Sqr/character/priest/fallingsoul.nut

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//------------------------------------------------------------------------------
function IsCheckUseFallingSoul(obj)
{
if(!obj) return false;
local appendage = obj.GetSquirrelAppendage("Appendage/Character/ap_avenger_devilstrike.nut"); // 等网蝶?塭桧醴 横?蛤虽
if(!appendage) return false;
if(appendage.sq_var.size_vector() > 1) {
// 7. 学葆啪桧虽 模赅榆
local skillLevel = sq_GetSkillLevel(obj, SKILL_FALLING_SOUL);
local consumeMax = sq_GetIntData(obj, SKILL_FALLING_SOUL, 0, skillLevel);
local time = sq_GetLevelData(obj, SKILL_FALLING_SOUL, 1, skillLevel);
local darkPower = sq_GetLevelData(obj, SKILL_FALLING_SOUL, 2, skillLevel);
//DS_APEND_MAX_GAUGE <- 0 // 譆渠 学葆啪桧虽 热纂
//DS_APEND_GAUGE <- 1 // ?营 学葆啪桧虽 热纂
local consumeValue = appendage.sq_var.get_vector(DS_APEND_GAUGE); // gauge index 0
if(consumeValue == 0)
{
obj.startCantUseSkillWarning();
if (obj.isMessage())
sq_AddMessage(29002); // 29002>学葆啪桧虽陛 睡褶?栖棻.
return false;
}
if(consumeMax < consumeValue)
consumeValue = consumeMax;
local consumeRate = sq_GetLevelData(obj, SKILL_FALLING_SOUL, 0, skillLevel);
consumeRate = consumeRate.tofloat()/100.0;
//print("---- Falling Soul info -----------------------")
//print("consume : " + consumeValue + " / " + consumeRate);
local magicPowerUpValue = (consumeValue*consumeRate) + 0.5;
print("magicPowerUpValue : " + magicPowerUpValue);
magicPowerUpValue = magicPowerUpValue.tointeger();
print("magicPowerUpValue : " + magicPowerUpValue);
//print("time : " + time);
local appendage = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, SKILL_FALLING_SOUL, false, "FallingSoul", false);
// 帼? UI 轿溘 横?萄蒂 勘横舆晦 瞪缣 ?轿肾横捡 ?栖棻..
local skill_level = sq_GetSkillLevel(obj, SKILL_FALLING_SOUL);
appendage.setAppendCauseSkill(BUFF_CAUSE_SKILL, sq_getJob(obj), SKILL_FALLING_SOUL, skill_level);
//
// 罹晦怃 append 蒙机
CNSquirrelAppendage.sq_Append(appendage, obj, obj);
local change_appendage = appendage.sq_getChangeStatus("FallingSoulMagic");
if(!change_appendage) {
change_appendage = appendage.sq_AddChangeStatus("FallingSoulMagic",obj, obj, time, CHANGE_STATUS_TYPE_MAGICAL_ATTACK, false, magicPowerUpValue.tointeger());
}
// 奢楼隶陛, 檩楼撩 荡?隶陛, 赀楼撩 荡?马模
if(change_appendage) {
change_appendage.clearParameter();
change_appendage.addParameter(CHANGE_STATUS_TYPE_MAGICAL_ATTACK, false, magicPowerUpValue.tofloat());
change_appendage.addParameter(CHANGE_STATUS_TYPE_ELEMENT_ATTACK_DARK, false, darkPower.tofloat());
//local appendageInfo = change_appendage.getAppendageInfo();
//appendageInfo.setValidTime(time);
}
local appendageInfo = appendage.getAppendageInfo();
appendageInfo.setValidTime(time);
consumeDevilGauge(obj, consumeValue); // 学葆啪桧虽蒂 还罹鄹栖棻..
return true;
}
return false;
}
function checkCommandEnable_FallingSoul(obj)
{
if(!obj) return false;
local bRet = true;
local state = obj.sq_GetSTATE();
if(state == STATE_ATTACK) {
////警蜗晦 饷薯 蒙机 (2012.04.12) bRet = obj.sq_IsCommandEnable(SKILL_FALLING_SOUL);
bRet = obj.sq_IsCommandEnable(SKILL_FALLING_SOUL);
}
if(!bRet) return false;
local appendage = obj.GetSquirrelAppendage("Appendage/Character/ap_avenger_devilstrike.nut"); // 等网蝶?塭桧醴 横?蛤虽
if(!appendage)
return false;
local consumeValue = appendage.sq_var.get_vector(DS_APEND_GAUGE); // gauge index 0
if(consumeValue == 0)
return false;
return true;
}
// 蝶鉴 撮睡嫦翕 亵勒击 虏菟横舆朝 ?热殓栖棻.. 嫦翕 亵勒 state朝 桧嘐 模蝶缣怃 掘?肾横 毡蝗栖棻. 桧够缣怃 useskill娄 setstate蒂 虽姜?舆贼 腌栖棻.
function checkExecutableSkill_FallingSoul(obj)
{
if(!obj) return false;
local b_useskill = obj.sq_IsUseSkill(SKILL_FALLING_SOUL);
if(b_useskill) {
if(IsCheckUseFallingSoul(obj)) { // 学葆啪桧虽煎 籀?击 噩 热 毡蝗栖棻..
if(obj.isMyControlObject())
{
obj.sq_IntVectClear();
obj.sq_IntVectPush(0);
obj.sq_IntVectPush(0); //THROW_TYPE_SKILL
obj.sq_IntVectPush(SKILL_FALLING_SOUL);
obj.sq_IntVectPush(500);
obj.sq_IntVectPush(500);
obj.sq_IntVectPush(3);
obj.sq_IntVectPush(4); //SPEED_TYPE_CAST_SPEED
obj.sq_IntVectPush(4); //SPEED_TYPE_CAST_SPEED
obj.sq_addSetStatePacket(STATE_THROW, STATE_PRIORITY_USER, true);
}
return true;
}
}
return false;
}
//------------------------------------------------------------------------------
// state蒂 撮??坚 籀挤戏煎 菟横螃啪 腌栖棻. 陕谦 葬模蝶蒂 撮??栖棻.
function onSetState_FallingSoul(obj, state, datas, isResetTimer)
{
if(!obj) return;
}