864 lines
		
	
	
		
			39 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			864 lines
		
	
	
		
			39 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
| /*
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| 文件名:AssetManager.nut
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| 路径:User/Asset/AssetManager.nut
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| 创建日期:2024-11-24	08:44
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| 文件用途: 资源管理器
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| */
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| class _AssetManager_ {
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| 
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|     //角色列表
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|     CharacterList = null;
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|     //角色信息表
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|     CharacterInfoList = null;
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|     //角色经验表
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|     CharacterExptable = null;
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|     //技能信息表
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|     SkillList = null;
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|     //技能树信息表
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|     SkillTreeList = null;
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|     //地图列表
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|     MapList = null;
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|     //城镇列表
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|     TownList = null;
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|     //装备列表
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|     EquipmentList = null;
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|     //消耗品列表
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|     StackableList = null;
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|     //NPC列表
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|     NpcList = null;
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|     //NPC商店列表
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|     NpcShopList = null;
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| 
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| 
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|     //杂项配置信息
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|     EtcConfig = null;
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|     //属性脚本
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|     AttributeScript = null;
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| 
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|     function InitTownList() {
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|         TownList = ScriptData.GetFileData("town/town.lst", function(DataTable, Data) {
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|             while (!Data.Eof()) {
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|                 local Key = Data.Get();
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|                 //注册城镇列表 路径写入 数据未读取
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|                 DataTable.rawset(Key, {
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|                     Path = Data.Get(),
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|                     Data = null
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|                 });
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|             }
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|             if (_DEBUG_) print("加载城镇List完成, 共" + DataTable.len() + "个");
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|         });
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|     }
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| 
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|     function InitMapList() {
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|         MapList = ScriptData.GetFileData("map/map.lst", function(DataTable, Data) {
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|             while (!Data.Eof()) {
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|                 local Key = Data.Get();
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|                 DataTable.rawset(Key, Data.Get());
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|             }
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|             if (_DEBUG_) print("加载地图List完成, 共" + DataTable.len() + "个");
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|         });
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|     }
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| 
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|     function InitCharacter() {
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|         CharacterList = ScriptData.GetFileData("character/character.lst", function(DataTable, Data) {
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|             local dirpath = DataTable.filepath.slice(0, DataTable.filepath.lastfind("/") + 1);
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|             while (!Data.Eof()) {
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|                 local Index = Data.Get();
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|                 local Path = Data.Get();
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|                 DataTable.rawset(Index, dirpath + Path.tolower());
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|             }
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|             if (_DEBUG_) print("加载角色List完成, 共" + DataTable.len() + "个");
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|         });
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|         CharacterExptable = ScriptData.GetFileData("character/exptable.tbl", function(DataTable, Data) {
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|             local Level = 1;
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|             while (!Data.Eof()) {
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|                 local Exp = Data.Get();
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|                 DataTable.rawset(Level, Exp.tointeger());
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|                 Level += 1;
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|             }
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|         })
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|         CharacterInfoList = [];
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|         foreach(Index, Path in CharacterList) {
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|             if (Index == "filepath") continue;
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|             local Info = ScriptData.GetFileData(Path, function(DataTable, Data) {
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|                 local dirpath = DataTable.filepath.slice(0, DataTable.filepath.lastfind("/") + 1);
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|                 while (!Data.Eof()) {
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|                     local Key = Data.Get();
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|                     if (Key == "[job]") {
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|                         DataTable.job <- Data.Get().slice(1, -1);
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|                     } else if (Key == "[growtype name]") {
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|                         DataTable.growtype <- array(6, {});
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|                         for (local i = 0; i< 5; i++) {
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|                             local name = Data.Get();
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|                             DataTable.growtype[i].name <- name;
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|                         }
