@@ -167,6 +167,45 @@ unsafe fn escape_air_slide_game(fighter: &mut L2CAgentBase) {
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}
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}
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+ #[ acmd_script( agent = "elight" , script = "effect_justshieldoff" , category = ACMD_EFFECT , low_priority) ]
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+ unsafe fn just_shield_off_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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+ ColorBlendModule :: set_disable_camera_depth_influence ( boma, true ) ;
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+ COL_PRI ( fighter, 250 ) ;
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+ FLASH ( fighter, 0 , 0.1 , 0.6 , 0.8 ) ;
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+ fighter. clear_lua_stack ( ) ;
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+ lua_args ! ( fighter, -1 , 0 , 0 ) ;
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+ sv_animcmd:: FLASH_SET_DIRECTION ( fighter. lua_state_agent ) ;
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+ EFFECT ( fighter, Hash40 :: new ( "elight_foresight2" ) , Hash40 :: new ( "top" ) , 0 , 7.5 , 0 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , true ) ;
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+ EFFECT ( fighter, Hash40 :: new ( "elight_foresight_lensflare" ) , Hash40 :: new ( "top" ) , 0 , 7.5 , 0 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , 0 , 0 , 0 , false ) ;
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+ EFFECT_FOLLOW ( fighter, Hash40 :: new ( "elight_foresight_body" ) , Hash40 :: new ( "hip" ) , 2 , 0 , 0 , 0 , 0 , 90 , 1 , true ) ;
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+ }
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+ wait ( lua_state, 3.0 ) ;
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+ if is_excute ( fighter) {
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+ FLASH_FRM ( fighter, 6 , 0 , 0.1 , 0.6 , 0 ) ;
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+ }
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+ wait ( lua_state, 6.0 ) ;
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+ if is_excute ( fighter) {
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+ COL_NORMAL ( fighter) ;
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+ ColorBlendModule :: set_disable_camera_depth_influence ( boma, false ) ;
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+ }
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+ }
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+
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+ #[ acmd_script( agent = "elight" , script = "sound_justshieldoff" , category = ACMD_SOUND , low_priority) ]
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+ unsafe fn just_shield_off_sound ( 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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+ let rand = sv_math:: rand ( hash40 ( "fighter" ) , 10 ) ;
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+ if rand < 3 {
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+ PLAY_SEQUENCE ( fighter, Hash40 :: new ( "seq_elight_rnd_foresight" ) ) ;
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+ }
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+ PLAY_SE ( fighter, Hash40 :: new ( "se_elight_escapeforesight01" ) ) ;
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+ }
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+ }
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+
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pub fn install ( ) {
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install_acmd_scripts ! (
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dash_sound,
@@ -177,6 +216,8 @@ pub fn install() {
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damageflytop_sound,
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escape_air_game,
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escape_air_slide_game,
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+ just_shield_off_effect,
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+ just_shield_off_sound
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) ;
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}
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