Sqr/character/creatormage/creatorwind/creatorwind.nut

199 lines
4.0 KiB
Plaintext
Raw Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

SUB_STATE_CREATORWIND_0 <- 0
function checkExecutableSkill_CreatorWind(obj)
{
if(!obj) return false;
// 伪擎 啗鳝楼撩樯等 ?廓 涡 援脑贼 橾奁奢问戏煎 瞪?腌栖棻.
local type = getCreatorSkillStateSkillIndex(obj);
if (type == CREATOR_TYPE_WIND)
{
setCreatorSkillStateSkillIndex(obj, -1);
onAllChargeCreatorMageGauge(obj);
return false;
}
local b_useskill = obj.sq_IsUseSkill(SKILL_CREATORWIND);
if (b_useskill)
{
obj.sq_IntVectClear();
obj.sq_IntVectPush(SUB_STATE_CREATORWIND_0); // substate撮?
obj.sq_AddSetStatePacket(STATE_CREATORWIND, STATE_PRIORITY_USER, true);
return true;
}
return false;
}
function checkCommandEnable_CreatorWind(obj)
{
if(!obj) return false;
local state = obj.sq_GetState();
local skill_level = obj.sq_GetSkillLevel(SKILL_CREATORWIND);
if(state == STATE_ATTACK)
{
return obj.sq_IsCommandEnable(SKILL_CREATORWIND); // 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);
}
return true;
}
function onSetState_CreatorWind(obj,state,datas,isResetTimer)
{
if(!obj) return;
local substate = obj.sq_GetVectorData(datas, 0);
obj.setSkillSubState(substate);
obj.sq_StopMove();
local posX = obj.getXPos();
local posY = obj.getYPos();
local posZ = obj.getZPos();
obj.getVar().clear_vector();
obj.getVar().push_vector(0);
obj.getVar().push_vector(0);
print(" onSetSTATE_CREATORWIND");
if (substate == SUB_STATE_CREATORWIND_0)
{
// 夥茔楼撩击 当棻坚 宪溥鄹栖棻.
setCreatorSkillStateSkillIndex(obj, CREATOR_TYPE_WIND);
// 赅苌 觼溯桧搅暧 楼撩 醱瞪击 卫蒙?栖棻.
onAllChargeCreatorMageGauge(obj);
// ?溯歜 楼撩 醱瞪击 酝虽?栖棻.
setChargeCreatorMageGauge(obj, CREATOR_TYPE_WIND, 0);
obj.sq_PlaySound("R_CR_WIND");
obj.sq_SetCurrentAnimation(CUSTOM_ANI_CAST_WIND);
// 议蝶? 楼紫蒂 评塭陛紫烟 扑姜
// 议蝶? 楼紫陛 渗唳肾贼, 缣栖诡桧暮 楼紫紫 渗唳 腌栖棻.
// 议蝶? 啪桧虽紫 ?卫蒂 ?鄹栖棻.
local skillLevel = sq_GetSkillLevel(obj, SKILL_CREATORWIND);
local castTime = sq_GetCastTime(obj, SKILL_CREATORWIND, skillLevel);
local animation = sq_GetCurrentAnimation(obj);
local startTime = sq_GetDelaySum(animation);
local speedRate = startTime.tofloat() / castTime.tofloat();
obj.sq_SetStaticSpeedInfo(SPEED_TYPE_CAST_SPEED, SPEED_TYPE_CAST_SPEED,
SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT, speedRate, speedRate);
sq_StartDrawCastGauge(obj, startTime, true);
}
}
function prepareDraw_CreatorWind(obj)
{
if(!obj) return;
}
function onProc_CreatorWind(obj)
{
if(!obj) return;
}
function onProcCon_CreatorWind(obj)
{
if(!obj) return;
}
function onEndCurrentAni_CreatorWind(obj)
{
if(!obj) return;
if(!obj.isMyControlObject()) {
return;
}
local substate = obj.getSkillSubState();
if (substate == SUB_STATE_CREATORWIND_0)
{
obj.sq_AddSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false);
}
}
function onKeyFrameFlag_CreatorWind(obj,flagIndex)
{
if(!obj) return false;
return true;
}
function onEndState_CreatorWind(obj,new_state)
{
if(!obj) return;
sq_EndDrawCastGauge(obj);
}
function onAfterSetState_CreatorWind(obj,state,datas,isResetTimer)
{
if(!obj) return;
}
function onBeforeAttack_CreatorWind(obj,damager,boundingBox,isStuck)
{
if(!obj) return;
}
function onAttack_CreatorWind(obj,damager,boundingBox,isStuck)
{
if(!obj) return;
}
function onAfterAttack_CreatorWind(obj,damager,boundingBox,isStuck)
{
if(!obj) return 0;
return 1;
}
function onBeforeDamage_CreatorWind(obj,attacker,boundingBox,isStuck)
{
if(!obj) return;
}
function onDamage_CreatorWind(obj,attacker,boundingBox)
{
if(!obj) return;
}
function onAfterDamage_CreatorWind(obj,attacker,boundingBox)
{
if(!obj) return;
}