386 lines
12 KiB
Plaintext
386 lines
12 KiB
Plaintext
getroottable()["ElementalRainCreatePos"] <- {};
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getroottable()["ElementalRainCreatePos"] = [[-76,27],[-108,44],[-129,67],[-79,57],[-50,66],
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[-93,83],[-120,118],[-58,109],[-121,152],[-82,145],
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[-92,180],[39,143],[-49,180],[-5,128],[-7,171],
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[-24,221],[25,184],[-5,128],[43,113],[58,143]];
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// 县溯诠骁 溯樯 怃粽 蝶才桧?
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SUB_STATE_ELEMENTAL_RAIN_CAST <- 0 // 议蝶?
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SUB_STATE_ELEMENTAL_RAIN_JUMP <- 1 // 薄?
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SUB_STATE_ELEMENTAL_RAIN_CHARGE <- 2 // 醱瞪(薄? 渠晦)
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SUB_STATE_ELEMENTAL_RAIN_FIRE <- 3 // 葆彻掘 嫦饵
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SUB_STATE_ELEMENTAL_RAIN_LAST <- 4 // 醱瞪 塽 ?嫦掘 当撩, 阶戏煎暧 杂虽
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// 县溯诠骁 溯樯 蝶鉴嫦翕
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function checkExecutableSkill_ElementalRain(obj)
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{
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if (!obj) return false;
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local isUseSkill = obj.sq_IsUseSkill(SKILL_ELEMENTAL_RAIN);
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if (isUseSkill)
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{
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obj.sq_IntVectClear();
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obj.sq_IntVectPush(SUB_STATE_ELEMENTAL_RAIN_CAST);
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obj.sq_AddSetStatePacket(STATE_ELEMENTAL_RAIN, 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_ElementalRain(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_RAIN); // 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 onProc_ElementalRain(obj)
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{
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if (!obj) return;
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local subState = obj.getSkillSubState();
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// 橾姜 堪桧桧鼻 薄??棻贼 夸辞
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if (subState == SUB_STATE_ELEMENTAL_RAIN_JUMP)
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{
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local zPos = obj.sq_GetIntData(SKILL_ELEMENTAL_RAIN, 2);
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if (sq_GetZPos(obj) >= zPos)
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{
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obj.sq_SetCurrentPos(obj, obj.getXPos(), obj.getYPos(), zPos);
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if (obj.sq_IsMyControlObject())
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{
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obj.sq_IntVectClear();
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obj.sq_IntVectPush(SUB_STATE_ELEMENTAL_RAIN_CHARGE);
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obj.sq_AddSetStatePacket(STATE_ELEMENTAL_RAIN, STATE_PRIORITY_IGNORE_FORCE, true);
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}
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}
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}
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}
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// state蒂 撮??坚 籀挤戏煎 菟横螃啪 腌栖棻. 陕谦 葬模蝶蒂 撮??栖棻.
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function onSetState_ElementalRain(obj, state, datas, isResetTimer)
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{
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if (!obj) return;
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local var = obj.getVar();
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local oldSubState = obj.getSkillSubState();
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local subState = obj.sq_GetVectorData(datas, 0);
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obj.setSkillSubState(subState);
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obj.sq_SetStaticMoveInfo(0, 0, 0, false);
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obj.sq_SetStaticMoveInfo(1, 0, 0, false);
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if (subState == SUB_STATE_ELEMENTAL_RAIN_CAST)
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{
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obj.sq_ZStop();
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// 议蝶?
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obj.sq_SetCurrentAnimation(CUSTOM_ANI_ELEMENTAL_RAIN_CAST);
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// 桧?? 缣栖诡桧暮
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obj.sq_AddStateLayerAnimation(1,
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obj.sq_CreateCNRDAnimation("Effect/Animation/ATElementalRain/Cast/1_under_dodge.ani"), 0, 0);
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obj.sq_AddStateLayerAnimation(2,
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obj.sq_CreateCNRDAnimation("Effect/Animation/ATElementalRain/Cast/20_body_dodge.ani"), 0, 0);
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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 skillLevel = sq_GetSkillLevel(obj, SKILL_ELEMENTAL_RAIN);
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local castTime = sq_GetCastTime(obj, SKILL_ELEMENTAL_RAIN, skillLevel);
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local animation = sq_GetCurrentAnimation(obj);
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local castAniTime = animation.getDelaySum(false);
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local speedRate = castAniTime.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, castAniTime, true);
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obj.sq_PlaySound("MW_ERAIN_READY");
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// 县溯诠骁 溯樯擎 4楼撩 赅舒 勘横遽棻.
