305 lines
8.6 KiB
Plaintext
305 lines
8.6 KiB
Plaintext
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// 帼蝶搅 蝶鉴击 噩 热 毡朝 蝶鉴樯虽 羹觼?琐栖棻.
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function isEnableBursterSkill(chr, skillIndex)
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{
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if (!chr)
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return false;
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local bursterSkill = sq_GetSkill(chr, SKILL_BURSTER);
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if (!bursterSkill)
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return false;
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local size = sq_GetCustomIntDataSize(bursterSkill, chr);
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for (local i = 0; i < size; i++)
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{
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// 旎虽胀 蝶鉴樯策蝶菟击 椭横蚂棻.
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local disableSkillIndex = sq_GetIntData(chr, SKILL_BURSTER, i);
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if (disableSkillIndex == skillIndex)
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{
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print(" disableSkillIndex:" + disableSkillIndex);
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return false;
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}
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}
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return true;
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}
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// 议葛搅 奢鳝 藤颤歜 亵瞰 (帼蝶搅赅萄缣怃 藤颤歜击 亵瞰?栖棻.)
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function startSkillCoolTime(obj, skillIndex, skillLevel, currentCoolTime)
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{
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if (!obj)
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return -1;
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local appendage = obj.GetSquirrelAppendage("Character/Common/Burster/ap_Common_Burster.nut");
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if(appendage)
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{
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// 帼蝶搅赅萄陛 ?撩? 鼻鹧桧坚 ?渡肾朝 蝶鉴桧塭贼 藤颤歜桧 亵瞰 腌栖棻.
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if (appendage.isValid() && isEnableBursterSkill(obj, skillIndex))
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{
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local level = sq_GetSkillLevel(obj, SKILL_BURSTER);
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// (5) 晦狱 譆模 藤颤歜 (ms)
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local value = obj.sq_GetLevelData(SKILL_BURSTER, SKL_LVL_COLUMN_IDX_5, level);
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return value; // 帼蝶搅赅萄 藤颤歜
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}
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}
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return -1;
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}
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function checkExecutableSkill_Burster(obj)
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{
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if (!obj)
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return false;
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local isUseSkill = obj.sq_IsUseSkill(SKILL_BURSTER);
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if (isUseSkill)
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{
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obj.sq_AddSetStatePacket(STATE_BURSTER, STATE_PRIORITY_IGNORE_FORCE, false);
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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_Burster(obj)
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{
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if (!obj)
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return false;
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// ?营 颤表湍蟒樯虽 羹觼?栖棻. (饵蜂暧 鳖, 瞰蜂暧 鳖)
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// 饵鳖, 瞰鳖缣怃朝 帼蝶搅赅萄陛 嫦翕肾虽 强蝗栖棻.
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if (sq_IsTowerDungeon())
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{
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print(" here top dungeon");
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return false;
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}
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local state = sq_GetState(obj);
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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_BURSTER);
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}
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return true;
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}
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function onEndState_Burster(obj, state)
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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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// 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_Burster(obj, state, datas, isResetTimer)
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{
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if (!obj)
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return;
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print(" burster mode start");
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obj.getVar().clear_vector();
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obj.getVar().push_vector(0);
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obj.sq_StopMove();
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local buffAni = obj.sq_GetBuffAni();
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obj.setCurrentAnimation(buffAni);
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//sq_var.set_vector(1, 1);
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local ani = sq_GetCurrentAnimation(obj);
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obj.sq_SetCurrentAttackInfo(CUSTOM_ATTACK_INFO_RESONANCE);
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// 热楼撩 鬼? 帼?蒂 勘横遽棻.
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local skillLevel = sq_GetSkillLevel(obj, SKILL_BURSTER);
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print(" Burster skillLevel:" + skillLevel);
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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_BURSTER, skillLevel);
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print(" Burster castTime:" + castTime);
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local animation = sq_GetCurrentAnimation(obj);
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local startTime = sq_GetDelaySum(animation);
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local speedRate = startTime.tofloat() / castTime.tofloat();
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print(" cast speedRate:" + speedRate);
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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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if (ani)
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{
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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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local bodyBackEffAni = sq_CreateAnimation("","Character/Common/Animation/BusterMode/buster_start_back_light3.ani");
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local bodyBackEffObj = obj.sq_CreateCNRDPooledObject(bodyBackEffAni, true);
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bodyBackEffObj.setCurrentDirection(obj.getDirection());
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bodyBackEffObj.setCurrentPos(posX, posY - 1, 47);
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// 议蝶? 颤歜缣 评塭怃 ?娄紫 蜃啪 棺溥鄹栖棻.
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local effAniTime = sq_GetDelaySum(bodyBackEffAni);
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local speedrate = effAniTime.tofloat() / castTime.tofloat();
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local castSpeed = sq_GetCastSpeed(obj);
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local animationSpeedValue = castSpeed.tofloat() * speedrate.tofloat();
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local aniSpeedRate = animationSpeedValue.tofloat() * 100.0 / SPEED_VALUE_DEFAULT;
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bodyBackEffAni.setSpeedRate(aniSpeedRate.tofloat());
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print(" backAniSpeedRate:" + aniSpeedRate.tofloat());
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obj.sq_AddObject(bodyBackEffObj);
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local bodyFrontEffAni = sq_CreateAnimation("","Character/Common/Animation/BusterMode/buster_start_front_cross.ani");
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// 议蝶? 颤歜缣 评塭怃 ?娄紫 蜃啪 棺溥鄹栖棻.
