323 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			323 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
|  | 
 | ||
|  | 
 | ||
|  | // state蒂 撮??坚 籀挤戏煎 菟横螃啪 腌栖棻. 陕谦 葬模蝶蒂 撮??栖棻.  | ||
|  | function onSetState_Attack(obj, state, datas, isResetTimer) | ||
|  | {	 | ||
|  | 	if (!obj) | ||
|  | 		return; | ||
|  | 
 | ||
|  | 	local skillLevel = obj.sq_GetSkillLevel(SKILL_ICE_ELEMENTAL_ATTACK); | ||
|  | 
 | ||
|  | 	// 热樯羹蒂 寡锡挤. | ||
|  | 	if (skillLevel > 0) | ||
|  | 	{ | ||
|  | 		// 橾奁 奢问卫, 擅戏煎 瞪霞 籀葬 | ||
|  | 		obj.setAttackXVelocity(250); | ||
|  | 		obj.setAttackXAccel(-1000); | ||
|  | 		obj.setAttackXVelocityFast(400); | ||
|  | 		obj.setAttackXAccelFast(-1000); | ||
|  | 		 | ||
|  | 		// 晦狱晦 熨湿 瞳辨	 | ||
|  | 		obj.applyBasicAttackUp(sq_GetCurrentAttackInfo(obj),obj.getState());		 | ||
|  | 		sq_SetCurrentAttackInfo(obj, sq_GetCurrentAttackInfo(obj)); | ||
|  | 	} | ||
|  | 	else | ||
|  | 	{ | ||
|  | 		// 热樯羹蒂 寡办虽 强懊棻贼 薯濠葬缣怃 葆彻掘 卫瞪 | ||
|  | 		obj.setAttackXVelocity(0); | ||
|  | 		obj.setAttackXAccel(0); | ||
|  | 		obj.setAttackXVelocityFast(0); | ||
|  | 		obj.setAttackXAccelFast(0); | ||
|  | 		local element = obj.getThrowElement(); | ||
|  | 		local attackIndex = obj.getAttackIndex(); | ||
|  | 		playSoundForAtmageAttack(obj, element, attackIndex); | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | 
 | ||
|  | function onAfterSetState_Attack(obj, state, datas, isResetTimer) | ||
|  | { | ||
|  | 	if (!obj) return; | ||
|  | 
 | ||
|  | 	// 热樯羹 蝶鉴击 寡锡棻贼, ?颤 缣栖诡桧暮桧 夥莘 | ||
|  | 	// 葆彻掘紫 嫦饵肾虽 强挤. | ||
|  | 	local iceElementalAttackSkillLevel = obj.sq_GetSkillLevel(SKILL_ICE_ELEMENTAL_ATTACK); | ||
|  | 
 | ||
|  | 
 | ||
|  | 	if (state == STATE_ATTACK && iceElementalAttackSkillLevel <= 0) | ||
|  | 	{ | ||
|  | 		// ?颤 桧??蒂 称樯棻. | ||
|  | 		// 勘溥毡朝 帼? 蝶鉴 樯策蝶 塽 怃粽 蝶才桧?缣 评塭怃 尔罹虽朝 桧??陛 棻荤 (楼撩缣评塭怃 称朝 桧??陛 棻荤) | ||
|  | 		local element = obj.getThrowElement(); | ||
|  | 		local attackIndex = obj.getAttackIndex(); | ||
|  | 		 | ||
|  | 		// 楼撩嫦翕 appendage缣 勘溥毡朝虽 羹觼?. | ||
|  | 		// 楼撩嫦翕缣 勘溥毡虽 强棻贼 鼠楼撩 ?颤陛 嫦饵脾 | ||
|  | 		local appendage = obj.GetSquirrelAppendage("Character/ATMage/ElementalChange/ap_ATMage_Elemental_Change.nut"); | ||
|  | 		if (!appendage || !appendage.isValid()) | ||
|  | 			element = ENUM_ELEMENT_NONE; | ||
|  | 
 | ||
|  | 		if (attackIndex == 0) | ||
|  | 		{ | ||
|  | 			if (element == ENUM_ELEMENT_FIRE) | ||
|  | 			{	// ?楼撩 | ||
|  | 				obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/fire/attack1_fire_normal.ani"), 0, 0); | ||
|  | 				obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/fire/attack1_fire_dodge.ani"), 0, 0); | ||
|  | 			} | ||
|  | 			else if (element == ENUM_ELEMENT_WATER) | ||
|  | 			{	// 热楼撩 | ||
|  | 				obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/water/attack1_water_normal.ani"), 0, 0); | ||
