666 lines
30 KiB
Plaintext
666 lines
30 KiB
Plaintext
DEBUG <- isDebugMode();
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NULL <- null;
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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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return true;
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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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if(passiveobj) {
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local pChr = passiveobj.getTopCharacter();
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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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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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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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return 1;
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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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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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//print("\n isOver:" + isOver + " is_draw:" + is_draw);
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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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// 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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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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//print("\n isOver:" + isOver + " is_draw:" + is_draw);
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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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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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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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// 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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return false;
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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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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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return ani;
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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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local job = sq_getJob(parentObj);
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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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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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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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return true;
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}
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}
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return false;
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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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if(!parentObj)
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return true;
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local job = sq_getJob(parentObj);
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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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return true;
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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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print(" isPvpMode:" + isPvpMode + " isDungeonMode:" + isDungeonMode);
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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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return true;
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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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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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// 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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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");
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obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/GoreCross_DS/Slash2.ani");
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obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/GoreCross_DS/Slash3.ani");
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obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/GoreCross_DS/Slash4.ani");
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}
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else if (skillIndex == SKILL_HOP_SMASH)
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{
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// 种肮问
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obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/HopSmash_DS/Sword.ani");
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obj.sq_LoadSkillEffectAni(skillIndex, "Effect/Animation/HopSmash_DS/Smash.ani");
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}
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else if (skillIndex == SKILL_MOONLIGHT_SLASH)
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{
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// 殖维漆晦
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// 虏错 殖维漆晦 : MoonlightSlashFull.ani : 葆匐饵朝 饵辨?虽 强挤.
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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;
|
|
|
|
}
|