666 lines
		
	
	
		
			30 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			666 lines
		
	
	
		
			30 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
| DEBUG <- isDebugMode();
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| NULL <- null;
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| 
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| 
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| // 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..
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| // 蝶鉴 掘殓 偃摹戏煎 flag 樯濠陛 跷陛肾历蝗栖棻.
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| // flag朝 0桧贼 蝶鉴溯涟-, 1桧贼 蝶鉴溯涟+蒂 ?卫?朝 高殓栖棻.
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| function requestBuy(obj, skill, nIndex, flag, count)
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| {
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| 	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..
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| 		if(nIndex == SKILL_AVENGER_AWAKENING) { // 陕撩 菸蝶陛蛤树桧 蝶鉴溯涟机桧 肾贼..
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| 			//print("\n requestBuy(obj, skill, nIndex, count) \n" + count);
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| 			sq_requestBuySkill(SKILL_EXECUTION, flag, count); // 籀?紫 伪桧 溯涟机击 卫面鄹栖棻..
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| 		}
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| 	}
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| 	
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| 	return true;
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| }
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| 
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| // 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..
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| function onAttack_PassiveObject(passiveobj, damager, bounding_box, is_stuck)
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| {
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| 	if(!passiveobj) return -1;
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| 	
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| 	if(passiveobj) {
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| 		local pChr = passiveobj.getTopCharacter();	
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| 		
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| 		if(!isGrowTypeAvenger(pChr)) return -1; // 横渐螳陛 棻挤戏煎 霞?肾怃朝 寰腌栖棻..
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| 
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| 		if(pChr) { 
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| 			// ?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..
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| 			// 24104	`Character/Priest/DevilStrike1.obj`	// 横渐荡 - 等网蝶?塭桧醴 奢问1
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| 			// 24105	`Character/Priest/DevilStrike2.obj`	// 横渐荡 - 等网蝶?塭桧醴 奢问2
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| 			// 24106	`Character/Priest/DevilStrike3.obj`	// 横渐荡 - 等网蝶?塭桧醴 奢问3
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| 			
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| 			if(passiveobj.getPassiveObjectIndex() != 24104 && passiveobj.getPassiveObjectIndex() != 24105 &&
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| 			passiveobj.getPassiveObjectIndex() != 24106)
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| 				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..
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| 		}
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| 	}
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| 	
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| 	return 1;
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| }
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| 
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| 
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| // 议葛搅 摹鸥玺缣 轿溘肾朝 瞪霜?娄 斜葬晦
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| function drawGrowAvatarAniType(job, growtype, x, y, isOver, is_draw)
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| {
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| 	//print("\n drawGrowAvatarAniType:" + job + " growtype:" + growtype);
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| 	if(job == ENUM_CHARACTERJOB_PRIEST && growtype == GROW_TYPE_AVENGER) {
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| 		if(isOver == true && is_draw == true) {
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| 			local getvar = CNAvenger.getStaticVar();
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| 			
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| 			local auraAni = null;
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| 			if(getvar) {
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| 				auraAni = getvar.GetAnimationMap("1_aura_normal", "Character/Priest/Effect/Animation/ScytheMastery/1_aura_normal.ani");
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| 			}
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| 			
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| 			//print("\n isOver:" + isOver + " is_draw:" + is_draw);
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| 			
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| 			sq_AnimationProc(auraAni);
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| 			sq_drawCurrentFrame(auraAni, x, y, false);
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| 		}
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| 	}
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| }
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| 
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| // 葆击缣怃 斜溥虽朝 瞪霜?娄 斜葬晦
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| function drawAppend_VirtualCharacter(job, growtype, x, y, isOver, is_draw)
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| {
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| 	if(job == ENUM_CHARACTERJOB_PRIEST && growtype == GROW_TYPE_AVENGER) {
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| 		if(isOver == true) {
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| 			local getvar = CNAvenger.getStaticVar();
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| 			
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| 			local auraAni = null;
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| 			if(getvar) {
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| 				auraAni = getvar.GetAnimationMap("1_aura_normal", "Character/Priest/Effect/Animation/ScytheMastery/1_aura_normal.ani");
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| 			}
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| 			
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| 			//print("\n isOver:" + isOver + " is_draw:" + is_draw);
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| 			
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| 			sq_AnimationProc(auraAni);
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| 			sq_drawCurrentFrame(auraAni, x, y, false);
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| 		}
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| 	}
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| }
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| 
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| function sqr_CreatePooledObject(obj, ani_filename, x, y, z, dir)
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| {
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| 	if(!obj) return;
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| 	
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| 	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..