|  | 				obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/water/attack1_water_dodge.ani"), 0, 0); | ||
|  | 			} | ||
|  | 			else if (element == ENUM_ELEMENT_DARK) | ||
|  | 			{	// 檩楼撩 | ||
|  | 				obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/dark/attack1_dark_normal.ani"), 0, 0); | ||
|  | 				obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/dark/attack1_dark_dodge.ani"), 0, 0); | ||
|  | 			} | ||
|  | 			else if (element == ENUM_ELEMENT_LIGHT) | ||
|  | 			{	// 赀楼撩 | ||
|  | 				obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/light/attack1_light_normal.ani"), 0, 0); | ||
|  | 				obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/light/attack1_light_dodge.ani"), 0, 0); | ||
|  | 			} | ||
|  | 			else if (element == ENUM_ELEMENT_NONE) | ||
|  | 			{	// 鼠楼撩 | ||
|  | 				obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/attack1_none_normal.ani"), 0, 0); | ||
|  | 				obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/attack1_none_dodge.ani"), 0, 0); | ||
|  | 			} | ||
|  | 		} | ||
|  | 		else if (attackIndex == 1) | ||
|  | 		{ | ||
|  | 			if (element == ENUM_ELEMENT_FIRE) | ||
|  | 			{	// ?楼撩 | ||
|  | 				obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/fire/attack2_fire_normal.ani"), 0, 0); | ||
|  | 				obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/fire/attack2_fire_dodge.ani"), 0, 0); | ||
|  | 			} | ||
|  | 			else if (element == ENUM_ELEMENT_WATER) | ||
|  | 			{	// 热楼撩 | ||
|  | 				obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/water/attack2_water_normal.ani"), 0, 0); | ||
|  | 				obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/water/attack2_water_dodge.ani"), 0, 0); | ||
|  | 			} | ||
|  | 			else if (element == ENUM_ELEMENT_DARK) | ||
|  | 			{	// 檩楼撩 | ||
|  | 				obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/dark/attack2_dark_normal.ani"), 0, 0); | ||
|  | 				obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/dark/attack2_dark_dodge.ani"), 0, 0); | ||
|  | 			} | ||
|  | 			else if (element == ENUM_ELEMENT_LIGHT) | ||
|  | 			{	// 赀楼撩 | ||
|  | 				obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/light/attack2_light_normal.ani"), 0, 0); | ||
|  | 				obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/light/attack2_light_dodge.ani"), 0, 0); | ||
|  | 			} | ||
|  | 			else if (element == ENUM_ELEMENT_NONE) | ||
|  | 			{	// 鼠楼撩 | ||
|  | 				obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/attack2_none_normal.ani"), 0, 0); | ||
|  | 				obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/attack2_none_dodge.ani"), 0, 0); | ||
|  | 			} | ||
|  | 		} | ||
|  | 		else if (attackIndex == 2) | ||
|  | 		{ | ||
|  | 			if (element == ENUM_ELEMENT_FIRE) | ||
|  | 			{	// ?楼撩 | ||
|  | 				obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/fire/attack3_fire_normal.ani"), 0, 0); | ||
