更新荒古装备
This commit is contained in:
205
Project/CustomizeWeapon/AncientRelic/AncientRelic.nut
Normal file
205
Project/CustomizeWeapon/AncientRelic/AncientRelic.nut
Normal file
@@ -0,0 +1,205 @@
|
||||
/*
|
||||
文件名:AncientRelic.nut
|
||||
路径:Project/CustomizeWeapon/AncientRelic.nut
|
||||
创建日期:2025-12-04 14:22
|
||||
文件用途:
|
||||
*/
|
||||
class CustomizeWeapon_AncientRelic {
|
||||
|
||||
Info = null;
|
||||
|
||||
//是否有荒古装备
|
||||
IsAncientRelic = false;
|
||||
//当前魔能积攒数值
|
||||
MagicEnergyValue = 0;
|
||||
//当前魔能开启状态
|
||||
MagicEnergyState = false;
|
||||
//魔能爆发阶段
|
||||
MagicEnergyStage = 0;
|
||||
//魔能爆发计时器
|
||||
MagicEnergyTimer = 0;
|
||||
//常规状态伤害增加率
|
||||
DamageRate = 1.0;
|
||||
//魔能状态伤害增加率
|
||||
MagicDamageRate = 1.0;
|
||||
|
||||
|
||||
constructor() {
|
||||
Info = {};
|
||||
//读取PVF中 荒古装备的配置
|
||||
Rindro_Script.GetFileData("etc/rindro/ancientrelic/ancientrelic.etc", function(DataTable, Data) {
|
||||
while (!Data.Eof()) {
|
||||
local Fragment = Data.Get();
|
||||
if (Fragment == "[info]") {
|
||||
while (true) {
|
||||
local Fbuf = Data.Get();
|
||||
if (Fbuf == "[/info]") {
|
||||
break;
|
||||
}
|
||||
local NormalRate = Data.Get();
|
||||
local ExRate = Data.Get();
|
||||
|
||||
Info.rawset(Fbuf, {
|
||||
NormalRate = NormalRate.tofloat() / 100.0 + 1.0,
|
||||
ExRate = ExRate.tofloat() / 100.0 + 1.0
|
||||
})
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
RindroDamageRateChanageRideFunc.rawset("AncientRelic", function() {
|
||||
return MagicEnergyState ? MagicDamageRate : DamageRate;
|
||||
}.bindenv(this));
|
||||
|
||||
DrawAppendCallBackFunc.rawset("AncientRelic", DrawEffect.bindenv(this));
|
||||
// onAttackParentCallBackFunc.rawset("AncientRelic", OnAttack.bindenv(this));
|
||||
|
||||
// local str = "funcaksdnjkansdknasjdad";
|
||||
// local A = Memory.allocUtf8String(str);
|
||||
// local B = Memory.alloc(0x1000);
|
||||
|
||||
// local str = "testsadsdads";
|
||||
// local B = Memory.alloc(0x1000);
|
||||
// B.writeByteArray(str);
|
||||
// print(B.readUtf8String(str.len()));
|
||||
}
|
||||
|
||||
function AdditionalAppendage(obj) {
|
||||
if (sq_GetCurrentModuleType() == 3) {
|
||||
local appendage = CNSquirrelAppendage.sq_GetAppendage(obj, "../etc/rindro/ancientrelic/ancientrelic.nut");
|
||||
if (!appendage) {
|
||||
CNSquirrelAppendage.sq_AppendAppendage(obj, obj, 169, true, "../etc/rindro/ancientrelic/ancientrelic.nut", true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//魔能爆炸
|
||||
function MagicEnergyExplosion(obj) {
|
||||
local OutbreakBool = obj.getMyPassiveObject(48882, 0);
|
||||
if (OutbreakBool && !MagicEnergyState) {
|
||||
MagicEnergyState = true;
|
||||
MagicEnergyTimer = Clock();
|
||||
sq_SendDestroyPacketPassiveObject(OutbreakBool);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//绘制魔能特效
|
||||
function DrawEffect(args) {
|
||||
if (IsAncientRelic) {
|
||||
//魔能开启状态
|
||||
if (MagicEnergyValue > 0) {
|
||||
if (MagicEnergyState) {
|
||||
if (MagicEnergyStage == 0) {
|
||||
Rindro_BaseToolClass.DrawAniEx(args[1], args[2], "etc/rindro/ancientrelic/ani/open/01_red/red_onedodge2.ani");
|
||||
} else if (MagicEnergyStage == 1) {
|
||||