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addElementalChain_ATMage(obj, -1);
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}
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else if (subState == SUB_STATE_ELEMENTAL_RAIN_JUMP)
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{
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obj.sq_SetCurrentAnimation(CUSTOM_ANI_ELEMENTAL_RAIN_JUMP);
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sq_SetZVelocity(obj, 750, -1200);
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}
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else if (subState == SUB_STATE_ELEMENTAL_RAIN_CHARGE)
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{
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local zPos = obj.sq_GetIntData(SKILL_ELEMENTAL_RAIN, 2);
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obj.sq_SetCurrentPos(obj, obj.getXPos(), obj.getYPos(), zPos);
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obj.sq_PlaySound("MW_ERAIN");
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obj.sq_ZStop();
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// 醱瞪
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obj.sq_SetCurrentAnimation(CUSTOM_ANI_ELEMENTAL_RAIN_JUMP_STAY);
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// 桧?? 缣栖诡桧暮
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obj.sq_AddStateLayerAnimation(1,
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obj.sq_CreateCNRDAnimation("Effect/Animation/ATElementalRain/Charge/26_handup_dodge.ani"), 0, 0);
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obj.sq_AddStateLayerAnimation(2,
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obj.sq_CreateCNRDAnimation("Effect/Animation/ATElementalRain/Charge/25_shoot_dodge.ani"), 0, 0);
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local skillLevel = sq_GetSkillLevel(obj, SKILL_ELEMENTAL_RAIN);
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local maxNumber = obj.sq_GetLevelData(SKILL_ELEMENTAL_RAIN, 0, skillLevel);
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// 譆模高娄 譆渠高 饵桧暧 楠浑? 璋濠蒂 陛螳褥.
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// 钦, ?廓 陛螳蚂 高擎 罗廓箪 ?塭嘐搅陛 true陛 肾虽 强朝 ?擎 舒廓 棻卫 釭螃虽 强挤.
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// -1桧 釭螃贼 谦猿. 涡桧鼻 高桧 桡挤.
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// min 高挤 0 桧?陛 腆热 桡挤.
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local index = sq_getRandomUnique(true, 0, ::ElementalRainCreatePos.len()); // 蟾晦?
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if (obj.sq_IsMyControlObject())
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{
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for (local i = 0; i < maxNumber; ++i)
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{
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if (index < 0)
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break;
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local pos = ::ElementalRainCreatePos[index];
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local x = pos[0];
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local y = sq_getRandom(0, 2)-1;
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local z = pos[1];
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local randElementalType = sq_getRandom(ENUM_ELEMENT_FIRE, ENUM_ELEMENT_MAX);
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obj.sq_StartWrite();
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obj.sq_WriteWord(randElementalType);
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obj.sq_SendCreatePassiveObjectPacket(24233, 0, x, y, z);
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index = sq_getRandomUnique(false, 0, i % ::ElementalRainCreatePos.len());
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}
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}
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}
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else if (subState == SUB_STATE_ELEMENTAL_RAIN_FIRE)
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{
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// 葆彻掘 嫦饵
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obj.sq_SetCurrentAnimation(CUSTOM_ANI_ELEMENTAL_RAIN_SHOOT);
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// 桧?? 缣栖诡桧暮
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local angle = sq_GetIntData(obj, SKILL_ELEMENTAL_RAIN, 5);
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local animation = obj.sq_CreateCNRDAnimation("Effect/Animation/ATElementalRain/Shoot/25_shoot_dodge.ani");
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sq_SetfRotateAngle(animation, sq_ToRadian(-angle.tofloat()));
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obj.sq_AddStateLayerAnimation(1, animation, 0, 0);
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sq_SetCustomRotate(obj, sq_ToRadian(-angle.tofloat()));