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|                     }
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|                     //默认时装
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|                     else if (Key == "[default avatar]") {
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|                         DataTable.default_avatar <- [];
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|                         while (true) {
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|                             local Ret = Data.Get();
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|                             if (Ret == "[/default avatar]") break;
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|                             DataTable.default_avatar.append(Ret);
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|                         }
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|                     }
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|                     //基础Ani
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|                     else if (Key == "[waiting motion]" || Key == "[move motion]" || Key == "[sit motion]" || Key == "[damage motion 1]" || Key == "[damage motion 2]" || Key == "[down motion]" || Key == "[overturn motion]" || Key == "[jump motion]" || Key == "[jumpattack motion]" || Key == "[rest motion]" || Key == "[throw motion 1-1]" || Key == "[throw motion 1-2]" || Key == "[throw motion 2-1]" || Key == "[throw motion 2-2]" || Key == "[throw motion 3-1]" || Key == "[throw motion 3-2]" || Key == "[throw motion 4-1]" || Key == "[throw motion 4-2]" || Key == "[dash motion]" || Key == "[dashattack motion]" || Key == "[getitem motion]" || Key == "[buff motion]" || Key == "[simple rest motion]" || Key == "[simple move motion]" || Key == "[back motion]") {
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|                         local RealKey = Key.slice(1, Key.len() - 1);
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|                         DataTable[RealKey] <- dirpath + Data.Get().tolower();
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|                     }
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|                     //普攻Ani
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|                     else if (Key == "[attack motion]") {
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|                         DataTable.attack_motion <- [];
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|                         while (true) {
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|                             local Ret = Data.Get();
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|                             if (Ret == "[/attack motion]") break;
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|                             DataTable.attack_motion.append(dirpath + Ret.tolower());
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|                         }
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|                     }
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|                     //进阶Ani
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|                     else if (Key == "[etc motion]") {
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|                         DataTable.etc_motion <- [];
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|                         while (true) {
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|                             local Ret = Data.Get();
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|                             if (Ret == "[/etc motion]") break;
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|                             DataTable.etc_motion.append(dirpath + Ret.tolower());
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|                         }
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|                     }
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|                     //基础Atk
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|                     else if (Key == "[jumpattack info]" || Key == "[dashattack info]") {
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|                         local RealKey = Key.slice(1, Key.len() - 1);
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|                         DataTable[RealKey] <- (dirpath + Data.Get().tolower());
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|                     }
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|                     //普攻Atk
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|                     else if (Key == "[attack info]") {
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|                         DataTable.attack_info <- [];
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|                         while (true) {
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|                             local Ret = Data.Get();
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|                             if (Ret == "[/attack info]") break;
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|                             DataTable.attack_info.append(dirpath + Ret.tolower());
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|                         }
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|                     }
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|                     //进阶Atk
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|                     else if (Key == "[etc attack info]") {
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|                         DataTable.etc_attack_info <- [];
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|                         while (true) {
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|                             local Ret = Data.Get();
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|                             if (Ret == "[/etc attack info]") break;
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|                             DataTable.etc_attack_info.append(dirpath + Ret.tolower());
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|                         }
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|                     }
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|                     //属性
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|                     else if (Key == "[growtype attribute]") {
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|                         DataTable.Attribute <- [];
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|                         while (true) {
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|                             local Ret = Data.Get();
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|                             if (Ret == "[/growtype attribute]") break;
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|                             local attrtable = ScriptData.GetFileData(Ret, function(DataTable, Data) {
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|                                 while (!Data.Eof()) {
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|                                     local Key = Data.Get();
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|                                     //基础属性
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|                                     if (AttributeScript.rawin(Key)) {
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|                                         DataTable[AttributeScript[Key]] <- Data.Get();
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|                                     }
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|                                     //名称
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|                                     else if (Key == "[name]") {
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|                                         DataTable.name <- Data.Get();
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|                                     }
