666 lines
		
	
	
		
			30 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
		
		
			
		
	
	
			666 lines
		
	
	
		
			30 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
|  | DEBUG <- isDebugMode(); | ||
|  | NULL <- null; | ||
|  | 
 | ||
|  | 
 | ||
|  | // 蝶鉴溯涟击 鼻蝓卫郦朝 ?热 睡碟殓栖棻..?姜 蝶鉴缣 渠?怃 翕晦??捡?朝 蝶鉴桧 毡棻贼 桧够缣怃 籀葬?鄹栖棻.. | ||
|  | // 蝶鉴 掘殓 偃摹戏煎 flag 樯濠陛 跷陛肾历蝗栖棻. | ||
|  | // flag朝 0桧贼 蝶鉴溯涟-, 1桧贼 蝶鉴溯涟+蒂 ?卫?朝 高殓栖棻. | ||
|  | function requestBuy(obj, skill, nIndex, flag, count) | ||
|  | { | ||
|  | 	if(sq_getJob(obj) == ENUM_CHARACTERJOB_PRIEST && sq_getGrowType(obj) == GROW_TYPE_AVENGER) { // 横渐荡塭贼 翕晦??捡? 蝶鉴桧 毡蝗栖棻.. | ||
|  | 		if(nIndex == SKILL_AVENGER_AWAKENING) { // 陕撩 菸蝶陛蛤树桧 蝶鉴溯涟机桧 肾贼.. | ||
|  | 			//print("\n requestBuy(obj, skill, nIndex, count) \n" + count); | ||
|  | 			sq_requestBuySkill(SKILL_EXECUTION, flag, count); // 籀?紫 伪桧 溯涟机击 卫面鄹栖棻.. | ||
|  | 		} | ||
|  | 	} | ||
|  | 	 | ||
|  | 	return true; | ||
|  | } | ||
|  | 
 | ||
|  | // squirrel passiveobject 奢鳝 属寥?热 睡碟殓栖棻..横渐荡陛 嬴棋 赅苌 议葛搅暧 ?卫粽螃粽薛?陛 菟横褫栖棻.. | ||
|  | function onAttack_PassiveObject(passiveobj, damager, bounding_box, is_stuck) | ||
|  | { | ||
|  | 	if(!passiveobj) return -1; | ||
|  | 	 | ||
|  | 	if(passiveobj) { | ||
|  | 		local pChr = passiveobj.getTopCharacter();	 | ||
|  | 		 | ||
|  | 		if(!isGrowTypeAvenger(pChr)) return -1; // 横渐螳陛 棻挤戏煎 霞?肾怃朝 寰腌栖棻.. | ||
|  | 
 | ||
|  | 		if(pChr) {  | ||
|  | 			// ?卫粽螃粽薛? 奢问酝缣 等网蝶?塭桧醴 奢问擎 狸捡?棻..桧勘煎 奢问?朝等 桧勘煎 醱瞪桧 肾贼 堆坞?虽 强朝陛.. | ||
|  | 			// 24104	`Character/Priest/DevilStrike1.obj`	// 横渐荡 - 等网蝶?塭桧醴 奢问1 | ||
|  | 			// 24105	`Character/Priest/DevilStrike2.obj`	// 横渐荡 - 等网蝶?塭桧醴 奢问2 | ||
|  | 			// 24106	`Character/Priest/DevilStrike3.obj`	// 横渐荡 - 等网蝶?塭桧醴 奢问3 | ||
|  | 			 | ||
|  | 			if(passiveobj.getPassiveObjectIndex() != 24104 && passiveobj.getPassiveObjectIndex() != 24105 && | ||
|  | 			passiveobj.getPassiveObjectIndex() != 24106) | ||
|  | 				procDevilStrikeGauge(pChr, passiveobj.getPassiveObjectIndex()); // 横渐荡 state蒂 羹觼?罹 醱瞪桧 ?蹂? 鼻鹧塭贼 学葆啪桧虽蒂 醱瞪卫面鄹栖棻.. | ||
|  | 		} | ||
|  | 	} | ||
|  | 	 | ||
|  | 	return 1; | ||
|  | } | ||
|  | 
 | ||
|  | 
 | ||
|  | // 议葛搅 摹鸥玺缣 轿溘肾朝 瞪霜?娄 斜葬晦 | ||
|  | function drawGrowAvatarAniType(job, growtype, x, y, isOver, is_draw) | ||
|  | { | ||
|  | 	//print("\n drawGrowAvatarAniType:" + job + " growtype:" + growtype); | ||
|  | 	if(job == ENUM_CHARACTERJOB_PRIEST && growtype == GROW_TYPE_AVENGER) { | ||
|  | 		if(isOver == true && is_draw == true) { | ||
|  | 			local getvar = CNAvenger.getStaticVar(); | ||
|  | 			 | ||
|  | 			local auraAni = null; | ||
|  | 			if(getvar) { | ||
|  | 				auraAni = getvar.GetAnimationMap("1_aura_normal", "Character/Priest/Effect/Animation/ScytheMastery/1_aura_normal.ani"); | ||
|  | 			} | ||
|  | 			 | ||
|  | 			//print("\n isOver:" + isOver + " is_draw:" + is_draw); | ||
|  | 			 | ||
|  | 			sq_AnimationProc(auraAni); | ||
|  | 			sq_drawCurrentFrame(auraAni, x, y, false); | ||
|  | 		} | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | // 葆击缣怃 斜溥虽朝 瞪霜?娄 斜葬晦 | ||
|  | function drawAppend_VirtualCharacter(job, growtype, x, y, isOver, is_draw) | ||
|  | { | ||
|  | 	if(job == ENUM_CHARACTERJOB_PRIEST && growtype == GROW_TYPE_AVENGER) { | ||
|  | 		if(isOver == true) { | ||
|  | 			local getvar = CNAvenger.getStaticVar(); | ||
|  | 			 | ||
|  | 			local auraAni = null; | ||
|  | 			if(getvar) { | ||
|  | 				auraAni = getvar.GetAnimationMap("1_aura_normal", "Character/Priest/Effect/Animation/ScytheMastery/1_aura_normal.ani"); | ||
|  | 			} | ||
|  | 			 | ||
|  | 			//print("\n isOver:" + isOver + " is_draw:" + is_draw); | ||
|  | 			 | ||
|  | 			sq_AnimationProc(auraAni); | ||
|  | 			sq_drawCurrentFrame(auraAni, x, y, false); | ||
|  | 		} | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | function sqr_CreatePooledObject(obj, ani_filename, x, y, z, dir) | ||
|  | { | ||
|  | 	if(!obj) return; | ||
|  | 	 | ||
|  | 	local ani = obj.sq_createCNRDAnimation(ani_filename); // [create draw only object] 蒂 噙贼 寰肾晦 阳侥缣 桧够缣 跷陛?捡?栖棻.. | ||
|  | 	local pooledObj = obj.sq_createCNRDPooledObject(ani, true); | ||
|  | 	if(pooledObj) { | ||
|  | 		// 15 -2 75 | ||
|  | 		pooledObj.setCurrentDirection(dir); | ||
