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