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|                                 }
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|                             }.bindenv(this));
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|                             DataTable.Attribute.push(attrtable);
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|                         }
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|                     }
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|                 }
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|                 // print(DataTable);
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|                 if (_DEBUG_) print("初始化角色" + DataTable.job);
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|             }.bindenv(this));
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|             CharacterInfoList.push(Info);
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|         }
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|     }
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| 
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|     function InitSkill() {
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|         SkillList = ScriptData.GetFileData("skill/skilllist.lst", function(DataTable, Data) {
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|             while (!Data.Eof()) {
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|                 local Key = Data.Get();
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|                 //注册装备列表 路径写入 数据未读取
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|                 DataTable.rawset(Key, ScriptData.GetFileData("skill/" + Data.Get().tolower(), function(DataTableA, DataA) {
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|                     while (!DataA.Eof()) {
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|                         local SkillIndex = DataA.Get();
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|                         //注册装备列表 路径写入 数据未读取
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|                         DataTableA.rawset(SkillIndex, DataA.Get());
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|                     }
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|                     if (_DEBUG_) print("加载职业技能" + Key + "List完成, 共" + DataTableA.len() + "个");
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|                 }));
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|             }
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|             if (_DEBUG_) print("加载技能List完成, 共" + DataTable.len() + "个");
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|         })
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|     }
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| 
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|     function InitJobSkillTree(Path) {
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|         local ConfigBuffer = ScriptData.GetFileData("clientonly/" + Path, function(DataTable, Data) {
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|             while (!Data.Eof()) {
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|                 local Key = Data.Get();
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|                 if (Key == "[skill info]") {
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|                     Data.Get();
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|                     local SkillIndex = Data.Get();
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|                     DataTable.rawset(SkillIndex, {});
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|                     while (true) {
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|                         local Ret = Data.Get();
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|                         if (Ret == "[/skill info]") break;
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|                         //技能图标位置
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|                         if (Ret == "[icon pos]") {
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|                             DataTable[SkillIndex].IconPos <- {
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|                                 x = Data.Get(),
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|                                 y = Data.Get()
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|                             }
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|                         }
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|                     }
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|                 }
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|             }
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|         });
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|         ConfigBuffer.rawdelete("filepath");
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|         return ConfigBuffer;
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|     }
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| 
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|     function InitSkillTree() {
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|         //先读职业技能树list  在读转职职业list
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|         SkillTreeList = ScriptData.GetFileData("clientonly/skilltree.lst", function(DataTable, Data) {
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|             while (!Data.Eof()) {
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|                 local Key = Data.Get();
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|                 //注册技能树列表 路径写入 数据未读取
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|                 DataTable.rawset(Key, ScriptData.GetFileData("clientonly/" + Data.Get().tolower(), function(DataTableA, DataA) {
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|                     while (!DataA.Eof()) {
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|                         local GrowJob = DataA.Get();
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|                         local GrowJobSkillTreePath = DataA.Get();
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|                         local Config = InitJobSkillTree(GrowJobSkillTreePath);
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|                         DataTableA.rawset(GrowJob, Config);
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|                     }
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|                 }.bindenv(this)));
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|             }
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|             if (_DEBUG_) print("加载技能树List完成, 共" + DataTable.len() + "个职业技能树");
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|         }.bindenv(this))
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|     }
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| 
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|     function InitEquipmentList() {
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|         EquipmentList = ScriptData.GetFileData("equipment/equipment.lst", function(DataTable, Data) {
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|             while (!Data.Eof()) {
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|                 local Key = Data.Get();
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|                 //注册装备列表 路径写入 数据未读取
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|                 DataTable.rawset(Key, {
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|                     Path = Data.Get(),
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|                     Data = null
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|                 });
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|             }
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|             if (_DEBUG_) print("加载装备List完成, 共" + DataTable.len() + "个");
