?? skilleffect.lua
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--技能解毒————————————————————————————————————————————————————————————————————————
function SkillSp_Jd ( sklv )
local sp_reduce = sklv * 1
return sp_reduce
end
function SkillCooldown_Jd( sklv )
local Cooldown = 2000
return Cooldown
end
function Skill_Jd_Begin ( role , sklv )
--LG( "skill_jd", "enter function Skill_Atk_Jd : " , "\n" )
--LG("skill_jd", "function Skill_Atk_Jd : " , "role = " , role , "sklv = " , sklv , "\n" )
local sp = Sp(role)
local sp_reduce = SkillSp_Jd ( sklv )
if sp - sp_reduce < 0 then
SkillUnable(role)
return
end
Sp_Red (role , sp_reduce )
end
function Skill_Jd_End ( ATKER , DEFER , sklv )
--LG( "skill_jd", "enter function Skill_Def_Jd : " , "\n" )
local jd_statelv = sklv
local zd_statelv = GetChaStateLv ( DEFER , STATE_ZD )
RemoveState ( DEFER , STATE_ZD )
--LG("skill_jd", "function Skill_Def_Jd : " , "role = " , role , "sklv = " , sklv , "\n" )
Check_Ys_Rem (ATKER , DEFER )
end
--技能終極刺盲——————————————————————————————————————————————————————————————————————————————
function SkillSp_Zjcm ( sklv )
local sp_reduce = sklv * 1
return sp_reduce
end
function SkillCooldown_Zjcm( sklv )
local Cooldown = 2000
return Cooldown
end
function Skill_Zjcm_Begin ( role , sklv )
--LG( "skill_zjcm", "enter function Skill_Atk_Zjcm : " , "\n" )
--LG("skill_zjcm", "function Skill_Atk_Zjcm : " , "role = " , role , "sklv = " , sklv , "\n" )
local sp = Sp(role)
local sp_reduce = SkillSp_Zjcm ( sklv )
if sp - sp_reduce < 0 then
SkillUnable(role)
return
end
Sp_Red (role , sp_reduce )
end
function Skill_Zjcm_End ( ATKER , DEFER , sklv )
--LG( "skill_zjcm", "enter function Skill_Def_Zjcm : " , "\n" )
local statelv = sklv
local statetime = 5 + sklv * 2
local zjcm_rad = 0.3 + sklv * 0.05
local atk_dire = GetObjDire ( ATKER )
local def_dire = GetObjDire ( DEFER )
dif_dire = atk_dire - def_dire
if math.abs(dif_dire) < 90 or math.abs(dif_dire) > 180 then
zjcm_rad = xy_rad * 1.25
end
a = Percentage_Random ( zjcm_rad )
if a == 1 then
AddState ( ATKER , DEFER , STATE_SM , statelv , statetime )
end
--LG("skill_zjcm", "function Skill_Def_Zjcm : " , "role = " , role , "sklv = " , sklv , "\n" )
Check_Ys_Rem ( ATKER , DEFER )
end
function State_Sm_Add ( role , statelv )
--LG("state_Sm" , "function State_Sm_Add : " , "role = " , role , "statelv = " , statelv, "\n" )
end
function State_Sm_Rem ( role , statelv )
--LG("state_Sm" , "function State_Sm_Rem : " , "role = " , role , "statelv = " , statelv, "\n" )
end
--技能冰霜護盾——————————————————————————————————————————————————————————
function SkillSp_Bshd ( sklv )
local sp_reduce = sklv * 1
return sp_reduce
end
function SkillCooldown_Bshd( sklv )
local Cooldown = 2000
return Cooldown
end
function Skill_Bshd_Begin ( role , sklv )
--LG( "skill_bshd", "enter function Skill_Atk_Bshd : " , "\n" )
--LG("skill_bshd", "function Skill_Atk_Bshd : " , "role = " , role , "sklv = " , sklv , "\n" )
local sp = Sp(role)
local sp_reduce = SkillSp_Bshd ( sklv )
if sp - sp_reduce < 0 then
SkillUnable(role)
return
end
Sp_Red (role , sp_reduce )
end
function Skill_Bshd_End ( ATKER , DEFER , sklv )