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| 	local pooledObj = obj.sq_createCNRDPooledObject(ani, true);
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| 	if(pooledObj) {
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| 		// 15 -2 75
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| 		pooledObj.setCurrentDirection(dir);
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| 		pooledObj.setCurrentPos(x, y, z);
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| 		obj.sq_AddObject(pooledObj);
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| 	}
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| }
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| 
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| // 剩啖虽朝 state?塭嘐搅陛 ?颤樯虽 羹觼
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| function sqr_IsNormalAttack(state)
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| {
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| //STATE_ATTACK <- 8 		  //  奢问
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| //STATE_JUMP_ATTACK <- 7 		  //  薄?
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| //STATE_DASH_ATTACK <- 15 		  //  渠莲 横鸥
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| 	if(state == STATE_ATTACK || state == STATE_JUMP_ATTACK || state == STATE_DASH_ATTACK) {
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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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| // 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)
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| // 葬欐高擎 crndanimation* 殓栖棻.
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| function CreateAimPointMark(parentObj)
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| {
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| 	local job = sq_getJob(parentObj);
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| 	local ani = null;
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| 	
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| 	if(job == ENUM_CHARACTERJOB_AT_MAGE)
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| 	{
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| 		ani = sq_CreateAnimation("", "Common/CommonEffect/Animation/atmage_cussor/AimPointMark.ani");
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| 		ani.setRGBA(0, 78, 255, 255);
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| 	}
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| 	
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| 	return ani;
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| }
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| 
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| function CNAimPointMarkCustomAnimation(obj, parentObj)
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| {
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| 	if(!obj)
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| 		return false;
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| 		
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| 	local job = sq_getJob(parentObj);
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| 	
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| 	if(job == ENUM_CHARACTERJOB_AT_MAGE)
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| 	{
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| 		local ani1 = sq_CreateAnimation("", "Common/CommonEffect/Animation/atmage_cussor/AimPointMarkDisable.ani");
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| 		local ani2 = sq_CreateAnimation("", "Common/CommonEffect/Animation/atmage_cussor/AimPointMarkVanish.ani");
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| 		local ani3 = sq_CreateAnimation("", "Common/CommonEffect/Animation/atmage_cussor/AimPointMarkDisableVanish.ani");
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| 		local ani4 = sq_CreateAnimation("", "Common/CommonEffect/Animation/atmage_cussor/AimPointMarkEnable.ani");
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| 		
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| 		if(ani1 && ani2 && ani3 && ani4)
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| 		{
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| 			ani1.setRGBA(0, 78, 255, 255);
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| 			ani2.setRGBA(0, 78, 255, 255);
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| 			ani3.setRGBA(0, 78, 255, 255);
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| 			ani4.setRGBA(0, 78, 255, 255);
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| 			
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| 			obj.addCustomAnimation(ani1);
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| 			obj.addCustomAnimation(ani2);
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| 			obj.addCustomAnimation(ani3);
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| 			obj.addCustomAnimation(ani4);
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| 			
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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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| // aim颤啃 遗霜橾 热 毚朝 彰嫔蒂 姜?朝 ?热殓栖棻.
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| function isMovablePos_CNAimPointMark(obj, parentObj, xPos, yPos)
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| {
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| 	if(!obj)
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| 		return true;
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| 		
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| 	if(!parentObj)
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| 		return true;
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| 		
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| 	local job = sq_getJob(parentObj);
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| 	
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| 	if(job == ENUM_CHARACTERJOB_AT_MAGE)
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| 	{
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| 		return sq_IsMovablePosCollisionObject(parentObj, xPos, yPos);
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| 	}
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| 	
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| 	return true;
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| }
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| 
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| // 虽旎 瞪瘫赅萄樯虽 羹觼?朝 ?热殓栖棻.
