618 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			618 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
| EXECUTION_SUB_STATE_GRAB	 <- 0
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| EXECUTION_SUB_STATE_GRAB_EX	 <- 1
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| EXECUTION_SUB_STATE_TURNOVER <- 2
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| EXECUTION_SUB_STATE_RUN		 <- 3
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| EXECUTION_SUB_STATE_LAST	 <- 4
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| EXECUTION_SUB_STATE_FAILED	 <- 5
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| 
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| TEST_MODE_EXCUTION <- DEBUG;
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| 
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| EXC_READY_FOR_THROW <- 0;
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| 
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| function sendSubState_Execution(obj,subState)
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| {
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| 	if(!obj) return;
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| 	
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| 	if(obj.isMyControlObject()) {
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| 		obj.sq_IntVectClear();
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| 		obj.sq_IntVectPush(subState); // substate撮?
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| 		obj.sq_addSetStatePacket(STATE_EXECUTION, STATE_PRIORITY_USER, true);
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| 	}
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| }
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| //------------------------------------------------------------------------------
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| 
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| 
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| // 籀?擎 学葆啪桧虽煎 亵瞰胀棻..斜楝嘎煎 学葆啪桧虽 comsume睡碟击 籀?缣 ?热?蒂 卫面捡?栖棻..
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| function IsEnableExecution(obj)
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| {
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| 	if(!obj) return false; 
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| 		
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| 	//if(TEST_MODE_EXCUTION)
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| 	//	return true;
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| 		
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| 	//if(!isInDevilStrike(obj)) return false;
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| 	if(!isInDevilStrikeSkill(obj)) return false;
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| 	
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| 
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| 		
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| 	local appendage = obj.GetSquirrelAppendage("Appendage/Character/ap_avenger_devilstrike.nut"); // 等网蝶?塭桧醴 横?蛤虽
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| 	
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| 	if(!appendage) return false;
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| 	print("appendage.sq_var.size_vector():" + appendage.sq_var.size_vector());
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| 
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| 	if(appendage.sq_var.size_vector() > 1) {
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| 		// 7. 学葆啪桧虽 模赅榆
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| 		local skillLevel = sq_GetSkillLevel(obj, SKILL_EXECUTION);
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| 		local consumeValue = sq_GetLevelData(obj, SKILL_EXECUTION, 7, skillLevel);
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| 		
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| 		//DS_APEND_MAX_GAUGE <- 0 // 譆渠 学葆啪桧虽 热纂
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| 		//DS_APEND_GAUGE <- 1 // ?营 学
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| 		
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| 				
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| 		local devil_gauge = appendage.sq_var.get_vector(DS_APEND_GAUGE); // gauge index 0
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| 		
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| 		if(devil_gauge >= consumeValue)
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| 		{
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| 			consumeDevilGauge(obj, consumeValue); // 学葆啪桧虽蒂 还罹鄹栖棻..
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| 			return true;
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| 		}
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| 		else {
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| 			obj.startCantUseSkillWarning();
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| 			if (obj.isMessage()) {
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| 				sq_AddMessage(29002); // 29002>学葆啪桧虽陛 睡褶?栖棻.
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| 			}
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| 			return false;
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| 		}
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| 		
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| 	}
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| 	
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| 	
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| 	return false;
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| }
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| 
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| 
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| function onEndState_Execution(obj, newState)
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| {
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| 	if(newState != STATE_EXECUTION)
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| 		removeAllExcutionAppendage(obj);
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| }
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| 
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| 
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| 
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| // 蝶鉴 撮睡嫦翕 亵勒击 虏菟横舆朝 ?热殓栖棻.. 嫦翕 亵勒 state朝 桧嘐 模蝶缣怃 掘?肾横 毡蝗栖棻. 桧够缣怃 useskill娄 setstate蒂 虽姜?舆贼 腌栖棻.
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| function checkExecutableSkill_Execution(obj)  
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| {
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| 	if(!obj) return false;
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| 	local b_useskill = obj.sq_IsUseSkill(SKILL_EXECUTION);
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| 
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| 	if(b_useskill) {
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| 		if(IsEnableExecution(obj)) { // 学葆啪桧虽煎 籀?击 噩 热 毡蝗栖棻..
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| 			sendSubState_Execution(obj,EXECUTION_SUB_STATE_GRAB);
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| 			return true;
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| 		}
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| 	}	
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| 	
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| 	return false;
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| }
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| 
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| // 蝶鉴嬴桧夔 ?撩? 亵勒击 评虽朝 ?热殓栖棻. true蒂 葬欐?贼 蝶鉴 嬴桧夔桧 ?撩?陛 腌栖棻. (嫦翕亵勒 state朝  模蝶缣怃 籀葬腌栖棻.)