|  | 				obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/fire/attack3_fire_dodge.ani"), 0, 0); | ||
|  | 			} | ||
|  | 			else if (element == ENUM_ELEMENT_WATER) | ||
|  | 			{	// 热楼撩 | ||
|  | 				obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/water/attack3_water_normal.ani"), 0, 0); | ||
|  | 				obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/water/attack3_water_dodge.ani"), 0, 0); | ||
|  | 			} | ||
|  | 			else if (element == ENUM_ELEMENT_DARK) | ||
|  | 			{	// 檩楼撩 | ||
|  | 				obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/dark/attack3_dark_normal.ani"), 0, 0); | ||
|  | 				obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/dark/attack3_dark_dodge.ani"), 0, 0); | ||
|  | 			} | ||
|  | 			else if (element == ENUM_ELEMENT_LIGHT) | ||
|  | 			{	// 赀楼撩 | ||
|  | 				obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/light/attack3_light_normal.ani"), 0, 0); | ||
|  | 				obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/light/attack3_light_dodge.ani"), 0, 0); | ||
|  | 			} | ||
|  | 			else if (element == ENUM_ELEMENT_NONE) | ||
|  | 			{	// 鼠楼撩 | ||
|  | 				obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/attack3_none_normal.ani"), 0, 0); | ||
|  | 				obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/attack3_none_dodge.ani"), 0, 0); | ||
|  | 			} | ||
|  | 		} | ||
|  | 		else if (attackIndex == 3) | ||
|  | 		{ | ||
|  | 			if (element == ENUM_ELEMENT_FIRE) | ||
|  | 			{	// ?楼撩 | ||
|  | 				obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/fire/attack4_fire_normal.ani"), 0, 0); | ||
|  | 				obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/fire/attack4_fire_dodge.ani"), 0, 0); | ||
|  | 			} | ||
|  | 			else if (element == ENUM_ELEMENT_WATER) | ||
|  | 			{	// 热楼撩 | ||
|  | 				obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/water/attack4_water_normal.ani"), 0, 0); | ||
|  | 				obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/water/attack4_water_dodge.ani"), 0, 0); | ||
|  | 			} | ||
|  | 			else if (element == ENUM_ELEMENT_DARK) | ||
|  | 			{	// 檩楼撩 | ||
|  | 				obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/dark/attack4_dark_normal.ani"), 0, 0); | ||
|  | 				obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/dark/attack4_dark_dodge.ani"), 0, 0); | ||
|  | 			} | ||
|  | 			else if (element == ENUM_ELEMENT_LIGHT) | ||
|  | 			{	// 赀楼撩 | ||
|  | 				obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/light/attack4_light_normal.ani"), 0, 0); | ||
|  | 				obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/light/attack4_light_dodge.ani"), 0, 0); | ||
|  | 			} | ||
|  | 			else if (element == ENUM_ELEMENT_NONE) | ||
|  | 			{ | ||
|  | 				obj.sq_AddStateLayerAnimation(1, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/attack4_none_normal.ani"), 0, 0); | ||
|  | 				obj.sq_AddStateLayerAnimation(2, obj.sq_CreateCNRDAnimation("Effect/Animation/ATAttack/attack4_none_dodge.ani"), 0, 0); | ||
