@@ -22,6 +22,20 @@ unsafe extern "C" fn mario_attack_11_game(fighter: &mut L2CAgentBase) {
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}
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+ unsafe extern "C" fn mario_attack_11_effect ( fighter : & mut L2CAgentBase ) {
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+ let lua_state = fighter. lua_state_agent ;
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+ let boma = fighter. boma ( ) ;
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+ frame ( lua_state, 1.0 ) ;
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+ if is_excute ( fighter) {
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+ EFFECT_FLIP ( fighter, Hash40 :: new ( "sys_attack_line" ) , Hash40 :: new ( "sys_attack_line" ) , Hash40 :: new ( "top" ) , -4 , 6.7 , 1 , 0 , 0 , 0 , 0.95 , 0 , 1 , 0 , 0 , 0 , 0 , false , * EF_FLIP_YZ ) ;
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+ }
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+ frame ( lua_state, 2.0 ) ;
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+ if is_excute ( fighter) {
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+ EFFECT ( fighter, Hash40 :: new ( "sys_attack_impact" ) , Hash40 :: new ( "top" ) , 12 , 6.7 , 1 , 0 , 0 , 0 , 1 , 0 , 1 , 1 , 0 , 0 , 360 , false ) ;
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+ LAST_EFFECT_SET_ALPHA ( fighter, 0.7 ) ;
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+ }
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+ }
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+
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unsafe extern "C" fn mario_attack_12_game ( fighter : & mut L2CAgentBase ) {
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let lua_state = fighter. lua_state_agent ;
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let boma = fighter. boma ( ) ;
@@ -47,6 +61,20 @@ unsafe extern "C" fn mario_attack_12_game(fighter: &mut L2CAgentBase) {
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}
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+ unsafe extern "C" fn mario_attack_12_effect ( fighter : & mut L2CAgentBase ) {
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+ let lua_state = fighter. lua_state_agent ;
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+ let boma = fighter. boma ( ) ;
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+ frame ( lua_state, 1.0 ) ;
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+ if is_excute ( fighter) {
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+ EFFECT_FLIP ( fighter, Hash40 :: new ( "sys_attack_line" ) , Hash40 :: new ( "sys_attack_line" ) , Hash40 :: new ( "top" ) , -3 , 5.9 , 0 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , false , * EF_FLIP_YZ ) ;
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+ }
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+ frame ( lua_state, 2.0 ) ;
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+ if is_excute ( fighter) {
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+ EFFECT ( fighter, Hash40 :: new ( "sys_attack_impact" ) , Hash40 :: new ( "top" ) , 12 , 6.7 , 1 , 0 , 0 , 0 , 1 , 0 , 1 , 1 , 0 , 0 , 360 , false ) ;
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+ LAST_EFFECT_SET_ALPHA ( fighter, 0.7 ) ;
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+ }
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+ }
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+
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unsafe extern "C" fn mario_attack_13_game ( fighter : & mut L2CAgentBase ) {
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let lua_state = fighter. lua_state_agent ;
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let boma = fighter. boma ( ) ;
@@ -68,6 +96,18 @@ unsafe extern "C" fn mario_attack_13_game(fighter: &mut L2CAgentBase) {
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}
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+ unsafe extern "C" fn mario_attack_13_effect ( fighter : & mut L2CAgentBase ) {
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+ let lua_state = fighter. lua_state_agent ;
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+ let boma = fighter. boma ( ) ;
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+ if is_excute ( fighter) {
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+ FOOT_EFFECT ( fighter, Hash40 :: new ( "null" ) , Hash40 :: new ( "top" ) , -2 , 0 , 0 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , false ) ;
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+ }
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+ frame ( lua_state, 2.0 ) ;
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+ if is_excute ( fighter) {
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+ EFFECT_FOLLOW_FLIP ( fighter, Hash40 :: new ( "sys_attack_arc_b" ) , Hash40 :: new ( "sys_attack_arc_b" ) , Hash40 :: new ( "top" ) , -1 , 8.5 , 4.5 , 0 , -25 , 80 , 0.85 , true , * EF_FLIP_YZ ) ;
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+ }
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+ }
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+
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unsafe extern "C" fn mario_attack_13_expression ( fighter : & mut L2CAgentBase ) {
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let lua_state = fighter. lua_state_agent ;
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let boma = fighter. boma ( ) ;
@@ -128,8 +168,11 @@ unsafe extern "C" fn mario_attack_dash_game(fighter: &mut L2CAgentBase) {
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pub fn install ( ) {
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smashline:: Agent :: new ( "mario" )
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. game_acmd ( "game_attack11" , mario_attack_11_game)
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+ . effect_acmd ( "effect_attack11" , mario_attack_11_effect)
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. game_acmd ( "game_attack12" , mario_attack_12_game)
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+ . effect_acmd ( "effect_attack12" , mario_attack_12_effect)
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. game_acmd ( "game_attack13" , mario_attack_13_game)
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+ . effect_acmd ( "effect_attack13" , mario_attack_13_effect)
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. expression_acmd ( "expression_attack13" , mario_attack_13_expression)
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. game_acmd ( "game_attackdash" , mario_attack_dash_game)
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. install ( ) ;
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