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| function checkCommandEnable_Execution(obj)
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| { //橾奁 鼻?缣怃 绿?撩? 卫监棻.. 桧匙击 ?撩? 卫郦朝 钦啗朝 螃煎虽.. 渗褐-陕撩击 ?朝 钦啗缣怃 殓栖棻.
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| 
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| 	//if(TEST_MODE_EXCUTION)
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| 	//	return true;
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| 	return false;
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| }
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| 
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| //------------------------------------------------------------------------------
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| 
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| //isCheckHitCollision谛 checkHit朝 ?问 羹觼蒂 鼻渠寞桧 嬴棋 顶陛 ?捡 ?唳办缣 噙樯棻. pvp缣摹 鼻渠寞桧 ?问羹觼蒂 ?贼 拟港卫除桧 替溥 蝶鉴桧 警蜗肾朝 唳办陛 毡晦 阳侥.
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| function onIsCheckHitCollision_Execution(obj,damager)
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| {	
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| 	local subState = obj.getSkillSubState();	
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| 	if(subState == EXECUTION_SUB_STATE_GRAB)  //横菸暧 掏栋 pvp缣怃 罗颤 褒? 虞晦 嫔?.
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| 		return obj.isMyControlObject();
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| 		
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| 	//晦狱瞳戏烦 釭暧 螃粽薛?陛 嬴栖贼 false棻. 罹晦怃 false蒂 ?啪 肾贼 釭暧 螃粽薛? 樯虽 念娄陛 葬欐胀棻.
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| 	return (damager && damager.isMyControlObject());
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| }
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| 
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| function isForceHitCheck_Execution(obj)
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| {
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| 	if(obj.isMyControlObject()) {
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| 		local subState =  obj.getSkillSubState();	
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| 		if(subState == EXECUTION_SUB_STATE_GRAB) { //横菸暧 掏栋 pvp缣怃 罗颤 褒? 虞晦 嫔?.
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| 			return true;
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| 		}	
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| 	}
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| 	return false;
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| }
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| 
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| 
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| 
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| // state蒂 撮??坚 籀挤戏煎 菟横螃啪 腌栖棻. 陕谦 葬模蝶蒂 撮??栖棻. 
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| function onSetState_Execution(obj, state, datas, isResetTimer)
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| {	
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| 	if(!obj) return;
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| 	// 怃粽 蝶才桧? 扑姜
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| 	local sq_var = obj.getVar();  
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| 	local subState = obj.sq_getVectorData(datas, 0);
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| 	obj.setSkillSubState(subState);	
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| 	
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| 	
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| 	local posX = obj.getXPos();
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| 	local posY = obj.getYPos();
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| 	local posZ = obj.getZPos();
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| 	
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| 	sq_var.clear_vector(); // als缣怃 create draw only object 蒂 跤噙晦 阳侥缣 ?溯歜 郦 ?楚斜煎 桧辨?啊蝗栖棻..
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| 	sq_var.push_vector(0); // index : 0
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| 	sq_var.push_vector(0); // index : 1
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| 	sq_var.push_vector(0); // index : 2
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| 	sq_var.push_vector(0); // index : 3
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| 	sq_var.push_vector(0); // index : 4
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| 	sq_var.push_vector(0); // index : 5
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| 	
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| 	local ani = null; // 蝶监嬴夥颤 阳侥缣 getcustomani蒂 桧辨?虽 跤?栖棻.. 瞪睡 谖睡缣怃 拥栖诡桧暮击 煎注?怃 陛螳褫栖棻..
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| 	
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| 	if(subState == EXECUTION_SUB_STATE_GRAB)
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| 	{	
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| 		obj.sq_stopMove();
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| 		//obj.sq_setCurrentAnimation(CUSTOM_ANI_EXC_GRAB);
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| 		ani = obj.getVar().GetAnimationMap("EXC_GRAB", "Character/Priest/Animation/execution/grab.ani"); // 蝶监嬴夥颤 阳侥缣 谖睡缣怃 拥栖诡桧暮击 陛虽坚 谛捡 ?栖棻..
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| 		obj.setCurrentAnimation(ani);
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| 		
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| 		obj.sq_setCurrentAttackInfo(CUSTOM_ATTACKINFO_EXCUTION_1);	
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| 		obj.sq_PlaySound("PR_EXECUTION_READY");		
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| 		sq_var.setBool(EXC_READY_FOR_THROW,false);
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| 	}
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| 	else if(subState == EXECUTION_SUB_STATE_GRAB_EX)
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| 	{	
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| 		obj.sq_stopMove();
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| 		//obj.sq_setCurrentAnimation(CUSTOM_ANI_EXC_GRAB_EX);
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| 		ani = obj.getVar().GetAnimationMap("EXC_GRAB_EX", "Character/Priest/Animation/execution/grabEx.ani"); // 蝶监嬴夥颤 阳侥缣 谖睡缣怃 拥栖诡桧暮击 陛虽坚 谛捡 ?栖棻..
