slowLevel = obj.sq_GetLevelData(SKILL_DARKNESSMANTLE, SKL_LVL_COLUMN_IDX_2, skillLevel);
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local slowTime = obj.sq_GetLevelData(SKILL_DARKNESSMANTLE, SKL_LVL_COLUMN_IDX_3, skillLevel);
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// 觼煎栖赝 嬴桧蛊 跷陛蒙机
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// 觼煎栖赝嬴桧蛊 跷陛 晦栋 横菸怃赝 ?渠徽 (100%)
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local sizeRate = obj.sq_GetIntData(SKILL_DARKNESSMANTLE, 0); // 0. 庄横渡晦朝 ?
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if(obj.isMyControlObject())
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{
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local fireOffsetX = 200;
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sq_BinaryStartWrite();
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sq_BinaryWriteDword(suckVel); //
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sq_BinaryWriteDword(darkCircleRate); //
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sq_BinaryWriteDword(expAtkRate); //
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sq_BinaryWriteDword(slowLevel); //
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sq_BinaryWriteDword(slowTime); //
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// 觼煎栖赝 嬴桧蛊 跷陛蒙机
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// 觼煎栖赝嬴桧蛊 跷陛 晦栋 横菸怃赝 ?渠徽 (100%)
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local expSizeRate = obj.sq_GetIntData(SKILL_DARKNESSMANTLE, 1); // 1. 觼煎栖赝嬴桧蛊 跷陛 晦栋 横菸怃赝 ?渠徽 (100%~)
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sq_BinaryWriteDword(expSizeRate); //
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obj.sq_SendCreatePassiveObjectPacket(24252, 0, fireOffsetX, 1, 0);
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}
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obj.getVar("flag").set_vector(0, 1);
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}
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}
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_1) {
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// SUB_STATE_DARKNESSMANTLE_1 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_2) {
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// SUB_STATE_DARKNESSMANTLE_2 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_3) {
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// SUB_STATE_DARKNESSMANTLE_3 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_4) {
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// SUB_STATE_DARKNESSMANTLE_4 怃粽蝶才桧? 蒙机
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}
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}
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function onEndCurrentAni_DarknessMantle(obj)
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{
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if(!obj) return;
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if(!obj.isMyControlObject()) {
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return;
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}
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local substate = obj.getSkillSubState();
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if(substate == SUB_STATE_DARKNESSMANTLE_CASTING)
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{
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obj.sq_IntVectClear();
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obj.sq_IntVectPush(SUB_STATE_DARKNESSMANTLE_0); // substate撮?
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obj.sq_AddSetStatePacket(STATE_DARKNESSMANTLE, STATE_PRIORITY_IGNORE_FORCE, true);
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_0)
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{
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obj.sq_AddSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false);
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_1) {
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// SUB_STATE_DARKNESSMANTLE_1 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_2) {
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// SUB_STATE_DARKNESSMANTLE_2 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_3) {
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// SUB_STATE_DARKNESSMANTLE_3 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_4) {
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// SUB_STATE_DARKNESSMANTLE_4 怃粽蝶才桧? 蒙机
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}
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}
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function onKeyFrameFlag_DarknessMantle(obj, flagIndex)
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{
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if(!obj) return false;
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local substate = obj.getSkillSubState();
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if(substate == SUB_STATE_DARKNESSMANTLE_0) {
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// SUB_STATE_DARKNESSMANTLE_0 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_1) {
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// SUB_STATE_DARKNESSMANTLE_1 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_2) {
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// SUB_STATE_DARKNESSMANTLE_2 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_3) {
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// SUB_STATE_DARKNESSMANTLE_3 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_4) {
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// SUB_STATE_DARKNESSMANTLE_4 怃粽蝶才桧? 蒙机
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}
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return false;
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}
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function onEndState_DarknessMantle(obj, new_state)
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{
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if(!obj) return;
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local substate = obj.getSkillSubState();
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if(substate == SUB_STATE_DARKNESSMANTLE_0) {
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// SUB_STATE_DARKNESSMANTLE_0 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_1) {
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// SUB_STATE_DARKNESSMANTLE_1 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_2) {
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// SUB_STATE_DARKNESSMANTLE_2 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_3) {
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// SUB_STATE_DARKNESSMANTLE_3 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_4) {
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// SUB_STATE_DARKNESSMANTLE_4 怃粽蝶才桧? 蒙机
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}
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// 蝶才桧? 谦猿 ?擎 镞模 肾历棻贼 议蝶? 啪桧虽 桡据
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sq_EndDrawCastGauge(obj);
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}
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function onAfterSetState_DarknessMantle(obj, state, datas, isResetTimer)
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{
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if(!obj) return;
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local substate = obj.getSkillSubState();
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if(substate == SUB_STATE_DARKNESSMANTLE_0) {
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// SUB_STATE_DARKNESSMANTLE_0 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_1) {
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// SUB_STATE_DARKNESSMANTLE_1 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_2) {
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// SUB_STATE_DARKNESSMANTLE_2 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_3) {
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// SUB_STATE_DARKNESSMANTLE_3 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_DARKNESSMANTLE_4) {
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// SUB_STATE_DARKNESSMANTLE_4 怃粽蝶才桧? 蒙机
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}
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}
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