|  | 			} | ||
|  | 		} | ||
|  | 	}	 | ||
|  | } | ||
|  | 
 | ||
|  | function createMiniMagicCircle(obj, xPos, zPos, shotDirection, bonusDamage) // direction 0:姜贼  1:渠陕摹  2:?钦) | ||
|  | {	 | ||
|  | 	if(!obj) | ||
|  | 		return; | ||
|  | 	if (obj.sq_IsMyControlObject()) { | ||
|  | 	 | ||
|  | 		// 葆彻掘羹 当撩嫔纂 | ||
|  | 		local direction = sq_GetDirection(obj); | ||
|  | 		local x = sq_GetDistancePos(obj.getXPos(), direction, xPos); | ||
|  | 		local y = sq_GetDistancePos(obj.getYPos(), ENUM_DIRECTION_DOWN, 1); | ||
|  | 		local z = sq_GetDistancePos(obj.getZPos(), ENUM_DIRECTION_UP, zPos); | ||
|  | 		// 擒除暧 嵘紫晦栋桧 毡挤. | ||
|  | 		// 奢问濠 | ||
|  | 		// 嫦饵 嫔纂(x,y,z) | ||
|  | 		// 陛煎 嫦饵陕 (0桧贼 擅戏煎 嫦饵, 30桧贼 螃艇薹 30紫煎 嫦饵) | ||
|  | 		// 撮煎 嫦饵陕 (0桧贼 擅戏煎 嫦饵, -30桧贼 嬴楚薹 30紫煎 嫦饵) | ||
|  | 		// 陛煎 譆渠 尔姜陕 (?薹 寞?) | ||
|  | 		// 撮煎 譆渠 尔姜陕 (?薹 寞?) | ||
|  | 		// 瞳娄暧 譆渠 剪葬. -1桧贼 薯? 桡挤 | ||
|  | 		// x蹴 譆渠 饵姜剪葬 | ||
|  | 		// 奢问 梦蝶暧 x蹴 觼晦 | ||
|  | 		// 奢问 梦蝶暧 y蹴 觼晦 | ||
|  | 		// 奢问 梦蝶暧 z蹴 觼晦 | ||
|  | 		 | ||
|  | 		local activeObject; | ||
|  | 		local searchAngleH = 0; | ||
|  | 		local searchAngleV = 0; | ||
|  | 		local passiveObjectIndex = 0;		 | ||
|  | 		 | ||
|  | 		if(shotDirection == 0) | ||
|  | 		{	// 姜贼 | ||
|  | 			//activeObject = sq_FindShootingTarget(obj, x, y, z, 0, 0, 10, 10, -1, 1000, 1000, 250, 100);	 | ||
|  | 			local distance = 1000; | ||
|  | 			local angle = 20; | ||
|  | 			activeObject = findAngleTarget(obj, distance, angle, 100); // 睡瓣笛 赅晔暧 瞳 匐仪			 | ||
|  | 			searchAngleH = 30; | ||
|  | 			searchAngleV = 15; | ||
|  | 			passiveObjectIndex = 24202; | ||
|  | 		 | ||
|  | 			// 翱楼嫦饵朝 当梯亿朝 伪虽虏, 棻艇 螃粽薛?陛 嫦饵脾 (钟帼瞪暧 舱?击 嫡晦阳侥) | ||
|  | 			if (obj.getState() == STATE_MULTI_SHOT) | ||
|  | 				passiveObjectIndex = 24266; | ||
|  | 		} | ||
|  | 		else if(shotDirection == 1) {// 渠陕摹 | ||
|  | 			activeObject = sq_FindShootingTarget(obj, x, y, z, 0, 0, 4, 4, -1, 300, 100, 50, 100); | ||
|  | 			searchAngleH = 5; | ||
|  | 			searchAngleV = 5;			 | ||
|  | 			passiveObjectIndex = 24207; | ||
|  | 			 | ||
|  | 			// 翱楼嫦饵朝 当梯亿朝 伪虽虏, 棻艇 螃粽薛?陛 嫦饵脾 (钟帼瞪暧 舱?击 嫡晦阳侥) | ||
|  | 			if (obj.getState() == STATE_MULTI_SHOT) | ||
|  | 				passiveObjectIndex = 24271; | ||
|  | 		} | ||
|  | 		else if(shotDirection == 2) { // ?钦 | ||
|  | 			activeObject = sq_FindShootingTarget(obj, x, y, z, 0, 0, 4, 4, -1, 300, 100, 50, 100);			 | ||
|  | 			searchAngleH = 5; | ||
|  | 			searchAngleV = 5;	 | ||
|  | 			passiveObjectIndex = 24228; | ||
|  | 			 | ||
|  | 			// 翱楼嫦饵朝 当梯亿朝 伪虽虏, 棻艇 螃粽薛?陛 嫦饵脾 (钟帼瞪暧 舱?击 嫡晦阳侥) | ||
|  | 			if (obj.getState() == STATE_MULTI_SHOT) | ||
|  | 				passiveObjectIndex = 24276; | ||
|  | 		}				 | ||
|  | 		else { | ||
|  | 			printc("error! magic ball create shotDirection error"); | ||
|  | 			return; | ||
|  | 		} | ||
|  | 		 | ||
