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- require("Resources/Script/ActorStates_Constants.lua")
- function StandardCounterSwordJumpDash(_ARG_0_, _ARG_1_, _ARG_2_, _ARG_3_)
- STATE:SetDrop(400, MAKEVECTOR3(0, -4000, -6000))
- STATE:SetStealthCancel(true)
- STATE:SetCoolTime(1500)
- STATE:SetMoveBoxMultiplier(0)
- STATE:SetHitStop(550, 750)
- STATE:EnableCameraShake(true, false, 600)
- STATE:SetCameraShakeFactor1(100, 50, 30)
- STATE:SetCameraShakeFactor2(60, 0, 2000, 3000)
- STATE:InitLua(600, 600, 40, false)
- Attack1 = CreateCAttack()
- Attack1:InitAttack1(WEAPONTYPE_COUNTER_SWORD, ATTACKATTRIB_COUNTER_SWORD_CRITICAL, 600, _ARG_1_ * 1.5 + _ARG_3_, AddtionalPower)
- Attack1:InitAttack2(MAKERAY(MAKEVECTOR3(0, 250, 0), MAKEVECTOR3(0, 0, -1), WEAPON:GetRange() - 100), 1, 1, false)
- Attack1:SetAlwaysCritical(true)
- AddAttack(ATTACKS, Attack1)
- Attack2 = CreateCAttack()
- Attack2:InitAttack1(WEAPONTYPE_COUNTER_SWORD, ATTACKATTRIB_COUNTER_SWORD_JUMPDASH, 600, _ARG_1_ * 1.5 + _ARG_3_, AddtionalPower)
- Attack2:InitAttack2(MAKECYLINDER(MAKEVECTOR3(0, 0, 0), 300, (WEAPON:GetRange())), 1, 1, false)
- Attack2:AddPushCondition(100, 2000, -5000)
- AddAttack(ATTACKS, Attack2)
- end
- function StandardCounterSwordAfterDash1(_ARG_0_, _ARG_1_, _ARG_2_, _ARG_3_)
- STATE:SetMoveBoxMultiplier(1.7)
- STATE:SetMoveStopWhenDamage(true)
- STATE:SetStealthCancel(true)
- STATE:SetHitStop(300, 500)
- STATE:InitLua(800, 250, 40, true)
- Attack1 = CreateCAttack()
- Attack1:InitAttack1(WEAPONTYPE_COUNTER_SWORD, ATTACKATTRIB_COUNTER_SWORD_CRITICAL, 350, _ARG_1_ + _ARG_3_, AddtionalPower)
- Attack1:InitAttack2(MAKERAY(MAKEVECTOR3(0, 250, -100), MAKEVECTOR3(0, 0, -1), WEAPON:GetRange() - 100), 1, 1, false)
- Attack1:SetAlwaysCritical(true)
- AddAttack(ATTACKS, Attack1)
- Attack2 = CreateCAttack()
- Attack2:InitAttack1(WEAPONTYPE_COUNTER_SWORD, ATTACKATTRIB_COUNTER_SWORD_ATTACK1, 100, _ARG_1_ * 0.5 + _ARG_3_, AddtionalPower)
- 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)
- Attack2:AddPushCondition(100, 2000, -5000)
- AddAttack(ATTACKS, Attack2)
- Attack2 = CreateCAttack()
- Attack2:InitAttack1(WEAPONTYPE_COUNTER_SWORD, ATTACKATTRIB_COUNTER_SWORD_ATTACK1, 350, _ARG_1_ * 0.5 + _ARG_3_, AddtionalPower)
- 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)
- Attack2:AddPushCondition(100, 2000, -5000)
- AddAttack(ATTACKS, Attack2)
- end
- function StandardCounterSwordAfterDash2(_ARG_0_, _ARG_1_, _ARG_2_, _ARG_3_)
- STATE:SetMoveBoxMultiplier(1)
- STATE:SetStealthCancel(true)
- STATE:SetHitStop(200, 350)
- STATE:InitLua(600, 400, 40, true)
- Attack1 = CreateCAttack()
- Attack1:InitAttack1(WEAPONTYPE_COUNTER_SWORD, ATTACKATTRIB_COUNTER_SWORD_CRITICAL, 250, _ARG_1_ + _ARG_3_, AddtionalPower)
- Attack1:InitAttack2(MAKERAY(MAKEVECTOR3(0, 250, -100), MAKEVECTOR3(0, 0, -1), WEAPON:GetRange() - 100), 1, 1, false)
- Attack1:SetAlwaysCritical(true)
- AddAttack(ATTACKS, Attack1)
- Attack2 = CreateCAttack()
- Attack2:InitAttack1(WEAPONTYPE_COUNTER_SWORD, ATTACKATTRIB_COUNTER_SWORD_ATTACK2, 100, _ARG_1_ + _ARG_3_, AddtionalPower)
- 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)
- Attack2:AddPushCondition(100, 2000, -5000)
- AddAttack(ATTACKS, Attack2)
