Sqr/character/atmage/elementalchange/elemental_change.nut

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