thenuke321

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Jul 16th, 2015
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  1. require("Resources/Script/ActorStates_Constants.lua")
  2. function StandardCounterSwordJumpDash(_ARG_0_, _ARG_1_, _ARG_2_, _ARG_3_)
  3.   STATE:SetDrop(400, MAKEVECTOR3(0, -4000, -6000))
  4.   STATE:SetStealthCancel(true)
  5.   STATE:SetCoolTime(1500)
  6.   STATE:SetMoveBoxMultiplier(0)
  7.   STATE:SetHitStop(550, 750)
  8.   STATE:EnableCameraShake(true, false, 600)
  9.   STATE:SetCameraShakeFactor1(100, 50, 30)
  10.   STATE:SetCameraShakeFactor2(60, 0, 2000, 3000)
  11.   STATE:InitLua(600, 600, 40, false)
  12.   Attack1 = CreateCAttack()
  13.   Attack1:InitAttack1(WEAPONTYPE_COUNTER_SWORD, ATTACKATTRIB_COUNTER_SWORD_CRITICAL, 600, _ARG_1_ * 1.5 + _ARG_3_, AddtionalPower)
  14.   Attack1:InitAttack2(MAKERAY(MAKEVECTOR3(0, 250, 0), MAKEVECTOR3(0, 0, -1), WEAPON:GetRange() - 100), 1, 1, false)
  15.   Attack1:SetAlwaysCritical(true)
  16.   AddAttack(ATTACKS, Attack1)
  17.   Attack2 = CreateCAttack()
  18.   Attack2:InitAttack1(WEAPONTYPE_COUNTER_SWORD, ATTACKATTRIB_COUNTER_SWORD_JUMPDASH, 600, _ARG_1_ * 1.5 + _ARG_3_, AddtionalPower)
  19.   Attack2:InitAttack2(MAKECYLINDER(MAKEVECTOR3(0, 0, 0), 300, (WEAPON:GetRange())), 1, 1, false)
  20.   Attack2:AddPushCondition(100, 2000, -5000)
  21.   AddAttack(ATTACKS, Attack2)
  22. end
  23. function StandardCounterSwordAfterDash1(_ARG_0_, _ARG_1_, _ARG_2_, _ARG_3_)
  24.   STATE:SetMoveBoxMultiplier(1.7)
  25.   STATE:SetMoveStopWhenDamage(true)
  26.   STATE:SetStealthCancel(true)
  27.   STATE:SetHitStop(300, 500)
  28.   STATE:InitLua(800, 250, 40, true)
  29.   Attack1 = CreateCAttack()
  30.   Attack1:InitAttack1(WEAPONTYPE_COUNTER_SWORD, ATTACKATTRIB_COUNTER_SWORD_CRITICAL, 350, _ARG_1_ + _ARG_3_, AddtionalPower)
  31.   Attack1:InitAttack2(MAKERAY(MAKEVECTOR3(0, 250, -100), MAKEVECTOR3(0, 0, -1), WEAPON:GetRange() - 100), 1, 1, false)
  32.   Attack1:SetAlwaysCritical(true)
  33.   AddAttack(ATTACKS, Attack1)
  34.   Attack2 = CreateCAttack()
  35.   Attack2:InitAttack1(WEAPONTYPE_COUNTER_SWORD, ATTACKATTRIB_COUNTER_SWORD_ATTACK1, 100, _ARG_1_ * 0.5 + _ARG_3_, AddtionalPower)
  36.   Attack2:InitAttack2(MAKEBOX(MAKEVECTOR3(0, 250, -100), MAKEVECTOR3(0, 0, -1), WEAPON:GetRange() * 0.6, WEAPON:GetRange() * 0.7, WEAPON:GetRange() * 0.7), 1, 1, false)
  37.   Attack2:AddPushCondition(100, 2000, -5000)
  38.   AddAttack(ATTACKS, Attack2)
  39.   Attack2 = CreateCAttack()
  40.   Attack2:InitAttack1(WEAPONTYPE_COUNTER_SWORD, ATTACKATTRIB_COUNTER_SWORD_ATTACK1, 350, _ARG_1_ * 0.5 + _ARG_3_, AddtionalPower)
