91 lines
2.7 KiB
Plaintext
91 lines
2.7 KiB
Plaintext
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SUB_STATE_MANABURST_0 <- 0
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SUB_STATE_MANABURST_1 <- 1
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SUB_STATE_MANABURST_2 <- 2
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SUB_STATE_MANABURST_3 <- 3
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SUB_STATE_MANABURST_4 <- 4
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function checkExecutableSkill_ManaBurst(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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// ?卫粽?? 挡?粽蝶鉴桧塭 桧够缣怃 ?翕亵勒击 匏栖棻.
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// ManaBurst.skl [executable states] 擎 -1击 撮??镀蝗栖棻.
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// 桧匙擎 赅苌蝶鉴缣怃 奢问溘击 堪罹丑捡?棻朝 蝶鉴晦栋 阳侥殓栖棻.
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if(state == STATE_STAND || state == STATE_ATTACK || state == STATE_DASH)
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{
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local b_useskill = obj.sq_IsUseSkill(SKILL_MANABURST);
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if (b_useskill)
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{
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/*
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# STATE_THROW
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[0] Throw State (0:赅戏晦, 1:湍虽晦, 2:偃樯卫瞪)
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* Throw State 0 *
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[1] 湍虽朝 颤殓 (ENUM_THROW_TYPE)
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[2] 湍虽朝 渠鼻暧 樯策蝶 (蝶鉴 樯策蝶 or 嬴桧蛊 樯策蝶)
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[3] 赅戏朝 卫除
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[4] 嫦饵 卫除
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[5] 湍虽晦 拥栖诡桧暮 颤殓 (0 or 1)
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[6] 赅戏晦 楼紫 颤殓
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[7] 嫦饵 楼紫 颤殓
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[8] 赅戏晦 楼紫 (寰厥戏贼 SPEED_VALUE_DEFAULT)
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[9] 嫦饵 楼紫 (寰厥戏贼 SPEED_VALUE_DEFAULT)
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[10] 偃樯卫瞪 彰嫔 (寰厥剪釭 -1桧贼 偃樯卫瞪 寰?)
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* Throw State 1 *
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// Throw State 2缣怃 剩横谘击 唳办缣虏
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[1] 偃樯 卫瞪卫 渠鼻 Object Id
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* Throw State 2 *
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*/
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local skillLevel = sq_GetSkillLevel(obj, SKILL_MANABURST);
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local castTime = sq_GetCastTime(obj, SKILL_MANABURST, skillLevel);
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obj.sq_IntVectClear();
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obj.sq_IntVectPush(0); // throwState
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obj.sq_IntVectPush(0); // throwType
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obj.sq_IntVectPush(SKILL_MANABURST); // throwIndex
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obj.sq_IntVectPush(castTime); // throwChargeTime
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obj.sq_IntVectPush(500); // throwShootTime
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obj.sq_IntVectPush(0); // throwAnimationIndex
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obj.sq_IntVectPush(4); // chargeSpeedType
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obj.sq_IntVectPush(4); // throwShootSpeedType
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obj.sq_IntVectPush(1000); // chargeSpeedValue
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obj.sq_IntVectPush(1000); // throwShootSpeedValue
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obj.sq_IntVectPush(-1); // personalCastRange
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obj.sq_AddSetStatePacket(STATE_THROW, STATE_PRIORITY_USER, true);
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//obj.sq_AddSetStatePacket(STATE_ELEMENTAL_CHANGE, STATE_PRIORITY_USER, false);
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return true;
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}
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}
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return false;
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}
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function checkCommandEnable_ManaBurst(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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// 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_MANABURST);
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}
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if(state == STATE_STAND || state == STATE_ATTACK || state == STATE_DASH)
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{
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return true;
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}
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return false;
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}
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