|  | 		pooledObj.setCurrentPos(x, y, z); | ||
|  | 		obj.sq_AddObject(pooledObj); | ||
|  | 	} | ||
|  | } | ||
|  | 
 | ||
|  | // 剩啖虽朝 state?塭嘐搅陛 ?颤樯虽 羹觼 | ||
|  | function sqr_IsNormalAttack(state) | ||
|  | { | ||
|  | //STATE_ATTACK <- 8 		  //  奢问 | ||
|  | //STATE_JUMP_ATTACK <- 7 		  //  薄? | ||
|  | //STATE_DASH_ATTACK <- 15 		  //  渠莲 横鸥 | ||
|  | 	if(state == STATE_ATTACK || state == STATE_JUMP_ATTACK || state == STATE_DASH_ATTACK) { | ||
|  | 		return true; | ||
|  | 	} | ||
|  | 	 | ||
|  | 	return false; | ||
|  | } | ||
|  | 
 | ||
|  | // 蝶鉴 饵辨 亵遽 葬模蝶 煎注?朝 睡碟击 跷陛?艘蝗栖棻. 蒙机濠: 姜霞热 (11.11.22) | ||
|  | // 葬欐高擎 crndanimation* 殓栖棻. | ||
|  | function CreateAimPointMark(parentObj) | ||
|  | { | ||
|  | 	local job = sq_getJob(parentObj); | ||
|  | 	local ani = null; | ||
|  | 	 | ||
|  | 	if(job == ENUM_CHARACTERJOB_AT_MAGE) | ||
|  | 	{ | ||
|  | 		ani = sq_CreateAnimation("", "Common/CommonEffect/Animation/atmage_cussor/AimPointMark.ani"); | ||
|  | 		ani.setRGBA(0, 78, 255, 255); | ||
|  | 	} | ||
|  | 	 | ||
|  | 	return ani; | ||
|  | } | ||
|  | 
 | ||
|  | function CNAimPointMarkCustomAnimation(obj, parentObj) | ||
|  | { | ||
|  | 	if(!obj) | ||
|  | 		return false; | ||
|  | 		 | ||
|  | 	local job = sq_getJob(parentObj); | ||
|  | 	 | ||
|  | 	if(job == ENUM_CHARACTERJOB_AT_MAGE) | ||
|  | 	{ | ||
|  | 		local ani1 = sq_CreateAnimation("", "Common/CommonEffect/Animation/atmage_cussor/AimPointMarkDisable.ani"); | ||
|  | 		local ani2 = sq_CreateAnimation("", "Common/CommonEffect/Animation/atmage_cussor/AimPointMarkVanish.ani"); | ||
|  | 		local ani3 = sq_CreateAnimation("", "Common/CommonEffect/Animation/atmage_cussor/AimPointMarkDisableVanish.ani"); | ||
|  | 		local ani4 = sq_CreateAnimation("", "Common/CommonEffect/Animation/atmage_cussor/AimPointMarkEnable.ani"); | ||
|  | 		 | ||
|  | 		if(ani1 && ani2 && ani3 && ani4) | ||
|  | 		{ | ||
|  | 			ani1.setRGBA(0, 78, 255, 255); | ||
|  | 			ani2.setRGBA(0, 78, 255, 255); | ||
|  | 			ani3.setRGBA(0, 78, 255, 255); | ||
|  | 			ani4.setRGBA(0, 78, 255, 255); | ||
|  | 			 | ||
|  | 			obj.addCustomAnimation(ani1); | ||
|  | 			obj.addCustomAnimation(ani2); | ||
|  | 			obj.addCustomAnimation(ani3); | ||
|  | 			obj.addCustomAnimation(ani4); | ||
|  | 			 | ||
|  | 			return true; | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	return false; | ||
|  | } | ||
|  | 
 | ||
|  | // aim颤啃 遗霜橾 热 毚朝 彰嫔蒂 姜?朝 ?热殓栖棻. | ||
|  | function isMovablePos_CNAimPointMark(obj, parentObj, xPos, yPos) | ||
|  | { | ||
|  | 	if(!obj) | ||
|  | 		return true; | ||
|  | 		 | ||
|  | 	if(!parentObj) | ||
|  | 		return true; | ||
|  | 		 | ||
|  | 	local job = sq_getJob(parentObj); | ||
|  | 	 | ||
|  | 	if(job == ENUM_CHARACTERJOB_AT_MAGE) | ||
|  | 	{ | ||
|  | 		return sq_IsMovablePosCollisionObject(parentObj, xPos, yPos); | ||
|  | 	} | ||
|  | 	 | ||
|  | 	return true; | ||
|  | } | ||
|  | 
 | ||
|  | // 虽旎 瞪瘫赅萄樯虽 羹觼?朝 ?热殓栖棻. | ||
|  | function isBattleMode() | ||
|  | { | ||
|  | 	local isPvpMode = checkModuleType(MODULE_TYPE_PVP_TYPE); | ||
|  | 	local isDungeonMode = checkModuleType(MODULE_TYPE_DUNGEON_TYPE); | ||
|  | 
 | ||
|  | 	print(" isPvpMode:" + isPvpMode + " isDungeonMode:" + isDungeonMode); | ||
|  | 
 | ||
|  | 	if(!isPvpMode && !isDungeonMode) | ||
|  | 	{ // 瞪瘫酝桧 嬴栖塭贼 | ||
|  | 		return false; | ||
|  | 	} | ||
|  | 	 | ||
|  | 	return true; | ||
|  | } | ||
|  | 
 | ||
|  | SKILL_HARD_ATTACK		<- 5; | ||
|  | SKILL_TRIPLE_SLASH		<- 8; | ||
|  | SKILL_MOMENTARY_SLASH	<- 9; | ||
|  | SKILL_ASHEN_FORK		<- 16; | ||
|  | SKILL_JUMP_ATTACK_MULTI	<- 17; | ||
|  | SKILL_NORMAL_WAVE		<- 20; | ||
|  | SKILL_ICE_WAVE			<- 21; | ||
|  | SKILL_DARK_FRIENDSHIP	<- 29; | ||
|  | SKILL_GRAB_BLAST_BLOOD	<- 31; | ||
|  | SKILL_UPPER_SLASH		<- 46; | ||
|  | SKILL_VANE_SLASH		<- 58; | ||
|  | SKILL_GHOST_STEP_SLASH  <- 60; | ||
|  | SKILL_GORE_CROSS		<- 64; | ||
|  | SKILL_HOP_SMASH			<- 65; | ||
|  | SKILL_CHARGE_CRASH		<- 68; | ||
|  | SKILL_RAPID_MOVE_SLASH	<- 72; | ||
|  | SKILL_ILLUSION_SLASH	<- 73; | ||
|  | SKILL_WAVE_SPIN_AREA	<- 74; | ||
|  | SKILL_MOONLIGHT_SLASH	<- 77; | ||
|  | SKILL_BLOODY_RAVE		<- 79; | ||
|  | SKILL_OUT_RAGE_BREAK	<- 81; | ||
|  | SKILL_KALLA				<- 82; | ||
