// ============================== 人物語音 ============================== int VOC_Attack_Charge1 = 1; int VOC_Attack_Charge2 = 2; int VOC_Attack_Charge3 = 3; int VOC_Attack_Light = 4; int VOC_Attack_Middle = 7; int VOC_Attack_Strong = 10; int VOC_Attack_Long1 = 13; int VOC_Attack_Long2 = 14; int VOC_Attack_Long3 = 15; int VOC_Injure_Short = 21; int VOC_Injure_Middle = 24; int VOC_Injure_Long = 27; int VOC_Death_Standing = 31; int VOC_Death_LieDown = 32; int VOC_Death_On_Floor = 33; int VOC_Death_Falling = 34; int VOC_Laugh = 41; int VOC_Funny = 42; int VOC_Greeting = 43; int VOC_Taunt = 44; int VOC_Challenge = 45; int VOC_Others = 46; // ============================== 重力改變 ============================== float Movement_Gravity = 0.85; float Ground_Gravity = 1; float Air_Gravity = 1; float Defense_Gravity = 1; Ground_Gravity = Movement_Gravity * Ground_Gravity; Air_Gravity = Movement_Gravity * Air_Gravity; Defense_Gravity = Movement_Gravity * Defense_Gravity; // ==================== 受傷動作的重力與摩擦力改變 ===================== // 重受傷會飛出的 Pose frame numbers int DMGPose_00 = 0; int DMGPose_01 = 1000; int DMGPose_25 = 1020; int DMGPose_45 = 1040; int DMGPose_65 = 1060; int DMGPose_90 = 1080; // 重受傷會飛出時, 各種重力變化時, 其摩擦力跟隨的變化 float FrictionXY_00 = 15; float FrictionXY_01 = 20; float FrictionXY_25 = 10; float FrictionXY_45 = 5; float FrictionXY_65 = 5; float FrictionXY_90 = 10; float FrictionZ_00 = 5; float FrictionZ_01 = 10; float FrictionZ_25 = 5; float FrictionZ_45 = 10; float FrictionZ_65 = 20; float FrictionZ_90 = 20; // 重受傷飛出時, 依各 Pose 設定重力的變化, 後面的Gxx 表示重力值 float DMGGravity_00 = 0.0000001; float DMGGravity_01 = 0.0000001; float DMGGravity_25 = 0.0000001; float DMGGravity_45 = 0.0000001; float DMGGravity_65 = 0.0000001; float DMGGravity_90 = 0.0000001; // 接續重受傷動作結束後, 其落空的動作, 依各 Pose 設定重力的變化 (原FPS為10) float DMG_FPS_00 = 20; float DMG_FPS_01 = 20; float DMG_FPS_25 = 13; float DMG_FPS_45 = 10; float DMG_FPS_65 = 10; float DMG_FPS_90 = 10; // ============================== 攻擊力改變 ============================== // 傷害力 damage = (Weapon * AttackPower * Effect) * (Character / Effect) // 警戒狀態 damage = damage * 1 // 未警戒時 damage = damage * (4 / 3) // 被打加氣 damage * (4.0f / 3.0f * 0.1f) // 打人加氣 damage * (1.0f / 4.0f * 0.1) // 被打防禦 damage * (2.0f / 5.0f * 0.1f) float AttackPower_AllWeapon = 1; float AttackPower_NoWeapon = 1; float AttackPower_2Weapon = 1; float AttackPower_Impact = 1; float AttackPower_ChiImpact = 1; float AttackPower_Dart = 1; float AttackPower_Stinger = 1; float AttackPower_Dagger = 1; float AttackPower_Sword = 1; float AttackPower_Spear = 1; float AttackPower_Blade = 1; float AttackPower_Hammer = 1; float AttackPower_Glove = 1; float AttackPower_Samurai = 1; float AttackPower_Ninja = 1; float KARATE_player = 75; float KARATE_zambie = 70; AttackPower_NoWeapon = AttackPower_AllWeapon * AttackPower_NoWeapon; AttackPower_2Weapon = AttackPower_AllWeapon * AttackPower_2Weapon; AttackPower_Impact = AttackPower_AllWeapon * AttackPower_Impact; AttackPower_ChiImpact = AttackPower_AllWeapon * AttackPower_ChiImpact; AttackPower_Dart = AttackPower_AllWeapon * AttackPower_Dart; AttackPower_Stinger = AttackPower_AllWeapon * AttackPower_Stinger; AttackPower_Dagger = AttackPower_AllWeapon * AttackPower_Dagger; AttackPower_Sword = AttackPower_AllWeapon * AttackPower_Sword; AttackPower_Spear = AttackPower_AllWeapon * AttackPower_Spear; AttackPower_Blade = AttackPower_AllWeapon * AttackPower_Blade; AttackPower_Hammer = AttackPower_AllWeapon * AttackPower_Hammer; AttackPower_Glove = AttackPower_AllWeapon * AttackPower_Glove; AttackPower_Samurai = AttackPower_AllWeapon * AttackPower_Samurai; AttackPower_Ninja = AttackPower_AllWeapon * AttackPower_Ninja; KARATE_zambie = AttackPower_AllWeapon * KARATE_zambie; KARATE_zambie = AttackPower_AllWeapon * KARATE_zambie; // ===================================================================================================================== // Phoenix Wings (Stingers) Power = 80 ================================================================================= // Ground Attack ------------------------------------------------------------------------------------------------------- float Slashing_Crow_1 = AttackPower_Stinger * 0.125; // X float Tearing_Crow_2 = AttackPower_Stinger * 0.188; // X, X float Blackbird_s_Lament_3 = AttackPower_Stinger * 0.25; // X, X, X float Raven_Strike_1 = AttackPower_Stinger * 0.563; // ↑ X float Spreading_Wings_1 = AttackPower_Stinger * 0.687; // ↑ X, ↑ X float Swooping_Edge_1 = AttackPower_Stinger * 0.625; // ↓ X float Slashing_Owl_1 = AttackPower_Stinger * 0.688; // ↑↑ X float Kicking_Crane_1 = AttackPower_Stinger * 0.563; // Y float Leaping_Crane_1 = AttackPower_Stinger * 0.75; // Y, Y float Thunderbird_Crash_1 = AttackPower_Stinger * 0.813; // Y, Y, Y float Taking_Flight_1 = AttackPower_Stinger * 0.75; // ↑ Y float Sky_Kick_1 = AttackPower_Stinger * 0.875; // ↑ Y, ↑ Y float Taking_Flight_Reverse_1 = AttackPower_Stinger * 0.75; // ↓ Y float Circling_Falcons_1 = AttackPower_Stinger * 0.2082; // X + Y float Circling_Falcons_2 = AttackPower_Stinger * 0.375; // X + Y float Super_Circling_Falcons_1 = AttackPower_Stinger * 0.25; // X + Y then Release float Super_Circling_Falcons_2 = AttackPower_Stinger * 0.5; // X + Y then Release float Ultimate_Circling_Falcons_1 = AttackPower_Stinger * 0.2915; // X + Y (Auto) float Ultimate_Circling_Falcons_2 = AttackPower_Stinger * 0.625; // X + Y (Auto) float Tumbling_Shrike_1 = AttackPower_Stinger * 1; // ↑ X + Y float Furious_Eagle_1 = AttackPower_Stinger * 0.5; // ↑↑ X + Y float Furious_Eagle_2 = AttackPower_Stinger * 1.5; // ↑↑ X + Y // Lethal Strike ------------------------------------------------------------------------------------------------------- float Screeching_Phoenix_1 = AttackPower_Stinger * 0.3; // ↓↑ X + Y / X+Y+B float Screeching_Phoenix_2 = AttackPower_Stinger * 0.4; // ↓↑ X + Y / X+Y+B float Screeching_Phoenix_3 = AttackPower_Stinger * 0.5; // ↓↑ X + Y / X+Y+B float Screeching_Phoenix_4 = AttackPower_Stinger * 0.6; // ↓↑ X + Y / X+Y+B float Screeching_Phoenix_5 = AttackPower_Stinger * 0.7; // ↓↑ X + Y / X+Y+B float Screeching_Phoenix_6 = AttackPower_Stinger * 0.8; // ↓↑ X + Y / X+Y+B float Screeching_Phoenix_7 = AttackPower_Stinger * 0.9; // ↓↑ X + Y / X+Y+B float Screeching_Phoenix_8 = AttackPower_Stinger * 1; // ↓↑ X + Y / X+Y+B // Team Kills ---------------------------------------------------------------------------------------------------------- float Raptor_1 = AttackPower_Stinger * 0.3; // ↓↑ X + Y / X+Y+B float Raptor_2 = AttackPower_Stinger * 0.4; // ↓↑ X + Y / X+Y+B float Raptor_3 = AttackPower_Stinger * 0.5; // ↓↑ X + Y / X+Y+B float Raptor_4 = AttackPower_Stinger * 0.6; // ↓↑ X + Y / X+Y+B float Raptor_5 = AttackPower_Stinger * 0.7; // ↓↑ X + Y / X+Y+B float Raptor_6 = AttackPower_Stinger * 0.8; // ↓↑ X + Y / X+Y+B float Raptor_7 = AttackPower_Stinger * 0.9; // ↓↑ X + Y / X+Y+B float Raptor_8 = AttackPower_Stinger * 1; // ↓↑ X + Y / X+Y+B float Raptor_9 = AttackPower_Stinger * 1.25; // ↓↑ X + Y / X+Y+B float Raptor_10 = AttackPower_Stinger * 1.5; // ↓↑ X + Y / X+Y+B float Raptor_11 = AttackPower_Stinger * 2.5; // ↓↑ X + Y / X+Y+B float Liu_Xin_s_Last_Stand_1 = AttackPower_Stinger * 0.3; // ↓↑ X + Y / X+Y+B float Liu_Xin_s_Last_Stand_2 = AttackPower_Stinger * 0.4; // ↓↑ X + Y / X+Y+B float Liu_Xin_s_Last_Stand_3 = AttackPower_Stinger * 0.5; // ↓↑ X + Y / X+Y+B float Liu_Xin_s_Last_Stand_4 = AttackPower_Stinger * 0.6; // ↓↑ X + Y / X+Y+B float Liu_Xin_s_Last_Stand_5 = AttackPower_Stinger * 0.7; // ↓↑ X + Y / X+Y+B float Liu_Xin_s_Last_Stand_6 = AttackPower_Stinger * 0.8; // ↓↑ X + Y / X+Y+B float Liu_Xin_s_Last_Stand_7 = AttackPower_Stinger * 0.9; // ↓↑ X + Y / X+Y+B float Liu_Xin_s_Last_Stand_8 = AttackPower_Stinger * 1; // ↓↑ X + Y / X+Y+B float Liu_Xin_s_Last_Stand_9 = AttackPower_Stinger * 1; // ↓↑ X + Y / X+Y+B float Liu_Xin_s_Last_Stand_10 = AttackPower_Stinger * 1; // ↓↑ X + Y / X+Y+B float Liu_Xin_s_Last_Stand_11 = AttackPower_Stinger * 1; // ↓↑ X + Y / X+Y+B float Liu_Xin_s_Last_Stand_12 = AttackPower_Stinger * 1; // ↓↑ X + Y / X+Y+B float Liu_Xin_s_Last_Stand_13 = AttackPower_Stinger * 1.25; // ↓↑ X + Y / X+Y+B float Liu_Xin_s_Last_Stand_14 = AttackPower_Stinger * 1.5; // ↓↑ X + Y / X+Y+B float Liu_Xin_s_Last_Stand_15 = AttackPower_Stinger * 2.5; // ↓↑ X + Y / X+Y+B // Air Attack ---------------------------------------------------------------------------------------------------------- float Striking_Falcon_1 = AttackPower_Stinger * 0.1875; // X float Hovering_Eagle_1 = AttackPower_Stinger * 0.438; // X, X float Plummeting_Hawk_1 = AttackPower_Stinger * 0.5; // Y float Air_Furious_Eagle_1 = AttackPower_Stinger * 0.5; // ↑↑ X + Y float Air_Furious_Eagle_2 = AttackPower_Stinger * 1.5; // ↑↑ X + Y float Air_Screeching_Phoenix_1 = AttackPower_Stinger * 0.3; // ↓↑ X + Y / X+Y+B float Air_Screeching_Phoenix_2 = AttackPower_Stinger * 0.4; // ↓↑ X + Y / X+Y+B float Air_Screeching_Phoenix_3 = AttackPower_Stinger * 0.5; // ↓↑ X + Y / X+Y+B float Air_Screeching_Phoenix_4 = AttackPower_Stinger * 0.6; // ↓↑ X + Y / X+Y+B float Air_Screeching_Phoenix_5 = AttackPower_Stinger * 0.7; // ↓↑ X + Y / X+Y+B float Air_Screeching_Phoenix_6 = AttackPower_Stinger * 0.8; // ↓↑ X + Y / X+Y+B float Air_Screeching_Phoenix_7 = AttackPower_Stinger * 0.9; // ↓↑ X + Y / X+Y+B float Air_Screeching_Phoenix_8 = AttackPower_Stinger * 1; // ↓↑ X + Y / X+Y+B // Wall & Assist Attack ------------------------------------------------------------------------------------------------ float Roc_s_Aerie_1 = AttackPower_Stinger * 0.25; // X float Roc_s_Aerie_2 = AttackPower_Stinger * 0.375; // X float Rainbird_Diving_1 = AttackPower_Stinger * 0.188; // Y, Y, Y float Rainbird_Diving_2 = AttackPower_Stinger * 0.25; // Y, Y, Y float Rainbird_Diving_3 = AttackPower_Stinger * 0.375; // Y, Y, Y // Dash Attack --------------------------------------------------------------------------------------------------------- float Rushing_Slashing_Owl_1 = AttackPower_Stinger * 0.688; // ↑ X float Rushing_Sky_Kick_1 = AttackPower_Stinger * 0.875; // ↑ Y float Rushing_Tumbling_Shrike_1 = AttackPower_Stinger * 1; // ↑ X + Y // Rising Attack ------------------------------------------------------------------------------------------------------- float Rising_Striking_Falcon_1 = AttackPower_Stinger * 0.25; // X float Rising_Thunderbird_Crash_1 = AttackPower_Stinger * 0.813; // Y // ===================================================================================================================== // Searing Dagger (Dagger) Power = 90 ================================================================================== // Ground Attack ------------------------------------------------------------------------------------------------------- float Chill_Slash_1 = AttackPower_Dagger * 0.222; // X float Sweeping_Snow_2 = AttackPower_Dagger * 0.278; // X, X float Icepick_1 = AttackPower_Dagger * 0.4445; // ↑ X float Frostbane_1 = AttackPower_Dagger * 0.778; // ↑ X, ↑ X float Cold_Thrust_1 = AttackPower_Dagger * 0.5; // ↓ X float Cold_Thrust_2 = AttackPower_Dagger * 0.611; // ↓ X float Snow_Blast_1 = AttackPower_Dagger * 0.389; // Y float Super_Snow_Blast_1 = AttackPower_Dagger * 0.5275; // Y then Release float Ultimate_Snow_Blast_1 = AttackPower_Dagger * 0.6665; // Y (Auto) float Treading_Ice_1 = AttackPower_Dagger * 0.6668; // ↑ Y float Hail_Strike_1 = AttackPower_Dagger * 0.278; // ↓ Y float Hail_Strike_2 = AttackPower_Dagger * 0.389; // ↓ Y float Hail_Strike_3 = AttackPower_Dagger * 0.5; // ↓ Y float Ice_Shard_1 = AttackPower_Dagger * 0.389; // X + Y float Ice_Shard_2 = AttackPower_Dagger * 0.5555; // X + Y float Snow_Blind_1 = AttackPower_Dagger * 0.3335; // ↑ X + Y float Glacier_Fall_1 = AttackPower_Dagger * 4; // ↑↑ X + Y // Lethal Strike ------------------------------------------------------------------------------------------------------- float Avalanche_1 = AttackPower_Dagger * 0; // ↓↑ X + Y / X+Y+B float Avalanche_2 = AttackPower_Dagger * 9; // ↓↑ X + Y / X+Y+B // Team Kills ---------------------------------------------------------------------------------------------------------- float Crystal_Crash_1 = AttackPower_Dagger * 1; // ↓↑ X + Y / X+Y+B float Crystal_Crash_2 = AttackPower_Dagger * 15; // ↓↑ X + Y / X+Y+B float Blizzard_1 = AttackPower_Dagger * 1; // ↓↑ X + Y / X+Y+B float Blizzard_2 = AttackPower_Dagger * 5; // ↓↑ X + Y / X+Y+B float Blizzard_3 = AttackPower_Dagger * 11; // ↓↑ X + Y / X+Y+B // Air Attack ---------------------------------------------------------------------------------------------------------- float Crystal_Slash_1 = AttackPower_Dagger * 0.278; // X float Crystal_Rip_1 = AttackPower_Dagger * 0.3335; // X, X float Crystal_Pivot_1 = AttackPower_Dagger * 0.4445; // X, X, X float Snowfall_1 = AttackPower_Dagger * 0.6665; // Y float Crashing_Ice_1 = AttackPower_Dagger * 0.8888; // X + Y float Sleet_Storm_1 = AttackPower_Dagger * 1; // ↓ X + Y float Sleet_Storm_2 = AttackPower_Dagger * 1.5; // ↓ X + Y float Air_Glacier_Fall_1 = AttackPower_Dagger * 4; // ↑↑ X + Y // Wall & Assist Attack ------------------------------------------------------------------------------------------------ float Arctic_Blast_1 = AttackPower_Dagger * 0.278; // X float Polar_Shock_1 = AttackPower_Dagger * 0.389; // Y float Polar_Shock_2 = AttackPower_Dagger * 0.5555; // Y // Dash Attack --------------------------------------------------------------------------------------------------------- float Rushing_Polar_Shock_1 = AttackPower_Dagger * 0.389; // ↑ X float Rushing_Polar_Shock_2 = AttackPower_Dagger * 0.5555; // ↑ X float Rushing_Treading_Ice_1 = AttackPower_Dagger * 0.6668; // ↑ Y float Rushing_Snow_Blind_1 = AttackPower_Dagger * 0.3335; // ↑ X + Y // Rising Attack ------------------------------------------------------------------------------------------------------- float Rising_Sweeping_Snow_1 = AttackPower_Dagger * 0.278; // X float Rising_Treading_Ice_1 = AttackPower_Dagger * 0.6668; // Y // ===================================================================================================================== // Ember Sword (Sword) Power = 100 ===================================================================================== // Ground Attack ------------------------------------------------------------------------------------------------------- float Storm_Cut_1 = AttackPower_Sword * 0.2; // X float Storm_Slash_2 = AttackPower_Sword * 0.25; // X, X float Storm_Strike_3 = AttackPower_Sword * 0.35; // X, X, X float Turbulence_1 = AttackPower_Sword * 0.25; // ↑ X float Twister_1 = AttackPower_Sword * 0.3; // ↓ X float Tornado_1 = AttackPower_Sword * 0.5; // ↓ X, ↓ X float Wind_Thrust_1 = AttackPower_Sword * 0.6; // ↑↑ X float Crosswinds_1 = AttackPower_Sword * 0.2; // ↑↑ X, ↑↑ X, X, X float Crosswinds_2 = AttackPower_Sword * 0.25; // ↑↑ X, ↑↑ X, X, X float Crosswinds_3 = AttackPower_Sword * 0.4; // ↑↑ X, ↑↑ X, X, X float Heel_Strike_1 = AttackPower_Sword * 0.45; // Y float Whirlwind_1 = AttackPower_Sword * 0.65; // ↑ Y float Super_Whirlwind_1 = AttackPower_Sword * 0.45; // ↑, Y then Release float Ultimate_Whirlwind_1 = AttackPower_Sword * 0.4; // ↑, Y (Auto) float Updraft_1 = AttackPower_Sword * 0.7; // ↑ Y, ↑ Y float Storm_Cleave_1 = AttackPower_Sword * 0.75; // ↓ Y float Storm_Thrust_1 = AttackPower_Sword * 0.2; // ↑↑ Y, Y, Y float Storm_Thrust_2 = AttackPower_Sword * 0.4; // ↑↑ Y, Y, Y float Storm_Thrust_3 = AttackPower_Sword * 0.5; // ↑↑ Y, Y, Y float Gale_Force_Kick_1 = AttackPower_Sword * 0.3; // X + Y float Vortex_1 = AttackPower_Sword * 0.4; // ↑ X + Y float Wind_Shear_1 = AttackPower_Sword * 1.25; // ↓↑ X float Cyclone_1 = AttackPower_Sword * 0.3; // ↓↑ Y // Lethal Strike ------------------------------------------------------------------------------------------------------- float Hurricane_1 = AttackPower_Sword * 0.1; // ↓↑ X + Y / X+Y+B float Hurricane_2 = AttackPower_Sword * 2.75; // ↓↑ X + Y / X+Y+B // Team Kills ---------------------------------------------------------------------------------------------------------- float Tempest_1 = AttackPower_Sword * 0.3; // ↓↑ X + Y / X+Y+B float Tempest_2 = AttackPower_Sword * 3.5; // ↓↑ X + Y / X+Y+B float Tempest_3 = AttackPower_Sword * 1.5; // ↓↑ X + Y / X+Y+B float Eye_of_the_Storm_1 = AttackPower_Sword * 0.3; // ↓↑ X + Y / X+Y+B float Eye_of_the_Storm_2 = AttackPower_Sword * 3; // ↓↑ X + Y / X+Y+B float Eye_of_the_Storm_3 = AttackPower_Sword * 2; // ↓↑ X + Y / X+Y+B float Eye_of_the_Storm_4 = AttackPower_Sword * 2.6; // ↓↑ X + Y / X+Y+B // Air Attack ---------------------------------------------------------------------------------------------------------- float Typhoon_Cut_1 = AttackPower_Sword * 0.4; // X float Typhoon_Slash_1 = AttackPower_Sword * 0.5; // X, X float Monsoon_Stab_1 = AttackPower_Sword * 0.4; // Y float Monsoon_Stab_2 = AttackPower_Sword * 0.2; // Y // Wall & Assist Attack ------------------------------------------------------------------------------------------------ float Typhoon_Thrust_1 = AttackPower_Sword * 0.4; // X float Downburst_1 = AttackPower_Sword * 0.2; // Y float Downburst_2 = AttackPower_Sword * 0.3; // Y float Downburst_3 = AttackPower_Sword * 0.2; // Y // Dash Attack --------------------------------------------------------------------------------------------------------- float Rushing_Wind_Thrust_1 = AttackPower_Sword * 0.6; // ↑ X float Rushing_Whirlwind_1 = AttackPower_Sword * 0.65; // ↑ Y float Rushing_Vortex_1 = AttackPower_Sword * 0.4; // ↑ X + Y // Rising Attack ------------------------------------------------------------------------------------------------------- float Rising_Gale_Force_Kick_1 = AttackPower_Sword * 0.3; // X float Rising_Tornado_1 = AttackPower_Sword * 0.5; // Y // ===================================================================================================================== // Phoenix Tail (Spear) Power = 105 ==================================================================================== // Ground Attack ------------------------------------------------------------------------------------------------------- float Jab_1 = AttackPower_Spear * 0.19; // X float Side_Stroke_2 = AttackPower_Spear * 0.119; // X, X float Static_Thrust_3 = AttackPower_Spear * 0.3335; // X, X, X float Sky_Thrust_1 = AttackPower_Spear * 0.381; // ↑ X float Dancing_Lightning_1 = AttackPower_Spear * 0.476; // ↑↑ X float Lashing_Tail_1 = AttackPower_Spear * 0.381; // ↓ X float Groundstrike_1 = AttackPower_Spear * 0.4285; // Y float Cyclone_Fury_1 = AttackPower_Spear * 0.3335; // ↑ Y float Cyclone_Fury_2 = AttackPower_Spear * 0.476; // ↑ Y float Slash_of_Lightning_1 = AttackPower_Spear * 0.6191; // ↓ Y float Vaulting_Charge_1 = AttackPower_Spear * 0.6665; // ↑↑ Y float Super_Vaulting_Charge_1 = AttackPower_Spear * 0.9525; // ↑↑, Y then Release float Ultimate_Vaulting_Charge_1 = AttackPower_Spear * 1.238; // ↑↑, Y (Auto) float Thunder_s_Judgement_1 = AttackPower_Spear * 0.762; // X + Y float Static_Arc_1 = AttackPower_Spear * 0.524; // ↑ X + Y float Heaven_s_Wrath_1 = AttackPower_Spear * 0.1; // ↓↑ Y float Heaven_s_Wrath_2 = AttackPower_Spear * 0.6; // ↓↑ Y float Thunderbolt_1 = AttackPower_Spear * 3; // ↓↑ X // Lethal Strike ------------------------------------------------------------------------------------------------------- float Rolling_Thunder_1 = AttackPower_Spear * 0.2; // ↓↑ X + Y / X+Y+B float Rolling_Thunder_2 = AttackPower_Spear * 2.157; // ↓↑ X + Y / X+Y+B // Team Kills ---------------------------------------------------------------------------------------------------------- float Shock_Wave_1 = AttackPower_Spear * 0.506; // ↓↑ X + Y / X+Y+B float Shock_Wave_2 = AttackPower_Spear * 2.75; // ↓↑ X + Y / X+Y+B float Jagun_s_Wrath_1 = AttackPower_Spear * 0.5595; // ↓↑ X + Y / X+Y+B float Jagun_s_Wrath_2 = AttackPower_Spear * 2; // ↓↑ X + Y / X+Y+B float Jagun_s_Wrath_3 = AttackPower_Spear * 3; // ↓↑ X + Y / X+Y+B // Air Attack ---------------------------------------------------------------------------------------------------------- float Spear_Jump_Kick_1 = AttackPower_Spear * 0.2855; // X float Vertical_Strike_1 = AttackPower_Spear * 0.476; // Y float Spinning_Strike_1 = AttackPower_Spear * 0.238; // Y, Y float Strike_Point_1 = AttackPower_Spear * 0.6; // ↓↑ Y // Wall & Assist Attack ------------------------------------------------------------------------------------------------ float Sky_Charge_1 = AttackPower_Spear * 0.3335; // X float Cloudburst_1 = AttackPower_Spear * 0.476; // Y float Cloudburst_2 = AttackPower_Spear * 0.238; // Y // Dash Attack --------------------------------------------------------------------------------------------------------- float Rushing_Sky_Thrust_1 = AttackPower_Spear * 0.381; // ↑ X float Rushing_Thunderbolt_1 = AttackPower_Spear * 0.6191; // ↑ Y float Rushing_Strike_Point_1 = AttackPower_Spear * 0.762; // ↑ X + Y // Rising Attack ------------------------------------------------------------------------------------------------------- float Rising_Static_Thrust_1 = AttackPower_Spear * 0.3335; // X float Rising_Cyclone_Fury_1 = AttackPower_Spear * 0.3335; // Y float Rising_Cyclone_Fury_2 = AttackPower_Spear * 0.476; // Y // ===================================================================================================================== // Ash Blade (Blade) Power = 115 ======================================================================================= // Ground Attack ------------------------------------------------------------------------------------------------------- float Charring_Cut_1 = AttackPower_Blade * 0.217; // X float Charring_Slash_2 = AttackPower_Blade * 0.261; // X, X float Charring_Blow_3 = AttackPower_Blade * 0.435; // X, X, X float Scorching_Bite_1 = AttackPower_Blade * 0.6955; // ↑ X float Vaulting_Wildfire_1 = AttackPower_Blade * 0.3477; // ↓ X float Vaulting_Wildfire_2 = AttackPower_Blade * 0.52175; // ↓ X float Blazing_Executioner_1 = AttackPower_Blade * 0.7825; // ↑↑ X float Infernal_Executioner_1 = AttackPower_Blade * 1; // ↑↑ X, ↑↑ X float Flaring_Arc_1 = AttackPower_Blade * 0.652; // Y float Super_Flaring_Arc_1 = AttackPower_Blade * 0.9; // Y then Release float Ultimate_Flaring_Arc_1 = AttackPower_Blade * 0.4; // Y (Auto) float Blazing_Pommel_1 = AttackPower_Blade * 0.4; // ↑ Y float Burning_Cyclone_1 = AttackPower_Blade * 0.2; // ↓ Y float Burning_Cyclone_2 = AttackPower_Blade * 0.6; // ↓ Y float Super_Burning_Cyclone_1 = AttackPower_Blade * 0.15; // ↓, Y then Release float Super_Burning_Cyclone_2 = AttackPower_Blade * 0.6; // ↓, Y then Release float Ultimate_Burning_Cyclone_1 = AttackPower_Blade * 0.2; // ↓, Y (Auto) float Ultimate_Burning_Cyclone_2 = AttackPower_Blade * 0.74; // ↓, Y (Auto) float Gut_Torcher_1 = AttackPower_Blade * 0.7825; // ↑↑ Y float Firebelly_1 = AttackPower_Blade * 1; // ↑↑ Y, ↑↑ Y float Super_Firebelly_1 = AttackPower_Blade * 1.25; // ↑↑ Y, ↑↑ Y then Release float Ultimate_Firebelly_1 = AttackPower_Blade * 1.5; // ↑↑ Y, ↑↑ Y (Auto) float Heatwave_1 = AttackPower_Blade * 0.4; // X + Y float Burning_Edge_1 = AttackPower_Blade * 1.1305; // ↑ X + Y float Conflagration_1 = AttackPower_Blade * 1; // ↑↑ X + Y // Lethal Strike ------------------------------------------------------------------------------------------------------- float Hellfire_1 = AttackPower_Blade * 0.087; // ↓↑ X + Y / X+Y+B float Hellfire_2 = AttackPower_Blade * 0.28975; // ↓↑ X + Y / X+Y+B float Hellfire_3 = AttackPower_Blade * 0.28975; // ↓↑ X + Y / X+Y+B float Hellfire_4 = AttackPower_Blade * 2.261; // ↓↑ X + Y / X+Y+B // Team Kills ---------------------------------------------------------------------------------------------------------- float Burning_Abyss_1 = AttackPower_Blade * 0.4; // ↓↑ X + Y / X+Y+B float Burning_Abyss_2 = AttackPower_Blade * 0.4; // ↓↑ X + Y / X+Y+B float Burning_Abyss_3 = AttackPower_Blade * 0.5; // ↓↑ X + Y / X+Y+B float Burning_Abyss_4 = AttackPower_Blade * 0.5; // ↓↑ X + Y / X+Y+B float Burning_Abyss_5 = AttackPower_Blade * 3; // ↓↑ X + Y / X+Y+B float Inferno_1 = AttackPower_Blade * 0.45; // ↓↑ X + Y / X+Y+B float Inferno_2 = AttackPower_Blade * 0.45; // ↓↑ X + Y / X+Y+B float Inferno_3 = AttackPower_Blade * 0.5; // ↓↑ X + Y / X+Y+B float Inferno_4 = AttackPower_Blade * 0.5; // ↓↑ X + Y / X+Y+B float Inferno_5 = AttackPower_Blade * 1.5; // ↓↑ X + Y / X+Y+B float Inferno_6 = AttackPower_Blade * 1.5; // ↓↑ X + Y / X+Y+B // Air Attack ---------------------------------------------------------------------------------------------------------- float Blade_Jump_Kick_1 = AttackPower_Blade * 0.261; // X float Fire_s_Judgment_1 = AttackPower_Blade * 0.6955; // Y // Wall & Assist Attack ------------------------------------------------------------------------------------------------ float Guillotine_Drop_1 = AttackPower_Blade * 0.652; // X float Scorching_Blades_1 = AttackPower_Blade * 0.3477; // Y float Scorching_Blades_2 = AttackPower_Blade * 0.52175; // Y // Dash Attack --------------------------------------------------------------------------------------------------------- float Rushing_Charring_Blow_1 = AttackPower_Blade * 0.52175; // ↑ X float Rushing_Blazing_Pommel_1 = AttackPower_Blade * 0.4; // ↑ Y float Rushing_Burning_Edge_1 = AttackPower_Blade * 1.1305; // ↑ X + Y // Rising Attack ------------------------------------------------------------------------------------------------------- float Rising_Scorching_Blades_1 = AttackPower_Blade * 0.52175; // X float Rising_Infernal_Executioner_1 = AttackPower_Blade * 0.7825; // Y // ===================================================================================================================== // Meteor Hammer (Hammer) Power = 120 ================================================================================== // Ground Attack ------------------------------------------------------------------------------------------------------- float Deep_Impact_1 = AttackPower_Hammer * 0.2085; // X float Lunar_Kick_1 = AttackPower_Hammer * 0.292; // ↑ X float Planetary_Strike_1 = AttackPower_Hammer * 0.8335; // ↑↑ X float Super_Planetary_Strike_1 = AttackPower_Hammer * 1.1665; // ↑↑, X then Release float Ultimate_Planetary_Strike_1 = AttackPower_Hammer * 1.5; // ↑↑, X (Auto) float Orbital_Swing_1 = AttackPower_Hammer * 0.3335; // Y float Orbital_Swing_2 = AttackPower_Hammer * 0.4165; // Y float Orbital_Swing_3 = AttackPower_Hammer * 0.5; // Y float Orbital_Swing_4 = AttackPower_Hammer * 0.5835; // Y float Galactic_Anvil_Attack_1_1 = AttackPower_Hammer * 0.8335; // Y, X + Y float Galactic_Anvil_Attack_2_1 = AttackPower_Hammer * 0.9585; // Y ,Y , X + Y float Galactic_Anvil_Attack_3_1 = AttackPower_Hammer * 1.125; // Y ,Y ,Y , X + Y float Galactic_Anvil_Attack_4_1 = AttackPower_Hammer * 1.3335; // Y ,Y ,Y ,Y , X + Y float Comet_Charge_1 = AttackPower_Hammer * 0.25; // ↑ Y float Comet_Charge_2 = AttackPower_Hammer * 0.5; // ↑ Y float Super_Comet_Charge_1 = AttackPower_Hammer * 0.25; // ↑, Y then Release float Super_Comet_Charge_2 = AttackPower_Hammer * 0.8335; // ↑, Y then Release float Ultimate_Comet_Charge_1 = AttackPower_Hammer * 0.75; // ↑, Y (Auto) float Cosmic_Revolution_1 = AttackPower_Hammer * 0.75; // ↑↑ Y float Super_Cosmic_Revolution_1 = AttackPower_Hammer * 1; // ↑↑, Y then Release float Ultimate_Cosmic_Revolution_1 = AttackPower_Hammer * 1.25; // ↑↑, Y (Auto) float Anvil_1 = AttackPower_Hammer * 0.8335; // X + Y float Destroyer_of_Worlds_1 = AttackPower_Hammer * 0.1; // ↓↑ X or Y float Destroyer_of_Worlds_2 = AttackPower_Hammer * 1.5; // ↓↑ X or Y // Lethal Strike ------------------------------------------------------------------------------------------------------- float Supernova_1 = AttackPower_Hammer * 0.1; // ↓↑ X + Y / X+Y+B float Supernova_2 = AttackPower_Hammer * 0.1; // ↓↑ X + Y / X+Y+B float Supernova_3 = AttackPower_Hammer * 3; // ↓↑ X + Y / X+Y+B // Team Kills ---------------------------------------------------------------------------------------------------------- float Hypernova_1 = AttackPower_Hammer * 0.1; // ↓↑ X + Y / X+Y+B float Hypernova_2 = AttackPower_Hammer * 2.1; // ↓↑ X + Y / X+Y+B float Lo_s_Last_Stand_1 = AttackPower_Hammer * 0.1; // ↓↑ X + Y / X+Y+B float Lo_s_Last_Stand_2 = AttackPower_Hammer * 3.2; // ↓↑ X + Y / X+Y+B // Air Attack ---------------------------------------------------------------------------------------------------------- float Hammer_Jump_Kick_1 = AttackPower_Hammer * 0.25; // X float Shooting_Star_1 = AttackPower_Hammer * 0.6665; // Y // Wall & Assist Attack ------------------------------------------------------------------------------------------------ float Celestial_Spiral_1 = AttackPower_Hammer * 0.5; // X float Stellar_Crash_1 = AttackPower_Hammer * 0.75; // Y // Dash Attack --------------------------------------------------------------------------------------------------------- float Rushing_Lunar_Kick_1 = AttackPower_Hammer * 0.292; // ↑ X float Rushing_Comet_Charge_1 = AttackPower_Hammer * 0.25; // ↑ Y float Rushing_Comet_Charge_2 = AttackPower_Hammer * 0.5; // ↑ Y float Rushing_Anvil_1 = AttackPower_Hammer * 0.8335; // ↑ X + Y // Rising Attack ------------------------------------------------------------------------------------------------------- float Rising_Deep_Impact_1 = AttackPower_Hammer * 0.2085; // X float Rising_Shooting_Star_1 = AttackPower_Hammer * 0.6665; // Y // ===================================================================================================================== // Phoenix Talons (Wolverine) Power = 85 =============================================================================== // Ground Attack ------------------------------------------------------------------------------------------------------- float Vital_Chop_1 = AttackPower_Glove * 0.147; // X float Vital_Slash_2 = AttackPower_Glove * 0.147; // X, X float Vital_Stab_3 = AttackPower_Glove * 0.235; // X, X, X float Gleaming_Gauntlet_1 = AttackPower_Glove * 0.47; // ↑ X float Super_Gleaming_Gauntlet_1 = AttackPower_Glove * 0.824; // ↑, X then Release float Ultimate_Gleaming_Gauntlet_1 = AttackPower_Glove * 1.176; // ↑, X (Auto) float Vaulting_Talons_1 = AttackPower_Glove * 0.412; // ↓ X float Rising_Talons_1 = AttackPower_Glove * 0.5; // ↓ X, X float Luminous_Flurry_1 = AttackPower_Glove * 0.1765; // Y, Y, Y, Y float Luminous_Flurry_2 = AttackPower_Glove * 0.235; // Y, Y, Y, Y float Luminous_Flurry_3 = AttackPower_Glove * 0.294; // Y, Y, Y, Y float Luminous_Flurry_4 = AttackPower_Glove * 0.412; // Y, Y, Y, Y float Surging_Tackle_1 = AttackPower_Glove * 0.588; // ↑ Y float Super_Surging_Tackle_1 = AttackPower_Glove * 1; // ↑, Y then Release float Ultimate_Surging_Tackle_1 = AttackPower_Glove * 1.412; // ↑, Y (Auto) float Glittering_Fangs_1 = AttackPower_Glove * 0.588; // ↓ Y float Super_Glittering_Fangs_1 = AttackPower_Glove * 1; // ↓, Y then Release float Ultimate_Glittering_Fangs_1 = AttackPower_Glove * 1.412; // ↓, Y (Auto) float Radiant_Burst_1 = AttackPower_Glove * 0.6475; // X+Y float Super_Radiant_Burst_1 = AttackPower_Glove * 1.059; // X+Y then Release float Ultimate_Radiant_Burst_1 = AttackPower_Glove * 1.529; // X+Y (Auto) float Shining_Punch_1 = AttackPower_Glove * 1; // ↑ X + Y float Super_Shining_Punch_1 = AttackPower_Glove * 1.5; // ↑, X + Y then Release float Ultimate_Shining_Punch_1 = AttackPower_Glove * 2; // ↑, X + Y (Auto) float Incandescent_Thrust_1 = AttackPower_Glove * 3; // ↓↑ X or Y // Lethal Strike ------------------------------------------------------------------------------------------------------- float Annihilator_1 = AttackPower_Glove * 0.118; // ↓↑ X + Y / X+Y+B float Annihilator_2 = AttackPower_Glove * 0.35265; // ↓↑ X + Y / X+Y+B float Annihilator_3 = AttackPower_Glove * 0.3529; // ↓↑ X + Y / X+Y+B float Annihilator_4 = AttackPower_Glove * 0.4705; // ↓↑ X + Y / X+Y+B float Annihilator_5 = AttackPower_Glove * 0.4705; // ↓↑ X + Y / X+Y+B float Annihilator_6 = AttackPower_Glove * 0.4705; // ↓↑ X + Y / X+Y+B float Annihilator_7 = AttackPower_Glove * 1.3725; // ↓↑ X + Y / X+Y+B // Team Kills ---------------------------------------------------------------------------------------------------------- float Decimator_1 = AttackPower_Glove * 1; // ↓↑ X + Y / X+Y+B float Decimator_2 = AttackPower_Glove * 1; // ↓↑ X + Y / X+Y+B float Decimator_3 = AttackPower_Glove * 1; // ↓↑ X + Y / X+Y+B float Decimator_4 = AttackPower_Glove * 1; // ↓↑ X + Y / X+Y+B float Decimator_5 = AttackPower_Glove * 1; // ↓↑ X + Y / X+Y+B float Decimator_6 = AttackPower_Glove * 2.5; // ↓↑ X + Y / X+Y+B float Shin_s_Onslaught_1 = AttackPower_Glove * 1; // ↓↑ X + Y / X+Y+B float Shin_s_Onslaught_2 = AttackPower_Glove * 1; // ↓↑ X + Y / X+Y+B float Shin_s_Onslaught_3 = AttackPower_Glove * 1; // ↓↑ X + Y / X+Y+B float Shin_s_Onslaught_4 = AttackPower_Glove * 1; // ↓↑ X + Y / X+Y+B float Shin_s_Onslaught_5 = AttackPower_Glove * 1; // ↓↑ X + Y / X+Y+B float Shin_s_Onslaught_6 = AttackPower_Glove * 0.9; // ↓↑ X + Y / X+Y+B float Shin_s_Onslaught_7 = AttackPower_Glove * 3.5; // ↓↑ X + Y / X+Y+B // Air Attack ---------------------------------------------------------------------------------------------------------- float Dual_Strike_1 = AttackPower_Glove * 0.294; // X float Flying_Assault_1 = AttackPower_Glove * 0.412; // X, X float Rending_Talons_1 = AttackPower_Glove * 0.588; // Y // Wall & Assist Attack ------------------------------------------------------------------------------------------------ float Shimmering_Airwalk_1 = AttackPower_Glove * 0.294; // X float Diving_Talon_1 = AttackPower_Glove * 0.588; // Y // Dash Attack --------------------------------------------------------------------------------------------------------- float Rushing_Gleaming_Gauntlet_1 = AttackPower_Glove * 0.47; // ↑ X float Rushing_Surging_Tackle_1 = AttackPower_Glove * 0.588; // ↑ Y float Rushing_Shining_Punch_1 = AttackPower_Glove * 1; // ↑ X + Y // Rising Attack ------------------------------------------------------------------------------------------------------- float Rising_Tiger_Kick_1 = AttackPower_Glove * 0.294; // X float Rising_Flying_Assault_1 = AttackPower_Glove * 0.412; // Y // ===================================================================================================================== // Flame of Heaven (Katana) Power = 110 ================================================================================ // Ground Attack ------------------------------------------------------------------------------------------------------- float Left_Strike_1 = AttackPower_Samurai * 0.136; // X float Right_Strike_2 = AttackPower_Samurai * 0.136; // X, X float Center_Strike_3 = AttackPower_Samurai * 0.1821; // X, X, X float Rising_Crimson_Slash_Out_1 = AttackPower_Samurai * 0.2725; // ↓ X float Rising_Crimson_Slash_1 = AttackPower_Samurai * 0.3184; // ↓ X float Descending_Crimson_Slash_Out_1 = AttackPower_Samurai * 0.25; // ↑ X float Descending_Crimson_Slash_1 = AttackPower_Samurai * 0.3; // ↑ X float Crimson_Disruption_Out_1 = AttackPower_Samurai * 0.409; // ↑↑ X float Crimson_Disruption_1 = AttackPower_Samurai * 0.5; // ↑↑ X float Bloody_Thrust_1 = AttackPower_Samurai * 0.136; // Y float Full_Bloody_Thrust_2 = AttackPower_Samurai * 0.136; // Y, Y float Dripping_Scabbard_3 = AttackPower_Samurai * 0.182; // Y, Y, Y float Disemboweler_1 = AttackPower_Samurai * 0.591; // ↑ Y float Disemboweler_Sweep_1 = AttackPower_Samurai * 0.6365; // ↓ Y float Disemboweler_Spin_1 = AttackPower_Samurai * 0.3635; // ↑↑ Y float Disemboweler_Spin_2 = AttackPower_Samurai * 0.6365; // ↑↑ Y float Gash_1 = AttackPower_Samurai * 0.818; // ↑ X + Y float Super_Gash_1 = AttackPower_Samurai * 1.3635; // ↑, X + Y then Release float Ultimate_Gash_1 = AttackPower_Samurai * 2; // ↑, X + Y (Auto) float Reverse_Gash_1 = AttackPower_Samurai * 0.818; // ↓ X + Y float Boiling_Blood_1 = AttackPower_Samurai * 0.25; // ↓↑ X float Boiling_Blood_2 = AttackPower_Samurai * 0.659; // ↓↑ X float Hemorrhage_1 = AttackPower_Samurai * 0.659; // ↓↑ Y float Hemorrhage_2 = AttackPower_Samurai * 0.25; // ↓↑ Y // Lethal Strike ------------------------------------------------------------------------------------------------------- float Rupture_1 = AttackPower_Samurai * 0.091; // ↓↑ X + Y / X+Y+B float Rupture_2 = AttackPower_Samurai * 0.5; // ↓↑ X + Y / X+Y+B float Rupture_3 = AttackPower_Samurai * 0.5; // ↓↑ X + Y / X+Y+B float Rupture_4 = AttackPower_Samurai * 0.5; // ↓↑ X + Y / X+Y+B float Rupture_5 = AttackPower_Samurai * 0.5; // ↓↑ X + Y / X+Y+B float Rupture_6 = AttackPower_Samurai * 1; // ↓↑ X + Y / X+Y+B float Rupture_7 = AttackPower_Samurai * 3; // ↓↑ X + Y / X+Y+B // Team Kills ---------------------------------------------------------------------------------------------------------- float Blood_Bath_1 = AttackPower_Samurai * 0.091; // ↓↑ X + Y / X+Y+B float Blood_Bath_2 = AttackPower_Samurai * 0.5; // ↓↑ X + Y / X+Y+B float Blood_Bath_3 = AttackPower_Samurai * 0.5; // ↓↑ X + Y / X+Y+B float Blood_Bath_4 = AttackPower_Samurai * 1; // ↓↑ X + Y / X+Y+B float Blood_Bath_5 = AttackPower_Samurai * 1.25; // ↓↑ X + Y / X+Y+B float Blood_Bath_6 = AttackPower_Samurai * 1.5; // ↓↑ X + Y / X+Y+B float Blood_Bath_7 = AttackPower_Samurai * 1.75; // ↓↑ X + Y / X+Y+B float Blood_Bath_8 = AttackPower_Samurai * 1.5; // ↓↑ X + Y / X+Y+B float Cold_Blood_1 = AttackPower_Samurai * 0.091; // ↓↑ X + Y / X+Y+B float Cold_Blood_2 = AttackPower_Samurai * 0.5; // ↓↑ X + Y / X+Y+B float Cold_Blood_3 = AttackPower_Samurai * 1; // ↓↑ X + Y / X+Y+B float Cold_Blood_4 = AttackPower_Samurai * 2; // ↓↑ X + Y / X+Y+B float Cold_Blood_5 = AttackPower_Samurai * 3; // ↓↑ X + Y / X+Y+B float Cold_Blood_6 = AttackPower_Samurai * 4; // ↓↑ X + Y / X+Y+B float Cold_Blood_7 = AttackPower_Samurai * 6; // ↓↑ X + Y / X+Y+B // Air Attack ---------------------------------------------------------------------------------------------------------- float Samurai_Jump_Kick_1 = AttackPower_Samurai * 0.2725; // X float Falling_Stab_1 = AttackPower_Samurai * 0.4545; // Y // Wall & Assist Attack ------------------------------------------------------------------------------------------------ float Spinning_Leap_1 = AttackPower_Samurai * 0.5; // X float Gouging_Fall_1 = AttackPower_Samurai * 0.182; // Y, Y // Dash Attack --------------------------------------------------------------------------------------------------------- float Rushing_Boiling_Blood_1 = AttackPower_Samurai * 0.1821; // ↑ X float Rushing_Gouging_Fall_1 = AttackPower_Samurai * 0.1821; // ↑ Y float Rushing_Gash_1 = AttackPower_Samurai * 0.818; // ↑ X + Y // Rising Attack ------------------------------------------------------------------------------------------------------- float Rising_Boiling_Blood_1 = AttackPower_Samurai * 0.136; // X float Rising_Bloody_Thrust_1 = AttackPower_Samurai * 0.136; // Y // ===================================================================================================================== // Feather Blade (Ninjato) Power = 95 ================================================================================= // Ground Attack ------------------------------------------------------------------------------------------------------- float Wraith_Kick_1 = AttackPower_Ninja * 0.21; // X float Wraith_Sweep_2 = AttackPower_Ninja * 0.211; // X, X float Occult_1 = AttackPower_Ninja * 0.263; // ↑ X float Elusive_Spirit_1 = AttackPower_Ninja * 0.263; // ↓ X float Shadow_Cut_1 = AttackPower_Ninja * 0.421; // Y float Shadow_Slash_1 = AttackPower_Ninja * 0.5265; // Y, Y float Leaping_Shadow_Cut_1 = AttackPower_Ninja * 0.5265; // ↑ Y float Shade_Thrust_1 = AttackPower_Ninja * 0.5265; // ↓ Y float Cruel_Stab_1 = AttackPower_Ninja * 0.5265; // ↓↑ Y float Cruel_Stab_2 = AttackPower_Ninja * 0.421; // ↓↑ Y float Cruel_Severing_1 = AttackPower_Ninja * 0.6315; // ↓↑ Y, Y float Cruel_Severing_2 = AttackPower_Ninja * 0.421; // ↓↑ Y, Y float Coffin_Nail_1 = AttackPower_Ninja * 0.105; // ↓↑ Y, X float R_I_P__1 = AttackPower_Ninja * 0.105; // ↓↑ Y, X, X... float R_I_P__2 = AttackPower_Ninja * 0.421; // ↓↑ Y, X, X... float Ghost_Rising_1 = AttackPower_Ninja * 0.263; // X + Y float Ghost_Assault_1 = AttackPower_Ninja * 0.263; // ↑ X + Y float Ghost_Strike_1 = AttackPower_Ninja * 0.3156; // ↑ X + Y, X or Y float Poltergeist_1 = AttackPower_Ninja * 0.5265; // ↓ X + Y float Super_Poltergeist_1 = AttackPower_Ninja * 0.7895; // ↓, X + Y then Release float Ultimate_Poltergeist_1 = AttackPower_Ninja * 1.0525; // ↓, X + Y (Auto) float Phantasm_F_1 = AttackPower_Ninja * 0; // ↑↑X or Y float Phantasm_B_1 = AttackPower_Ninja * 