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问一个问题,怎么给流心狂添加一个ap

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我脱坑的时候流心狂加暴击率,还有攻击动画特效


IP属地:广西来自Android客户端1楼2025-12-31 13:36回复
    function onAfterSetState_swordman_buff(obj , state , datas , isResetTimer)
    {
    if(!obj) return;
    local SkillIndex = obj.sq_GetState();
    local apd = "";
    if(SkillIndex == 60)
    apd = "character/swordman/appendage/ap_flowmindpowerup.nut";
    if(apd != "")
    {
    if(CNSquirrelAppendage.sq_IsAppendAppendage(obj , "character/swordman/appendage/ap_flowmindpowerup.nut"))
    {
    CNSquirrelAppendage.sq_RemoveAppendage(obj , "character/swordman/appendage/ap_flowmindpowerup.nut");
    }
    local validTime = obj.sq_GetLevelData(SkillIndex , 0 , sq_GetSkillLevel(obj , SkillIndex));;
    local Appendage = CNSquirrelAppendage.sq_AppendAppendage(obj , obj , SkillIndex , false , apd , true);
    Appendage.sq_SetValidTime(validTime);
    }
    }
    ,流心狂的状态编号怎么获取呢?已经卡在最后一步了


    IP属地:广西2楼2025-12-31 13:43
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      2026-02-23 21:31:57
      广告
      不感兴趣
      开通SVIP免广告
      可以不用nut吧


      IP属地:四川来自Android客户端3楼2025-12-31 21:54
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        次级apd无法驱散这个不是很懂,要不试试onEnd?因为按道理来说,刀疤鼠驱散流心狂主 Buff 时,主 Buff 会触发 onEnd,那在onEnd里加个对次级apd的检测,检测到次级apd就可以一起移除?我看他们写的
        //ap销毁结束时
        function sq_AddFunctionName(appendage)
        {
        appendage.sq_AddFunctionName("onEnd", "onEnd_appendage_atmage_bodyeffect")
        }
        function onEnd_appendage_PushOut(appendage)
        {
        if(!appendage) {
        return;
        }
        local parentObj = appendage.getParent();
        if(!parentObj) {
        appendage.setValid(false);
        return;
        }
        if (parentObj.getState() == STATE_HOLD) {
        appendage.setValid(false);
        parentObj.sendStateOnlyPacket(STATE_STAND);
        }
        // TODO : x축 우선 체크 할것. 지금은 y축으로 내려와 버려서 연속기가 안됨
        //local ao = sq_GetCNRDObjectToActiveObject(parentObj);
        //if(ao && sq_IsMyControlObject(ao) && !ao.isMovablePos(ao.getXPos(),ao.getYPos())) {
        //sq_SimpleMoveToNearMovablePos(ao,100); // 이동불가 지역에 있다면 이동가능지역으로 이동
        //}
        }
        还有男法的
        function onEndState_IceCrash(obj, newState)
        {
        if(!obj)
        return;
        if(newState != STATE_ICE_CRASH)
        {
        removeAllIceCrashAppendage(obj);
        sq_RemoveParticle("Character/Mage/Particle/IceCrashIceDust.ptl",obj);
        }
        }
        所以感觉可以在流心狂ap的onEnd里面这么写
        function onEnd(appendage)
        {
        local obj = appendage.getParent();
        if(!obj) return;
        // 刀疤鼠驱散主 Buff 时,强制搜索并移除次级 APD
        if(obj.sq_HasSquirrelAppendage("次级APD路径.nut"))
        {
        obj.sq_RemoveSquirrelAppendage("次级APD路径.nut");
        }
        }


        IP属地:重庆4楼2026-01-28 15:11
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