|  | SKILL_FLOW_MIND			<- 105; | ||
|  | 
 | ||
|  | SKILL_SHOCK_WAVE_AREA	<- 57; | ||
|  | SKILL_GRAND_WAVE		<- 50; | ||
|  | SKILL_REFLECT_GUARD		<- 2; | ||
|  | SKILL_TRIPLE_STAB		<- 112; | ||
|  | SKILL_GHOST_SIDE_WIND	<- 111; | ||
|  | 	 | ||
|  | 	 | ||
|  | // 葆匐饵 蝶鉴 桧?? 缣栖诡桧暮 煎萄 | ||
|  | function sq_LoadSkillEffect_DemonicSwordman(obj, skillIndex) | ||
|  | { | ||
|  | 	if (skillIndex == SKILL_GHOST_SIDE_WIND) | ||
|  | 	{ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/GhostSideWind_DS/00_sword_normal.ani"); // ghostSideWindAnimations_ 0 | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_HARD_ATTACK) | ||
|  | 	{ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/HardAttack1_DS.ani"); // hardAttackEffects_ 0 | ||
|  | 	} | ||
|  | 	else if(skillIndex == SKILL_ICE_WAVE) | ||
|  | 	{ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/RapidMoveSlash_DS/Move1.ani"); // 0 : rapidMoveSlashMoveAnimations_[0] | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_RAPID_MOVE_SLASH) | ||
|  | 	{ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/RapidMoveSlash_DS/Move1.ani"); // 0 : rapidMoveSlashMoveAnimations_[0] | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/RapidMoveSlash_DS/Move2.ani"); // 1 : rapidMoveSlashMoveAnimations_[1] | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/RapidMoveSlash_DS/Slash1.ani"); // 2 : rapidMoveSlashSlashAnimations_[0] | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/RapidMoveSlash_DS/Slash2.ani"); // 3 : rapidMoveSlashSlashAnimations_[1] | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_GHOST_STEP_SLASH) | ||
|  | 	{ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/GhostStepSlash_DS/Move.ani"); // 0 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/GhostStepSlash_DS/Slash1.ani"); // 1 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/GhostStepSlash_DS/Slash2.ani"); // 2 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/GhostStepSlash_DS/Skull.ani"); // 3 | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_TRIPLE_SLASH) | ||
|  | 	{ | ||
|  | 		// 钦奢溜 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/TripleSlash_DS/Slash1.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/TripleSlash_DS/Slash2.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/TripleSlash_DS/Slash3.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/TripleSlash_DS/Slash4.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/TripleSlash_DS/Slash5.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/TripleSlash_DS/Move1.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/TripleSlash_DS/Move2.ani"); | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_MOMENTARY_SLASH) | ||
|  | 	{ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MomentarySlash/momentaryslash_none_under.ani");			//0 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MomentarySlash_DS/momentaryslash_blue_ldodge_under.ani");	//1	 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MomentarySlash/momentaryslash_none_upper.ani");			//2 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MomentarySlash_DS/momentaryslash_blue_ldodge_upper.ani");	//3 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MomentarySlash/momentaryslash_white_ldodge_under.ani");	//4 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MomentarySlash/momentaryslash_white_ldodge_upper.ani");	//5 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MomentarySlash/momentaryslash_red_ldodge_under.ani");	//6 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MomentarySlash/momentaryslash_red_ldodge_upper.ani");	//7		 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MomentarySlash/Charge1.ani");							//8 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MomentarySlash/Charge2.ani");							//9	 | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_ASHEN_FORK) | ||
|  | 	{ | ||
|  | 		// 缣膘?觼 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/JumpAttackHold_DS.ani"); | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_JUMP_ATTACK_MULTI) | ||
|  | 	{ | ||
|  | 		// 奢酝 翱楼漆晦 | ||