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|         });
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|     }
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| 
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|     function InitStackableList() {
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|         StackableList = ScriptData.GetFileData("stackable/stackable.lst", function(DataTable, Data) {
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|             while (!Data.Eof()) {
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|                 local Key = Data.Get();
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|                 //注册装备列表 路径写入 数据未读取
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|                 DataTable.rawset(Key, {
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|                     Path = Data.Get(),
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|                     Data = null
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|                 });
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|             }
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|             if (_DEBUG_) print("加载消耗品List完成, 共" + DataTable.len() + "个");
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|         });
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|     }
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| 
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|     function InitNpcList() {
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|         NpcList = ScriptData.GetFileData("npc/npc.lst", function(DataTable, Data) {
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|             while (!Data.Eof()) {
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|                 local Key = Data.Get();
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|                 //注册NPC列表 路径写入 数据未读取
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|                 DataTable.rawset(Key, {
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|                     Path = Data.Get(),
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|                     Data = null
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|                 });
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|             }
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|             if (_DEBUG_) print("加载NPCList完成, 共" + DataTable.len() + "个");
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|         });
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|     }
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| 
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|     function InitNpcShopList() {
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|         NpcShopList = ScriptData.GetFileData("itemshop/itemshop.lst", function(DataTable, Data) {
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|             while (!Data.Eof()) {
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|                 local Key = Data.Get();
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|                 //注册NPC商店列表 路径写入 数据未读取
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|                 DataTable.rawset(Key, {
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|                     Path = Data.Get(),
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|                     Data = null
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|                 });
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|             }
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|             if (_DEBUG_) print("加载NPC商店List完成, 共" + DataTable.len() + "个");
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|         });
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|     }
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| 
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| 
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|     function InitEtcConfig() {
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|         //初始化装备信息标签tag配置
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|         {
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|             EtcConfig.ItemInfoTag <- ScriptData.GetFileData("etc/iteminfo.etc", function(DataTable, Data) {
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|                 while (!Data.Eof()) {
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|                     local Pack = Data.Get();
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|                     //名称 grade 套装Id 稀有度 最低穿戴登记 重量
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|                     if (Pack == "[item group name table]") {
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|                         DataTable.item_group_name_table <- {};
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|                         while (true) {
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|                             local Ret = Data.Get();
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|                             if (Ret == "[/item group name table]") break;
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|                             DataTable.item_group_name_table.rawset(Ret, Data.Get());
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|                         }
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|                     } else if (Pack == "[elemental property tag]") {
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|                         DataTable.elemental_property_tag <- {};
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|                         while (true) {
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|                             local Ret = Data.Get();
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|                             if (Ret == "[/elemental property tag]") break;
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|                             DataTable.elemental_property_tag.rawset(Ret, Data.Get());
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|                         }
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|                     } else if (Pack == "[rarity frame color idx]") {
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|                         DataTable.rarityframe_color_idx <- [];
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|                         while (true) {
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|                             local Ret = Data.Get();
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|                             if (Ret == "[/rarity frame color idx]") break;
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|                             DataTable.rarityframe_color_idx.push(Ret);
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|                         }
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|                     } else if (Pack == "[rarity name tag]") {
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|                         DataTable.rarity_name_tag <- [];
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|                         while (true) {
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|                             local Ret = Data.Get();
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|                             if (Ret == "[/rarity name tag]") break;
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|                             DataTable.rarity_name_tag.push(Ret);
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|                         }
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|                     } else if (Pack == "[rarity color]") {
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|                         DataTable.rarity_color <- [];
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|                         while (true) {
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|                             local Ret = Data.Get();
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|                             if (Ret == "[/rarity color]") break;