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| 		obj.setCurrentAnimation(ani);
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| 		
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| 		obj.sq_setCurrentAttackInfo(CUSTOM_ATTACKINFO_EXCUTION_2);	
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| 		
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| 		obj.sq_setAttackPowerWithPassive(SKILL_EXECUTION,state, 0,-1,1.0); // 0廓 樯策蝶 奢问溘 虽姜
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| 	}	
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| 	else if(subState == EXECUTION_SUB_STATE_TURNOVER)
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| 	{
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| 		//obj.sq_setCurrentAnimation(CUSTOM_ANI_EXC_TURNOVER);
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| 		ani = obj.getVar().GetAnimationMap("EXC_TURNOVER", "Character/Priest/Animation/execution/turnOver.ani"); // 蝶监嬴夥颤 阳侥缣 谖睡缣怃 拥栖诡桧暮击 陛虽坚 谛捡 ?栖棻..
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| 		obj.setCurrentAnimation(ani);
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| 		
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| 
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| 		local sizeRate = obj.sq_getLevelData(3);
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| 		local explosionSizeRate = sizeRate.tofloat()/100.0;
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| 			
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| 		
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| 		local pAni = obj.sq_getCurrentAni();		
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| 		pAni.applyBoundingBoxRate(explosionSizeRate,0,0); // 醱问? 彰嫔 瞳辨		
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| 		obj.sq_setCurrentAttackInfo(CUSTOM_ATTACKINFO_EXCUTION_3);	
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| 		
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| 		local sq_var = obj.getVar();
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| 		local i=0;		
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| 		local objectsSize = sq_var.get_obj_vector_size();
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| 		for(;i<objectsSize;++i)
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| 		{
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| 			local damager = sq_GetCNRDObjectToCollisionObject(sq_var.get_obj_vector(i));
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| 			if(damager) 
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| 				obj.addHitObject(damager);
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| 		}	
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| 		
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| 		
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| 		local ani = sq_CreateAnimation("","Character/Priest/Effect/Animation/execution/turnOver/finger.ani")
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| 		local fingerObj = sq_CreatePooledObject(ani,true);
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| 		fingerObj.setCurrentPos(obj.getXPos(),obj.getYPos()+2,obj.getZPos());
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| 		fingerObj.setCurrentDirection(obj.getDirection());
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| 		sq_AddObject(obj,fingerObj,2,false);	
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| 		
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| 		//obj.sq_setAttackPowerWithPassive(SKILL_EXECUTION, state, 2,-1,1.0);
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| 		obj.sq_setAttackPowerWithPassive(SKILL_EXECUTION, state, 1,-1,1.0); // // 1. 阶缣 镒历击阳 濩?拥缣 渠? 奢问溘(+)
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| 	}
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| 	else if(subState == EXECUTION_SUB_STATE_RUN)
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| 	{				
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| 		obj.sq_PlaySound("PR_EXECUTION_DRAWN");	
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| 		obj.sq_setCurrentAttackInfo(CUSTOM_ATTACKINFO_EXCUTION_4);	
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| 		
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| 		local moveDistance = obj.sq_getIntData(SKILL_EXECUTION,0); // 桧翕剪葬
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| 		local velocityX = obj.sq_getIntData(SKILL_EXECUTION,1); // 蟾渡 桧翕楼紫
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| 		local velocityY = obj.sq_getIntData(SKILL_EXECUTION,2); // 蟾渡 桧翕楼紫
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| 		
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| 			
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| 		// ?蹂?勒 卫除 = 剪葬/楼紫		
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| 		local targetTime = 0;
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| 		if(velocityX != 0)
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| 			targetTime = moveDistance* 1000 / velocityX;
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| 		
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| 		obj.sq_timer_.setParameter(targetTime, 1);
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| 		obj.sq_timer_.setEventOnStart(false);
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| 		obj.sq_timer_.resetInstant(0);
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| 		
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| 		obj.sq_setStaticMoveInfo(0,velocityX,velocityX,false);
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| 		obj.sq_setStaticMoveInfo(1,velocityY,velocityY,true);
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| 		obj.sq_setMoveDirection(obj.getDirection(), ENUM_DIRECTION_NEUTRAL);
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| 		//obj.sq_setCurrentAnimation(CUSTOM_ANI_EXC_RUN);		
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| 		ani = obj.getVar().GetAnimationMap("EXC_RUN", "Character/Priest/Animation/execution/run.ani"); // 蝶监嬴夥颤 阳侥缣 谖睡缣怃 拥栖诡桧暮击 陛虽坚 谛捡 ?栖棻..