|  | 		// jumpAttackMultiSlash1Sword_ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/JumpAttackMulti_DS/jumpchainattackslash1_katana_under.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/JumpAttackMulti_DS/jumpchainattackslash1_katana_upper.ani"); | ||
|  | 		// jumpAttackMultiSlash2Sword_ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/JumpAttackMulti_DS/jumpchainattackslash2_katana_under.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/JumpAttackMulti_DS/jumpchainattackslash2_katana_upper.ani"); | ||
|  | 		// jumpAttackMultiSlashSwordUnderEffects_ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/JumpAttackMulti_DS/jumpchainattackslash1_under_effect.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/JumpAttackMulti_DS/jumpchainattackslash2_under_effect.ani"); | ||
|  | 		// jumpAttackMultiSlashSwordUpperEffects_ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/JumpAttackMulti_DS/jumpchainattackslash1_upper_effect.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/JumpAttackMulti_DS/jumpchainattackslash2_upper_effect.ani"); | ||
|  | 
 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/JumpAttackMulti_DS/jumpchainattacknormal_upper_effect.ani"); | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_NORMAL_WAVE) | ||
|  | 	{ | ||
|  | 		// ?翕匐 虽翮 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/NormalWaveSlash_DS.ani"); | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_GRAB_BLAST_BLOOD) | ||
|  | 	{ | ||
|  | 		// 绾楝萄 楝蝶? | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/GrabBlastBlood_DS.ani"); | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_UPPER_SLASH) | ||
|  | 	{ | ||
|  | 		// 横?蜗楚莲 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/UpperSlash1_DS.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/UpperSlash2_DS.ani"); | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_VANE_SLASH) | ||
|  | 	{ | ||
|  | 		// 翮?溜 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/VaneSlash_DS/Upper.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/VaneSlash_DS/Dust.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/VaneSlash_DS/Smash.ani"); | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_GORE_CROSS) | ||
|  | 	{ | ||
|  | 		// 坚横觼煎蝶 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/GoreCross_DS/Slash1.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/GoreCross_DS/Slash2.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/GoreCross_DS/Slash3.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/GoreCross_DS/Slash4.ani"); | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_HOP_SMASH) | ||
|  | 	{ | ||
|  | 		// 种肮问 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/HopSmash_DS/Sword.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/HopSmash_DS/Smash.ani"); | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_MOONLIGHT_SLASH) | ||
|  | 	{ | ||
|  | 		// 殖维漆晦 | ||
|  | 		// 虏错 殖维漆晦 : MoonlightSlashFull.ani : 葆匐饵朝 饵辨?虽 强挤. | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MoonlightSlash1_DS.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MoonlightSlash2_DS.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MoonlightSlashFull.ani"); | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_BLOODY_RAVE) | ||
|  | 	{ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/BloodyRave_DS/Start1.ani");		// bloodyRaveStartAnis_		0 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/BloodyRave_DS/Start2.ani");		// bloodyRaveStartAnis_		1 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/BloodyRave_DS/Loop1.ani");			// bloodyRaveLoopAnis_		2 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/BloodyRave_DS/Loop2.ani");			// bloodyRaveLoopAnis_		3 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/BloodyRave_DS/Line1.ani");			// bloodyRaveLineAnis_		4 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/BloodyRave_DS/Line2.ani");			// bloodyRaveLineAnis_		5 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/BloodyRave_DS/Typhoon.ani");		// bloodyRaveTyphoonAni_	6 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/BloodyRave_DS/End.ani");			// bloodyRaveEndAni_		7 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/BloodyRave_DS/Sword1.ani");		// bloodyRaveSwordAnis_		8 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/BloodyRave_DS/Sword2.ani");		