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|                             local color = HexStringToInt(Ret);
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|                             DataTable.rarity_color.push(color);
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|                         }
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|                     } else if (Pack == "[percentage text]") {
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|                         DataTable.percentage_text <- [];
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|                         while (true) {
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|                             local Ret = Data.Get();
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|                             if (Ret == "[/percentage text]") break;
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|                             DataTable.percentage_text.push(Ret);
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|                         }
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|                     } else if (Pack == "[percentage range boundaries]") {
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|                         DataTable.percentage_range_boundaries <- [];
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|                         while (true) {
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|                             local Ret = Data.Get();
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|                             if (Ret == "[/percentage range boundaries]") break;
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|                             DataTable.percentage_range_boundaries.push(Ret);
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|                         }
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|                     } else if (Pack == "[trade type text]") {
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|                         DataTable.trade_type_text <- [];
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|                         while (true) {
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|                             local Ret = Data.Get();
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|                             if (Ret == "[/trade type text]") break;
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|                             DataTable.trade_type_text.push(Ret);
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|                         }
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|                     } else if (Pack == "[trade type color]") {
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|                         DataTable.trade_type_color <- [];
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|                         while (true) {
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|                             local Ret = Data.Get();
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|                             if (Ret == "[/trade type color]") break;
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|                             local color = HexStringToInt(Ret);
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|                             DataTable.trade_type_color.push(color);
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|                         }
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|                     }
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|                 }
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|             });
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|         }
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|         //初始化NPC功能对应配置
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|         {
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|             EtcConfig.NpcRole <- ScriptData.GetFileData("etc/npcroleconfig.dat", function(DataTable, Data) {
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|                 while (!Data.Eof()) {
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|                     local Pack = Data.Get();
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|                     //名称 grade 套装Id 稀有度 最低穿戴登记 重量
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|                     if (Pack == "[config]") {
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|                         while (true) {
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|                             local Ret = Data.Get();
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|                             if (Ret == "[/config]") break;
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|                             DataTable[Ret] <- {
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|                                 imgidx = Data.Get(),
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|                                 name = Data.Get(),
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|                                 namecolor = HexStringToInt(Data.Get()),
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|                                 iconpath = Data.Get(),
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|                                 iconidx = Data.Get(),
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|                             }
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|                         }
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|                     }
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|                 }
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|             });
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|         }
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| 
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|     }
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| 
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|     constructor() {
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|         EtcConfig = {};
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|         AttributeScript = {};
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|         AttributeScript.rawset("[HP MAX]", "HPMax");
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|         AttributeScript.rawset("[MP MAX]", "MPMax");
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|         AttributeScript.rawset("[HP regen speed]", "HPRegenSpeed");
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|         AttributeScript.rawset("[MP regen speed]", "MPRegenSpeed");
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|         AttributeScript.rawset("[jump power]", "JumpPower");
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|         AttributeScript.rawset("[hit recovery]", "HitRecovery");
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|         AttributeScript.rawset("[stuck]", "Stuck");
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|         AttributeScript.rawset("[stuck resistance]", "StuckResistance");
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|         AttributeScript.rawset("[physical attack]", "PhysicalAttack");
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|         AttributeScript.rawset("[magical attack]", "MagicalAttack");
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|         AttributeScript.rawset("[physical defense]", "PhysicalDefense");
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|         AttributeScript.rawset("[magical defense]", "MagicalDefense");
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|         AttributeScript.rawset("[all elemental attack]", "AllElementalAttack");
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|         AttributeScript.rawset("[dark attack]", "DarkAttack");
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|         AttributeScript.rawset("[light attack]", "LightAttack");
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|         AttributeScript.rawset("[water attack]", "WaterAttack");