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}
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else if (subState == SUB_STATE_ELEMENTAL_RAIN_LAST)
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{
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// 醱瞪 塽 ?嫦掘 当撩, 阶戏煎暧 杂虽
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obj.sq_SetCurrentAnimation(CUSTOM_ANI_ELEMENTAL_RAIN_CHARGE_SHOOT);
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// 桧?? 缣栖诡桧暮
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obj.sq_AddStateLayerAnimation(1,
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obj.sq_CreateCNRDAnimation("Effect/Animation/ATElementalRain/ChargeShoot/21_circle_normal.ani"), 0, 0);
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obj.sq_AddStateLayerAnimation(2,
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obj.sq_CreateCNRDAnimation("Effect/Animation/ATElementalRain/ChargeShoot/22_circle_dodge.ani"), 0, 0);
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obj.sq_AddStateLayerAnimation(3,
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obj.sq_CreateCNRDAnimation("Effect/Animation/ATElementalRain/ChargeShoot/23_circle1_normal.ani"), -62, -188);
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obj.sq_AddStateLayerAnimation(4,
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obj.sq_CreateCNRDAnimation("Effect/Animation/ATElementalRain/ChargeShoot/24_circle1_dodge.ani"), -62, -188);
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obj.sq_PlaySound("MW_ERAIN_FIN");
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}
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}
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// 缣栖诡桧暮桧 部陬挤.
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function onEndCurrentAni_ElementalRain(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_ELEMENTAL_RAIN_CAST)
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{
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// 议蝶? -> 醱瞪
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if (obj.sq_IsMyControlObject())
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{
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obj.sq_IntVectClear();
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obj.sq_IntVectPush(SUB_STATE_ELEMENTAL_RAIN_JUMP);
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obj.sq_AddSetStatePacket(STATE_ELEMENTAL_RAIN, STATE_PRIORITY_IGNORE_FORCE, true);
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}
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sq_EndDrawCastGauge(obj);
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}
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else if (subState == SUB_STATE_ELEMENTAL_RAIN_JUMP)
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{
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if (obj.sq_IsMyControlObject())
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{
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obj.sq_IntVectClear();
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obj.sq_IntVectPush(SUB_STATE_ELEMENTAL_RAIN_CHARGE);
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obj.sq_AddSetStatePacket(STATE_ELEMENTAL_RAIN, STATE_PRIORITY_IGNORE_FORCE, true);
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}
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}
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else if (subState == SUB_STATE_ELEMENTAL_RAIN_CHARGE)
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{
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// 醱瞪 -> 葆彻掘 嫦饵
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if (obj.sq_IsMyControlObject())
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{
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obj.sq_IntVectClear();
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obj.sq_IntVectPush(SUB_STATE_ELEMENTAL_RAIN_FIRE);
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obj.sq_IntVectPush(0);
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obj.sq_AddSetStatePacket(STATE_ELEMENTAL_RAIN, STATE_PRIORITY_IGNORE_FORCE, true);
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}
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}
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else if (subState == SUB_STATE_ELEMENTAL_RAIN_FIRE)
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{
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// 葆彻掘 嫦饵
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local var = obj.getVar();
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local skillLevel = sq_GetSkillLevel(obj, SKILL_ELEMENTAL_RAIN);
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local maxNumber = obj.sq_GetLevelData(SKILL_ELEMENTAL_RAIN, 0, skillLevel);
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// 嫦饵?啪 陴懊挤.
