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; }