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|         AttributeScript.rawset("[fire attack]", "FireAttack");
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|         AttributeScript.rawset("[equipment physical attack]", "EquipmentPhysicalAttack");
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|         AttributeScript.rawset("[equipment magical attack]", "EquipmentMagicalAttack");
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|         AttributeScript.rawset("[separate attack]", "SeparateAttack");
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|         AttributeScript.rawset("[equipment physical defense]", "EquipmentPhysicalDefense");
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|         AttributeScript.rawset("[equipment magical defense]", "EquipmentMagicalDefense");
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|         AttributeScript.rawset("[attack speed]", "AttackSpeed");
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|         AttributeScript.rawset("[cast speed]", "CastSpeed");
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|         AttributeScript.rawset("[move speed]", "MoveSpeed");
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|         AttributeScript.rawset("[jump speed]", "JumpSpeed");
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|         AttributeScript.rawset("[physical critical hit]", "PhysicalCriticalHit");
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|         AttributeScript.rawset("[magical critical hit]", "MagicalCriticalHit");
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|         AttributeScript.rawset("[dark resistance]", "DarkResistance");
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|         AttributeScript.rawset("[light resistance]", "LightResistance");
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|         AttributeScript.rawset("[water resistance]", "WaterResistance");
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|         AttributeScript.rawset("[fire resistance]", "FireResistance");
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|         AttributeScript.rawset("[elemental property]", "ElementalProperty");
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| 
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|         //初始化城镇列表
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|         InitTownList();
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|         //初始化地图列表
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|         InitMapList();
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|         //初始化角色
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|         InitCharacter();
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|         //初始化技能
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|         InitSkill();
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|         //初始化技能树
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|         InitSkillTree();
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|         //初始化装备列表
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|         InitEquipmentList();
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|         //初始化消耗品列表
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|         InitStackableList();
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|         //初始化NPC列表
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|         InitNpcList();
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|         //初始化NPC商店列表
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|         InitNpcShopList();
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| 
 | |
|         //初始化杂项配置信息
 | |
|         InitEtcConfig();
 | |
| 
 | |
| 
 | |
| 
 | |
|         getroottable().AssetManager <- this;
 | |
|     }
 | |
| 
 | |
| 
 | |
|     //Public::
 | |
| 
 | |
|     //获取装备信息
 | |
|     function GetEquipment(Idx) {
 | |
|         //如果没有这件装备则返回
 | |
|         if (!(EquipmentList.rawin(Idx))) return;
 | |
|         //如果装备数据已经读取过存在了则直接返回
 | |
|         if (EquipmentList[Idx].Data) return EquipmentList[Idx].Data;
 | |
|         local Path = EquipmentList[Idx].Path;
 | |
|         local m_data = ScriptData.GetFileData("equipment/" + Path, function(DataTable, Data) {
 | |
|             DataTable.DirPath <- DataTable.filepath.slice(0, DataTable.filepath.lastfind("/") + 1);
 | |
|             while (!Data.Eof()) {
 | |
|                 local Pack = Data.Get();
 | |
|                 //名称 grade 套装Id 稀有度 最低穿戴登记 重量 组名 购买价格 出售价格 耐久 描述
 | |
|                 if (Pack == "[name]" || Pack == "[part set index]" || Pack == "[grade]" || Pack == "[rarity]" || Pack == "[minimum level]" || Pack == "[weight]" || Pack == "[item group name]" || Pack == "[price]" || Pack == "[repair price]" || Pack == "[value]" || Pack == "[durability]" || Pack == "[flavor text]") {
 | |
|                     local RealKey = Pack.slice(1, -1);
 | |
|                     DataTable[RealKey] <- Data.Get();
 | |
|                 }
 | |
|                 //属性
 | |
|                 else if (AttributeScript.rawin(Pack)) {
 | |
|                     //三攻 和 双防 要读取两个值因为是浮动数组
 | |
|                     if (Pack == "[equipment physical attack]" || Pack == "[equipment magical attack]" || Pack == "[separate attack]" || Pack == "[equipment physical defense]" || Pack == "[equipment magical defense]") {
 | |
|                         DataTable[AttributeScript[Pack]] <- [Data.Get(), Data.Get()];
 | |
|                     } else {
 | |
|                         DataTable[AttributeScript[Pack]] <- Data.Get();
 | |
|                     }
 | |
|                 }
 | |
|                 //适用角色
 | |
|                 else if (Pack == "[usable job]") {
 | |
|                     DataTable.usable_job <- [];
 | |
|                     while (true) {
 | |
|                         local Ret = Data.Get();
 | |
|                         if (Ret == "[/usable job]") break;
 | |
|                         DataTable.usable_job.append(Ret.slice(1, -1).tolower());
 | |
|                     }
 | |
|                 }
 | |
|                 //隐藏图层
 | |
|                 else if (Pack == "[hide layer]") {
 | |
|                     DataTable.hide_layer <- [];
 | |
|                     while (true) {
 | |
|                         local Ret = Data.Get();
 | |
|                         if (Ret == "[/hide layer]") break;
 | |
|                         DataTable.hide_layer.append(Ret);
 | |
|                     }
 | |
|                 }
 | |
|                 //图标
 | |
|                 else if (Pack == "[icon]") {
 | |
|                     DataTable.icon <- {};
 | |
|                     local Ret = Data.Get();
 | |
|                     DataTable.icon.path <- "sprite/" + Ret.tolower();
 | |
|                     Ret = Data.Get();
 | |
|                     DataTable.icon.index <- Ret.tointeger();
 | |
|                 }
 | |
|                 //装备类型
 | |
|                 else if (Pack == "[equipment type]") {
 | |
|                     DataTable.type <- {};
 | |
|                     local Ret = Data.Get();
 | |
|                     DataTable.type.path <- Ret.tolower().slice(1, -1);
 | |
|                     Ret = Data.Get();
 | |
|                     DataTable.type.index <- Ret.tointeger();
 | |
|                 }
 | |
|                 //光环效果
 | |
|                 else if (Pack == "[aurora graphic effects]") {
 | |
|                     DataTable.aurora_effects <- [];
 | |
|                     local Count = Data.Get();
 | |
|                     for (local i = 0; i< Count; i++) {
 | |
|                         local T = {
 | |
|                             type = Data.Get(),
 | |
|                             path = Data.Get().tolower()
 | |
|                         }
 | |
|                         DataTable.aurora_effects.push(T);
 | |
|                     }
 | |
|                 }
 | |
|                 //Expand Ani
 | |
|                 else if (Pack == "[expand ani]") {
 | |
|                     if (!(DataTable.rawin("Ani"))) DataTable["Ani"] <- {};
 | |
|                     local DataBuffer = {};
 | |
|                     DataBuffer.layer_variation <- [];
 | |
| 
 | |
|                     while (true) {
 | |
|                         local Ret = Data.Get();
 | |
