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Mar 30th, 2020
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  1. ACMD("BATTLE_OBJECT_CATEGORY_FIGHTER", "FIGHTER_KIND_WOLF", "special_n", "game_specialn",
  2. [] (ACMD* acmd) -> void {
  3. if (acmd->is_excute()) {
  4.  
  5. MotionModule::set_rate(acmd->module_accessor, 2.5);
  6. }
  7. acmd->frame(2);
  8. if (acmd->is_excute()) {
  9. MotionModule::set_rate(acmd->module_accessor, 1);
  10. ArticleModule::generate_article(acmd->module_accessor, FIGHTER_WOLF_GENERATE_ARTICLE_BLASTER, false, 0);
  11. }
  12. acmd->wrap(IS_EXIST_ARTICLE, { L2CValue(FIGHTER_WOLF_GENERATE_ARTICLE_BLASTER) });
  13. if (acmd->is_excute()) {
  14. if (acmd->is_excute()) {
  15.  
  16. ArticleModule::change_motion(acmd->module_accessor, 0, acmd->module_accessor, false, 0.0);
  17. }
  18. }
  19. acmd->frame(14);
  20. if (acmd->is_excute()) {
  21.  
  22. acmd->ATTACK(/*ID*/ 0, /*Part*/ 0, /*Bone*/ hash40("haver"), /*Damage*/ 7.0, /*Angle*/ 60, /*KBG*/ 37, /*FKB*/ 0, /*BKB*/ 80, /*Size*/ 2.5, /*X*/ 0.0, /*Y*/ 0.0, /*Z*/ -3.0, /*Hitlag*/ 1.5, /*SDI*/ 1.0, /*Clang/Rebound*/ ATTACK_SETOFF_KIND_ON, /*FacingRestrict*/ ATTACK_LR_CHECK_POS, /*SetWeight*/ false, /*ShieldDamage*/ 0, /*Trip*/ 0.0, /*Rehit*/ 0, /*Reflectable*/ false, /*Absorbable*/ false, /*Flinchless*/ false, /*DisableHitlag*/ false, /*Direct/Indirect*/ true, /*Ground/Air*/ COLLISION_SITUATION_MASK_GA, /*Hitbits*/ COLLISION_CATEGORY_MASK_ALL, /*CollisionPart*/ COLLISION_PART_MASK_ALL, /*FriendlyFire*/ false, /*Effect*/ hash40("collision_attr_cutup"), /*SFXLevel*/ ATTACK_SOUND_LEVEL_M, /*SFXType*/ COLLISION_SOUND_ATTR_CUTUP, /*Type*/ ATTACK_REGION_OBJECT);
  23.  
  24. acmd->ATTACK(/*ID*/ 1, /*Part*/ 0, /*Bone*/ hash40("haver"), /*Damage*/ 7.0, /*Angle*/ 60, /*KBG*/ 37, /*FKB*/ 0, /*BKB*/ 80, /*Size*/ 2.5, /*X*/ 0.0, /*Y*/ 0.0, /*Z*/ 1.0, /*Hitlag*/ 1.5, /*SDI*/ 1.0, /*Clang/Rebound*/ ATTACK_SETOFF_KIND_ON, /*FacingRestrict*/ ATTACK_LR_CHECK_POS, /*SetWeight*/ false, /*ShieldDamage*/ 0, /*Trip*/ 0.0, /*Rehit*/ 0, /*Reflectable*/ false, /*Absorbable*/ false, /*Flinchless*/ false, /*DisableHitlag*/ false, /*Direct/Indirect*/ true, /*Ground/Air*/ COLLISION_SITUATION_MASK_GA, /*Hitbits*/ COLLISION_CATEGORY_MASK_ALL, /*CollisionPart*/ COLLISION_PART_MASK_ALL, /*FriendlyFire*/ false, /*Effect*/ hash40("collision_attr_cutup"), /*SFXLevel*/ ATTACK_SOUND_LEVEL_M, /*SFXType*/ COLLISION_SOUND_ATTR_CUTUP, /*Type*/ ATTACK_REGION_OBJECT);
  25.  
