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87
init_character.nut
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87
init_character.nut
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function sq_InitFrameIndices(obj) {
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if (!obj)
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return -1;
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// 陴彻饵
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if (sq_getJob(obj) == ENUM_CHARACTERJOB_AT_MAGE) {
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// 薄??阳 陕 怃粽 蝶才桧?暧 ?溯歜 樯播蝶 扑姜
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obj.sq_JumpUpStartFrame(1);
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obj.sq_JumpDownStartFrame(3);
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obj.sq_JumpLandStartFrame(9);
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// 议葛搅 棻遴腆阳 陕 怃粽 蝶才桧?暧 ?溯歜 樯策蝶 扑姜
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obj.sq_SetDownUpFrame(2);
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obj.sq_SetDownDownFrame(2);
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obj.sq_SetDownBounceUpFrame(2);
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obj.sq_SetDownBounceDownFrame(3);
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obj.sq_SetDownLieFrame(4);
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obj.sq_AddAttackCancelStartFrame(3); // 1颤 警蜗 ?溯歜
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obj.sq_AddAttackCancelStartFrame(3); // 2颤 警蜗 ?溯歜
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obj.sq_AddAttackCancelStartFrame(3); // 3颤 警蜗 ?溯歜
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// 陴彻饵 晦狱 饵遴萄 鹧斜 蛔烟
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obj.sq_SetSoundTagCreatureCommand("MW_CMDPET");
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obj.sq_SetSoundTagLackMp("MW_NOMANA");
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obj.sq_SetSoundTagCoolTime("R_MW_COOLTIME");
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obj.sq_SetSoundTagDie("MW_DIE");
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obj.sq_SetSoundTagBackStepStart("MW_BACK");
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obj.sq_SetSoundTagThrowItem("R_MW_THROW");
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// 嬴桧蛊 湍虽晦 扑姜
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obj.setThrowObjectAnimationIndex(3);
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obj.setThrowObjectZDistance(65);
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obj.setThrowObjectXDistance(45);
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obj.setThrowObjectFrameIndex(1);
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} else if (sq_getJob(obj) == ENUM_CHARACTERJOB_CREATOR_MAGE) {
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// 陴彻饵 晦狱 饵遴萄 鹧斜 蛔烟
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obj.sq_SetSoundTagCreatureCommand("CR_CMDPET");
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obj.sq_SetSoundTagLackMp("R_CR_NOMANA");
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obj.sq_SetSoundTagCoolTime("R_CR_COOLTIME");
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obj.sq_SetSoundTagDie("R_CR_DIE");
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obj.sq_SetSoundTagBackStepStart("R_CR_JUMP");
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obj.sq_SetSoundTagThrowItem("R_CR_THROW");
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}
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return 0;
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}
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// 觼葬缣桧搅陛 当撩腆阳 ?捡?橾菟
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function create_CreatorMage(obj) {}
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// 籀挤 议葛搅蒂 捻滓? ?击阳 ?轿肾朝 属寥?热 殓栖棻.
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function onSetCharacter(obj) {
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//初始化游戏设置
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InitGameSetting(obj);
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if (sq_getJob(obj) == ENUM_CHARACTERJOB_CREATOR_MAGE) {
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sq_SetExSkillSlotVisible(false);
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sq_SetSkillSlotVisible(5, false);
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sq_SetSkillSlotEnable(5, false);
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local SKILLICON_START_X = 540;
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local SKILLICON_START_Y = 555;
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for (local i = 0; i < 5; i++) {
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sq_SetSkillSlotPos(i, SKILLICON_START_X + (i * 36), SKILLICON_START_Y);
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}
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} else {
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sq_SetExSkillSlotVisible(true);
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sq_SetSkillSlotVisible(5, true);
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sq_SetSkillSlotEnable(5, true);
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local SKILLICON_START_X = 538;
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local SKILLICON_START_Y = 558;
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for (local i = 0; i < 6; i++) {
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sq_SetSkillSlotPos(i, SKILLICON_START_X + (i * 30), SKILLICON_START_Y);
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}
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}
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}
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