|                         if (Ret == "[/expand ani]") break;
 | |
|                         if (Ret == "[variation]") {
 | |
|                             DataBuffer.variation <- [Data.Get(), Data.Get()];
 | |
|                         } else if (Ret == "[layer variation]") {
 | |
|                             local InfoBuf = {};
 | |
|                             InfoBuf.Zorder <- Data.Get();
 | |
|                             InfoBuf.Path <- Data.Get();
 | |
|                             DataBuffer.layer_variation.append(InfoBuf);
 | |
|                         } else if (Ret == "[expand path]") {
 | |
|                             DataTable["expand_path"] <- Data.Get();
 | |
|                         }
 | |
|                     }
 | |
| 
 | |
|                     foreach(Job in DataTable.usable_job) {
 | |
|                         DataTable["Ani"]["Ani_" + Job] <- {};
 | |
|                         DataTable["Ani"]["Ani_" + Job].variation <- sq_DeepCopy(DataBuffer.variation);
 | |
|                         DataTable["Ani"]["Ani_" + Job].layer_variation <- sq_DeepCopy(DataBuffer.layer_variation)
 | |
|                     }
 | |
|                 }
 | |
|                 //Ani
 | |
|                 else if (Pack == "[animation job]") {
 | |
|                     local Job = Data.Get().slice(1, -1);
 | |
|                     if (!(DataTable.rawin("Ani"))) DataTable["Ani"] <- {};
 | |
|                     DataTable["Ani"]["Ani_" + Job] <- {};
 | |
|                     Data.Get();
 | |
| 
 | |
|                     local Index1 = Data.Get();
 | |
|                     local Index2 = Data.Get();
 | |
|                     DataTable["Ani"]["Ani_" + Job].variation <- [Index1, Index2];
 | |
|                     DataTable["Ani"]["Ani_" + Job].layer_variation <- [];
 | |
| 
 | |
|                     while (true) {
 | |
|                         local Ret = Data.Get();
 | |
|                         if (Ret == "[animation job]" || (endswith(Ret, "]") && Ret != "[equipment ani script]" && Ret != "[layer variation]")) {
 | |
|                             Data.Pos--;
 | |
|                             break;
 | |
|                         } else if (Ret == "[layer variation]") {
 | |
|                             local InfoBuf = {};
 | |
|                             InfoBuf.Zorder <- Data.Get();
 | |
|                             InfoBuf.Path <- Data.Get();
 | |
|                             DataTable["Ani"]["Ani_" + Job].layer_variation.append(InfoBuf);
 | |
|                         }
 | |
|                     }
 | |
|                 }
 | |
|             }
 | |
|         }.bindenv(this));
 | |
|         EquipmentList[Idx].Data = m_data;
 | |
|         return m_data;
 | |
|     }
 | |
| 
 | |
|     //获取消耗品信息
 | |
|     function GetStackable(Idx) {
 | |
|         //如果没有这件消耗品则返回
 | |
|         if (!(StackableList.rawin(Idx))) return;
 | |
|         //如果装备数据已经读取过存在了则直接返回
 | |
|         if (StackableList[Idx].Data) return StackableList[Idx].Data;
 | |
|         local Path = StackableList[Idx].Path;
 | |
|         local m_data = ScriptData.GetFileData("stackable/" + Path, function(DataTable, Data) {
 | |
|             DataTable.DirPath <- DataTable.filepath.slice(0, DataTable.filepath.lastfind("/") + 1);
 | |
|             while (!Data.Eof()) {
 | |
|                 local Pack = Data.Get();
 | |
|                 //名称
 | |
|                 if (Pack == "[name]" || Pack == "[item group name]" || Pack == "[explain]") {
 | |
|                     local RealKey = Pack.slice(1, -1);
 | |
|                     DataTable[RealKey] <- Data.Get();
 | |
|                 }
 | |
|                 //适用角色
 | |
|                 else if (Pack == "[usable job]") {
 | |
|                     DataTable.usable_job <- [];
 | |
|                     while (true) {
 | |
|                         local Ret = Data.Get();
 | |
|                         if (Ret == "[/usable job]") break;
 | |
|                         DataTable.usable_job.append(Ret.slice(1, -1).tolower());
 | |
|                     }
 | |
|                 }
 | |
|                 //图标
 | |
|                 else if (Pack == "[icon]") {
 | |
|                     DataTable.icon <- {};
 | |
|                     local Ret = Data.Get();
 | |
|                     DataTable.icon.path <- "sprite/" + Ret.tolower();
 | |
|                     Ret = Data.Get();
 | |
|                     DataTable.icon.index <- Ret.tointeger();
 | |
|                 }
 | |
|                 //消耗品类型
 | |
|                 else if (Pack == "[stackable type]") {
 | |
|                     DataTable.type <- {};
 | |
|                     local Ret = Data.Get();
 | |
|                     DataTable.type.path <- Ret.tolower().slice(1, -1);
 | |
|                     Ret = Data.Get();
 | |
|                     DataTable.type.index <- Ret.tointeger();
 | |
|                 }
 | |
|                 //交易类型
 | |
|                 else if (Pack == "[attach type]") {
 | |
|                     local Ret = Data.Get();
 | |
|                     if (Ret == "[free]") DataTable.trade_type <- 0;
 | |
|                     else if (Ret == "[trade]") DataTable.trade_type <- 1;
 | |
|                     else if (Ret == "[sealing]") DataTable.trade_type <- 2;
 | |
|                     else if (Ret == "[account]") DataTable.trade_type <- 3;
 | |
|                 }
 | |
|             }
 | |
|         });
 | |
|         StackableList[Idx].Data = m_data;
 | |
|         return m_data;
 | |
|     }
 | |
| 
 | |
|     //获取NPC信息
 | |
|     function GetNpc(Idx) {
 | |
|         //如果没有这个NPC则返回
 | |
|         if (!(NpcList.rawin(Idx))) return;
 | |
|         //如果NPC数据已经读取过存在了则直接返回
 | |
|         if (NpcList[Idx].Data) return NpcList[Idx].Data;
 | |
|         local Path = NpcList[Idx].Path;
 | |
|         local m_data = ScriptData.GetFileData("npc/" + Path, function(DataTable, Data) {
 | |
|             DataTable.DirPath <- DataTable.filepath.slice(0, DataTable.filepath.lastfind("/") + 1);
 | |
|             while (!Data.Eof()) {
 | |
|                 local Pack = Data.Get();
 | |
|                 //各种头像
 | |
|                 if (Pack == "[small face]" || Pack == "[big face]" || Pack == "[popup face]") {
 | |
|                     local RealKey = Pack.slice(1, Pack.find(" face")) + "_face";
 | |
|                     DataTable[RealKey] <- {
 | |
|                         img = "sprite/" + Data.Get().tolower(),
 | |
|                         idx = Data.Get()
 | |
|                     }
 | |
|                 } else if (Pack == "[field animation]") {
 | |
|                     DataTable.field_animation <- DataTable.DirPath + Data.Get().tolower();
 | |
|                 } else if (Pack == "[field wav]") {
 | |
|                     DataTable.field_wav <- Data.Get();
 | |
|                 } else if (Pack == "[popup wav]") {
 | |
|                     DataTable.popup_wav <- [Data.Get(), Data.Get()];
 | |
|                 } else if (Pack == "[name]") {
 | |
|                     DataTable.name <- Data.Get();
 | |
|                 } else if (Pack == "[field name]") {
 | |
|                     DataTable.field_name <- Data.Get();
 | |
|                 }
 | |
|                 //功能
 | |
|                 else if (Pack == "[role]") {
 | |
|                     DataTable.role <- {};
 | |
|                     while (true) {
 | |
|                         local Ret = Data.Get();
 | |
|                         if (Ret == "[/role]") break;
 | |
|                         DataTable.role.rawset(Ret.slice(1, -1).tolower(), Data.Get());
 | |
|                     }
 | |
|                 }
 | |
|             }
 | |
|         });
 | |
|         NpcList[Idx].Data = m_data;
 | |
|         return m_data;
 | |
|     }
 | |
| 
 | |
|     //获取NPC商店信息
 | |
|     function GetNpcShop(Idx) {
 | |
|         //如果没有这个商店则返回
 | |
|         if (!(NpcShopList.rawin(Idx))) return;
 | |
|         //如果商店数据已经读取过存在了则直接返回
 | |
|         if (NpcShopList[Idx].Data) return NpcShopList[Idx].Data;
 | |
|         local Path = NpcShopList[Idx].Path;
 | |
|         local m_data = ScriptData.GetFileData("itemshop/" + Path, function(DataTable, Data) {
 | |
|             DataTable.DirPath <- DataTable.filepath.slice(0, DataTable.filepath.lastfind("/") + 1);
 | |
|             DataTable.PageList <- [];
 | |