|  | 		// 楼撩嫦翕 appendage缣 勘溥毡朝虽 羹觼?. | ||
|  | 		// 楼撩嫦翕缣 勘溥毡虽 强棻贼 鼠楼撩 ?颤陛 嫦饵脾 | ||
|  | 		local horizonAngle = 0.0; | ||
|  | 		local verticalAngle = 0.0;	 | ||
|  | 		if (activeObject != NULL) {		 | ||
|  | 			local maxDistance = abs(activeObject.getXPos() - x); | ||
|  | 			horizonAngle = sq_GetShootingHorizonAngle(activeObject, y, 0, searchAngleH, maxDistance); | ||
|  | 			verticalAngle = sq_GetShootingVerticalAngle(activeObject, z, 0, searchAngleV, maxDistance, 300); | ||
|  | 		} | ||
|  | 			 | ||
|  | 		local appendage = obj.GetSquirrelAppendage("Character/ATMage/ElementalChange/ap_ATMage_Elemental_Change.nut"); | ||
|  | 		if (appendage && appendage.isValid()) {	 | ||
|  | 			local element = obj.getThrowElement(); | ||
|  | 			passiveObjectIndex = passiveObjectIndex + 1 + element; | ||
|  | 		} | ||
|  | 		 | ||
|  | 		obj.sq_StartWrite(); | ||
|  | 		obj.sq_WriteFloat(horizonAngle); | ||
|  | 		obj.sq_WriteFloat(verticalAngle); | ||
|  | 		obj.sq_WriteDword(bonusDamage);		 | ||
|  | 		obj.sq_SendCreatePassiveObjectPacket(passiveObjectIndex, 0, xPos, 1, zPos); | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | // 奢问卫 葆彻 掘羹蒂 当撩?棻. | ||
|  | function onKeyFrameFlag_Attack(obj, flagIndex) | ||
|  | { | ||
|  | 	if(!obj) | ||
|  | 		return false; | ||
|  | 	local isMyControlObject = obj.sq_IsMyControlObject(); | ||
|  | 
 | ||
|  | 	// 奢问?阳葆棻 葆彻 掘羹蒂 当撩?棻. | ||
|  | 	// 勘溥毡朝 帼?缣 评塭怃 当撩 肾横螳捡 ? ?卫粽 螃粽薛?陛 棻荤(楼撩) | ||
|  | 	//  | ||
|  | 	local xPos = 0, zPos = 0; | ||
|  | 
 | ||
|  | 	local attackIndex = obj.getAttackIndex(); | ||
|  | 	if (attackIndex == 0) | ||
|  | 	{ | ||
|  | 		xPos = 65, zPos = 59; | ||
|  | 	} | ||
|  | 	else if (attackIndex == 1) | ||
|  | 	{ | ||
|  | 		xPos = 60, zPos = 71; | ||
|  | 	} | ||
|  | 	else if (attackIndex == 2) | ||
|  | 	{ | ||
|  | 		xPos = 55, zPos = 58; | ||
|  | 	} | ||
|  | 	else if (attackIndex == 3) | ||
|  | 	{ | ||
|  | 		xPos = 65, zPos = 36; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	if (flagIndex == 1) | ||
|  | 	{ | ||
|  | 		// 葆彻掘羹蒂 当撩?棻. | ||
|  | 		createMiniMagicCircle(obj, xPos, zPos, 0, 0); // direction 0:姜贼  1:渠陕摹  2:?钦 | ||
|  | 	} | ||
|  | 
 | ||
|  | 
 | ||
|  | 	return true; | ||
|  | } | ||
|  | 
 | ||
|  | function playSoundForAtmageAttack(obj, elementalType, attackCount) | ||
|  | {	 | ||
|  | 	if(!obj) | ||
|  | 		return; | ||
|  | 
 | ||
|  | 	local elementalName = "MWSHOT_0"; | ||
|  | 	if (elementalType == ENUM_ELEMENT_FIRE) | ||
|  | 		elementalName = "FIRESHOT_0"; | ||
|  | 	else if (elementalType == ENUM_ELEMENT_WATER) | ||
|  | 		elementalName = "ICESHOT_0"; | ||
|  | 	else if (elementalType == ENUM_ELEMENT_DARK) | ||
|  | 		elementalName = "DARKSHOT_0"; | ||
|  | 	else if (elementalType == ENUM_ELEMENT_LIGHT) | ||
|  | 		elementalName = "LIGHTSHOT_0"; | ||
|  | 	 | ||
|  | 	obj.sq_PlaySound(elementalName + (attackCount+1)); | ||
|  | } |