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| 天蝎大佬刺客2.0导入包的,里面合并函数不知道什么意思,这个怎么合并啊? 合并函数
 
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 sqr/character/new_thief/passive_skill_thief.nut
 function ProcPassiveSkill_Thief(obj, skill_index, skill_level)
 {
 switch(skill_index)
 {
 case SKILL_SWIFT:
 if(skill_level > 0)
 {
 local appendage = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, skill_index, false, "character/thief/1_rogue/swift/ap_swift.nut", true);
 if(appendage)
 {
 local STUCK = sq_GetLevelData(obj, SKILL_SWIFT, 0, skill_level);
 local ACTIVEPROPERTY_STUCK = sq_GetLevelData(obj, SKILL_SWIFT, 1, skill_level);
 local ATTACK_SPEED = sq_GetLevelData(obj, SKILL_SWIFT, 2, skill_level);
 local MOVE_SPEED = sq_GetLevelData(obj, SKILL_SWIFT, 3, skill_level);
 local change_appendage = appendage.sq_getChangeStatus("swift");
 if(!change_appendage)
 {
 change_appendage = appendage.sq_AddChangeStatus("swift",obj, obj, 0, CHANGE_STATUS_TYPE_STUCK, false, STUCK);
 }
 if(change_appendage)
 {
 change_appendage.clearParameter();
 change_appendage.addParameter(CHANGE_STATUS_TYPE_STUCK, false, STUCK.tofloat());
 change_appendage.addParameter(CHANGE_STATUS_TYPE_ACTIVEPROPERTY_STUCK, false, ACTIVEPROPERTY_STUCK.tofloat());
 change_appendage.addParameter(CHANGE_STATUS_TYPE_ATTACK_SPEED, false, ATTACK_SPEED.tofloat());
 change_appendage.addParameter(CHANGE_STATUS_TYPE_MOVE_SPEED, false, MOVE_SPEED.tofloat());
 }
 }
 }
 break;
 case SKILL_HITBLEED:
 if(skill_level > 0)
 {
 local appendage_hurricane = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, SKILL_THIEF_HURRICANE, false, "character/thief/1_rogue/hurricane/ap_hurricane.nut", true);
 local appendage = CNSquirrelAppendage.sq_AppendAppendage(obj, obj, skill_index, false, "character/thief/1_rogue/hitbleed/ap_hitbleed.nut", true);
 if(appendage)
 {
 local EQUIPMENT_PHYSICAL_ATTACK = sq_GetLevelData(obj, SKILL_HITBLEED, 0, skill_level);
 local change_appendage = appendage.sq_getChangeStatus("hitbleed");
 if(!change_appendage)
 {
 change_appendage = appendage.sq_AddChangeStatus("hitbleed",obj, obj, 0, CHANGE_STATUS_TYPE_EQUIPMENT_PHYSICAL_ATTACK, true, EQUIPMENT_PHYSICAL_ATTACK);
 }
 if(change_appendage)
 {
 change_appendage.clearParameter();
 change_appendage.addParameter(CHANGE_STATUS_TYPE_EQUIPMENT_PHYSICAL_ATTACK, true, EQUIPMENT_PHYSICAL_ATTACK.tofloat());
 }
 }
 }
 break;
 }
 return true;
 }
 function procSkill_Thief(obj)
 {
 if(!obj) return;
 procSkill_HitEnd(obj);
 }
 | 
 
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