InsertEmotionListTable = function(emotionType, MsgStrID, actionNum) EmotionList[emotionType] = {} EmotionList[emotionType].actionNum = actionNum if MsgStrID ~= -1 then msgStr = c_GetMsgString(MsgStrID) if msgStr ~= nil and msgStr ~= "" then EmotionList[emotionType].msgStr = msgStr end end end InsertEmotionMsgListTable = function(emotionType, MsgStr) if MsgStr ~= nil and MsgStr ~= "" then EmotionMsgList[MsgStr] = {} EmotionMsgList[MsgStr] = emotionType end end GetEmotionMsg = function(index) local emotionType = EMOTION_ORDERLIST[index + 1] if emotionType ~= nil then local emotionMsg = EmotionList[emotionType].msgStr if emotionMsg ~= nil then return emotionMsg else return "" end else return "" end end GetEmotionActionByWndIdx = function(index) local emotionType = EMOTION_ORDERLIST[index + 1] if emotionType ~= nil then local emotionAction = EmotionList[emotionType].actionNum if emotionAction ~= nil then return emotionAction else return -1 end else return -1 end end GetEmotionAction = function(emotionType) local emotionAction = EmotionList[emotionType].actionNum if emotionAction ~= nil then return emotionAction else return -1 end end ReqEmotionByIndex = function(index) local emotionType = EMOTION_ORDERLIST[index + 1] if emotionType ~= nil and emotionType >= 0 then c_ReqEmotion(emotionType) end end ReqEmotionByMsgStr = function(msgStr) local emotionType = EmotionMsgList[msgStr] if emotionType ~= nil and emotionType >= 0 then c_ReqEmotion(emotionType) return emotionType else return -1 end end