Sqr/init_character.nut

87 lines
2.7 KiB
Plaintext

function sq_InitFrameIndices(obj) {
if (!obj)
return -1;
// 陴彻饵
if (sq_getJob(obj) == ENUM_CHARACTERJOB_AT_MAGE) {
// 薄??阳 陕 怃粽 蝶才桧?暧 ?溯歜 樯播蝶 扑姜
obj.sq_JumpUpStartFrame(1);
obj.sq_JumpDownStartFrame(3);
obj.sq_JumpLandStartFrame(9);
// 议葛搅 棻遴腆阳 陕 怃粽 蝶才桧?暧 ?溯歜 樯策蝶 扑姜
obj.sq_SetDownUpFrame(2);
obj.sq_SetDownDownFrame(2);
obj.sq_SetDownBounceUpFrame(2);
obj.sq_SetDownBounceDownFrame(3);
obj.sq_SetDownLieFrame(4);
obj.sq_AddAttackCancelStartFrame(3); // 1颤 警蜗 ?溯歜
obj.sq_AddAttackCancelStartFrame(3); // 2颤 警蜗 ?溯歜
obj.sq_AddAttackCancelStartFrame(3); // 3颤 警蜗 ?溯歜
// 陴彻饵 晦狱 饵遴萄 鹧斜 蛔烟
obj.sq_SetSoundTagCreatureCommand("MW_CMDPET");
obj.sq_SetSoundTagLackMp("MW_NOMANA");
obj.sq_SetSoundTagCoolTime("R_MW_COOLTIME");
obj.sq_SetSoundTagDie("MW_DIE");
obj.sq_SetSoundTagBackStepStart("MW_BACK");
obj.sq_SetSoundTagThrowItem("R_MW_THROW");
// 嬴桧蛊 湍虽晦 扑姜
obj.setThrowObjectAnimationIndex(3);
obj.setThrowObjectZDistance(65);
obj.setThrowObjectXDistance(45);
obj.setThrowObjectFrameIndex(1);
} else if (sq_getJob(obj) == ENUM_CHARACTERJOB_CREATOR_MAGE) {
// 陴彻饵 晦狱 饵遴萄 鹧斜 蛔烟
obj.sq_SetSoundTagCreatureCommand("CR_CMDPET");
obj.sq_SetSoundTagLackMp("R_CR_NOMANA");
obj.sq_SetSoundTagCoolTime("R_CR_COOLTIME");
obj.sq_SetSoundTagDie("R_CR_DIE");
obj.sq_SetSoundTagBackStepStart("R_CR_JUMP");
obj.sq_SetSoundTagThrowItem("R_CR_THROW");
}
return 0;
}
// 觼葬缣桧搅陛 当撩腆阳 ?捡?橾菟
function create_CreatorMage(obj) {}
// 籀挤 议葛搅蒂 捻滓? ?击阳 ?轿肾朝 属寥?热 殓栖棻.
function onSetCharacter(obj) {
//初始化游戏设置
InitGameSetting(obj);
if (sq_getJob(obj) == ENUM_CHARACTERJOB_CREATOR_MAGE) {
sq_SetExSkillSlotVisible(false);
sq_SetSkillSlotVisible(5, false);
sq_SetSkillSlotEnable(5, false);
local SKILLICON_START_X = 540;
local SKILLICON_START_Y = 555;
for (local i = 0; i < 5; i++) {
sq_SetSkillSlotPos(i, SKILLICON_START_X + (i * 36), SKILLICON_START_Y);
}
} else {
sq_SetExSkillSlotVisible(true);
sq_SetSkillSlotVisible(5, true);
sq_SetSkillSlotEnable(5, true);
local SKILLICON_START_X = 538;
local SKILLICON_START_Y = 558;
for (local i = 0; i < 6; i++) {
sq_SetSkillSlotPos(i, SKILLICON_START_X + (i * 30), SKILLICON_START_Y);
}
}
}