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local effFrontAniTime = sq_GetDelaySum(bodyFrontEffAni);
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local sr = effFrontAniTime.tofloat() / castTime.tofloat();
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//local castSpeed = sq_GetCastSpeed(obj);
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local frontAnimationSpeedValue = castSpeed.tofloat() * sr.tofloat();
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local frontAniSpeedRate = frontAnimationSpeedValue.tofloat() * 100.0 / SPEED_VALUE_DEFAULT;
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bodyFrontEffAni.setSpeedRate(frontAniSpeedRate.tofloat());
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print(" frontAniSpeedRate:" + frontAniSpeedRate);
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local bodyFrontEffObj = obj.sq_CreateCNRDPooledObject(bodyFrontEffAni, true);
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bodyFrontEffObj.setCurrentDirection(obj.getDirection());
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bodyFrontEffObj.setCurrentPos(posX, posY + 2, 47);
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obj.sq_AddObject(bodyFrontEffObj);
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// ?贼?娄
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if (castTime > 100)
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{
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sq_flashScreen(obj, castTime - 100, 100, 0, 150, sq_RGB(0,0,0), GRAPHICEFFECT_NONE, ENUM_DRAWLAYER_BOTTOM);
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}
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}
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sq_StartDrawCastGauge(obj, startTime, true);
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}
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function onProc_Burster(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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local sq_var = obj.getVar();
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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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}
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function onEndCurrentAni_Burster(obj)
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{
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if(!obj)
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return;
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if(obj.sq_IsMyControlObject())
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{
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obj.sq_SetShake(obj, 3, 250);
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}
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local skill_level = sq_GetSkillLevel(obj, SKILL_BURSTER);
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// 酝犒肾贼 寰肾晦 阳侥缣.. 棻卫 椭朝棻..
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local appendage = obj.GetSquirrelAppendage("Character/Common/Burster/ap_Common_Burster.nut");
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if(appendage)
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{
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// 毡棻贼 晦襄 横?蛤虽 饷薯
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local spectrumAppendage = appendage.sq_GetOcularSpectrum("ocularSpectrum");
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if(spectrumAppendage)
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spectrumAppendage.endCreateSpectrum();
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appendage.sq_DeleteAppendages();
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CNSquirrelAppendage.sq_RemoveAppendage(obj, "Character/Common/Burster/ap_Common_Burster.nut");
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}
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appendage = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, SKILL_BURSTER, false,
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"Character/Common/Burster/ap_Common_Burster.nut", false);
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// (0) 虽楼卫除
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local change_time = sq_GetLevelData(obj, SKILL_BURSTER, 0, skill_level);
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print(" burst mode valid time:" + change_time);
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appendage.sq_SetValidTime(change_time); // 横?蛤虽 颤歜 撮?
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appendage.setAppendCauseSkill(BUFF_CAUSE_SKILL, sq_getJob(obj), SKILL_BURSTER, skill_level);
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// 罹晦怃 append 蒙机
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CNSquirrelAppendage.sq_Append(appendage, obj, obj);
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// 酝犒肾贼 寰肾晦 阳侥缣.. 棻卫 椭朝棻..
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appendage = obj.GetSquirrelAppendage("Character/Common/Burster/ap_Common_Burster.nut");
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// 桧楼 马模
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if(appendage)
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{
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local change_appendage = appendage.sq_getChangeStatus("burstChangeStatus");
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local value = sq_GetLevelData(obj, SKILL_BURSTER, 1, skill_level); // (1) 奢问 楼紫(+)
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if(!change_appendage)
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change_appendage = appendage.sq_AddChangeStatusAppendageID(obj, obj, change_time,
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CHANGE_STATUS_TYPE_ATTACK_SPEED,
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false, value, APID_COMMON);
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if(change_appendage) {
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local atk_spd = sq_GetLevelData(obj, SKILL_BURSTER, 1, skill_level); // (1) 奢问 楼紫(+)
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local mov_spd = sq_GetLevelData(obj, SKILL_BURSTER, 2, skill_level); // (2) 桧翕 楼紫(+)
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local cast_spd = sq_GetLevelData(obj, SKILL_BURSTER, 3, skill_level); // (3) 议蝶? 楼紫(+)
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change_appendage.clearParameter();
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change_appendage.addParameter(CHANGE_STATUS_TYPE_ATTACK_SPEED, false, atk_spd.tofloat());
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change_appendage.addParameter(CHANGE_STATUS_TYPE_MOVE_SPEED, false, mov_spd.tofloat());
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change_appendage.addParameter(CHANGE_STATUS_TYPE_CAST_SPEED, false, cast_spd.tofloat());
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}
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}
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if (obj.isMyControlObject())
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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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}
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function onAttack_Burster(obj, damager, boundingBox, isStuck)
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{
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if(!obj) return;
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}
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