0; // ↓↓X or Y float Phantasm_L_1 = AttackPower_Ninja * 0; // ← ← X or Y float Phantasm_R_1 = AttackPower_Ninja * 0; // → → X or Y float Ghost_Rage_1 = AttackPower_Ninja * 3; // ↑↑ X + Y // Lethal Strike ------------------------------------------------------------------------------------------------------- float Phantom_Revenge_1 = AttackPower_Ninja * 0.105; // ↓↑ X + Y / X+Y+B float Phantom_Revenge_2 = AttackPower_Ninja * 0.5731; // ↓↑ X + Y / X+Y+B // Team Kills ---------------------------------------------------------------------------------------------------------- float Dance_Macabre_1 = AttackPower_Ninja * 0.105; // ↓↑ X + Y / X+Y+B float Dance_Macabre_2 = AttackPower_Ninja * 1.1; // ↓↑ X + Y / X+Y+B float Miragami_s_Remorse_1 = AttackPower_Ninja * 0.105; // ↓↑ X + Y / X+Y+B float Miragami_s_Remorse_2 = AttackPower_Ninja * 1; // ↓↑ X + Y / X+Y+B float Miragami_s_Remorse_3 = AttackPower_Ninja * 3.5; // ↓↑ X + Y / X+Y+B // Air Attack ---------------------------------------------------------------------------------------------------------- float Spectral_Slice_1 = AttackPower_Ninja * 0.421; // X float Spectral_Slash_1 = AttackPower_Ninja * 0.5265; // X, X float Spectral_Dive_1 = AttackPower_Ninja * 0.263; // Y // Wall & Assist Attack ------------------------------------------------------------------------------------------------ float Spirit_Leap_1 = AttackPower_Ninja * 0.4; // X float Spirit_Lunge_1 = AttackPower_Ninja * 0.4; // Y // Dash Attack --------------------------------------------------------------------------------------------------------- float Rushing_Occult_1 = AttackPower_Ninja * 0.263; // ↑ X float Rushing_Leaping_Shadow_Cut_1 = AttackPower_Ninja * 0.5265; // ↑ Y float Rushing_Ghost_Assault_1 = AttackPower_Ninja * 0.263; // ↑ X + Y // Rising Attack ------------------------------------------------------------------------------------------------------- float Rising_Phantasm_X_1 = AttackPower_Ninja * 0; // X float Rising_Phantasm_Y_1 = AttackPower_Ninja * 0; // Y // ===================================================================================================================== // KARATE (Player) Power = 75 ========================================================================================== // Ground Attack ------------------------------------------------------------------------------------------------------- float KARATE_Vital_Chop_1 = KARATE_player * 0.147; // X float KARATE_Vital_Slash_2 = KARATE_player * 0.147; // X, X float KARATE_Vital_Stab_3 = KARATE_player * 0.235; // X, X, X float KARATE_Rising_Flying_Assault_1 = KARATE_player * 0.412; // Y float KARATE_Radiant_Burst_1 = KARATE_player * 0.6475; // X + Y // Air Attack ---------------------------------------------------------------------------------------------------------- float KARATE_Dual_Strike_1 = KARATE_player * 0.294; // X float KARATE_Rending_Talons_1 = KARATE_player * 0.588; // Y // Wall & Assist Attack ------------------------------------------------------------------------------------------------ float KARATE_Shimmering_Airwalk_1 = KARATE_player * 0.294; // X float KARATE_Diving_Talon_1 = KARATE_player * 0.588; // Y // ===================================================================================================================== // KARATE (Zambie) Power = 70 ========================================================================================== // Ground Attack ------------------------------------------------------------------------------------------------------- float Zombie_Slashing_Crow_1 = KARATE_zambie * 0.125; // X float Zombie_Tearing_Crow_2 = KARATE_zambie * 0.188; // X, X float Zombie_Blackbird_s_Lament_3 = KARATE_zambie * 0.25; // X, X, X float Zombie_Spreading_Wings_1 = KARATE_zambie * 0.687; // Y float Zombie_Raven_Strike_1 = KARATE_zambie * 0.563; // X + Y // Air Attack ---------------------------------------------------------------------------------------------------------- float Zombie_Striking_Falcon_1 = KARATE_zambie * 0.1875; // X float Zombie_Rending_Talons_1 = KARATE_zambie * 0.588; // Y // Wall & Assist Attack ------------------------------------------------------------------------------------------------ float Zombie_Roc_s_Aerie_1 = KARATE_zambie * 0.25; // X float Zombie_Roc_s_Aerie_2 = KARATE_zambie * 0.375; // X float Zombie_Spirit_Lunge_1 = KARATE_zambie * 0.4; // Y // ============================== 硬值數值變化 ============================== // 所有硬值參數 統一調整值 float HardFrame_Global_Ground_Damage = 1; float HardFrame_Global_Air_Damage = 1; float HardFrame_Global_Ground_Guard = 1; // 受飛鏢攻擊 整體硬值 float HardFrame_Dart_Ground_Damage = 1; float HardFrame_Dart_Air_Damage = 1; float HardFrame_Dart_Ground_Guard = 1; HardFrame_Dart_Ground_Damage = HardFrame_Global_Ground_Damage * HardFrame_Dart_Ground_Damage; HardFrame_Dart_Air_Damage = HardFrame_Global_Ground_Damage * HardFrame_Dart_Air_Damage; HardFrame_Dart_Ground_Guard = HardFrame_Global_Ground_Damage * HardFrame_Dart_Ground_Guard; // 受投擲攻擊 整體硬值 float HardFrame_Throw_Ground_Damage = 1; float HardFrame_Throw_Air_Damage = 1; float HardFrame_Throw_Ground_Guard = 1; HardFrame_Throw_Ground_Damage = HardFrame_Global_Ground_Damage * HardFrame_Throw_Ground_Damage; HardFrame_Throw_Air_Damage = HardFrame_Global_Ground_Damage * HardFrame_Throw_Air_Damage; HardFrame_Throw_Ground_Guard = HardFrame_Global_Ground_Damage * HardFrame_Throw_Ground_Guard; // 受投擲而出的物件攻擊 整體硬值 float HardFrame_Impact_Ground_Damage = 1; float HardFrame_Impact_Air_Damage = 1; float HardFrame_Impact_Ground_Guard = 1; HardFrame_Impact_Ground_Damage = HardFrame_Global_Ground_Damage * HardFrame_Impact_Ground_Damage; HardFrame_Impact_Air_Damage = HardFrame_Global_Ground_Damage * HardFrame_Impact_Air_Damage; HardFrame_Impact_Ground_Guard = HardFrame_Global_Ground_Damage * HardFrame_Impact_Ground_Guard; // 受投擲而出的物件攻擊 整體硬值 float HardFrame_ChiImpact_Ground_Damage = 1; float HardFrame_ChiImpact_Air_Damage = 1; float HardFrame_ChiImpact_Ground_Guard = 1; HardFrame_ChiImpact_Ground_Damage = HardFrame_Global_Ground_Damage * HardFrame_ChiImpact_Ground_Damage; HardFrame_ChiImpact_Air_Damage = HardFrame_Global_Ground_Damage * HardFrame_ChiImpact_Air_Damage; HardFrame_ChiImpact_Ground_Guard = HardFrame_Global_Ground_Damage * HardFrame_ChiImpact_Ground_Guard; // 受雙武技能攻擊 整體硬值 float HardFrame_2Weapon_Ground_Damage = 1; float HardFrame_2Weapon_Air_Damage = 1; float HardFrame_2Weapon_Ground_Guard = 1; HardFrame_2Weapon_Ground_Damage = HardFrame_Global_Ground_Damage * HardFrame_2Weapon_Ground_Damage; HardFrame_2Weapon_Air_Damage = HardFrame_Global_Ground_Damage * HardFrame_2Weapon_Air_Damage; HardFrame_2Weapon_Ground_Guard = HardFrame_Global_Ground_Damage * HardFrame_2Weapon_Ground_Guard; // 受空手攻擊 整體硬值 float HardFrame_NoWeapon_Ground_Damage = 1; float HardFrame_NoWeapon_Air_Damage = 1; float HardFrame_NoWeapon_Ground_Guard = 1; HardFrame_NoWeapon_Ground_Damage = HardFrame_Global_Ground_Damage * HardFrame_NoWeapon_Ground_Damage; HardFrame_NoWeapon_Air_Damage = HardFrame_Global_Ground_Damage * HardFrame_NoWeapon_Air_Damage; HardFrame_NoWeapon_Ground_Guard = HardFrame_Global_Ground_Damage * HardFrame_NoWeapon_Ground_Guard; // 受雙刺攻擊 整體硬值 float HardFrame_Stinger_Ground_Damage = 1; float HardFrame_Stinger_Air_Damage = 1; float HardFrame_Stinger_Ground_Guard = 1; HardFrame_Stinger_Ground_Damage = HardFrame_Global_Ground_Damage * HardFrame_Stinger_Ground_Damage; HardFrame_Stinger_Air_Damage = HardFrame_Global_Ground_Damage * HardFrame_Stinger_Air_Damage; HardFrame_Stinger_Ground_Guard = HardFrame_Global_Ground_Damage * HardFrame_Stinger_Ground_Guard; // 受匕首攻擊 整體硬值 float HardFrame_Dagger_Ground_Damage = 1; float HardFrame_Dagger_Air_Damage = 1; float HardFrame_Dagger_Ground_Guard = 1; HardFrame_Dagger_Ground_Damage = HardFrame_Global_Ground_Damage * HardFrame_Dagger_Ground_Damage; HardFrame_Dagger_Air_Damage = HardFrame_Global_Ground_Damage * HardFrame_Dagger_Air_Damage; HardFrame_Dagger_Ground_Guard = HardFrame_Global_Ground_Damage * HardFrame_Dagger_Ground_Guard; // 受輕劍攻擊 整體硬值 float HardFrame_Sword_Ground_Damage = 1; float HardFrame_Sword_Air_Damage = 1; float HardFrame_Sword_Ground_Guard = 1; HardFrame_Sword_Ground_Damage = HardFrame_Global_Ground_Damage * HardFrame_Sword_Ground_Damage; HardFrame_Sword_Air_Damage = HardFrame_Global_Ground_Damage * HardFrame_Sword_Air_Damage; HardFrame_Sword_Ground_Guard = HardFrame_Global_Ground_Damage * HardFrame_Sword_Ground_Guard; // 受長槍攻擊 整體硬值 float HardFrame_Spear_Ground_Damage = 1; float HardFrame_Spear_Air_Damage = 1; float HardFrame_Spear_Ground_Guard = 1; HardFrame_Spear_Ground_Damage = HardFrame_Global_Ground_Damage * HardFrame_Spear_Ground_Damage; HardFrame_Spear_Air_Damage = HardFrame_Global_Ground_Damage * HardFrame_Spear_Air_Damage; HardFrame_Spear_Ground_Guard = HardFrame_Global_Ground_Damage * HardFrame_Spear_Ground_Guard; // 受大刀攻擊 整體硬值 float HardFrame_Blade_Ground_Damage = 1; float HardFrame_Blade_Air_Damage = 1; float HardFrame_Blade_Ground_Guard = 1; HardFrame_Blade_Ground_Damage = HardFrame_Global_Ground_Damage * HardFrame_Blade_Ground_Damage; HardFrame_Blade_Air_Damage = HardFrame_Global_Ground_Damage * HardFrame_Blade_Air_Damage; HardFrame_Blade_Ground_Guard = HardFrame_Global_Ground_Damage * HardFrame_Blade_Ground_Guard; // 受重錘攻擊 整體硬值 float HardFrame_Hammer_Ground_Damage = 1; float HardFrame_Hammer_Air_Damage = 1; float HardFrame_Hammer_Ground_Guard = 1; HardFrame_Hammer_Ground_Damage = HardFrame_Global_Ground_Damage * HardFrame_Hammer_Ground_Damage; HardFrame_Hammer_Air_Damage = HardFrame_Global_Ground_Damage * HardFrame_Hammer_Air_Damage; HardFrame_Hammer_Ground_Guard = HardFrame_Global_Ground_Damage * HardFrame_Hammer_Ground_Guard; // 受指虎攻擊 整體硬值 float HardFrame_Glove_Ground_Damage = 1; float HardFrame_Glove_Air_Damage = 1; float HardFrame_Glove_Ground_Guard = 1; HardFrame_Glove_Ground_Damage = HardFrame_Global_Ground_Damage * HardFrame_Glove_Ground_Damage; HardFrame_Glove_Air_Damage = HardFrame_Global_Ground_Damage * HardFrame_Glove_Air_Damage; HardFrame_Glove_Ground_Guard = HardFrame_Global_Ground_Damage * HardFrame_Glove_Ground_Guard; // 受杖刀攻擊 整體硬值 float HardFrame_Samurai_Ground_Damage = 1; float HardFrame_Samurai_Air_Damage = 1; float HardFrame_Samurai_Ground_Guard = 1; HardFrame_Samurai_Ground_Damage = HardFrame_Global_Ground_Damage * HardFrame_Samurai_Ground_Damage; HardFrame_Samurai_Air_Damage = HardFrame_Global_Ground_Damage * HardFrame_Samurai_Air_Damage; HardFrame_Samurai_Ground_Guard = HardFrame_Global_Ground_Damage * HardFrame_Samurai_Ground_Guard; // 受忍刀攻擊 整體硬值 float HardFrame_Ninja_Ground_Damage = 1; float HardFrame_Ninja_Air_Damage = 1; float HardFrame_Ninja_Ground_Guard = 1; HardFrame_Ninja_Ground_Damage = HardFrame_Global_Ground_Damage * HardFrame_Ninja_Ground_Damage; HardFrame_Ninja_Air_Damage = HardFrame_Global_Ground_Damage * HardFrame_Ninja_Air_Damage; HardFrame_Ninja_Ground_Guard = HardFrame_Global_Ground_Damage * HardFrame_Ninja_Ground_Guard; // ============================== 其它數值 ============================== // 特效是否一直跟隨 int Attach_Always = 0; int Attach_Once = 1; // 不會被物品傷害 int ByDart = 1; int ByBox = 2; int ByBoom = 4; int ByItem = 8; //指場景機關 // bone name index int b = 0; int bl_L_Calf = 1; int bl_L_Foot = 2; int bl_L_Thigh = 3; int bl_Pelvis = 4; int bl_R_Calf = 5; int bl_R_Foot = 6; int bl_R_Thigh = 7; int bu_Head = 8; int bu_L_Clavicle = 9; int bu_L_Finger0 = 10; int bu_L_Finger01 = 11; int bu_L_Finger1 = 12; int bu_L_Finger11 = 13; int bu_L_Forearm = 14; int bu_L_Hand = 15; int bu_L_UpperArm = 16; int bu_Neck = 17; int bu_R_Clavicle = 18; int bu_R_Finger0 = 19; int bu_R_Finger01 = 20; int bu_R_Finger1 = 21; int bu_R_Finger11 = 22; int bu_R_Forearm = 23; int bu_R_Hand = 24; int bu_R_UpperArm = 25; int bu_Spine = 26; int bu_Spine1 = 27; int weaponR = 4090; int weaponL = 4091; int effect = 4092; int weapon = 4093; void Attack_All() { AttackBone(bu_Head,bu_Spine1,bu_Spine,bu_R_UpperArm,bu_R_Forearm,bu_R_Hand,bu_L_UpperArm,bu_L_Forearm,bu_L_Hand, bl_R_Thigh,bl_R_Calf,bl_R_Foot,bl_L_Thigh,bl_L_Calf,bl_L_Foot,weaponL,weaponR,effect); } void Attack_Up_T() { AttackBone(bu_Head,bu_Spine1,bu_R_UpperArm,bu_R_Forearm,bu_R_Hand,weaponR,bu_L_UpperArm,bu_L_Forearm,bu_L_Hand,weaponL,effect); } void Attack_Up_NoWeapon() { AttackBone(bu_Head,bu_Spine1,bu_Spine,bu_R_UpperArm,bu_L_UpperArm,effect); } void Attack_L_hand() { AttackBone(bu_L_UpperArm,bu_L_Forearm,bu_L_Hand,bu_Spine1,weaponL,effect); } void Attack_L_hand_R_Weapon() { AttackBone(bu_L_UpperArm,bu_L_Forearm,bu_L_Hand,bu_Spine1,weaponR,effect); } void Attack_R_hand() { AttackBone(bu_R_UpperArm,bu_R_Forearm,bu_R_Hand,bu_Spine1,weaponR,effect); } void Attack_T_hand() { AttackBone(bu_R_UpperArm,bu_R_Forearm,bu_R_Hand,weaponR,bu_L_UpperArm,bu_L_Forearm,bu_L_Hand,weaponL,bu_Spine1,effect); } void Attack_L_hand_NoWeapon() { AttackBone(bu_L_UpperArm,bu_L_Forearm,bu_L_Hand,bu_Spine1,effect); } void Attack_R_hand_NoWeapon() { AttackBone(bu_R_UpperArm,bu_R_Forearm,bu_R_Hand,bu_Spine1,effect); } void Attack_T_hand_NoWeapon() { AttackBone(bu_R_UpperArm,bu_R_Forearm,bu_R_Hand,bu_L_UpperArm,bu_L_Forearm,bu_L_Hand,bu_Spine1,effect); } void Attack_L_hand_Only() { AttackBone(bu_L_Hand,bu_L_UpperArm,bu_L_Forearm,weaponL,effect); } void Attack_R_hand_Only() { AttackBone(bu_R_Hand,bu_R_UpperArm,bu_R_Forearm,weaponR,effect); } void Attack_T_hand_Only() { AttackBone(bu_R_UpperArm,bu_R_Forearm,bu_R_Hand,bu_L_UpperArm,bu_L_Forearm,bu_L_Hand,weaponR,weaponL,effect); } void Attack_L_foot() { AttackBone(bu_Spine,bl_L_Thigh,bl_L_Calf,bl_L_Foot,effect); } void Attack_R_foot() { AttackBone(bu_Spine,bl_R_Thigh,bl_R_Calf,bl_R_Foot,effect); } void Attack_T_foot() { AttackBone(bu_Spine,bl_L_Thigh,bl_L_Calf,bl_L_Foot,bl_R_Thigh,bl_R_Calf,bl_R_Foot,effect); } void Attack_T_foot_Only() { AttackBone(bu_Spine,bl_L_Thigh,bl_L_Calf,bl_L_Foot,bl_R_Thigh,bl_R_Calf,bl_R_Foot); } void Attack_T_foot_weapon() { AttackBone(bu_Spine,bl_L_Thigh,bl_L_Calf,bl_L_Foot,bl_R_Thigh,bl_R_Calf,bl_R_Foot,weaponR,effect); } void Attack_R_hand_L_foot() { AttackBone(bu_Spine1,bu_R_UpperArm,bu_R_Forearm,bu_R_Hand,bl_L_Thigh,bl_L_Calf,bl_L_Foot,weaponR,effect); } void Attack_L_hand_L_foot() { AttackBone(bu_Spine1,bu_L_UpperArm,bu_L_Forearm,bu_L_Hand,bl_L_Thigh,bl_L_Calf,bl_L_Foot,weaponR,effect); } void Attack_L_hand_R_foot() { AttackBone(bu_Spine1,bu_L_UpperArm,bu_L_Forearm,bu_L_Hand,bl_R_Thigh,bl_R_Calf,bl_R_Foot,weaponL,effect); } void Hurt_All() { HurtBone(bu_Head,bu_Spine1,bu_Spine,bl_Pelvis,bu_R_UpperArm,bu_R_Forearm,bu_L_UpperArm,bu_L_Forearm, bl_R_Thigh,bl_R_Calf,bl_L_Thigh,bl_L_Calf); } void Hurt_Body() { HurtBone(bu_Head,bu_Spine1,bu_Spine,bl_Pelvis,bu_R_UpperArm,bu_L_UpperArm,bl_R_Thigh,bl_L_Thigh); } void Hurt_Body_Only() { HurtBone(bu_Spine1,bu_Spine,bl_Pelvis,bu_R_UpperArm,bu_L_UpperArm,bl_R_Thigh,bl_L_Thigh); } void Hurt_Small_Body() { HurtBone(bu_Spine1,bu_Spine); } void Hurt_L_Body() { HurtBone(bu_Head,bu_Spine1,bu_Spine,bl_Pelvis,bu_L_UpperArm,bu_L_Forearm,bl_L_Thigh,bl_L_Calf,bl_L_Foot); } void Hurt_R_Body() { HurtBone(bu_Head,bu_Spine1,bu_Spine,bl_Pelvis,bu_R_UpperArm,bu_R_Forearm,bl_R_Thigh,bl_R_Calf,bl_R_Foot); } void Hurt_L_hand() { HurtBone(bu_Spine1,bu_Spine,bu_L_UpperArm,bu_L_Forearm); } void Hurt_R_hand() { HurtBone(bu_Spine1,bu_Spine,bu_R_UpperArm,bu_R_Forearm); } void Hurt_L_foot() { HurtBone(bu_Spine,bl_Pelvis,bl_L_Thigh,bl_L_Calf); } void Hurt_R_foot() { HurtBone(bu_Spine,bl_Pelvis,bl_R_Thigh,bl_R_Calf); } void N_TargetPose() { HTargetPose(185,185,186,187); TTargetPose(193,194,195,196); UTargetPose(225); DTargetPose(226); } void N_TargetPoseStand() { HTargetPose(185,185,186,187); TTargetPose(193,194,195,196); UTargetPose(201); DTargetPose(200); } void N_TargetPoseFlyOut() { HTargetPose(185,185,186,187); TTargetPose(193,194,195,196); UTargetPose(213); DTargetPose(212); } void N_TargetPoseFlyUp() { HTargetPose(185,185,186,187); TTargetPose(193,194,195,196); UTargetPose(207); DTargetPose(205); } void Old_Damege_FlyingPose(float DMGPose, float ChangeG, float FallG) { // 正面上半身受襲(重) StartPose(DMGPose + 205); BlendTime(0.1); Frame(1285, 1288); Hard(1285, 1288); Link(DMGPose + 217); FPS(10); Hurt_All(); Box(2); Gravity(ChangeG); CHR(VOC_Injure_Middle, -1); // SND("weap_13_punch_slash_01", 1285); EndPose(DMGPose + 205); // 正面下半身受襲(重) StartPose(DMGPose + 206); BlendTime(0.1); Frame(1289, 1292); Hard(1289, 1292); Link(DMGPose + 217); FPS(10); Hurt_All(); Box(2); Gravity(ChangeG); CHR(VOC_Injure_Middle, -1); // SND("weap_13_punch_slash_01", 1289); EndPose(DMGPose + 206); // 背側受襲(重) StartPose(DMGPose + 207); BlendTime(0.1); Frame(1293, 1296); Hard(1293, 1296); Link(DMGPose + 216); FPS(10); Hurt_All(); Box(2); Gravity(ChangeG); CHR(VOC_Injure_Middle, -1); // SND("weap_13_punch_slash_01", 1293); EndPose(DMGPose + 207); // 左側受襲(重) StartPose(DMGPose + 208); BlendTime(0.1); Frame(1297, 1300); Hard(1297, 1300); Link(DMGPose + 216); FPS(10); Hurt_All(); Box(2); Gravity(ChangeG); CHR(VOC_Injure_Middle, -1); // SND("weap_13_punch_slash_01", 1297); EndPose(DMGPose + 208); // 右側受襲(重) StartPose(DMGPose + 209); BlendTime(0.1); Frame(1301, 1304); Hard(1301, 1304); Link(DMGPose + 216); FPS(10); Hurt_All(); Box(2); Gravity(ChangeG); CHR(VOC_Injure_Middle, -1); // SND("weap_13_punch_slash_01", 1301); EndPose(DMGPose + 209); // 下顎受襲(上飛) StartPose(DMGPose + 210); BlendTime(0.1); Frame(1305, 1308); Hard(1305, 1308); Link(DMGPose + 216); FPS(10); Hurt_All(); StartAttack(); AttackType(0, 1); Attack_Up_NoWeapon(); AttackFrame(1305, 1308); N_TargetPose(); TargetPose(205,207,208,209); TargetValue(HardFrame_Impact_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 12, 0, 45); AirTargetPose(205,207,208,209); AirTargetValue(HardFrame_Impact_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 10, 0, 45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Impact_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(AttackPower_Impact * 0.1); OnHit ("Hit_Bloody11" , "weap_06_hammer_hit_01" ,0 ,-75); OnDefense ("Hit_Guard11" , "weap_06_hammer_grd_01" ,0 ,-75); EndAttack(); Box(2); Gravity(ChangeG); CHR(VOC_Injure_Middle, -1); // SND("weap_13_punch_slash_02", 1305); EndPose(DMGPose + 210); // 天庭受襲(下飛) StartPose(DMGPose + 211); BlendTime(0.1); Frame(1309, 1312); Hard(1309, 1312); Link(DMGPose + 217); FPS(10); Hurt_All(); StartAttack(); AttackType(0, 1); Attack_Up_NoWeapon(); AttackFrame(1309, 1312); N_TargetPose(); TargetPose(211,211,211,211); TargetValue(HardFrame_Impact_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 8, 0, -75); AirTargetPose(211,211,211,211); AirTargetValue(HardFrame_Impact_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 8, 0, -75); DefensePose(342,346,347,348); DefenseValue(HardFrame_Impact_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(AttackPower_Impact * 0.1); OnHit ("Hit_Bloody11" , "weap_06_hammer_hit_01" ,0 ,60); OnDefense ("Hit_Guard11" , "weap_06_hammer_grd_01" ,0 ,60); EndAttack(); Box(2); Gravity(ChangeG); CHR(VOC_Injure_Middle, -1); // SND("weap_13_punch_slash_02", 1309); EndPose(DMGPose + 211); // 正面受襲(後飛) StartPose(DMGPose + 212); BlendTime(0.1); Frame(1313, 1315); Hard(1313, 1315); Link(DMGPose + 216); FPS(10); Hurt_All(); StartAttack(); AttackType(0, 1); Attack_Up_NoWeapon(); AttackFrame(1313, 1315); N_TargetPose(); TargetPose(205,207,208,209); TargetValue(HardFrame_Impact_Ground_Damage * 1); TargetMove(Ground_Gravity * 15, 0, 30); AirTargetPose(205,207,208,209); AirTargetValue(HardFrame_Impact_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Impact_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(AttackPower_Impact * 0.1); OnHit ("Hit_Bloody11" , "weap_06_hammer_hit_01" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_06_hammer_grd_01" ,0 ,0); EndAttack(); Box(2); Gravity(ChangeG); CHR(VOC_Injure_Long, -1); // SND("weap_13_punch_slash_02", 1313); EndPose(DMGPose + 212); // 背側受襲(前飛) StartPose(DMGPose + 213); BlendTime(0.1); Frame(1316, 1318); Hard(1316, 1318); Link(DMGPose + 217); FPS(10); Hurt_All(); StartAttack(); AttackType(0, 1); Attack_Up_NoWeapon(); AttackFrame(1316, 1318); N_TargetPose(); TargetPose(205,207,208,209); TargetValue(HardFrame_Impact_Ground_Damage * 1); TargetMove(Ground_Gravity * 15, 0, 30); AirTargetPose(205,207,208,209); AirTargetValue(HardFrame_Impact_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Impact_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(AttackPower_Impact * 0.1); OnHit ("Hit_Bloody11" , "weap_06_hammer_hit_01" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_06_hammer_grd_01" ,0 ,0); EndAttack(); Box(2); Gravity(ChangeG); CHR(VOC_Injure_Long, -1); // SND("weap_13_punch_slash_02", 1316); EndPose(DMGPose + 213); // 左側受襲(右飛) StartPose(DMGPose + 214); BlendTime(0.1); Frame(1319, 1321); Hard(1319, 1321); Link(DMGPose + 216); FPS(10); Hurt_All(); StartAttack(); AttackType(0, 1); Attack_Up_NoWeapon(); AttackFrame(1319, 1321); N_TargetPose(); TargetPose(205,207,208,209); TargetValue(HardFrame_Impact_Ground_Damage * 1); TargetMove(Ground_Gravity * 15, 0, 30); AirTargetPose(205,207,208,209); AirTargetValue(HardFrame_Impact_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Impact_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(AttackPower_Impact * 0.1); OnHit ("Hit_Bloody11" , "weap_06_hammer_hit_01" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_06_hammer_grd_01" ,0 ,0); EndAttack(); Box(2); Gravity(ChangeG); CHR(VOC_Injure_Long, -1); // SND("weap_13_punch_slash_02", 1319); EndPose(DMGPose + 214); // 右側受襲(左飛) StartPose(DMGPose + 215); BlendTime(0.1); Frame(1322, 1324); Hard(1322, 1324); Link(DMGPose + 217); FPS(10); Hurt_All(); StartAttack(); AttackType(0, 1); Attack_Up_NoWeapon(); AttackFrame(1322, 1324); N_TargetPose(); TargetPose(205,207,208,209); TargetValue(HardFrame_Impact_Ground_Damage * 1); TargetMove(Ground_Gravity * 15, 0, 30); AirTargetPose(205,207,208,209); AirTargetValue(HardFrame_Impact_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Impact_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(AttackPower_Impact * 0.1); OnHit ("Hit_Bloody11" , "weap_06_hammer_hit_01" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_06_hammer_grd_01" ,0 ,0); EndAttack(); Box(2); Gravity(ChangeG); CHR(VOC_Injure_Long, -1); // SND("weap_13_punch_slash_02", 1322); EndPose(DMGPose + 215); // 仰姿墜落 StartPose(DMGPose + 216); BlendTime(0.3); Frame(1395, 1396); Loop(1396, 1396); FPS(5); Hurt_All(); Box(3); Gravity(FallG); // SND("char_05_cloth_flap_01", -1); EndPose(DMGPose + 216); // 俯姿墜落 StartPose(DMGPose + 217); BlendTime(0.3); Frame(5887, 5888); Loop(5888, 5888); FPS(5); Hurt_All(); Box(3); Gravity(FallG); // SND("char_05_cloth_flap_01", -1); EndPose(DMGPose + 217); } void Damege_FlyingPose(int DMGPose, float ChangeG, float DMG_FPS, float FrictionXY, float FrictionZ) { // 正面上半身受襲(重) StartPose(DMGPose + 205); BlendTime(0.1); Frame(1285, 1288); Hard(1285, 1288); Link(DMGPose + 217); FPS(DMG_FPS); Hurt_All(); Box(3); Gravity(ChangeG); Friction(FrictionXY, FrictionZ); CHR(VOC_Injure_Middle, -1); // SND("weap_13_punch_slash_01", 1285); EndPose(DMGPose + 205); // 正面下半身受襲(重) StartPose(DMGPose + 206); BlendTime(0.1); Frame(1289, 1292); Hard(1289, 1292); Link(DMGPose + 217); FPS(DMG_FPS); Hurt_All(); Box(3); Gravity(ChangeG); Friction(FrictionXY, FrictionZ); CHR(VOC_Injure_Middle, -1); // SND("weap_13_punch_slash_01", 1289); EndPose(DMGPose + 206); // 背側受襲(重) StartPose(DMGPose + 207); BlendTime(0.1); Frame(1293, 1296); Hard(1293, 1296); Link(DMGPose + 216); FPS(DMG_FPS); Hurt_All(); Box(3); Gravity(ChangeG); Friction(FrictionXY, FrictionZ); CHR(VOC_Injure_Middle, -1); // SND("weap_13_punch_slash_01", 1293); EndPose(DMGPose + 207); // 左側受襲(重) StartPose(DMGPose + 208); BlendTime(0.1); Frame(1297, 1300); Hard(1297, 1300); Link(DMGPose + 216); FPS(DMG_FPS); Hurt_All(); Box(3); Gravity(ChangeG); Friction(FrictionXY, FrictionZ); CHR(VOC_Injure_Middle, -1); // SND("weap_13_punch_slash_01", 1297); EndPose(DMGPose + 208); // 右側受襲(重) StartPose(DMGPose + 209); BlendTime(0.1); Frame(1301, 1304); Hard(1301, 1304); Link(DMGPose + 216); FPS(DMG_FPS); Hurt_All(); Box(3); Gravity(ChangeG); Friction(FrictionXY, FrictionZ); CHR(VOC_Injure_Middle, -1); // SND("weap_13_punch_slash_01", 1301); EndPose(DMGPose + 209); // 下顎受襲(上飛) StartPose(DMGPose + 210); BlendTime(0.1); Frame(1305, 1308); Hard(1305, 1308); Link(DMGPose + 216); FPS(DMG_FPS); Hurt_All(); StartAttack(); AttackType(0, 1); Attack_Up_NoWeapon(); AttackFrame(1305, 1308); N_TargetPose(); TargetPose(205,207,208,209); TargetValue(HardFrame_Impact_Ground_Damage * 1); TargetMove(Ground_Gravity * 15, 0, 30); AirTargetPose(205,207,208,209); AirTargetValue(HardFrame_Impact_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Impact_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(AttackPower_Impact * 0.1); OnHit ("Hit_Bloody11" , "weap_06_hammer_hit_01" ,0 ,-75); OnDefense ("Hit_Guard11" , "weap_06_hammer_grd_01" ,0 ,-75); EndAttack(); Box(3); Gravity(ChangeG); Friction(FrictionXY, FrictionZ); CHR(VOC_Injure_Middle, -1); // SND("weap_13_punch_slash_02", 1305); EndPose(DMGPose + 210); // 天庭受襲(下飛) StartPose(DMGPose + 211); BlendTime(0.1); Frame(1309, 1312); Hard(1309, 1312); Link(DMGPose + 217); FPS(DMG_FPS); Hurt_All(); StartAttack(); AttackType(0, 1); Attack_Up_NoWeapon(); AttackFrame(1309, 1312); N_TargetPose(); TargetPose(211,211,211,211); TargetValue(HardFrame_Impact_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 8, 0, -75); AirTargetPose(211,211,211,211); AirTargetValue(HardFrame_Impact_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 8, 0, -75); DefensePose(342,346,347,348); DefenseValue(HardFrame_Impact_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(AttackPower_Impact * 1); OnHit ("Hit_Bloody11" , "weap_06_hammer_hit_01" ,0 ,60); OnDefense ("Hit_Guard11" , "weap_06_hammer_grd_01" ,0 ,60); EndAttack(); Box(3); Gravity(ChangeG); Friction(FrictionXY, FrictionZ); CHR(VOC_Injure_Middle, -1); // SND("weap_13_punch_slash_02", 1309); EndPose(DMGPose + 211); // 正面受襲(後飛) StartPose(DMGPose + 212); BlendTime(0.1); Frame(1313, 1315); Hard(1313, 1315); Link(DMGPose + 216); FPS(DMG_FPS); Hurt_All(); StartAttack(); AttackType(0, 1); Attack_Up_NoWeapon(); AttackFrame(1313, 1315); N_TargetPose(); TargetPose(205,207,208,209); TargetValue(HardFrame_Impact_Ground_Damage * 1); TargetMove(Ground_Gravity * 15, 0, 30); AirTargetPose(205,207,208,209); AirTargetValue(HardFrame_Impact_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Impact_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(AttackPower_Impact * 0.1); OnHit ("Hit_Bloody11" , "weap_06_hammer_hit_01" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_06_hammer_grd_01" ,0 ,0); EndAttack(); Box(3); Gravity(ChangeG); Friction(FrictionXY, FrictionZ); CHR(VOC_Injure_Long, -1); // SND("weap_13_punch_slash_02", 1313); EndPose(DMGPose + 212); // 背側受襲(前飛) StartPose(DMGPose + 213); BlendTime(0.1); Frame(1316, 1318); Hard(1316, 1318); Link(DMGPose + 217); FPS(DMG_FPS); Hurt_All(); StartAttack(); AttackType(0, 1); Attack_Up_NoWeapon(); AttackFrame(1316, 1318); N_TargetPose(); TargetPose(205,207,208,209); TargetValue(HardFrame_Impact_Ground_Damage * 1); TargetMove(Ground_Gravity * 15, 0, 30); AirTargetPose(205,207,208,209); AirTargetValue(HardFrame_Impact_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Impact_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(AttackPower_Impact * 0.1); OnHit ("Hit_Bloody11" , "weap_06_hammer_hit_01" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_06_hammer_grd_01" ,0 ,0); EndAttack(); Box(3); Gravity(ChangeG); Friction(FrictionXY, FrictionZ); CHR(VOC_Injure_Long, -1); // SND("weap_13_punch_slash_02", 1316); EndPose(DMGPose + 213); // 左側受襲(右飛) StartPose(DMGPose + 214); BlendTime(0.1); Frame(1319, 1321); Hard(1319, 1321); Link(DMGPose + 216); FPS(DMG_FPS); Hurt_All(); StartAttack(); AttackType(0, 1); Attack_Up_NoWeapon(); AttackFrame(1319, 1321); N_TargetPose(); TargetPose(205,207,208,209); TargetValue(HardFrame_Impact_Ground_Damage * 1); TargetMove(Ground_Gravity * 15, 0, 30); AirTargetPose(205,207,208,209); AirTargetValue(HardFrame_Impact_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Impact_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(AttackPower_Impact * 0.1); OnHit ("Hit_Bloody11" , "weap_06_hammer_hit_01" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_06_hammer_grd_01" ,0 ,0); EndAttack(); Box(3); Gravity(ChangeG); Friction(FrictionXY, FrictionZ); CHR(VOC_Injure_Long, -1); // SND("weap_13_punch_slash_02", 1319); EndPose(DMGPose + 214); // 右側受襲(左飛) StartPose(DMGPose + 215); BlendTime(0.1); Frame(1322, 1324); Hard(1322, 1324); Link(DMGPose + 217); FPS(DMG_FPS); Hurt_All(); StartAttack(); AttackType(0, 1); Attack_Up_NoWeapon(); AttackFrame(1322, 1324); N_TargetPose(); TargetPose(205,207,208,209); TargetValue(HardFrame_Impact_Ground_Damage * 1); TargetMove(Ground_Gravity * 15, 0, 30); AirTargetPose(205,207,208,209); AirTargetValue(HardFrame_Impact_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Impact_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(AttackPower_Impact * 0.1); OnHit ("Hit_Bloody11" , "weap_06_hammer_hit_01" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_06_hammer_grd_01" ,0 ,0); EndAttack(); Box(3); Gravity(ChangeG); Friction(FrictionXY, FrictionZ); CHR(VOC_Injure_Long, -1); // SND("weap_13_punch_slash_02", 1322); EndPose(DMGPose + 215); // 仰姿墜落 StartPose(DMGPose + 216); BlendTime(0.3); Frame(1395, 1396); Loop(1396, 1396); FPS(10); Hurt_All(); Box(3); // SND("char_05_cloth_flap_01", -1); EndPose(DMGPose + 216); // 俯姿墜落 StartPose(DMGPose + 217); BlendTime(0.3); Frame(5887, 5888); Loop(5888, 5888); FPS(10); Hurt_All(); Box(3); // SND("char_05_cloth_flap_01", -1); EndPose(DMGPose + 217); } void TeamAssistChiImpact() { Attack_All(); AttackType(1); N_TargetPoseFlyUp(); TargetPose(205,207,208,209); TargetValue(HardFrame_ChiImpact_Ground_Damage * 1); TargetMove(Ground_Gravity * 20, 0, 30); AirTargetPose(205,207,208,209); AirTargetValue(HardFrame_ChiImpact_Air_Damage * 1); AirTargetMove(Air_Gravity * 18, 0, 25); DefensePose(342,346,347,348); DefenseValue(HardFrame_ChiImpact_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 15, 0, 15); AttackPower(AttackPower_ChiImpact * 0); OnHit ("Hit_Bloody11" , "weap_10_chi_hit_01" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_03" ,0 ,0); } void DragBlendType(int type) { int isGlow = 1; int noGlow = 0; switch(type) { case 0: { // alpha DragBlendFunc("sa", "1-sa", noGlow); break; } case 1: { // 加色 DragBlendFunc("sa", "1", noGlow); break; } case 2: { // 減色 DragBlendFunc("0", "1-sa", noGlow); break; } default: { // 加色 DragBlendFunc("sa", "1", noGlow); break; } } } void DragSFX(int type, int time, int color, int texture) { // type < 0 時, 使用固定模組 -1 ~ -n if (type < 0) { // original:DragColor(213, 252, 255, 128); // 決定拖曳效果種類 if (type == -1) { // 輕攻擊 DragBlendType(4); //決定拖曳效果種類 DragTime(0.1); // 拖曳秒數, time為實數 DragColor(128, 128, 128, 32); // 0~255 DragTexture(0); //決定貼圖編號,不限個數 } else if (type == -2) { // 中攻擊 DragBlendType(4); DragTime(0.15); DragColor(128, 128, 128, 48); DragTexture(0); } else if (type == -3) { // 重攻擊 DragBlendType(4); DragTime(0.2); DragColor(128, 128, 128, 64); DragTexture(0); } else if (type == -4) { // 強力攻擊 DragBlendType(4); DragTime(0.25); DragColor(128, 128, 128, 64); DragTexture(0); } else if (type == -5) { // 暴力攻擊 DragBlendType(4); DragTime(0.3); DragColor(128, 128, 128, 64); DragTexture(0); } // ------------------雙刺------------------- if (type == -11) { // 輕攻擊 DragBlendType(1); //決定拖曳效果種類 DragTime(0.1); // 拖曳秒數, time為實數 DragColor(255, 255, 87, 32); // 0~255 DragTexture(0); //決定貼圖編號,不限個數 } else if (type == -12) { // 中攻擊 DragBlendType(1); DragTime(0.15); DragColor(255, 255, 87, 64); DragTexture(0); } else if (type == -13) { // 重攻擊 DragBlendType(1); DragTime(0.2); DragColor(255, 255, 87, 96); DragTexture(0); } else if (type == -14) { // 強力攻擊 DragBlendType(1); DragTime(0.25); DragColor(255, 255, 87, 128); DragTexture(0); } else if (type == -15) { // 暴力攻擊 DragBlendType(1); DragTime(0.3); DragColor(255, 255, 87, 128); DragTexture(1); } // ------------------匕首------------------- if (type == -21) { // 輕攻擊 DragBlendType(1); //決定拖曳效果種類 DragTime(0.1); // 拖曳秒數, time為實數 DragColor(64, 192, 255, 32); // 0~255 DragTexture(0); //決定貼圖編號,不限個數 } else if (type == -22) { // 中攻擊 DragBlendType(1); DragTime(0.15); DragColor(64, 192, 255, 64); DragTexture(0); } else if (type == -23) { // 重攻擊 DragBlendType(1); DragTime(0.2); DragColor(64, 192, 255, 96); DragTexture(0); } else if (type == -24) { // 強力攻擊 DragBlendType(1); DragTime(0.25); DragColor(64, 192, 255, 128); DragTexture(0); } else if (type == -25) { // 暴力攻擊 DragBlendType(1); DragTime(0.3); DragColor(64, 192, 255, 128); DragTexture(1); } // ------------------輕劍------------------- if (type == -31) { // 輕攻擊 DragBlendType(1); //決定拖曳效果種類 DragTime(0.1); // 拖曳秒數, time為實數 DragColor(160, 255, 192, 32); // 0~255 DragTexture(0); //決定貼圖編號,不限個數 } else if (type == -32) { // 中攻擊 DragBlendType(1); DragTime(0.15); DragColor(160, 255, 192, 48); DragTexture(0); } else if (type == -33) { // 重攻擊 DragBlendType(1); DragTime(0.2); DragColor(160, 255, 192, 64); DragTexture(0); } else if (type == -34) { // 強力攻擊 DragBlendType(1); DragTime(0.25); DragColor(160, 255, 192, 96); DragTexture(0); } else if (type == -35) { // 暴力攻擊 DragBlendType(1); DragTime(0.3); DragColor(160, 255, 192, 128); DragTexture(1); } // ------------------長槍------------------- if (type == -41) { // 輕攻擊 DragBlendType(1); //決定拖曳效果種類 DragTime(0.1); // 拖曳秒數, time為實數 DragColor(255, 128, 255, 32); // 0~255 DragTexture(0); //決定貼圖編號,不限個數 } else if (type == -42) { // 中攻擊 DragBlendType(1); DragTime(0.15); DragColor(255, 128, 255, 64); DragTexture(0); } else if (type == -43) { // 重攻擊 DragBlendType(1); DragTime(0.2); DragColor(255, 128, 255, 96); DragTexture(0); } else if (type == -44) { // 強力攻擊 DragBlendType(1); DragTime(0.25); DragColor(255, 128, 255, 128); DragTexture(0); } else if (type == -45) { // 暴力攻擊 DragBlendType(1); DragTime(0.3); DragColor(255, 255, 255, 128); DragTexture(4); } // ------------------大刀------------------- if (type == -51) { // 輕攻擊 DragBlendType(1); //決定拖曳效果種類 DragTime(0.15); // 拖曳秒數, time為實數 DragColor(255, 32, 0, 32); // 0~255 DragTexture(0); //決定貼圖編號,不限個數 } else if (type == -52) { // 中攻擊 DragBlendType(1); DragTime(0.2); DragColor(255, 32, 0, 64); DragTexture(0); } else if (type == -53) { // 重攻擊 DragBlendType(1); DragTime(0.3); DragColor(255, 32, 0, 96); DragTexture(0); } else if (type == -54) { // 強力攻擊 DragBlendType(1); DragTime(0.3); DragColor(255, 32, 0, 128); DragTexture(0); } else if (type == -55) { // 暴力攻擊 DragBlendType(1); DragTime(0.3); DragColor(255, 255, 255, 128); DragTexture(5); } // ------------------重錘------------------ if (type == -61) { // 輕攻擊 DragBlendType(1); //決定拖曳效果種類 DragTime(0.15); // 拖曳秒數, time為實數 DragColor(96, 96, 96, 32); // 0~255 DragTexture(0); //決定貼圖編號,不限個數 } else if (type == -62) { // 中攻擊 DragBlendType(1); DragTime(0.2); DragColor(96, 96, 96, 64); DragTexture(0); } else if (type == -63) { // 重攻擊 DragBlendType(1); DragTime(0.3); DragColor(96, 96, 96, 96); DragTexture(0); } else if (type == -64) { // 強力攻擊 DragBlendType(1); DragTime(0.3); DragColor(96, 96, 96, 128); DragTexture(0); } else if (type == -65) { // 暴力攻擊 DragBlendType(1); DragTime(0.3); DragColor(255, 255, 255, 128); DragTexture(6); } // ------------------指虎------------------ if (type == -71) { // 輕攻擊 DragBlendType(1); //決定拖曳效果種類 DragTime(0.15); // 拖曳秒數, time為實數 DragColor(128, 192, 192, 32); // 0~255 DragTexture(0); //決定貼圖編號,不限個數 } else if (type == -72) { // 中攻擊 DragBlendType(1); DragTime(0.2); DragColor(128, 192, 192, 64); DragTexture(0); } else if (type == -73) { // 重攻擊 DragBlendType(1); DragTime(0.3); DragColor(128, 192, 192, 96); DragTexture(0); } else if (type == -74) { // 強力攻擊 DragBlendType(1); DragTime(0.3); DragColor(128, 192, 192, 128); DragTexture(0); } else if (type == -75) { // 暴力攻擊 DragBlendType(1); DragTime(0.3); DragColor(128, 192, 192, 128); DragTexture(7); } // ------------------杖刀------------------ if (type == -81) { // 輕攻擊 DragBlendType(1); //決定拖曳效果種類 DragTime(0.15); // 拖曳秒數, time為實數 DragColor(225, 16, 16, 32); // 0~255 DragTexture(0); //決定貼圖編號,不限個數 } else if (type == -82) { // 中攻擊 DragBlendType(1); DragTime(0.2); DragColor(225, 16, 16, 48); DragTexture(0); } else if (type == -83) { // 重攻擊 DragBlendType(1); DragTime(0.3); DragColor(225, 16, 16, 64); DragTexture(0); } else if (type == -84) { // 強力攻擊 DragBlendType(1); DragTime(0.3); DragColor(225, 16, 16, 96); DragTexture(0); } else if (type == -85) { // 暴力攻擊 DragBlendType(1); DragTime(0.3); DragColor(225, 16, 16, 128); DragTexture(8); } // ------------------忍刀------------------ if (type == -91) { // 輕攻擊 DragBlendType(2); //決定拖曳效果種類 DragTime(0.15); // 拖曳秒數, time為實數 DragColor(128, 128, 128, 32); // 0~255 DragTexture(0); //決定貼圖編號,不限個數 } else if (type == -92) { // 中攻擊 DragBlendType(2); DragTime(0.2); DragColor(128, 128, 128, 64); DragTexture(0); } else if (type == -93) { // 重攻擊 DragBlendType(2); DragTime(0.3); DragColor(128, 128, 128, 96); DragTexture(0); } else if (type == -94) { // 強力攻擊 DragBlendType(2); DragTime(0.3); DragColor(128, 128, 128, 128); DragTexture(0); } else if (type == -95) { // 暴力攻擊 DragBlendType(2); DragTime(0.3); DragColor(128, 128, 128, 128); DragTexture(9); } }else { // 決定拖曳效果種類 if (type == 0) { DragBlendType(0); // ALPHA } else if (type == 1) { DragBlendType(1); // 加色 } else if (type == 2) { DragBlendType(2); // 減色 } else if (type == 3) { DragBlendType(3); // ALPHA & GLOW } else if (type == 4) { DragBlendType(4); // 加色 & GLOW } else if (type == 5) { DragBlendType(5); // 減色 & GLOW } // 拖曳秒數, time為實數 if (time == 1) { DragTime(0.1); // 中攻擊 } else if (time == 2) { DragTime(0.15); // 重攻擊 } else if (time == 3) { DragTime(0.2); // 強攻擊 } else if (time == 4) { DragTime(0.3); // 超級攻擊 } else { DragTime(0.05); // 輕攻擊 } // 顏色 R / G / B / ALPHA ,0~255 if (color == 1) { DragColor(213, 252, 255, 64); // 中攻擊 } else if (color == 2) { DragColor(213, 252, 255, 64); // 重攻擊 } else if (color == 3) { DragColor(213, 252, 255, 64); // 強攻擊 } else if (color == 4) { DragColor(213, 252, 255, 64); // 超級攻擊 } else { DragColor(213, 252, 255, 64); // 輕攻擊 } //決定貼圖編號 DragTexture(texture); } } // 男女大體型基本動作1 void PNPose1(int a , int s) { //地面待機 StartPose(0+a); BlendTime(0.25); Frame(s+0, s+20); FPS(10); Soft(s+0, s+8, 1); Soft(s+8, s+20, 0.8); Loop(s+8, s+20); Hurt_All(); SFX("MOV_WalkLStep", -1); SFX("MOV_WalkRStep", -1); SND("char_01_footstep_on_dirt_03", s+0); EndPose(0+a); // 前走 StartPose(1+a); Frame(s+21, s+34); FPS(10); Loop(s+21, s+34); Hurt_All(); SFX("MOV_WalkLStep", s+22); SFX("MOV_WalkRStep", s+29); SND("char_01_footstep_on_dirt_03", s+22); SND("char_01_footstep_on_dirt_03", s+29); EndPose(1+a); // 退走 StartPose(2+a); Frame(s+35, s+47); FPS(10); Loop(s+35, s+47); Hurt_All(); SFX("MOV_WalkRStep", s+36); SFX("MOV_WalkLStep", s+43); SND("char_01_footstep_on_dirt_03", s+36); SND("char_01_footstep_on_dirt_03", s+43); EndPose(2+a); // 奔跑 StartPose(3+a); Frame(s+49, s+54, 1.2); FPS(10); Loop(s+49, s+54); Hurt_All(); Box(1); SFX("MOV_RunLStep", s+51); SFX("MOV_RunRStep", s+54); SND("char_01_footstep_on_dirt_01", s+50); SND("char_01_footstep_on_dirt_01", s+53); EndPose(3+a); // 前跳 StartPose(4+a); Frame(s+55, s+59); Soft(s+55, s+59); FPS(10); Hurt_All(); Box(2); SFX("MOV_Jump", -1); SND("char_04_jump", -1); EndPose(4+a); // 後跳 StartPose(5+a); Frame(s+60, s+64); Soft(s+60, s+64); FPS(10); Hurt_All(); Box(2); SFX("MOV_Jump", -1); SND("char_04_jump", -1); EndPose(5+a); // 左跳 StartPose(6+a); Frame(s+65, s+69); Soft(s+65, s+69); FPS(10); Hurt_All(); Box(2); SFX("MOV_Jump", -1); SND("char_04_jump", -1); EndPose(6+a); // 右跳 StartPose(7+a); Frame(s+70, s+74); Soft(s+70, s+74); FPS(10); Hurt_All(); Box(2); SFX("MOV_Jump", -1); SND("char_04_jump", -1); EndPose(7+a); // 前兩段跳 StartPose(8+a); Frame(s+75, s+87); Hard(s+75, s+82); Next(s+75, s+87); FPS(20); Hurt_All(); Box(2); CHR(VOC_Attack_Light, -1); SND("weap_08_glove_slash_03", -1); SND("weap_06_hammer_slash_01", s+75); EndPose(8+a); // 後兩段跳 StartPose(9+a); Frame(s+88, s+100); Hard(s+88, s+95); Next(s+88, s+100); FPS(20); Hurt_All(); Box(2); CHR(VOC_Attack_Light, -1); SND("weap_08_glove_slash_03", -1); SND("weap_06_hammer_slash_01", s+88); EndPose(9+a); // 左兩段跳 StartPose(10+a); Frame(s+101, s+113); Hard(s+101, s+108); Next(s+101, s+113); FPS(20); Hurt_All(); Box(2); CHR(VOC_Attack_Light, -1); SND("weap_08_glove_slash_03", -1); SND("weap_08_glove_slash_03", s+104); SND("weap_08_glove_slash_03", s+107); SND("weap_08_glove_slash_03", s+109); EndPose(10+a); // 右兩段跳 