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| 		obj.setCurrentAnimation(ani);
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| 		
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| 		obj.playSound("EXECUTION_DRAWN_LOOP",3711,0,0,0);
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| 		
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| 		
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| 	}
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| 	else if(subState == EXECUTION_SUB_STATE_LAST)
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| 	{
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| 		obj.stopSound(3711);
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| 		obj.sq_setCurrentAttackInfo(CUSTOM_ATTACKINFO_EXCUTION_5);	
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| 	
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| 		local velocityX = obj.sq_getIntData(SKILL_EXECUTION,1); // 蟾渡 桧翕楼紫
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| 		local accelX = obj.sq_getIntData(SKILL_EXECUTION,3); // 马楼紫
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| 		
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| 		obj.sq_setStaticMoveInfo(0,velocityX,velocityX,false,accelX,true);
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| 		obj.sq_setStaticMoveInfo(1,0,0,false);
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| 		obj.sq_setMoveDirection(obj.getDirection(), ENUM_DIRECTION_NEUTRAL);
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| 		
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| 		ani = obj.getVar().GetAnimationMap("EXC_LAST", "Character/Priest/Animation/execution/last.ani"); // 蝶监嬴夥颤 阳侥缣 谖睡缣怃 拥栖诡桧暮击 陛虽坚 谛捡 ?栖棻..
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| 		obj.setCurrentAnimation(ani);
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| 		
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| 		obj.sq_setAttackPowerWithPassive(SKILL_EXECUTION,state, 5,-1,1.0);
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| 	}
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| 	else if(subState == EXECUTION_SUB_STATE_FAILED)
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| 	{
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| 		//obj.sq_setCurrentAnimation(CUSTOM_ANI_EXC_FAILED);
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| 		ani = obj.getVar().GetAnimationMap("EXC_FAILED", "Character/Priest/Animation/execution/grabFailed.ani"); // 蝶监嬴夥颤 阳侥缣 谖睡缣怃 拥栖诡桧暮击 陛虽坚 谛捡 ?栖棻..
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| 		obj.setCurrentAnimation(ani);
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| 		
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| 	}
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| }
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| 
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| function onProc_Execution(obj)
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| {	
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| 	if(!obj) return;
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| 	
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| 	
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| 	local subState = obj.getSkillSubState();
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| 	
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| 	local pAni = obj.sq_getCurrentAni();
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|     local frmIndex = obj.sq_ani_GetCurrentFrameIndex(pAni);
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| 	local posX = obj.getXPos();
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| 	local posY = obj.getYPos();
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| 	local posZ = obj.getZPos();
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| 	local dir = sq_GetDirection(obj);
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| 	
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| 	local sq_var = obj.getVar();
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| 	if(subState == EXECUTION_SUB_STATE_RUN) {
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| 		// [use animation] `../../Effect/Animation/execution/run/26_dust_a_normal.ani` 	`5`
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| 		//[create draw only object] 4 `5` 0 50 0
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| 		//[create draw only object] 2 `5` 0 50 0
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| 		//[create draw only object] 0 `5` 0 50 0
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| 		
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| 		// [use animation] `../../Effect/Animation/execution/run/1_dust_a_normal.ani` 	`1`
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| 		//[create draw only object] 1 `1` 0 -1 0
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| 		//[create draw only object] 3 `1` 0 -1 0
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| 		//[create draw only object] 5 `1` 0 -1 0
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| 		