  26. acmd->ATTACK(/*ID*/ 2, /*Part*/ 0, /*Bone*/ hash40("haver"), /*Damage*/ 7.0, /*Angle*/ 60, /*KBG*/ 37, /*FKB*/ 0, /*BKB*/ 80, /*Size*/ 2.5, /*X*/ 0.0, /*Y*/ 0.0, /*Z*/ 5.0, /*Hitlag*/ 1.5, /*SDI*/ 1.0, /*Clang/Rebound*/ ATTACK_SETOFF_KIND_ON, /*FacingRestrict*/ ATTACK_LR_CHECK_POS, /*SetWeight*/ false, /*ShieldDamage*/ 0, /*Trip*/ 0.0, /*Rehit*/ 0, /*Reflectable*/ false, /*Absorbable*/ false, /*Flinchless*/ false, /*DisableHitlag*/ false, /*Direct/Indirect*/ true, /*Ground/Air*/ COLLISION_SITUATION_MASK_GA, /*Hitbits*/ COLLISION_CATEGORY_MASK_ALL, /*CollisionPart*/ COLLISION_PART_MASK_ALL, /*FriendlyFire*/ false, /*Effect*/ hash40("collision_attr_cutup"), /*SFXLevel*/ ATTACK_SOUND_LEVEL_M, /*SFXType*/ COLLISION_SOUND_ATTR_CUTUP, /*Type*/ ATTACK_REGION_OBJECT);
  27. }
  28. acmd->frame(15);
  29. if (acmd->is_excute()) {
  30.  
  31. ArticleModule::generate_article(acmd->module_accessor, FIGHTER_WOLF_GENERATE_ARTICLE_BLASTER_BULLET, false, 0);
  32. }
  33. acmd->frame(19);
  34. if (acmd->is_excute()) {
  35.  
  36. AttackModule::clear_all(acmd->module_accessor);
  37. }
  38. acmd->frame(37);
  39. acmd->wrap(IS_EXIST_ARTICLE, { L2CValue(FIGHTER_WOLF_GENERATE_ARTICLE_BLASTER) });
  40. if (acmd->is_excute()) {
  41. if (acmd->is_excute()) {
  42.  
  43.  
  44.  
  45. ArticleModule::change_motion(acmd->module_accessor, 0, acmd->module_accessor, false, 0.0);
  46. }
  47. }
  48. acmd->frame(44);
  49. if (acmd->is_excute()) {
  50.  
  51. ArticleModule::set_visibility_whole(acmd->module_accessor, FIGHTER_WOLF_GENERATE_ARTICLE_BLASTER, false, 0);
  52. }
  53. }),
  54.  
  55.  
  56.  
  57.  
  58. ACMD("BATTLE_OBJECT_CATEGORY_FIGHTER", "FIGHTER_KIND_WOLF", "special_air_n", "game_specialairn",
  59. [] (ACMD* acmd) -> void {
  60. if (acmd->is_excute()) {
  61.  
  62. MotionModule::set_rate(acmd->module_accessor, 2.5);
  63. }
  64. acmd->frame(2);
  65. if (acmd->is_excute()) {
  66. MotionModule::set_rate(acmd->module_accessor, 1);
  67. ArticleModule::generate_article(acmd->module_accessor, FIGHTER_WOLF_GENERATE_ARTICLE_BLASTER, false, 0);
  68. }
  69. acmd->wrap(IS_EXIST_ARTICLE, { L2CValue(FIGHTER_WOLF_GENERATE_ARTICLE_BLASTER) });
  70. if (acmd->is_excute()) {
  71. if (acmd->is_excute()) {
  72.  
  73.  
  74.  
  75. ArticleModule::change_motion(acmd->module_accessor, 0, acmd->module_accessor, false, 0.0);
  76. }
  77. }
  78. acmd->frame(14);
  79. if (acmd->is_excute()) {
  80.  
  81. acmd->ATTACK(/*ID*/ 0, /*Part*/ 0, /*Bone*/ hash40("haver"), /*Damage*/ 7.0, /*Angle*/ 60, /*KBG*/ 37, /*FKB*/ 0, /*BKB*/ 80, /*Size*/ 2.5, /*X*/ 0.0, /*Y*/ 0.0, /*Z*/ -3.0, /*Hitlag*/ 1.5, /*SDI*/ 1.0, /*Clang/Rebound*/ ATTACK_SETOFF_KIND_ON, /*FacingRestrict*/ ATTACK_LR_CHECK_POS, /*SetWeight*/ false, /*ShieldDamage*/ 0, /*Trip*/ 0.0, /*Rehit*/ 0, /*Reflectable*/ false, /*Absorbable*/ false, /*Flinchless*/ false, /*DisableHitlag*/ false, /*Direct/Indirect*/ true, /*Ground/Air*/ COLLISION_SITUATION_MASK_GA, /*Hitbits*/ COLLISION_CATEGORY_MASK_ALL, /*CollisionPart*/ COLLISION_PART_MASK_ALL, /*FriendlyFire*/ false, /*Effect*/ hash40("collision_attr_cutup"), /*SFXLevel*/ ATTACK_SOUND_LEVEL_M, /*SFXType*/ COLLISION_SOUND_ATTR_CUTUP, /*Type*/ ATTACK_REGION_OBJECT);
  82.  