Rindro_BaseToolClass.DrawAniEx(args[1], args[2], "etc/rindro/ancientrelic/ani/open/02_yellow/yellow_onedodge2.ani");
|
||||
} else if (MagicEnergyStage == 2) {
|
||||
Rindro_BaseToolClass.DrawAniEx(args[1], args[2], "etc/rindro/ancientrelic/ani/open/03_white/white_onedodge2.ani");
|
||||
}
|
||||
}
|
||||
//普通状态
|
||||
else {
|
||||
local Step = ((MagicEnergyValue / 20).tointeger() + 1);
|
||||
if (Step > 5) Step = 5;
|
||||
Rindro_BaseToolClass.DrawAniEx(args[1], args[2], "etc/rindro/ancientrelic/ani/" + Step + "/particle1.ani");
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//攻击判定回调
|
||||
function OnAttack() {
|
||||
if (IsAncientRelic) {
|
||||
MagicEnergyValue++;
|
||||
if (MagicEnergyValue > 100) MagicEnergyValue = 100;
|
||||
}
|
||||
}
|
||||
|
||||
//检测是否穿戴荒古装备
|
||||
function CheckWear() {
|
||||
for (local i = 1; i< 13; ++i) {
|
||||
//编号
|
||||
local Index = L_sq_GetCharacterAttribute(0x1c, i);
|
||||
if (Info.rawin(Index)) {
|
||||
DamageRate = Info[Index].NormalRate;
|
||||
MagicDamageRate = Info[Index].ExRate;
|
||||
IsAncientRelic = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
IsAncientRelic = false;
|
||||
}
|
||||
|
||||
function MagicEnergyLogic(obj) {
|
||||
if (IsAncientRelic) {
|
||||
//魔能开启状态
|
||||
if (MagicEnergyValue > 0) {
|
||||
if (MagicEnergyState) {
|
||||
//检测魔能变更时间
|
||||
if (Clock() - MagicEnergyTimer >= 7000) {
|
||||
MagicEnergyTimer = Clock();
|
||||
MagicEnergyStage++;
|
||||
//爆发结束
|
||||
if (MagicEnergyStage > 2) {
|
||||
MagicEnergyState = false;
|
||||
MagicEnergyStage = 0;
|
||||
MagicEnergyValue = 0;
|
||||
sq_GetCNRDObjectToSQRCharacter(obj).sq_SendCreatePassiveObjectPacket(48883, 0, 0, 0, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function Proc(obj) {
|
||||
CheckWear();
|
||||
//如果穿戴了荒古装备
|
||||
if (IsAncientRelic) {
|
||||
MagicEnergyExplosion(obj);
|
||||
AdditionalAppendage(obj);
|
||||
MagicEnergyLogic(obj);
|
||||
} else {
|
||||
//是否有荒古装备
|
||||
IsAncientRelic = false;
|
||||
//当前魔能积攒数值
|
||||
MagicEnergyValue = 0;
|
||||
//当前魔能开启状态
|
||||
MagicEnergyState = false;
|
||||
//魔能爆发阶段
|
||||
MagicEnergyStage = 0;
|
||||
//魔能爆发计时器
|
||||
MagicEnergyTimer = 0;
|
||||
//常规状态伤害增加率
|
||||
DamageRate = 1.0;
|
||||
//魔能状态伤害增加率
|
||||
MagicDamageRate = 1.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
getroottable().rawdelete("CustomizeWeapon_AncientRelic_Obj");
|
||||
|
||||
|
||||
function Lenheart_AncientRelic_Fun(obj) {
|
||||
|
||||
local RootTab = getroottable();
|
||||
if (!RootTab.rawin("CustomizeWeapon_AncientRelic_Obj")) {
|
||||
RootTab.rawset("CustomizeWeapon_AncientRelic_Obj", CustomizeWeapon_AncientRelic());
|
||||
} else {
|
||||
RootTab["CustomizeWeapon_AncientRelic_Obj"].Proc(obj);
|
||||
}
|
||||
}
|
||||
|
||||
function onAttackParent_appendage_AncientRelic(appendage, realAttacker, damager, boundingBox, isStuck) {
|
||||
if (!appendage) return;
|
||||
local RootTab = getroottable();
|
||||
if (RootTab.rawin("CustomizeWeapon_AncientRelic_Obj")) {
|
||||
RootTab["CustomizeWeapon_AncientRelic_Obj"].OnAttack();
|
||||
}
|
||||
}
|
||||
|
||||
getroottable()["LenheartFuncTab"].rawset("AncientRelicFuncN", Lenheart_AncientRelic_Fun);
|
||||
Reference in New Issue
Block a user