StartPose(11+a); Frame(s+114, s+126); Hard(s+114, s+121); Next(s+114, s+126); FPS(20); Hurt_All(); Box(2); CHR(VOC_Attack_Light, -1); SND("weap_08_glove_slash_03", -1); SND("weap_08_glove_slash_03", s+117); SND("weap_08_glove_slash_03", s+120); SND("weap_08_glove_slash_03", s+122); EndPose(11+a); // 雲梯縱 StartPose(12+a); Frame(s+127, s+144); FPS(20); Hurt_All(); CHR(VOC_Attack_Light, -1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", s+127); SFX("MOV_Jump", s+130); SND("char_04_jump_high", s+130); SND("char_04_jump", s+132); EndPose(12+a); // 滯空待機 StartPose(13+a); BlendTime(0.3); Frame(s+145, s+151); FPS(10); Loop(s+145, s+151); Hurt_All(); EndPose(13+a); // 落地緩衝 StartPose(14+a); BlendTime(0.1); //Frame(s+153, s+166); Frame(s+159, s+166); FPS(10); Hurt_All(); Next(s+159, s+166); SFX("MOV_TouchDown", -1); SND("char_02_touchdown_on_concrete", -1); EndPose(14+a); // 牆面待機向左 StartPose(15+a); BlendTime(0.15); Frame(s+167, s+181); FPS(10); Soft(s+167, s+173); Soft(s+174, s+181, 0.5); Loop(s+174, s+181); Hurt_All(); Box(1); SFX("MOV_WalkLStep", s+169); SFX("MOV_WalkRStep", s+169); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_carpet", s+169); SND("char_01_footstep_on_dirt_01", s+169); EndPose(15+a); // 牆面待機向右 StartPose(16+a); BlendTime(0.15); Frame(s+182, s+196); FPS(10); Soft(s+182, s+190); Soft(s+191, s+196, 0.5); Loop(s+191, s+196); Hurt_All(); Box(1); SFX("MOV_WalkLStep", s+184); SFX("MOV_WalkRStep", s+184); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_carpet", s+184); SND("char_01_footstep_on_dirt_01", s+184); EndPose(16+a); // 支援技 StartPose(17+a); Frame(s+197, s+221); FPS(20); Hurt_All(); StartAttack(); AttackFrame(s+211, s+216); AttackPower(1); EndAttack(); Box(1); CHR(VOC_Attack_Charge1, -1); SFX("USE_Chi", -1); SND("impa_03_wave_suck_02", -1); SND("weap_06_hammer_slash_01", s+210); EndPose(17+a); // 強化地面待機 StartPose(18+a); BlendTime(0.25); Frame(s+222, s+242); FPS(10); Soft(s+222, s+229, 1.2); Soft(s+230, s+242, 0.8); Loop(s+230, s+242); Hurt_All(); SFX("MOV_WalkLStep", -1); SFX("MOV_WalkRStep", -1); SND("char_01_footstep_on_dirt_03", s+222); EndPose(18+a); // 強化前走 StartPose(19+a); Frame(s+243, s+252); Soft(s+243, s+252); FPS(10); Loop(s+243, s+252); Hurt_All(); SFX("MOV_RunLStep", s+244); SFX("MOV_RunRStep", s+249); SND("char_01_footstep_on_dirt_03", s+244); SND("char_01_footstep_on_dirt_03", s+249); EndPose(19+a); // 強化退移 StartPose(20+a); Frame(s+253, s+263); FPS(10); Loop(s+253, s+263); Hurt_All(); SND("impa_03_wave_scream_02_short", -1); EndPose(20+a); // 強化前浮奔 StartPose(23+a); Frame(s+264, s+269); Soft(s+264, s+269, 1.2); FPS(10); Loop(s+264, s+269); Hurt_All(); Box(1); SFX("MOV_RunLStep", s+266); SFX("MOV_RunRStep", s+269); SND("char_01_footstep_on_dirt_01", s+266); SND("char_01_footstep_on_dirt_01", s+269); EndPose(23+a); } // 男女大體型基本動作2 void PNPose2(int a , int s) { // 強化左走 StartPose(21+a); Frame(s+2827, s+2836); Soft(s+2827, s+2836); FPS(10); Loop(s+2827, s+2836); Hurt_All(); SFX("MOV_RunLStep", s+2828); SFX("MOV_RunRStep", s+2833); SND("char_01_footstep_on_dirt_03", s+2828); SND("char_01_footstep_on_dirt_03", s+2833); EndPose(21+a); // 強化右走 StartPose(22+a); Frame(s+2837, s+2846); Soft(s+2837, s+2846); FPS(10); Loop(s+2837, s+2846); Hurt_All(); SFX("MOV_RunLStep", s+2838); SFX("MOV_RunRStep", s+2843); SND("char_01_footstep_on_dirt_03", s+2838); SND("char_01_footstep_on_dirt_03", s+2843); EndPose(22+a); // 強化左浮奔 StartPose(24+a); Frame(s+2847, s+2857); FPS(10); Loop(s+2847, s+2857); Hurt_All(); Box(1); SND("weap_08_glove_slash_03", -1); EndPose(24+a); // 強化右浮奔 StartPose(25+a); Frame(s+2858, s+2868); FPS(10); Loop(s+2858, s+2868); Hurt_All(); Box(1); SND("weap_08_glove_slash_03", -1); EndPose(25+a); // 向左走 StartPose(26+a); Frame(s+2869, s+2882); FPS(10); Loop(s+2869, s+2882); Hurt_All(); SFX("MOV_WalkLStep", s+2870); SFX("MOV_WalkRStep", s+2877); SND("char_01_footstep_on_dirt_03", s+2870); SND("char_01_footstep_on_dirt_03", s+2877); EndPose(26+a); // 向右走 StartPose(27+a); Frame(s+2883, s+2896); FPS(10); Loop(s+2883, s+2896); Hurt_All(); SFX("MOV_WalkLStep", s+2884); SFX("MOV_WalkRStep", s+2891); SND("char_01_footstep_on_dirt_03", s+2884); SND("char_01_footstep_on_dirt_03", s+2891); EndPose(27+a); // 向左跑 StartPose(28+a); Frame(s+2897, s+2902, 1.2); FPS(10); Loop(s+2897, s+2902); Hurt_All(); Box(1); SFX("MOV_RunLStep", s+2899); SFX("MOV_RunRStep", s+2902); SND("char_01_footstep_on_dirt_01", s+2899); SND("char_01_footstep_on_dirt_01", s+2902); EndPose(28+a); // 向右跑 StartPose(29+a); Frame(s+2903, s+2908, 1.2); FPS(10); Loop(s+2903, s+2908); Hurt_All(); Box(1); SFX("MOV_RunLStep", s+2905); SFX("MOV_RunRStep", s+2908); SND("char_01_footstep_on_dirt_01", s+2905); SND("char_01_footstep_on_dirt_01", s+2908); EndPose(29+a); } // 轉向動作 void TurnFace(int a , int s) { StartPose(1515+a); Frame(s+21, s+34); FPS(10); Loop(s+21, s+34); Hurt_All(); SFX("MOV_WalkLStep", s+22); SFX("MOV_WalkRStep", s+29); SND("char_01_footstep_on_dirt_03", s+22); SND("char_01_footstep_on_dirt_03", s+29); EndPose(1515+a); } //各兵器統一動作段落 待機 防禦 速移 void WeaponUsualPose0(int a , int s) { // 地面待機 StartPose(a+340); BlendTime(0.15); Frame(s+1693, s+1702); FPS(10); Soft(s+1693, s+1696, 1.4); Soft(s+1697, s+1702, 0.6); Loop(s+1697, s+1702); Hurt_All(); Box(1); SFX("MOV_WalkLStep", -1); SFX("MOV_WalkRStep", -1); // SND("char_01_footstep_on_dirt_03", -1); EndPose(a+340); } void WeaponUsualPose1(int a , int s) { // 防禦待機 StartPose(a+341); BlendTime(0.1); Frame(s+1703, s+1712); FPS(10); Loop(s+1703, s+1712); Hurt_All(); Box(1); SFX("MOV_WalkLStep", -1); SFX("MOV_WalkRStep", -1); // SND("inte_06_weapon_touch_01", -1); EndPose(a+341); } void WeaponUsualPose2(int a , int s) { // 正面上防 StartPose(a+342); BlendTime(0.1); Frame(s+1713, s+1718); FPS(10); Loop(s+1718, s+1718); Hurt_All(); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); EndPose(a+342); // 正面下防 StartPose(a+343); BlendTime(0.1); Frame(s+1719, s+1724); FPS(10); Loop(s+1724, s+1724); Hurt_All(); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); EndPose(a+343); // 正面左防 StartPose(a+344); BlendTime(0.1); Frame(s+1725, s+1730); FPS(10); Loop(s+1730, s+1730); Hurt_All(); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); EndPose(a+344); // 正面右防 StartPose(a+345); BlendTime(0.1); Frame(s+1731, s+1736); FPS(10); Loop(s+1736, s+1736); Hurt_All(); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); EndPose(a+345); // 後側防 StartPose(a+346); BlendTime(0.1); Frame(s+1737, s+1742); FPS(10); Loop(s+1742, s+1742); Hurt_All(); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); EndPose(a+346); // 左側防 StartPose(a+347); BlendTime(0.1); Frame(s+1743, s+1748); FPS(10); Loop(s+1748, s+1748); Hurt_All(); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); EndPose(a+347); // 右側防 StartPose(a+348); BlendTime(0.1); Frame(s+1749, s+1754); FPS(10); Loop(s+1754, s+1754); Hurt_All(); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); EndPose(a+348); // 前速移 StartPose(a+349); BlendTime(0.15); Frame(s+1755, s+1760); FPS(20); Hard(s+1755, s+1756); Soft(s+1757, s+1760, 0.8); Hurt_Body(); Next(s+1755, s+1760); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("weap_08_glove_slash_03", -1); EndPose(a+349); // 後速移 StartPose(a+350); BlendTime(0.15); Frame(s+1761, s+1766); FPS(20); Hard(s+1761, s+1762); Soft(s+1763, s+1766, 0.8); Hurt_Body(); Next(s+1761, s+1766); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("weap_08_glove_slash_03", -1); EndPose(a+350); // 左速移 StartPose(a+351); BlendTime(0.15); Frame(s+1767, s+1772); FPS(20); Hard(s+1767, s+1768); Soft(s+1769, s+1772, 0.8); Hurt_Body(); Next(s+1767, s+1772); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("weap_08_glove_slash_03", -1); EndPose(a+351); // 右速移 StartPose(a+352); BlendTime(0.15); Frame(s+1773, s+1778); FPS(20); Hard(s+1773, s+1774); Soft(s+1775, s+1778, 0.8); Hurt_Body(); Next(s+1773, s+1778); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("weap_08_glove_slash_03", -1); EndPose(a+352); } // 各待機暗器技段落 暗器技 氣合1 氣合2 void DartUsualPose(int a , int s) { // 暗器技 StartPose(a+260); BlendTime(0.1); Frame(s+1528, s+1536); FPS(10); Hard(s+1528, s+1532); Soft(s+1532, s+1536, 2); Hurt_All(); Next(s+1529, s+1536); StartAttack(); // Attack_L_hand(); AttackFrame(s+1530, s+1531); N_TargetPose(); // DartAttackPose(0); 無用的資料, 必須直接在Project & Attack 裡設定才行 OnHit ("Hit_Bloody01" , "weap_12_dart_hit_01" ,0 ,0); OnDefense ("Hit_Guard01" , "weap_12_dart_grd_01" ,0 ,0); EndAttack(); StartDrag(bu_L_Forearm,bu_L_Hand); DragFrame(s+1528, s+1534); DragSFX(-2,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Light, s+1529); SFX("DART_ChiShot00", s+1529); SND("weap_08_glove_slash_03", s+1529); SND("weap_12_dart_slash_01", s+1529); EndPose(a+260); // 暗器氣合1 StartPose(a+261); BlendTime(0.15); Frame(s+1519, s+1523); FPS(20); Hurt_All(); Next(s+1519, s+1523); Box(3); CHR(VOC_Attack_Charge1, s+1519); SFX("MOV_ChiChargeL", s+1521); SND("envi_21_noise_06", s+1521); EndPose(a+261); // 暗器氣合技1 StartPose(a+262); BlendTime(0.1); Frame(s+1528, s+1536); FPS(10); Hard(s+1528, s+1532); Soft(s+1532, s+1536, 2); Hurt_All(); Next(s+1529, s+1536); StartAttack(); // Attack_L_hand(); AttackFrame(s+1530, s+1531); N_TargetPose(); // DartAttackPose(0); 無用的資料, 必須直接在Project & Attack 裡設定才行 OnHit ("Hit_Bloody02" , "weap_12_dart_hit_02" ,0 ,0); OnDefense ("Hit_Guard02" , "weap_12_dart_grd_02" ,0 ,0); EndAttack(); StartDrag(bu_L_Forearm,bu_L_Hand); DragFrame(s+1528, s+1534); DragSFX(-2,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Middle, s+1529); SFX("DART_ChiShot01", s+1529); SND("weap_13_punch_slash_01", s+1529); SND("weap_08_glove_slash_03", s+1529); SND("weap_12_dart_slash_02", s+1529); EndPose(a+262); // 暗器氣合2 StartPose(a+263); BlendTime(0.2); Frame(s+1524, s+1528); FPS(20); Hurt_All(); Next(s+1524, s+1528); Box(3); CHR(VOC_Attack_Charge2, s+1524); SFX("MOV_ChiChargeL", s+1526); SND("fant_12_effect_05_wave_move", s+1526); EndPose(a+263); // 暗器氣合技2 StartPose(a+264); BlendTime(0.1); Frame(s+1528, s+1536); FPS(10); Hard(s+1528, s+1532); Soft(s+1532, s+1536, 2); Hurt_All(); Next(s+1529, s+1536); StartAttack(); // Attack_L_hand(); AttackFrame(s+1530, s+1531); N_TargetPose(); // DartAttackPose(0); 無用的資料, 必須直接在Project & Attack 裡設定才行 OnHit ("Hit_Bloody03" , "weap_12_dart_hit_03" ,0 ,0); OnDefense ("Hit_Guard03" , "weap_12_dart_grd_03" ,0 ,0); EndAttack(); StartDrag(bu_L_Forearm,bu_L_Hand); DragFrame(s+1528, s+1534); DragSFX(-2,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, s+1529); SFX("DART_ChiShot02", s+1529); SND("weap_06_hammer_slash_01", s+1529); SND("weap_13_punch_slash_02", s+1529); SND("weap_08_glove_slash_03", s+1529); SND("weap_12_dart_slash_03", s+1529); EndPose(a+264); } //地面運動中暗器技 void DartWithMovement(int s) { BlendTime(0.1); Frame(s+5917, s+5922); FPS(10); Hard(s+5917, s+5919, 2); Hard(s+5919, s+5922, 0.8); Next(s+5921, s+5922); Hurt_All(); StartAttack(); // Attack_L_hand(); AttackFrame(s+5918, s+5919); N_TargetPose(); // DartAttackPose(0); 無用的資料, 必須直接在Project & Attack 裡設定才行 OnHit ("Hit_Bloody01" , "weap_12_dart_hit_01" ,0 ,0); OnDefense ("Hit_Guard01" , "weap_12_dart_grd_01" ,0 ,0); EndAttack(); StartDrag(bu_L_Forearm,bu_L_Hand); DragFrame(s+5917, s+5921); DragSFX(-2,0,0,0); EndDrag(); Box(2); SFX("DART_ChiShot00", s+5918); SFX("MOV_Jump", s+5918); SFX("MOV_RunLStep", s+5922); SFX("MOV_RunRStep", s+5922); SND("weap_08_glove_slash_03", s+5918); SND("weap_12_dart_slash_01", s+5918); SND("char_05_cloth_flap_01", s+5919); SND("char_01_footstep_on_dirt_01", s+5921); SND("char_01_footstep_on_dirt_01", s+5922); } // 急奔預備張數指定 void SpeedW(int a ,int s) { StartPose(325+ a); BlendTime(0.1); Frame(9638+ s, 9640+ s); Hard(9638+ s, 9639+ s); Soft(9639+ s, 9640+ s); FPS(15); Hurt_All(); Next(9638+ s, 9640+ s); SND("char_01_footstep_on_dirt_03", -1); EndPose(325+ a); } // 空中受身翻滾張數指定 void AirRoll(int a ,int s) { StartPose(328+ a); BlendTime(0.1); Frame(5960+ s, 5966+ s); Hard(5960+ s, 5965+ s); FPS(15); Hurt_All(); Gravity(0.5); CHR(VOC_Attack_Light, -1); SND("weap_06_hammer_slash_01", -1); SND("weap_13_punch_slash_02", -1); EndPose(328+ a); } //重兵器空踢張數指定 void AirKick(float Power_Changes) { BlendTime(0.25); Frame(4222, 4234); Hard(4223, 4228, 3); Hard(4228, 4232); Hard(4232, 4234, 0.5); FPS(20); Hurt_Body(); Next(4225,4234); StartAttack(); Attack_R_foot(); AttackFrame(4229, 4231); N_TargetPose(); TargetPose(200,202,203,204); TargetValue(0.6); TargetMove(Ground_Gravity * 6, 0, 0); AirTargetPose(205,207,208,209); AirTargetValue(0.6); AirTargetMove(Air_Gravity * 8, 0, 45); DefensePose(342,346,347,348); DefenseValue(0.3); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(Power_Changes); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_03" ,0 ,-25); OnDefense ("Hit_Guard01" , "weap_08_glove_grd_03" ,0 ,-25); EndAttack(); Box(2); CHR(VOC_Attack_Light, 4229); SFX("MOV_RunRStep", 4230); SND("char_05_cloth_flap_02", -1); SND("weap_08_glove_slash_02", 4229); SND("weap_08_glove_slash_03", 4229); } // 男女大體型 上半身混撥專用動作張數指定 void BlendUpPose1(int a , int s) { // 備戰上半身混撥張數指定 StartPose(1120+ a); BlendTime(0.1); Frame(s+7480, s+7482); FPS(10); Hard(s+7480, s+7482); Loop(s+7480, s+7482); Hurt_All(); Box(2); EndPose(1120+ a); } void BlendUpPose2(int a , int s) { // 防禦上半身混撥張數指定 StartPose(1121+ a); BlendTime(0.1); Frame(s+7483, s+7485); FPS(10); Hard(s+7483, s+7485, 0.8); Loop(s+7483, s+7485); Hurt_All(); Box(2); EndPose(1121+ a); } //鎖定中移動下半身混撥專用動作張數指定 void BlendLowPose(int a , int s) { StartPose(1138+ a); Frame(7554+ s, 7559+ s); Soft(7554+ s, 7559+ s); FPS(10); Loop(7554+ s, 7559+ s); Hurt_All(); Box(2); SFX("MOV_WalkLStep", s+7554); SFX("MOV_WalkRStep", s+7557); SND("char_01_footstep_on_dirt_03", s+7554); SND("char_01_footstep_on_dirt_03", s+7557); EndPose(1138+ a); } //怪體型 備戰動作前段 void EFPoseF(int a , int s) { StartPose(a+1650); BlendTime(0.1); Frame(s+9210, s+9212); FPS(10); Soft(s+9210, s+9212); Link(a+1150); Hurt_All(); Box(2); EndPose(a+1650); } //怪體型 備戰動作LOOP段與上半身混撥專用動作張數指定 void EFPose(int a , int s) { StartPose(a+1150); BlendTime(0.2); Frame(s+7617, s+7620); FPS(10); Soft(s+7617, s+7620, 0.3); Loop(s+7617, s+7620); Hurt_All(); Box(2); EndPose(a+1150); } //怪體型 一般待機動作前段 void ENPoseF(int a , int s) { StartPose(a+1650); BlendTime(0.25); Frame(s+9264, s+9266); FPS(10); Soft(s+9264, s+9266); Link(a+1150); Hurt_All(); Box(2); EndPose(a+1650); } //怪體型 一般待機動作LOOP段與上半身混撥專用動作張數指定 void ENPose(int a , int s) { StartPose(a+1150); BlendTime(0.1); Frame(s+7617, s+7620); FPS(10); Soft(s+7617, s+7620, 0.3); Loop(s+7617, s+7620); Hurt_All(); Box(2); EndPose(a+1150); } //怪體型 步行動作與下半身混撥專用動作張數指定 void EWPose(int a , int s) { StartPose(a+1171); BlendTime(0.1); Frame(s+7693, s+7698); FPS(10); Soft(s+7693, s+7698, 0.6); Loop(s+7693, s+7698); Hurt_All(); Box(2); SFX("MOV_WalkLStep", s+7693); SFX("MOV_WalkRStep", s+7696); SND("char_01_footstep_on_dirt_03", s+7693); SND("char_01_footstep_on_dirt_03", s+7696); EndPose(a+1171); } //怪體型 跑步動作與下半身混撥專用動作張數指定 void ERPose(int a , int s) { StartPose(a+1175); BlendTime(0.1); Frame(s+7717, s+7722); FPS(10); Soft(s+7717, s+7722, 1.3); Loop(s+7717, s+7722); Hurt_All(); Box(1); SFX("MOV_RunLStep", s+7717); SFX("MOV_RunRStep", s+7720); SND("char_01_footstep_on_dirt_01", s+7717); SND("char_01_footstep_on_dirt_01", s+7720); EndPose(a+1175); } //怪體型 鎖定中下半身混撥小跑 void EBLPose(int a , int s) { StartPose(a+1145); BlendTime(0.1); Frame(s+7717, s+7722); FPS(10); Soft(s+7717, s+7722, 0.6); Loop(s+7717, s+7722); Hurt_All(); Box(1); SFX("MOV_RunLStep", s+7717); SFX("MOV_RunRStep", s+7720); SND("char_01_footstep_on_dirt_01", s+7717); SND("char_01_footstep_on_dirt_01", s+7720); EndPose(a+1145); } //mapping pose因體型差異製作的招式 void MappingPose1(int a , int s) { // 武士刀組槍 StartPose(a+1540); BlendTime(0.1); Frame(s+9100, s+9104); Hard(s+9100, s+9103, 1.5); Hard(s+9103, s+9104, 10); WeaponModel(2); FPS(10); Hurt_All(); Box(2); SFX("WPN8_BladeOUT", s+9100); SND("weap_07_samurai_pull_out", s+9100); SND("weap_11_gun_reload", s+9103); EndPose(a+1540); //武士刀拆槍入鞘 StartPose(a+1541); BlendTime(0.1); Frame(s+9105, s+9109); Hard(s+9105, s+9108, 1.5); Hard(s+9108, s+9109, 10); WeaponModel(2); FPS(10); Hurt_All(); Box(2); SFX("WPN8_BladeOUT", s+9109); SND("inte_06_weapon_touch_02", s+9105); SND("weap_03_sword_grd_01", s+9108); EndPose(a+1541); //武士刀拔刀術入鞘 StartPose(a+1542); BlendTime(0.1); Frame(s+9112, s+9116); Hard(s+9112, s+9115, 1.5); Hard(s+9115, s+9116, 10); WeaponModel(2); FPS(10); Hurt_All(); Box(2); SFX("MOV_RunLStep", s+9113); SFX("WPN8_BladeOUT", s+9116); SND("inte_06_weapon_touch_01", s+9112); SND("weap_03_sword_grd_01", s+9115); EndPose(a+1542); } void MappingPose2(int a , int s) { // 武士刀左擊體 StartPose(a+955); BlendTime(0.1); Frame(s+8532, s+8539); FPS(10); Hard(s+8532, s+8535, 1.5); Hard(s+8535, s+8536, 2); Hard(s+8536, s+8537); Soft(s+8537, s+8539, 2); Next(s+8535, s+8539); Hurt_All(); StartAttack(); Attack_R_hand(); AttackFrame(s+8534, s+8536); N_TargetPose(); TargetPose(204,203,200,202); TargetValue(HardFrame_Samurai_Ground_Damage * 0.2); TargetMove(Ground_Gravity * 10, -15, 0); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Samurai_Air_Damage * 0.5); AirTargetMove(Air_Gravity * 25, -15, -65); DefensePose(345,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.15); DefenseMove(Defense_Gravity * 8, -15, 0); AttackPower(Left_Strike_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_01" ,-45 ,45); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_01" ,-45 ,45); EndAttack(); StartDrag(); DragFrame(s+8533, s+8537); DragSFX(-71,0,0,0); EndDrag(); Box(1); SFX("MOV_RunLStep", s+8533); SFX("MOV_RunRFall", s+8535); SND("char_01_footstep_on_dirt_03", s+8533); SND("weap_04_spear_slash_01", s+8534); SND("char_01_footstep_on_dirt_01", s+8535); EndPose(a+955); // 武士刀右擊肩 StartPose(a+956); BlendTime(0.1); Frame(s+8540, s+8547); FPS(10); Hard(s+8540, s+8544); Soft(s+8544, s+8547, 1.5); Next(s+8543, s+8547); Hurt_All(); StartAttack(); Attack_R_hand(); AttackFrame(s+8542, s+8544); N_TargetPose(); TargetPose(203,204,202,200); TargetValue(HardFrame_Samurai_Ground_Damage * 0.225); TargetMove(Ground_Gravity * 10, 15, 0); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Samurai_Air_Damage * 0.55); AirTargetMove(Air_Gravity * 25, 15, -65); DefensePose(346,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.15); DefenseMove(Defense_Gravity * 8, 15, 0); AttackPower(Right_Strike_2); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_04" ,45 ,45); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_04" ,45 ,45); EndAttack(); StartDrag(); DragFrame(s+8541, s+8544); DragSFX(-71,0,0,0); EndDrag(); Box(1); SFX("MOV_RunLStep", s+8541); SFX("MOV_RunRFall", s+8543); SND("char_01_footstep_on_dirt_03", s+8541); SND("weap_04_spear_slash_01", s+8542); SND("char_01_footstep_on_dirt_01", s+8543); EndPose(a+956); // 武士刀正擊面 StartPose(a+957); BlendTime(0.25); Frame(s+8548, s+8556); FPS(10); Hard(s+8549, s+8551); Hard(s+8551, s+8552, 2); Hard(s+8552, s+8554); Soft(s+8554, s+8556, 1.5); Next(s+8551, s+8556); Hurt_All(); StartAttack(); Attack_R_hand(); AttackFrame(s+8550, s+8552); N_TargetPose(); TargetPose(200,202,203,204); TargetValue(HardFrame_Samurai_Ground_Damage * 0.25); TargetMove(Ground_Gravity * 10, 0, 0); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Samurai_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 25, 0, -65); DefensePose(342,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Center_Strike_3); OnHit ("Hit_Bloody22" , "weap_08_glove_hit_02" ,0 ,45); OnDefense ("Hit_Guard22" , "weap_08_glove_grd_02" ,0 ,45); EndAttack(); StartDrag(); DragFrame(s+8548, s+8552); DragSFX(-72,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Light, s+8550); SFX("MOV_RunLStep", s+8548); SFX("MOV_RunRFall", s+8549); SFX("MOV_BodyDown", s+8551); SND("char_01_footstep_on_dirt_03", s+8548); SND("weap_04_spear_slash_02", s+8550); SND("weap_11_gun_hit_02", s+8551); EndPose(a+957); } // ------------- 收刀類 連招動作 ---------------- void MappingPose3(int a, int l) { int s = 0; // -------------- 男體型 -------------- // 男體型武士刀(拆解刀槍)收刀入鞘 StartPose(a+1581); BlendTime(0.1); Frame(8514, 8518); Hard(8514, 8517, 1.5); Hard(8517, 8518, 10); Link(a+1583); WeaponModel(2); FPS(10); Hurt_All(); Box(2); SFX("WPN8_BladeOUT", 8518); SND("inte_06_weapon_touch_02", 8514); SND("weap_03_sword_grd_01", 8517); EndPose(a+1581); // 男體型武士刀拔刀術收刀 StartPose(a+1582); BlendTime(0.1); Frame(8633, 8637); Hard(8633, 8636, 1.5); Hard(8636, 8637, 10); Link(a+1584); WeaponModel(2); FPS(10); Hurt_All(); Box(2); SFX("MOV_RunLStep", 8634); SFX("WPN8_BladeOUT", 8636); SND("inte_06_weapon_touch_01", 8633); SND("weap_03_sword_grd_01", 8635); EndPose(a+1582); // 男體型武士刀(拆解刀槍)收刀入鞘 StartPose(a+1583); BlendTime(0); Frame(8518, 8518); Hard(8518, 8518); Link(l); WeaponModel(0); Hurt_All(); FPS(10); Box(2); EndPose(a+1583); // 男體型武士刀拔刀術收刀 StartPose(a+1584); BlendTime(0); Frame(8637, 8637); Hard(8637, 8637); Link(l); WeaponModel(0); Hurt_All(); FPS(10); Box(2); EndPose(a+1584); // -------------- 女體型 -------------- s = 0; //武士刀拆槍入鞘 StartPose(a+1585); BlendTime(0.1); Frame(s+9105, s+9109); Hard(s+9105, s+9108, 1.5); Hard(s+9108, s+9109, 10); Link(a+1587); WeaponModel(2); FPS(10); Hurt_All(); Box(2); SFX("WPN8_BladeOUT", s+9109); SND("inte_06_weapon_touch_02", s+9105); SND("weap_03_sword_grd_01", s+9108); EndPose(a+1585); //武士刀拔刀術入鞘 StartPose(a+1586); BlendTime(0.1); Frame(s+9112, s+9116); Hard(s+9112, s+9115, 1.5); Hard(s+9115, s+9116, 10); Link(a+1588); WeaponModel(2); FPS(10); Hurt_All(); Box(2); SFX("MOV_RunLStep", s+9113); SFX("WPN8_BladeOUT", s+9116); SND("inte_06_weapon_touch_01", s+9112); SND("weap_03_sword_grd_01", s+9115); EndPose(a+1586); // 武士刀拆槍入鞘 StartPose(a+1587); BlendTime(0); Frame(s+9109, s+9109); Hard(s+9109, s+9109); Link(l); WeaponModel(0); Hurt_All(); FPS(10); Box(2); EndPose(a+1587); // 武士刀拔刀術入鞘 StartPose(a+1588); BlendTime(0); Frame(s+9116, s+9116); Hard(s+9116, s+9116); Link(l); WeaponModel(0); Hurt_All(); FPS(10); Box(2); EndPose(a+1588); // -------------- 大體型 -------------- s = 17; //武士刀拆槍入鞘 StartPose(a+1589); BlendTime(0.1); Frame(s+9105, s+9109); Hard(s+9105, s+9108, 1.5); Hard(s+9108, s+9109, 10); Link(a+1591); WeaponModel(2); FPS(10); Hurt_All(); Box(2); SFX("WPN8_BladeOUT", s+9109); SND("inte_06_weapon_touch_02", s+9105); SND("weap_03_sword_grd_01", s+9108); EndPose(a+1589); //武士刀拔刀術入鞘 StartPose(a+1590); BlendTime(0.1); Frame(s+9112, s+9116); Hard(s+9112, s+9115, 1.5); Hard(s+9115, s+9116, 10); Link(a+1592); WeaponModel(2); FPS(10); Hurt_All(); Box(2); SFX("MOV_RunLStep", s+9113); SFX("WPN8_BladeOUT", s+9116); SND("inte_06_weapon_touch_01", s+9112); SND("weap_03_sword_grd_01", s+9115); EndPose(a+1590); // 武士刀拆槍入鞘 StartPose(a+1591); BlendTime(0); Frame(s+9109, s+9109); Hard(s+9109, s+9109); Link(l); WeaponModel(0); Hurt_All(); FPS(10); Box(2); EndPose(a+1591); // 武士刀拔刀術入鞘 StartPose(a+1592); BlendTime(0); Frame(s+9116, s+9116); Hard(s+9116, s+9116); Link(l); WeaponModel(0); Hurt_All(); FPS(10); Box(2); EndPose(a+1592); } // ------------- 出刀類 由槍式改為出刀 連招動作 ---------------- void MappingPose4(int a, int l) { int s = 0; // -------------- 男體型 -------------- // 男體型武士刀(拆解刀槍)收刀入鞘 StartPose(a+1629); BlendTime(0.1); Frame(8514, 8515); Hard(8514, 8515, 1.5); Link(l); WeaponModel(2); FPS(10); Hurt_All(); Box(2); SND("inte_06_weapon_touch_01", -1); EndPose(a+1629); // -------------- 女體型 -------------- s = 0; //武士刀拆槍入鞘 StartPose(a+1630); BlendTime(0.1); Frame(s+9105, s+9106); Hard(s+9105, s+9106, 1.5); Link(l); WeaponModel(2); FPS(10); Hurt_All(); Box(2); SND("inte_06_weapon_touch_01", -1); EndPose(a+1630); // -------------- 大體型 -------------- s = 17; //武士刀拆槍入鞘 StartPose(a+1631); BlendTime(0.1); Frame(s+9105, s+9106); Hard(s+9105, s+9106, 1.5); Link(l); WeaponModel(2); FPS(10); Hurt_All(); Box(2); SND("inte_06_weapon_touch_01", -1); EndPose(a+1631); } // ------------- 持槍類 由出刀改為槍式 連招動作 ---------------- void MappingPose5(int a, int l) { int s = 0; // -------------- 男體型 -------------- // 男體型武士刀拔刀(組合槍刀) StartPose(a+1638); BlendTime(0.1); Frame(8511, 8513); Hard(8511, 8512, 1.5); Hard(8512, 8513, 10); WeaponModel(2); Hurt_All(); Link(l); FPS(10); Box(2); SND("weap_11_gun_reload", 8513); EndPose(a+1638); // -------------- 女體型 -------------- s = 0; // 武士刀組槍 StartPose(a+1639); BlendTime(0.1); Frame(s+9102, s+9104); Hard(s+9102, s+9103, 1.5); Hard(s+9103, s+9104, 10); WeaponModel(2); Hurt_All(); Link(l); FPS(10); Box(2); SND("weap_11_gun_reload", s+9103); EndPose(a+1639); // -------------- 大體型 -------------- s = 17; // 武士刀組槍 StartPose(a+1640); BlendTime(0.1); Frame(s+9102, s+9104); Hard(s+9102, s+9103, 1.5); Hard(s+9103, s+9104, 10); WeaponModel(2); Hurt_All(); Link(l); FPS(10); Box(2); SND("weap_11_gun_reload", s+9103); EndPose(a+1640); } // ------------- 武士刀大絕升天刀 ---------------- void MappingPose6(int a, int s) { StartPose(991+a); BlendTime(0.1); Frame(8742+s, 8752+s); WeaponModel(2); FPS(10); Hard(8742+s, 8746+s,1.5); Hard(8746+s, 8752+s); Link(992); Hurt_All(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(8742+s, 8744+s); N_TargetPoseFlyUp(); TargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Samurai_Ground_Damage * 1); TargetMove(Ground_Gravity * 20, -180, 75); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Samurai_Air_Damage * 1); AirTargetMove(Air_Gravity * 16, -180, 75); DefensePose(343,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 1); DefenseMove(Defense_Gravity * 18, -180, 75); AttackPower(Rupture_6); OnHit ("Hit_Bloody03" , "weap_07_samurai_hit_06" ,15 ,-85); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_06" ,15 ,-85); EndAttack(); StartDrag(); DragFrame(8742+s, 8752+s); DragSFX(-82,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Long1, 8742+s); SFX("WPN8_991", 8742+s); SFX("MOV_Dust_S", 8743+s); SND("weap_05_blade_slash_02", 8742+s); SND("weap_05_blade_slash_03", 8742+s); SND("weap_07_samurai_slash_01", 8743+s); SND("weap_07_samurai_slash_02", 8743+s); SND("weap_07_samurai_slash_03", 8743+s); SND("weap_12_dart_slash_03", 8743+s); EndPose(991+a); } // ------------- 武士刀齊發1升天刀 ---------------- void MappingPose7(int a, int s) { StartPose(1000+a); BlendTime(0.1); Frame(8742+s, 8752+s); WeaponModel(2); FPS(10); Hard(8742+s, 8746+s,1.5); Hard(8746+s, 8752+s); Link(1001); Hurt_All(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(8743+s, 8744+s); N_TargetPoseFlyUp(); TargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Samurai_Ground_Damage * 1); TargetMove(Ground_Gravity * 18, -180, 75); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Samurai_Air_Damage * 1); AirTargetMove(Air_Gravity * 18, -180, 75); DefensePose(343,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 1); DefenseMove(Defense_Gravity * 18, -180, 75); AttackPower(Blood_Bath_7); OnHit ("Hit_Bloody03" , "weap_07_samurai_hit_06" ,15 ,-85); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_06" ,15 ,-85); EndAttack(); StartDrag(); DragFrame(8742+s, 8752+s); DragSFX(-82,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Long1, 8742+s); SFX("WPN8_Light_R", -1); SFX("WPN8_991", 8742+s); SFX("MOV_Dust_S", 8743+s); SND("weap_05_blade_slash_02", 8742+s); SND("weap_05_blade_slash_03", 8742+s); SND("weap_07_samurai_slash_01", 8743+s); SND("weap_07_samurai_slash_02", 8743+s); SND("weap_07_samurai_slash_03", 8743+s); SND("weap_12_dart_slash_03", 8743+s); EndPose(1000+a); } // ------------- 武士刀齊發2升天刀 ---------------- void MappingPose8(int a, int s) { StartPose(1013+a); BlendTime(0.1); Frame(8742+s, 8752+s); WeaponModel(2); FPS(10); Hard(8742+s, 8746+s,1.5); Hard(8746+s, 8752+s); Link(1014); Hurt_All(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(8743+s, 8744+s); N_TargetPoseFlyUp(); TargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Samurai_Ground_Damage * 1); TargetMove(Ground_Gravity * 18, -180, 85); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Samurai_Air_Damage * 1); AirTargetMove(Air_Gravity * 16, -180, 85); DefensePose(343,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 1); DefenseMove(Defense_Gravity * 17, -180, 85); AttackPower(Cold_Blood_6); OnHit ("Hit_Bloody03" , "weap_07_samurai_hit_03" ,15 ,-85); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_03" ,15 ,-85); EndAttack(); StartDrag(); DragFrame(8742+s, 8752+s); DragSFX(-82,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Long1, -1); SFX("WPN8_Light_R", -1); SFX("WPN8_991", 8742+s); SFX("MOV_Dust_S", 8743+s); SFX("WPN8_BladeOUT", 8752+s); SND("weap_07_samurai_grd_04", 8752+s); SND("inte_06_weapon_touch_02", 8752+s); SND("weap_05_blade_slash_02", 8742+s); SND("weap_05_blade_slash_03", 8742+s); SND("weap_07_samurai_slash_01", 8743+s); SND("weap_07_samurai_slash_02", 8743+s); SND("weap_07_samurai_slash_03", 8743+s); SND("weap_12_dart_slash_03", 8743+s); EndPose(1013+a); } //混撥動作參數 void BlendPose(int a , int u, int l, int x, int y, int z) { StartBlendPose(a); UpperPose(u); LowerPose(l); TurnBone(bl_Pelvis, "up", x, y, z); EndBlendPose(a); } //============================================================================================================================== void main() { int a, s, u, l, x, y, z; TotalPose(2000); LoadDragTexture("drag02"); LoadDragTexture("WP1_Drag"); LoadDragTexture("WP2_Drag"); LoadDragTexture("WP3_Drag"); LoadDragTexture("WP4_Drag"); LoadDragTexture("WP5_Drag"); LoadDragTexture("WP6_Drag"); LoadDragTexture("WP7_Drag"); LoadDragTexture("WP8_Drag"); LoadDragTexture("WP9_Drag"); // 男體型基本動作1 PNPose1(0, 0); // 男體型基本動作2 PNPose2(0, 0); // 女體型基本動作1 PNPose1(30, 3230); // 女體型基本動作2 PNPose2(30, 82); // 大體型基本動作1 PNPose1(60, 275); // 大體型基本動作2 PNPose2(60, 164); //全體型基本動作 // 草上飛 StartPose(90); Frame(551, 562); FPS(30); Loop(551, 562); Hurt_All(); Next(551, 562); Box(1); SFX("MOV_RunRStep", -1); SFX("MOV_RunLStep", 556); SFX("MOV_RunRStep", 562); SND("char_01_footstep_on_dirt_02", -1); SND("char_01_footstep_on_dirt_02", 556); SND("char_01_footstep_on_dirt_02", 562); EndPose(90); // 草上飛2 短兵器專用 StartPose(1700); Frame(9539, 9550); FPS(30); Loop(9539, 9550); Hurt_All(); Next(9539, 9550); Box(1); SFX("MOV_RunRStep", -1); SFX("MOV_RunLStep", 9544); SFX("MOV_RunRStep", 9550); SND("char_01_footstep_on_dirt_02", -1); SND("char_01_footstep_on_dirt_02", 9544); SND("char_01_footstep_on_dirt_02", 9550); EndPose(1700); // 草上飛緩衝 StartPose(91); BlendTime(0.1); Frame(564, 574); FPS(15); Hurt_All(); Next(564, 574); Box(4); SFX("MOV_BodyDown", -1); SFX("MOV_BodyDown", 566); SFX("MOV_BodyDown", 570); SND("char_05_cloth_flap_02", -1); SND("char_01_footstep_on_dirt_02", -1); SND("char_01_footstep_on_dirt_01", 566); SND("char_01_footstep_on_dirt_03", 570); EndPose(91); // 前走壁 StartPose(92); Frame(575, 611); Soft(575, 611, 1.2); Loop(600, 611); FPS(30); Hurt_All(); Box(1); SFX("MOV_RunRFall", -1); SFX("MOV_RunLFall", -1); SFX("MOV_RunRStep", 576); SFX("MOV_RunLStep", 582); SFX("MOV_RunRStep", 587); SFX("MOV_RunLStep", 592); SFX("MOV_RunRStep", 596); SFX("MOV_RunLStep", 602); SFX("MOV_RunRStep", 608); SND("char_01_footstep_on_dirt_01", -1); SND("char_01_footstep_on_dirt_02", 576); SND("char_01_footstep_on_dirt_02", 582); SND("char_01_footstep_on_dirt_02", 587); SND("char_01_footstep_on_dirt_02", 592); SND("char_01_footstep_on_dirt_02", 596); SND("char_01_footstep_on_dirt_02", 602); SND("char_01_footstep_on_dirt_02", 608); EndPose(92); // 左走壁昇程 StartPose(94); BlendTime(0.2); Frame(612, 631); Soft(612, 631, 1.3); Loop(624, 631); FPS(20); Hurt_All(); Box(1); SFX("MOV_RunRFall", -1); SFX("MOV_RunLFall", -1); SFX("MOV_RunRStep", 614); SFX("MOV_RunLStep", 619); SFX("MOV_RunRStep", 624); SFX("MOV_RunLStep", 628); SND("char_01_footstep_on_dirt_01", -1); SND("char_01_footstep_on_dirt_02", 614); SND("char_01_footstep_on_dirt_02", 619); SND("char_01_footstep_on_dirt_02", 624); SND("char_01_footstep_on_dirt_02", 628); EndPose(94); // 左走壁落程 StartPose(95); BlendTime(0.1); Frame(632, 648); Soft(632, 648, 1.3); FPS(30); Hurt_All(); Box(1); SFX("MOV_RunRStep", 633); SFX("MOV_RunLStep", 639); SFX("MOV_BodyDown", 643); SND("char_01_footstep_on_dirt_02", 633); SND("char_01_footstep_on_dirt_01", 639); SND("char_01_footstep_on_dirt_03", 643); SND("char_05_cloth_flap_02", 640); EndPose(95); // 右走壁昇程 StartPose(96); BlendTime(0.2); Frame(649, 668); Soft(649, 668, 1.3); Loop(661, 668); FPS(20); Hurt_All(); Box(1); SFX("MOV_RunRFall", -1); SFX("MOV_RunLFall", -1); SFX("MOV_RunLStep", 651); SFX("MOV_RunRStep", 656); SFX("MOV_RunLStep", 661); SFX("MOV_RunRStep", 665); SND("char_01_footstep_on_dirt_01", -1); SND("char_01_footstep_on_dirt_02", 651); SND("char_01_footstep_on_dirt_02", 656); SND("char_01_footstep_on_dirt_02", 661); SND("char_01_footstep_on_dirt_02", 665); EndPose(96); // 右走壁落程 StartPose(97); BlendTime(0.1); Frame(669, 685); Soft(669, 685, 1.3); FPS(30); Hurt_All(); Box(1); SFX("MOV_RunLStep", 670); SFX("MOV_RunRStep", 676); SFX("MOV_BodyDown", 680); SND("char_01_footstep_on_dirt_02", 670); SND("char_01_footstep_on_dirt_01", 676); SND("char_01_footstep_on_dirt_03", 680); SND("char_05_cloth_flap_02", 677); EndPose(97); // 前空速移 StartPose(98); BlendTime(0.1); Frame(686, 689); Hard(686, 688); Next(686, 689); FPS(10); Hurt_Body(); Box(3); SND("weap_08_glove_slash_03", -1); EndPose(98); // 後空速移 StartPose(99); BlendTime(0.1); Frame(696, 699); Hard(696, 698); Next(696, 699); FPS(10); Hurt_Body(); Box(3); SND("weap_08_glove_slash_03", -1); EndPose(99); // 左空速移 StartPose(100); BlendTime(0.1); Frame(706, 709); Hard(706, 708); Next(706, 709); FPS(10); Hurt_Body(); Box(3); SND("weap_08_glove_slash_03", -1); EndPose(100); // 右空速移 StartPose(101); BlendTime(0.1); Frame(716, 719); Hard(716, 718); Next(716, 719); FPS(10); Hurt_Body(); Box(3); SND("weap_08_glove_slash_03", -1); EndPose(101); // 異常站姿 StartPose(102); Frame(726, 737); Loop(726, 737); FPS(10); Hurt_All(); EndPose(102); // 左側換兵 StartPose(104); BlendTime(0.1); Frame(738, 744); FPS(10); Hard(738, 740, 3); Hurt_All(); Next(738, 744); Box(1); SFX("MOV_ChangeWP" ,738 ,bu_R_Hand); SND("inte_06_weapon_touch_02", -1); SND("weap_07_samurai_pull_out", 738); EndPose(104); // 右側換兵 StartPose(105); BlendTime(0.1); Frame(745, 751); FPS(10); Hard(745, 747, 3); Hurt_All(); Next(745, 751); Box(1); SFX("MOV_ChangeWP", 745 ,bu_L_Hand); SND("inte_06_weapon_touch_02", -1); SND("weap_07_samurai_pull_out", 745); EndPose(105); // 氣爆發 StartPose(106); BlendTime(0.05); Frame(752, 766); FPS(20); Hard(752, 766); HurtBone(); StartAttack(); Attack_All(); AttackType(0); AttackFrame(752, 756); N_TargetPoseFlyOut(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Impact_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 25, 0, 15); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Impact_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 20, 0, 5); DefensePose(343,346,347,348); DefenseValue(HardFrame_Impact_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 15, 0, 10); AttackPower(AttackPower_Impact * 0.01); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_05" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_05" ,0 ,0); EndAttack(); Box(1); CHR(VOC_Attack_Strong, 754); SFX("MOV_Dust_S", -1); SFX("MOV_Explosion", 752); SND("impa_01_bomb_big_01", -1); SND("weap_12_dart_slash_03", -1); EndPose(106); // 挑戰 StartPose(107); BlendTime(0.2); Frame(767, 779); FPS(10); Hard(767, 772); Soft(772, 774, 0.3); Loop(772, 774); Hurt_All(); StartAttack(); AttackFrame(769, 774); AttackPower(0); EndAttack(); Box(1); CHR(VOC_Challenge, 768); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", 778); SFX("MOV_RunLStep", -1); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_dirt_03", 768); SND("weap_08_glove_slash_03", 768); SND("char_01_footstep_on_dirt_03", 778); EndPose(107); // 挑戰2 指虎專用 StartPose(1701); BlendTime(0.2); Frame(9552, 9564); FPS(10); Hard(9552, 9557); Soft(9557, 9559, 0.3); Loop(9557, 9559); Hurt_All(); StartAttack(); AttackFrame(9554, 9559); AttackPower(0); EndAttack(); Box(1); CHR(VOC_Challenge, 9553); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", 9554); SFX("MOV_RunLStep", 9562); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_dirt_03", 9554); SND("weap_08_glove_slash_03", 9554); SND("char_01_footstep_on_dirt_03", 9562); EndPose(1701); // 貼地飛行 //StartPose(108); //Frame(780, 783); //Soft(780, 783, 0.2); //FPS(10); //Hurt_All(); //Loop(780, 783); // SFX(Dash01); //EndPose(108); // 強化草上飛 StartPose(108); Frame(5864, 5875); Soft(5864, 5875); FPS(30); Loop(5864, 5875); Hurt_All(); Next(5864, 5875); StartAttack(); Attack_All(); AttackType(1); AttackFrame(5864, 5875); N_TargetPose(); TargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Impact_Ground_Damage * 0.5); TargetMove(Ground_Gravity * 10, 0, 45); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Impact_Air_Damage * 0.5); AirTargetMove(Air_Gravity * 8, 0, 45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Impact_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(AttackPower_Impact * 0.1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_06" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_04" ,0 ,0); EndAttack(); StartDrag(bu_Spine1,bu_Spine,bu_R_UpperArm,bu_L_UpperArm); DragFrame(5864, 5875); DragSFX(-5,0,0,0); DragLoop(1); EndDrag(); Box(1); SFX("MOV_RunRFall", -1); SFX("MOV_RunLFall", 5868); SFX("MOV_RunRFall", 5874); SND("char_01_footstep_on_dirt_02", -1); SND("char_01_footstep_on_dirt_02", 5868); SND("char_01_footstep_on_dirt_02", 5874); EndPose(108); // 強化草上飛緩衝 StartPose(109); Frame(784, 794); FPS(11); Hurt_All(); Next(784, 794); StartAttack(); Attack_All(); AttackType(0); AttackFrame(784, 794); N_TargetPose(); TargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); TargetValue(HardFrame_Impact_Ground_Damage * 0.5); TargetMove(Ground_Gravity * 10, 0, 45); AirTargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); AirTargetValue(HardFrame_Impact_Air_Damage * 0.5); AirTargetMove(Air_Gravity * 8, 0, 45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Impact_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(AttackPower_Impact * 0.1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_06" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_04" ,0 ,0); EndAttack(); StartDrag(bu_Spine1,bu_Spine,bu_R_UpperArm,bu_L_UpperArm); DragFrame(784, 794); DragSFX(-5,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Light, -1); SFX("MOV_Jump", 784); SFX("MOV_BodyDown", 792); SND("char_04_jump", -1); SND("weap_08_glove_slash_03", 785); SND("weap_08_glove_slash_03", 787); SND("weap_08_glove_slash_03", 789); SND("char_02_touchdown_on_concrete", 792); EndPose(109); // 強化變身 StartPose(110); BlendTime(0.1); Frame(7596, 7602); Hard(7596, 7601); FPS(20); Hurt_All(); Next(7569,7601); Gravity(2); CHR(VOC_Attack_Strong, -1); SFX("MOV_Dust_S", -1); SND("weap_12_dart_slash_03", -1); SND("impa_03_wave_explosion", -1); EndPose(110); // 原魔化變身氣爆 /*StartPose(110); BlendTime(0.1); Frame(752, 766); FPS(30); Hard(752, 760); HurtBone(); Next(753, 766); StartAttack(); Attack_All(); AttackType(1); AttackFrame(752, 760); N_TargetPose(); TargetPose(200,202,203,204); TargetValue(HardFrame_Impact_Ground_Damage * 1); TargetMove(Ground_Gravity * 6, 0, 0); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Impact_Air_Damage * 1); AirTargetMove(Air_Gravity * 7, 0, 0); DefensePose(343,346,347,348); DefenseValue(HardFrame_Impact_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(AttackPower_Impact * 0.01); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_06" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_06" ,0 ,0); EndAttack(); Box(1); CHR(VOC_Attack_Strong, 754); SFX("MOV_Dust_S", -1); SFX("USE_Demonize", 752); SND("impa_03_wave_explosion", -1); SND("weap_12_dart_slash_03", -1); EndPose(106);*/ // 強化牆面待機向左 StartPose(114); BlendTime(0.15); Frame(847, 861); FPS(10); Soft(854, 861, 0.5); Loop(854, 861); Hurt_All(); Box(1); SFX("MOV_RunLFall", 850); SFX("MOV_RunRFall", 850); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_carpet", 850); SND("char_01_footstep_on_dirt_01", 850); EndPose(114); // 強化牆面待機向右 StartPose(115); BlendTime(0.15); Frame(862, 876); FPS(10); Soft(869, 876, 0.5); Loop(869, 876); Hurt_All(); Box(1); SFX("MOV_RunLFall", 865); SFX("MOV_RunRFall", 865); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_carpet", 865); SND("char_01_footstep_on_dirt_01", 865); EndPose(115); // 強化前走壁 StartPose(116); Frame(877, 885); Soft(881, 885, 0.5); Loop(881, 883); FPS(10); Hurt_All(); Box(1); SND("weap_08_glove_slash_03", -1); EndPose(116); // 強化左走壁昇程 StartPose(118); Frame(886, 892); Soft(890, 892, 0.5); Loop(890, 892); FPS(10); Hurt_All(); Box(1); SND("weap_08_glove_slash_03", -1); EndPose(118); // 強化左走壁落程 StartPose(119); Frame(893, 894); Soft(893, 894, 0.5); FPS(10); Hurt_All(); Box(1); SND("weap_08_glove_slash_03", -1); EndPose(119); // 強化右走壁昇程 StartPose(120); Frame(895, 901); Soft(899, 901, 0.5); Loop(899, 901); FPS(10); Hurt_All(); Box(1); SND("weap_08_glove_slash_03", -1); EndPose(120); // 強化右走壁落程 StartPose(121); Frame(902, 