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77
character/atmage/icefieldex/icefieldex.nut
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77
character/atmage/icefieldex/icefieldex.nut
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function checkExecutableSkill_IceFieldEx(obj)
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{
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if (!obj) return false;
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local useSkill = obj.sq_IsUseSkill(SKILL_ICE_FIELD_EX);
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if (useSkill) {
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obj.sq_AddSetStatePacket(STATE_ICE_FIELD_EX, STATE_PRIORITY_IGNORE_FORCE, false);
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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_IceFieldEx(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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// 警蜗 蝶鉴 偃? 蒙机濠: 姜霞热 [2012.04.20]
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return obj.sq_IsCommandEnable(SKILL_ICE_FIELD_EX);
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}
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return true;
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}
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function onSetState_IceFieldEx(obj, state, datas, isResetTimer)
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{
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if(!obj) return;
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obj.sq_StopMove();
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obj.sq_SetCurrentAnimation(CUSTOM_ANI_ICE_FIELD_EX);
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obj.sq_PlaySound("MW_ICEFIELD");
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}
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function onEndCurrentAni_IceFieldEx(obj)
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{
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if(!obj) return;
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local substate = obj.getSkillSubState();
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obj.sq_AddSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false); // 拥栖 部釭贼 蝶鼹萄煎.
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}
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function onKeyFrameFlag_IceFieldEx(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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local level = sq_GetSkillLevel(obj, SKILL_ICE_FIELD_EX);
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if(flagIndex == 1) {
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local level = sq_GetSkillLevel(obj, SKILL_ICE_FIELD_EX);
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local power = obj.sq_GetBonusRateWithPassive(SKILL_ICE_FIELD_EX , STATE_ICE_FIELD_EX, 0, 1.0); // LEVEL 0. 橡挤 叹够 奢问溘(%)
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local iceLevel = sq_GetLevelData(obj, SKILL_ICE_FIELD_EX, 1, level); // LEVEL 1. 彩念 溯涟
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local iceProb = sq_GetLevelData(obj, SKILL_ICE_FIELD_EX, 2, level); // LEVEL 2. 彩念 ?睦
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local iceTime = sq_GetLevelData(obj, SKILL_ICE_FIELD_EX, 3, level); // LEVEL 3. 彩念 卫除
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obj.sq_StartWrite();
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obj.sq_WriteFloat(power.tofloat()); //挤热橾热紫 毡晦阳侥缣 float?戏煎 尔鱼棻. sqr缣摹 DWORD ?击 濠翕戏煎 int?戏煎 夥脯 舆韩 强晦 阳侥.
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obj.sq_WriteDword(iceLevel);
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obj.sq_WriteDword(iceProb);
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obj.sq_WriteDword(iceTime);
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obj.sq_SendCreatePassiveObjectPacket(24237, 0, 0, 0, 0); // ?萄 当撩, 100,50暧 谢?缣 当撩
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}
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return true;
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}
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BIN
character/atmage/icefieldex/po_aticefieldex.nut
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BIN
character/atmage/icefieldex/po_aticefieldex.nut
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