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| 		if(frmIndex >= 0 && !sq_var.get_vector(0)) {
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| 			sqr_CreatePooledObject(obj, "Effect/Animation/execution/run/26_dust_a_normal.ani", posX, posY + 50, posZ, dir);
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| 			sq_var.set_vector(0, 1);
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| 		}
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| 		
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| 		if(frmIndex >= 1 && !sq_var.get_vector(1)) {
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| 			sqr_CreatePooledObject(obj, "Effect/Animation/execution/run/1_dust_a_normal.ani", posX, posY - 1, posZ, dir);
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| 			sq_var.set_vector(1, 1);
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| 		}
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| 
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| 		if(frmIndex >= 2 && !sq_var.get_vector(2)) {
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| 			sqr_CreatePooledObject(obj, "Effect/Animation/execution/run/26_dust_a_normal.ani", posX, posY + 50, posZ, dir);
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| 			sq_var.set_vector(2, 1);
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| 		}
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| 
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| 		if(frmIndex >= 3 && !sq_var.get_vector(3)) {
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| 			sqr_CreatePooledObject(obj, "Effect/Animation/execution/run/1_dust_a_normal.ani", posX, posY - 1, posZ, dir);
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| 			sq_var.set_vector(3, 1);
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| 		}
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| 
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| 		if(frmIndex >= 4 && !sq_var.get_vector(4)) {
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| 			sqr_CreatePooledObject(obj, "Effect/Animation/execution/run/26_dust_a_normal.ani", posX, posY + 50, posZ, dir);
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| 			sq_var.set_vector(4, 1);
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| 		}
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| 
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| 		if(frmIndex >= 5 && !sq_var.get_vector(5)) {
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| 			sqr_CreatePooledObject(obj, "Effect/Animation/execution/run/1_dust_a_normal.ani", posX, posY - 1, posZ, dir);
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| 			sq_var.set_vector(5, 1);
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| 		}
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| 		
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| 		//
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| 	}
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| 	else if(subState == EXECUTION_SUB_STATE_LAST) {
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| 		//[use animation] `../../Effect/Animation/execution/run/26_dust_a_normal.ani` 	`3`
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| 		//[use animation] `../../Effect/Animation/execution/run/1_dust_a_normal.ani` 	`2`
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| 		
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| 		//[create draw only object] 3 `3` 60 50 0
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| 		//[create draw only object] 1 `3` 30 50 0
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| 		
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| 		//[create draw only object] 0 `2` 30 -1 0
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| 		//[create draw only object] 2 `2` 60 -1 0
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| 		//
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| 
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| 		if(frmIndex >= 0 && !sq_var.get_vector(0)) {
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| 			local dstX = sq_GetDistancePos(posX, obj.getDirection(), 30);
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| 			sqr_CreatePooledObject(obj, "Effect/Animation/execution/run/1_dust_a_normal.ani", dstX, posY - 1, posZ, obj.getDirection());
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| 			sq_var.set_vector(0, 1);
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| 		}
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| 
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| 		if(frmIndex >= 0 && !sq_var.get_vector(4)) {
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| 			local dstX = sq_GetDistancePos(posX, obj.getDirection(), 90);
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| 			sqr_CreatePooledObject(obj, "Effect/Animation/execution/last/drawOnly/drawOnlyBase.ani", dstX, posY + 1, posZ, obj.getDirection());
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| 			sq_var.set_vector(4, 1);
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| 		}
 | ||
| 		
 | ||
| 		if(frmIndex >= 1 && !sq_var.get_vector(1)) {
 | ||
