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//設置嗜魂封魔斬IRDSQRCharacter.pushState(ENUM_CHARACTERJOB_SWORDMAN, "character/swordman/bloodyrave/bloodyrave.nut", "swordman_bloodyrave", 43, -1);function onAfterSetState_swordman_bloodyrave(obj, state, datas, isResetTimer){if(!obj) return;local subState = obj.sq_GetVectorData(datas, 0);//子狀態if(subState==0){obj.sq_SetStaticMoveInfo(0, 100, 100, true, 0, true);obj.sq_SetStaticMoveInfo(1, 100, 100, true, 0, true);}if(subState==1)obj.sq_SetStaticSpeedInfo(SPEED_TYPE_ATTACK_SPEED, SPEED_TYPE_ATTACK_SPEED, SPEED_VALUE_DEFAULT, SPEED_VALUE_DEFAULT,1.5, 1.5);}//設置激光炮IRDSQRCharacter.pushState(ENUM_CHARACTERJOB_GUNNER, "character/gunner/laserrifle/laserrifle.nut", "gunner_laserrifle", 26, 39);function onAfterSetState_gunner_laserrifle(obj, state, datas, isResetTimer){if(!obj) return;local skillIndex = obj.getCurrentSkillIndex();if(state == 26 && skillIndex == 39){obj.sq_SetStaticMoveInfo(0, 100, 100, true, 0, true);obj.sq_SetStaticMoveInfo(1, 100, 100, true, 0, true);}} |
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