431 lines
12 KiB
Plaintext
431 lines
12 KiB
Plaintext
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SUB_STATE_FLAMECIRCLE_0 <- 0
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SUB_STATE_FLAMECIRCLE_1 <- 1
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SUB_STATE_FLAMECIRCLE_2 <- 2
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SUB_STATE_FLAMECIRCLE_3 <- 3
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SUB_STATE_FLAMECIRCLE_4 <- 4
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SUB_STATE_FLAMECIRCLE_CASTING <- 5
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SKL_LV_FRAMECIRCLE_0 <- 0 // 0. ?瞪热
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SKL_LV_FRAMECIRCLE_1 <- 1 // 1. ?瞪楼紫 寡徽 (100%~)
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SKL_LV_FRAMECIRCLE_2 <- 2 // 2. ?瞪 奢问溘(%)
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SKL_LV_FRAMECIRCLE_3 <- 3 // 3. ?栖卫 奢问溘(%)
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function checkExecutableSkill_FlameCircle(obj)
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{
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if(!obj) return false;
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local b_useskill = obj.sq_IsUseSkill(SKILL_FLAMECIRCLE);
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if(b_useskill) {
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obj.sq_IntVectClear();
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obj.sq_IntVectPush(SUB_STATE_FLAMECIRCLE_CASTING); // substate撮?
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obj.sq_AddSetStatePacket(STATE_FLAMECIRCLE, 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_FlameCircle(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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// 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_FLAMECIRCLE); // 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_FLAMECIRCLE);
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}
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return true;
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}
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function onSetState_FlameCircle(obj, state, datas, isResetTimer)
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{
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if(!obj) return;
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local substate = obj.sq_GetVectorData(datas, 0);
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obj.setSkillSubState(substate);
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obj.sq_StopMove();
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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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obj.getVar().clear_vector();
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obj.getVar().push_vector(0);
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obj.getVar().push_vector(0);
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obj.getVar("expflag").clear_vector();
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obj.getVar("expflag").push_vector(0);
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if(substate == SUB_STATE_FLAMECIRCLE_CASTING)
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{
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obj.sq_SetCurrentAnimation(CUSTOM_ANI_FLAMECIRCLE_CASTING);
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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_FLAMECIRCLE);
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//local castTime = sq_GetCastTime(obj, SKILL_FLAMECIRCLE, skillLevel);
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//local animation = sq_GetCurrentAnimation(obj);
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//local startTime = sq_GetFrameStartTime(animation, 16);
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//local speedRate = startTime.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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//
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//sq_StartDrawCastGauge(obj, startTime, true);
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addElementalChain_ATMage(obj, ENUM_ELEMENT_FIRE);
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_0) {
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obj.sq_SetCurrentAnimation(CUSTOM_ANI_FLAMECIRCLE1);
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local pAni = obj.sq_GetCurrentAni();
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_1) {
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obj.sq_SetCurrentAnimation(CUSTOM_ANI_FLAMECIRCLE2);
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local pAni = obj.sq_GetCurrentAni();
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//pAni.setSpeedRate(100.0);
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_2) {
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obj.sq_PlaySound("MW_FLAMECILCLE");
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obj.sq_SetCurrentAnimation(CUSTOM_ANI_FLAMECIRCLE3);
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obj.sq_SetCurrentAttackInfo(CUSTOM_ATTACK_INFO_FLAMECIRCLE);
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local pAttack = sq_GetCurrentAttackInfo(obj);
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// 跷陛 觼煎栖赝 蒙机
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local currentAni = sq_GetCurrentAnimation(obj);
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local exp100Rate = obj.sq_GetIntData(SKILL_FLAMECIRCLE, 1); // 1. 葆虽虞 ?嫦 等嘐虽 寡徽 (100%~)
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local expRate = exp100Rate.tofloat() / 100.0;
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print( " expRate:" + expRate);
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sq_SetAttackBoundingBoxSizeRate(currentAni, expRate, expRate, expRate);
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obj.getVar("expflag").set_vector(0, 1);
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///////////////////////////
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//SKL_LV_FRAMECIRCLE_3 <- 3 // 3. ?栖卫 奢问溘(%)
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local firstAttackRate = obj.sq_GetBonusRateWithPassive(SKILL_FLAMECIRCLE, STATE_FLAMECIRCLE, SKL_LV_FRAMECIRCLE_3, 1.0); //3. ?栖卫 奢问溘(%)
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sq_SetCurrentAttackBonusRate(pAttack, firstAttackRate);
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obj.sq_SetShake(obj,2,300);
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//sq_SetCurrentAttackBonusRate(pAttack, attack_rate);
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_3) {
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// SUB_STATE_FLAMECIRCLE_3 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_4) {
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// SUB_STATE_FLAMECIRCLE_4 怃粽蝶才桧? 蒙机
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}
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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, 1.0, 1.0);