| 			local dstX = sq_GetDistancePos(posX, obj.getDirection(), 30);
 | ||
| 			sqr_CreatePooledObject(obj, "Effect/Animation/execution/run/26_dust_a_normal.ani", dstX, posY + 50, posZ, obj.getDirection());
 | ||
| 			sq_var.set_vector(1, 1);
 | ||
| 		}
 | ||
| 		
 | ||
| 		if(frmIndex >= 2 && !sq_var.get_vector(2)) {
 | ||
| 			local dstX = sq_GetDistancePos(posX, obj.getDirection(), 60);
 | ||
| 			sqr_CreatePooledObject(obj, "Effect/Animation/execution/run/1_dust_a_normal.ani", dstX, posY - 1, posZ, obj.getDirection());
 | ||
| 			sq_var.set_vector(2, 1);
 | ||
| 		}
 | ||
| 		
 | ||
| 		if(frmIndex >= 3 && !sq_var.get_vector(3)) {
 | ||
| 			local dstX = sq_GetDistancePos(posX, obj.getDirection(), 60);
 | ||
| 			sqr_CreatePooledObject(obj, "Effect/Animation/execution/run/26_dust_a_normal.ani", dstX, posY + 50, posZ, obj.getDirection());
 | ||
| 			sq_var.set_vector(3, 1);
 | ||
| 		}
 | ||
| 	}
 | ||
| 	
 | ||
| 	
 | ||
| 	if(obj.isMyControlObject())
 | ||
| 	{
 | ||
| 		if(subState == EXECUTION_SUB_STATE_RUN)
 | ||
| 		{	
 | ||
| 			local pAni = obj.sq_getCurrentAni();		
 | ||
| 			local currentT = pAni.getCurrentTime();
 | ||
| 			
 | ||
| 			
 | ||
| 			if (obj.sq_timer_.isOnEvent(currentT) == true)
 | ||
| 			{
 | ||
| 				sendSubState_Execution(obj,EXECUTION_SUB_STATE_LAST);
 | ||
| 			}
 | ||
| 			obj.setSkillCommandEnable(SKILL_EXECUTION,true);
 | ||
| 						
 | ||
| 			local b_useskill = obj.sq_IsEnterSkill(SKILL_EXECUTION);			
 | ||
| 			if(b_useskill != -1)
 | ||
| 				sendSubState_Execution(obj,EXECUTION_SUB_STATE_LAST);
 | ||
| 		}
 | ||
| 	}
 | ||
| }
 | ||
| 
 | ||
| 
 | ||
| function onTimeEvent_Execution(obj, timeEventIndex, timeEventCount)
 | ||
| {
 | ||
| 	if(obj.isMyControlObject())
 | ||
| 	{
 | ||
| 		local subState = obj.getSkillSubState();
 | ||
| 		if(subState == EXECUTION_SUB_STATE_RUN)
 | ||
| 		{	
 | ||
| 			local power = obj.sq_getPowerWithPassive(SKILL_EXECUTION, STATE_EXECUTION, 4,-1,1.0);	
 | ||
| 			sq_createAttackObjectWithPath(obj, "Character/Priest/Effect/Animation/execution/run/runDamage.ani","PassiveObject/Character/Priest/AttackInfo/excutionBox.atk",false,power,100,0,0,0);		
 | ||
| 		}
 | ||
| 	}
 | ||
| 	return false; // true贼 属寥 酝钦
 | ||
| } 
 | ||
| 
 | ||
| function isExcutionGrabable(obj)
 | ||
| { 		
 | ||
| 	local sq_var = obj.getVar();
 | ||
| 	local i=0;		
 | ||
| 	local objectsSize = sq_var.get_obj_vector_size();
 | ||
| 	
 | ||
| 	for(;i<objectsSize;++i)
 | ||
| 	{
 | ||
| 		local damager = sq_var.get_obj_vector(i);
 | ||
| 		if(damager) {
 | ||
| 			if(sq_IsGrabable(obj,damager) && sq_IsHoldable(obj,damager)) //濩击热 毡朝 鼻鹧
 | ||
| 				return true;
 | ||
| 		}
 | ||
| 	}	
 | ||
| 	
 | ||
| 	return false;
 | ||
| }
 | ||
| 
 | ||
| function removeAllExcutionAppendage(obj)
 | ||
| {
 | ||
| 	local sq_var = obj.getVar();  		
 | ||
| 	local i=0;		
 | ||
| 	local objectsSize = sq_var.get_obj_vector_size();
 | ||
| 	if(objectsSize <= 0)
 | ||
| 		return;
 | ||
| 	
 | ||
| 	for(;i<objectsSize;++i)
 | ||
| 	{
 | ||
| 		local damager = sq_var.get_obj_vector(i);
 | ||
| 		if(damager)
 | ||
| 			CNSquirrelAppendage.sq_RemoveAppendage(damager, "Appendage/Character/executionAppendage.nut");
 | ||
| 	}		
 | ||
| 	
 | ||
| 	sq_var.clear_obj_vector();
 | ||
| }
 | ||
| 
 | ||
| 
 | ||
| function onEndCurrentAni_Execution(obj)
 | ||
| {
 | ||
| 	local subState = obj.getSkillSubState();
 | ||
| 	local sq_var = obj.getVar();  
 | ||
| 	if(subState == EXECUTION_SUB_STATE_GRAB)
 | ||
| 	{			
 | ||
| 		local objectsSize = sq_var.get_obj_vector_size();
 | ||
| 		if(objectsSize > 0)
 | ||
| 		{			
 | ||
| 			//?问 螃粽薛?陛 ?涡绾桧贼 EXECUTION_SUB_STATE_TURNOVER 嬴栖贼 EXECUTION_SUB_STATE_GRAB_EX	
 | ||
| 			if(isExcutionGrabable(obj)) {
 | ||
| 				sendSubState_Execution(obj,EXECUTION_SUB_STATE_TURNOVER);
 | ||
| 			}
 | ||
| 			else {
 | ||
| 				sendSubState_Execution(obj,EXECUTION_SUB_STATE_GRAB_EX);
 | ||
| 			}
 | ||
| 		}
 | ||
| 		else
 | ||
| 		{	
 | ||
| 			sendSubState_Execution(obj,EXECUTION_SUB_STATE_FAILED);			
 | ||
| 		}
 | ||
| 	}
 | ||
| 	else if(subState == EXECUTION_SUB_STATE_TURNOVER)
 | ||
| 	{
 | ||
| 		sendSubState_Execution(obj,EXECUTION_SUB_STATE_RUN);
 | ||
| 		
 | ||
| 		local gap = obj.sq_getIntData(SKILL_EXECUTION,4);
 | ||
| 		obj.setTimeEvent(0,gap,0,true);
 | ||
| 	}
 | ||
| 	else if(subState == EXECUTION_SUB_STATE_RUN)
 | ||
| 	{
 | ||
| 		sendSubState_Execution(obj,EXECUTION_SUB_STATE_LAST);
 | ||
| 	}
 | ||
| 	else if(subState == EXECUTION_SUB_STATE_LAST || subState == EXECUTION_SUB_STATE_GRAB_EX || subState == EXECUTION_SUB_STATE_FAILED)  //虞颤 部釭贼 stand
 | ||
| 	{		
 | ||
| 		obj.sq_addSetStatePacket(STATE_STAND, STATE_PRIORITY_USER, false);
 | ||
| 		
 | ||
| 		removeAllExcutionAppendage(obj);		
 | ||
| 	}	
 | ||
| }
 | ||
| 
 | ||
| // onAttack 属寥?热 殓栖棻
 | ||
| function onAttack_Execution(obj, damager, boundingBox)
 | ||
| {
 | ||
| 	local sq_var = obj.getVar();  
 | ||
| 	local subState = obj.getSkillSubState();
 | ||
| 	
 | ||
| 	if(subState == EXECUTION_SUB_STATE_GRAB)
 | ||
| 	{			
 | ||
| 		if(!CNSquirrelAppendage.sq_IsAppendAppendage(damager,"Appendage/Character/executionAppendage.nut")) // 桧嘐 称横 毡朝 拥菟擎 称桧虽 强朝棻.