903); Soft(902, 903, 0.5); FPS(10); Hurt_All(); Box(1); SND("weap_08_glove_slash_03", -1); EndPose(121); // 前滾 StartPose(122); BlendTime(0.1); Frame(904, 908); Hard(904, 907); FPS(10); Hurt_Body(); Next(904, 908); Box(3); CHR(VOC_Attack_Light, 905); SFX("MOV_BodyDown", -1); SFX("MOV_BodyDown", 905); SFX("MOV_BodyDown", 907); SND("char_01_footstep_on_dirt_03", -1); SND("weap_08_glove_slash_03", 905); SND("char_01_footstep_on_dirt_02", 907); EndPose(122); // 後滾 StartPose(123); BlendTime(0.1); Frame(909, 913); Hard(909, 912); FPS(10); Hurt_Body(); Next(909, 913); Box(3); CHR(VOC_Attack_Light, 905); SFX("MOV_BodyDown", -1); SFX("MOV_BodyDown", 910); SFX("MOV_BodyDown", 912); SND("char_01_footstep_on_dirt_03", -1); SND("weap_08_glove_slash_03", 910); SND("char_01_footstep_on_dirt_02", 912); EndPose(123); // 左滾 StartPose(124); BlendTime(0.1); Frame(914, 918); Hard(914, 917); FPS(10); Hurt_Body(); Next(914, 918); Box(3); CHR(VOC_Attack_Light, 905); SFX("MOV_BodyDown", -1); SFX("MOV_BodyDown", 915); SFX("MOV_BodyDown", 917); SND("char_01_footstep_on_dirt_03", -1); SND("weap_08_glove_slash_03", 915); SND("char_01_footstep_on_dirt_02", 917); EndPose(124); // 右滾 StartPose(125); BlendTime(0.1); Frame(919, 923); Hard(919, 922); FPS(10); Hurt_Body(); Next(919, 923); Box(3); CHR(VOC_Attack_Light, 905); SFX("MOV_BodyDown", -1); SFX("MOV_BodyDown", 920); SFX("MOV_BodyDown", 922); SND("char_01_footstep_on_dirt_03", -1); SND("weap_08_glove_slash_03", 920); SND("char_01_footstep_on_dirt_02", 922); EndPose(125); // 前水上飄 StartPose(126); Frame(690, 695); FPS(7); Hurt_All(); Box(1); // SND("weap_08_glove_slash_03", -1); EndPose(126); // 後水上飄 StartPose(127); Frame(700, 705); FPS(7); Hurt_All(); Box(1); // SND("weap_08_glove_slash_03", -1); EndPose(127); // 左水上飄 StartPose(128); Frame(710, 715); FPS(7); Hurt_All(); Box(1); // SND("weap_08_glove_slash_03", -1); EndPose(128); // 右水上飄 StartPose(129); Frame(720, 725); FPS(7); Hurt_All(); Box(1); // SND("weap_08_glove_slash_03", -1); EndPose(129); // 男'女體型吸負態 s = 0; // 吸星 StartPose(130); Frame(s+924, s+943); FPS(20); Hurt_All(); StartAttack(); AttackType(1); Attack_L_hand(); AttackFrame(s+934, s+943); TargetPose(180); UTargetPose(180); DTargetPose(180); AttackPower(0); EndAttack(); Box(1); CHR(VOC_Attack_Charge2, -1); SFX("MOV_Suck", -1); SFX("MOV_RunRFall", -1); SFX("MOV_RunLFall", s+934); SND("weap_08_glove_slash_03", -1); SND("impa_03_wave_suck_03", s+934); EndPose(130); // 抓舉 StartPose(131); BlendTime(0.2); Frame(s+949, s+960); FPS(20); Hurt_All(); Box(1); SFX("MOV_RunRFall", -1); SFX("MOV_RunRFall", s+958); SND("weap_08_glove_slash_03", -1); SND("char_01_footstep_on_dirt_01", s+958); EndPose(131); // 吸負待機 StartPose(132); BlendTime(0.2); Frame(s+959, s+973); Loop(s+964, s+973); FPS(10); Hurt_All(); Box(1); SFX("MOV_WalkLStep", -1); SFX("MOV_WalkRStep", -1); SND("char_01_footstep_on_dirt_03", -1); EndPose(132); // 空中投擲技 (投出的動作) StartPose(133); Frame(s+974, s+989); FPS(20); Hard(s+974, s+985); Hurt_All(); Next(s+974, s+989); StartAttack(); AttackFrame(s+975, s+985); N_TargetPose(); TargetPose(205,207,208,209); TargetValue(HardFrame_Throw_Ground_Damage * 1); TargetMove(Ground_Gravity * 22, 0, -30); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Throw_Air_Damage * 1); AirTargetMove(Air_Gravity * 22, 0, -30); DefensePose(343,346,347,348); DefenseValue(HardFrame_Throw_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 22, 0, -30); AttackPower(AttackPower_Impact * 0.1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_05" ,0 ,30); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_05" ,0 ,30); EndAttack(); Box(3); CHR(VOC_Attack_Light, s+975); SND("char_04_jump", -1); SND("weap_08_glove_slash_03", s+975); EndPose(133); // 空中投擲下擊技 (投出的動作) StartPose(134); Frame(s+974, s+989); FPS(20); Hard(s+974, s+985); Hurt_All(); Next(s+974, s+989); StartAttack(); AttackFrame(s+975, s+985); N_TargetPose(); TargetPose(211,211,211,211); TargetValue(HardFrame_Throw_Ground_Damage * 1); TargetMove(Ground_Gravity * 25, 0, -75); AirTargetPose(211,211,211,211); AirTargetValue(HardFrame_Throw_Air_Damage * 1); AirTargetMove(Air_Gravity * 25, 0, -75); DefensePose(343,346,347,348); DefenseValue(HardFrame_Throw_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 25, 0, -75); AttackPower(AttackPower_Impact * 0.1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_05" ,0 ,75); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_05" ,0 ,75); EndAttack(); Box(3); CHR(VOC_Attack_Middle, s+975); SND("char_04_jump", -1); SND("weap_08_glove_slash_03", s+975); EndPose(134); // 地面投擲技 (投出的動作) StartPose(135); Frame(s+990, s+1005); FPS(20); Hard(s+990, s+999); Hurt_All(); Next(s+990, s+1005); StartAttack(); AttackFrame(s+995, s+999); N_TargetPose(); TargetPose(205,207,208,209); TargetValue(HardFrame_Throw_Ground_Damage * 1); TargetMove(Ground_Gravity * 15, 0, 1); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Throw_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Throw_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 1); AttackPower(AttackPower_Impact * 0.1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_05" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_05" ,0 ,0); EndAttack(); Box(3); CHR(VOC_Attack_Light, s+995); SFX("MOV_RunLStep", s+992); SFX("MOV_RunRStep", s+996); SFX("MOV_RunLFall", s+1003); SND("char_01_footstep_on_dirt_03", s+992); SND("weap_08_glove_slash_03", s+995); SND("char_01_footstep_on_dirt_03", s+996); SND("char_01_footstep_on_dirt_02", s+1003); EndPose(135); // 地面投擲氣合1 StartPose(136); BlendTime(0.1); Frame(s+1031, s+1038); FPS(10); Hurt_All(); Next(s+1031, s+1038); Box(1); CHR(VOC_Attack_Charge1, s+1033); SFX("MOV_ChiCharge", s+1035); SND("envi_21_noise_06", s+1035); EndPose(136); // 地面投擲氣合技1 (投出的動作) StartPose(137); BlendTime(0.1); Frame(s+1006, s+1030); FPS(20); Hard(s+1006, s+1022); Hurt_All(); Next(s+1006, s+1030); StartAttack(); AttackFrame(s+1011, s+1022); N_TargetPose(); TargetPose(205,207,208,209); TargetValue(HardFrame_Throw_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 25, 0, 1); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Throw_Air_Damage * 1.2); AirTargetMove(Air_Gravity * 22, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Throw_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 20, 0, 1); AttackPower(AttackPower_Impact * 0.3); OnHit ("Hit_Bloody12" , "weap_06_hammer_hit_01" ,0 ,0); OnDefense ("Hit_Guard12" , "weap_06_hammer_grd_01" ,0 ,0); EndAttack(); Box(3); CHR(VOC_Attack_Middle, s+1011); SFX("MOV_RunLStep", s+1008); SFX("MOV_RunRStep", s+1011); SFX("MOV_RunRStep", s+1020); SFX("MOV_RunLFall", s+1025); SND("char_01_footstep_on_dirt_03", s+1008); SND("weap_13_punch_slash_02", s+1010); SND("char_01_footstep_on_dirt_02", s+1020); SND("char_01_footstep_on_dirt_03", s+1025); EndPose(137); // 地面投擲氣合2 StartPose(138); BlendTime(0.1); Frame(s+1039, s+1047); FPS(10); Hurt_All(); Next(s+1039, s+1047); Box(1); CHR(VOC_Attack_Charge2, s+1041); SFX("MOV_ChiCharge", s+1044); SND("fant_12_effect_05_wave_move", s+1044); EndPose(138); // 地面投擲氣合技2 (投出的動作) StartPose(139); BlendTime(0.1); Frame(s+1048, s+1076); FPS(20); Hard(s+1048, s+1055); Hard(s+1055, s+1058, 0.6); Hard(s+1058, s+1068); Hurt_All(); Next(s+1048, s+1076); StartAttack(); AttackFrame(s+1059, s+1068); N_TargetPose(); TargetPose(205,207,208,209); TargetValue(HardFrame_Throw_Ground_Damage * 1.5); TargetMove(Ground_Gravity * 30, 0, 1); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Throw_Air_Damage * 1.5); AirTargetMove(Air_Gravity * 25, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Throw_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 20, 0, 1); AttackPower(AttackPower_Impact * 0.5); OnHit ("Hit_Bloody13" , "weap_06_hammer_hit_02" ,0 ,0); OnDefense ("Hit_Guard13" , "weap_06_hammer_grd_02" ,0 ,0); EndAttack(); Box(3); CHR(VOC_Attack_Strong, s+1059); SFX("MOV_RunLStep", s+1048); SFX("MOV_RunRStep", s+1051); SFX("MOV_Jump", s+1054); SFX("MOV_BodyDown", s+1068); SFX("MOV_RunLFall", s+1072); SFX("MOV_RunRStep", s+1076); SND("char_01_footstep_on_dirt_03", s+1048); SND("char_01_footstep_on_dirt_01", s+1051); SND("char_04_jump_high", s+1054); SND("weap_14_foot_slash_01", s+1059); SND("char_02_touchdown_on_concrete", s+1068); SND("char_01_footstep_on_dirt_02", s+1072); SND("char_01_footstep_on_dirt_03", s+1076); EndPose(139); // 大強化體型吸負態 s = 4045; // 吸星 StartPose(140); Frame(s+924, s+943); FPS(20); Hurt_All(); StartAttack(); AttackType(1); Attack_L_hand(); AttackFrame(s+934, s+943); N_TargetPose(); TargetPose(180); UTargetPose(180); DTargetPose(180); AttackPower(AttackPower_Impact * 0); EndAttack(); Box(1); CHR(VOC_Attack_Charge2, -1); SFX("MOV_Suck", -1); SFX("MOV_RunRFall", -1); SFX("MOV_RunLFall", s+934); SND("weap_08_glove_slash_03", -1); SND("impa_03_wave_suck_03", s+930); EndPose(140); // 抓舉 StartPose(141); BlendTime(0.2); Frame(s+949, s+960); FPS(20); Hurt_All(); Box(1); SFX("MOV_RunRFall", -1); SFX("MOV_RunRFall", s+955); SND("weap_08_glove_slash_03", -1); SND("char_01_footstep_on_dirt_01", s+955); EndPose(141); // 吸負待機 StartPose(142); BlendTime(0.2); Frame(s+959, s+973); Loop(s+964, s+973); FPS(10); Hurt_All(); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_03", -1); EndPose(142); // 空中投擲技 (投出的動作) StartPose(143); Frame(s+974, s+989); FPS(20); Hard(s+974, s+985); Hurt_All(); Next(s+974, s+989); StartAttack(); AttackFrame(s+975, s+985); N_TargetPose(); TargetPose(205,207,208,209); TargetValue(HardFrame_Throw_Ground_Damage * 1); TargetMove(Ground_Gravity * 22, 0, -30); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Throw_Air_Damage * 1); AirTargetMove(Air_Gravity * 22, 0, -30); DefensePose(343,346,347,348); DefenseValue(HardFrame_Throw_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 22, 0, -30); AttackPower(AttackPower_Impact * 0.1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_05" ,0 ,30); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_05" ,0 ,30); EndAttack(); Box(3); CHR(VOC_Attack_Light, s+975); SND("char_04_jump", -1); SND("weap_08_glove_slash_03", s+975); EndPose(143); // 空中投擲下擊技 (投出的動作) StartPose(144); Frame(s+974, s+989); FPS(20); Hard(s+974, s+985); Hurt_All(); Next(s+974, s+989); StartAttack(); AttackFrame(s+975, s+985); N_TargetPose(); TargetPose(211,211,211,211); TargetValue(HardFrame_Throw_Ground_Damage * 1); TargetMove(Ground_Gravity * 25, 0, -75); AirTargetPose(211,211,211,211); AirTargetValue(HardFrame_Throw_Air_Damage * 1); AirTargetMove(Air_Gravity * 25, 0, -75); DefensePose(343,346,347,348); DefenseValue(HardFrame_Throw_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 25, 0, -75); AttackPower(AttackPower_Impact * 0.1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_05" ,0 ,60); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_05" ,0 ,60); EndAttack(); Box(3); CHR(VOC_Attack_Light, s+975); SND("char_04_jump", -1); SND("weap_08_glove_slash_03", s+975); EndPose(144); // 地面投擲技 (投出的動作) StartPose(145); Frame(s+990, s+1005); FPS(20); Hard(s+990, s+999); Hurt_All(); Next(s+990, s+1005); StartAttack(); AttackFrame(s+995, s+999); N_TargetPose(); TargetPose(205,207,208,209); TargetValue(HardFrame_Throw_Ground_Damage * 1); TargetMove(Ground_Gravity * 15, 0, 1); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Throw_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Throw_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 1); AttackPower(AttackPower_Impact * 0.1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_05" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_05" ,0 ,0); EndAttack(); Box(3); CHR(VOC_Attack_Light, s+995); SFX("MOV_RunLStep", s+992); SFX("MOV_RunRStep", s+996); SFX("MOV_RunLFall", s+1003); SND("char_01_footstep_on_dirt_03", s+992); SND("weap_08_glove_slash_03", s+995); SND("char_01_footstep_on_dirt_03", s+996); SND("char_01_footstep_on_dirt_02", s+1003); EndPose(145); // 地面投擲氣合1 StartPose(146); BlendTime(0.1); Frame(s+1031, s+1038); FPS(10); Hurt_All(); Next(s+1031, s+1038); Box(1); CHR(VOC_Attack_Charge1, s+1033); SFX("MOV_ChiCharge", s+1035); SND("envi_21_noise_06", s+1035); EndPose(146); // 地面投擲氣合技1 (投出的動作) StartPose(147); BlendTime(0.1); Frame(s+1006, s+1030); FPS(20); Hard(s+1006, s+1022); Hurt_All(); Next(s+1006, s+1030); StartAttack(); AttackFrame(s+1011, s+1022); N_TargetPose(); TargetPose(205,207,208,209); TargetValue(HardFrame_Throw_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 22, 0, 1); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Throw_Air_Damage * 1.2); AirTargetMove(Air_Gravity * 20, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Throw_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 15, 0, 1); AttackPower(AttackPower_Impact * 0.3); OnHit ("Hit_Bloody12" , "weap_06_hammer_hit_01" ,0 ,0); OnDefense ("Hit_Guard12" , "weap_06_hammer_grd_01" ,0 ,0); EndAttack(); Box(3); CHR(VOC_Attack_Middle, s+1011); SFX("MOV_RunLStep", s+1008); SFX("MOV_RunRStep", s+1011); SFX("MOV_RunRStep", s+1020); SFX("MOV_RunLFall", s+1025); SND("char_01_footstep_on_dirt_03", s+1008); SND("weap_13_punch_slash_02", s+1010); SND("char_01_footstep_on_dirt_02", s+1020); SND("char_01_footstep_on_dirt_03", s+1025); EndPose(147); // 地面投擲氣合2 StartPose(148); BlendTime(0.1); Frame(s+1039, s+1047); FPS(10); Hurt_All(); Next(s+1039, s+1047); Box(1); CHR(VOC_Attack_Charge2, s+1041); SFX("MOV_ChiCharge", s+1044); SND("fant_12_effect_05_wave_move", s+1044); EndPose(148); // 地面投擲氣合技2 (投出的動作) StartPose(149); BlendTime(0.1); Frame(5094, 5123); FPS(20); Hard(5094, 5122); Hurt_All(); Next(5110, 5123); StartAttack(); AttackType(1); AttackFrame(5110, 5122); N_TargetPose(); TargetPose(205,207,208,209); TargetValue(HardFrame_Throw_Ground_Damage * 1.5); TargetMove(Ground_Gravity * 30, 0, 1); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Throw_Air_Damage * 1.5); AirTargetMove(Air_Gravity * 25, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Throw_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 20, 0, 1); AttackPower(AttackPower_Impact * 0.5); OnHit ("Hit_Bloody13" , "weap_06_hammer_hit_02" ,0 ,0); OnDefense ("Hit_Guard13" , "weap_06_hammer_grd_02" ,0 ,0); EndAttack(); Box(3); CHR(VOC_Attack_Strong, 5096); SFX("MOV_RunLStep", 5096); SFX("MOV_RunRFall", 5099); SFX("MOV_BodyDown", 5111); SFX("MOV_RunRFall", 5113); SFX("MOV_RunLStep", 5122); SND("char_01_footstep_on_dirt_03", 5096); SND("char_01_footstep_on_dirt_01", 5099); SND("weap_08_glove_slash_03", 5100); SND("weap_08_glove_slash_03", 5104); SND("weap_14_foot_slash_01", 5110); SND("weap_11_gun_hit_02", 5111); SND("char_01_footstep_on_dirt_02", 5113); SND("char_01_footstep_on_dirt_03", 5122); EndPose(149); // 吸負防禦待機 StartPose(150); BlendTime(0.3); Frame(1077, 1087); Loop(1081, 1087); Soft(1081, 1087, 0.5); FPS(10); Hurt_All(); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_03", -1); EndPose(150); s=1475 ; // 吸負正面防 StartPose(151); BlendTime(0.1); Frame(s+1731, s+1736); FPS(10); Loop(s+1736, s+1736); Hurt_All(); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); EndPose(151); // 吸負後側防 StartPose(152); BlendTime(0.1); Frame(s+1737, s+1742); FPS(10); Loop(s+1742, s+1742); Hurt_All(); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); EndPose(152); // 吸負左側防 StartPose(153); BlendTime(0.1); Frame(s+1743, s+1748); FPS(10); Loop(s+1748, s+1748); Hurt_All(); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); EndPose(153); // 吸負右側防 StartPose(154); BlendTime(0.1); Frame(s+1749, s+1754); FPS(10); Loop(s+1754, s+1754); Hurt_All(); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); EndPose(154); //======================================劇情動作=============================================== // 劇情動作 // 大男體型寒喧動作 拱手 StartPose(156); BlendTime(0.1); Frame(4780, 4790); Hard(4780, 4790); FPS(10); Hurt_All(); Box(1); SFX("MOV_WalkLStep", -1); SFX("MOV_WalkRStep", 4783); SFX("MOV_WalkStep", 4790); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_dirt_03", 4783); SND("char_01_footstep_on_dirt_03", 4790); EndPose(156); // 女體型寒喧動作 揮手 StartPose(157); BlendTime(0.1); Frame(4791, 4811); Hard(4791, 4811); FPS(20); Hurt_All(); Box(1); SFX("MOV_WalkRStep", -1); SFX("MOV_WalkLStep", 4800); SFX("MOV_WalkRStep", 4810); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_dirt_03", 4800); SND("char_01_footstep_on_dirt_03", 4810); EndPose(157); // 女體型道歉動作 半蹲 StartPose(158); BlendTime(0.1); Frame(4812, 4830); Hard(4812, 4830); FPS(10); Hurt_All(); Box(2); SFX("MOV_WalkLStep", -1); SFX("MOV_WalkRStep", 4820); SFX("MOV_WalkLStep", 4830); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_dirt_03", 4820); SND("char_01_footstep_on_dirt_03", 4830); EndPose(158); // 大男體型道歉動作 單跪 StartPose(159); BlendTime(0.1); Frame(4831, 4851); Hard(4831, 4849); FPS(10); Hurt_All(); Box(2); SFX("MOV_RunRStep", -1); SFX("MOV_RunLStep", 4835); SFX("MOV_RunRStep", 4848); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_dirt_03", 4835); SND("char_01_footstep_on_dirt_03", 4848); EndPose(159); // 調查 StartPose(160); BlendTime(0.1); Frame(4856, 4866); Hard(4856, 4865); FPS(20); Hurt_All(); StartAttack(); AttackType(0); Attack_L_hand_R_foot(); AttackFrame(4857, 4860); N_TargetPose(); TargetPose(202,200,203,204); TargetValue(0); TargetMove(Ground_Gravity * 0, 0, 0); AirTargetPose(207,206,209,208); AirTargetValue(0); AirTargetMove(Air_Gravity * 0, 0, 0); AttackPower(0); EndAttack(); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_Inspect", 4856); SFX("MOV_RunRStep", 4857); SFX("MOV_RunRStep", 4866); SND("char_05_cloth_flap_01", 4856); SND("char_01_footstep_on_dirt_03", 4865); EndPose(160); // 女體型嘲笑動作 掩口竊笑 StartPose(161); BlendTime(0.1); Frame(4869, 4893); Hard(4869, 4893); FPS(20); Hurt_All(); Box(1); CHR(VOC_Laugh, -1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_03", -1); EndPose(161); // 劇情專用女體型嘲笑動作 掩口竊笑 StartPose(1718); BlendTime(0.1); Frame(4869, 4893); Hard(4869, 4893); Loop(4874, 4881); FPS(20); Hurt_All(); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_03", -1); EndPose(1718); // 大男體型嘲笑動作 仰天狂笑 StartPose(162); BlendTime(0.1); Frame(4894, 4920); Hard(4894, 4918); FPS(20); Hurt_All(); Box(1); CHR(VOC_Laugh, -1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_03", -1); EndPose(162); // 劇情專用大男體型嘲笑動作 仰天狂笑 StartPose(1719); BlendTime(0.1); Frame(4894, 4920); Hard(4894, 4918); Loop(4908, 4916); FPS(20); Hurt_All(); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_03", -1); EndPose(1719); // 彈奏風琴 StartPose(163); BlendTime(0.1); Frame(4921, 4968); Hard(4921, 4968); Loop(4923, 4947); FPS(10); Hurt_All(); Box(1); EndPose(163); // 詐死 StartPose(164); BlendTime(0.2); Frame(1368, 1370); Hard(1368, 1370); FPS(10); Link(165); Hurt_All(); Box(1); CHR(VOC_Death_Standing, -1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SFX("MOV_FallDown", 1370); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_carpet", 1370); EndPose(164); // 詐死後段 StartPose(165); BlendTime(0.2); Frame(1371, 1376); Hard(1371, 1375 ); Loop(1376, 1376); FPS(10); Hurt_All(); Box(3); CHR(VOC_Death_LieDown, -1); SFX("MOV_BodyDown", 1374); SND("char_03_falldown_01", 1374); EndPose(165); // 維持平衡 StartPose(1089); BlendTime(0.05); Frame(8834, 8853); Loop(8834, 8853); FPS(12); Hurt_All(); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", 8836); SFX("MOV_RunLStep", 8840); SFX("MOV_RunRStep", 8847); SFX("MOV_RunLStep", 8853); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_dirt_03", 8836); SND("char_01_footstep_on_dirt_03", 8840); SND("char_01_footstep_on_dirt_03", 8847); SND("char_01_footstep_on_dirt_03", 8853); EndPose(1089); // 彈奏待機 StartPose(1090); BlendTime(0.2); Frame(4921, 4935); Hard(4921, 4927, 0.5); Hard(4927, 4935, 1); //Hard(4934, 4935, 0.1); Loop(4923, 4935); FPS(10); Hurt_All(); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_03", -1); EndPose(1090); // 蹲姿待機 StartPose(1092); BlendTime(0.1); Frame(5877, 5886); Hard(5877, 5886, 0.5); Loop(5877, 5886); FPS(5); Hurt_All(); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_03", -1); EndPose(1092); // 左橫走 StartPose(1093); Frame(7534, 7543); Soft(7534, 7543); FPS(10); Loop(7534, 7543); Hurt_All(); Box(2); SFX("MOV_WalkLStep", 7535); SFX("MOV_WalkRStep", 7540); SND("char_01_footstep_on_dirt_03", 7535); SND("char_01_footstep_on_dirt_03", 7540); EndPose(1093); // 右橫走 StartPose(1094); Frame(7544, 7553); Soft(7544, 7553); FPS(10); Loop(7544, 7553); Hurt_All(); Box(2); SFX("MOV_WalkLStep", 7545); SFX("MOV_WalkRStep", 7550); SND("char_01_footstep_on_dirt_03", 7545); SND("char_01_footstep_on_dirt_03", 7550); EndPose(1094); // 男左轉面向 StartPose(1095); BlendTime(0.2); Frame(8855, 8862); FPS(10); Hurt_All(); Box(2); SFX("MOV_WalkLStep", 8857); SFX("MOV_WalkRStep", 8862); SND("char_01_footstep_on_dirt_03", 8857); SND("char_01_footstep_on_dirt_03", 8862); EndPose(1095); // 男右轉面向 StartPose(1096); BlendTime(0.2); Frame(8865, 8872); FPS(10); Hurt_All(); Box(2); SFX("MOV_WalkRStep", 8868); SFX("MOV_WalkLStep", 8872); SND("char_01_footstep_on_dirt_03", 8868); SND("char_01_footstep_on_dirt_03", 8872); EndPose(1096); // 男後轉面向(左側) StartPose(1097); BlendTime(0.2); Frame(8875, 8885); FPS(10); Hurt_All(); Box(2); SFX("MOV_WalkLStep", 8880); SFX("MOV_WalkRStep", 8884); SND("char_01_footstep_on_dirt_03", 8880); SND("char_01_footstep_on_dirt_03", 8884); EndPose(1097); // 男後轉面向(右側) StartPose(1098); BlendTime(0.2); Frame(8888, 8898); FPS(10); Hurt_All(); Box(2); SFX("MOV_WalkRStep", 8893); SFX("MOV_WalkLStep", 8898); SND("char_01_footstep_on_dirt_03", 8893); SND("char_01_footstep_on_dirt_03", 8898); EndPose(1098); // 女左轉面向 StartPose(1705); BlendTime(0.2); Frame(9273, 9282); FPS(10); Hurt_All(); Box(2); SFX("MOV_WalkLStep", 9276); SFX("MOV_WalkRStep", 9281); SND("char_01_footstep_on_dirt_03", 9276); SND("char_01_footstep_on_dirt_03", 9281); EndPose(1705); // 女右轉面向 StartPose(1706); BlendTime(0.2); Frame(9283, 9292); FPS(10); Hurt_All(); Box(2); SFX("MOV_WalkRStep", 9286); SFX("MOV_WalkLStep", 9290); SND("char_01_footstep_on_dirt_03", 9286); SND("char_01_footstep_on_dirt_03", 9290); EndPose(1706); // 女後轉面向(左側) StartPose(1707); BlendTime(0.2); Frame(9293, 9305); FPS(10); Hurt_All(); Box(2); SFX("MOV_WalkLStep", 9298); SFX("MOV_WalkRStep", 9303); SND("char_01_footstep_on_dirt_03", 9298); SND("char_01_footstep_on_dirt_03", 9303); EndPose(1707); // 女後轉面向(右側) StartPose(1708); BlendTime(0.2); Frame(9306, 9318); FPS(10); Hurt_All(); Box(2); SFX("MOV_WalkRStep", 9312); SFX("MOV_WalkLStep", 9317); SND("char_01_footstep_on_dirt_03", 9312); SND("char_01_footstep_on_dirt_03", 9317); EndPose(1708); // 取出物件 StartPose(1099); BlendTime(0.2); Frame(8901, 8911); Soft(8907, 8911, 0.3); Loop(8908, 8911); FPS(7); Hurt_All(); Box(2); SND("char_05_cloth_flap_01", 8901); SND("inte_06_weapon_touch_01", 8907); EndPose(1099); // 拿取物件 StartPose(1100); BlendTime(0.2); Frame(8913, 8924); Soft(8918, 8921, 0.3); Loop(8918, 8920); FPS(5); Hurt_All(); Box(2); SND("char_05_cloth_flap_01", 8915); SND("inte_06_weapon_touch_02", 8915); EndPose(1100); // 男驚訝 StartPose(1101); BlendTime(0.2); Frame(8925, 8938); Soft(8928, 8930, 0.7); Soft(8935, 8938, 0.3); Loop(8935, 8938); FPS(10); Hurt_All(); Box(2); SFX("MOV_WalkLStep", 8926); SFX("MOV_WalkRStep", 8929); SND("char_01_footstep_on_dirt_03", 8926); SND("char_01_footstep_on_dirt_03", 8929); EndPose(1101); // 女驚訝 StartPose(1102); BlendTime(0.2); Frame(8939, 8952); Soft(8949, 8952, 0.3); Loop(8949, 8952); FPS(10); Hurt_All(); Box(2); SFX("MOV_WalkLStep", 8940); SFX("MOV_WalkRStep", 8942); SFX("MOV_WalkLStep", 8945); SND("char_01_footstep_on_dirt_03", 8940); SND("char_01_footstep_on_dirt_03", 8942); SND("char_01_footstep_on_dirt_03", 8945); EndPose(1102); // 男無奈 StartPose(1103); BlendTime(0.2); Frame(8953, 8967); FPS(10); Hurt_All(); Box(2); EndPose(1103); // 女無奈 StartPose(1104); BlendTime(0.2); Frame(8968, 8982); FPS(10); Hurt_All(); Box(2); EndPose(1104); // 男生氣 StartPose(1105); BlendTime(0.2); Frame(8983, 8998); Soft(8991, 8994, 0.8); Soft(8995, 8998, 0.4); Loop(8995, 8998); FPS(10); Hurt_All(); Box(2); SFX("MOV_WalkLStep", -1); SFX("MOV_WalkRStep", -1); SND("char_01_footstep_on_dirt_03", -1); SND("weap_08_glove_slash_03", 8988); EndPose(1105); // 女生氣 StartPose(1106); BlendTime(0.2); Frame(8999, 9014); Soft(9011, 9014, 0.3); Loop(9011, 9014); FPS(10); Hurt_All(); Box(2); SFX("MOV_WalkLStep", -1); SFX("MOV_WalkRStep", -1); SND("char_01_footstep_on_dirt_03", -1); SND("weap_08_glove_slash_03", 9008); EndPose(1106); // 魔王變身前段 StartPose(1107); BlendTime(0.2); Frame(9015, 9028); Link(1704); FPS(10); Hurt_All(); //NotHitBy(8); Box(2); StartDrag(bu_R_UpperArm,bu_L_UpperArm,bl_R_Thigh,bl_L_Thigh); DragFrame(9015, 9028); DragSFX(-3,0,0,0); EndDrag(); CHR(VOC_Attack_Charge3, -1); SFX("MOV_ChiCharge", -1); SFX("USE_SuperSkill", 9018); SFX("MOV_Shock_S", 9020); SFX("MOV_Shock_M", 9022); SFX("MOV_Shock_L", 9025); SFX("MOV_Shock_L", 9028); SND("impa_03_wave_suck_02", -1); SND("impa_03_wave_scream_05_heavy", 9018); EndPose(1107); // 魔王變身後段 StartPose(1704); BlendTime(0.2); Frame(9029, 9032); Soft(9029, 9032, 0.4); //Loop(9029, 9032); FPS(10); Hurt_All(); //NotHitBy(8); StartDrag(bu_R_UpperArm,bu_L_UpperArm,bl_R_Thigh,bl_L_Thigh); DragFrame(9029, 9032); DragSFX(-3,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Long3, -1); EndPose(1704); // 跪抱對方 StartPose(1108); BlendTime(0.3); Frame(9033, 9036); Soft(9033, 9036, 0.3); Loop(9033, 9036); FPS(10); Hurt_All(); Box(2); EndPose(1108); // 癱倒對方懷中 StartPose(1109); BlendTime(0.3); Frame(9037, 9040); Soft(9037, 9040, 0.3); Loop(9037, 9040); FPS(10); Hurt_All(); Box(2); EndPose(1109); // 踢 StartPose(1703); BlendTime(0.1); Frame(9319, 9327); Hard(9319, 9326); FPS(10); Hurt_All(); StartAttack(); AttackType(0); Attack_L_foot(); AttackFrame(9321, 9323); N_TargetPose(); TargetPose(201,202,201,201); TargetValue(0.1); TargetMove(Ground_Gravity * 2, 0, 0); AirTargetPose(206,207,208,209); AirTargetValue(0.1); AirTargetMove(Air_Gravity * 2, 0, 0); AttackPower(0); EndAttack(); Box(1); CHR(VOC_Attack_Light, 9321); SFX("MOV_RunRStep", -1); SFX("MOV_RunRStep", 9322); SFX("MOV_RunLStep", 9326); SND("weap_08_glove_slash_03", 9321); SND("char_01_footstep_on_dirt_03", 9326); EndPose(160); // 魔王儀式 StartPose(1709); BlendTime(0.3); Frame(9702, 9711); Loop(9702, 9711); FPS(10); Hurt_All(); Box(2); EndPose(1709); //============================================混撥專用動作================================== // 混撥專用動作 // 前走 StartPose(166); Frame(3073, 3086); FPS(10); Loop(3073, 3086); Hurt_All(); SFX("MOV_WalkRStep", 3073); SFX("MOV_WalkLStep", 3080); SND("char_01_footstep_on_dirt_03", 3073); SND("char_01_footstep_on_dirt_03", 3080); EndPose(166); // 退走 StartPose(167); Frame(3087, 3099); FPS(10); Soft(3087, 3099, 0.9); Loop(3087, 3099); Hurt_All(); SFX("MOV_WalkRStep", 3087); SFX("MOV_WalkLStep", 3094); SND("char_01_footstep_on_dirt_03", 3087); SND("char_01_footstep_on_dirt_03", 3094); EndPose(167); // 左走 StartPose(168); Frame(3100, 3113); FPS(10); Loop(3100, 3113); Hurt_All(); SFX("MOV_WalkRStep", 3100); SFX("MOV_WalkLStep", 3107); SND("char_01_footstep_on_dirt_03", 3100); SND("char_01_footstep_on_dirt_03", 3107); EndPose(168); // 右走 StartPose(169); Frame(3114, 3127); FPS(10); Loop(3114, 3127); Hurt_All(); SFX("MOV_WalkRStep", 3114); SFX("MOV_WalkLStep", 3121); SND("char_01_footstep_on_dirt_03", 3114); SND("char_01_footstep_on_dirt_03", 3121); EndPose(169); // 吸負防禦下半身混撥 // 吸負防禦前走 StartPose(1192); Frame(9647, 9660); FPS(10); Loop(9647, 9660); Hurt_All(); SFX("MOV_WalkRStep", 9647); SFX("MOV_WalkLStep", 9654); SND("char_01_footstep_on_dirt_03", 9647); SND("char_01_footstep_on_dirt_03", 9654); EndPose(1192); // 吸負防禦退走 StartPose(1193); Frame(9661, 9673); FPS(10); Soft(9661, 9673, 0.9); Loop(9661, 9673); Hurt_All(); SFX("MOV_WalkRStep", 9661); SFX("MOV_WalkLStep", 9668); SND("char_01_footstep_on_dirt_03", 9661); SND("char_01_footstep_on_dirt_03", 9668); EndPose(1193); // 吸負防禦左走 StartPose(1194); Frame(9674, 9687); FPS(10); Loop(9674, 9687); Hurt_All(); SFX("MOV_WalkRStep", 9674); SFX("MOV_WalkLStep", 9681); SND("char_01_footstep_on_dirt_03", 9674); SND("char_01_footstep_on_dirt_03", 9681); EndPose(1194); // 吸負防禦右走 StartPose(1195); Frame(9688, 9701); FPS(10); Loop(9688, 9701); Hurt_All(); SFX("MOV_WalkRStep", 9688); SFX("MOV_WalkLStep", 9695); SND("char_01_footstep_on_dirt_03", 9688); SND("char_01_footstep_on_dirt_03", 9696); EndPose(1195); s = 0; // 男體型前跑 StartPose(170); Frame(s+3128, s+3133); FPS(10); Loop(s+3128, s+3133); Hurt_All(); Box(1); SFX("MOV_WalkRStep", s+3130); SFX("MOV_WalkLStep", s+3133); SND("char_01_footstep_on_dirt_01", s+3130); SND("char_01_footstep_on_dirt_01", s+3133); EndPose(170); // 男體型左跑 StartPose(171); Frame(s+3134, s+3139); FPS(10); Loop(s+3134, s+3139); Hurt_All(); Box(1); SFX("MOV_WalkRStep", s+3136); SFX("MOV_WalkLStep", s+3139); SND("char_01_footstep_on_dirt_01", s+3136); SND("char_01_footstep_on_dirt_01", s+3139); EndPose(171); // 男體型右跑 StartPose(172); Frame(s+3140, s+3145); FPS(10); Loop(s+3140, s+3145); Hurt_All(); Box(1); SFX("MOV_WalkRStep", s+3142); SFX("MOV_WalkLStep", s+3145); SND("char_01_footstep_on_dirt_01", s+3142); SND("char_01_footstep_on_dirt_01", s+3145); EndPose(172); s = 18; // 女體型前跑 StartPose(173); Frame(s+3128, s+3133); FPS(10); Loop(s+3128, s+3133); Hurt_All(); Box(1); SFX("MOV_WalkRStep", s+3130); SFX("MOV_WalkLStep", s+3133); SND("char_01_footstep_on_dirt_01", s+3130); SND("char_01_footstep_on_dirt_01", s+3133); EndPose(173); // 女體型左跑 StartPose(174); Frame(s+3134, s+3139); FPS(10); Loop(s+3134, s+3139); Hurt_All(); Box(1); SFX("MOV_WalkRStep", s+3136); SFX("MOV_WalkLStep", s+3139); SND("char_01_footstep_on_dirt_01", s+3136); SND("char_01_footstep_on_dirt_01", s+3139); EndPose(174); // 女體型右跑 StartPose(175); Frame(s+3140, s+3145); FPS(10); Loop(s+3140, s+3145); Hurt_All(); Box(1); SFX("MOV_WalkRStep", s+3142); SFX("MOV_WalkLStep", s+3145); SND("char_01_footstep_on_dirt_01", s+3142); SND("char_01_footstep_on_dirt_01", s+3145); EndPose(175); s = 36; // 大體型前跑 StartPose(176); Frame(s+3128, s+3133); Soft(s+3128, s+3133); FPS(10); Loop(s+3128, s+3133); Hurt_All(); Box(1); SFX("MOV_WalkRStep", s+3130); SFX("MOV_WalkLStep", s+3133); SND("char_01_footstep_on_dirt_01", s+3130); SND("char_01_footstep_on_dirt_01", s+3133); EndPose(176); // 大體型左跑 StartPose(177); Frame(s+3134, s+3139); Soft(s+3134, s+3139); FPS(10); Loop(s+3134, s+3139); Hurt_All(); Box(1); SFX("MOV_WalkRStep", s+3136); SFX("MOV_WalkLStep", s+3139); SND("char_01_footstep_on_dirt_01", s+3136); SND("char_01_footstep_on_dirt_01", s+3139); EndPose(177); // 大體型右跑 StartPose(178); Frame(s+3140, s+3145); Soft(s+3140, s+3145); FPS(10); Loop(s+3140, s+3145); Hurt_All(); Box(1); SFX("MOV_WalkRStep", s+3142); SFX("MOV_WalkLStep", s+3145); SND("char_01_footstep_on_dirt_01", s+3142); SND("char_01_footstep_on_dirt_01", s+3145); EndPose(178); //============================= 受襲動作====================================== // 受襲動作 // 被吸星'被抓舉 StartPose(180); BlendTime(0.2); Frame(1088, 1092); FPS(10); Link(181); Hurt_All(); Box(3); EndPose(180); // 被吸負舉著 StartPose(181); BlendTime(0.2); Frame(1093, 1096); Loop(1095, 1096); Soft(1095, 1096, 0.2); FPS(10); Hurt_All(); Box(3); EndPose(181); // 在被舉著的狀態下掙扎 StartPose(182); BlendTime(0.1); Frame(1097, 1101); Next(1097, 1101); FPS(15); Hurt_All(); Box(3); CHR(VOC_Attack_Light, -1); SND("char_05_cloth_flap_01", -1); EndPose(182); // 被吸負壓制 StartPose(183); BlendTime(0.5); Frame(1102, 1109); Loop(1102, 1109); FPS(5); Hurt_All(); Box(1); EndPose(183); // 在被壓制的狀態下掙扎 StartPose(184); BlendTime(0.1); Frame(1110, 1114); Next(1110, 1114); FPS(15); Hurt_All(); Box(1); CHR(VOC_Attack_Light, -1); SND("char_05_cloth_flap_01", -1); EndPose(184); // 在被壓制的狀態下正面受襲 StartPose(185); BlendTime(0.1); Frame(1115, 1129); FPS(10); Hurt_All(); Box(1); CHR(VOC_Injure_Middle, -1); EndPose(185); // 在被壓制的狀態下左側受襲 StartPose(186); BlendTime(0.1); Frame(1130, 1144); FPS(10); Hurt_All(); Box(1); CHR(VOC_Injure_Middle, -1); EndPose(186); // 在被壓制的狀態下右側受襲 StartPose(187); BlendTime(0.1); Frame(1145, 1159); FPS(10); Hurt_All(); Box(1); CHR(VOC_Injure_Middle, -1); EndPose(187); // 從被吸負的狀態下掙脫 進入組合態待機 StartPose(188); BlendTime(0.1); Frame(1160, 1167); FPS(10); Link(189); Hurt_All(); Box(2); CHR(VOC_Attack_Light, -1); SND("char_05_cloth_flap_01", 1161); SND("char_01_footstep_on_carpet", 1167); EndPose(188); // 組合態待機 StartPose(189); BlendTime(0.2); Frame(1168, 1172); Loop(1168, 1172); FPS(5); Hurt_All(); Box(3); EndPose(189); // 組合態待機下 被投擲飛出之滯空衝撞動作 配合0級氣合 (被丟出衝撞動作) StartPose(190); BlendTime(0.1); Frame(1173, 1184); Hard(1173, 1175); Next(1173, 1184); FPS(10); Hurt_All(); StartAttack(); Attack_All(); AttackFrame(1173, 1184); N_TargetPose(); TargetPose(212,213,214,215); TargetValue(HardFrame_Impact_Ground_Damage * 1); TargetMove(Ground_Gravity * 20, 0, 15); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Impact_Air_Damage * 1); AirTargetMove(Air_Gravity * 15, 0, 10); DefensePose(343,346,347,348); DefenseValue(HardFrame_Impact_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 5); AttackPower(AttackPower_Impact * 0.1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_05" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_05" ,0 ,0); EndAttack(); StartDrag(bu_R_UpperArm,bu_Spine1,bl_R_Calf,bl_L_Calf); DragFrame(1173, 1184); DragSFX(-5,0,0,0); EndDrag(); Box(-3); Friction(0,0); Gravity(0.5); CHR(VOC_Attack_Light, 1174); SND("char_05_cloth_flap_01", 1173); EndPose(190); // 被釘插待機 StartPose(191); BlendTime(0.2); Frame(1185, 1194); Loop(1185, 1194); FPS(10); Hurt_All(); Box(1); SFX("MOV_Jump", -1); EndPose(191); // 被釘插掙脫 StartPose(192); BlendTime(0.2); Frame(1195, 1199); FPS(10); Hurt_All(); Box(1); CHR(VOC_Attack_Light, -1); SFX("MOV_RunRStep", -1); SFX("MOV_RunLStep", 1197); SND("char_01_footstep_on_dirt_01", -1); SND("char_01_footstep_on_dirt_01", 1197); EndPose(192); // 在被釘插的狀態下正面受襲 StartPose(193); BlendTime(0.1); Frame(1200, 1214); FPS(10); Hurt_All(); CHR(VOC_Injure_Middle, -1); SFX("MOV_RunLStep", -1); EndPose(193); // 在被釘插的狀態下背面受襲 StartPose(194); BlendTime(0.1); Frame(1215, 1229); FPS(10); Hurt_All(); CHR(VOC_Injure_Middle, -1); SFX("MOV_RunRStep", -1); EndPose(194); // 在被釘插的狀態下左側受襲 StartPose(195); BlendTime(0.1); Frame(1230, 1244); FPS(10); Hurt_All(); CHR(VOC_Injure_Middle, -1); SFX("MOV_RunRStep", -1); EndPose(195); // 在被釘插的狀態下右側受襲 StartPose(196); BlendTime(0.1); Frame(1245, 1259); FPS(10); Hurt_All(); CHR(VOC_Injure_Middle, -1); SFX("MOV_RunLStep", -1); EndPose(196); // 組合態待機下 被投擲飛出之滯空衝撞動作 配合1級氣合 (被丟出衝撞動作) StartPose(197); BlendTime(0.1); Frame(1173, 1184); Hard(1173, 1175); Next(1173, 1184); FPS(10); Hurt_All(); StartAttack(); Attack_All(); AttackFrame(1173, 1184); N_TargetPose(); TargetPose(212,213,214,215); TargetValue(HardFrame_Impact_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 25, 0, 5); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Impact_Air_Damage * 1.2); AirTargetMove(Air_Gravity * 22, 0, 3); DefensePose(343,346,347,348); DefenseValue(HardFrame_Impact_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 15, 0, 1); AttackPower(AttackPower_Impact * 0.3); OnHit ("Hit_Bloody12" , "weap_06_hammer_hit_01" ,0 ,0); OnDefense ("Hit_Guard12" , "weap_06_hammer_grd_01" ,0 ,0); EndAttack(); StartDrag(bu_R_UpperArm,bu_Spine1,bl_R_Calf,bl_L_Calf); DragFrame(1173, 1184); DragSFX(-5,0,0,0); EndDrag(); Box(-3); Friction(0,0); Gravity(0.5); CHR(VOC_Attack_Light, 1174); SFX("MOV_Jump", -1); EndPose(197); // 組合態待機下 被投擲飛出之滯空衝撞動作 配合2級氣合 (被丟出衝撞動作) StartPose(198); BlendTime(0.1); Frame(1173, 1184); Hard(1173, 1175); Next(1173, 1184); FPS(10); Hurt_All(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(1173, 1184); N_TargetPose(); TargetPose(212,213,214,215); TargetValue(HardFrame_Impact_Ground_Damage * 1.5); TargetMove(Ground_Gravity * 30, 0, 5); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Impact_Air_Damage * 1.5); AirTargetMove(Air_Gravity * 25, 0, 3); DefensePose(343,346,347,348); DefenseValue(HardFrame_Impact_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 20, 0, 1); AttackPower(AttackPower_Impact * 0.5); OnHit ("Hit_Bloody13" , "weap_06_hammer_hit_02" ,0 ,0); OnDefense ("Hit_Guard13" , "weap_06_hammer_grd_02" ,0 ,0); EndAttack(); StartDrag(bu_R_UpperArm,bu_Spine1,bl_R_Calf,bl_L_Calf); DragFrame(1173, 1184); DragSFX(-5,0,0,0); EndDrag(); Box(-3); Friction(0,0); Gravity(0.5); CHR(VOC_Attack_Light, 1174); SFX("MOV_Jump", -1); EndPose(198); // 站姿正面上半身受襲(輕) StartPose(200); BlendTime(0.1); Frame(1260, 1264); Link(218); FPS(10); Hurt_All(); Box(1); CHR(VOC_Injure_Short, -1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); EndPose(200); // 站姿正面下半身受襲(輕) StartPose(201); BlendTime(0.1); Frame(1265, 1269); Link(218); FPS(10); Hurt_All(); Box(1); CHR(VOC_Injure_Short, -1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); EndPose(201); // 站姿背側受襲(輕) StartPose(202); BlendTime(0.1); Frame(1270, 1274); Link(218); FPS(10); Hurt_All(); Box(1); CHR(VOC_Injure_Short, -1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); EndPose(202); // 站姿左側受襲(輕) StartPose(203); BlendTime(0.1); Frame(1275, 1279); Link(218); FPS(10); Hurt_All(); Box(1); CHR(VOC_Injure_Short, -1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); EndPose(203); // 站姿右側受襲(輕) StartPose(204); BlendTime(0.1); Frame(1280, 1284); Link(218); FPS(10); Hurt_All(); Box(1); CHR(VOC_Injure_Short, -1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); EndPose(204); // 各種重力狀態下, 會飛起的受傷動作, Pose 205 ~ 215 Damege_FlyingPose(DMGPose_00, DMGGravity_00, DMG_FPS_00, FrictionXY_00, FrictionZ_00); Damege_FlyingPose(DMGPose_01, DMGGravity_01, DMG_FPS_01, FrictionXY_01, FrictionZ_01); Damege_FlyingPose(DMGPose_25, DMGGravity_25, DMG_FPS_25, FrictionXY_25, FrictionZ_25); Damege_FlyingPose(DMGPose_45, DMGGravity_45, DMG_FPS_45, FrictionXY_45, FrictionZ_45); Damege_FlyingPose(DMGPose_65, DMGGravity_65, DMG_FPS_65, FrictionXY_65, FrictionZ_65); Damege_FlyingPose(DMGPose_90, DMGGravity_90, DMG_FPS_90, FrictionXY_90, FrictionZ_90); // 昏厥 StartPose(218); BlendTime(0.2); Frame(1331, 1335); Loop(1331, 1335); FPS(5); //BlendTime(0.5) Hurt_All(); EndPose(218); // 躺落地 StartPose(219); BlendTime(0.1); Frame(5889, 5893, 0.7); FPS(10); Link(220); Hurt_All(); Box(3); CHR(VOC_Injure_Short, -1); SFX("MOV_FallDown", 5889); SND("char_03_falldown_01", 5889); SND("char_01_footstep_on_wood", 5891); EndPose(219); // 躺地 StartPose(220); Frame(5894, 5897); Loop(5894, 5897); FPS(5); Hurt_All(); Box(3); EndPose(220); // 撐坐起 StartPose(221); BlendTime(0.1); Frame(5898, 5902); Hard(5898, 5900); Next(5898, 5902); FPS(15); Hurt_Body(); Box(3); SFX("MOV_BodyDown", 5898); SND("char_01_footstep_on_dirt_03", 5898); SND("char_05_cloth_flap_02", 5899); EndPose(221); // 俯落地 StartPose(222); BlendTime(0.05); Frame(5903, 5907, 0.7); FPS(10); Hurt_All(); Link(223); Box(3); CHR(VOC_Injure_Short, -1); SFX("MOV_FallDown", 5903); SND("char_03_falldown_01", 5903); SND("char_01_footstep_on_wood", 5905); EndPose(222); // 俯地 StartPose(223); Frame(5908, 5911); Loop(5908, 5911); FPS(5); Hurt_All(); Box(3); EndPose(223); // 撐爬起 StartPose(224); BlendTime(0.1); Frame(5912, 5916); Hard(5912, 5916); Next(5912, 5915); FPS(15); Hurt_Body(); Box(3); SFX("MOV_BodyDown", 5912); SND("char_01_footstep_on_dirt_03", 5912); SND("char_05_cloth_flap_02", 5912); EndPose(224); // 躺姿受下襲 StartPose(225); BlendTime(0.05); Frame(1352, 1354); FPS(10); Link(220); Hurt_All(); Box(3); CHR(VOC_Injure_Short, -1); SFX("MOV_BodyDown", -1); SND("char_05_cloth_flap_02", -1); EndPose(225); // 俯姿受下襲 StartPose(226); BlendTime(0.05); Frame(1355, 1357); FPS(10); Link(223); Hurt_All(); Box(3); CHR(VOC_Injure_Short, -1); SFX("MOV_BodyDown", -1); SND("char_05_cloth_flap_02", -1); EndPose(226); // 連續受襲 StartPose(227); BlendTime(0.05); Frame(1358, 1367); FPS(30); Link(218); Hurt_All(); Box(1); CHR(VOC_Injure_Middle, -1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_05_cloth_flap_01", -1); EndPose(227); // 站姿死亡前段 StartPose(228); BlendTime(0.2); Frame(1368, 1370); FPS(10); Link(229); Hurt_All(); Box(1); CHR(VOC_Death_Standing, -1); SFX("Hit_DieInBloody", -1); EndPose(228); // 站姿死亡後段 StartPose(229); BlendTime(0.2); Frame(1371, 1376); FPS(10); Hurt_All(); Box(3); CHR(VOC_Death_LieDown, 1372); SFX("MOV_FallDown", 1374); SND("char_03_falldown_01", 1374); EndPose(229); // 躺姿死亡 StartPose(230); BlendTime(0.1); Frame(1377, 1385); FPS(10); Hurt_All(); Box(3); CHR(VOC_Death_On_Floor, -1); SFX("Hit_DieInBloody", -1); SND("char_03_falldown_02", 1384); EndPose(230); // 俯姿死亡 StartPose(231); BlendTime(0.1); Frame(1386, 1394); FPS(10); Hurt_All(); Box(3); CHR(VOC_Death_On_Floor, -1); SFX("Hit_DieInBloody", -1); SND("char_03_falldown_02", 1393); EndPose(231); // 仰姿墜落死亡 StartPose(1716); BlendTime(0.3); Frame(1395, 1396); Loop(1396, 1396); FPS(5); Hurt_All(); Box(3); CHR(VOC_Death_Falling, -1); // SND("weap_06_hammer_slash_01", -1); EndPose(1716); // 俯姿墜落死亡 StartPose(1717); BlendTime(0.3); Frame(5887, 