--LG( "skill_bshd", "enter function Skill_Def_Bshd : " , "\n" )
local statelv = sklv
local statetime = 5 + sklv * 2
AddState ( ATKER , DEFER , STATE_BSHD , statelv , statetime )
--LG("skill_bshd", "function Skill_Def_Bshd : " , "role = " , role , "sklv = " , sklv , "\n" )
end
function State_Bshd_Add ( role , statelv )
--LG("state_Bshd" , "function State_Bshd_Add : " , "role = " , role , "statelv = " , statelv, "\n" )
local defsb_dif = 5 + statelv * 2
local defsb = DefSb(role) + defsb_dif
SetCharaAttr( defsb , role , ATTR_STATEV_DEF )
ALLExAttrSet(role)
end
function State_Bshd_Rem ( role , statelv )
--LG("state_Bshd" , "function State_Bshd_Rem : " , "role = " , role , "statelv = " , statelv, "\n" )
local defsb_dif = 5 + statelv * 2
local defsb = DefSb(role) - defsb_dif
SetCharaAttr( defsb , role , ATTR_STATEV_DEF )
ALLExAttrSet(role)
end
--技能烈焰之翼————————————————————————————————————————————————————————————————————————
function SkillSp_Lyzy ( sklv ) --技能"Inferno Wings"的sp消耗公式
local sp_reduce = sklv * 1
return sp_reduce
end
function SkillCooldown_Lyzy( sklv )
local Cooldown = 2000
return Cooldown
end
function Skill_Lyzy_Begin ( role , sklv )
local sp = Sp(role)
local sp_reduce = SkillSp_Lyzy ( sklv )
if sp - sp_reduce < 0 then
SkillUnable(role)
return
end
Sp_Red (role , sp_reduce )
end
function Skill_Lyzy_End ( ATKER , DEFER , sklv )
local statelv = sklv
local statetime = 10 + sklv * 2
AddState( ATKER , DEFER , STATE_LYZY , statelv , statetime )
--LG( "Lyzy", "Inferno Wings Skill Level=" , sklv , "Skill Damage= " , dmg , '\n" )
end
--技能圣火之光——————————————————————————————————————————————————————————————————---
function SkillSp_Shzg ( sklv ) --技能"Holy Beam"的sp消耗公式
local sp_reduce = sklv * 1
return sp_reduce
end
function SkillCooldown_Shzg( sklv )
local Cooldown = 2000
return Cooldown
end
function Skill_Shzg_Begin ( role , sklv )
local sp = Sp(role)
local sp_reduce = SkillSp_Shzg ( sklv )
if sp - sp_reduce < 0 then
SkillUnable(role)
return
end
Sp_Red (role , sp_reduce )
end
function Skill_Shzg_End ( ATKER , DEFER , sklv )
local statelv = sklv
local statetime = 10 + sklv * 2
AddState( ATKER , DEFER , STATE_SHZG , statelv , statetime )
--LG( "Shzg", "Holy Beam Skill Level= " , sklv , "Skill Damage= " , dmg , '\n" )
end
--技能叢林穿越————————————————————————————————————————————————————————————————————————————————
function SkillSp_Clcy ( sklv ) --技能"Traversing"的sp消耗公式
local sp_reduce = sklv * 1
return sp_reduce
end
function SkillCooldown_Clcy( sklv )
local Cooldown = 2000
return Cooldown
end
function Skill_Clcy_Begin ( role , sklv )
local sp = Sp(role)
local sp_reduce = SkillSp_Clcy ( sklv )
if sp - sp_reduce < 0 then
SkillUnable(role)
return
end
Sp_Red (role , sp_reduce )
end
function Skill_Clcy_End ( ATKER , DEFER , sklv )
local statelv = sklv
local statetime = 3 + sklv * 2
AddState( ATKER , DEFER , STATE_CLCY, statelv , statetime )
--LG( "Clcy", "Traversing Skill Level= " , sklv , "Skill Damage= " , dmg , '\n" )
end
function State_Clcy_Add ( role , statelv )
local mspdsb_dif = 100 + statelv * 10
local mspdsb = MspdSb(role) + mspdsb_dif
SetCharaAttr( mspdsb , role , ATTR_STATEV_MSPD )
ALLExAttrSet(role)
end
function State_Clcy_Rem ( role , statelv )