 | ||
| 		{
 | ||
| 			local masterAppendage = CNSquirrelAppendage.sq_AppendAppendage(damager, obj, SKILL_EXECUTION, false, "Appendage/Character/executionAppendage.nut", true);
 | ||
| 			
 | ||
| 			if(masterAppendage) {
 | ||
| 				sq_HoldAndDelayDie(damager, obj, true, true, true, 300, 300, ENUM_DIRECTION_NEUTRAL , masterAppendage);
 | ||
| 				damager.setCurrentDirection(sq_GetOppositeDirection(obj.getDirection()));
 | ||
| 				
 | ||
| 				sq_var.push_obj_vector(damager);
 | ||
| 			}
 | ||
| 		}
 | ||
| 	}
 | ||
| 	
 | ||
| 	
 | ||
| 	local isLastThrowMode = sq_var.getBool(EXC_READY_FOR_THROW);
 | ||
| 	if(isLastThrowMode && damager)
 | ||
| 		CNSquirrelAppendage.sq_RemoveAppendage(damager, "Appendage/Character/executionAppendage.nut");
 | ||
| 
 | ||
| }
 | ||
| 
 | ||
| 
 | ||
| 		
 | ||
| 		
 | ||
| 		
 | ||
| function onKeyFrameFlag_Execution(obj,flagIndex)
 | ||
| {	
 | ||
| 	local sq_var = obj.getVar();  		
 | ||
| 	local i=0;		
 | ||
| 	local objectsSize = sq_var.get_obj_vector_size();
 | ||
| 	
 | ||
| 	
 | ||
| 	// 赅苌 横?蛤虽缣 瞪殖
 | ||
| 	for(;i<objectsSize;++i)
 | ||
| 	{
 | ||
| 		local damager = sq_var.get_obj_vector(i);
 | ||
| 		local ao = sq_GetCNRDObjectToActiveObject(damager);		
 | ||
| 		if(ao) {
 | ||
| 			local appendage = ao.GetSquirrelAppendage("Appendage/Character/executionAppendage.nut");			
 | ||
| 			if(appendage)
 | ||
| 				appendage.setState(flagIndex,sq_GetGlobalIntVector());
 | ||
| 		}
 | ||
| 	}
 | ||
| 	
 | ||
| 	if(flagIndex == 18) 
 | ||
| 	{
 | ||
| 		
 | ||
| 	}
 | ||
| 	else if(flagIndex == 30 && obj.isMyControlObject()) // 濩挤
 | ||
| 	{
 | ||
| 		local fScreen = sq_flashScreen(obj,80,0,0,150, sq_RGB(255,255,255), GRAPHICEFFECT_NONE, ENUM_DRAWLAYER_BOTTOM);
 | ||
| 		sq_addFlashScreen(fScreen,0,240,320,250, sq_RGB(0,0,0), GRAPHICEFFECT_NONE, ENUM_DRAWLAYER_BOTTOM);	
 | ||
| 		sq_SetShake(obj,6,400);
 | ||
| 		
 | ||
| 		sq_setFullScreenEffect(obj,"Character/Priest/Effect/Animation/execution/grabEx/finish.ani");	
 | ||
| 	}
 | ||
| 	else if(flagIndex == 11) // 阶缣 顶溥 蔼
 | ||
| 	{	
 | ||
| 		sq_SetMyShake(obj,7,400);		
 | ||
| 		sq_CreateParticle("Character/Priest/Effect/Particle/ExcutionStonsSmall.ptl", obj, -200, 0, 0, true, 30, 0,2);		
 | ||
| 	}	
 | ||
| 	else if(flagIndex == 12) // 
 | ||
| 	{
 | ||
| 		local sq_var = obj.getVar();
 | ||
| 		local i=0;		
 | ||
| 		local objectsSize = sq_var.get_obj_vector_size();
 | ||
| 		
 | ||
| 		local state = obj.sq_GetSTATE();
 | ||
| 		obj.sq_setAttackPowerWithPassive(SKILL_EXECUTION, state, 1,-1,1.0);
 | ||
| 		for(;i<objectsSize;++i)
 | ||
| 		{		
 | ||