  83. acmd->ATTACK(/*ID*/ 1, /*Part*/ 0, /*Bone*/ hash40("haver"), /*Damage*/ 7.0, /*Angle*/ 60, /*KBG*/ 37, /*FKB*/ 0, /*BKB*/ 80, /*Size*/ 2.5, /*X*/ 0.0, /*Y*/ 0.0, /*Z*/ 1.0, /*Hitlag*/ 1.5, /*SDI*/ 1.0, /*Clang/Rebound*/ ATTACK_SETOFF_KIND_ON, /*FacingRestrict*/ ATTACK_LR_CHECK_POS, /*SetWeight*/ false, /*ShieldDamage*/ 0, /*Trip*/ 0.0, /*Rehit*/ 0, /*Reflectable*/ false, /*Absorbable*/ false, /*Flinchless*/ false, /*DisableHitlag*/ false, /*Direct/Indirect*/ true, /*Ground/Air*/ COLLISION_SITUATION_MASK_GA, /*Hitbits*/ COLLISION_CATEGORY_MASK_ALL, /*CollisionPart*/ COLLISION_PART_MASK_ALL, /*FriendlyFire*/ false, /*Effect*/ hash40("collision_attr_cutup"), /*SFXLevel*/ ATTACK_SOUND_LEVEL_M, /*SFXType*/ COLLISION_SOUND_ATTR_CUTUP, /*Type*/ ATTACK_REGION_OBJECT);
  84.  
  85. acmd->ATTACK(/*ID*/ 2, /*Part*/ 0, /*Bone*/ hash40("haver"), /*Damage*/ 7.0, /*Angle*/ 60, /*KBG*/ 37, /*FKB*/ 0, /*BKB*/ 80, /*Size*/ 2.5, /*X*/ 0.0, /*Y*/ 0.0, /*Z*/ 5.0, /*Hitlag*/ 1.5, /*SDI*/ 1.0, /*Clang/Rebound*/ ATTACK_SETOFF_KIND_ON, /*FacingRestrict*/ ATTACK_LR_CHECK_POS, /*SetWeight*/ false, /*ShieldDamage*/ 0, /*Trip*/ 0.0, /*Rehit*/ 0, /*Reflectable*/ false, /*Absorbable*/ false, /*Flinchless*/ false, /*DisableHitlag*/ false, /*Direct/Indirect*/ true, /*Ground/Air*/ COLLISION_SITUATION_MASK_GA, /*Hitbits*/ COLLISION_CATEGORY_MASK_ALL, /*CollisionPart*/ COLLISION_PART_MASK_ALL, /*FriendlyFire*/ false, /*Effect*/ hash40("collision_attr_cutup"), /*SFXLevel*/ ATTACK_SOUND_LEVEL_M, /*SFXType*/ COLLISION_SOUND_ATTR_CUTUP, /*Type*/ ATTACK_REGION_OBJECT);
  86. }
  87. acmd->frame(15);
  88. if (acmd->is_excute()) {
  89.  
  90. ArticleModule::generate_article(acmd->module_accessor, FIGHTER_WOLF_GENERATE_ARTICLE_BLASTER_BULLET, false, 0);
  91. }
  92. acmd->frame(19);
  93. if (acmd->is_excute()) {
  94.  
  95. AttackModule::clear_all(acmd->module_accessor);
  96. }
  97. acmd->frame(37);
  98. acmd->wrap(IS_EXIST_ARTICLE, { L2CValue(FIGHTER_WOLF_GENERATE_ARTICLE_BLASTER) });
  99. if (acmd->is_excute()) {
  100. if (acmd->is_excute()) {
  101.  
  102.  
  103. ArticleModule::change_motion(acmd->module_accessor, 0, acmd->module_accessor, false, 0.0);
  104. }
  105. }
  106. acmd->frame(44);
  107. if (acmd->is_excute()) {
  108.  
  109. ArticleModule::set_visibility_whole(acmd->module_accessor, FIGHTER_WOLF_GENERATE_ARTICLE_BLASTER, false, 0);
  110. }
  111. }),
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