5888); Loop(5888, 5888); FPS(5); Hurt_All(); Box(3); CHR(VOC_Death_Falling, -1); // SND("weap_06_hammer_slash_01", -1); EndPose(1717); // 被抓舉下投擲出去的滯空衝撞 配合0級氣合 (被丟出"受傷"飛出的動作) StartPose(233); BlendTime(0.1); Frame(1316, 1318); Hard(1318, 1318, 0.5); FPS(10); Hurt_All(); StartAttack(); AttackType(0, 1); Attack_Up_NoWeapon(); AttackFrame(1316, 1318); N_TargetPose(); TargetPose(212,213,214,215); TargetValue(HardFrame_Impact_Ground_Damage * 1); TargetMove(Ground_Gravity * 20, 0, 15); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Impact_Air_Damage * 1); AirTargetMove(Air_Gravity * 15, 0, 10); DefensePose(343,346,347,348); DefenseValue(HardFrame_Impact_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 5); AttackPower(AttackPower_Impact * 0.1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_05" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_05" ,0 ,0); EndAttack(); Box(-3); Friction(0,0); Gravity(0.5); CHR(VOC_Attack_Light, -1); SFX("MOV_Jump", -1); SND("char_05_cloth_flap_01", -1); EndPose(233); // 被抓舉下投擲出去的滯空衝撞 配合1級氣合 (被丟出"受傷"飛出的動作) StartPose(234); BlendTime(0.1); Frame(1316, 1318); Hard(1318, 1318, 0.5); FPS(10); Hurt_All(); StartAttack(); AttackType(0, 1); Attack_Up_NoWeapon(); AttackFrame(1316, 1318); N_TargetPose(); TargetPose(212,213,214,215); TargetValue(HardFrame_Impact_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 25, 0, 5); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Impact_Air_Damage * 1.2); AirTargetMove(Air_Gravity * 22, 0, 3); DefensePose(343,346,347,348); DefenseValue(HardFrame_Impact_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 15, 0, 1); AttackPower(AttackPower_Impact * 0.3); OnHit ("Hit_Bloody12" , "weap_06_hammer_hit_01" ,0 ,0); OnDefense ("Hit_Guard12" , "weap_06_hammer_grd_01" ,0 ,0); EndAttack(); Box(-3); Friction(0,0); Gravity(0.5); CHR(VOC_Attack_Light, -1); SFX("MOV_Jump", -1); SND("char_05_cloth_flap_01", -1); EndPose(234); // 被抓舉下投擲出去的滯空衝撞 配合2級氣合 (被丟出"受傷"飛出的動作) StartPose(235); BlendTime(0.1); Frame(1316, 1318); Hard(1318, 1318, 0.5); FPS(10); Hurt_All(); StartAttack(); AttackType(1, 1); Attack_Up_NoWeapon(); AttackFrame(1316, 1318); N_TargetPose(); TargetPose(212,213,214,215); TargetValue(HardFrame_Impact_Ground_Damage * 1.5); TargetMove(Ground_Gravity * 30, 0, 5); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Impact_Air_Damage * 1.5); AirTargetMove(Air_Gravity * 25, 0, 3); DefensePose(343,346,347,348); DefenseValue(HardFrame_Impact_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 20, 0, 1); AttackPower(AttackPower_Impact * 0.5); OnHit ("Hit_Bloody13" , "weap_06_hammer_hit_02" ,0 ,0); OnDefense ("Hit_Guard13" , "weap_06_hammer_grd_02" ,0 ,0); EndAttack(); Box(-3); Friction(0,0); Gravity(0.5); CHR(VOC_Attack_Light, -1); SFX("MOV_Jump", -1); SND("char_05_cloth_flap_01", -1); EndPose(235); // 被抓舉時向下投擲的滯空衝撞 StartPose(236); BlendTime(0.1); Frame(1309, 1312); Hard(1310, 1310, 0.5); FPS(10); Hurt_All(); StartAttack(); AttackType(0, 1); Attack_Up_NoWeapon(); AttackFrame(1309, 1312); N_TargetPose(); TargetPose(211,211,211,211); TargetValue(HardFrame_Impact_Ground_Damage * 1.5); TargetMove(Ground_Gravity * 15, 0, -45); AirTargetPose(211,211,211,211); AirTargetValue(HardFrame_Impact_Air_Damage * 1.25); AirTargetMove(Air_Gravity * 12, 0, -45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Impact_Ground_Guard * 1); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(AttackPower_Impact * 0.1); OnHit ("Hit_Bloody12" , "weap_08_glove_hit_05" ,0 ,45); OnDefense ("Hit_Guard12" , "weap_08_glove_grd_05" ,0 ,45); EndAttack(); Box(-2); Gravity(1); CHR(VOC_Attack_Light, -1); SFX("MOV_Jump", -1); SND("char_05_cloth_flap_01", -1); EndPose(236); // 雙兵技 // 短兵雙兵技 StartPose(240); BlendTime(0.15); Frame(1397, 1399); FPS(20); Hard(1397, 1399); Hurt_All(); Link(250); Box(1); SFX("MOV_RunRStep", -1); SFX("MOV_RunLStep", 1397); SND("weap_07_samurai_pull_out", 1397); EndPose(240); //短兵雙兵技後段兵器脫手 StartPose(250); BlendTime(0.05); Frame(1400, 1427); FPS(20); Hard(1400, 1415); Hurt_All(); // Next(1413, 1427); StartAttack(); AttackBone(weaponL,effect); AttackFrame(1400, 1413); N_TargetPose(); TargetPose(200,202,203,204); TargetValue(HardFrame_2Weapon_Ground_Damage * 2.5); TargetMove(Ground_Gravity * 6, 0, 0); AirTargetPose(205,207,208,209); AirTargetValue(HardFrame_2Weapon_Air_Damage * 1.25); AirTargetMove(Air_Gravity * 8, 0, 0); DefensePose(343,346,347,348); DefenseValue(HardFrame_2Weapon_Ground_Guard * 1.25); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(AttackPower_2Weapon * 0.05); OnHit ("Hit_Bloody02" , "weap_12_dart_hit_02" ,10 ,-45); OnDefense ("Hit_Guard02" , "weap_12_dart_grd_02" ,10 ,-45); EndAttack(); StartAttack(); AttackType(1); AttackBone(bl_R_Thigh,bl_R_Calf,bl_R_Foot,weaponL,effect); AttackFrame(1414, 1416); N_TargetPose(); TargetPose(256,257,258,259); TargetValue(HardFrame_2Weapon_Ground_Damage * 5); TargetMove(Ground_Gravity * 6, 0, 0); AirTargetPose(205,207,208,209); AirTargetValue(HardFrame_2Weapon_Air_Damage * 1.25); AirTargetMove(Air_Gravity * 8, 0, 0); DefensePose(343,346,347,348); DefenseValue(HardFrame_2Weapon_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 8, 0, 0); UTargetPose(256,257,258,259); DTargetPose(256,257,258,259); AttackPower(AttackPower_2Weapon * 0.05); OnHit ("Hit_Bloody03" , "weap_02_dagger_hit_04" ,0 ,45); OnDefense ("Hit_Guard03" , "weap_02_dagger_grd_04" ,0 ,45); EndAttack(); StartDrag(); DragFrame(1400, 1416); DragSFX(-3,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Strong, 1413); SFX("TWIN_250", 1400); SND("weap_12_dart_slash_01", 1400); SND("weap_12_dart_slash_01", 1402); SND("weap_12_dart_slash_01", 1404); SND("weap_12_dart_slash_01", 1406); SND("weap_12_dart_slash_01", 1408); SND("weap_12_dart_slash_01", 1410); SND("weap_12_dart_slash_01", 1412); SND("weap_06_hammer_slash_01", 1413); SND("weap_11_gun_hit_02", 1413); SND("weap_02_dagger_grd_01", 1413); SND("weap_03_sword_grd_01", 1415); EndPose(250); // 輕兵雙兵技 StartPose(241); BlendTime(0.15); Frame(1428, 1440); FPS(20); Hard(1428, 1431); Hard(1431, 1437, 0.7); Hard(1437, 1440); Link(251); Hurt_All(); Box(1); SFX("MOV_RunRStep", -1); SFX("MOV_RunLStep", 1432); SND("weap_07_samurai_pull_out", 1428); SND("weap_06_hammer_slash_01", 1440); SND("weap_03_sword_slash_03", 1440); EndPose(241); // 輕兵雙兵技後段兵器脫手 StartPose(251); BlendTime(0.05); Frame(1441, 1453); FPS(20); Hard(1441, 1443); Hurt_All(); // Next(1443, 1453); StartAttack(); AttackType(1); Attack_L_hand(); AttackFrame(1441, 1444); N_TargetPose(); TargetPose(256,257,258,259); TargetValue(HardFrame_2Weapon_Ground_Damage * 6); TargetMove(Ground_Gravity * 6, 0, 0); AirTargetPose(205,207,208,209); AirTargetValue(HardFrame_2Weapon_Air_Damage * 1.5); AirTargetMove(Air_Gravity * 8, 0, 0); DefensePose(343,346,347,348); DefenseValue(HardFrame_2Weapon_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 8, 0, 0); UTargetPose(256,257,258,259); DTargetPose(256,257,258,259); AttackPower(AttackPower_2Weapon * 0.1); OnHit ("Hit_Bloody03" , "weap_03_sword_hit_06" ,0 ,45); OnDefense ("Hit_Guard03" , "weap_03_sword_grd_06" ,0 ,45); EndAttack(); StartDrag(); DragFrame(1442, 1453); DragSFX(-3,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Strong, -1); SFX("MOV_FallDown", -1); SFX("TWIN_251", 1441); SND("weap_06_hammer_hit_01", 1443); SND("weap_03_sword_grd_02", 1443); SND("weap_07_samurai_grd_01", 1443); EndPose(251); // 長兵雙兵技 StartPose(242); BlendTime(0.15); Frame(1454, 1457); FPS(20); Hard(1454, 1457); Hurt_All(); Link(252); Box(1); SFX("MOV_Jump", -1); SND("weap_07_samurai_pull_out", 1454); SND("char_04_jump", 1456); EndPose(242); // 長兵雙兵技後段兵器脫手 StartPose(252); BlendTime(0.05); Frame(1458, 1482); FPS(20); Hard(1458, 1470); Hurt_All(); // Next(1472, 1482); StartAttack(); AttackType(1); AttackBone(weaponL,effect); AttackFrame(1467, 1471); N_TargetPose(); TargetPose(256,257,258,259); TargetValue(HardFrame_2Weapon_Ground_Damage * 7); TargetMove(Ground_Gravity * 6, 0, 0); AirTargetPose(205,207,208,209); AirTargetValue(HardFrame_2Weapon_Air_Damage * 2); AirTargetMove(Air_Gravity * 12, 0, 0); DefensePose(343,346,347,348); DefenseValue(HardFrame_2Weapon_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 8, 0, 0); UTargetPose(256,257,258,259); DTargetPose(256,257,258,259); AttackPower(AttackPower_2Weapon * 0.15); OnHit ("Hit_Bloody03" , "weap_04_spear_hit_05" ,0 ,30); OnDefense ("Hit_Guard03" , "weap_04_spear_grd_05" ,0 ,30); EndAttack(); StartDrag(); DragFrame(1458, 1469); DragSFX(-3,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Strong, 1466); SFX("TWIN_252", 1458); SFX("MOV_TouchDown", 1473); SND("weap_06_hammer_slash_01", 1466); SND("weap_03_sword_slash_03", 1466); SND("weap_11_gun_hit_02", 1467); SND("weap_04_spear_grd_02", 1467); SND("weap_04_spear_slash_03", 1467); SND("weap_06_hammer_hit_01", 1469); SND("weap_03_sword_grd_02", 1469); SND("weap_06_hammer_grd_01", 1469); SND("char_02_touchdown_on_concrete", 1473); EndPose(252); // 重兵雙兵技 StartPose(243); BlendTime(0.15); Frame(1483, 1506); FPS(20); Hard(1483, 1506); Link(253); Hurt_All(); StartAttack(); Attack_L_hand(); AttackFrame(1490, 1500); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_2Weapon_Ground_Damage * 8); TargetMove(Ground_Gravity * 6, 0, 0); AirTargetPose(205,207,208,209); AirTargetValue(HardFrame_2Weapon_Air_Damage * 2.5); AirTargetMove(Air_Gravity * 15, 0, 0); AttackPower(AttackPower_2Weapon * 0.2); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_03" ,75 ,-15); OnDefense ("Hit_Guard03" , "weap_05_blade_grd_03" ,75 ,-15); EndAttack(); StartDrag(); DragFrame(1487, 1506); DragSFX(-3,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Light, 1486); SFX("TWIN_243", 1483); SFX("MOV_RunLStep", 1485); SFX("MOV_RunRStep", 1489); SND("weap_06_hammer_slash_01", -1); SND("char_01_footstep_on_dirt_01", 1485); SND("char_01_footstep_on_dirt_01", 1489); SND("weap_05_blade_slash_03", 1489); SND("weap_01_stinger_grd_02", 1489); SND("weap_06_hammer_slash_03", 1504); SND("weap_06_hammer_hit_02", 1505); EndPose(243); // 重兵雙兵技後段兵器脫手 StartPose(253); BlendTime(0.05); Frame(1507, 1518); FPS(20); Hard(1507, 1508); Hurt_All(); // Next(1507, 1518); StartAttack(); AttackType(1); AttackBone(weaponL,effect); AttackFrame(1507, 1509); N_TargetPose(); TargetPose(256,257,258,259); TargetValue(HardFrame_2Weapon_Ground_Damage * 8); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(205,207,208,209); AirTargetValue(HardFrame_2Weapon_Air_Damage * 2.5); AirTargetMove(Air_Gravity * 15, 0, 0); DefensePose(343,346,347,348); DefenseValue(HardFrame_2Weapon_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 8, 0, 0); UTargetPose(256,257,258,259); // DTargetPose(256,257,258,259); AttackPower(AttackPower_2Weapon * 0.2); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_06" ,0 ,45); OnDefense ("Hit_Guard03" , "weap_05_blade_grd_03" ,0 ,45); EndAttack(); StartDrag(); DragFrame(1507, 1508); DragSFX(-3,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Strong, -1); SFX("TWIN_253", 1507); SFX("MOV_RunLStep", 1515); SND("weap_06_hammer_slash_01", -1); SND("weap_06_hammer_grd_03", 1507); SND("weap_05_blade_grd_03", 1507); SND("char_01_footstep_on_dirt_01", 1515); EndPose(253); //連招用換兵 s=0; // 馬步左側換兵 StartPose(244); Frame(s+3182, s+3185); FPS(10); Hard(s+3182, s+3185); Next(s+3182, s+3185); Hurt_All(); SFX("MOV_ChangeWP" ,s+3183 ,bu_R_Hand); SND("inte_06_weapon_touch_02", -1); SND("weap_07_samurai_pull_out", s+3183); EndPose(244); // 馬步右側換兵 StartPose(245); Frame(s+3186, s+3189); FPS(10); Hard(s+3186, s+3189); Next(s+3186, s+3189); Hurt_All(); SFX("MOV_ChangeWP" ,s+3187 ,bu_R_Hand); SND("inte_06_weapon_touch_02", -1); SND("weap_07_samurai_pull_out", s+3187); EndPose(245); s=8; // 左弓步左側換兵 StartPose(246); Frame(s+3182, s+3185); FPS(10); Hard(s+3182, s+3185); Next(s+3182, s+3185); Hurt_All(); SFX("MOV_ChangeWP" ,s+3183 ,bu_R_Hand); SND("inte_06_weapon_touch_02", -1); SND("weap_07_samurai_pull_out", s+3183); EndPose(246); // 左弓步右側換兵 StartPose(247); Frame(s+3186, s+3189); FPS(10); Hard(s+3186, s+3189); Next(s+3186, s+3189); Hurt_All(); SFX("MOV_ChangeWP" ,s+3187 ,bu_R_Hand); SND("inte_06_weapon_touch_02", -1); SND("weap_07_samurai_pull_out", s+3187); EndPose(247); s=16; // 右弓步左側換兵 StartPose(248); Frame(s+3182, s+3185); FPS(10); Hard(s+3182, s+3185); Next(s+3182, s+3185); Hurt_All(); SFX("MOV_ChangeWP" ,s+3183 ,bu_R_Hand); SND("inte_06_weapon_touch_02", -1); SND("weap_07_samurai_pull_out", s+3183); EndPose(248); // 右弓步右側換兵 StartPose(249); Frame(s+3186, s+3189); FPS(10); Hard(s+3186, s+3189); Next(s+3186, s+3189); Hurt_All(); SFX("MOV_ChangeWP" ,s+3187 ,bu_R_Hand); SND("inte_06_weapon_touch_02", -1); SND("weap_07_samurai_pull_out", s+3187); EndPose(249); /*// 空中翻滾進入空中待機 StartPose(252); BlendTime(0.1); Frame(5960, 5966); Hard(5960, 5965); FPS(15); Hurt_All(); Gravity(0.5); // SFX(Pose252); EndPose(252); // 空中翻滾落地緩衝 StartPose(253); Frame(5967, 5969); FPS(10); Hurt_All(); // SFX(Pose253); EndPose(253);*/ //========================受傷的背貼壁移至此============================= // 背貼壁 StartPose(254); BlendTime(0.05); Frame(1325, 1327); Soft(1325, 1326, 0.5); Loop(1327, 1327); FPS(10); Hurt_All(); Box(1); CHR(VOC_Attack_Middle, -1); SFX("Hit_OnWallB", -1); SND("weap_06_hammer_hit_01", -1); EndPose(254); // 面貼壁 StartPose(255); BlendTime(0.05); Frame(1328, 1330); Soft(1328, 1329, 0.5); Loop(1330, 1330); FPS(10); Hurt_All(); Box(1); CHR(VOC_Attack_Middle, -1); SFX("Hit_OnWallF", -1); SND("weap_06_hammer_hit_01", -1); EndPose(255); //====================================================================== // 雙兵正面受襲 StartPose(256); BlendTime(0.1); Frame(1265, 1269); Link(191); FPS(10); Hurt_All(); CHR(VOC_Injure_Middle, -1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); EndPose(256); // 雙兵背側受襲 StartPose(257); BlendTime(0.1); Frame(1270, 1274); Link(191); FPS(10); Hurt_All(); CHR(VOC_Injure_Middle, -1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); EndPose(257); // 雙兵左側受襲 StartPose(258); BlendTime(0.1); Frame(1275, 1279); Link(191); FPS(10); Hurt_All(); CHR(VOC_Injure_Middle, -1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); EndPose(258); // 雙兵右側受襲 StartPose(259); BlendTime(0.1); Frame(1280, 1284); Link(191); FPS(10); Hurt_All(); CHR(VOC_Injure_Middle, -1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); EndPose(259); // 空中暗器技 StartPose(260); BlendTime(0.15); Frame(1528, 1534); FPS(10); Hard(1528, 1530, 3); Hard(1530, 1533); Hurt_All(); Next(1529, 1532); StartAttack(); // Attack_L_hand(); AttackFrame(1530, 1531); N_TargetPose(); // DartAttackPose(0); 無用的資料, 必須直接在Project & Attack 裡設定才行 OnHit ("Hit_Bloody01" , "weap_12_dart_hit_01" ,0 ,0); OnDefense ("Hit_Guard01" , "weap_12_dart_grd_01" ,0 ,0); EndAttack(); StartDrag(bu_L_Forearm,bu_L_Hand); DragFrame(1528, 1532); DragSFX(-2,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Light, 1529); SFX("DART_ChiShot00", 1529); SND("weap_08_glove_slash_03", 1529); SND("weap_12_dart_slash_01", 1529); EndPose(260); /* // 空中暗器技 (低空用) StartPose(261); BlendTime(0.15); Frame(1528, 1534); FPS(10); Hard(1528, 1530, 3); Hard(1530, 1533); Hurt_All(); Next(1529, 1532); StartAttack(); // Attack_L_hand(); AttackFrame(1530, 1531); N_TargetPose(); // DartAttackPose(0); 無用的資料, 必須直接在Project & Attack 裡設定才行 OnHit ("Hit_Bloody01" , "weap_12_dart_hit_01" ,0 ,0); OnDefense ("Hit_Guard01" , "weap_12_dart_grd_01" ,0 ,0); EndAttack(); StartDrag(bu_L_Forearm,bu_L_Hand); DragFrame(1528, 1532); DragSFX(-2,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Light, 1529); SFX("DART_ChiShot00", 1529); SND("weap_08_glove_slash_03", 1529); SND("weap_12_dart_slash_01", 1529); EndPose(261); */ /*// 空中暗器氣合1 StartPose(261); BlendTime(0.1); Frame(1519, 1523); Soft(1519, 1523); FPS(20); Hurt_All(); Next(1519, 1523); Box(3); SFX("MOV_ChiChargeL", 1519); SND("envi_21_noise_06", 1519); EndPose(261); // 空中暗器氣合技1 StartPose(262); BlendTime(0.1); Frame(1528, 1532); FPS(10); Hard(1528, 1528); Hard(1529, 1530, 2); Hard(1531, 1532); Hurt_All(); Next(1529, 1532); StartAttack(); Attack_L_hand(); AttackFrame(1530, 1531); N_TargetPose(); // DartAttackPose(0); 無用的資料, 必須直接在Project & Attack 裡設定才行 OnHit ("Hit_Bloody02" , "weap_12_dart_hit_02" ,0 ,0); OnDefense ("Hit_Guard02" , "weap_12_dart_grd_02" ,0 ,0); EndAttack(); Box(2); SFX("DART_ChiShot01", 1529); SND("weap_06_hammer_slash_01", 1529); SND("weap_12_dart_slash_01", 1529); EndPose(262); // 空中暗器氣合2 StartPose(263); BlendTime(0.1); Frame(1524, 1528); Soft(1524, 1528); FPS(20); Hurt_All(); Next(1524, 1528); Box(3); SFX("MOV_ChiChargeL", 1524); SND("fant_12_effect_05_wave_move", 1524); EndPose(263); // 空中暗器氣合技2 StartPose(264); BlendTime(0.1); Frame(1528, 1532); FPS(10); Hard(1528, 1528); Hard(1529, 1530, 2); Hard(1531, 1532); Hurt_All(); Next(1529, 1532); StartAttack(); Attack_L_hand(); AttackFrame(1530, 1531); N_TargetPose(); // DartAttackPose(0); 無用的資料, 必須直接在Project & Attack 裡設定才行 OnHit ("Hit_Bloody03" , "weap_12_dart_hit_03" ,0 ,0); OnDefense ("Hit_Guard03" , "weap_12_dart_grd_03" ,0 ,0); EndAttack(); Box(2); SFX("DART_ChiShot02", 1529); SND("weap_06_hammer_slash_01", 1529); SND("weap_12_dart_slash_01", 1529); EndPose(264);*/ // 通用暗器技 // 地面待機暗器技段落 暗器技265 氣合1 266-267 氣合2 268-269 DartUsualPose(a=5 , s=18); // 左側壁面待機暗器技段落 暗器技270 氣合1 271-272 氣合2 273-274 DartUsualPose(a=10 , s=36); // 右側壁面待機暗器技段落 暗器技275 氣合1 276-277 氣合2 278-279 DartUsualPose(a=15 , s=54); // 強化左側壁面待機暗器技段落 暗器技282 氣合1 283-284 氣合2 285-286 DartUsualPose(a=22 , s=104); // 強化右側壁面待機暗器技段落 暗器技287 氣合1 288-289 氣合2 290-291 DartUsualPose(a=27 , s=122); // 強化地面待機暗器技段落(混撥上半身) 暗器技292 氣合1 293-294 氣合2 295-296 DartUsualPose(a=32 , s=140); // 正側急奔預備325 SpeedW(0 ,0); // 左側急奔預備326 SpeedW(1 ,3); // 右側急奔預備327 SpeedW(2 ,6); // 空中前翻滾328 AirRoll(0 ,0); // 空中後翻滾330 AirRoll(2 ,1636); // 空中左翻滾331 AirRoll(3 ,1643); // 空中右翻滾332 AirRoll(4 ,1650); // 空中翻滾落地緩衝 StartPose(329); Frame(5967, 5969); FPS(10); Hurt_All(); Next(5967, 5969); SFX("MOV_TouchDown", -1); SND("char_02_touchdown_on_concrete", -1); EndPose(329); // 運動中暗器技 前 StartPose(333); DartWithMovement(0); EndPose(333); // 運動中暗器技 後 StartPose(334); DartWithMovement(6); EndPose(334); // 運動中暗器技 左 StartPose(335); DartWithMovement(12); EndPose(335); // 運動中暗器技 右 StartPose(336); DartWithMovement(18); EndPose(336); // 運動中暗器技 前走壁 s = 24; StartPose(337); BlendTime(0.1); Frame(s+5917, s+5922); FPS(10); Hard(s+5917, s+5918, 3); Hard(s+5918, s+5921); Hurt_All(); Next(s+5917, s+5922); StartAttack(); // Attack_L_hand(); AttackFrame(s+5918, s+5919); N_TargetPose(); // DartAttackPose(0); 無用的資料, 必須直接在Project & Attack 裡設定才行 OnHit ("Hit_Bloody01" , "weap_12_dart_hit_01" ,0 ,0); OnDefense ("Hit_Guard01" , "weap_12_dart_grd_01" ,0 ,0); EndAttack(); StartDrag(bu_L_Forearm,bu_L_Hand); DragFrame(s+5917, s+5921); DragSFX(-2,0,0,0); EndDrag(); Box(2); SFX("DART_ChiShot00", -1); SFX("MOV_Jump", -1); SND("weap_08_glove_slash_03", -1); SND("weap_12_dart_slash_01", -1); EndPose(337); // 運動中暗器技 左走壁 s = 31; StartPose(338); BlendTime(0.1); Frame(s+5917, s+5922); FPS(10); Hard(s+5917, s+5918, 3); Hard(s+5918, s+5921); Hurt_All(); Next(s+5917, s+5922); StartAttack(); // Attack_L_hand(); AttackFrame(s+5918, s+5919); N_TargetPose(); // DartAttackPose(0); 無用的資料, 必須直接在Project & Attack 裡設定才行 OnHit ("Hit_Bloody01" , "weap_12_dart_hit_01" ,0 ,0); OnDefense ("Hit_Guard01" , "weap_12_dart_grd_01" ,0 ,0); EndAttack(); StartDrag(bu_L_Forearm,bu_L_Hand); DragFrame(s+5917, s+5921); DragSFX(-2,0,0,0); EndDrag(); Box(2); SFX("DART_ChiShot00", -1); SFX("MOV_Jump", -1); SND("weap_08_glove_slash_03", -1); SND("weap_12_dart_slash_01", -1); EndPose(338); // 運動中暗器技 右走壁 s = 37; StartPose(339); BlendTime(0.1); Frame(s+5917, s+5922); FPS(10); Hard(s+5917, s+5918, 3); Hard(s+5918, s+5921); Hurt_All(); Next(s+5917, s+5922); StartAttack(); // Attack_L_hand(); AttackFrame(s+5918, s+5919); N_TargetPose(); // DartAttackPose(0); 無用的資料, 必須直接在Project & Attack 裡設定才行 OnHit ("Hit_Bloody01" , "weap_12_dart_hit_01" ,0 ,0); OnDefense ("Hit_Guard01" , "weap_12_dart_grd_01" ,0 ,0); EndAttack(); StartDrag(bu_L_Forearm,bu_L_Hand); DragFrame(s+5917, s+5921); DragSFX(-2,0,0,0); EndDrag(); Box(2); SFX("DART_ChiShot00", -1); SFX("MOV_Jump", -1); SND("weap_08_glove_slash_03", -1); SND("weap_12_dart_slash_01", -1); EndPose(339); //===========================雙刺動作=============================== //雙刺統一動作段落 待機340 防禦341_348 速移349_352 WeaponUsualPose0(a = 0 , s= 0); WeaponUsualPose1(a = 0 , s= 0); WeaponUsualPose2(a = 0 , s= 0); // 雙刺組合技 StartPose(353); BlendTime(0.1); Frame(1779, 1797); FPS(30); Hard(1779, 1796); Hurt_All(); Next(1794, 1796); StartAttack(); Attack_T_hand(); AttackFrame(1782, 1784); N_TargetPose(); TargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Stinger_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 15, 0, 20); AirTargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 15, 0, 20); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Roc_s_Aerie_1); OnHit ("Hit_Bloody02" , "weap_01_stinger_hit_05" ,-75 ,0); OnDefense ("Hit_Guard02" , "weap_01_stinger_grd_05" ,-75 ,0); EndAttack(); StartAttack(); Attack_All(); AttackFrame(1785, 1791); N_TargetPose(); TargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Stinger_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 15, 0, 25); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 15, 0, 25); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 15, 0, 0); AttackPower(Roc_s_Aerie_2); OnHit ("Hit_Bloody02" , "weap_01_stinger_hit_02" ,-45 ,-45); OnDefense ("Hit_Guard02" , "weap_01_stinger_grd_02" ,-45 ,-45); EndAttack(); StartDrag(); DragFrame(1779, 1795); DragSFX(-12,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, -1); SFX("WPN1_353", -1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_01", -1); SND("weap_01_stinger_slash_01", 1785); SND("weap_01_stinger_slash_01", 1788); SND("weap_01_stinger_slash_01", 1791); EndPose(353); // 雙刺騰躍技1 右手甩攻 StartPose(431); BlendTime(0.05); Frame(6616, 6630); Hard(6620,6624); FPS(20); Next(6622, 6624); Hurt_All(); StartAttack(); Attack_R_hand(); AttackFrame(6621, 6623); N_TargetPose(); TargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Stinger_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 15, 0, 15); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 15, 0, 15); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Rainbird_Diving_1); OnHit ("Hit_Bloody01" , "weap_01_stinger_hit_01" ,75 ,30); OnDefense ("Hit_Guard01" , "weap_01_stinger_grd_01" ,75 ,30); EndAttack(); StartDrag(); DragFrame(6618, 6626); DragSFX(-12,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Middle, 6620); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_01", -1); SND("weap_01_stinger_slash_01", 6621); EndPose(431); // 雙刺騰躍技2 左手甩攻 StartPose(432); BlendTime(0.05); Frame(6631, 6642); Hard(6632, 6638); FPS(20); Next(6633, 6635); Hurt_All(); StartAttack(); Attack_L_hand(); AttackFrame(6632, 6635); N_TargetPose(); TargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Stinger_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 15, 0, 25); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 15, 0, 20); DefensePose(344,348,346,342); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 14, 0, 0); AttackPower(Rainbird_Diving_2); OnHit ("Hit_Bloody01" , "weap_01_stinger_hit_01" ,75 ,15); OnDefense ("Hit_Guard01" , "weap_01_stinger_grd_01" ,75 ,15); EndAttack(); StartDrag(); DragFrame(6631, 6636); DragSFX(-12,0,0,0); EndDrag(); Box(1); SND("weap_01_stinger_slash_01", 6632); EndPose(432); // 雙刺騰躍技3 雙手直攻 StartPose(433); BlendTime(0.05); Frame(6643, 6657); Hard(6646, 6652); FPS(20); Next(6648, 6651); Hurt_All(); StartAttack(); Attack_T_hand(); AttackFrame(6647, 6650); N_TargetPose(); TargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); TargetValue(HardFrame_Stinger_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 18, 0, 30); AirTargetPose(DMGPose_45 + 212, DMGPose_45 + 213, DMGPose_45 + 214, DMGPose_45 + 215); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 15, 0, 45); DefensePose(344,348,346,342); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 15, 0, 0); AttackPower(Rainbird_Diving_3); OnHit ("Hit_Bloody01" , "weap_01_stinger_hit_04" ,75 ,5); OnDefense ("Hit_Guard01" , "weap_01_stinger_grd_04" ,75 ,5); EndAttack(); StartDrag(); DragFrame(6646, 6651); DragSFX(-12,0,0,0); EndDrag(); Box(1); SND("weap_01_stinger_slash_02", 6646); SND("weap_01_stinger_slash_03", 6648); EndPose(433); // 雙刺地面團轉 (前滾) (起身技X) StartPose(440); BlendTime(0.1); Frame(904, 904); Hard(904, 904); FPS(15); HurtBone(); Next(904, 904); Link(441); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_03", -1); EndPose(440); // 雙刺地面團轉 (起身技X) StartPose(441); BlendTime(0.05); Frame(1827, 1832); FPS(15); Hard(1827, 1829); Hard(1829, 1832); Hurt_Body_Only(); Next(1827, 1832); StartAttack(); Attack_All(); AttackFrame(1828, 1831); N_TargetPose(); TargetPose(204,203,200,202); TargetValue(HardFrame_Stinger_Ground_Damage * 0.4); TargetMove(Ground_Gravity * 10, 0, 0); AirTargetPose(DMGPose_25 + 213, DMGPose_25 + 212, DMGPose_25 + 214, DMGPose_25 + 215); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 11, 0, 25); DefensePose(348,347,342,346); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Rising_Striking_Falcon_1); OnHit ("Hit_Bloody01" , "weap_01_stinger_hit_04" ,0 ,135); OnDefense ("Hit_Guard01" , "weap_01_stinger_grd_04" ,0 ,135); EndAttack(); StartDrag(); DragFrame(1828, 1831); DragSFX(-12,0,0,0); EndDrag(); Box(2); SFX("MOV_BodyDown", -1); SND("char_05_cloth_flap_01", -1); SND("weap_01_stinger_slash_01", 1828); SND("weap_01_stinger_slash_01", 1830); EndPose(441); // 雙刺雙腳前蹬躍 (前滾) (起身技Y) StartPose(442); BlendTime(0.1); Frame(904, 905); Hard(904, 905); FPS(12); HurtBone(); Link(443); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_03", -1); EndPose(442); // 雙刺雙腳前蹬躍 (起身技Y) StartPose(443); BlendTime(0.1); Frame(2059, 2072); Hard(2059, 2060, 2); Hard(2060, 2065); Soft(2066, 2069, 0.8); Soft(2069, 2072, 0.6); FPS(15); Hurt_Body_Only(); Next(2063, 2070); StartAttack(); Attack_All(); AttackFrame(2061, 2064); N_TargetPoseFlyOut(); TargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); TargetValue(HardFrame_Stinger_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 18, 0, 5); AirTargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 20, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Rising_Thunderbird_Crash_1); OnHit ("Hit_Bloody12" , "weap_08_glove_hit_06" ,0 ,0); OnDefense ("Hit_Guard12" , "weap_08_glove_grd_06" ,0 ,0); EndAttack(); Box(3); CHR(VOC_Attack_Strong, 2060); SFX("MOV_TouchDown", 2063); SND("char_02_touchdown_on_concrete", 2063); EndPose(443); // 雙刺前衝雙手殺 (閃避技X) StartPose(444); BlendTime(0.05); Frame(2081, 2092); Hard(2081, 2085); Soft(2086, 2090); Soft(2090, 2092, 0.5); FPS(20); Hurt_All(); Next(2083, 2090); StartAttack(); Attack_T_hand(); AttackFrame(2081, 2084); N_TargetPose(); TargetPose(201,200,204,203); TargetValue(HardFrame_Stinger_Ground_Damage * 0.5); TargetMove(Ground_Gravity * 10, 0, 0); AirTargetPose(DMGPose_90 + 207, DMGPose_90 + 205, DMGPose_90 + 209, DMGPose_90 + 208); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 12, 180, 0); DefensePose(343,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 11, 0, 0); AttackPower(Rushing_Slashing_Owl_1); OnHit ("Hit_Bloody03" , "weap_01_stinger_hit_05" ,15 ,0); OnDefense ("Hit_Guard03" , "weap_01_stinger_grd_05" ,15 ,0); EndAttack(); StartDrag(); DragFrame(2082, 2090); DragSFX(-13,0,0,0); EndDrag(); Box(-1); SFX("MOV_RunLStep", 2083); SFX("MOV_RunRStep", 2085); SND("char_01_footstep_on_dirt_03", -1); SND("weap_01_stinger_slash_03", -1); SND("char_01_footstep_on_dirt_01", 2083); SND("char_01_footstep_on_dirt_03", 2085); EndPose(444); // 雙刺地面踢腿 (閃避技Y) StartPose(445); BlendTime(0.05); Frame(2119, 2133); Hard(2119, 2127); Hard(2127, 2131, 0.6); Soft(2131, 2132, 0.6); FPS(20); Hurt_Body(); Next(2122, 2132); StartAttack(); AttackBone(bl_L_Thigh,bl_L_Calf,bl_L_Foot,bu_Spine); AttackFrame(2121, 2124); N_TargetPose(); TargetPose(209,208,205,207); TargetValue(HardFrame_Stinger_Ground_Damage * 0.7); TargetMove(Ground_Gravity * 22, -75, 1); AirTargetPose(209,208,205,207); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 24, -75, -25); DefensePose(348,347,342,346); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 8, -75, 0); AttackPower(Rushing_Sky_Kick_1); OnHit ("Hit_Bloody22" , "weap_08_glove_hit_05" ,45 ,-45); OnDefense ("Hit_Guard02" , "weap_08_glove_grd_05" ,45 ,-45); EndAttack(); StartDrag(bl_L_Calf,bl_L_Foot); DragFrame(2119, 2130); DragSFX(-2,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Middle, 2121); SFX("MOV_Jump", -1); SFX("MOV_TouchDown", 2130); SND("char_04_jump", -1); SND("weap_06_hammer_slash_01", 2119); SND("weap_08_glove_slash_03", 2121); SND("char_02_touchdown_on_concrete", 2130); EndPose(445); // 雙刺雙腳翻踢 (閃避技X+Y) StartPose(446); BlendTime(0.1); Frame(2134, 2156); Soft(2134, 2136, 0.8); Soft(2136, 2140, 0.75); Hard(2140, 2148); Soft(2148, 2154, 0.7); Soft(2154, 2156, 0.5); FPS(20); Hurt_All(); Next(2144, 2154); StartAttack(); AttackType(1); Attack_T_foot(); AttackFrame(2142, 2144); N_TargetPoseFlyUp(); TargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); TargetValue(HardFrame_Stinger_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 25, 0, 45); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 23, 0, 0.1); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.9); DefenseMove(Defense_Gravity * 20, 0, 15); AttackPower(Rushing_Tumbling_Shrike_1); OnHit ("Hit_Bloody23" , "weap_14_foot_hit_01" ,0 ,-75); OnDefense ("Hit_Guard03" , "weap_08_glove_grd_06" ,0 ,-75); EndAttack(); StartDrag(bl_L_Calf,bl_L_Foot,bl_R_Calf,bl_R_Foot); DragFrame(2139, 2148); DragSFX(-3,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Strong, 2139); SFX("MOV_Jump", 2140); SFX("MOV_TouchDown", 2146); SND("char_01_footstep_on_dirt_03", -1); SND("char_04_jump", 2140); SND("weap_06_hammer_slash_01", 2141); SND("char_02_touchdown_on_concrete", 2146); EndPose(446); // 雙刺待機暗器技段落 暗器技354 氣合1 355-356 氣合2 357-358 DartUsualPose(a=94 , s=279); // 雙刺空中團轉(發招用) StartPose(359); BlendTime(0.1); Frame(1816, 1832); FPS(30); Hard(1819, 1827); Hard(1827, 1829, 0.5); Soft(1830, 1832, 0.4); Hurt_All(); Next(1826, 1829); StartAttack(); Attack_T_hand(); AttackFrame(1821, 1829); N_TargetPose(); TargetPose(DMGPose_45 + 210, DMGPose_45 + 210, DMGPose_45 + 210, DMGPose_45 + 210); TargetValue(HardFrame_Stinger_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 15, 0, 75); AirTargetPose(DMGPose_45 + 212, DMGPose_45 + 213, DMGPose_45 + 214, DMGPose_45 + 215); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 10, 0, 55); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Striking_Falcon_1); OnHit ("Hit_Bloody01" , "weap_01_stinger_hit_04" ,0 ,135); OnDefense ("Hit_Guard01" , "weap_01_stinger_grd_04" ,0 ,135); EndAttack(); StartDrag(); DragFrame(1820, 1831); DragSFX(-12,0,0,0); EndDrag(); Box(-2); SND("char_05_cloth_flap_01", 1819); SND("weap_01_stinger_slash_01", 1820); SND("weap_01_stinger_slash_01", 1823); SND("weap_01_stinger_slash_01", 1826); EndPose(359); // 雙刺空中展臂 StartPose(360); BlendTime(0.1); Frame(1833, 1844); FPS(20); Hard(1833, 1840); Soft(1841, 1841); Hard(1842, 1844); Loop(1844, 1844); Link(434); Hurt_All(); Next(1837, 1843); StartAttack(); Attack_T_hand(); AttackFrame(1836, 1838); N_TargetPose(); TargetPose(205,207,208,209); TargetValue(HardFrame_Stinger_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 18, 0, 40); AirTargetPose(205,207,208,209); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 16, 0, 0.1); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Hovering_Eagle_1); OnHit ("Hit_Bloody02" , "weap_01_stinger_hit_01" ,-45 ,-60); OnDefense ("Hit_Guard02" , "weap_01_stinger_grd_01" ,-45 ,-60); EndAttack(); StartDrag(); DragFrame(1836, 1840); DragSFX(-11,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Middle, 1836); SND("weap_06_hammer_slash_01", -1); SND("weap_01_stinger_slash_02", 1836); EndPose(360); // 雙刺空中展臂緩衝 StartPose(434); BlendTime(0.05); Frame(7411, 7414); FPS(10); Hard(7411, 7412); Hurt_All(); Box(2); SFX("MOV_TouchDown", 7411); SND("char_02_touchdown_on_concrete", 7411); EndPose(434); // 雙刺地面踢腿 StartPose(361); BlendTime(0.125); Frame(1845, 1857); FPS(20); Soft(1845, 1849, 1.5); Hard(1849, 1851, 1.25); Hard(1851, 1854); Soft(1854, 1856); Hard(1856, 1857); Loop(1857, 1857); Link(435); Hurt_Body(); Next(1851, 1854); StartAttack(); AttackBone(bl_L_Thigh,bl_L_Calf,bl_L_Foot,bu_Spine); AttackFrame(1851, 1853); N_TargetPose(); TargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 22, 0, 60); AirTargetPose(DMGPose_01 + 205, DMGPose_01 + 207, DMGPose_01 + 208, DMGPose_01 + 209); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 23, 0, 0); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Kicking_Crane_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_04" ,0 ,-75); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_04" ,0 ,-75); EndAttack(); StartDrag(bl_L_Calf,bl_L_Foot); DragFrame(1848, 1854); DragSFX(-2,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Light, 1851); SND("char_04_jump", -1); SND("weap_08_glove_slash_03", 1850); EndPose(361); // 雙刺地面踢腿緩衝 StartPose(435); BlendTime(0.15); Frame(7415, 7416); Soft(7415, 7416); FPS(20); Hurt_All(); Box(1); SFX("MOV_TouchDown", 7415); SND("char_02_touchdown_on_concrete", 7415); EndPose(435); // 雙刺地面掛腿 StartPose(362); BlendTime(0.2); Frame(1859, 1868); FPS(20); Hard(1861, 1862, 0.85); Hard(1862, 1868); Loop(1868, 1868); Link(436); Hurt_Body(); Next(1863, 1868); StartAttack(); AttackBone(bl_L_Thigh,bl_L_Calf,bl_L_Foot,bu_Spine); AttackFrame(1862, 1864); N_TargetPose(); TargetPose(217,216,217,217); TargetValue(HardFrame_Stinger_Ground_Damage * 0.5); TargetMove(Ground_Gravity * 18, 0, -45); AirTargetPose(217,217,216,216); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.5); AirTargetMove(Air_Gravity * 22, 0, -60); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Leaping_Crane_1); OnHit ("Hit_Bloody22" , "weap_08_glove_hit_05" ,0 ,75); OnDefense ("Hit_Guard22" , "weap_08_glove_grd_05" ,0 ,75); EndAttack(); StartDrag(bl_L_Calf,bl_L_Foot); DragFrame(1861, 1866); DragSFX(-2,0,0,0); EndDrag(); Box(2); SND("char_05_cloth_flap_01", -1); SND("weap_08_glove_slash_03", 1861); EndPose(362); // 雙刺地面掛腿緩衝 StartPose(436); BlendTime(0.1); Frame(7421, 7424); FPS(20); Soft(7421, 7422); Hurt_All(); Box(1); SFX("MOV_TouchDown", 7421); SND("char_02_touchdown_on_concrete", 7421); EndPose(436); // 雙刺空中俯衝 StartPose(363); BlendTime(0.25); Frame(1869, 1873); FPS(20); Soft(1869, 1871, 0.5); Hard(1871, 1873); Loop(1873, 1873); Link(364); Hurt_Body(); Next(1871, 1873); StartAttack(); Attack_All(); AttackFrame(1872, 1873); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Stinger_Ground_Damage * 0.4); TargetMove(Ground_Gravity * 12, 0, 0); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 25, 0,-45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Plummeting_Hawk_1); OnHit ("Hit_Bloody12" , "weap_08_glove_hit_05" ,0 ,45); OnDefense ("Hit_Guard12" , "weap_08_glove_grd_05" ,0 ,45); EndAttack(); StartDrag(); DragFrame(1871, 1873); DragSFX(-12,0,0,0); DragLoop(1); EndDrag(); Box(2); CHR(VOC_Attack_Middle, 1872); SFX("MOV_Jump", -1); SFX("WPN1_363", 1869); SND("weap_06_hammer_slash_01", 1871); SND("weap_08_glove_slash_03", 1872); SND("char_05_cloth_flap_01", 1873); EndPose(363); // 雙刺空中俯衝緩衝 StartPose(364); BlendTime(0.05); Frame(1874, 1882); FPS(20); Soft(1874, 1875); Hard(1875, 1876, 1.5); Hard(1876, 1878, 0.8); Soft(1878, 1882, 0.8); // Soft(1882, 1886); Hurt_Body(); Next(1874, 1874); StartAttack(); Attack_Up_T(); AttackFrame(1874, 1876); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Stinger_Ground_Damage * 0.4); TargetMove(Ground_Gravity * 12, 0, 0); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 25, 0, -45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Plummeting_Hawk_1); OnHit ("Hit_Bloody12" , "weap_08_glove_hit_05" ,0 ,45); OnDefense ("Hit_Guard12" , "weap_08_glove_grd_05" ,0 ,45); EndAttack(); Box(1); SFX("WPN1_364", -1); SFX("MOV_FallDown", 1876); SFX("MOV_TouchDown", 1880); SND("weap_11_gun_hit_02", -1); SND("char_02_touchdown_on_concrete", 1880); EndPose(364); // 雙刺左手前攻 StartPose(365); BlendTime(0.175); //0.2 Frame(1887, 1900); Hard(1887, 1888, 1.5); Hard(1888, 1891); Soft(1892, 1897, 1.5); Soft(1897, 1900, 1.25); FPS(20); Hurt_All(); Next(1889, 1895); StartAttack(); Attack_L_hand(); AttackFrame(1888, 1890); N_TargetPose(); TargetPose(204,203,200,202); TargetValue(HardFrame_Stinger_Ground_Damage * 0.2); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 207, DMGPose_25 + 205); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 9, 0, 5); DefensePose(348,347,342,346); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.15); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Slashing_Crow_1); OnHit ("Hit_Bloody01" , "weap_01_stinger_hit_01" ,-75 ,-30); OnDefense ("Hit_Guard01" , "weap_01_stinger_grd_01" ,-75 ,-30); EndAttack(); StartDrag(); DragFrame(1888, 1893); DragSFX(-11,0,0,0); EndDrag(); Box(2); SFX("MOV_RunLStep", 1888); SND("char_01_footstep_on_dirt_03", 1888); SND("weap_01_stinger_slash_01", 1888); EndPose(365); // 雙刺右手前攻 StartPose(366); BlendTime(0.1); //0.1 Frame(1901, 1916); Hard(1903, 1907); Soft(1907, 1915); Soft(1915, 1916); FPS(20); Hurt_All(); Next(1905, 1915); StartAttack(); Attack_R_hand(); AttackFrame(1904, 1906); N_TargetPose(); TargetPose(203,204,202,200); TargetValue(HardFrame_Stinger_Ground_Damage * 0.2); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 205, DMGPose_25 + 207); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 9, 0, 5); DefensePose(344,348,346,342); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.15); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Tearing_Crow_2); OnHit ("Hit_Bloody01" , "weap_01_stinger_hit_01" ,75 ,-30); OnDefense ("Hit_Guard01" , "weap_01_stinger_grd_01" ,75 ,-30); EndAttack(); StartDrag(); DragFrame(1902, 1908); DragSFX(-11,0,0,0); EndDrag(); Box(2); SFX("MOV_RunRStep", 1907); SND("weap_01_stinger_slash_01", 1904); SND("char_01_footstep_on_dirt_03", 1907); EndPose(366); // 雙刺左手上拉 StartPose(367); BlendTime(0.175); // 0.15 Frame(1917, 1935); Hard(1918, 1923); Soft(1924, 1925, 0.85); Soft(1925, 1928, 1); Soft(1928, 1935, 2); // 0.8 FPS(20); Hurt_All(); Next(1921, 1928); StartAttack(); Attack_L_hand(); AttackFrame(1920, 1922); N_TargetPose(); TargetPose(204,203,200,201); TargetValue(HardFrame_Stinger_Ground_Damage * 0.2); TargetMove(Ground_Gravity * 10, 0, 0); AirTargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 12, 0, 55); DefensePose(345,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.15); DefenseMove(Defense_Gravity * 11, 0, 0); AttackPower(Blackbird_s_Lament_3); OnHit ("Hit_Bloody01" , "weap_01_stinger_hit_02" ,-45 ,-60); OnDefense ("Hit_Guard01" , "weap_01_stinger_grd_02" ,-45 ,-60); EndAttack(); StartDrag(); DragFrame(1918, 1925); DragSFX(-12,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Light, 1920); SFX("MOV_Jump", 1918); SFX("MOV_TouchDown", 1925); SND("char_04_jump", 1918); SND("weap_01_stinger_slash_03", 1919); SND("char_02_touchdown_on_concrete", 1925); EndPose(367); // 雙刺雙手前插 StartPose(368); BlendTime(0.225); Frame(1936, 1950); Soft(1936, 1937, 0.8); Hard(1938, 1939); Hard(1939, 1944); Soft(1944, 1948); Soft(1948, 1950, 0.75); FPS(20); Hurt_All(); Next(1941, 1948); StartAttack(); Attack_T_hand(); AttackFrame(1940, 1942); N_TargetPose(); TargetPose(202,200,204,203); TargetValue(HardFrame_Stinger_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 4, 0, 0); AirTargetPose(DMGPose_25 + 206, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 20, 0, -45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 4, 0, 0); AttackPower(Raven_Strike_1); OnHit ("Hit_Bloody02" , "weap_01_stinger_hit_05" ,0 ,15); OnDefense ("Hit_Guard02" , "weap_01_stinger_grd_05" ,0 ,15); EndAttack(); StartDrag(); DragFrame(1937, 1945); DragSFX(-11,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Middle, 1940); SFX("WPN1_368", 1936); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SFX("MOV_TouchDown", 1940); SND("char_01_footstep_on_dirt_03", -1); SND("weap_01_stinger_slash_02", 1939); SND("char_02_touchdown_on_concrete", 1940); EndPose(368); // 雙刺雙手分撕 StartPose(369); BlendTime(0.25); Frame(1951, 1972); Hard(1957, 1967); Soft(1967, 1972); FPS(20); Hurt_Body_Only(); Next(1960, 1970); StartAttack(); Attack_T_hand(); AttackFrame(1959, 1961); N_TargetPose(); TargetPose(DMGPose_25 + 206, DMGPose_25 + 205, DMGPose_25 + 209, DMGPose_25 + 208); TargetValue(HardFrame_Stinger_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 16, 0, -25); AirTargetPose(DMGPose_25 + 206, DMGPose_25 + 205, DMGPose_25 + 209, DMGPose_25 + 208); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 20, 0, -45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Spreading_Wings_1); OnHit ("Hit_Bloody02" , "weap_01_stinger_hit_03" ,0 ,0); OnDefense ("Hit_Guard02" , "weap_01_stinger_grd_03" ,0 ,0); EndAttack(); StartDrag(); DragFrame(1957, 1970); DragSFX(-12,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 1959); SFX("WPN1_369", 1951); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_03", -1); SND("weap_01_stinger_slash_02", 1959); SND("weap_01_stinger_slash_01", 1961); SND("weap_01_stinger_slash_01", 1963); SND("weap_01_stinger_slash_01", 1965); SND("weap_01_stinger_slash_01", 1967); SND("weap_11_gun_hit_01", 1969); EndPose(369); // 雙刺右側後旋踢 StartPose(370); BlendTime(0.15); Frame(1973, 1993); Soft(1973, 1976, 3); Hard(1977, 1979, 2); Hard(1979, 1985); Soft(1986, 1990, 1); Soft(1990, 1993, 0.8); FPS(20); Hurt_Body(); Next(1982, 1990); StartAttack(); Attack_L_foot(); AttackFrame(1978, 1983); N_TargetPose(); TargetPose(203,204,202,200); TargetValue(HardFrame_Stinger_Ground_Damage * 0.5); TargetMove(Ground_Gravity * 10, 75, 0); AirTargetPose(208,209,207,205); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 22, 75, -25); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 8, 75, 0); AttackPower(Taking_Flight_Reverse_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_04" ,45 ,15); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_04" ,45 ,15); EndAttack(); StartDrag(bl_L_Calf,bl_L_Foot); DragFrame(1978, 1984); DragSFX(-2,0,0,0); EndDrag(); Box(2); SFX("MOV_Jump", 1977); SFX("MOV_TouchDown", 1985); SFX("MOV_RunRStep", 1992); SND("char_04_jump", 1977); SND("weap_08_glove_slash_03", 1980); SND("weap_06_hammer_slash_01", 1981); SND("char_02_touchdown_on_concrete", 1985); SND("char_01_footstep_on_dirt_03", 1992); EndPose(370); // 雙刺左側迴旋輪 StartPose(371); BlendTime(0.15); Frame(1994, 2015); Soft(1994, 1997, 2); Hard(1998, 2010); Soft(2011, 2013); Soft(2013, 2015, 0.8); FPS(20); Hurt_All(); Next(2002, 2015); StartAttack(); Attack_L_hand(); AttackFrame(1999, 2001); N_TargetPose(); TargetPose(203,204,202,201); TargetValue(HardFrame_Stinger_Ground_Damage * 0.5); TargetMove(Ground_Gravity * 6, 45, 0); AirTargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 205, DMGPose_25 + 207); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 8, 30, 0); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 6, 30, 0); AttackPower(Swooping_Edge_1); OnHit ("Hit_Bloody01" , "weap_01_stinger_hit_05" ,-45 ,-15); OnDefense ("Hit_Guard01" , "weap_01_stinger_grd_05" ,-45 ,-15); EndAttack(); StartDrag(); DragFrame(1996, 2007); DragSFX(-12,0,0,0); EndDrag(); StartAttack(); Attack_R_hand(); AttackFrame(2004, 2008); N_TargetPose(); TargetPose(203,204,202,200); TargetValue(HardFrame_Stinger_Ground_Damage * 0.5); TargetMove(Ground_Gravity * 8, 45, 0); AirTargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 205, DMGPose_25 + 207); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 12, 45, 15); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 8, 30, 0); AttackPower(Swooping_Edge_1); OnHit ("Hit_Bloody01" , "weap_01_stinger_hit_06" ,-45 ,-15); OnDefense ("Hit_Guard01" , "weap_01_stinger_grd_06" ,-45 ,-15); EndAttack(); StartDrag(); DragFrame(1996, 2007); DragSFX(-12,0,0,0); EndDrag(); Box(2); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", 2003); SFX("MOV_RunLStep", 2010); SND("weap_01_stinger_slash_04", 1998); SND("weap_01_stinger_slash_05", 2004); SND("weap_01_stinger_slash_01", 2006); SND("weap_01_stinger_slash_01", 2008); SND("weap_01_stinger_slash_01", 2010); SND("weap_01_stinger_slash_01", 2012); SND("weap_01_stinger_slash_01", 2014); SND("weap_11_gun_hit_01", 2015); SND("char_01_footstep_on_dirt_01", -1); SND("char_01_footstep_on_dirt_03", 2003); SND("char_01_footstep_on_dirt_03", 2010); EndPose(371); // 雙刺圓周擲輪飛 StartPose(372); BlendTime(0.2); Frame(2016, 2036); Soft(2016, 2018, 2); Soft(2018, 2019, 1.5); Hard(2020, 2032); Link(437); FPS(10); Hurt_All(); Next(2030, 2035); StartAttack(); Attack_T_hand(); AttackFrame(2021, 2028); N_TargetPose(); TargetPose(208,209,207,205); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 15, 135, 10); AirTargetPose(208,209,207,205); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 15, 135, 10); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 2, 45, 0); AttackPower(Circling_Falcons_1); OnHit ("Hit_Bloody01" , "weap_01_stinger_hit_04" ,-75 ,-15); OnDefense ("Hit_Guard01" , "weap_01_stinger_grd_04" ,-75 ,-15); EndAttack(); StartAttack(); Attack_T_hand(); AttackFrame(2029, 2031); N_TargetPose(); TargetPose(DMGPose_45 + 208, DMGPose_45 + 209, DMGPose_45 + 207, DMGPose_45 + 205); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 15, 135, 35); AirTargetPose(DMGPose_45 + 208, DMGPose_45 + 209, DMGPose_45 + 207, DMGPose_45 + 205); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 15, 135, 35); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(Circling_Falcons_2); OnHit ("Hit_Bloody01" , "weap_01_stinger_hit_05" ,-75 ,-45); OnDefense ("Hit_Guard01" , "weap_01_stinger_grd_05" ,-75 ,-45); EndAttack(); StartDrag(); DragFrame(2021, 2033); DragSFX(-13,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Light, 2021); SFX("WPN1_372", 2019); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", 2020); SFX("MOV_RunLStep", 2034); SND("char_01_footstep_on_dirt_03", -1); SND("weap_06_hammer_slash_01", 2020); SND("char_01_footstep_on_dirt_01", 2020); SND("weap_01_stinger_slash_05", 2021); SND("weap_01_stinger_slash_02", 2022); SND("weap_01_stinger_slash_02", 2024); SND("weap_01_stinger_slash_02", 2026); SND("weap_01_stinger_slash_02", 2028); SND("weap_01_stinger_slash_02", 2030); SND("weap_11_gun_hit_01", 2031); SND("char_01_footstep_on_dirt_01", 2034); EndPose(372); // 雙刺圓周擲輪飛緩衝 StartPose(437); BlendTime(0.05); Frame(8277, 8280); FPS(10); Soft(8277, 8280); Hurt_All(); Box(1); SFX("MOV_RunRStep", 8279); SND("char_01_footstep_on_dirt_03", 8279); EndPose(437); // 雙刺擲輪氣合1 StartPose(373); BlendTime(0.2); Frame(2037, 2043); Hard(2037, 2043); FPS(10); Hurt_All(); Box(1); CHR(VOC_Attack_Charge1, 2038); SFX("MOV_ChiChargeL", 2040); SFX("MOV_ChiChargeR", 2040); SND("envi_21_noise_06", 2040); EndPose(373); // 雙刺氣合圓周擲輪飛1 原張數+6219 StartPose(374); BlendTime(0.05); Frame(8240, 8255); Hard(8240, 8251); Link(437); FPS(10); Hurt_All(); Next(8245, 8250); StartAttack(); Attack_T_hand(); AttackFrame(8240, 8247); N_TargetPose(); TargetPose(208, 209, 207, 205); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 14, 125, 15); AirTargetPose(208, 209, 207, 205); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 14, 125, 15); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 2, 45, 0); AttackPower(Super_Circling_Falcons_1); OnHit ("Hit_Bloody02" , "weap_01_stinger_hit_05" ,-75 ,-15); OnDefense ("Hit_Guard02" , "weap_01_stinger_grd_05" ,-75 ,-15); EndAttack(); StartAttack(); Attack_T_hand(); AttackFrame(8248, 8250); N_TargetPose(); TargetPose(DMGPose_45 + 208, DMGPose_45 + 209, DMGPose_45 + 207, DMGPose_45 + 205); TargetValue(HardFrame_Stinger_Ground_Damage * 1.1); TargetMove(Ground_Gravity * 15, 135, 45); AirTargetPose(DMGPose_45 + 208, DMGPose_45 + 209, DMGPose_45 + 207, DMGPose_45 + 205); AirTargetValue(HardFrame_Stinger_Air_Damage * 1.1); AirTargetMove(Air_Gravity * 15, 135, 45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(Super_Circling_Falcons_2); OnHit ("Hit_Bloody02" , "weap_01_stinger_hit_06" ,-75 ,-45); OnDefense ("Hit_Guard02" , "weap_01_stinger_grd_06" ,-75 ,-45); EndAttack(); StartDrag(); DragFrame(8240, 8252); DragSFX(-13,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Middle, 8240); SFX("MOV_RunRStep", -1); SFX("WPN1_374", 8240); SFX("MOV_RunLStep", 8253); SND("char_01_footstep_on_dirt_03", -1); SND("weap_06_hammer_slash_01", -1); SND("weap_01_stinger_slash_02", 8241); SND("weap_01_stinger_slash_02", 8243); SND("weap_01_stinger_slash_02", 8245); SND("weap_01_stinger_slash_02", 8247); SND("weap_01_stinger_slash_02", 8249); SND("weap_01_stinger_slash_03", 8241); SND("weap_01_stinger_slash_03", 8243); SND("weap_01_stinger_slash_03", 8245); SND("weap_01_stinger_slash_03", 8247); SND("weap_01_stinger_slash_03", 8249); SND("weap_11_gun_hit_01", 8250); SND("char_01_footstep_on_dirt_01", 8253); EndPose(374); // 雙刺擲輪氣合2 StartPose(375); BlendTime(0.2); Frame(2047, 2052); Hard(2050, 2052); FPS(10); Hurt_All(); Box(1); CHR(VOC_Attack_Charge2, 2048); SFX("MOV_ChiChargeL", 2050); SFX("MOV_ChiChargeR", 2050); SND("fant_12_effect_05_wave_move", 2050); EndPose(375); // 雙刺氣合圓周擲輪飛2 原張數+6236 StartPose(376); BlendTime(0.05); Frame(8257, 8272); Hard(8257, 8268); Link(437); FPS(10); Hurt_All(); Next(8266, 8271); StartAttack(); AttackType(1); Attack_T_hand(); AttackFrame(8257, 8264); N_TargetPose(); TargetPose(208,209,207,205); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 14, 125, 15); AirTargetPose(208,209,207,205); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 14, 125, 15); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 2, 45, 0); AttackPower(Ultimate_Circling_Falcons_1); OnHit ("Hit_Bloody03" , "weap_01_stinger_hit_06" ,-75 ,-15); OnDefense ("Hit_Guard03" , "weap_01_stinger_grd_06" ,-75 ,-15); EndAttack(); StartAttack(); AttackType(1); Attack_T_hand(); AttackFrame(8265, 8267); N_TargetPose(); TargetPose(DMGPose_45 + 208, DMGPose_45 + 209, DMGPose_45 + 207, DMGPose_45 + 205); TargetValue(HardFrame_Stinger_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 16, 135, 45); AirTargetPose(DMGPose_45 + 208, DMGPose_45 + 209, DMGPose_45 + 207, DMGPose_45 + 205); AirTargetValue(HardFrame_Stinger_Air_Damage * 1.2); AirTargetMove(Air_Gravity * 16, 135, 45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(Ultimate_Circling_Falcons_2); OnHit ("Hit_Bloody03" , "weap_01_stinger_hit_03" ,-75 ,-45); OnDefense ("Hit_Guard03" , "weap_01_stinger_grd_03" ,-75 ,-45); EndAttack(); StartDrag(); DragFrame(8257, 8269); DragSFX(-13,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Strong, 8257); SFX("MOV_RunRStep", -1); SFX("WPN1_376", 8257); SFX("MOV_RunLStep", 8270); SND("char_01_footstep_on_dirt_03", -1); SND("weap_06_hammer_slash_01", -1); SND("weap_01_stinger_slash_02", 8258); SND("weap_01_stinger_slash_02", 8260); SND("weap_01_stinger_slash_02", 8262); SND("weap_01_stinger_slash_02", 8264); SND("weap_01_stinger_slash_02", 8266); SND("weap_01_stinger_slash_03", 8258); SND("weap_01_stinger_slash_03", 8260); SND("weap_01_stinger_slash_03", 8262); SND("weap_01_stinger_slash_03", 8264); SND("weap_01_stinger_slash_03", 8266); SND("weap_04_spear_slash_05", 8258); SND("weap_04_spear_slash_05", 8260); SND("weap_04_spear_slash_05", 8262); SND("weap_04_spear_slash_05", 8264); SND("weap_04_spear_slash_05", 8266); SND("weap_11_gun_hit_01", 8267); SND("char_01_footstep_on_dirt_01", 8270); EndPose(376); // 雙刺雙腳前蹬躍 StartPose(377); BlendTime(0.225); Frame(2057, 2072); Hard(2058, 2065); Soft(2066, 2069, 0.8); Soft(2069, 2072, 0.6); FPS(20); Hurt_All(); Next(2063, 2070); StartAttack(); Attack_T_foot(); AttackFrame(2061, 2064); N_TargetPose(); TargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); TargetValue(HardFrame_Stinger_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 18, 0, 5); AirTargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 20, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Thunderbird_Crash_1); OnHit ("Hit_Bloody12" , "weap_08_glove_hit_06" ,0 ,0); OnDefense ("Hit_Guard12" , "weap_08_glove_grd_06" ,0 ,0); EndAttack(); Box(3); CHR(VOC_Attack_Strong, 2060); SFX("MOV_FallDown", -1); SFX("WPN1_377", 2057); SFX("MOV_TouchDown", 2063); SND("weap_11_gun_hit_02", -1); SND("weap_08_glove_slash_03", 2060); SND("char_02_touchdown_on_concrete", 2063); EndPose(377); // 雙刺前衝雙手殺 StartPose(378); BlendTime(0.2); Frame(2073, 2092); Hard(2079, 2085); Soft(2086, 2090); Soft(2090, 2092, 0.5); FPS(20); Hurt_All(); Next(2083, 2090); StartAttack(); Attack_T_hand(); AttackFrame(2080, 2083); N_TargetPose(); TargetPose(201,200,204,203); TargetValue(HardFrame_Stinger_Ground_Damage * 0.5); TargetMove(Ground_Gravity * 6, 0, 0); AirTargetPose(DMGPose_90 + 207, DMGPose_90 + 205, DMGPose_90 + 209, DMGPose_90 + 208); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 15, 180, 0); DefensePose(343,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(Slashing_Owl_1); OnHit ("Hit_Bloody03" , "weap_01_stinger_hit_05" ,15 ,0); OnDefense ("Hit_Guard03" , "weap_01_stinger_grd_05" ,15 ,0); EndAttack(); StartDrag(); DragFrame(2079, 2088); DragSFX(-13,0,0,0); EndDrag(); Box(-1); SFX("MOV_RunLStep", 2083); SFX("MOV_RunRStep", 2085); SND("char_01_footstep_on_dirt_03", -1); SND("weap_01_stinger_slash_03", 2079); SND("weap_01_stinger_slash_05", 2080); SND("char_01_footstep_on_dirt_01", 2083); SND("char_01_footstep_on_dirt_03", 2085); EndPose(378); // 雙刺回旋初踢腿 StartPose(379); BlendTime(0.15); Frame(2093, 2112); Hard(2096, 2098, 2); Hard(2098, 2100, 0.8); Hard(2100, 2103); Hard(2103, 2105, 0.8); Hard(2105, 2108, 0.75); Soft(2109, 2112); FPS(20); Hurt_Body(); Next(2102, 2108); StartAttack(); AttackBone(bl_R_Thigh,bl_R_Calf,bl_R_Foot,bu_Spine); AttackFrame(2100, 2102); N_TargetPose(); TargetPose(209,208,205,207); TargetValue(HardFrame_Stinger_Ground_Damage * 0.7); TargetMove(Ground_Gravity * 22, -75, 1); AirTargetPose(209,208,205,207); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 24, -75, -25); DefensePose(348,347,342,346); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 8, -75, 0); AttackPower(Taking_Flight_1); OnHit ("Hit_Bloody22" , "weap_08_glove_hit_04" ,-45 ,30); OnDefense ("Hit_Guard02" , "weap_08_glove_grd_04" ,-45 ,30); EndAttack(); StartDrag(bl_R_Calf,bl_R_Foot); DragFrame(2095, 2105); DragSFX(-2,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Light, 2100); SFX("MOV_Jump", -1); SFX("MOV_TouchDown", 2107); SND("char_04_jump", -1); SND("weap_06_hammer_slash_01", 2098); SND("weap_08_glove_slash_03", 2100); SND("char_02_touchdown_on_concrete", 2107); EndPose(379); // 雙刺回旋再掛腿 StartPose(380); BlendTime(0.15); Frame(2113, 2133); Hard(2119, 2127); Hard(2127, 2131, 0.6); Soft(2131, 2132, 0.6); FPS(20); Hurt_Body(); Next(2122, 2132); StartAttack(); AttackBone(bl_L_Thigh,bl_L_Calf,bl_L_Foot,bu_Spine); AttackFrame(2121, 2124); N_TargetPose(); TargetPose(209,208,205,207); TargetValue(HardFrame_Stinger_Ground_Damage * 0.7); TargetMove(Ground_Gravity * 22, -75, 1); AirTargetPose(209,208,205,207); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 24, -75, -25); DefensePose(348,347,342,346); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 8, -75, 0); AttackPower(Sky_Kick_1); OnHit ("Hit_Bloody22" , "weap_08_glove_hit_05" ,45 ,-45); OnDefense ("Hit_Guard02" , "weap_08_glove_grd_05" ,45 ,-45); EndAttack(); StartDrag(bl_L_Calf,bl_L_Foot); DragFrame(2119, 2130); DragSFX(-2,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Middle, 2121); SFX("MOV_Jump", -1); SFX("MOV_TouchDown", 2130); SND("char_04_jump", -1); SND("weap_06_hammer_slash_01", 2119); SND("weap_08_glove_slash_03", 2121); SND("char_02_touchdown_on_concrete", 2130); EndPose(380); // 雙刺雙腳翻踢 StartPose(381); BlendTime(0.25); Frame(2134, 2156); Soft(2134, 2136, 0.8); Soft(2136, 2137, 0.75); Hard(2137, 2138, 0.75); Hard(2138, 2150); Soft(2150, 2154, 0.7); Soft(2154, 2156, 0.5); FPS(20); Hurt_All(); Next(2144, 2154); StartAttack(); AttackType(1); Attack_T_foot(); AttackFrame(2142, 2144); N_TargetPoseFlyUp(); TargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); TargetValue(HardFrame_Stinger_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 25, 0, 45); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 23, 0, 0.1); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.9); DefenseMove(Defense_Gravity * 20, 0, 15); AttackPower(Tumbling_Shrike_1); OnHit ("Hit_Bloody23" , "weap_14_foot_hit_01" ,0 ,-75); OnDefense ("Hit_Guard03" , "weap_08_glove_grd_06" ,0 ,-75); EndAttack(); StartDrag(bl_L_Calf,bl_L_Foot,bl_R_Calf,bl_R_Foot); DragFrame(2139, 2148); DragSFX(-3,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 2139); SFX("MOV_Jump", 2140); SFX("MOV_TouchDown", 2146); SND("char_01_footstep_on_dirt_03", -1); SND("char_04_jump", 2140); SND("weap_06_hammer_slash_01", 2141); SND("char_02_touchdown_on_concrete", 2146); EndPose(381); // 雙刺怒氣地風車 StartPose(382); BlendTime(0.1); Frame(2157, 2189); Hard(2159, 2184); FPS(20); Hurt_Small_Body(); Next(2170, 2189); StartAttack(); AttackFrame(2157, 2161); EndAttack(); StartAttack(); Attack_All(); AttackFrame(2162, 2176); N_TargetPoseFlyOut(); TargetPose(DMGPose_45 + 212, DMGPose_45 + 213, DMGPose_45 + 214, DMGPose_45 + 215); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 10, 0, 25); AirTargetPose(DMGPose_45 + 212, DMGPose_45 + 213, DMGPose_45 + 214, DMGPose_45 + 215); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 10, 0, 1); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.6); DefenseMove(Defense_Gravity * 15, 0, 15); AttackPower(Furious_Eagle_1); OnHit ("Hit_Bloody03" , "weap_01_stinger_hit_05" ,0 ,-135); OnDefense ("Hit_Guard03" , "weap_01_stinger_grd_03" ,0 ,-135); EndAttack(); StartAttack(); Attack_All(); AttackFrame(2177, 2179); N_TargetPoseFlyOut(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 22, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 22, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.6); DefenseMove(Defense_Gravity * 20, 0, 15); AttackPower(Furious_Eagle_2); OnHit ("STAT_Feather00" , "weap_01_stinger_hit_03" ,0 ,0); OnDefense ("Hit_Guard13" , "weap_01_stinger_grd_06" ,0 ,0); EndAttack(); StartDrag(); DragFrame(2161, 2182); DragSFX(-13,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Long1, 2163); SFX("WPN1_382", -1); SFX("USE_SmallSkill", -1); SFX("MOV_Dust_L", 2177); SFX("MOV_Jump", 2163); SND("impa_03_wave_suck_01", -1); SND("weap_06_hammer_slash_01", 2164); SND("weap_01_stinger_slash_03", 2165); SND("weap_01_stinger_slash_03", 2168); SND("weap_01_stinger_slash_03", 2171); SND("weap_01_stinger_slash_03", 2174); SND("weap_01_stinger_slash_05", 2166); SND("weap_01_stinger_slash_05", 2169); SND("weap_01_stinger_slash_05", 2172); SND("weap_01_stinger_slash_05", 2175); SND("weap_06_hammer_hit_02", 2177); SND("weap_01_stinger_slash_01", 2177); SND("weap_01_stinger_slash_02", 2177); SND("weap_01_stinger_slash_03", 2177); EndPose(382); // 雙刺怒氣地風車(空中用) StartPose(439); BlendTime(0.1); Frame(2163, 2189); Hard(2163, 2184); FPS(20); Hurt_Small_Body(); Next(2170, 2189); StartAttack(); AttackFrame(2163, 2164); EndAttack(); StartAttack(); Attack_All(); AttackFrame(2165, 2176); N_TargetPoseFlyOut(); TargetPose(DMGPose_45 + 212, DMGPose_45 + 213, DMGPose_45 + 214, DMGPose_45 + 215); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 10, 0, 25); AirTargetPose(DMGPose_45 + 212, DMGPose_45 + 213, DMGPose_45 + 214, DMGPose_45 + 215); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 10, 0, 1); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 15, 0, 15); AttackPower(Furious_Eagle_1); OnHit ("Hit_Bloody03" , "weap_01_stinger_hit_05" ,0 ,-135); OnDefense ("Hit_Guard03" , "weap_01_stinger_grd_03" ,0 ,-135); EndAttack(); StartAttack(); Attack_All(); AttackFrame(2177, 2179); N_TargetPoseFlyOut(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 22, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 22, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 20, 0, 15); AttackPower(Furious_Eagle_2); OnHit ("STAT_Feather00" , "weap_01_stinger_hit_03" ,0 ,0); OnDefense ("Hit_Guard13" , "weap_01_stinger_grd_06" ,0 ,0); EndAttack(); StartDrag(); DragFrame(2163, 2182); DragSFX(-13,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Long1, 2163); SFX("WPN1_382", -1); SFX("USE_SmallSkill", -1); SFX("MOV_Dust_L", 2177); SFX("MOV_Jump", 2163); SND("impa_03_wave_suck_01", -1); SND("weap_06_hammer_slash_01", 2164); SND("weap_01_stinger_slash_03", 2165); SND("weap_01_stinger_slash_03", 2168); SND("weap_01_stinger_slash_03", 2171); SND("weap_01_stinger_slash_03", 2174); SND("weap_01_stinger_slash_05", 2166); SND("weap_01_stinger_slash_05", 2169); SND("weap_01_stinger_slash_05", 2172); SND("weap_01_stinger_slash_05", 2175); SND("weap_06_hammer_hit_02", 2177); SND("weap_01_stinger_slash_01", 2177); SND("weap_01_stinger_slash_02", 2177); SND("weap_01_stinger_slash_03", 2177); EndPose(439); // 氣合 爆發招式 // 雙刺怒爆技 LV1 383,384,385,386,387,388,389,390 // LV2 398, 399,400,401,402,403,404,405,406,407,408 // LV3 414, 415,416,417,418,419,420,421,422,423,424,425,426,427,428,429 // 雙刺怒爆技起手 StartPose(383); BlendTime(0.1); Frame(2190, 2214); Soft(2190, 2194, 2); Hard(2194, 2196, 1.5); Hard(2196, 2214); FPS(30); Hurt_Small_Body(); Link(384); StartAttack(); AttackType(1); Attack_All(); AttackFrame(2197, 2214); N_TargetPoseStand(); TargetPose(200,202,203,204); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 6, 0, 0); AirTargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 6, 0, 25); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(Screeching_Phoenix_1); OnHit ("STAT_Feather02" , "weap_01_stinger_hit_01" ,0 ,-135); OnDefense ("Hit_Guard03" , "weap_01_stinger_grd_01" ,0 ,-135); EndAttack(); StartDrag(); DragFrame(2198, 2214); DragSFX(-13,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Charge2, -1); SFX("USE_SuperSkill", -1); SFX("WPN1_383", 2190); SFX("MOV_Jump", 2200); SND("impa_03_wave_suck_02", -1); SND("weap_06_hammer_slash_01", 2202); SND("weap_01_stinger_slash_03", 2203); SND("weap_01_stinger_slash_03", 2206); SND("weap_01_stinger_slash_03", 2209); SND("weap_01_stinger_slash_03", 2212); SND("weap_01_stinger_slash_05", 2203); SND("weap_01_stinger_slash_05", 2206); SND("weap_01_stinger_slash_05", 2209); SND("weap_01_stinger_slash_05", 2212); EndPose(383); // 雙刺怒爆技起手 空中團轉(發招用) StartPose(447); BlendTime(0.1); Frame(1816, 1832); FPS(30); Hard(1822, 1827); Hard(1827, 1829); Soft(1830, 1832); Hurt_Small_Body(); Link(384); Next(1826, 1829); StartAttack(); AttackFrame(1816, 1821); EndAttack(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(1822, 1829); N_TargetPoseStand(); TargetPose(200,202,203,204); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(DMGPose_45 + 212, DMGPose_45 + 213, DMGPose_45 + 214, DMGPose_45 + 215); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 8, 0, 35); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Screeching_Phoenix_1); OnHit ("Hit_Bloody01" , "weap_01_stinger_hit_04" ,0 ,135); OnDefense ("Hit_Guard01" , "weap_01_stinger_grd_04" ,0 ,135); EndAttack(); StartDrag(); DragFrame(1822, 1831); DragSFX(-12,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Charge2, -1); SFX("USE_SuperSkill", -1); SFX("WPN1_383", -1); SND("impa_03_wave_suck_02", -1); SND("weap_06_hammer_slash_01", 1822); SND("weap_01_stinger_slash_03", -1); SND("weap_01_stinger_slash_03", 1822); SND("weap_01_stinger_slash_03", 1825); SND("weap_01_stinger_slash_03", 1828); SND("weap_01_stinger_slash_05", -1); SND("weap_01_stinger_slash_05", 1822); SND("weap_01_stinger_slash_05", 1825); SND("weap_01_stinger_slash_05", 1828); EndPose(447); // 雙刺怒爆空中俯衝 StartPose(384); BlendTime(0.1); Frame(1872, 1875); FPS(25); Hurt_Small_Body(); Link(385); StartAttack(); AttackType(1); Attack_Up_T(); AttackFrame(1872, 1875); N_TargetPoseStand(); TargetPose(200,202,203,204); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 12, 0, 0); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 20, 0, -45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Screeching_Phoenix_2); OnHit ("STAT_Feather01" , "weap_08_glove_hit_05" ,0 ,45); OnDefense ("Hit_Guard03" , "weap_08_glove_grd_05" ,0 ,45); EndAttack(); StartDrag(); DragFrame(1872, 1875); DragSFX(-11,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Middle, 1872); SFX("MOV_Jump", -1); SFX("WPN1_384", 1872); SFX("BigDust", 1874); SFX("COM_HitG_15", 1874); SFX("COM_HitG_08", 1875); SND("weap_06_hammer_slash_01", 1872); SND("weap_06_hammer_hit_02", 1874); SND("weap_12_dart_grd_02", 1874); EndPose(384); // 雙刺怒爆雙腳前蹬躍 StartPose(385); BlendTime(0.15); Frame(2058, 2065); FPS(25); Hurt_Small_Body(); Link(386); StartAttack(); AttackType(1); Attack_T_foot(); AttackFrame(2061, 2064); N_TargetPoseStand(); TargetPose(200,202,203,204); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 15, 0, 25); DefensePose(343,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Screeching_Phoenix_3); OnHit ("STAT_Feather01" , "weap_08_glove_hit_06" ,0 ,0); OnDefense ("Hit_Guard03" , "weap_08_glove_grd_06" ,0 ,0); EndAttack(); Box(1); CHR(VOC_Attack_Strong, 2061); SFX("WPN1_385", 2058); SFX("BigDust", 2063); SND("char_01_footstep_on_dirt_01", -1); SND("weap_06_hammer_slash_01", 2060); SND("weap_06_hammer_hit_02", 2063); EndPose(385); // 雙刺怒爆左手前攻 StartPose(386); BlendTime(0.15); Frame(1888, 1891); Hard(1888, 1891); FPS(25); Hurt_Small_Body(); Link(387); StartAttack(); AttackType(1); Attack_L_hand(); AttackFrame(1889, 1891); N_TargetPoseStand(); TargetPose(204,203,200,202); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 207, DMGPose_25 + 205); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, 0, 5); DefensePose(345,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Screeching_Phoenix_4); OnHit ("STAT_Feather00" , "weap_01_stinger_hit_03" ,-75 ,-30); OnDefense ("Hit_Guard03" , "weap_01_stinger_grd_03" ,-75 ,-30); EndAttack(); StartDrag(); DragFrame(1888, 1891); DragSFX(-12,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Light, 1889); SFX("WPN1_386", 1888); SFX("MOV_RunLStep", 1888); SND("weap_08_glove_slash_03", 1888); SND("char_01_footstep_on_dirt_01", 1888); SND("weap_01_stinger_slash_01", 1888); SND("weap_01_stinger_slash_04", 1888); EndPose(386); // 雙刺怒爆右手前攻 StartPose(387); BlendTime(0.15); Frame(1903, 1907); FPS(25); Hurt_Small_Body(); Link(388); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(1905, 1907); N_TargetPoseStand(); TargetPose(203,204,202,200); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 205, DMGPose_25 + 207); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, 0, 5); DefensePose(344,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Screeching_Phoenix_5); OnHit ("STAT_Feather00" , "weap_01_stinger_hit_03" ,75 ,-30); OnDefense ("Hit_Guard03" , "weap_01_stinger_grd_03" ,75 ,-30); EndAttack(); StartDrag(); DragFrame(1903, 1907); DragSFX(-12,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Light, 1904); SFX("WPN1_387", 1903); SFX("MOV_RunRStep", 1906); SND("weap_08_glove_slash_03", 1904); SND("weap_01_stinger_slash_01", 1904); SND("weap_01_stinger_slash_04", 1904); SND("char_01_footstep_on_dirt_01", 1906); EndPose(387); // 雙刺怒爆左手上拉 StartPose(388); BlendTime(0.15); Frame(1918, 1923); FPS(25); Hurt_Small_Body(); Link(389); StartAttack(); AttackType(1); Attack_L_hand(); AttackFrame(1920, 1922); N_TargetPoseStand(); TargetPose(204,202,201,200); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 10, 0, 0); AirTargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 9, 0, 35); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Screeching_Phoenix_6); OnHit ("STAT_Feather00" , "weap_01_stinger_hit_06" ,-45 ,-60); OnDefense ("Hit_Guard03" , "weap_01_stinger_grd_06" ,-45 ,-60); EndAttack(); StartDrag(); DragFrame(1918, 1923); DragSFX(-12,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Middle, 1920); SFX("WPN1_388", 1918); SFX("MOV_Jump", 1918); SND("weap_08_glove_slash_03", 1918); SND("weap_01_stinger_slash_02", 1919); SND("weap_01_stinger_slash_05", 1919); EndPose(388); // 雙刺怒爆雙手前插 StartPose(389); BlendTime(0.15); Frame(1939, 1944); FPS(25); Hurt_Small_Body(); Link(390); StartAttack(); AttackType(1); Attack_T_hand(); AttackFrame(1940, 1942); N_TargetPoseStand(); TargetPose(201,202,203,204); TargetValue(HardFrame_Stinger_Ground_Damage * 1.5); TargetMove(Ground_Gravity * 4, 0, 0); AirTargetPose(205,207,208,209); AirTargetValue(HardFrame_Stinger_Air_Damage * 1.5); AirTargetMove(Air_Gravity * 4, 0, 0); DefensePose(343,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Screeching_Phoenix_7); OnHit ("STAT_Feather00" , "weap_01_stinger_hit_02" ,0 ,15); OnDefense ("Hit_Guard03" , "weap_01_stinger_grd_06" ,0 ,15); EndAttack(); StartDrag(); DragFrame(1939, 1944); DragSFX(-12,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 1940); SFX("WPN1_389", 1939); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SFX("BigDust", 1939); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", -1); SND("weap_01_stinger_slash_01", 1939); SND("weap_01_stinger_slash_02", 1939); SND("weap_01_stinger_slash_04", 1939); SND("weap_01_stinger_slash_05", 1940); SND("weap_06_hammer_hit_02", 1940); EndPose(389); // 雙刺怒爆雙手分撕 StartPose(390); BlendTime(0.15); Frame(1951, 1972); Hard(1957, 1967); Soft(1968, 1972, 0.85); FPS(20); Hurt_Small_Body(); Next(1957, 1970); StartAttack(); AttackType(1); Attack_All(); AttackFrame(1960, 1963); N_TargetPoseFlyOut(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 24, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 24, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Screeching_Phoenix_8); OnHit ("STAT_Feather01" , "weap_01_stinger_hit_03" ,0 ,0); OnDefense ("Hit_Guard03" , "weap_01_stinger_grd_03" ,0 ,0); EndAttack(); StartDrag(); DragFrame(1958, 1970); DragSFX(-13,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 2224); SFX("WPN1_390", 1951); SFX("MOV_Dust_L", 1959); SND("impa_03_wave_suck_01", -1); SND("impa_01_bomb_big_01", 1959); SND("weap_06_hammer_slash_01", 1959); SND("weap_01_stinger_slash_02", 1959); EndPose(390); // 雙刺齊發1氣合 StartPose(398); BlendTime(0.2); Frame(2234, 2238); Hard(2234, 2236, 5); Loop(2237, 2238); FPS(5); Hurt_Body(); Next(2237, 2238); StartAttack(); AttackFrame(2235, 2238); TeamAssistChiImpact(); EndAttack(); Box(1); CHR(VOC_Attack_Charge3, -1); SFX("MOV_ChiCharge", 2235); SFX("WPN1_398", 2237); SFX("MOV_TeamAssist", 2235); SFX("MOV_TeamAssist", 2237); SFX("MOV_TeamAssist", 2238); SND("envi_21_noise_06", 2235); SND("weap_05_blade_slash_02", 2237); SND("weap_05_blade_slash_02", 2238); SND("weap_01_stinger_slash_03", 2237); SND("weap_01_stinger_slash_03", 2238); EndPose(398); // 雙刺齊發1地風車 StartPose(399); BlendTime(0.15); Frame(2162, 2175); FPS(25); Hurt_Small_Body(); Link(400); StartAttack(); AttackType(1); Attack_All(); AttackFrame(2165, 2175); N_TargetPoseFlyOut(); TargetPose(DMGPose_45 + 212, DMGPose_45 + 213, DMGPose_45 + 214, DMGPose_45 + 215); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 12, 0, 25); AirTargetPose(DMGPose_45 + 212, DMGPose_45 + 213, DMGPose_45 + 214, DMGPose_45 + 215); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, 0, 1); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Raptor_1); OnHit ("Hit_Bloody03" , "weap_01_stinger_hit_05" ,0 ,-135); OnDefense ("Hit_Guard03" , "weap_01_stinger_grd_03" ,0 ,-135); EndAttack(); StartDrag(); DragFrame(2162, 2175); DragSFX(-13,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Long1, 2165); SFX("USE_SuperSkill", -1); SFX("WPN1_399", 2162); SFX("MOV_Jump", 2163); SND("weap_12_dart_slash_03", -1); SND("weap_06_hammer_slash_01", 2164); SND("weap_01_stinger_slash_03", 2165); SND("weap_01_stinger_slash_03", 2168); SND("weap_01_stinger_slash_03", 2171); SND("weap_01_stinger_slash_03", 2174); SND("weap_01_stinger_slash_05", 2165); SND("weap_01_stinger_slash_05", 2168); SND("weap_01_stinger_slash_05", 2171); SND("weap_01_stinger_slash_05", 2174); EndPose(399); // 雙刺齊發1空中俯衝 StartPose(400); BlendTime(0.1); Frame(1872, 1875); FPS(25); Hurt_Small_Body(); Link(401); StartAttack(); AttackType(1); Attack_Up_T(); AttackFrame(1872, 1875); N_TargetPoseStand(); TargetPose(200,202,203,204); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 12, 0, 0); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 20, 0, -45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Raptor_2); OnHit ("STAT_Feather01" , "weap_08_glove_hit_05" ,0 ,45); OnDefense ("Hit_Guard03" , "weap_08_glove_grd_05" ,0 ,45); EndAttack(); StartDrag(); DragFrame(1872, 1875); DragSFX(-11,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Middle, 1872); SFX("MOV_Jump", -1); SFX("WPN1_384", 1872); SFX("BigDust", 1874); SFX("COM_HitG_15", 1874); SFX("COM_HitG_08", 1875); SND("weap_06_hammer_slash_01", 1872); SND("weap_06_hammer_hit_02", 1874); SND("weap_12_dart_grd_02", 1874); EndPose(400); // 雙刺齊發1雙腳前蹬躍 StartPose(401); BlendTime(0.15); Frame(2058, 2065); FPS(25); Hurt_Small_Body(); Link(402); StartAttack(); AttackType(1); Attack_T_foot(); AttackFrame(2061, 2064); N_TargetPoseStand(); TargetPose(200,202,203,204); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 15, 0, 25); DefensePose(343,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Raptor_3); OnHit ("STAT_Feather01" , "weap_08_glove_hit_06" ,0 ,0); OnDefense ("Hit_Guard03" , "weap_08_glove_grd_06" ,0 ,0); EndAttack(); Box(1); CHR(VOC_Attack_Strong, 2061); SFX("WPN1_385", 2058); SFX("BigDust", 2063); SND("char_01_footstep_on_dirt_01", -1); SND("weap_06_hammer_slash_01", 2060); SND("weap_06_hammer_hit_02", 2063); EndPose(401); // 雙刺齊發1前衝雙手殺 StartPose(402); BlendTime(0.15); Frame(2079, 2085); FPS(25); Hurt_Small_Body(); Link(403); StartAttack(); AttackType(1); Attack_Up_T(); AttackFrame(2080, 2084); N_TargetPoseStand(); TargetPose(201,202,203,204); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 6, 0, 0); AirTargetPose(207,205,209,208); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 6, 0, 45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(Raptor_4); OnHit ("STAT_Feather00" , "weap_01_stinger_hit_06" ,0 ,0); OnDefense ("Hit_Guard03" , "weap_01_stinger_grd_06" ,0 ,0); EndAttack(); StartDrag(); DragFrame(2079, 2085); DragSFX(-12,0,0,0); EndDrag(); Box(-2); CHR(VOC_Attack_Middle, 2081); SFX("WPN1_402", 2079); SFX("MOV_RunLStep", 2084); SFX("MOV_RunRStep", 2085); SND("char_01_footstep_on_dirt_03", -1); SND("weap_01_stinger_slash_03", 2079); SND("weap_01_stinger_slash_05", 2080); SND("char_01_footstep_on_dirt_01", 2084); SND("char_01_footstep_on_dirt_03", 2085); EndPose(402); // 雙刺齊發1左手前攻 StartPose(403); BlendTime(0.15); Frame(1888, 1891); Hard(1888, 1891); FPS(25); Hurt_Small_Body(); Link(404); StartAttack(); AttackType(1); Attack_L_hand(); AttackFrame(1889, 1891); N_TargetPoseStand(); TargetPose(204,203,200,202); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 207, DMGPose_25 + 205); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, 0, 5); DefensePose(345,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Raptor_5); OnHit ("STAT_Feather00" , "weap_01_stinger_hit_03" ,-75 ,-30); OnDefense ("Hit_Guard03" , "weap_01_stinger_grd_03" ,-75 ,-30); EndAttack(); StartDrag(); DragFrame(1888, 1891); DragSFX(-12,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Light, 1889); SFX("WPN1_386", 1888); SFX("MOV_RunLStep", 1888); SND("weap_08_glove_slash_03", 1888); SND("char_01_footstep_on_dirt_01", 1888); SND("weap_01_stinger_slash_01", 1888); SND("weap_01_stinger_slash_04", 1888); EndPose(403); // 雙刺齊發1右手前攻 StartPose(404); BlendTime(0.15); Frame(1903, 1907); FPS(25); Hurt_Small_Body(); Link(405); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(1905, 1907); N_TargetPoseStand(); TargetPose(203,204,202,200); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 205, DMGPose_25 + 207); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, 0, 5); DefensePose(344,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Raptor_6); OnHit ("STAT_Feather00" , "weap_01_stinger_hit_03" ,75 ,-30); OnDefense ("Hit_Guard03" , "weap_01_stinger_grd_03" ,75 ,-30); EndAttack(); StartDrag(); DragFrame(1903, 1907); DragSFX(-12,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Light, 1904); SFX("WPN1_387", 1903); SFX("MOV_RunRStep", 1906); SND("weap_08_glove_slash_03", 1904); SND("weap_01_stinger_slash_01", 1904); SND("weap_01_stinger_slash_04", 1904); SND("char_01_footstep_on_dirt_01", 1906); EndPose(404); // 雙刺齊發1左手上拉 StartPose(405); BlendTime(0.15); Frame(1918, 1925); FPS(25); Hurt_Small_Body(); Link(406); StartAttack(); AttackType(1); Attack_L_hand(); AttackFrame(1920, 1923); N_TargetPoseStand(); TargetPose(204,202,201,200); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 10, 0, 0); AirTargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 9, 0, 35); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Raptor_7); OnHit ("STAT_Feather00" , "weap_01_stinger_hit_06" ,-45 ,-60); OnDefense ("Hit_Guard03" , "weap_01_stinger_grd_06" ,-45 ,-60); EndAttack(); StartDrag(); DragFrame(1918, 1923); DragSFX(-12,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Middle, 1920); SFX("WPN1_388", 1918); SFX("MOV_Jump", 1918); SND("weap_08_glove_slash_03", 1918); SND("weap_01_stinger_slash_02", 1919); SND("weap_01_stinger_slash_05", 1919); EndPose(405); // 雙刺齊發1雙腳翻踢 StartPose(406); BlendTime(0.15); Frame(2136, 2148); FPS(25); Hurt_Small_Body(); Link(407); StartAttack(); AttackType(1); Attack_T_foot(); AttackFrame(2142, 2144); N_TargetPoseStand(); TargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); TargetValue(HardFrame_Stinger_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 22, 0, 50); AirTargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); AirTargetValue(HardFrame_Stinger_Air_Damage * 1.2); AirTargetMove(Air_Gravity * 22, 0, 50); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1.2); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Raptor_8); OnHit ("STAT_Feather02" , "weap_08_glove_hit_06" ,0 ,-75); OnDefense ("Hit_Guard03" , "weap_08_glove_grd_06" ,0 ,-75); EndAttack(); StartDrag(bl_L_Calf,bl_L_Foot,bl_R_Calf,bl_R_Foot); DragFrame(2139, 2148); DragSFX(-13,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Strong, 2141); SFX("WPN1_406", 2136); SFX("MOV_Jump", 2140); SFX("MOV_TouchDown", 2146); SND("char_04_jump", 2140); SND("weap_06_hammer_slash_03", 2141); SND("weap_08_glove_slash_03", 2142); SND("weap_06_hammer_hit_02", 2146); EndPose(406); // 雙刺齊發1雙手前插 StartPose(407); BlendTime(0.15); Frame(1936, 1944); FPS(25); Hurt_Small_Body(); Link(408); StartAttack(); AttackType(1); Attack_Up_T(); AttackFrame(1940, 1942); N_TargetPoseStand(); TargetPose(201,202,203,204); TargetValue(HardFrame_Stinger_Ground_Damage * 1.5); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(207,205,209,208); AirTargetValue(HardFrame_Stinger_Air_Damage * 1.5); AirTargetMove(Air_Gravity * 12, 0, 45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1.5); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Raptor_9); OnHit ("STAT_Feather00" , "weap_01_stinger_hit_02" ,0 ,15); OnDefense ("Hit_Guard03" , "weap_01_stinger_grd_06" ,0 ,15); EndAttack(); StartDrag(); DragFrame(1939, 1944); DragSFX(-12,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 1940); SFX("WPN1_389", 1939); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SFX("BigDust", 1939); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", -1); SND("weap_01_stinger_slash_01", 1939); SND("weap_01_stinger_slash_02", 1939); SND("weap_01_stinger_slash_04", 1939); SND("weap_01_stinger_slash_05", 1940); SND("weap_06_hammer_hit_02", 1940); EndPose(407); // 雙刺齊發1分撕輪飛 StartPose(408); BlendTime(0.15); Frame(2219, 2235); FPS(20); Hurt_Small_Body(); Next(2219, 2235); StartAttack(); AttackType(1); Attack_All(); AttackFrame(2224, 2228); N_TargetPoseFlyOut(); TargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 12, 0, 15); AirTargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Raptor_10); OnHit ("STAT_Feather01" , "weap_01_stinger_hit_05" ,0 ,-45); OnDefense ("Hit_Guard03" , "weap_01_stinger_grd_05" ,0 ,-45); EndAttack(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(2229, 2233); N_TargetPoseFlyOut(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 25, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 25, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1); DefenseMove(Defense_Gravity * 15, 0, 0); AttackPower(Raptor_11); OnHit ("STAT_Feather01" , "weap_01_stinger_hit_05" ,0 ,0); OnDefense ("Hit_Guard03" , "weap_01_stinger_grd_05" ,0 ,0); EndAttack(); StartDrag(); DragFrame(2224, 2232); DragSFX(-13,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 2224); SFX("WPN1_408", 2219); SFX("MOV_Dust_L", 2224); SND("impa_03_wave_suck_01", -1); SND("weap_01_stinger_slash_02", 2224); SND("weap_06_hammer_slash_01", 2224); SND("impa_01_bomb_big_01", 2224); SND("weap_01_stinger_slash_02", 2223); SND("weap_01_stinger_slash_02", 2226); SND("weap_01_stinger_slash_02", 2229); SND("weap_01_stinger_slash_02", 2231); SND("weap_01_stinger_slash_04", 2223); SND("weap_01_stinger_slash_04", 2226); SND("weap_01_stinger_slash_04", 2229); SND("weap_01_stinger_slash_04", 2231); SND("weap_04_spear_slash_02", 2223); SND("weap_04_spear_slash_02", 2226); SND("weap_04_spear_slash_02", 2229); SND("weap_04_spear_slash_02", 2231); SND("weap_11_gun_hit_02", 2231); SND("char_01_footstep_on_dirt_03", 2235); EndPose(408); // 雙刺齊發2氣合 StartPose(414); BlendTime(0.05); Frame(2237, 