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天蝎大佬刺客2.0导入包的,里面合并函数不知道什么意思,这个怎么合并啊?
合并函数
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sqr/character/new_thief/passive_skill_thief.nut
function ProcPassiveSkill_Thief(obj, skill_index, skill_level)
{
switch(skill_index)
{
case SKILL_SWIFT:
if(skill_level > 0)
{
local appendage = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, skill_index, false, "character/thief/1_rogue/swift/ap_swift.nut", true);
if(appendage)
{
local STUCK = sq_GetLevelData(obj, SKILL_SWIFT, 0, skill_level);
local ACTIVEPROPERTY_STUCK = sq_GetLevelData(obj, SKILL_SWIFT, 1, skill_level);
local ATTACK_SPEED = sq_GetLevelData(obj, SKILL_SWIFT, 2, skill_level);
local MOVE_SPEED = sq_GetLevelData(obj, SKILL_SWIFT, 3, skill_level);
local change_appendage = appendage.sq_getChangeStatus("swift");
if(!change_appendage)
{
change_appendage = appendage.sq_AddChangeStatus("swift",obj, obj, 0, CHANGE_STATUS_TYPE_STUCK, false, STUCK);
}
if(change_appendage)
{
change_appendage.clearParameter();
change_appendage.addParameter(CHANGE_STATUS_TYPE_STUCK, false, STUCK.tofloat());
change_appendage.addParameter(CHANGE_STATUS_TYPE_ACTIVEPROPERTY_STUCK, false, ACTIVEPROPERTY_STUCK.tofloat());
change_appendage.addParameter(CHANGE_STATUS_TYPE_ATTACK_SPEED, false, ATTACK_SPEED.tofloat());
change_appendage.addParameter(CHANGE_STATUS_TYPE_MOVE_SPEED, false, MOVE_SPEED.tofloat());
}
}
}
break;
case SKILL_HITBLEED:
if(skill_level > 0)
{
local appendage_hurricane = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, SKILL_THIEF_HURRICANE, false, "character/thief/1_rogue/hurricane/ap_hurricane.nut", true);
local appendage = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, skill_index, false, "character/thief/1_rogue/hitbleed/ap_hitbleed.nut", true);
if(appendage)
{
local EQUIPMENT_PHYSICAL_ATTACK = sq_GetLevelData(obj, SKILL_HITBLEED, 0, skill_level);
local change_appendage = appendage.sq_getChangeStatus("hitbleed");
if(!change_appendage)
{
change_appendage = appendage.sq_AddChangeStatus("hitbleed",obj, obj, 0, CHANGE_STATUS_TYPE_EQUIPMENT_PHYSICAL_ATTACK, true, EQUIPMENT_PHYSICAL_ATTACK);
}
if(change_appendage)
{
change_appendage.clearParameter();
change_appendage.addParameter(CHANGE_STATUS_TYPE_EQUIPMENT_PHYSICAL_ATTACK, true, EQUIPMENT_PHYSICAL_ATTACK.tofloat());
}
}
}
break;
}
return true;
}
function procSkill_Thief(obj)
{
if(!obj) return;
procSkill_HitEnd(obj);
} |
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