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}
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function prepareDraw_FlameCircle(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_FLAMECIRCLE_0) {
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// SUB_STATE_FLAMECIRCLE_0 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_1) {
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// SUB_STATE_FLAMECIRCLE_1 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_2) {
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// SUB_STATE_FLAMECIRCLE_2 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_3) {
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// SUB_STATE_FLAMECIRCLE_3 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_4) {
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// SUB_STATE_FLAMECIRCLE_4 怃粽蝶才桧? 蒙机
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}
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}
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function onProc_FlameCircle(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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if(substate == SUB_STATE_FLAMECIRCLE_0) {
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if(frmIndex >= 2) {
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if(!obj.getVar().get_vector(0)) {
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if(obj.isMyControlObject()) {
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local distanceL = 0;
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local h = 0;
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//SKL_LV_FRAMECIRCLE_0 <- 0 // 0. ?瞪热
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//SKL_LV_FRAMECIRCLE_1 <- 1 // 1. ?瞪楼紫 寡徽 (100%~)
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//SKL_LV_FRAMECIRCLE_2 <- 2 // 2. ?瞪 奢问溘(%)
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//SKL_LV_FRAMECIRCLE_3 <- 3 // 3. ?栖卫 奢问溘(%)
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local skill_level = obj.sq_GetSkillLevel(SKILL_FLAMECIRCLE);
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local spin_num = obj.sq_GetLevelData(SKILL_FLAMECIRCLE, SKL_LV_FRAMECIRCLE_0, skill_level); // 0.葭觼 譆渠 偎热
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local speed_rate = obj.sq_GetLevelData(SKILL_FLAMECIRCLE, SKL_LV_FRAMECIRCLE_1, skill_level); // 1.虽楼卫除
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local firstAttackRate = obj.sq_GetBonusRateWithPassive(SKILL_FLAMECIRCLE, STATE_FLAMECIRCLE, SKL_LV_FRAMECIRCLE_2, 1.0); //2.奢问溘(%)
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local spin_radius = obj.sq_GetIntData(SKILL_FLAMECIRCLE, 0); // ?瞪奁唳 (100%~)
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local spin_r = spin_radius.tofloat() / 100.0;
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sq_BinaryStartWrite();
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sq_BinaryWriteWord(spin_num); // 蝶? 偎热
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sq_BinaryWriteFloat(spin_r); // 蝶? 奁唳
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sq_BinaryWriteFloat(speed_rate.tofloat()); // 楼紫
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sq_BinaryWriteDword(firstAttackRate); // ?瞪 奢问溘(%)
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obj.sq_SendCreatePassiveObjectPacket(24244, 0, distanceL, 1, h);
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}
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obj.getVar().set_vector(0, 1);
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}
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}
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if(frmIndex >= 3) {
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if(obj.getVar().get_vector(0) == 1) {
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local flame_passive_obj = obj.sq_GetPassiveObject(24244); // 顶陛 当撩? ?溯歜怃赝
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local next_state = false;
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if(!flame_passive_obj) {
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next_state = true;
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}
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else {
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if(flame_passive_obj.sq_var.get_vector(3) == 1) {
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next_state = true;
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}
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}
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if(next_state) {
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// 桧啪 桡戏贼
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if(obj.isMyControlObject()) {
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obj.sq_IntVectClear();
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obj.sq_IntVectPush(SUB_STATE_FLAMECIRCLE_1);
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obj.sq_AddSetStatePacket(STATE_FLAMECIRCLE, STATE_PRIORITY_USER, true);
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}
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}
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}
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}
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_1) {
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_2) {
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if(frmIndex >= 1) {
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if(!obj.getVar().get_vector(0)) {
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local appendage = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, SKILL_FLAMECIRCLE, true, "Appendage/Character/ap_atmage_effect.nut", true);
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obj.getVar().set_vector(0, 1);
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}
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}
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_3) {
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// SUB_STATE_FLAMECIRCLE_3 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_4) {
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// SUB_STATE_FLAMECIRCLE_4 怃粽蝶才桧? 蒙机
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}
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}
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function onProcCon_FlameCircle(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_FLAMECIRCLE_0) {
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// SUB_STATE_FLAMECIRCLE_0 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_1) {
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// SUB_STATE_FLAMECIRCLE_1 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_2) {
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// SUB_STATE_FLAMECIRCLE_2 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_3) {
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// SUB_STATE_FLAMECIRCLE_3 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_4) {