  41.   Attack2:InitAttack2(MAKEBOX(MAKEVECTOR3(0, 250, -100), MAKEVECTOR3(0, 0, -1), WEAPON:GetRange() * 0.6, WEAPON:GetRange() * 0.7, WEAPON:GetRange() * 0.7), 1, 1, false)
  42.   Attack2:AddPushCondition(100, 2000, -5000)
  43.   AddAttack(ATTACKS, Attack2)
  44. end
  45. function StandardCounterSwordAfterDash2(_ARG_0_, _ARG_1_, _ARG_2_, _ARG_3_)
  46.   STATE:SetMoveBoxMultiplier(1)
  47.   STATE:SetStealthCancel(true)
  48.   STATE:SetHitStop(200, 350)
  49.   STATE:InitLua(600, 400, 40, true)
  50.   Attack1 = CreateCAttack()
  51.   Attack1:InitAttack1(WEAPONTYPE_COUNTER_SWORD, ATTACKATTRIB_COUNTER_SWORD_CRITICAL, 250, _ARG_1_ + _ARG_3_, AddtionalPower)
  52.   Attack1:InitAttack2(MAKERAY(MAKEVECTOR3(0, 250, -100), MAKEVECTOR3(0, 0, -1), WEAPON:GetRange() - 100), 1, 1, false)
  53.   Attack1:SetAlwaysCritical(true)
  54.   AddAttack(ATTACKS, Attack1)
  55.   Attack2 = CreateCAttack()
  56.   Attack2:InitAttack1(WEAPONTYPE_COUNTER_SWORD, ATTACKATTRIB_COUNTER_SWORD_ATTACK2, 100, _ARG_1_ + _ARG_3_, AddtionalPower)
  57.   Attack2:InitAttack2(MAKEBOX(MAKEVECTOR3(0, 250, -100), MAKEVECTOR3(0, 0, -1), WEAPON:GetRange() * 0.6, WEAPON:GetRange() * 0.7, WEAPON:GetRange() * 0.7), 1, 1, false)
  58.   Attack2:AddPushCondition(100, 2000, -5000)
  59.   AddAttack(ATTACKS, Attack2)
  60. end
  61. function StandardCounterSwordAfterDash3(_ARG_0_, _ARG_1_, _ARG_2_, _ARG_3_)
  62.   STATE:SetMoveBoxMultiplier(1)
  63.   STATE:SetStealthCancel(true)
  64.   STATE:SetHitStop(300, 450)
  65.   STATE:InitLua(800, 300, 40, true)
  66.   Attack1 = CreateCAttack()
  67.   Attack1:InitAttack1(WEAPONTYPE_COUNTER_SWORD, ATTACKATTRIB_COUNTER_SWORD_CRITICAL, 300, _ARG_1_ + _ARG_3_, AddtionalPower)
  68.   Attack1:InitAttack2(MAKERAY(MAKEVECTOR3(0, 250, -100), MAKEVECTOR3(0, 0, -1), WEAPON:GetRange() - 100), 1, 1, false)
  69.   Attack1:SetAlwaysCritical(true)
  70.   AddAttack(ATTACKS, Attack1)
  71.   Attack2 = CreateCAttack()
  72.   Attack2:InitAttack1(WEAPONTYPE_COUNTER_SWORD, ATTACKATTRIB_COUNTER_SWORD_ATTACK3, 300, _ARG_1_ + _ARG_3_, AddtionalPower)
  73.   Attack2:InitAttack2(MAKEBOX(MAKEVECTOR3(0, 250, -100), MAKEVECTOR3(0, 0, -1), WEAPON:GetRange() * 0.6, WEAPON:GetRange() * 0.7, WEAPON:GetRange() * 1), 1, 1, false)
  74.   Attack2:AddPushCondition(100, 2000, -5000)
  75.   AddAttack(ATTACKS, Attack2)
  76. end
  77. function StandardCounterSwordAfterDash4(_ARG_0_, _ARG_1_, _ARG_2_, _ARG_3_)
  78.   STATE:SetMoveBoxMultiplier(1)
  79.   STATE:SetStealthCancel(true)
  80.   STATE:SetHitStop(600, 800)
  81.   STATE:InitLua(1150, 300, 40, true)
  82.   Attack1 = CreateCAttack()