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| function isBattleMode()
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| {
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| 	local isPvpMode = checkModuleType(MODULE_TYPE_PVP_TYPE);
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| 	local isDungeonMode = checkModuleType(MODULE_TYPE_DUNGEON_TYPE);
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| 
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| 	print(" isPvpMode:" + isPvpMode + " isDungeonMode:" + isDungeonMode);
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| 
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| 	if(!isPvpMode && !isDungeonMode)
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| 	{ // 瞪瘫酝桧 嬴栖塭贼
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| 		return false;
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| 	}
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| 	
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| 	return true;
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| }
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| 
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| SKILL_HARD_ATTACK		<- 5;
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| SKILL_TRIPLE_SLASH		<- 8;
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| SKILL_MOMENTARY_SLASH	<- 9;
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| SKILL_ASHEN_FORK		<- 16;
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| SKILL_JUMP_ATTACK_MULTI	<- 17;
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| SKILL_NORMAL_WAVE		<- 20;
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| SKILL_ICE_WAVE			<- 21;
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| SKILL_DARK_FRIENDSHIP	<- 29;
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| SKILL_GRAB_BLAST_BLOOD	<- 31;
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| SKILL_UPPER_SLASH		<- 46;
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| SKILL_VANE_SLASH		<- 58;
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| SKILL_GHOST_STEP_SLASH  <- 60;
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| SKILL_GORE_CROSS		<- 64;
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| SKILL_HOP_SMASH			<- 65;
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| SKILL_CHARGE_CRASH		<- 68;
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| SKILL_RAPID_MOVE_SLASH	<- 72;
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| SKILL_ILLUSION_SLASH	<- 73;
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| SKILL_WAVE_SPIN_AREA	<- 74;
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| SKILL_MOONLIGHT_SLASH	<- 77;
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| SKILL_BLOODY_RAVE		<- 79;
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| SKILL_OUT_RAGE_BREAK	<- 81;
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| SKILL_KALLA				<- 82;
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| SKILL_FLOW_MIND			<- 105;
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| 
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| SKILL_SHOCK_WAVE_AREA	<- 57;
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| SKILL_GRAND_WAVE		<- 50;
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| SKILL_REFLECT_GUARD		<- 2;
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| SKILL_TRIPLE_STAB		<- 112;
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| SKILL_GHOST_SIDE_WIND	<- 111;
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| 	
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| 	
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| // 葆匐饵 蝶鉴 桧?? 缣栖诡桧暮 煎萄
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| function sq_LoadSkillEffect_DemonicSwordman(obj, skillIndex)
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| {
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| 	if (skillIndex == SKILL_GHOST_SIDE_WIND)
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| 	{
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/GhostSideWind_DS/00_sword_normal.ani"); // ghostSideWindAnimations_ 0
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| 	}
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| 	else if (skillIndex == SKILL_HARD_ATTACK)
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| 	{
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/HardAttack1_DS.ani"); // hardAttackEffects_ 0
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| 	}
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| 	else if(skillIndex == SKILL_ICE_WAVE)
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| 	{
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/RapidMoveSlash_DS/Move1.ani"); // 0 : rapidMoveSlashMoveAnimations_[0]
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| 	}
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| 	else if (skillIndex == SKILL_RAPID_MOVE_SLASH)
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| 	{
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/RapidMoveSlash_DS/Move1.ani"); // 0 : rapidMoveSlashMoveAnimations_[0]
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/RapidMoveSlash_DS/Move2.ani"); // 1 : rapidMoveSlashMoveAnimations_[1]
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/RapidMoveSlash_DS/Slash1.ani"); // 2 : rapidMoveSlashSlashAnimations_[0]
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/RapidMoveSlash_DS/Slash2.ani"); // 3 : rapidMoveSlashSlashAnimations_[1]
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| 	}
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| 	else if (skillIndex == SKILL_GHOST_STEP_SLASH)
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| 	{
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/GhostStepSlash_DS/Move.ani"); // 0
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/GhostStepSlash_DS/Slash1.ani"); // 1
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/GhostStepSlash_DS/Slash2.ani"); // 2
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/GhostStepSlash_DS/Skull.ani"); // 3
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| 	}
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| 	else if (skillIndex == SKILL_TRIPLE_SLASH)