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// SUB_STATE_FLAMECIRCLE_4 怃粽蝶才桧? 蒙机
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}
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}
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function onEndCurrentAni_FlameCircle(obj)
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{
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if(!obj) return;
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local substate = obj.getSkillSubState();
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print( " substate:" + substate);
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if(substate == SUB_STATE_FLAMECIRCLE_CASTING)
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{
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if(obj.isMyControlObject()) {
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obj.sq_IntVectClear();
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obj.sq_IntVectPush(SUB_STATE_FLAMECIRCLE_0);
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obj.sq_AddSetStatePacket(STATE_FLAMECIRCLE, STATE_PRIORITY_USER, true);
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}
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_0) {
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_1) {
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if(obj.isMyControlObject()) {
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obj.sq_IntVectClear();
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obj.sq_IntVectPush(SUB_STATE_FLAMECIRCLE_2);
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obj.sq_AddSetStatePacket(STATE_FLAMECIRCLE, STATE_PRIORITY_USER, true);
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}
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_2) {
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if(obj.isMyControlObject()) {
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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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else if(substate == SUB_STATE_FLAMECIRCLE_3) {
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// SUB_STATE_FLAMECIRCLE_3 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_4) {
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// SUB_STATE_FLAMECIRCLE_4 怃粽蝶才桧? 蒙机
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}
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}
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function onKeyFrameFlag_FlameCircle(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_FLAMECIRCLE_0) {
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// SUB_STATE_FLAMECIRCLE_0 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_1) {
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// SUB_STATE_FLAMECIRCLE_1 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_2) {
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// SUB_STATE_FLAMECIRCLE_2 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_3) {
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// SUB_STATE_FLAMECIRCLE_3 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_4) {
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// SUB_STATE_FLAMECIRCLE_4 怃粽蝶才桧? 蒙机
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}
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return false;
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}
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function onEndState_FlameCircle(obj, new_state)
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{
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if(!obj) return;
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local substate = obj.getSkillSubState();
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// 觼煎栖赝 跷陛 蒙机
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// 横鸥梦蝶 寡徽击 锰鼻鹧煎 给溥捡?栖棻.
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if(obj.getVar("expflag").get_vector(0))
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{
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local ani = sq_GetCustomAni(obj, CUSTOM_ANI_FLAMECIRCLE3);
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if(ani)
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{
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local currentAni = sq_GetCurrentAnimation(obj);
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local exp100Rate = obj.sq_GetIntData(SKILL_FLAMECIRCLE, 1); // 1. 葆虽虞 ?嫦 等嘐虽 寡徽 (100%~)
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local expOldRate = 100.0 / exp100Rate.tofloat();
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sq_SetAttackBoundingBoxSizeRate(currentAni, expOldRate, expOldRate, expOldRate);
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}
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}
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///////////////////////////
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if(substate == SUB_STATE_FLAMECIRCLE_0) {
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// SUB_STATE_FLAMECIRCLE_0 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_1) {
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// SUB_STATE_FLAMECIRCLE_1 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_2) {
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_3) {
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// SUB_STATE_FLAMECIRCLE_3 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_4) {
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// SUB_STATE_FLAMECIRCLE_4 怃粽蝶才桧? 蒙机
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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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function onAfterSetState_FlameCircle(obj, state, datas, isResetTimer)
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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_FLAMECIRCLE_0) {
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// SUB_STATE_FLAMECIRCLE_0 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_1) {
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// SUB_STATE_FLAMECIRCLE_1 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_2) {
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// SUB_STATE_FLAMECIRCLE_2 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_3) {
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// SUB_STATE_FLAMECIRCLE_3 怃粽蝶才桧? 蒙机
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}
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else if(substate == SUB_STATE_FLAMECIRCLE_4) {
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// SUB_STATE_FLAMECIRCLE_4 怃粽蝶才桧? 蒙机
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}
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}
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function onAttack_FlameCircle(obj, damager, boundingBox, isStuck)
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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_FLAMECIRCLE_2) {
|
||
// SUB_STATE_FLAMECIRCLE_2 怃粽蝶才桧? 蒙机
|
||
sq_AddHitObject(obj, damager);
|
||
|
||
}
|
||
|
||
|
||
} |