2238); Soft(2237, 2238, 1); Loop(2237, 2238); FPS(5); Hurt_Body(); Next(2237, 2238); StartAttack(); AttackFrame(2237, 2238); TeamAssistChiImpact(); EndAttack(); Box(1); CHR(VOC_Attack_Charge3, -1); SFX("WPN1_398", -1); SFX("MOV_ChiCharge", -1); SFX("MOV_TeamAssist", 2237); SFX("MOV_TeamAssist", 2238); SND("envi_21_noise_06", -1); SND("weap_05_blade_slash_02", 2237); SND("weap_05_blade_slash_02", 2238); SND("weap_01_stinger_slash_03", 2237); SND("weap_01_stinger_slash_03", 2238); EndPose(414); // 雙刺齊發2地風車 StartPose(415); BlendTime(0.15); Frame(2162, 2175); FPS(25); Hurt_Small_Body(); Link(416); StartAttack(); AttackType(1); Attack_All(); AttackFrame(2165, 2175); N_TargetPoseFlyOut(); TargetPose(DMGPose_45 + 212, DMGPose_45 + 213, DMGPose_45 + 214, DMGPose_45 + 215); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 12, 0, 25); AirTargetPose(DMGPose_45 + 212, DMGPose_45 + 213, DMGPose_45 + 214, DMGPose_45 + 215); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, 0, 1); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Liu_Xin_s_Last_Stand_1); OnHit ("Hit_Bloody03" , "weap_01_stinger_hit_05" ,0 ,-135); OnDefense ("Hit_Guard03" , "weap_01_stinger_grd_03" ,0 ,-135); EndAttack(); StartDrag(); DragFrame(2162, 2175); DragSFX(-13,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Long1, 2165); SFX("USE_SuperSkill", -1); SFX("WPN1_399", 2162); SFX("MOV_Jump", 2163); SND("weap_12_dart_slash_03", -1); SND("weap_06_hammer_slash_01", 2164); SND("weap_01_stinger_slash_03", 2165); SND("weap_01_stinger_slash_03", 2168); SND("weap_01_stinger_slash_03", 2171); SND("weap_01_stinger_slash_03", 2174); SND("weap_01_stinger_slash_05", 2165); SND("weap_01_stinger_slash_05", 2168); SND("weap_01_stinger_slash_05", 2171); SND("weap_01_stinger_slash_05", 2174); EndPose(415); // 雙刺齊發2空中俯衝 StartPose(416); BlendTime(0.1); Frame(1872, 1875); FPS(25); Hurt_Small_Body(); Link(417); StartAttack(); AttackType(1); Attack_Up_T(); AttackFrame(1872, 1875); N_TargetPoseStand(); TargetPose(200,202,203,204); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 12, 0, 0); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 20, 0, -45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Liu_Xin_s_Last_Stand_2); OnHit ("STAT_Feather01" , "weap_08_glove_hit_05" ,0 ,45); OnDefense ("Hit_Guard03" , "weap_08_glove_grd_05" ,0 ,45); EndAttack(); StartDrag(); DragFrame(1872, 1875); DragSFX(-11,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Middle, 1872); SFX("MOV_Jump", -1); SFX("WPN1_384", 1872); SFX("BigDust", 1874); SFX("COM_HitG_15", 1874); SFX("COM_HitG_08", 1875); SND("weap_06_hammer_slash_01", 1872); SND("weap_06_hammer_hit_02", 1874); SND("weap_12_dart_grd_02", 1874); EndPose(416); // 雙刺齊發2雙腳前蹬躍 StartPose(417); BlendTime(0.15); Frame(2058, 2065); FPS(25); Hurt_Small_Body(); Link(418); StartAttack(); AttackType(1); Attack_T_foot(); AttackFrame(2061, 2064); N_TargetPoseStand(); TargetPose(200,202,203,204); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 15, 0, 25); DefensePose(343,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Liu_Xin_s_Last_Stand_3); OnHit ("STAT_Feather01" , "weap_08_glove_hit_06" ,0 ,0); OnDefense ("Hit_Guard03" , "weap_08_glove_grd_06" ,0 ,0); EndAttack(); Box(1); CHR(VOC_Attack_Strong, 2061); SFX("WPN1_385", 2058); SFX("BigDust", 2063); SND("char_01_footstep_on_dirt_03", -1); SND("weap_06_hammer_slash_01", 2060); SND("weap_06_hammer_hit_02", 2063); EndPose(417); // 雙刺齊發2前衝雙手殺 StartPose(418); BlendTime(0.15); Frame(2079, 2085); FPS(25); Hurt_Small_Body(); Link(419); StartAttack(); AttackType(1); Attack_T_hand(); AttackFrame(2080, 2084); N_TargetPoseStand(); TargetPose(201,202,203,204); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 6, 0, 0); AirTargetPose(207,205,209,208); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 6, 0, 45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(Liu_Xin_s_Last_Stand_4); OnHit ("STAT_Feather00" , "weap_01_stinger_hit_06" ,0 ,0); OnDefense ("Hit_Guard03" , "weap_01_stinger_grd_06" ,0 ,0); EndAttack(); StartDrag(); DragFrame(2079, 2085); DragSFX(-12,0,0,0); EndDrag(); Box(-2); CHR(VOC_Attack_Middle, 2081); SFX("WPN1_402", 2079); SFX("MOV_RunLStep", 2084); SFX("MOV_RunRStep", 2085); SND("char_01_footstep_on_dirt_03", -1); SND("weap_01_stinger_slash_03", 2079); SND("weap_01_stinger_slash_05", 2080); SND("char_01_footstep_on_dirt_01", 2084); SND("char_01_footstep_on_dirt_03", 2085); EndPose(418); // 雙刺齊發2左手前攻 StartPose(419); BlendTime(0.15); Frame(1888, 1891); Hard(1888, 1891); FPS(25); Hurt_Small_Body(); Link(420); StartAttack(); AttackType(1); Attack_L_hand(); AttackFrame(1889, 1891); N_TargetPoseStand(); TargetPose(204,203,200,202); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 207, DMGPose_25 + 205); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, 0, 5); DefensePose(345,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Liu_Xin_s_Last_Stand_5); OnHit ("STAT_Feather00" , "weap_01_stinger_hit_03" ,-75 ,-30); OnDefense ("Hit_Guard03" , "weap_01_stinger_grd_03" ,-75 ,-30); EndAttack(); StartDrag(); DragFrame(1888, 1891); DragSFX(-12,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Light, 1889); SFX("WPN1_386", 1888); SFX("MOV_RunLStep", 1888); SND("weap_08_glove_slash_03", 1888); SND("char_01_footstep_on_dirt_01", 1888); SND("weap_01_stinger_slash_01", 1888); SND("weap_01_stinger_slash_04", 1888); EndPose(419); // 雙刺齊發2右手前攻 StartPose(420); BlendTime(0.15); Frame(1903, 1907); FPS(25); Hurt_Small_Body(); Link(421); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(1905, 1907); N_TargetPoseStand(); TargetPose(203,204,202,200); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 205, DMGPose_25 + 207); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, 0, 5); DefensePose(344,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Liu_Xin_s_Last_Stand_6); OnHit ("STAT_Feather00" , "weap_01_stinger_hit_03" ,75 ,-30); OnDefense ("Hit_Guard03" , "weap_01_stinger_grd_03" ,75 ,-30); EndAttack(); StartDrag(); DragFrame(1903, 1907); DragSFX(-12,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Light, 1904); SFX("WPN1_387", 1903); SFX("MOV_RunRStep", 1906); SND("weap_08_glove_slash_03", 1904); SND("weap_01_stinger_slash_01", 1904); SND("weap_01_stinger_slash_04", 1904); SND("char_01_footstep_on_dirt_01", 1906); EndPose(420); // 雙刺齊發2左手上拉 StartPose(421); BlendTime(0.15); Frame(1918, 1923); FPS(25); Hurt_Small_Body(); Link(422); StartAttack(); AttackType(1); Attack_L_hand(); AttackFrame(1920, 1923); N_TargetPoseStand(); TargetPose(204,202,201,200); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 10, 0, 0); AirTargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 9, 0, 35); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Liu_Xin_s_Last_Stand_7); OnHit ("STAT_Feather00" , "weap_01_stinger_hit_06" ,-45 ,-60); OnDefense ("Hit_Guard03" , "weap_01_stinger_grd_06" ,-45 ,-60); EndAttack(); StartDrag(); DragFrame(1918, 1923); DragSFX(-12,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Middle, 1920); SFX("WPN1_388", 1918); SFX("MOV_Jump", 1918); SND("weap_08_glove_slash_03", 1918); SND("weap_01_stinger_slash_02", 1919); SND("weap_01_stinger_slash_05", 1919); EndPose(421); // 雙刺齊發2空中踢腿 StartPose(422); BlendTime(0.15); FPS(25); Frame(1845, 1854); Hurt_Small_Body(); Link(423); StartAttack(); AttackType(1); Attack_L_foot(); AttackFrame(1852, 1854); N_TargetPoseFlyUp(); TargetPose(200,202,203,204); TargetValue(HardFrame_Stinger_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 6, 0, 0); AirTargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); AirTargetValue(HardFrame_Stinger_Air_Damage * 1.2); AirTargetMove(Air_Gravity * 22, 0, 75); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1.2); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(Liu_Xin_s_Last_Stand_8); OnHit ("STAT_Feather02" , "weap_08_glove_hit_04" ,0 ,-75); OnDefense ("Hit_Guard03" , "weap_08_glove_grd_04" ,0 ,-75); EndAttack(); StartDrag(bl_L_Calf,bl_L_Foot); DragFrame(1848, 1854); DragSFX(-12,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Middle, 1851); SFX("WPN1_406", 1845); SND("char_04_jump", -1); SND("weap_06_hammer_slash_03", 1850); SND("weap_08_glove_slash_03", 1850); EndPose(422); // 雙刺齊發2空中掛腿 StartPose(423); BlendTime(0.15); FPS(25); Frame(1859, 1867); Hurt_Small_Body(); Link(424); StartAttack(); AttackType(1); Attack_L_foot(); AttackFrame(1862, 1864); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 6, 0, 0); AirTargetPose(217,217,216,216); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 22, 0, -75); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(Liu_Xin_s_Last_Stand_9); OnHit ("STAT_Feather02" , "weap_08_glove_hit_05" ,0 ,75); OnDefense ("Hit_Guard03" , "weap_08_glove_grd_05" ,0 ,75); EndAttack(); StartDrag(bl_L_Calf,bl_L_Foot); DragFrame(1861, 1867); DragSFX(-11,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Strong, 1862); SFX("WPN1_423", 1859); SND("weap_06_hammer_slash_03", 1861); SND("weap_08_glove_slash_03", 1861); EndPose(423); // 雙刺齊發2回旋初踢腿 StartPose(424); BlendTime(0.15); Frame(2095, 2107); FPS(25); Hurt_Small_Body(); Link(425); StartAttack(); AttackType(1); Attack_R_foot(); AttackFrame(2101, 2103); N_TargetPose(); TargetPose(204,203,200,202); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 11, -135, 0); AirTargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 207, DMGPose_25 + 205); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, -135, 5); DefensePose(345,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1); DefenseMove(Defense_Gravity * 10, -135, 0); AttackPower(Liu_Xin_s_Last_Stand_10); OnHit ("STAT_Feather02" , "weap_08_glove_hit_04" ,-45 ,30); OnDefense ("Hit_Guard03" , "weap_08_glove_grd_04" ,-45 ,30); EndAttack(); StartDrag(bl_R_Calf,bl_R_Foot); DragFrame(2095, 2107); DragSFX(-12,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Middle, 2098); SFX("MOV_Jump", -1); SFX("WPN1_424", 2095); SND("weap_06_hammer_slash_03", 2098); SND("weap_08_glove_slash_03", 2098); EndPose(424); // 雙刺齊發2回旋再掛腿 StartPose(425); BlendTime(0.15); Frame(2119, 2132); FPS(25); Hurt_Small_Body(); Link(426); StartAttack(); AttackType(1); Attack_L_foot(); AttackFrame(2121, 2124); N_TargetPose(); TargetPose(204,203,200,202); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 11, -135, 5); AirTargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 207, DMGPose_25 + 205); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, -135, 5); DefensePose(345,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1); DefenseMove(Defense_Gravity * 10, -135, 0); AttackPower(Liu_Xin_s_Last_Stand_11); OnHit ("STAT_Feather02" , "weap_08_glove_hit_05" ,45 ,-45); OnDefense ("Hit_Guard03" , "weap_08_glove_grd_05" ,45 ,-45); EndAttack(); StartDrag(bl_L_Calf,bl_L_Foot); DragFrame(2119, 2132); DragSFX(-12,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Middle, 2121); SFX("MOV_Jump", -1); SFX("WPN1_425", 2119); SFX("MOV_TouchDown", 2130); SND("weap_06_hammer_slash_03", 2119); SND("weap_08_glove_slash_03", 2119); SND("char_02_touchdown_on_concrete", 2130); EndPose(425); // 雙刺齊發2雙腳翻踢 StartPose(426); BlendTime(0.15); Frame(2136, 2148); FPS(25); Hurt_Small_Body(); Link(427); StartAttack(); AttackType(1); Attack_T_foot(); AttackFrame(2142, 2144); N_TargetPoseFlyUp(); TargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); TargetValue(HardFrame_Stinger_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 22, 0, 50); AirTargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); AirTargetValue(HardFrame_Stinger_Air_Damage * 1.2); AirTargetMove(Air_Gravity * 22, 0, 50); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1.2); DefenseMove(Defense_Gravity * 15, 0, 0); AttackPower(Liu_Xin_s_Last_Stand_12); OnHit ("STAT_Feather02" , "weap_08_glove_hit_06" ,0 ,-75); OnDefense ("Hit_Guard03" , "weap_08_glove_grd_06" ,0 ,-75); EndAttack(); StartDrag(bl_L_Calf,bl_L_Foot,bl_R_Calf,bl_R_Foot); DragFrame(2139, 2148); DragSFX(-13,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Strong, 2141); SFX("WPN1_406", 2136); SFX("MOV_Jump", 2140); SFX("MOV_TouchDown", 2146); SND("char_04_jump", 2140); SND("weap_06_hammer_slash_03", 2141); SND("weap_08_glove_slash_03", 2142); SND("weap_06_hammer_hit_02", 2146); EndPose(426); // 雙刺齊發2雙手前插 StartPose(427); BlendTime(0.15); Frame(1936, 1944); FPS(25); Hurt_Small_Body(); Link(428); StartAttack(); AttackType(1); Attack_Up_T(); AttackFrame(1940, 1942); N_TargetPoseStand(); TargetPose(201,202,203,204); TargetValue(HardFrame_Stinger_Ground_Damage * 1.5); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(207,205,209,208); AirTargetValue(HardFrame_Stinger_Air_Damage * 1.5); AirTargetMove(Air_Gravity * 12, 0, 45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1.5); DefenseMove(Defense_Gravity * 4, 0, 0); AttackPower(Liu_Xin_s_Last_Stand_13); OnHit ("STAT_Feather00" , "weap_01_stinger_hit_02" ,0 ,15); OnDefense ("Hit_Guard03" , "weap_01_stinger_grd_06" ,0 ,15); EndAttack(); StartDrag(); DragFrame(1939, 1944); DragSFX(-12,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 1940); SFX("WPN1_389", 1939); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SFX("BigDust", 1939); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", -1); SND("weap_01_stinger_slash_01", 1939); SND("weap_01_stinger_slash_02", 1939); SND("weap_01_stinger_slash_04", 1939); SND("weap_01_stinger_slash_05", 1940); SND("weap_06_hammer_hit_02", 1940); EndPose(427); // 雙刺齊發2分撕輪飛 StartPose(428); BlendTime(0.15); Frame(2219, 2232); FPS(20); Hurt_Small_Body(); Link(429); StartAttack(); AttackType(1); Attack_All(); AttackFrame(2224, 2232); N_TargetPoseStand(); TargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 5, 180, 60); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 5, 180, 60); DefensePose(343,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1); DefenseMove(Defense_Gravity * 5, 0, 0); AttackPower(Liu_Xin_s_Last_Stand_14); OnHit ("STAT_Feather01" , "weap_01_stinger_hit_05" ,0 ,0); OnDefense ("Hit_Guard03" , "weap_01_stinger_grd_05" ,0 ,0); EndAttack(); StartDrag(); DragFrame(2224, 2232); DragSFX(-13,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 2224); SFX("WPN1_408", 2219); SFX("MOV_Dust_L", 2224); SND("impa_03_wave_suck_01", -1); SND("weap_01_stinger_slash_02", 2224); SND("weap_06_hammer_slash_01", 2224); SND("impa_01_bomb_big_01", 2224); SND("weap_01_stinger_slash_02", 2223); SND("weap_01_stinger_slash_02", 2226); SND("weap_01_stinger_slash_02", 2229); SND("weap_01_stinger_slash_02", 2231); SND("weap_01_stinger_slash_05", 2223); SND("weap_01_stinger_slash_05", 2226); SND("weap_01_stinger_slash_05", 2229); SND("weap_01_stinger_slash_05", 2231); SND("weap_04_spear_slash_02", 2223); SND("weap_04_spear_slash_02", 2226); SND("weap_04_spear_slash_02", 2229); SND("weap_04_spear_slash_02", 2231); SND("weap_11_gun_hit_02", 2231); EndPose(428); // 雙刺齊發2背擲輪飛 StartPose(429); BlendTime(0.05); Frame(2242, 2256); FPS(20); Hurt_Small_Body(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(2243, 2251); N_TargetPoseFlyOut(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Stinger_Ground_Damage * 1); TargetMove(Ground_Gravity * 25, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Stinger_Air_Damage * 1); AirTargetMove(Air_Gravity * 25, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 1); DefenseMove(Defense_Gravity * 15, 0, 0); AttackPower(Liu_Xin_s_Last_Stand_15); OnHit ("STAT_Feather01" , "weap_01_stinger_hit_06" ,0 ,0); OnDefense ("Hit_Guard03" , "weap_01_stinger_grd_06" ,0 ,0); EndAttack(); StartDrag(); DragFrame(2242, 2252); DragSFX(-13,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 2243); SFX("WPN1_429", 2242); SFX("MOV_Dust_L", 2242); SND("weap_01_stinger_slash_02", 2242); SND("weap_01_stinger_slash_02", 2244); SND("weap_01_stinger_slash_02", 2247); SND("weap_01_stinger_slash_02", 2250); SND("weap_01_stinger_slash_05", 2242); SND("weap_01_stinger_slash_05", 2244); SND("weap_01_stinger_slash_05", 2247); SND("weap_01_stinger_slash_05", 2250); SND("weap_04_spear_slash_02", 2242); SND("weap_04_spear_slash_02", 2244); SND("weap_04_spear_slash_02", 2247); SND("weap_04_spear_slash_02", 2250); SND("weap_11_gun_hit_02", 2251); EndPose(429); //===========================匕首動作=============================== //匕首統一動作段落 待機450 防禦451_458 速移459_462 WeaponUsualPose0(a=110 , s=564); WeaponUsualPose1(a=110 , s=564); WeaponUsualPose2(a=110 , s=564); // 匕首組合技 StartPose(463); BlendTime(0.1); Frame(2343, 2357); FPS(20); Hard(2343, 2355); Hurt_All(); Next(2353, 2356); StartAttack(); Attack_T_foot(); AttackFrame(2347, 2354); N_TargetPose(); TargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); TargetValue(HardFrame_Dagger_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 15, 0, 20); AirTargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 15, 0, 20); DefensePose(342,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Arctic_Blast_1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_03" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_03" ,0 ,0); EndAttack(); Box(1); CHR(VOC_Attack_Middle, 2345); SFX("WPN2_463", 2343); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_01", -1); SND("char_04_jump", -1); SND("char_05_cloth_flap_01", -1); SND("weap_08_glove_slash_03", 2346); EndPose(463); // 匕首騰躍技1 推 StartPose(509); BlendTime(0.1); Frame(6658, 6660); Hard(6658, 6660); Loop(6660, 6660); Link(510); FPS(10); Hurt_All(); /* // 推到後無法落地再刺, 所以不用 StartAttack(); AttackType(0); Attack_L_hand(); AttackFrame(6659, 6660); N_TargetPose(); TargetPose(201,200,201,201); TargetValue(HardFrame_Dagger_Ground_Damage * 0.75); TargetMove(Ground_Gravity * 3, 0, 0); AirTargetPose(DMGPose_45 + 213, DMGPose_45 + 212, DMGPose_45 + 215, DMGPose_45 + 214); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.75); AirTargetMove(Air_Gravity * 10, 0, -45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 4, 0, 0); AttackPower(AttackPower_Dagger * 0.3); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_01" ,0 ,45); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_01" ,0 ,45); EndAttack(); // */ Box(2); CHR(VOC_Attack_Light, -1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", 6659); // SND("weap_02_dagger_slash_01", 6659); EndPose(509); // 匕首騰躍技2 突刺 StartPose(510); BlendTime(0.05); Frame(6661, 6673); Hard(6661, 6668); FPS(10); Next(6667, 6672); Hurt_All(); StartAttack(); Attack_R_hand(); AttackFrame(6661, 6662); N_TargetPose(); TargetPose(201,200,201,201); TargetValue(HardFrame_Dagger_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 4, 0, 0); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 20, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Polar_Shock_1); OnHit ("Hit_Bloody01" , "weap_02_dagger_hit_06" ,0 ,0); OnDefense ("Hit_Guard01" , "weap_02_dagger_grd_06" ,0 ,0); EndAttack(); StartAttack(); Attack_L_hand(); AttackFrame(6666, 6668); N_TargetPose(); TargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); TargetValue(HardFrame_Dagger_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 12, 0, 65); AirTargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 11, 0, 55); DefensePose(342,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Polar_Shock_2); OnHit ("Hit_Bloody01" , "weap_02_dagger_hit_05" ,-15 ,-80); OnDefense ("Hit_Guard01" , "weap_02_dagger_grd_05" ,-15 ,-80); EndAttack(); StartDrag(); DragFrame(6661, 6669); DragSFX(-22,0,0,0); EndDrag(); Box(2); SFX("MOV_FallDown", -1); SND("weap_06_hammer_hit_01", -1); SND("weap_02_dagger_slash_04", -1); SND("weap_02_dagger_slash_01", 6665); EndPose(510); // 匕首 前翻 (起身技X) StartPose(515); BlendTime(0.1); Frame(904, 904); Hard(904, 904); FPS(15); HurtBone(); Link(516); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_03", -1); EndPose(515); // 匕首 迴旋踢 (起身技X) StartPose(516); BlendTime(0.15); FPS(20); Frame(2479, 2491); Hard(2479, 2481); Hard(2481, 2482, 0.5); Hard(2482, 2483, 0.75); Hard(2483, 2484, 0.9); Hard(2484, 2485, 1); Soft(2486, 2491, 1.25); Hurt_Body_Only(); Next(2482, 2490); StartAttack(); Attack_L_foot(); AttackFrame(2480, 2482); N_TargetPose(); TargetPose(DMGPose_45 + 209, DMGPose_45 + 208, DMGPose_45 + 205, DMGPose_45 + 207); TargetValue(HardFrame_Dagger_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 12, 90, 75); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 22, 90, 25); DefensePose(345,344,342,346); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 90, 0); AttackPower(Rising_Sweeping_Snow_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_04" ,45 ,-15); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_04" ,45 ,-15); EndAttack(); StartDrag(bl_L_Calf,bl_L_Foot); DragFrame(2479, 2485); DragSFX(-22,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Light, 2479); SFX("MOV_RunRStep", -1); SFX("MOV_RunLStep", 2485); SND("char_01_footstep_on_dirt_03", -1); SND("weap_08_glove_slash_03", 2479); SND("weap_13_punch_slash_02", 2480); SND("char_01_footstep_on_dirt_03", 2485); SND("weap_06_hammer_hit_01", 2484); SND("char_01_footstep_on_dirt_03", 2490); EndPose(516); // 匕首 前翻 (起身技Y) StartPose(517); BlendTime(0.1); Frame(904, 907); Hard(904, 907); FPS(12); HurtBone(); Link(518); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_03", -1); EndPose(517); // 匕首迴旋前衝踢 (起身技Y & 閃避技 Y) StartPose(518); BlendTime(0.1); FPS(20); Frame(2543, 2565); Hard(2543, 2546, 2); Hard(2546, 2551); Hard(2551, 2552); Soft(2553, 2565, 1.5); Next(2549, 2563); Hurt_Body_Only(); StartAttack(); Attack_L_foot(); AttackFrame(2547, 2549); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Dagger_Ground_Damage * 0.7); TargetMove(Ground_Gravity * 25, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 25, 0, 0.1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Rising_Treading_Ice_1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_03" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_03" ,0 ,0); EndAttack(); StartDrag(bl_L_Calf,bl_L_Foot); DragFrame(2544, 2550); DragSFX(-22,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Light, 2545); SFX("MOV_RunRStep", 2544); SFX("MOV_RunLStep", 2545); SFX("MOV_RunLFall", 2550); SFX("MOV_RunLStep", 2565); SND("char_04_jump", -1); SND("char_01_footstep_on_dirt_03", 2544); SND("char_01_footstep_on_dirt_01", 2545); SND("weap_08_glove_slash_03", 2545); SND("weap_13_punch_slash_02", 2546); SND("weap_06_hammer_hit_01", 2550); SND("char_01_footstep_on_dirt_03", 2565); EndPose(518); // 匕首 突刺 (閃避技 X) StartPose(506); BlendTime(0.1); Frame(6660, 6673); Hard(6660, 6661, 2); Hard(6661, 6668); FPS(10); Next(6666, 6672); Hurt_All(); StartAttack(); Attack_R_hand(); AttackFrame(6661, 6663); N_TargetPose(); TargetPose(201,200,201,201); TargetValue(HardFrame_Dagger_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 2, 0, 0); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 20, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Rushing_Polar_Shock_1); OnHit ("Hit_Bloody01" , "weap_02_dagger_hit_06" ,0 ,0); OnDefense ("Hit_Guard01" , "weap_02_dagger_grd_06" ,0 ,0); EndAttack(); StartAttack(); Attack_L_hand(); AttackFrame(6666, 6668); N_TargetPose(); TargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); TargetValue(HardFrame_Dagger_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 12, 0, 65); AirTargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 11, 0, 55); DefensePose(342,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Rushing_Polar_Shock_2); OnHit ("Hit_Bloody01" , "weap_02_dagger_hit_05" ,-15 ,-80); OnDefense ("Hit_Guard01" , "weap_02_dagger_grd_05" ,-15 ,-80); EndAttack(); StartDrag(); DragFrame(6661, 6669); DragSFX(-22,0,0,0); EndDrag(); Box(2); SFX("MOV_FallDown", -1); SND("weap_06_hammer_hit_01", -1); SND("weap_02_dagger_slash_04", -1); SND("weap_02_dagger_slash_01", 6665); EndPose(506); // 匕首推倒 (閃避技 ^X+Y) StartPose(519); BlendTime(0.1); Frame(2683, 2696); Hard(2687, 2690); FPS(10); HurtBone(bu_Head,bu_Spine1,bu_Spine,bl_Pelvis,bu_R_UpperArm,bu_R_Forearm,bl_R_Thigh,bl_R_Calf,bl_L_Thigh,bl_L_Calf); Next(2689, 2695); StartAttack(); AttackType(1); Attack_L_hand(); AttackFrame(2688, 2690); N_TargetPose(); TargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); TargetValue(HardFrame_Dagger_Ground_Damage * 0.5); TargetMove(Ground_Gravity * 12, 45, -30); AirTargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 15, 45, 1); DefensePose(345,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.35); DefenseMove(Defense_Gravity * 10, 45, 0); AttackPower(Rushing_Snow_Blind_1); OnHit ("Hit_Bloody21" , "weap_13_punch_hit_02" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_01" ,0 ,0); OnHit2 ("STAT_IceBreak"); EndAttack(); Box(2); CHR(VOC_Attack_Light, 2687); SFX("MOV_RunRStep", -1); SFX("WPN2_490", 2683); SFX("MOV_RunLFall", 2689); SFX("MOV_RunRStep", 2695); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", 2687); SND("weap_11_gun_hit_02", 2688); SND("weap_06_hammer_hit_01", 2688); SND("char_01_footstep_on_dirt_03", 2695); EndPose(519); // 匕首待機暗器技段落 暗器技464 氣合1 465-466 氣合2 467-468 DartUsualPose(a=204 , s=839); // 匕首空前揮 StartPose(469); BlendTime(0.1); Frame(2376, 2383); Hard(2376, 2381); Soft(2382, 2383, 0.6); FPS(20); Hurt_All(); Next(2380, 2382); StartAttack(); Attack_R_hand(); AttackFrame(2379, 2382); N_TargetPose(); TargetPose(203,204,202,200); TargetValue(HardFrame_Dagger_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 6, 135, 0); AirTargetPose(208,209,207,205); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 12, 90, 25); DefensePose(344,348,346,342); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(Crystal_Slash_1); OnHit ("Hit_Bloody01" , "weap_02_dagger_hit_04" ,45 ,5); OnDefense ("Hit_Guard01" , "weap_02_dagger_grd_04" ,45 ,5); EndAttack(); StartDrag(); DragFrame(2378, 2383); DragSFX(-22,0,0,0); EndDrag(); Box(2); SND("weap_02_dagger_slash_01", 2379); EndPose(469); // 匕首空上拉 StartPose(470); BlendTime(0.125); Frame(2384, 2400); Hard(2386, 2392); Soft(2393, 2400, 0.75); FPS(20); Hurt_All(); Next(2389, 2396); StartAttack(); Attack_R_hand(); AttackFrame(2387, 2390); N_TargetPose(); TargetPose(204,202,200,201); TargetValue(HardFrame_Dagger_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 6, -135, 0); AirTargetPose(209,208,205,207); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 12, -135, 25); DefensePose(345,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 6, -135, 0); AttackPower(Crystal_Rip_1); OnHit ("Hit_Bloody01" , "weap_02_dagger_hit_05" ,-45 ,-75); OnDefense ("Hit_Guard01" , "weap_02_dagger_grd_05" ,-45 ,-75); EndAttack(); StartDrag(); DragFrame(2386, 2392); DragSFX(-22,0,0,0); EndDrag(); Box(2); SND("weap_02_dagger_slash_01", 2387); EndPose(470); // 匕首空橫旋插 StartPose(471); BlendTime(0.15); Frame(2401, 2411); Hard(2404, 2409); Soft(2410, 2411, 0.2); FPS(20); Hurt_All(); Next(2407, 2410); StartAttack(); Attack_R_hand(); AttackFrame(2405, 2408); N_TargetPose(); TargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 205); TargetValue(HardFrame_Dagger_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 12, 15, 15); AirTargetPose(DMGPose_00 + 205, DMGPose_00 + 207, DMGPose_00 + 208, DMGPose_00 + 209); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 23, 15, -15); DefensePose(344,348,346,342); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 15, 0); AttackPower(Crystal_Pivot_1); OnHit ("Hit_Bloody02" , "weap_02_dagger_hit_03" ,90 ,0); OnDefense ("Hit_Guard02" , "weap_02_dagger_grd_03" ,90 ,0); EndAttack(); StartDrag(); DragFrame(2404, 2410); DragSFX(-22,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Light, 2405); SND("weap_08_glove_slash_03", 2405); SND("weap_02_dagger_slash_02", 2405); EndPose(471); // 匕首空下插 StartPose(472); BlendTime(0.15); Frame(2412, 2417); Hard(2414, 2417); Loop(2417, 2417); FPS(20); Hurt_Body(); Link(473); StartAttack(); AttackFrame(2412, 2417); EndAttack(); StartAttack(); Attack_Up_T(); AttackFrame(2416, 2417); N_TargetPose(); TargetPose(216,217,217,216); TargetValue(HardFrame_Dagger_Ground_Damage * 0.7); TargetMove(Ground_Gravity * 25, 0, -70); AirTargetPose(216,217,217,216); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 25, 0, -70); DefensePose(342,346,342,342); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Snowfall_1); OnHit ("Hit_Bloody02" , "weap_02_dagger_hit_04" ,0 ,-90); OnDefense ("Hit_Guard02" , "weap_02_dagger_grd_04" ,0 ,-90); EndAttack(); StartDrag(); DragFrame(2415, 2417); DragSFX(-22,0,0,0); DragLoop(1); EndDrag(); Box(2); SND("weap_08_glove_slash_03", -1); EndPose(472); // 匕首空下插緩衝 StartPose(473); BlendTime(0.05); Frame(2418, 2432); Hard(2418, 2425, 1.5); Soft(2426, 2432, 1.5); Next(2419, 2431); FPS(20); Hurt_Body(); StartAttack(); Attack_Up_T(); AttackFrame(2418, 2419); N_TargetPose(); TargetPose(216,217,217,216); TargetValue(HardFrame_Dagger_Ground_Damage * 0.7); TargetMove(Ground_Gravity * 25, 0, -70); AirTargetPose(216,217,217,216); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 25, 0, -70); DefensePose(342,346,342,342); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Snowfall_1); OnHit ("Hit_Bloody02" , "weap_02_dagger_hit_03" ,0 ,-90); OnDefense ("Hit_Guard02" , "weap_02_dagger_grd_03" ,0 ,-90); EndAttack(); StartDrag(); DragFrame(2418, 2420); DragSFX(-21,0,0,0); EndDrag(); Box(3); CHR(VOC_Attack_Middle, 2418); SFX("COM_HitG_25", 2418); SFX("MOV_FallDown", 2418); SND("weap_02_dagger_slash_03", -1); SND("weap_11_gun_hit_02", 2418); SND("weap_04_spear_grd_04", 2418); EndPose(473); // 匕首空衝踢 StartPose(474); BlendTime(0.1); Frame(2439, 2443); FPS(10); Hard(2439, 2442, 1.5); Hard(2442, 2443); Loop(2443, 2443); Hurt_Body(); Link(475); StartAttack(); Attack_T_foot(); AttackFrame(2442, 2443); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Dagger_Ground_Damage * 0.7); TargetMove(Ground_Gravity * 22, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 22, 0, -45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Crashing_Ice_1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_06" ,0 ,45); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_05" ,0 ,45); EndAttack(); StartDrag(bu_R_UpperArm,bu_L_UpperArm,bl_R_Thigh,bl_L_Thigh); DragFrame(2442, 2443); DragSFX(-23,0,0,0); DragLoop(1); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 2441); SFX("WPN2_474", 2442); SFX("WPN2_474", 2443); SND("weap_06_hammer_slash_01", -1); SND("char_05_cloth_flap_01", 2440); SND("weap_08_glove_slash_03", 2442); EndPose(474); // 匕首空衝踢緩衝 StartPose(475); BlendTime(0.01); Frame(2444, 2450); Hard(2444, 2446, 3); Hard(2446, 2447); Next(2445, 2449); FPS(10); Hurt_Body(); StartAttack(); Attack_T_foot(); AttackFrame(2444, 2445); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Dagger_Ground_Damage * 0.7); TargetMove(Ground_Gravity * 22, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 22, 0, -45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Crashing_Ice_1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_06" ,0 ,45); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_05" ,0 ,45); EndAttack(); Box(1); SFX("MOV_FallDown", -1); SND("char_01_footstep_on_dirt_03", 2447); SND("weap_11_gun_hit_02", -1); EndPose(475); // 匕首怒氣空衝踢 StartPose(476); BlendTime(0.1); Frame(2451, 2464); FPS(20); Hard(2451, 2461, 2); Hard(2461, 2464); Loop(2464, 2464); Hurt_Small_Body(); Link(512); StartAttack(); AttackFrame(2451, 2461); EndAttack(); StartAttack(); Attack_All(); AttackFrame(2462, 2464); N_TargetPoseFlyOut(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Dagger_Ground_Damage * 1); TargetMove(Ground_Gravity * 25, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Dagger_Air_Damage * 1); AirTargetMove(Air_Gravity * 25, 0, -45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 12, 0, 5); AttackPower(Sleet_Storm_1); OnHit ("Hit_Bloody12" , "weap_14_foot_hit_02" ,0 ,45); OnDefense ("Hit_Guard12" , "weap_08_glove_grd_06" ,0 ,45); OnHit2 ("STAT_IceBreak"); EndAttack(); StartDrag(bu_R_UpperArm,bu_L_UpperArm,bl_R_Thigh,bl_L_Thigh); DragFrame(2451, 2464); DragSFX(-23,0,0,0); DragLoop(1); EndDrag(); Box(2); CHR(VOC_Attack_Charge2, -1); CHR(VOC_Attack_Long1, 2462); SFX("USE_SmallSkill", -1); SFX("WPN2_476", 2451); SFX("WPN2_476B", 2461); SFX("WPN2_476B", 2462); SFX("WPN2_476B", 2463); SFX("WPN2_476A", 2464); SFX("WPN2_476B", 2464); SND("char_04_jump", -1); SND("impa_03_wave_suck_01", -1); SND("char_05_cloth_flap_01", -1); SND("impa_03_wave_scream_01_short", 2462); SND("weap_12_dart_slash_03", 2464); EndPose(476); // 匕首怒氣空衝踢緩衝 StartPose(512); BlendTime(0.01); Frame(2444, 2450); Hard(2444, 2446, 2); Hard(2446, 2450); Next(2445, 2449); FPS(10); Hurt_Body_Only(); StartAttack(); Attack_All(); AttackFrame(2444, 2447); N_TargetPoseFlyOut(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Dagger_Ground_Damage * 1); TargetMove(Ground_Gravity * 25, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Dagger_Air_Damage * 1); AirTargetMove(Air_Gravity * 25, 0, -45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 15, 0, 5); AttackPower(Sleet_Storm_2); OnHit ("Hit_Bloody12" , "weap_14_foot_hit_02" ,0 ,45); OnDefense ("Hit_Guard12" , "weap_08_glove_grd_06" ,0 ,45); OnHit2 ("STAT_IceBreak"); EndAttack(); Box(1); SFX("WPN2_476B", -1); SFX("WPN2_512", 2444); SFX("MOV_FallDown", 2444); SND("impa_11_glass_break", -1); SND("impa_01_bomb_big_01", 2445); SND("char_01_footstep_on_dirt_03", 2447); EndPose(512); // 匕首輕前揮 StartPose(477); BlendTime(0.2); FPS(20); Frame(2465, 2475); Hard(2466, 2467, 2); Hard(2467, 2469); Soft(2470, 2475, 1.25); Hurt_All(); Next(2468, 2474); StartAttack(); Attack_R_hand(); AttackFrame(2467, 2469); N_TargetPose(); TargetPose(203,204,202,200); TargetValue(HardFrame_Dagger_Ground_Damage * 0.25); TargetMove(Ground_Gravity * 6, 90, 0); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 205); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 8, 75, 25); DefensePose(344,345,346,342); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 6, 90, 0); AttackPower(Chill_Slash_1); OnHit ("Hit_Bloody01" , "weap_02_dagger_hit_01" ,60 ,0); OnDefense ("Hit_Guard01" , "weap_02_dagger_grd_01" ,60 ,0); EndAttack(); StartDrag(); DragFrame(2465, 2472); DragSFX(-22,0,0,0); EndDrag(); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", 2467); SFX("MOV_RunRStep", 2475); SND("char_01_footstep_on_dirt_03", -1); SND("weap_02_dagger_slash_04", 2467); SND("char_01_footstep_on_dirt_03", 2467); SND("char_01_footstep_on_dirt_03", 2475); EndPose(477); // 匕首迴旋踢 StartPose(478); BlendTime(0.1); FPS(20); Frame(2476, 2491); Hard(2478, 2486); Soft(2487, 2491, 1.25); Hurt_Body(); Next(2482, 2488); StartAttack(); Attack_L_foot(); AttackFrame(2480, 2482); N_TargetPose(); TargetPose(203,204,202,200); TargetValue(HardFrame_Dagger_Ground_Damage * 0.25); TargetMove(Ground_Gravity * 6, 90, 0); AirTargetPose(DMGPose_45 + 208, DMGPose_45 + 209, DMGPose_45 + 207, DMGPose_45 + 205); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 10, 90, 45); DefensePose(345,344,342,346); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 6, 90, 0); AttackPower(Sweeping_Snow_2); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_01" ,45 ,-15); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_01" ,45 ,-15); EndAttack(); StartDrag(bl_L_Calf,bl_L_Foot); DragFrame(2479, 2485); DragSFX(-22,0,0,0); EndDrag(); Box(1); SFX("MOV_RunRStep", 2477); SFX("MOV_RunLStep", 2485); SND("weap_08_glove_slash_03", -1); SND("char_01_footstep_on_dirt_03", 2477); SND("weap_08_glove_slash_02", 2480); SND("char_01_footstep_on_dirt_03", 2485); SND("weap_06_hammer_hit_01", 2484); SND("char_01_footstep_on_dirt_03", 2490); EndPose(478); // 匕首平插 StartPose(479); BlendTime(0.2); Frame(2495, 2518); Hard(2498, 2504); Soft(2507, 2518, 0.9); FPS(20); Hurt_All(); Next(2502, 2508); StartAttack(); Attack_R_hand(); AttackFrame(2500, 2503); N_TargetPose(); TargetPose(201,200,201,201); TargetValue(HardFrame_Dagger_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 6, 0, 0); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 20, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(Icepick_1); OnHit ("Hit_Bloody02" , "weap_02_dagger_hit_03" ,0 ,0); OnDefense ("Hit_Guard02" , "weap_02_dagger_grd_03" ,0 ,0); EndAttack(); StartDrag(); DragFrame(2498, 2505); DragSFX(-21,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Light, 2500); SFX("MOV_RunRStep", -1); SFX("MOV_RunRStep", 2500); SFX("MOV_RunLStep", 2510); SND("char_01_footstep_on_dirt_01", -1); SND("weap_11_gun_hit_02", 2500); SND("weap_08_glove_slash_03", 2501); SND("weap_02_dagger_slash_05", 2502); SND("char_01_footstep_on_dirt_03", 2510); EndPose(479); // 匕首上剖 StartPose(480); BlendTime(0.225); Frame(2519, 2538); Soft(2519, 2526, 0.9); Hard(2525, 2534, 0.9); FPS(20); Hurt_All(); Next(2530, 2536); StartAttack(); Attack_R_hand(); AttackFrame(2528, 2530); N_TargetPose(); TargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); TargetValue(HardFrame_Dagger_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 21, 0, 75); AirTargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 21, 0, 60); DefensePose(342,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Frostbane_1); OnHit ("Hit_Bloody01" , "weap_02_dagger_hit_05" ,-15 ,-80); OnDefense ("Hit_Guard01" , "weap_02_dagger_grd_05" ,-15 ,-80); EndAttack(); StartDrag(); DragFrame(2528, 2535); DragSFX(-22,0,0,0); EndDrag(); Box(1); SFX("MOV_RunLStep", 2529); SFX("MOV_RunRStep", 2536); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", 2525); SND("weap_02_dagger_slash_03", 2529); SND("char_01_footstep_on_dirt_01", 2529); SND("char_01_footstep_on_dirt_03", 2536); EndPose(480); // 匕首迴旋前衝踢 StartPose(482); BlendTime(0.2); FPS(20); Frame(2539, 2565); Hard(2544, 2551); Hard(2551, 2552); Soft(2553, 2565, 1.5); Next(2550, 2562); Hurt_Body(); StartAttack(); Attack_L_foot(); AttackFrame(2547, 2549); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Dagger_Ground_Damage * 0.7); TargetMove(Ground_Gravity * 25, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 25, 0, 0.1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Treading_Ice_1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_03" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_03" ,0 ,0); EndAttack(); StartDrag(bl_L_Calf,bl_L_Foot); DragFrame(2544, 2550); DragSFX(-22,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Light, 2545); SFX("MOV_RunRStep", -1); SFX("MOV_RunRStep", 2544); SFX("MOV_RunLStep", 2545); SFX("MOV_RunLFall", 2550); SFX("MOV_RunLStep", 2565); SND("char_01_footstep_on_dirt_01", -1); SND("char_04_jump", 2542); SND("char_01_footstep_on_dirt_03", 2544); SND("char_01_footstep_on_dirt_01", 2545); SND("weap_08_glove_slash_03", 2545); SND("weap_13_punch_slash_02", 2546); SND("weap_06_hammer_hit_01", 2550); SND("char_01_footstep_on_dirt_03", 2565); EndPose(482); // 匕首昇龍 StartPose(483); BlendTime(0.225); Frame(2566, 2590); Soft(2566, 2570, 2.5); Soft(2570, 2573, 1.5); Hard(2574, 2587); FPS(20); Hurt_All(); Next(2583, 2589); StartAttack(); Attack_Up_T(); AttackFrame(2576, 2580); N_TargetPose(); TargetPose(210,207,208,209); TargetValue(HardFrame_Dagger_Ground_Damage * 1); TargetMove(Ground_Gravity * 14, 0, 75); AirTargetPose(DMGPose_45 + 209, DMGPose_45 + 208, DMGPose_45 + 205, DMGPose_45 + 207); AirTargetValue(HardFrame_Dagger_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, 0, 45); DefensePose(344,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(Snow_Blast_1); OnHit ("Hit_Bloody01" , "weap_02_dagger_hit_04" ,-45 ,-75); OnDefense ("Hit_Guard01" , "weap_02_dagger_grd_01" ,-45 ,-75); EndAttack(); StartAttack(); Attack_Up_T(); AttackFrame(2581, 2585); N_TargetPose(); TargetPose(205,207,208,209); TargetValue(HardFrame_Dagger_Ground_Damage * 1); TargetMove(Ground_Gravity * 16, 0, 60); AirTargetPose(DMGPose_65 + 209, DMGPose_65 + 208, DMGPose_65 + 205, DMGPose_65 + 207); AirTargetValue(HardFrame_Dagger_Air_Damage * 1); AirTargetMove(Air_Gravity * 6, 0, 65); DefensePose(344,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(Snow_Blast_1); OnHit ("Hit_Bloody01" , "weap_02_dagger_hit_04" ,-45 ,-75); OnDefense ("Hit_Guard01" , "weap_02_dagger_grd_01" ,-45 ,-75); EndAttack(); StartDrag(bu_R_UpperArm,bu_L_UpperArm,bl_R_Thigh,bl_L_Thigh); DragFrame(2575, 2590); DragSFX(-23,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Light, 2576); SFX("WPN2_483", 2576); SFX("MOV_Dust_S", 2576); SFX("MOV_RunRStep", 2572); SFX("MOV_JumpHigh", 2576); SND("weap_08_glove_slash_03", 2569); SND("char_01_footstep_on_dirt_01", 2572); SND("char_05_cloth_flap_01", 2577); SND("char_04_jump_high", 2577); SND("weap_08_glove_slash_03", 2579); SND("weap_08_glove_slash_03", 2582); SND("weap_02_dagger_slash_01", 2580); SND("weap_02_dagger_slash_01", 2583); EndPose(483); // 匕首昇龍氣合1 StartPose(484); BlendTime(0.15); Frame(2607, 2613); Hard(2612, 2613); FPS(10); Hurt_Body(); Box(3); CHR(VOC_Attack_Charge1, 