function onSetState_liftslash(obj, state, datas, isResetTimer)
{
if(!obj) return;
obj.sq_StopMove();
local state = obj.getVar("state").get_vector(0);
local skilllevel = sq_GetSkillLevel(obj, SKILL_LIFTSLASH);
if(state == 0)
{
obj.sq_SetCurrentAnimation(0);
obj.sq_SetCurrentAttackInfo(0);
local attackBonusRate = obj.sq_GetBonusRateWithPassive(SKILL_LIFTSLASH, STATE_LIFTSLASH, SKL_LVL_COLUMN_IDX_0, 1.0);
local upForce = obj.sq_GetLevelData(2);
local attackInfo = sq_GetCurrentAttackInfo(obj);
sq_SetCurrentAttacknUpForce(attackInfo, upForce);
sq_SetCurrentAttackBonusRate(attackInfo, attackBonusRate);
}
}
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