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| 	{
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| 		// 钦奢溜
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/TripleSlash_DS/Slash1.ani");
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/TripleSlash_DS/Slash2.ani");
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/TripleSlash_DS/Slash3.ani");
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/TripleSlash_DS/Slash4.ani");
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/TripleSlash_DS/Slash5.ani");
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/TripleSlash_DS/Move1.ani");
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/TripleSlash_DS/Move2.ani");
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| 	}
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| 	else if (skillIndex == SKILL_MOMENTARY_SLASH)
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| 	{
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MomentarySlash/momentaryslash_none_under.ani");			//0
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MomentarySlash_DS/momentaryslash_blue_ldodge_under.ani");	//1	
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MomentarySlash/momentaryslash_none_upper.ani");			//2
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MomentarySlash_DS/momentaryslash_blue_ldodge_upper.ani");	//3
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MomentarySlash/momentaryslash_white_ldodge_under.ani");	//4
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MomentarySlash/momentaryslash_white_ldodge_upper.ani");	//5
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MomentarySlash/momentaryslash_red_ldodge_under.ani");	//6
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MomentarySlash/momentaryslash_red_ldodge_upper.ani");	//7		
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MomentarySlash/Charge1.ani");							//8
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/MomentarySlash/Charge2.ani");							//9	
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| 	}
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| 	else if (skillIndex == SKILL_ASHEN_FORK)
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| 	{
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| 		// 缣膘?觼
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/JumpAttackHold_DS.ani");
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| 	}
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| 	else if (skillIndex == SKILL_JUMP_ATTACK_MULTI)
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| 	{
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| 		// 奢酝 翱楼漆晦
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| 		// jumpAttackMultiSlash1Sword_
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/JumpAttackMulti_DS/jumpchainattackslash1_katana_under.ani");
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/JumpAttackMulti_DS/jumpchainattackslash1_katana_upper.ani");
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| 		// jumpAttackMultiSlash2Sword_
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/JumpAttackMulti_DS/jumpchainattackslash2_katana_under.ani");
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/JumpAttackMulti_DS/jumpchainattackslash2_katana_upper.ani");
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| 		// jumpAttackMultiSlashSwordUnderEffects_
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/JumpAttackMulti_DS/jumpchainattackslash1_under_effect.ani");
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/JumpAttackMulti_DS/jumpchainattackslash2_under_effect.ani");
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| 		// jumpAttackMultiSlashSwordUpperEffects_
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/JumpAttackMulti_DS/jumpchainattackslash1_upper_effect.ani");
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/JumpAttackMulti_DS/jumpchainattackslash2_upper_effect.ani");
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| 
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/JumpAttackMulti_DS/jumpchainattacknormal_upper_effect.ani");
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| 	}
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| 	else if (skillIndex == SKILL_NORMAL_WAVE)
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| 	{
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| 		// ?翕匐 虽翮
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/NormalWaveSlash_DS.ani");
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| 	}
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| 	else if (skillIndex == SKILL_GRAB_BLAST_BLOOD)
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| 	{
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| 		// 绾楝萄 楝蝶?
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/GrabBlastBlood_DS.ani");
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| 	}
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| 	else if (skillIndex == SKILL_UPPER_SLASH)
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| 	{
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| 		// 横?蜗楚莲
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/UpperSlash1_DS.ani");
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/UpperSlash2_DS.ani");
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| 	}
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| 	else if (skillIndex == SKILL_VANE_SLASH)
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| 	{
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| 		// 翮?溜
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/VaneSlash_DS/Upper.ani");
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/VaneSlash_DS/Dust.ani");
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| 		obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/VaneSlash_DS/Smash.ani");
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| 	}
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| 	else if (skillIndex == SKILL_GORE_CROSS)
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| 	{
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| 		// 坚横觼煎蝶
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| 		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;
 | |
| 		
 | |
| }
 |