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
{
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










