1
-
2
1
use super :: * ;
3
2
4
3
#[ acmd_script( agent = "edge" , script = "game_attack11" , category = ACMD_GAME , low_priority ) ]
@@ -31,6 +30,31 @@ unsafe fn sephiroth_attack_11_game(fighter: &mut L2CAgentBase) {
31
30
}
32
31
}
33
32
33
+ #[ acmd_script( agent = "edge" , script = "expression_attack11" , category = ACMD_EXPRESSION , low_priority ) ]
34
+ unsafe fn sephiroth_attack_11_expression ( fighter : & mut L2CAgentBase ) {
35
+ let lua_state = fighter. lua_state_agent ;
36
+ let boma = fighter. boma ( ) ;
37
+ if is_excute ( fighter) {
38
+ slope ! ( fighter, * MA_MSC_CMD_SLOPE_SLOPE , * SLOPE_STATUS_LR ) ;
39
+ }
40
+ frame ( lua_state, 3.0 ) ;
41
+ if is_excute ( fighter) {
42
+ slope ! ( fighter, * MA_MSC_CMD_SLOPE_SLOPE_INTP , * SLOPE_STATUS_R , 4 ) ;
43
+ }
44
+ frame ( lua_state, 4.5 ) ;
45
+ if is_excute ( fighter) {
46
+ ControlModule :: set_rumble ( boma, Hash40 :: new ( "rbkind_nohitm" ) , 0 , false , * BATTLE_OBJECT_ID_INVALID as u32 ) ;
47
+ }
48
+ frame ( lua_state, 6.5 ) ;
49
+ if is_excute ( fighter) {
50
+ macros:: RUMBLE_HIT ( fighter, Hash40 :: new ( "rbkind_attackm" ) , 0 ) ;
51
+ }
52
+ frame ( lua_state, 35.0 ) ;
53
+ if is_excute ( fighter) {
54
+ slope ! ( fighter, * MA_MSC_CMD_SLOPE_SLOPE_INTP , * SLOPE_STATUS_LR , 13 ) ;
55
+ }
56
+ }
57
+
34
58
#[ acmd_script( agent = "edge" , script = "game_attack12" , category = ACMD_GAME , low_priority ) ]
35
59
unsafe fn sephiroth_attack_12_game ( fighter : & mut L2CAgentBase ) {
36
60
let lua_state = fighter. lua_state_agent ;
@@ -134,31 +158,6 @@ unsafe fn sephiroth_attack_13_effect(fighter: &mut L2CAgentBase) {
134
158
135
159
}
136
160
137
- #[ acmd_script( agent = "edge" , script = "expression_attack11" , category = ACMD_EXPRESSION , low_priority ) ]
138
- unsafe fn sephiroth_attack_11_expression ( fighter : & mut L2CAgentBase ) {
139
- let lua_state = fighter. lua_state_agent ;
140
- let boma = fighter. boma ( ) ;
141
- if is_excute ( fighter) {
142
- slope ! ( fighter, * MA_MSC_CMD_SLOPE_SLOPE , * SLOPE_STATUS_LR ) ;
143
- }
144
- frame ( lua_state, 3.0 ) ;
145
- if is_excute ( fighter) {
146
- slope ! ( fighter, * MA_MSC_CMD_SLOPE_SLOPE_INTP , * SLOPE_STATUS_R , 4 ) ;
147
- }
148
- frame ( lua_state, 4.5 ) ;
149
- if is_excute ( fighter) {
150
- ControlModule :: set_rumble ( boma, Hash40 :: new ( "rbkind_nohitm" ) , 0 , false , * BATTLE_OBJECT_ID_INVALID as u32 ) ;
151
- }
152
- frame ( lua_state, 6.5 ) ;
153
- if is_excute ( fighter) {
154
- macros:: RUMBLE_HIT ( fighter, Hash40 :: new ( "rbkind_attackm" ) , 0 ) ;
155
- }
156
- frame ( lua_state, 35.0 ) ;
157
- if is_excute ( fighter) {
158
- slope ! ( fighter, * MA_MSC_CMD_SLOPE_SLOPE_INTP , * SLOPE_STATUS_LR , 13 ) ;
159
- }
160
- }
161
-
162
161
#[ acmd_script( agent = "edge" , script = "game_attackdash" , category = ACMD_GAME , low_priority) ]
163
162
unsafe fn sephiroth_attack_dash_game ( fighter : & mut L2CAgentBase ) {
164
163
let lua_state = fighter. lua_state_agent ;
@@ -190,12 +189,10 @@ unsafe fn sephiroth_attack_dash_game(fighter: &mut L2CAgentBase) {
190
189
pub fn install ( ) {
191
190
install_acmd_scripts ! (
192
191
sephiroth_attack_11_game,
193
- sephiroth_attack_11_effect,
194
192
sephiroth_attack_11_expression,
195
193
sephiroth_attack_12_game,
196
194
sephiroth_attack_13_game,
197
195
sephiroth_attack_13_effect,
198
196
sephiroth_attack_dash_game,
199
197
) ;
200
- }
201
-
198
+ }
0 commit comments