- end
- function StandardCounterSwordAfterDash3(_ARG_0_, _ARG_1_, _ARG_2_, _ARG_3_)
- STATE:SetMoveBoxMultiplier(1)
- STATE:SetStealthCancel(true)
- STATE:SetHitStop(300, 450)
- STATE:InitLua(800, 300, 40, true)
- Attack1 = CreateCAttack()
- Attack1:InitAttack1(WEAPONTYPE_COUNTER_SWORD, ATTACKATTRIB_COUNTER_SWORD_CRITICAL, 300, _ARG_1_ + _ARG_3_, AddtionalPower)
- Attack1:InitAttack2(MAKERAY(MAKEVECTOR3(0, 250, -100), MAKEVECTOR3(0, 0, -1), WEAPON:GetRange() - 100), 1, 1, false)
- Attack1:SetAlwaysCritical(true)
- AddAttack(ATTACKS, Attack1)
- Attack2 = CreateCAttack()
- Attack2:InitAttack1(WEAPONTYPE_COUNTER_SWORD, ATTACKATTRIB_COUNTER_SWORD_ATTACK3, 300, _ARG_1_ + _ARG_3_, AddtionalPower)
- 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)
- Attack2:AddPushCondition(100, 2000, -5000)
- AddAttack(ATTACKS, Attack2)
- end
- function StandardCounterSwordAfterDash4(_ARG_0_, _ARG_1_, _ARG_2_, _ARG_3_)
- STATE:SetMoveBoxMultiplier(1)
- STATE:SetStealthCancel(true)
- STATE:SetHitStop(600, 800)
- STATE:InitLua(1150, 300, 40, true)
- Attack1 = CreateCAttack()
- Attack1:InitAttack1(WEAPONTYPE_COUNTER_SWORD, ATTACKATTRIB_COUNTER_SWORD_CRITICAL, 650, _ARG_1_ * 1.5 + _ARG_3_, AddtionalPower)
- Attack1:InitAttack2(MAKERAY(MAKEVECTOR3(0, 250, -100), MAKEVECTOR3(0, 0, -1), WEAPON:GetRange() - 100), 1, 1, false)
- Attack1:SetAlwaysCritical(true)
- AddAttack(ATTACKS, Attack1)
- Attack2 = CreateCAttack()
- Attack2:InitAttack1(WEAPONTYPE_COUNTER_SWORD, ATTACKATTRIB_COUNTER_SWORD_ATTACK4, 50, _ARG_1_ * 0.75 + _ARG_3_, AddtionalPower)
- 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)
- AddAttack(ATTACKS, Attack2)
- Attack3 = CreateCAttack()
- Attack3:InitAttack1(WEAPONTYPE_COUNTER_SWORD, ATTACKATTRIB_COUNTER_SWORD_ATTACK4, 650, _ARG_1_ * 0.75 + _ARG_3_, AddtionalPower)
- 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)
- Attack3:AddBlowCondition(3000, 2000)
- Attack3:SetCameraShakeEnable(true, true, 0)
- Attack3:SetCameraShakeSetFactor1(50, 25, 20)
- Attack3:SetCameraShakeSetFactor2(0, 25, 2000, 3000)
- Attack3:SetCameraShakeWhenSuccess(true)
- AddAttack(ATTACKS, Attack3)
- end
- function StandardCounterSwordCounterAttack(_ARG_0_, _ARG_1_, _ARG_2_, _ARG_3_)
- STATE:SetStealthCancel(true)
- STATE:SetHitStop(350, 550)
- STATE:InitLua(1000, 500, 40, false)
- Attack1 = CreateCAttack()
- Attack1:InitAttack1(WEAPONTYPE_COUNTER_SWORD, ATTACKATTRIB_COUNTER_SWORD_COUNTER_CRITICAL, 350, _ARG_1_ * 1.5 + _ARG_3_, AddtionalPower)
- Attack1:InitAttack2(MAKERAY(MAKEVECTOR3(0, 250, -100), MAKEVECTOR3(0, 0, -1), WEAPON:GetRange() - 100), 1, 1, false)
- Attack1:SetAlwaysCritical(true)
- AddAttack(ATTACKS, Attack1)
- Attack2 = CreateCAttack()
- Attack2:InitAttack1(WEAPONTYPE_COUNTER_SWORD, ATTACKATTRIB_COUNTER_SWORD_COUNTER_ATTACK, 350, _ARG_1_ * 1.5 + _ARG_3_, AddtionalPower)
- 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)
- Attack2:AddBlowCondition(3000, 3000)
- Attack2:SetCameraShakeEnable(true, true, 0)
- Attack2:SetCameraShakeSetFactor1(100, 50, 50)
- Attack2:SetCameraShakeSetFactor2(50, 0, 2000, 3000)
- Attack2:SetCameraShakeWhenSuccess(true)
- AddAttack(ATTACKS, Attack2)
- end
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