// bloodyRaveSwordAnis_		9 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/BloodyRave_DS/Sword3.ani");		// bloodyRaveSwordAnis_		10 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/BloodyRave_DS/Sword4.ani");		// bloodyRaveSwordAnis_		11		 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/BloodyRave/(TN)Sword2.ani");		// bloodyRaveSwordAnis_		12 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/BloodyRave/(TN)Sword4.ani");		// bloodyRaveSwordAnis_		13		 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/BloodyRave_DS/Hit.ani");		// 14 | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_OUT_RAGE_BREAK) | ||
|  | 	{ | ||
|  | 		// 嬴醒溯桧虽 粽溯桧觼 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/OutRageBreak_DS/sword_ready_ldodge.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/OutRageBreak_DS/sword_ready_none.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/OutRageBreak_DS/sword_slash_ldodge.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/OutRageBreak_DS/sword_slash_none.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/OutRageBreak_DS/sword_slash_impact_ldodge.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/OutRageBreak_DS/sword_slash_impact_none.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/OutRageBreak_DS/sword_slash_stone.ani"); | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_KALLA) | ||
|  | 	{ | ||
|  | 		local i = 1; | ||
|  | 		for(; i <= 4 ; ++i) | ||
|  | 			obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/Kalla_DS/FinishReady" + i + ".ani");	//	0~3 | ||
|  | 			 | ||
|  | 		for(local j = 1 ; j <= 3 ; ++j) | ||
|  | 		{ | ||
|  | 			for(i = 1 ; i <= 4 ; ++i) | ||
|  | 			{ | ||
|  | 				obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/Kalla_DS/Finish" + j + "-" + i + ".ani");	//	4~16 | ||
|  | 			} | ||
|  | 		} | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_WAVE_SPIN_AREA) | ||
|  | 	{ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/WaveSpinArea_DS/Circle.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/WaveSpinArea_DS/CircleFront.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/WaveSpinArea_DS/CircleBack.ani"); | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_CHARGE_CRASH) | ||
|  | 	{ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/ChargeCrash_DS/dash.ani");			// 0 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/ChargeCrash_DS/up-slash.ani");		// 1 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/ChargeCrash_DS/charge.ani");		// 2 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/ChargeCrash_DS/down-slash.ani");	// 3	 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/ChargeCrash_DS/dustdash.ani");		// 4	 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/ChargeCrash_DS/dustdashlast.ani");	// 5	 | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_ILLUSION_SLASH) | ||
|  | 	{ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/IllusionSlash_DS/Upper.ani");		// 0 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/IllusionSlash_DS/Smash.ani");		// 1 | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_SHOCK_WAVE_AREA) | ||
|  | 	{ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex,"Effect/Animation/ShockWaveArea_DS/Cast.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex,"Effect/Animation/ShockWaveArea_DS/Smash.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex,"Effect/Animation/ShockWaveArea_DS/Area.ani");		 | ||
|  | 	}	 | ||
|  | 	else if (skillIndex == SKILL_GRAND_WAVE) | ||
|  | 	{ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex,"Effect/Animation/grandWaveOnCharge1.ani"); // 0 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex,"Effect/Animation/grandWaveOnCharge2.ani"); // 1 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex,"Effect/Animation/grandWave_DS.ani"); // 2 | ||
|  | 	}	 | ||
|  | 	else if (skillIndex == SKILL_REFLECT_GUARD) | ||
|  | 	{ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex,"Effect/Animation/ReflectGuard_DS/charge.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex,"Effect/Animation/ReflectGuard_DS/slash.ani"); | ||
|  | 	}	 | ||
|  | 	 | ||
|  | } | ||
|  | 
 | ||
|  | 
 | ||
|  | // 敝匐饵 蝶鉴 桧?? 缣栖诡桧暮 煎萄 | ||