| 			local damager = sq_GetCNRDObjectToCollisionObject(sq_var.get_obj_vector(i));
 | ||
| 			if(damager && sq_IsHoldable(obj,damager) && sq_IsGrabable(obj,damager)) 
 | ||
| 				sq_SendHitObjectPacket(obj,damager,0,0,0);
 | ||
| 		}	
 | ||
| 		obj.sq_setAttackPowerWithPassive(SKILL_EXECUTION, state, 2,-1,1.0);
 | ||
| 		
 | ||
| 	}
 | ||
| 	else if(flagIndex == 19)
 | ||
| 		sq_SetMyShake(obj,4,80);
 | ||
| 	else if(flagIndex == 21)
 | ||
| 		sq_SetMyShake(obj,4,80);
 | ||
| 	else if(flagIndex == 23)
 | ||
| 		sq_SetMyShake(obj,4,80);
 | ||
| 	else if(flagIndex == 26)
 | ||
| 		sq_SetMyShake(obj,5,200);
 | ||
| 	else if(flagIndex == 32 && obj.isMyControlObject()) // 濩挤
 | ||
| 	{
 | ||
| 		local fScreen = sq_flashScreen(obj,80,0,0,150, sq_RGB(255,255,255), GRAPHICEFFECT_NONE, ENUM_DRAWLAYER_BOTTOM);
 | ||
| 		sq_addFlashScreen(fScreen,0,240,320,250, sq_RGB(0,0,0), GRAPHICEFFECT_NONE, ENUM_DRAWLAYER_BOTTOM);	
 | ||
| 		sq_SetShake(obj,6,400);
 | ||
| 		
 | ||
| 		sq_setFullScreenEffect(obj,"Character/Priest/Effect/Animation/execution/grabEx/finish.ani");	
 | ||
| 	}
 | ||
| 	else if(flagIndex == 27 && obj.isMyControlObject())
 | ||
| 	{
 | ||
| 		local currentAni = obj.getCurrentAnimation();
 | ||
| 		local frameDelay = currentAni.getDelayBySpeedRate(1);
 | ||
| 		local fScreen = sq_flashScreen(obj,0,frameDelay*7,0, 200, sq_RGB(0,0,0), GRAPHICEFFECT_NONE, ENUM_DRAWLAYER_BOTTOM);
 | ||
| 		sq_addFlashScreen(fScreen,0,0,frameDelay*2,100, sq_RGB(255,255,255), GRAPHICEFFECT_NONE, ENUM_DRAWLAYER_BOTTOM);		
 | ||
| 		obj.sq_setCurrentAttackInfo(CUSTOM_ATTACKINFO_EXCUTION_6);
 | ||
| 		local state = obj.sq_GetSTATE();
 | ||
| 		obj.sq_setAttackPowerWithPassive(SKILL_EXECUTION, state, 6,-1,1.0);
 | ||
| 		obj.stopTimeEvent(0);	
 | ||
| 	}
 | ||
| 	else if(flagIndex == 28)
 | ||
| 		sq_SetMyShake(obj,6,160);	
 | ||
| 	else if(flagIndex == 30) {
 | ||
| 	
 | ||
| 		if(obj.isMyControlObject()) {
 | ||
| 			sq_SetMyShake(obj,6,400);	
 | ||
| 			local currentAni = obj.getCurrentAnimation();
 | ||
| 			local frameDelay = currentAni.getDelayBySpeedRate(1);
 | ||
| 			local fScreen = sq_flashScreen(obj, frameDelay*2, frameDelay*5, frameDelay*3, 200, sq_RGB(0,0,0), GRAPHICEFFECT_NONE, ENUM_DRAWLAYER_BOTTOM);
 | ||
| 		}
 | ||
| 		
 | ||
| 		sq_CreateParticle("Character/Priest/Effect/Particle/ExcutionStonsLarge.ptl", obj, 180, 5, 250, true, 30, 0, 2);
 | ||
| 		
 | ||
| 		sq_var.setBool(EXC_READY_FOR_THROW,true);
 | ||
| 	}
 | ||
| 	else if(flagIndex == 31) {
 | ||
| 		removeAllExcutionAppendage(obj);
 | ||
| 	}
 | ||
| 	
 | ||
| 	return true;	
 | ||
| }
 | ||
|  |