  83.   Attack1:InitAttack1(WEAPONTYPE_COUNTER_SWORD, ATTACKATTRIB_COUNTER_SWORD_CRITICAL, 650, _ARG_1_ * 1.5 + _ARG_3_, AddtionalPower)
  84.   Attack1:InitAttack2(MAKERAY(MAKEVECTOR3(0, 250, -100), MAKEVECTOR3(0, 0, -1), WEAPON:GetRange() - 100), 1, 1, false)
  85.   Attack1:SetAlwaysCritical(true)
  86.   AddAttack(ATTACKS, Attack1)
  87.   Attack2 = CreateCAttack()
  88.   Attack2:InitAttack1(WEAPONTYPE_COUNTER_SWORD, ATTACKATTRIB_COUNTER_SWORD_ATTACK4, 50, _ARG_1_ * 0.75 + _ARG_3_, AddtionalPower)
  89.   Attack2:InitAttack2(MAKEBOX(MAKEVECTOR3(0, 250, -100), MAKEVECTOR3(0, 0, -1), WEAPON:GetRange() * 0.6, WEAPON:GetRange() * 0.7, WEAPON:GetRange() * 1), 1, 1, false)
  90.   AddAttack(ATTACKS, Attack2)
  91.   Attack3 = CreateCAttack()
  92.   Attack3:InitAttack1(WEAPONTYPE_COUNTER_SWORD, ATTACKATTRIB_COUNTER_SWORD_ATTACK4, 650, _ARG_1_ * 0.75 + _ARG_3_, AddtionalPower)
  93.   Attack3:InitAttack2(MAKEBOX(MAKEVECTOR3(0, 250, -100), MAKEVECTOR3(0, 0, -1), WEAPON:GetRange() * 0.6, WEAPON:GetRange() * 0.7, WEAPON:GetRange() * 1), 1, 1, false)
  94.   Attack3:AddBlowCondition(3000, 2000)
  95.   Attack3:SetCameraShakeEnable(true, true, 0)
  96.   Attack3:SetCameraShakeSetFactor1(50, 25, 20)
  97.   Attack3:SetCameraShakeSetFactor2(0, 25, 2000, 3000)
  98.   Attack3:SetCameraShakeWhenSuccess(true)
  99.   AddAttack(ATTACKS, Attack3)
  100. end
  101. function StandardCounterSwordCounterAttack(_ARG_0_, _ARG_1_, _ARG_2_, _ARG_3_)
  102.   STATE:SetStealthCancel(true)
  103.   STATE:SetHitStop(350, 550)
  104.   STATE:InitLua(1000, 500, 40, false)
  105.   Attack1 = CreateCAttack()
  106.   Attack1:InitAttack1(WEAPONTYPE_COUNTER_SWORD, ATTACKATTRIB_COUNTER_SWORD_COUNTER_CRITICAL, 350, _ARG_1_ * 1.5 + _ARG_3_, AddtionalPower)
  107.   Attack1:InitAttack2(MAKERAY(MAKEVECTOR3(0, 250, -100), MAKEVECTOR3(0, 0, -1), WEAPON:GetRange() - 100), 1, 1, false)
  108.   Attack1:SetAlwaysCritical(true)
  109.   AddAttack(ATTACKS, Attack1)
  110.   Attack2 = CreateCAttack()
  111.   Attack2:InitAttack1(WEAPONTYPE_COUNTER_SWORD, ATTACKATTRIB_COUNTER_SWORD_COUNTER_ATTACK, 350, _ARG_1_ * 1.5 + _ARG_3_, AddtionalPower)
  112.   Attack2:InitAttack2(MAKEBOX(MAKEVECTOR3(0, 250, -100), MAKEVECTOR3(0, 0, -1), WEAPON:GetRange() * 1.6, WEAPON:GetRange() * 1.8, WEAPON:GetRange() * 1.9), 1, 1, false)
  113.   Attack2:AddBlowCondition(3000, 3000)
  114.   Attack2:SetCameraShakeEnable(true, true, 0)
  115.   Attack2:SetCameraShakeSetFactor1(100, 50, 50)
  116.   Attack2:SetCameraShakeSetFactor2(50, 0, 2000, 3000)
  117.   Attack2:SetCameraShakeWhenSuccess(true)
  118.   AddAttack(ATTACKS, Attack2)
  119. end
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