|  | function sq_LoadSkillEffect_Swordman(obj, skillIndex) | ||
|  | { | ||
|  | 	if (skillIndex == SKILL_GHOST_SIDE_WIND) | ||
|  | 	{ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/GhostSideWind/00_sword_normal.ani"); // ghostSideWindAnimations_ 0 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/GhostSideWind/01_sword_dodge.ani");	  // ghostSideWindAnimations_ 1 | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_HARD_ATTACK) | ||
|  | 	{ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/HardAttack1.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/HardAttack2.ani"); | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_RAPID_MOVE_SLASH) | ||
|  | 	{ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/RapidMoveSlash/Move1.ani"); // 0 : rapidMoveSlashMoveAnimations_[0] | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/RapidMoveSlash/Move2.ani"); // 1 : rapidMoveSlashMoveAnimations_[1] | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/RapidMoveSlash/Slash1.ani"); // 2 : rapidMoveSlashSlashAnimations_[0] | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/RapidMoveSlash/Slash2.ani"); // 3 : rapidMoveSlashSlashAnimations_[1] | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_GHOST_STEP_SLASH) | ||
|  | 	{ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/GhostStepSlash/Move.ani"); // 0				 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/GhostStepSlash/Slash1.ani"); // 1 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/GhostStepSlash/Slash2.ani"); // 2 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/GhostStepSlash/Skull.ani"); // 2 | ||
|  | 		 | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_TRIPLE_SLASH) | ||
|  | 	{ | ||
|  | 		// 钦奢溜 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/TripleSlash/Slash1.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/TripleSlash/Slash2.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/TripleSlash/Slash3.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/TripleSlash/Slash4.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/TripleSlash/Slash5.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/TripleSlash/Move1.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/TripleSlash/Move2.ani"); | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_MOMENTARY_SLASH) | ||
|  | 	{ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MomentarySlash/momentaryslash_none_under.ani");			//0 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MomentarySlash/momentaryslash_blue_ldodge_under.ani");	//1	 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MomentarySlash/momentaryslash_none_upper.ani");			//2 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MomentarySlash/momentaryslash_blue_ldodge_upper.ani");	//3 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MomentarySlash/momentaryslash_white_ldodge_under.ani");	//4 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MomentarySlash/momentaryslash_white_ldodge_upper.ani");	//5 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MomentarySlash/momentaryslash_red_ldodge_under.ani");	//6 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MomentarySlash/momentaryslash_red_ldodge_upper.ani");	//7		 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MomentarySlash/Charge1.ani");							//8 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MomentarySlash/Charge2.ani");							//9		 | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_ASHEN_FORK) | ||
|  | 	{ | ||
|  | 		// 缣膘?觼 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/JumpAttackHold.ani"); | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_JUMP_ATTACK_MULTI) | ||
|  | 	{ | ||
|  | 		// 奢酝 翱楼漆晦 | ||
|  | 		// jumpAttackMultiSlash1Sword_ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/JumpAttackMulti/jumpchainattackslash1_katana_under.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/JumpAttackMulti/jumpchainattackslash1_katana_upper.ani"); | ||
|  | 		// jumpAttackMultiSlash2Sword_ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/JumpAttackMulti/jumpchainattackslash2_katana_under.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/JumpAttackMulti/jumpchainattackslash2_katana_upper.ani"); | ||