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local fireEnd = true;
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local ballCount = obj.getMyPassiveObjectCount(24233);
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for (local i = 0; i < ballCount ; ++i)
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{
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local magicBall = obj.getMyPassiveObject(24233,i)
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if (!magicBall || magicBall.getState() != SUBSTATE_PO_ELEMENTAL_CREATOR_FIRE) {
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fireEnd = false;
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break;
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}
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}
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if (!fireEnd)
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{
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if (obj.sq_IsMyControlObject())
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{
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// 葆彻掘 啗楼 嫦饵
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obj.sq_IntVectClear();
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obj.sq_IntVectPush(SUB_STATE_ELEMENTAL_RAIN_FIRE);
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obj.sq_AddSetStatePacket(STATE_ELEMENTAL_RAIN, STATE_PRIORITY_IGNORE_FORCE, true);
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}
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}
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else
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{
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if (obj.sq_IsMyControlObject())
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{
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// 葆彻掘 嫦饵 -> 醱瞪 塽 ?嫦掘 当撩, 阶戏煎 杂虽
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obj.sq_IntVectClear();
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obj.sq_IntVectPush(SUB_STATE_ELEMENTAL_RAIN_LAST);
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obj.sq_AddSetStatePacket(STATE_ELEMENTAL_RAIN, STATE_PRIORITY_IGNORE_FORCE, true);
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}
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}
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}
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else if (subState == SUB_STATE_ELEMENTAL_RAIN_LAST)
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{
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// 醱瞪 塽 ?嫦掘 当撩, 阶戏煎暧 杂虽
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if (obj.sq_IsMyControlObject())
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{
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obj.sq_IntVectClear();
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obj.sq_IntVectPush(1);
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obj.sq_IntVectPush(0);
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obj.sq_IntVectPush(0);
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obj.sq_AddSetStatePacket(STATE_JUMP, STATE_PRIORITY_USER, true);
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}
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}
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}
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function onEndState_ElementalRain(obj, newState)
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{
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if (!obj) return;
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if (newState != STATE_ELEMENTAL_RAIN)
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{
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sq_SetCustomRotate(obj, 0.0);
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if (obj.sq_IsMyControlObject())
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{
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local ballCount = obj.getMyPassiveObjectCount(24233);
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for (local i = 0; i<ballCount ; ++i)
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{
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local magicBall = obj.getMyPassiveObject(24233,i)
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if (!magicBall)
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continue;
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if (obj.sq_IsMyControlObject())
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sq_SendDestroyPacketPassiveObject(magicBall);
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}
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}
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}
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}
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// 奢问卫 葆彻 掘羹蒂 当撩?棻.
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function onKeyFrameFlag_ElementalRain(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_ELEMENTAL_RAIN_CAST)
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{
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if (flagIndex == 1)
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sq_EffectLayerAppendage(obj, sq_RGB(255,255,255), 255, 0, 0, 240);
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}
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else if (subState == SUB_STATE_ELEMENTAL_RAIN_FIRE)
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{
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if (flagIndex == 1 && obj.sq_IsMyControlObject())
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{
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local ballCount = obj.getMyPassiveObjectCount(24233);
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printc("ballCount" + ballCount);
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for (local i = 0; i<ballCount ; ++i)
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{
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local magicBall = obj.getMyPassiveObject(24233,i)
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if (!magicBall || magicBall.getState() == SUBSTATE_PO_ELEMENTAL_CREATOR_FIRE)
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continue;
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magicBall.sendStateOnlyPacket(SUBSTATE_PO_ELEMENTAL_CREATOR_FIRE);
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break;
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}
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}
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}
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else if (subState == SUB_STATE_ELEMENTAL_RAIN_LAST)
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{
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// 醱瞪 塽 ?嫦掘 当撩, 阶戏煎暧 杂虽
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if (flagIndex == 1 && obj.sq_IsMyControlObject())
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{
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// 葆虽虞 赎 葆彻掘暧 奢问溘 椭横螃晦
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local skill = sq_GetSkill(obj, SKILL_ELEMENTAL_RAIN);
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local attackBonusRate = obj.sq_GetBonusRateWithPassive(SKILL_ELEMENTAL_RAIN, STATE_ELEMENTAL_RAIN, 1, 1.0);
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obj.sq_StartWrite();
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obj.sq_WriteDword(attackBonusRate);
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print("onKeyFrameFlag_ElementalRain");
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obj.sq_SendCreatePassiveObjectPacket(24219, 0, -73, 1, 215);
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}
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}
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return true;
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}
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function onEndMap_ElementalRain(obj)
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{
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if (obj.sq_IsMyControlObject())
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{
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local ballCount = obj.getMyPassiveObjectCount(24233);
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printc("ballCount" + ballCount);
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for (local i = 0; i<ballCount ; ++i)
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{
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local magicBall = obj.getMyPassiveObject(24233,i)
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if (!magicBall)
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continue;
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if (obj.sq_IsMyControlObject())
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{
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print("onEndMap_ElementalRain");
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sq_SendDestroyPacketPassiveObject(magicBall);
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}
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}
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}
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}
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