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character/priest/fallingsoul.nut
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character/priest/fallingsoul.nut
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//------------------------------------------------------------------------------
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function IsCheckUseFallingSoul(obj)
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{
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if(!obj) return false;
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local appendage = obj.GetSquirrelAppendage("Appendage/Character/ap_avenger_devilstrike.nut"); // 等网蝶?塭桧醴 横?蛤虽
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if(!appendage) return false;
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if(appendage.sq_var.size_vector() > 1) {
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// 7. 学葆啪桧虽 模赅榆
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local skillLevel = sq_GetSkillLevel(obj, SKILL_FALLING_SOUL);
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local consumeMax = sq_GetIntData(obj, SKILL_FALLING_SOUL, 0, skillLevel);
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local time = sq_GetLevelData(obj, SKILL_FALLING_SOUL, 1, skillLevel);
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local darkPower = sq_GetLevelData(obj, SKILL_FALLING_SOUL, 2, skillLevel);
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//DS_APEND_MAX_GAUGE <- 0 // 譆渠 学葆啪桧虽 热纂
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//DS_APEND_GAUGE <- 1 // ?营 学葆啪桧虽 热纂
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local consumeValue = appendage.sq_var.get_vector(DS_APEND_GAUGE); // gauge index 0
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if(consumeValue == 0)
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{
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obj.startCantUseSkillWarning();
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if (obj.isMessage())
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sq_AddMessage(29002); // 29002>学葆啪桧虽陛 睡褶?栖棻.
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return false;
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}
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if(consumeMax < consumeValue)
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consumeValue = consumeMax;
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local consumeRate = sq_GetLevelData(obj, SKILL_FALLING_SOUL, 0, skillLevel);
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consumeRate = consumeRate.tofloat()/100.0;
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//print("---- Falling Soul info -----------------------")
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//print("consume : " + consumeValue + " / " + consumeRate);
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local magicPowerUpValue = (consumeValue*consumeRate) + 0.5;
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print("magicPowerUpValue : " + magicPowerUpValue);
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magicPowerUpValue = magicPowerUpValue.tointeger();
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print("magicPowerUpValue : " + magicPowerUpValue);
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//print("time : " + time);
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local appendage = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, SKILL_FALLING_SOUL, false, "FallingSoul", false);
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// 帼? UI 轿溘 横?萄蒂 勘横舆晦 瞪缣 ?轿肾横捡 ?栖棻..
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local skill_level = sq_GetSkillLevel(obj, SKILL_FALLING_SOUL);
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appendage.setAppendCauseSkill(BUFF_CAUSE_SKILL, sq_getJob(obj), SKILL_FALLING_SOUL, skill_level);
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//
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// 罹晦怃 append 蒙机
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CNSquirrelAppendage.sq_Append(appendage, obj, obj);
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local change_appendage = appendage.sq_getChangeStatus("FallingSoulMagic");
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if(!change_appendage) {
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change_appendage = appendage.sq_AddChangeStatus("FallingSoulMagic",obj, obj, time, CHANGE_STATUS_TYPE_MAGICAL_ATTACK, false, magicPowerUpValue.tointeger());
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}
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// 奢楼隶陛, 檩楼撩 荡?隶陛, 赀楼撩 荡?马模
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if(change_appendage) {
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change_appendage.clearParameter();
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change_appendage.addParameter(CHANGE_STATUS_TYPE_MAGICAL_ATTACK, false, magicPowerUpValue.tofloat());
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change_appendage.addParameter(CHANGE_STATUS_TYPE_ELEMENT_ATTACK_DARK, false, darkPower.tofloat());
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//local appendageInfo = change_appendage.getAppendageInfo();
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//appendageInfo.setValidTime(time);
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}
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local appendageInfo = appendage.getAppendageInfo();
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appendageInfo.setValidTime(time);
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consumeDevilGauge(obj, consumeValue); // 学葆啪桧虽蒂 还罹鄹栖棻..
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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_FallingSoul(obj)
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{
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if(!obj) return false;
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local bRet = true;
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local state = obj.sq_GetSTATE();
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if(state == STATE_ATTACK) {
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////警蜗晦 饷薯 蒙机 (2012.04.12) bRet = obj.sq_IsCommandEnable(SKILL_FALLING_SOUL);
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bRet = obj.sq_IsCommandEnable(SKILL_FALLING_SOUL);
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}
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if(!bRet) return false;
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local appendage = obj.GetSquirrelAppendage("Appendage/Character/ap_avenger_devilstrike.nut"); // 等网蝶?塭桧醴 横?蛤虽
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if(!appendage)
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return false;
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local consumeValue = appendage.sq_var.get_vector(DS_APEND_GAUGE); // gauge index 0
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if(consumeValue == 0)
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return false;
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return true;
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}
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// 蝶鉴 撮睡嫦翕 亵勒击 虏菟横舆朝 ?热殓栖棻.. 嫦翕 亵勒 state朝 桧嘐 模蝶缣怃 掘?肾横 毡蝗栖棻. 桧够缣怃 useskill娄 setstate蒂 虽姜?舆贼 腌栖棻.
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function checkExecutableSkill_FallingSoul(obj)
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{
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if(!obj) return false;
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local b_useskill = obj.sq_IsUseSkill(SKILL_FALLING_SOUL);
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if(b_useskill) {
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if(IsCheckUseFallingSoul(obj)) { // 学葆啪桧虽煎 籀?击 噩 热 毡蝗栖棻..
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if(obj.isMyControlObject())
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{
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obj.sq_IntVectClear();
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obj.sq_IntVectPush(0);
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obj.sq_IntVectPush(0); //THROW_TYPE_SKILL
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obj.sq_IntVectPush(SKILL_FALLING_SOUL);
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obj.sq_IntVectPush(500);
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obj.sq_IntVectPush(500);
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obj.sq_IntVectPush(3);
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obj.sq_IntVectPush(4); //SPEED_TYPE_CAST_SPEED
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obj.sq_IntVectPush(4); //SPEED_TYPE_CAST_SPEED
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obj.sq_addSetStatePacket(STATE_THROW, STATE_PRIORITY_USER, true);
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}
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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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//------------------------------------------------------------------------------
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// state蒂 撮??坚 籀挤戏煎 菟横螃啪 腌栖棻. 陕谦 葬模蝶蒂 撮??栖棻.
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function onSetState_FallingSoul(obj, state, datas, isResetTimer)
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{
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if(!obj) return;
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}
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