|  | 		// jumpAttackMultiSlashSwordUnderEffects_ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/JumpAttackMulti/jumpchainattackslash1_under_effect.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/JumpAttackMulti/jumpchainattackslash2_under_effect.ani"); | ||
|  | 		// jumpAttackMultiSlashSwordUpperEffects_ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/JumpAttackMulti/jumpchainattackslash1_upper_effect.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/JumpAttackMulti/jumpchainattackslash2_upper_effect.ani"); | ||
|  | 
 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/JumpAttackMulti/jumpchainattacknormal_upper_effect.ani"); | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_NORMAL_WAVE) | ||
|  | 	{ | ||
|  | 		// ?翕匐 虽翮 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/NormalWaveSlash.ani"); | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_GRAB_BLAST_BLOOD) | ||
|  | 	{ | ||
|  | 		// 绾楝萄 楝蝶? | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/GrabBlastBlood.ani"); | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_UPPER_SLASH) | ||
|  | 	{ | ||
|  | 		// 横?蜗楚莲 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/UpperSlash1.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/UpperSlash2.ani"); | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_VANE_SLASH) | ||
|  | 	{ | ||
|  | 		// 翮?溜 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/VaneSlash/Upper.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/VaneSlash/Dust.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/VaneSlash/Smash.ani"); | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_GORE_CROSS) | ||
|  | 	{ | ||
|  | 		// 坚横觼煎蝶 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/GoreCross/Slash1.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/GoreCross/Slash2.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/GoreCross/Slash3.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/GoreCross/Slash4.ani"); | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_HOP_SMASH) | ||
|  | 	{ | ||
|  | 		// 种肮问 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/HopSmash/Sword.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/HopSmash/Smash.ani"); | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_MOONLIGHT_SLASH) | ||
|  | 	{ | ||
|  | 		// 殖维漆晦 | ||
|  | 		// 虏错 殖维漆晦 : MoonlightSlashFull.ani : 葆匐饵朝 饵辨?虽 强挤. | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MoonlightSlash1.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MoonlightSlash2.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MoonlightSlashFull.ani"); | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_BLOODY_RAVE) | ||
|  | 	{ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/BloodyRave/Start1.ani");		// bloodyRaveStartAnis_		0 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/BloodyRave/Start2.ani");		// bloodyRaveStartAnis_		1 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/BloodyRave/Loop1.ani");			// bloodyRaveLoopAnis_		2 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/BloodyRave/Loop2.ani");			// bloodyRaveLoopAnis_		3 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/BloodyRave/Line1.ani");			// bloodyRaveLineAnis_		4 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/BloodyRave/Line2.ani");			// bloodyRaveLineAnis_		5 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/BloodyRave/Typhoon.ani");		// bloodyRaveTyphoonAni_	6 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/BloodyRave/End.ani");			// bloodyRaveEndAni_		7 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/BloodyRave/Sword1.ani");		// bloodyRaveSwordAnis_		8 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/BloodyRave/Sword2.ani");		// bloodyRaveSwordAnis_		9 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/BloodyRave/Sword3.ani");		// bloodyRaveSwordAnis_		10 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/BloodyRave/Sword4.ani");		// bloodyRaveSwordAnis_		11		 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/BloodyRave/(TN)Sword2.ani");		// bloodyRaveSwordAnis_		12 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/BloodyRave/(TN)Sword4.ani");		// bloodyRaveSwordAnis_		13		 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/BloodyRave/Hit.ani");		// 14 | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_OUT_RAGE_BREAK) | ||