|             DataTable.PageNameList <- [];
 | |
|             while (!Data.Eof()) {
 | |
|                 local Pack = Data.Get();
 | |
|                 //商店信息
 | |
|                 if (Pack == "[page]") {
 | |
|                     local ItemList = [];
 | |
|                     DataTable.PageNameList.push(Data.Get());
 | |
|                     while (true) {
 | |
|                         local Buffer = Data.Get();
 | |
|                         if (Buffer == "[/page]") break;
 | |
|                         local ItemInfo = {};
 | |
|                         ItemInfo.Id <- Buffer;
 | |
|                         ItemInfo.Cera <- Data.Get();
 | |
|                         ItemInfo.CeraPoint <- Data.Get();
 | |
|                         ItemInfo.Gold <- Data.Get();
 | |
|                         ItemInfo.Material <- Data.Get();
 | |
|                         ItemInfo.MaterialCount <- Data.Get();
 | |
|                         ItemList.push(ItemInfo);
 | |
|                     }
 | |
|                     DataTable.PageList.push(ItemList);
 | |
|                 } else if (Pack == "[name]") {
 | |
|                     DataTable.name <- Data.Get();
 | |
|                 }
 | |
|             }
 | |
|         });
 | |
|         NpcList[Idx].Data = m_data;
 | |
|         return m_data;
 | |
|     }
 | |
| 
 | |
|     //获取技能信息
 | |
|     function GetSkill(Job, Idx) {
 | |
|         //如果没有这个技能则返回
 | |
|         if (!(SkillList.rawin(Job))) return;
 | |
|         if (!(SkillList[Job].rawin(Idx))) return;
 | |
|         //如果技能数据已经读取过存在了则直接返回
 | |
|         if (typeof SkillList[Job][Idx] == "table") return SkillList[Job][Idx];
 | |
|         local Path = SkillList[Job][Idx];
 | |
|         local m_data = ScriptData.GetFileData("skill/" + Path, function(DataTable, Data) {
 | |
|             DataTable.DirPath <- DataTable.filepath.slice(0, DataTable.filepath.lastfind("/") + 1);
 | |
|             while (!Data.Eof()) {
 | |
|                 local Pack = Data.Get();
 | |
|                 if (Pack == "[command key explain]" || Pack == "[basic explain]" || Pack == "[explain]" || Pack == "[name]" || Pack == "[name2]" || Pack == "[required level]" || Pack == "[required level range]" || Pack == "[skill class]" || Pack == "[maximum level]" || Pack == "[skill fitness second growtype]") {
 | |
|                     DataTable[Pack.slice(1, -1)] <- Data.Get();
 | |
|                 }
 | |
|                 //技能类型
 | |
|                 else if (Pack == "[type]") {
 | |
|                     local Type = Data.Get();
 | |
|                     if (Type == "[active]") {
 | |
|                         DataTable.type <- 0;
 | |
|                     } else if (Type == "[passive]") {
 | |
|                         DataTable.type <- 0;
 | |
|                     }
 | |
|                 }
 | |
|                 //技能消耗道具
 | |
|                 else if (Pack == "[consume item]") {
 | |
|                     DataTable.consume_item <- [];
 | |
|                     while (true) {
 | |
|                         local Ret = Data.Get();
 | |
|                         if (Ret == "[/consume item]") break;
 | |
|                         DataTable.consume_item.push(Ret);
 | |
|                         DataTable.consume_item.push(Data.Get());
 | |
|                         DataTable.consume_item.push(Data.Get());
 | |
|                     }
 | |
|                 }
 | |
|                 //各职业是否可学习
 | |
|                 else if (Pack == "[skill fitness growtype]") {
 | |
|                     DataTable.skill_fitness_growtype <- {};
 | |
|                     while (true) {
 | |
|                         local Ret = Data.Get();
 | |
|                         if (Ret == "[/skill fitness growtype]") break;
 | |
|                         DataTable.skill_fitness_growtype.rawset(Ret, true);
 | |
|                     }
 | |
|                 }
 | |
|                 //图标
 | |
|                 else if (Pack == "[icon]") {
 | |
|                     DataTable.icon <- {};
 | |
|                     local Ret = Data.Get();
 | |
|                     DataTable.icon.path <- "sprite/" + Ret.tolower();
 | |
|                     Ret = Data.Get();
 | |
|                     DataTable.icon.index <- Ret.tointeger();
 | |
|                 }
 | |
|                 //技能指令
 | |
|                 else if (Pack == "[command]") {
 | |
|                     DataTable.command <- [];
 | |
|                     while (true) {
 | |
|                         local Ret = Data.Get();
 | |
|                         if (Ret == "[/command]") break;
 | |
|                         DataTable.command.push(Ret);
 | |
|                     }
 | |
|                 }
 | |
|                 //技能属性
 | |
|                 else if (Pack == "[level property]") {
 | |
|                     DataTable.level_property <- {};
 | |
|                     DataTable.level_property.data <- [];
 | |
|                     Data.Get();
 | |
|                     Data.Get();
 | |
|                     local ExplainBuffer = Data.Get();
 | |
|                     ExplainBuffer = String.ReplaceString(ExplainBuffer, "<int>", "%d");
 | |
|                     ExplainBuffer = String.ReplaceString(ExplainBuffer, "<float1>", "%.1f");
 | |
|                     ExplainBuffer = String.ReplaceString(ExplainBuffer, "<float2>", "%.2f");
 | |
|                     DataTable.level_property.explain <- ExplainBuffer;
 | |
|                     while (true) {
 | |
|                         local Ret = Data.Get();
 | |
|                         if (Ret == "[/level property]") break;
 | |
|                         DataTable.level_property.data.push(Ret);
 | |
|                     }
 | |
|                 }
 | |
|                 //地下城数据
 | |
|                 else if (Pack == "[dungeon]") {
 | |
|                     DataTable.dungeon_data <- {};
 | |
|                     DataTable.dungeon_data.consume_mp <- 0;
 | |
|                     while (true) {
 | |
|                         local Ret = Data.Get();
 | |
|                         if (Ret == "[/dungeon]") break;
 | |
|                         if (Ret == "[cool time]") {
 | |
|                             DataTable.dungeon_data.cooltime <- [Data.Get(), Data.Get()];
 | |
|                         } else if (Ret == "[consume MP]") {
 | |
|                             DataTable.dungeon_data.consume_mp <- [Data.Get(), Data.Get()];
 | |
|                         } else if (Ret == "[casting time]") {
 | |
|                             DataTable.dungeon_data.casting_time <- [Data.Get(), Data.Get()];
 | |
|                         } else if (Ret == "[static data]") {
 | |
|                             DataTable.dungeon_data.static_data <- [];
 | |
|                             while (true) {
 | |
|                                 local Ret2 = Data.Get();
 | |
|                                 if (Ret2 == "[/static data]") break;
 | |
|                                 DataTable.dungeon_data.static_data.push(Ret2);
 | |
|                             }
 | |
|                         } else if (Ret == "[level info]") {
 | |
|                             local ListCount = Data.Get();
 | |
|                             DataTable.dungeon_data.level_info <- [];
 | |
| 
 | |
|                             while (true) {
 | |
|                                 local Ret2 = Data.Get();
 | |
|                                 if (Ret2 == "[/level info]") break;
 | |
|                                 local ArrBuffer = [Ret2];
 | |
|                                 for (local i = 0; i< ListCount - 1; i++) {
 | |
|                                     ArrBuffer.push(Data.Get());
 | |
|                                 }
 | |
|                                 DataTable.dungeon_data.level_info.push(ArrBuffer);
 | |
|                             }
 | |
|                         }
 | |
| 
 | |
|                     }
 | |
|                 }
 | |
|             }
 | |
|         })
 | |
|         SkillList[Job][Idx] = m_data;
 | |
|         return m_data;
 | |
|     }
 | |
| 
 | |
|     //获取指定职业的技能树配置
 | |
|     function GetSkillTreeByJob(Job, GrowType) {
 | |
|         if (SkillTreeList.rawin(Job) && SkillTreeList[Job].rawin(GrowType)) {
 | |
|             return SkillTreeList[Job][GrowType];
 | |
|         }
 | |
|         error("没有找到指定职业的技能树配置");
 | |
|     }
 | |
| } |