local mspdsb_dif = 100 + statelv * 10
local mspdsb = MspdSb(role) - mspdsb_dif
SetCharaAttr( mspdsb , role , ATTR_STATEV_MSPD )
ALLExAttrSet(role)
end
--技能火焰噴射——————————————————————————————————————————————————————————————————————————————————————————
function SkillPre_Hyps ( sklv ) --技能"Inferno Blast"的技能前期準備
end
function SkillCooldown_Hyps( sklv )
local Cooldown = 2000
return Cooldown
end
function SkillArea_Square_Hyps ( sklv ) --技能“火焰噴射"的技能區域公式
local side = 250
local angle = 90
SetSkillRange ( 2 , side , angle )
end
function SkillArea_State_Hyps ( sklv )
local statetime = 10 + sklv * 5
local statelv = sklv
--LG("SkillPre_Hyps" , " fucntion SkillPre_Hyps :" , " statelv = " , statelv , "statetime " , statetime )
SetRangeState ( STATE_RS , statelv , statetime ) --添加地面“火焰噴射”狀態
end
function SkillSp_Hyps ( sklv ) --技能“火焰噴射”的sp消耗公式
local sp_reduce = sklv * 1
return sp_reduce
end
function Skill_Hyps_Begin ( role , sklv ) --技能"Inferno Blast"的技能施放公式
local sp = Sp(role)
local sp_reduce = SkillSp_Hyps ( sklv )
if sp - sp_reduce < 0 then
SkillUnable(role)
return
end
Sp_Red (role , sp_reduce )
end
function Skill_Hyps_End ( ATKER , DEFER , sklv )
local hpdmg = sklv * 100
local hp = GetChaAttr(DEFER)
Hp_Endure_Dmg( DEFER , hpdmg )
end
function State_Hyps_Add ( role , statelv )
--LG("state_rs" , "function State_Hyps_Add : " , "role = " , role , "statelv = " , statelv, "\n" )
local arealv = GetAreaStateLevel ( role , STATE_HYPS )
local hp = GetChaAttr( role , ATTR_HP )
local hpdmg = statelv * 10
if arealv >= 1 then
hpdmg = statelv * 50
end
Hp_Endure_Dmg ( role , hpdmg )
end
function State_Hyps_Rem ( role , statelv )
end
function State_Hyps_Tran ( statelv )
return 2
end
--技能砍樹——————————————————————————————————————————————————————————————————————————————————————————-
function SkillSp_Ks ( sklv )
return 0
end
function SkillCooldown_Ks( sklv )
local Cooldown = 1500
return Cooldown
end
function Skill_Ks_Begin ( role , sklv )
end
function Skill_Ks_End ( ATKER , DEFER , sklv )
SystemNotice ( ATKER , "Chop chop..." )
local defer_lv = GetChaAttr ( DEFER , ATTR_LV )
if sklv < defer_lv then
SystemNotice ( ATKER , "Skill level is too low" )
return
end
local hpdmg = 1
local UnNormal_Tree_ID = 778
local Tree_ID = GetChaTypeID( DEFER )
local Tree_hp = Hp( DEFER )
local i = 0
if Tree_ID == UnNormal_Tree_ID then
if Tree_hp <= 800 then
hpdmg = 0
SystemNotice( ATKER , "Seems that nothing will come out anymore. Time to let the money tree rest before it really falls" )
end
end
local hp = Hp(DEFER) - hpdmg
-- LG ( "sk_ks" , " tree_hp = " , Hp(DEFER) )
SetCharaAttr(hp , DEFER , ATTR_HP )
-- LG ( "sk_ks" , " now_tree_hp = " , Hp(DEFER) )
-- local hp = Hp(DEFER) - hpdmg
-- SetCharaAttr(hp , DEFER , ATTR_HP )
-- local KanShu_Check = 0
-- KanShu_Check = Percentage_Random(0.01)
-- if KanShu_Check == 1 then
-- GiveItem( ATKER , 0 , 435, 1, 4)
-- end
end
--技能挖礦——————————————————————————————————————————————————————————————————————————————————————————-
function SkillSp_Wk( sklv )
return 0
end
function SkillCooldown_Wk( sklv )
local Cooldown = 1500
return Cooldown
end
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