|  | 	{ | ||
|  | 		// 嬴醒溯桧虽 粽溯桧觼 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/OutRageBreak/sword_ready_ldodge.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/OutRageBreak/sword_ready_none.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/OutRageBreak/sword_slash_ldodge.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/OutRageBreak/sword_slash_none.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/OutRageBreak/sword_slash_impact_ldodge.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/OutRageBreak/sword_slash_impact_none.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/OutRageBreak/sword_slash_stone.ani"); | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_KALLA) | ||
|  | 	{ | ||
|  | 		for(local i = 1 ; i <= 4 ; ++i) | ||
|  | 			obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/Kalla/FinishReady" + i + ".ani");	//	0~3 | ||
|  | 			 | ||
|  | 		for(local j = 1 ; j <= 3 ; ++j) | ||
|  | 			for(local i = 1 ; i <= 4 ; ++i) | ||
|  | 				obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/Kalla/Finish" + j + "-" + i + ".ani");	//	0~3 | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_WAVE_SPIN_AREA) | ||
|  | 	{ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/WaveSpinArea/Circle.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/WaveSpinArea/CircleFront.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/WaveSpinArea/CircleBack.ani"); | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_CHARGE_CRASH) | ||
|  | 	{					 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/ChargeCrash/dash.ani");			// 0 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/ChargeCrash/up-slash.ani");		// 1 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/ChargeCrash/charge.ani");		// 2 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/ChargeCrash/down-slash.ani");	// 3	 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/ChargeCrash/dustdash.ani");		// 4	 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/ChargeCrash/dustdashlast.ani");	// 5	 | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_ILLUSION_SLASH) | ||
|  | 	{ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/IllusionSlash/Upper.ani");		// 0 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/IllusionSlash/Smash.ani");		// 1 | ||
|  | 	} | ||
|  | 	else if (skillIndex == SKILL_SHOCK_WAVE_AREA) | ||
|  | 	{ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex,"Effect/Animation/ShockWaveArea/Cast.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex,"Effect/Animation/ShockWaveArea/Smash.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex,"Effect/Animation/ShockWaveArea/Area.ani"); | ||
|  | 	}	 | ||
|  | 	else if (skillIndex == SKILL_GRAND_WAVE) | ||
|  | 	{ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex,"Effect/Animation/grandWaveOnCharge1.ani"); // 0 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex,"Effect/Animation/grandWaveOnCharge2.ani"); // 1 | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex,"Effect/Animation/grandWave.ani"); // 2 | ||
|  | 	}	 | ||
|  | 	else if (skillIndex == SKILL_REFLECT_GUARD) | ||
|  | 	{ | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex,"Effect/Animation/ReflectGuard/charge.ani"); | ||
|  | 		obj.sq_LoadSkillEffectAni(skillIndex,"Effect/Animation/ReflectGuard/slash.ani"); | ||
|  | 	}	 | ||
|  | } | ||
|  | 
 | ||
|  | 
 | ||
|  | function getDist2(x1, y1, x2, y2) | ||
|  | { | ||
|  | 	local i = 0; | ||
|  | 	 | ||
|  | 	local dx = x1 - x2; | ||
|  | 	 | ||
|  | 	local dy = y1 - y2; | ||
|  | 	 | ||
|  | 	local sum = (dx * dx) + (dy * dy); | ||
|  | 
 | ||
|  | 	if (dx < 0) | ||
|  | 		dx = -dx; | ||
|  | 		 | ||
|  | 	if (dy < 0) | ||
|  | 		dy = -dy; | ||
|  | 		 | ||
|  | 	if (dx > dy) | ||
|  | 		i = dx; | ||
|  | 	else | ||
|  | 		i = dy; | ||
|  | 	 | ||
|  | 	while ((i * i) < sum) | ||
|  | 	{ | ||
|  | 		i = i + 2; | ||
|  | 	} | ||
|  | 	 | ||
|  | 	i = i - 1; | ||
|  | 	 | ||
|  | 	if ((i * i) < sum) | ||
|  | 		i = i + 1; | ||
|  | 		 | ||
|  | 	return i; | ||
|  | 		 | ||
|  | } |