2610); SFX("MOV_ChiChargeR", 2613); SND("envi_21_noise_06", 2613); EndPose(484); // 匕首氣合昇龍1 StartPose(485); BlendTime(0.15); Frame(2591, 2606); Hard(2591, 2604); FPS(20); Hurt_All(); Next(2599, 2605); StartAttack(); Attack_All(); AttackFrame(2592, 2596); N_TargetPoseFlyUp(); TargetPose(210,207,208,209); TargetValue(HardFrame_Dagger_Ground_Damage * 1.1); TargetMove(Ground_Gravity * 16, 0, 75); AirTargetPose(DMGPose_45 + 209, DMGPose_45 + 208, DMGPose_45 + 205, DMGPose_45 + 207); AirTargetValue(HardFrame_Dagger_Air_Damage * 1.1); AirTargetMove(Air_Gravity * 14, 0, 45); DefensePose(344,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.35); DefenseMove(Defense_Gravity * 12, 0, 15); AttackPower(Super_Snow_Blast_1); OnHit ("Hit_Bloody02" , "weap_02_dagger_hit_05" ,-45 ,-75); OnDefense ("Hit_Guard02" , "weap_02_dagger_grd_05" ,-45 ,-75); OnHit2 ("STAT_IceBreak"); EndAttack(); StartAttack(); Attack_All(); AttackFrame(2597, 2601); N_TargetPoseFlyUp(); TargetPose(205,207,208,209); TargetValue(HardFrame_Dagger_Ground_Damage * 1.1); TargetMove(Ground_Gravity * 16, 0, 75); AirTargetPose(DMGPose_65 + 209, DMGPose_65 + 208, DMGPose_65 + 205, DMGPose_65 + 207); AirTargetValue(HardFrame_Dagger_Air_Damage * 1.1); AirTargetMove(Air_Gravity * 14, 0, 75); DefensePose(344,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.35); DefenseMove(Defense_Gravity * 12, 0, 15); AttackPower(Super_Snow_Blast_1); OnHit ("Hit_Bloody02" , "weap_02_dagger_hit_05" ,-45 ,-75); OnDefense ("Hit_Guard02" , "weap_02_dagger_grd_05" ,-45 ,-75); OnHit2 ("STAT_IceBreak"); EndAttack(); StartDrag(bu_R_UpperArm,bu_L_UpperArm,bl_R_Thigh,bl_L_Thigh); DragFrame(2591, 2605); DragSFX(-23,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Middle, 2592); SFX("WPN2_485", 2592); SFX("MOV_Dust_S", 2592); SFX("MOV_RunRStep", 2592); SFX("MOV_JumpHigh", 2592); SND("weap_08_glove_slash_03", 2592); SND("char_01_footstep_on_dirt_01", 2592); SND("char_05_cloth_flap_01", 2593); SND("char_04_jump_high", 2593); SND("weap_12_dart_slash_03", 2593); SND("weap_08_glove_slash_03", 2594); SND("weap_08_glove_slash_03", 2597); SND("weap_08_glove_slash_03", 2600); SND("weap_02_dagger_slash_02", 2594); SND("weap_02_dagger_slash_02", 2597); SND("weap_02_dagger_slash_02", 2600); EndPose(485); // 匕首昇龍氣合2 StartPose(486); BlendTime(0.05); Frame(2614, 2619); Hard(2618, 2619); FPS(10); Hurt_Body(); Box(3); CHR(VOC_Attack_Charge2, -1); SFX("MOV_ChiChargeR", 2619); SND("fant_12_effect_05_wave_move", 2619); EndPose(486); // 匕首氣合昇龍2 StartPose(487); BlendTime(0.15); Frame(2620, 2635); Hard(2620, 2632); FPS(20); Hurt_All(); Next(2628, 2634); StartAttack(); AttackType(1); Attack_All(); AttackFrame(2621, 2625); N_TargetPoseFlyUp(); TargetPose(DMGPose_45 + 210, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); TargetValue(HardFrame_Dagger_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 25, 0, 80); AirTargetPose(DMGPose_45 + 209, DMGPose_45 + 208, DMGPose_45 + 205, DMGPose_45 + 207); AirTargetValue(HardFrame_Dagger_Air_Damage * 1.2); AirTargetMove(Air_Gravity * 20, 0, 80); DefensePose(344,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 22, 0, 80); AttackPower(Ultimate_Snow_Blast_1); OnHit ("Hit_Bloody03" , "weap_02_dagger_hit_06" ,-45 ,-75); OnDefense ("Hit_Guard03" , "weap_02_dagger_grd_06" ,-45 ,-75); OnHit2 ("STAT_IceBreak"); EndAttack(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(2626, 2630); N_TargetPoseFlyUp(); TargetPose(205,207,208,209); TargetValue(HardFrame_Dagger_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 16, 0, 75); AirTargetPose(DMGPose_65 + 209, DMGPose_65 + 208, DMGPose_65 + 205, DMGPose_65 + 207); AirTargetValue(HardFrame_Dagger_Air_Damage * 1.2); AirTargetMove(Air_Gravity * 14, 0, 75); DefensePose(344,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 15, 0, 75); AttackPower(Ultimate_Snow_Blast_1); OnHit ("Hit_Bloody03" , "weap_02_dagger_hit_06" ,-45 ,-75); OnDefense ("Hit_Guard03" , "weap_02_dagger_grd_06" ,-45 ,-75); OnHit2 ("STAT_IceBreak"); EndAttack(); StartDrag(bu_R_UpperArm,bu_L_UpperArm,bl_R_Thigh,bl_L_Thigh); DragFrame(2620, 2635); DragSFX(-23,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 2621); SFX("WPN2_487", 2621); SFX("MOV_Dust_S", 2621); SFX("MOV_RunRStep", 2621); SFX("MOV_JumpHigh", 2621); SND("char_01_footstep_on_dirt_01", 2621); SND("weap_08_glove_slash_03", 2621); SND("char_05_cloth_flap_01", 2622); SND("char_04_jump_high", 2622); SND("impa_03_wave_scream_01_short", 2622); SND("weap_08_glove_slash_03", 2623); SND("weap_08_glove_slash_03", 2626); SND("weap_08_glove_slash_03", 2629); SND("weap_02_dagger_slash_03", 2623); SND("weap_02_dagger_slash_03", 2626); SND("weap_02_dagger_slash_03", 2629); EndPose(487); // 匕首後插 StartPose(488); BlendTime(0.2); Frame(2636, 2666); Hard(2638, 2639, 2); Hard(2639, 2640, 1.5); Hard(2640, 2644); Soft(2645, 2649); Hard(2649, 2653); Soft(2654, 2660, 1.5); Soft(2660, 2666, 1.25); FPS(20); Hurt_All(); Next(2642, 2648); StartAttack(); Attack_R_hand(); AttackFrame(2641, 2643); N_TargetPose(); TargetPose(201,202,201,201); TargetValue(HardFrame_Dagger_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 5, 0, 0); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 18, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 5, 0, 0); AttackPower(Cold_Thrust_1); OnHit ("Hit_Bloody01" , "weap_02_dagger_hit_03" ,0 ,0); OnDefense ("Hit_Guard01" , "weap_02_dagger_grd_03" ,0 ,0); EndAttack(); StartDrag(); DragFrame(2640, 2645); DragSFX(-22,0,0,0); EndDrag(); StartAttack(); AttackBone(effect); AttackFrame(2649, 2651); N_TargetPose(); TargetPose(DMGPose_90 + 209, DMGPose_90 + 208, DMGPose_90 + 207, DMGPose_90 + 205); TargetValue(HardFrame_Dagger_Ground_Damage * 1); TargetMove(Ground_Gravity * 21, 0, 75); AirTargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); AirTargetValue(HardFrame_Dagger_Air_Damage * 1); AirTargetMove(Air_Gravity * 21, 0, 60); DefensePose(343,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Cold_Thrust_2); OnHit ("Hit_Bloody02" , "weap_02_dagger_hit_05" ,0 ,0); OnDefense ("Hit_Guard02" , "weap_02_dagger_grd_05" ,0 ,0); EndAttack(); StartDrag(); DragFrame(2648, 2655); DragSFX(-22,0,0,0); EndDrag(); Box(3); SFX("MOV_RunLStep", -1); SFX("WPN2_488", 2636); SFX("MOV_RunRFall", 2642); SFX("MOV_RunRStep", 2661); SFX("MOV_RunLStep", 2665); SND("char_01_footstep_on_dirt_01", -1); SND("weap_02_dagger_slash_04", 2640); SND("weap_06_hammer_hit_01", 2641); SND("weap_02_dagger_slash_01", 2650); SND("char_01_footstep_on_dirt_03", 2661); SND("char_01_footstep_on_dirt_01", 2665); EndPose(488); // 匕首側攻 StartPose(489); BlendTime(0.2); Frame(2667, 2682); Hard(2670, 2675); Soft(2675, 2676); Hard(2676, 2677); FPS(10); Hurt_All(); Next(2673, 2675); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(2673, 2675); N_TargetPose(); TargetPose(201,202,201,201); TargetValue(HardFrame_Dagger_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 2, 0, 0); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 18, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(Ice_Shard_1); OnHit ("STAT_IceStrike" , "weap_02_dagger_hit_06" ,180 ,0); OnDefense ("Hit_Guard02" , "weap_02_dagger_grd_06" ,180 ,0); OnHit2 ("STAT_IceBreak"); EndAttack(); StartDrag(); DragFrame(2668, 2675); DragSFX(-23,0,0,0); EndDrag(); StartAttack(); Attack_R_hand(); AttackFrame(2675, 2677); N_TargetPose(); TargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); TargetValue(HardFrame_Dagger_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 20, -135, 45); AirTargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 16, -135, 45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Ice_Shard_2); OnHit ("STAT_IceStrike" , "weap_02_dagger_hit_05" ,-45 ,-30); OnDefense ("Hit_Guard02" , "weap_02_dagger_grd_05" ,-45 ,-30); OnHit2 ("STAT_IceBreak"); EndAttack(); StartDrag(); DragFrame(2676, 2681); DragSFX(-22,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Middle, 2672); SFX("MOV_RunRStep", -1); SFX("WPN2_489", 2667); SFX("MOV_RunLStep", 2668); SFX("MOV_Jump", 2669); SFX("MOV_TouchDown", 2673); SFX("MOV_RunLStep", 2680); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_dirt_01", 2669); SND("char_04_jump", 2670); SND("weap_08_glove_slash_03", 2671); SND("char_02_touchdown_on_concrete", 2673); SND("weap_02_dagger_slash_04", 2673); SND("weap_02_dagger_slash_01", 2675); SND("char_01_footstep_on_dirt_01", 2680); EndPose(489); // 匕首推倒 StartPose(490); BlendTime(0.225); Frame(2683, 2696); Hard(2686, 2690); Soft(2691, 2696, 1.5); FPS(10); Hurt_Body(); Next(2689, 2695); StartAttack(); AttackType(1); Attack_L_hand(); AttackFrame(2687, 2690); N_TargetPose(); TargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); TargetValue(HardFrame_Dagger_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 12, 45, -30); AirTargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 15, 45, 1); DefensePose(345,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 45, 0); AttackPower(Snow_Blind_1); OnHit ("Hit_Bloody21" , "weap_13_punch_hit_02" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_01" ,0 ,0); OnHit2 ("STAT_IceBreak"); EndAttack(); Box(2); CHR(VOC_Attack_Light, 2687); SFX("MOV_RunRStep", -1); SFX("WPN2_490", 2683); SFX("MOV_RunLFall", 2689); SFX("MOV_RunRStep", 2695); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", 2687); SND("weap_11_gun_hit_02", 2688); SND("weap_06_hammer_hit_01", 2688); SND("char_01_footstep_on_dirt_03", 2695); EndPose(490); // 匕首連插2刀 StartPose(491); BlendTime(0.25); Frame(2697, 2708); Hard(2700, 2706); Hard(2706, 2707, 0.8); FPS(12); Hurt_All(); Link(492); Next(2706, 2708); StartAttack(); AttackBone(weaponR,bu_L_Forearm,bu_L_Hand,bu_R_Forearm,bu_R_Hand,effect); AttackFrame(2701, 2703); N_TargetPose(); TargetPose(225,226,225,226); TargetValue(HardFrame_Dagger_Ground_Damage * 0.5); TargetMove(Ground_Gravity * 2, 0, -45); AirTargetPose(225,226,225,226); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.5); AirTargetMove(Air_Gravity * 15, 0, -45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 2, 0, 0); AttackPower(Hail_Strike_1); OnHit ("Hit_Bloody01" , "weap_02_dagger_hit_01" ,0 ,-90); OnDefense ("Hit_Guard01" , "weap_02_dagger_grd_01" ,0 ,-90); EndAttack(); StartAttack(); AttackBone(weaponR,bu_L_Forearm,bu_L_Hand,bu_R_Forearm,bu_R_Hand,effect); AttackFrame(2705, 2706); N_TargetPose(); TargetPose(225,226,225,226); TargetValue(HardFrame_Dagger_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 3, 0, -45); AirTargetPose(225,226,225,226); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 15, 0, -45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.6); DefenseMove(Defense_Gravity * 3, 0, 0); AttackPower(Hail_Strike_2); OnHit ("Hit_Bloody02" , "weap_02_dagger_hit_02" ,0 ,-90); OnDefense ("Hit_Guard02" , "weap_02_dagger_grd_02" ,0 ,-90); EndAttack(); StartDrag(); DragFrame(2701, 2705); DragSFX(-22,0,0,0); EndDrag(); Box(4); SFX("MOV_RunLStep", -1); SFX("MOV_RunRFall", 2701); SFX("COM_HitG_25", 2702); SFX("COM_HitG_25", 2705); SND("char_01_footstep_on_dirt_01", 2701); SND("weap_11_gun_hit_02", 2701); SND("weap_02_dagger_slash_01", 2701); SND("weap_02_dagger_grd_03", 2702); SND("weap_11_gun_hit_01", 2702); SND("weap_02_dagger_slash_02", 2704); SND("weap_02_dagger_grd_03", 2705); SND("weap_11_gun_hit_01", 2705); EndPose(491); // 匕首連插起身 StartPose(492); BlendTime(0.1); Frame(2715, 2722); Hard(2715, 2718); FPS(20); Hurt_All(); Next(2715, 2719); SFX("MOV_RunRStep", -1); SFX("MOV_RunLStep", 2718); SFX("MOV_RunRStep", 2722); SND("char_01_footstep_on_dirt_03", 2718); SND("char_05_cloth_flap_02", 2719); SND("char_01_footstep_on_dirt_01", 2722); EndPose(492); // 匕首連插第3刀 StartPose(493); BlendTime(0.25); Frame(2708, 2722); Hard(2708, 2710, 1); Hard(2710, 2711, 0.25); Hard(2711, 2715, 1.5); Hard(2715, 2720, 2); Soft(2720, 2722, 2); FPS(10); Hurt_All(); Next(2715, 2721); StartAttack(); AttackBone(weaponR,bu_L_Forearm,bu_L_Hand,bu_R_Forearm,bu_R_Hand,effect); AttackFrame(2709, 2710); N_TargetPose(); TargetPose(225,226,225,226); TargetValue(HardFrame_Dagger_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 4, 0, -45); AirTargetPose(225,226,225,226); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 16, 0, -45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.8); DefenseMove(Defense_Gravity * 4, 0, 0); AttackPower(Hail_Strike_3); OnHit ("Hit_Bloody03" , "weap_02_dagger_hit_03" ,0 ,-90); OnDefense ("Hit_Guard03" , "weap_02_dagger_grd_03" ,0 ,-90); EndAttack(); StartDrag(); DragFrame(2708, 2709); DragSFX(-22,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Strong, -1); SFX("COM_HitG_25", 2709); SFX("MOV_RunRStep", 2715); SFX("MOV_RunLStep", 2718); SFX("MOV_RunRStep", 2722); SND("weap_02_dagger_slash_04", -1); SND("weap_02_dagger_slash_01", 2709); SND("weap_02_dagger_slash_02", 2709); SND("weap_02_dagger_slash_05", 2709); SND("weap_02_dagger_grd_03", 2709); SND("weap_11_gun_hit_01", 2709); SND("weap_02_dagger_slash_01", 2711); SND("weap_02_dagger_grd_01", 2711); SND("char_01_footstep_on_dirt_03", 2718); SND("char_05_cloth_flap_02", 2719); SND("char_01_footstep_on_dirt_01", 2722); EndPose(493); // 匕首怒氣猛插 StartPose(494); BlendTime(0.1); Frame(2723, 2738); Hard(2728, 2738); Loop(2738, 2738); FPS(20); Link(511); Hurt_Small_Body(); StartAttack(); Attack_T_hand_Only(); AttackFrame(2737, 2738); N_TargetPose(); TargetPose(225,226,225,226); TargetValue(HardFrame_Dagger_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 15, 0, -85); AirTargetPose(225,226,225,226); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 12, 0, -45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.9); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(Glacier_Fall_1); OnHit ("STAT_IceStrike" , "weap_02_dagger_hit_06" ,0 ,-90); OnDefense ("Hit_Guard03" , "weap_02_dagger_grd_06" ,0 ,-90); OnHit2 ("STAT_IceBreak"); EndAttack(); StartDrag(); DragFrame(2736, 2738); DragSFX(-23,0,0,0); DragLoop(1); EndDrag(); Box(4); CHR(VOC_Attack_Charge2, -1); SFX("USE_SmallSkill", -1); SFX("WPN2_494", 2723); SFX("MOV_JumpHigh", 2729); SFX("WPN2_494C", 2738); SND("impa_03_wave_suck_01", -1); SND("char_04_jump_high", 2729); SND("weap_08_glove_slash_03", 2731); SND("impa_03_wave_scream_01_short", 2734); SND("weap_02_dagger_slash_03", 2735); SND("weap_02_dagger_slash_02", 2736); SND("weap_02_dagger_slash_04", 2738); EndPose(494); // 匕首怒氣猛插(空中用) StartPose(513); BlendTime(0.1); Frame(2730, 2738); Hard(2730, 2738); Loop(2738, 2738); FPS(20); Link(511); Hurt_Small_Body(); StartAttack(); AttackFrame(2730, 2736); EndAttack(); StartAttack(); Attack_T_hand_Only(); AttackFrame(2737, 2738); N_TargetPose(); TargetPose(225,226,225,226); TargetValue(HardFrame_Dagger_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 15, 0, -85); AirTargetPose(225,226,225,226); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 12, 0, -45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.9); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(Glacier_Fall_1); OnHit ("STAT_IceStrike" , "weap_02_dagger_hit_06" ,0 ,-90); OnDefense ("Hit_Guard03" , "weap_02_dagger_grd_06" ,0 ,-90); OnHit2 ("STAT_IceBreak"); EndAttack(); StartDrag(); DragFrame(2736, 2738); DragSFX(-23,0,0,0); DragLoop(1); EndDrag(); Box(4); CHR(VOC_Attack_Charge2, -1); CHR(VOC_Attack_Strong, 2735); SFX("USE_SmallSkill", -1); SFX("WPN2_494", -1); SFX("WPN2_494C", 2738); SND("impa_03_wave_suck_01", -1); SND("weap_08_glove_slash_03", 2731); SND("impa_03_wave_scream_01_short", 2734); SND("weap_02_dagger_slash_03", 2735); SND("weap_02_dagger_slash_02", 2736); SND("weap_02_dagger_slash_04", 2738); EndPose(513); // 匕首怒氣猛插落地緩衝 StartPose(511); BlendTime(0.01); Frame(2739, 2747); Hard(2739, 2747); FPS(20); Link(495); Hurt_Body_Only(); StartAttack(); AttackBone(effect); AttackFrame(2739, 2739); N_TargetPose(); TargetPose(225,226,225,226); TargetValue(HardFrame_Dagger_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 15, 0, -85); AirTargetPose(225,226,225,226); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 12, 0, -45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.9); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(Glacier_Fall_1); OnHit ("STAT_IceStrike" , "weap_02_dagger_hit_06" ,0 ,-90); OnDefense ("Hit_Guard03" , "weap_02_dagger_grd_06" ,0 ,-90); OnHit2 ("STAT_IceBreak"); EndAttack(); Box(4); SFX("WPN2_494A", 2739); SFX("WPN2_494B", 2739); SFX("MOV_FallDown", -1); SFX("COM_HitG_25", -1); SND("impa_11_glass_break", -1); SND("impa_01_bomb_middle_01", -1); SND("weap_04_spear_grd_02", -1); SND("weap_07_samurai_grd_02", -1); EndPose(511); // 匕首怒氣猛插起身 StartPose(495); BlendTime(0.1); Frame(2715, 2722); Hard(2715, 2718); FPS(20); Next(2715, 2721); Hurt_All(); Box(1); SFX("MOV_RunRStep", 2719); SFX("MOV_RunRStep", 2722); SND("char_01_footstep_on_dirt_03", 2719); SND("char_01_footstep_on_dirt_01", 2722); EndPose(495); // 匕首怒爆技起手 StartPose(496); BlendTime(0.1); Frame(2748, 2757); Hard(2757, 2757); FPS(40); Link(497); Hurt_Small_Body(); Box(1); CHR(VOC_Attack_Charge2, -1); SFX("USE_SuperSkill", -1); SFX("WPN2_496", 2748); SND("impa_03_wave_suck_02", -1); SND("weap_11_gun_hit_02", 2757); EndPose(496); // 匕首怒爆技出招 StartPose(497); BlendTime(0.05); Frame(2758, 2769); Hard(2758, 2763, 1); Hard(2763, 2769, 0.5); FPS(20); Link(498); HurtBone(); StartAttack(); AttackType(0); AttackBone(effect); AttackFrame(2762, 2765); N_TargetPose(); TargetPose(201,202,201,201); TargetValue(HardFrame_Dagger_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 4, 0, 0); AirTargetPose(DMGPose_90 + 207, DMGPose_90 + 205, DMGPose_90 + 209, DMGPose_90 + 208); AirTargetValue(HardFrame_Dagger_Air_Damage * 1.2); AirTargetMove(Air_Gravity * 20, 0, 90); DefensePose(343,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Avalanche_2); OnHit ("STAT_IceStrike" , "weap_08_glove_hit_06" ,0 ,0); OnDefense ("Hit_Guard03" , "weap_08_glove_grd_06" ,0 ,0); OnHit2 ("STAT_IceBreak"); EndAttack(); Box(-2); CHR(VOC_Attack_Strong, 2762); SFX("STAT_IceBreak", -1); SFX("WPN2_497", 2758); SFX("WPN2_497A", 2758); SFX("MOV_FallDown", 2763); SND("impa_03_wave_scream_01_short", 2760); SND("weap_02_dagger_slash_02", 2762); SND("weap_02_dagger_slash_03", 2762); SND("weap_02_dagger_slash_05", 2762); SND("weap_06_hammer_hit_01", 2763); SND("weap_06_hammer_hit_02", 2763); SND("impa_11_glass_break", 2763); EndPose(497); // 匕首怒爆技收招 StartPose(498); BlendTime(0); Frame(2770, 2777); Hard(2770, 2775); FPS(10); Hurt_All(); Next(2770, 2776); Box(1); SFX("MOV_RunLStep", 2774); SFX("MOV_RunRStep", 2776); SND("weap_02_dagger_slash_04", 2772); SND("weap_11_gun_hit_01", 2775); SND("char_01_footstep_on_dirt_01", 2776); EndPose(498); // 匕首齊發1氣合 StartPose(499); BlendTime(0.25); Frame(2778, 2782); Hard(2778, 2781, 1); Soft(2781, 2782, 0.35); Loop(2781, 2782); FPS(15); Hurt_Body(); StartAttack(); AttackFrame(2779, 2782); TeamAssistChiImpact(); EndAttack(); Box(1); CHR(VOC_Attack_Charge2, -1); SFX("WPN2_499", 2780); SFX("STAT_IceBreak", 2782); SFX("MOV_ChiCharge", 2779); SFX("MOV_TeamAssist", 2781); SFX("MOV_TeamAssist", 2782); SND("envi_21_noise_06", 2779); SND("weap_05_blade_slash_02", 2781); SND("weap_05_blade_slash_02", 2782); EndPose(499); // 匕首齊發1第1刀 StartPose(500); BlendTime(0.1); Frame(2783, 2794); Hard(2783, 2794); FPS(20); Link(501); Hurt_Small_Body(); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(2785, 2790); N_TargetPose(); TargetPose(203,204,202,201); TargetValue(HardFrame_Dagger_Ground_Damage * 1.5); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); AirTargetValue(HardFrame_Dagger_Air_Damage * 1.5); AirTargetMove(Air_Gravity * 4, 0, 75); DefensePose(342,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 1.5); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(Crystal_Crash_1); OnHit ("Hit_Bloody13" , "weap_08_glove_hit_03" ,0 ,0); OnDefense ("Hit_Guard13" , "weap_02_dagger_grd_05" ,0 ,0); OnHit2 ("STAT_IceBreak"); EndAttack(); StartDrag(); DragFrame(2784, 2791); DragSFX(-23,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Middle, 2785); SFX("USE_SuperSkill", -1); SFX("WPN2_500", 2783); SFX("MOV_Dust_S", 2785); SND("weap_12_dart_slash_03", -1); SND("weap_08_glove_slash_03", 2783); SND("weap_02_dagger_slash_03", 2785); SND("weap_02_dagger_slash_04", 2785); SND("weap_02_dagger_slash_05", 2786); EndPose(500); // 匕首齊發1第2刀 // 原S=58 但動作會跳 s=57; StartPose(501); BlendTime(0.1); Frame(s+2761, s+2769); Hard(s+2761, s+2763, 1); Hard(s+2763, s+2767, 0.5); FPS(20); Link(514); HurtBone(); StartAttack(); AttackType(0); Attack_R_hand(); AttackFrame(s+2762, s+2765); N_TargetPose(); TargetPose(201,202,201,201); TargetValue(HardFrame_Dagger_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 4, 0, 0); AirTargetPose(DMGPose_90 + 207, DMGPose_90 + 205, DMGPose_90 + 209, DMGPose_90 + 208); AirTargetValue(HardFrame_Dagger_Air_Damage * 1.2); AirTargetMove(Air_Gravity * 20, 0, 90); DefensePose(342,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Crystal_Crash_2); OnHit ("STAT_IceStrike" , "weap_02_dagger_hit_06" ,0 ,0); OnDefense ("Hit_Guard03" , "weap_02_dagger_grd_06" ,0 ,0); OnHit2 ("STAT_IceBreak"); EndAttack(); Box(-2); CHR(VOC_Attack_Strong, s+2762); SFX("WPN2_497", -1); SFX("WPN2_497A", -1); SFX("MOV_FallDown", s+2763); SND("weap_11_gun_hit_01", -1); SND("impa_03_wave_scream_01_short", s+2761); SND("weap_02_dagger_slash_02", s+2762); SND("weap_02_dagger_slash_03", s+2762); SND("weap_02_dagger_slash_05", s+2762); SND("weap_02_dagger_slash_06", s+2762); SND("weap_06_hammer_hit_01", s+2763); SND("weap_06_hammer_hit_02", s+2763); SND("impa_11_glass_break", s+2764); EndPose(501); // 匕首齊發2氣合 StartPose(502); BlendTime(0.25); Frame(2781, 2782, 0.5); Soft(2781, 2782, 0.35); Loop(2781, 2782); FPS(15); Hurt_Body(); StartAttack(); AttackFrame(2781, 2782); TeamAssistChiImpact(); EndAttack(); Box(1); CHR(VOC_Attack_Charge2, -1); SFX("WPN2_499", -1); SFX("MOV_ChiCharge", -1); SFX("STAT_IceBreak", 2781); SFX("STAT_IceBreak", 2782); SFX("MOV_TeamAssist", 2781); SFX("MOV_TeamAssist", 2782); SND("envi_21_noise_06", -1); SND("weap_05_blade_slash_02", 2781); SND("weap_05_blade_slash_02", 2782); EndPose(502); // 匕首齊發2第1刀 StartPose(503); BlendTime(0.1); Frame(2783, 2792); FPS(20); Link(504); Hurt_Small_Body(); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(2785, 2790); N_TargetPose(); TargetPose(203,204,202,201); TargetValue(HardFrame_Dagger_Ground_Damage * 1.5); TargetMove(Ground_Gravity * 12, 0, 0); AirTargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); AirTargetValue(HardFrame_Dagger_Air_Damage * 1.5); AirTargetMove(Air_Gravity * 8, 0, 75); DefensePose(342,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 1.5); DefenseMove(Defense_Gravity * 4, 0, 0); AttackPower(Blizzard_1); OnHit ("Hit_Bloody13" , "weap_08_glove_hit_03" ,0 ,0); OnDefense ("Hit_Guard13" , "weap_02_dagger_grd_05" ,0 ,0); OnHit2 ("STAT_IceBreak"); EndAttack(); StartDrag(); DragFrame(2784, 2791); DragSFX(-23,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Middle, 2785); SFX("USE_SuperSkill", -1); SFX("WPN2_500", 2783); SFX("MOV_Dust_S", 2785); SND("weap_12_dart_slash_03", -1); SND("weap_08_glove_slash_03", 2783); SND("weap_02_dagger_slash_03", 2785); SND("weap_02_dagger_slash_04", 2785); SND("weap_02_dagger_slash_05", 2786); EndPose(503); // 匕首齊發2第2刀 StartPose(504); BlendTime(0.1); Frame(2793, 2814); FPS(20); Link(505); Hurt_Small_Body(); StartAttack(); AttackType(0); Attack_L_hand(); AttackFrame(2795, 2798); N_TargetPose(); TargetPose(201,204,201,201); TargetValue(HardFrame_Dagger_Ground_Damage * 1.5); TargetMove(Ground_Gravity * 2, 0, 0); AirTargetPose(206,207,208,209); AirTargetValue(HardFrame_Dagger_Air_Damage * 1.5); AirTargetMove(Air_Gravity * 8, 0, 90); DefensePose(342,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 4, 0, 0); AttackPower(Blizzard_2); OnHit ("STAT_IceStrike" , "weap_02_dagger_hit_02" ,0 ,0); OnDefense ("Hit_Guard03" , "weap_02_dagger_grd_02" ,0 ,0); OnHit2 ("STAT_IceBreak"); EndAttack(); StartAttack(); AttackType(0); Attack_L_hand(); AttackFrame(2799, 2803); N_TargetPose(); TargetPose(200,202,203,204); TargetValue(HardFrame_Dagger_Ground_Damage * 1.5); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(205,207,208,209); AirTargetValue(HardFrame_Dagger_Air_Damage * 1.5); AirTargetMove(Air_Gravity * 8, 0, 45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Blizzard_2); OnHit ("STAT_IceStrike" , "weap_02_dagger_hit_02" ,0 ,-75); OnDefense ("Hit_Guard03" , "weap_02_dagger_grd_02" ,0 ,-75); OnHit2 ("STAT_IceBreak"); EndAttack(); StartDrag(); DragFrame(2800, 2812); DragSFX(-23,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Strong, 2793); SFX("WPN2_497", -1); SFX("WPN2_497A", -1); SFX("MOV_FallDown", 2793); SND("impa_03_wave_scream_01_short", 2793); SND("weap_11_gun_hit_01", 2794); SND("weap_06_hammer_hit_01", 2796); SND("weap_06_hammer_hit_02", 2796); SND("impa_11_glass_break", 2796); SND("weap_02_dagger_slash_04", 2800); SND("weap_02_dagger_slash_04", 2802); SND("weap_02_dagger_slash_04", 2804); SND("weap_02_dagger_slash_04", 2806); SND("weap_02_dagger_slash_04", 2808); SND("weap_11_gun_hit_01", 2810); SND("weap_11_gun_hit_02", 2814); EndPose(504); // 匕首齊發2第3刀 // 原S=58 但動作會跳 s=57; StartPose(505); BlendTime(0.05); Frame(s+2758, s+2769); Hard(s+2758, s+2763, 1); Hard(s+2763, s+2767, 0.5); FPS(20); Link(514); HurtBone(); StartAttack(); AttackType(0); Attack_R_hand(); AttackFrame(s+2762, s+2765); N_TargetPose(); TargetPose(201,202,201,201); TargetValue(HardFrame_Dagger_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 4, 0, 0); AirTargetPose(DMGPose_90 + 207, DMGPose_90 + 205, DMGPose_90 + 209, DMGPose_90 + 208); AirTargetValue(HardFrame_Dagger_Air_Damage * 1.2); AirTargetMove(Air_Gravity * 20, 0, 90); DefensePose(342,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Blizzard_3); OnHit ("STAT_IceStrike" , "weap_02_dagger_hit_06" ,0 ,0); OnDefense ("Hit_Guard03" , "weap_02_dagger_grd_06" ,0 ,0); OnHit2 ("STAT_IceBreak"); EndAttack(); Box(-2); CHR(VOC_Attack_Strong, s+2762); SFX("WPN2_497", s+2758); SFX("WPN2_497A", s+2758); SFX("MOV_FallDown", s+2763); SND("weap_11_gun_hit_01", -1); SND("impa_03_wave_scream_01_short", s+2761); SND("weap_02_dagger_slash_02", s+2762); SND("weap_02_dagger_slash_03", s+2762); SND("weap_02_dagger_slash_05", s+2762); SND("weap_02_dagger_slash_06", s+2762); SND("weap_06_hammer_hit_01", s+2763); SND("weap_06_hammer_hit_02", s+2763); SND("impa_11_glass_break", s+2763); EndPose(505); // 匕首齊發技收招 StartPose(514); BlendTime(0); Frame(9712, 9719); Hard(9712, 9717); FPS(10); Hurt_All(); Next(9712, 9718); Box(1); SFX("MOV_RunLStep", 9716); SFX("MOV_RunRStep", 9718); SND("weap_02_dagger_slash_04", 9714); SND("weap_11_gun_hit_01", 9717); SND("char_01_footstep_on_dirt_01", 9718); EndPose(514); //===========================輕劍動作=============================== //輕劍統一動作段落 待機520 防禦521_528 速移529_532 WeaponUsualPose0(a=180 , s=1812); WeaponUsualPose1(a=180 , s=1812); WeaponUsualPose2(a=180 , s=1812); // 輕劍組合技 StartPose(533); BlendTime(0.1); Frame(3591, 3608); FPS(20); Hard(3591, 3598, 2); Hard(3598, 3607, 1.5); Hurt_All(); Next(3603, 3607); StartAttack(); Attack_Up_T(); AttackFrame(3598, 3607); N_TargetPose(); TargetPose(DMGPose_90 + 207, DMGPose_90 + 205, DMGPose_90 + 209, DMGPose_90 + 208); TargetValue(HardFrame_Sword_Ground_Damage * 1); TargetMove(Ground_Gravity * 25, 0, 75); AirTargetPose(DMGPose_90 + 207, DMGPose_90 + 205, DMGPose_90 + 209, DMGPose_90 + 208); AirTargetValue(HardFrame_Sword_Air_Damage * 1); AirTargetMove(Air_Gravity * 25, 0, 75); DefensePose(344,345,346,342); DefenseValue(HardFrame_Sword_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Typhoon_Thrust_1); OnHit ("Hit_Bloody02" , "weap_03_sword_hit_05" ,0 ,0); OnDefense ("Hit_Guard02" , "weap_03_sword_grd_05" ,0 ,0); EndAttack(); Box(3); CHR(VOC_Attack_Light, 3597); SFX("WPN3_533", 3591); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", 3598); SND("weap_03_sword_slash_03", 3599); EndPose(533); // 輕劍騰躍技1 橫揮 StartPose(575); BlendTime(0.05); Frame(6674, 6679); Hard(6674, 6676, 0.8); Hard(6676, 6679); Loop(6679, 6679); Link(576); FPS(20); Hurt_All(); StartAttack(); Attack_R_hand(); AttackFrame(6676, 6679); N_TargetPose(); TargetPose(204,203,200,202); TargetValue(HardFrame_Sword_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 11, 0, 0); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Sword_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 25, 0, -45); DefensePose(345,344,342,346); DefenseValue(HardFrame_Sword_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Downburst_1); OnHit ("Hit_Bloody01" , "weap_03_sword_hit_02" ,-75 ,30); OnDefense ("Hit_Guard01" , "weap_03_sword_grd_02" ,-75 ,30); EndAttack(); StartDrag(); DragFrame(6675, 6679); DragSFX(-32,0,0,0); DragLoop(1); EndDrag(); Box(2); CHR(VOC_Attack_Light, 6676); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", 6675); SND("weap_03_sword_slash_05", 6677); EndPose(575); // 輕劍騰躍技2 迴刺 StartPose(576); BlendTime(0.1); Frame(6680, 6698); Hard(6680, 6696); Next(6692, 6697); FPS(20); Hurt_All(); StartAttack(); Attack_R_hand(); AttackFrame(6685, 6687); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Sword_Ground_Damage * 0.4); TargetMove(Ground_Gravity * 2, 0, 0); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Sword_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 22, 0, 0.1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Sword_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Downburst_2); OnHit ("Hit_Bloody02" , "weap_03_sword_hit_05" ,0 ,0); OnDefense ("Hit_Guard02" , "weap_03_sword_grd_05" ,0 ,0); EndAttack(); StartAttack(); Attack_R_hand(); AttackFrame(6691, 6692); N_TargetPose(); TargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); TargetValue(HardFrame_Sword_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 20, 0, 65); AirTargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); AirTargetValue(HardFrame_Sword_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 20, 0, 35); DefensePose(342,346,347,348); DefenseValue(HardFrame_Sword_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Downburst_3); OnHit ("Hit_Bloody01" , "weap_03_sword_hit_02" ,0 ,0); OnDefense ("Hit_Guard01" , "weap_03_sword_grd_02" ,0 ,0); EndAttack(); StartDrag(); DragFrame(6681, 6694); DragSFX(-32,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 6691); SFX("MOV_BodyDown", 6680); SFX("MOV_RunRFall", 6686); SFX("MOV_RunLStep", 6693); SND("char_02_touchdown_on_concrete", -1); SND("weap_08_glove_slash_03", 6682); SND("weap_03_sword_slash_04", 6685); SND("weap_11_gun_hit_02", 6686); SND("weap_03_sword_slash_06", 6691); SND("char_01_footstep_on_dirt_01", 6693); EndPose(576); // 輕劍雙連踢 (起身技X) StartPose(579); BlendTime(0.1); Frame(904, 904); Hard(904, 904); FPS(10); HurtBone(); Link(580); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_03", -1); EndPose(579); // 輕劍雙連踢 (起身技X) StartPose(580); BlendTime(0.1); Frame(3858, 3872); Hard(3858, 3861); Hard(3861, 3862, 2); Hard(3862, 3865); Hard(3865, 3868, 1.25); Soft(3868, 3869, 0.5); Soft(3869, 3872, 0.8); FPS(10); Hurt_Body_Only(); Next(3865, 3871); StartAttack(); AttackBone(bu_Spine,bl_L_Thigh,effect); AttackFrame(3859, 3861); N_TargetPose(); TargetPose(DMGPose_90 + 210, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); TargetValue(HardFrame_Sword_Ground_Damage * 1); TargetMove(Ground_Gravity * 20, 0, 75); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Sword_Air_Damage * 1); AirTargetMove(Air_Gravity * 15, 0, 35); DefensePose(342,346,347,348); DefenseValue(HardFrame_Sword_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 4, 0, 0); AttackPower(Rising_Gale_Force_Kick_1); OnHit ("Hit_Bloody22" , "weap_08_glove_hit_04" ,0 ,-75); OnDefense ("Hit_Guard22" , "weap_08_glove_grd_04" ,0 ,-75); EndAttack(); StartAttack(); Attack_R_foot(); AttackFrame(3863, 3865); N_TargetPose(); TargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Sword_Ground_Damage * 1); TargetMove(Ground_Gravity * 15, 0, 45); AirTargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); AirTargetValue(HardFrame_Sword_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, 0, 75); DefensePose(342,346,347,348); DefenseValue(HardFrame_Sword_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(Rising_Gale_Force_Kick_1); OnHit ("Hit_Bloody22" , "weap_08_glove_hit_03" ,0 ,-45); OnDefense ("Hit_Guard22" , "weap_08_glove_grd_03" ,0 ,-45); EndAttack(); StartDrag(bl_L_Calf,bl_L_Foot); DragFrame(3858, 3861); DragSFX(-2,0,0,0); EndDrag(); StartDrag(bl_L_Calf,bl_L_Foot,bl_R_Calf,bl_R_Foot); DragFrame(3862, 3869); DragSFX(-3,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Middle, 3859); SFX("WPN3_580", 3858); SFX("MOV_RunLStep", -1); SFX("MOV_Jump", 3859); SFX("MOV_TouchDown", 3868); SND("char_04_jump_high", 3859); SND("weap_08_glove_slash_01", 3860); SND("weap_08_glove_slash_03", 3860); SND("weap_08_glove_slash_02", 3863); SND("weap_08_glove_slash_03", 3863); SND("char_05_cloth_flap_01", 3863); SND("char_02_touchdown_on_concrete", 3868); SND("char_01_footstep_on_dirt_01", -1); EndPose(580); // 輕劍旋風劍 (起身技Y) StartPose(581); BlendTime(0.1); Frame(904, 907); Hard(904, 907); FPS(12); HurtBone(); Link(582); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_03", -1); EndPose(581); // 輕劍旋風劍 (起身技Y) StartPose(582); BlendTime(0.1); Frame(3756, 3765); Hard(3756, 3757, 3); Hard(3757, 3762); Soft(3763, 3765); FPS(10); Hurt_Body_Only(); Next(3760, 3765); StartAttack(); Attack_R_hand_L_foot(); AttackFrame(3757, 3762); N_TargetPose(); TargetPose(DMGPose_65 + 209, DMGPose_65 + 208, DMGPose_65 + 205, DMGPose_65 + 207); TargetValue(HardFrame_Sword_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 22, -75, 72); AirTargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 205, DMGPose_25 + 207); AirTargetValue(HardFrame_Sword_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 15, -75, 45); DefensePose(345,344,342,346); DefenseValue(HardFrame_Sword_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 6, -45, 0); AttackPower(Rising_Tornado_1); OnHit ("Hit_Bloody03" , "weap_03_sword_hit_03" ,-80 ,-15); OnDefense ("Hit_Guard03" , "weap_03_sword_grd_03" ,-80 ,-15); EndAttack(); StartDrag(); DragFrame(3756, 3763); DragSFX(-33,0,0,0); EndDrag(); StartDrag(bl_L_Calf,bl_L_Foot); DragFrame(3756, 3763); DragSFX(-3,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Middle, 3756); SFX("MOV_RunRStep", -1); SFX("WPN3_547", -1); SFX("MOV_Jump", 3757); SFX("MOV_TouchDown", 3761); SND("char_01_footstep_on_dirt_01", -1); SND("char_04_jump", 3757); SND("weap_03_sword_slash_03", 3758); SND("weap_03_sword_slash_06", 3758); SND("char_05_cloth_flap_01", 3758); SND("char_02_touchdown_on_concrete", 3761); EndPose(582); // 輕劍直衝刺 (閃避技 X) StartPose(657); BlendTime(0.05); Frame(3873, 3887); Soft(3873, 3877, 3); Hard(3878, 3880, 2); Hard(3880, 3881); Hard(3881, 3882); Soft(3883, 3884); FPS(10); Hurt_All(); Next(3881, 3886); StartAttack(); Attack_R_hand(); AttackFrame(3879, 3881); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Sword_Ground_Damage * 0.5); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Sword_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 23, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Sword_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Rushing_Wind_Thrust_1); OnHit ("Hit_Bloody02" , "weap_03_sword_hit_06" ,0 ,0); OnDefense ("Hit_Guard02" , "weap_03_sword_grd_06" ,0 ,0); EndAttack(); Box(1); CHR(VOC_Attack_Middle, 3878); SFX("MOV_RunLStep", 3876); SFX("WPN3_558", 3880); SFX("MOV_RunRFall", 3880); SFX("MOV_RunRStep", 3885); SND("weap_08_glove_slash_03", 3878); SND("weap_03_sword_slash_01", 3879); SND("weap_03_sword_slash_05", 3879); SND("weap_06_hammer_hit_01", 3880); SND("weap_11_gun_hit_02", 3880); SND("weap_03_sword_slash_02", 3885); SND("char_01_footstep_on_dirt_01", 3876); SND("char_01_footstep_on_dirt_03", 3885); EndPose(657); // 輕劍展臂劍氣 (閃避技 X) StartPose(658); BlendTime(0.05); Frame(3815, 3829); Hard(3818, 3820); Soft(3821, 3822, 0.8); Soft(3822, 3823, 0.9); Soft(3823, 3829); FPS(10); Hurt_All(); Next(3818, 3822); StartAttack(); AttackType(0); Attack_R_hand(); AttackFrame(3819, 3820); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Sword_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 25, 0, 15); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Sword_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 25, 0, 1); DefensePose(345,344,342,346); DefenseValue(HardFrame_Sword_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Rushing_Whirlwind_1); OnHit ("Hit_Bloody03" , "weap_03_sword_hit_06" ,-75 ,-30); OnDefense ("Hit_Guard03" , "weap_03_sword_grd_06" ,-75 ,-30); EndAttack(); StartDrag(); DragFrame(3818, 3822); DragSFX(-33,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 3818); SFX("MOV_RunLStep", -1); SFX("WPN3_551", 3818); SFX("MOV_RunRStep", 3818); SFX("MOV_RunLStep", 3824); SND("weap_01_stinger_grd_02", 3817); SND("weap_03_sword_slash_01", 3818); SND("weap_03_sword_slash_02", 3818); SND("weap_12_dart_slash_01", 3818); SND("char_01_footstep_on_dirt_01", -1); SND("char_01_footstep_on_dirt_01", 3818); SND("char_01_footstep_on_dirt_03", 3824); EndPose(658); // 輕劍柄擊 (閃避技 X) StartPose(659); BlendTime(0.1); Frame(3801, 3814); Soft(3801, 3803, 0.8); Soft(3803, 3804, 0.8); Hard(3805, 3808); Soft(3809, 3814, 0.8); FPS(10); Hurt_All(); Next(3806, 3812); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(3806, 3808); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Sword_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 216, DMGPose_01 + 217); AirTargetValue(HardFrame_Sword_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 18, 0, -45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Sword_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Rushing_Vortex_1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_06" ,0 ,45); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_06" ,0 ,45); EndAttack(); Box(2); CHR(VOC_Attack_Middle, 3805); SFX("MOV_RunLStep", 3803); SFX("WPN3_550", 3801); SFX("MOV_RunRFall", 3807); SFX("MOV_RunRStep", 3814); SND("char_01_footstep_on_dirt_01", 3803); SND("weap_08_glove_slash_03", 3804); SND("weap_08_glove_slash_02", 3806); SND("weap_06_hammer_hit_02", 3807); SND("char_01_footstep_on_dirt_03", 3814); EndPose(659); // 輕劍待機暗器技段落 暗器技534 氣合1 535-536 氣合2 537-538 DartUsualPose(a=274 , s=2090); // 輕劍空1展 StartPose(539); BlendTime(0.1); Frame(3627, 3634); Hard(3628, 3632); Soft(3632, 3634, 0.5); FPS(20); Hurt_All(); Next(3630, 3633); StartAttack(); Attack_R_hand(); AttackFrame(3629, 3631); N_TargetPose(); TargetPose(204,203,200,202); TargetValue(HardFrame_Sword_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 6, -75, 0); AirTargetPose(209,208,205,207); AirTargetValue(HardFrame_Sword_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 10, -75, 15); DefensePose(345,344,342,346); DefenseValue(HardFrame_Sword_Ground_Guard * 0.225); DefenseMove(Defense_Gravity * 6, -75, 0); AttackPower(Typhoon_Cut_1); OnHit ("Hit_Bloody01" , "weap_03_sword_hit_01" ,-75 ,15); OnDefense ("Hit_Guard01" , "weap_03_sword_grd_01" ,-75 ,15); EndAttack(); StartDrag(); DragFrame(3628, 3632); DragSFX(-32,0,0,0); EndDrag(); Box(2); SND("weap_08_glove_slash_03", 3629); SND("weap_03_sword_slash_01", 3629); EndPose(539); // 輕劍空2撩 StartPose(540); BlendTime(0.15); Frame(3635, 3643); Hard(3636, 3643); Loop(3643, 3643); Link(574); FPS(20); Hurt_All(); Next(3638, 3642); StartAttack(); Attack_R_hand(); AttackFrame(3637, 3639); N_TargetPose(); TargetPose(203,204,202,200); TargetValue(HardFrame_Sword_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 8, 90, 0); AirTargetPose(208,209,207,205); AirTargetValue(HardFrame_Sword_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 18, 90, 25); DefensePose(344,345,346,342); DefenseValue(HardFrame_Sword_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 8, 90, 0); AttackPower(Typhoon_Slash_1); OnHit ("Hit_Bloody01" , "weap_03_sword_hit_02" ,75 ,15); OnDefense ("Hit_Guard01" , "weap_03_sword_grd_02" ,75 ,15); EndAttack(); StartDrag(); DragFrame(3636, 3642); DragSFX(-32,0,0,0); EndDrag(); Box(2); SND("weap_08_glove_slash_03", 3636); SND("weap_03_sword_slash_02", 3636); EndPose(540); // 輕劍空2撩緩衝 StartPose(574); BlendTime(0.05); Frame(6612, 6615); Hard(6612, 6612); FPS(10); Hurt_All(); Box(2); SFX("MOV_TouchDown", 6612); SND("char_02_touchdown_on_concrete", 6612); EndPose(574); // 輕劍空下插 StartPose(541); BlendTime(0.1); Frame(3644, 3649); Hard(3646, 3649); Loop(3649, 3649); FPS(20); Link(573); Hurt_Body(); StartAttack(); Attack_R_hand(); AttackFrame(3647, 3649); N_TargetPose(); TargetPose(225,226,225,226); TargetValue(HardFrame_Sword_Ground_Damage * 0.7); TargetMove(Ground_Gravity * 15, 0, -90); AirTargetPose(216,217,217,216); AirTargetValue(HardFrame_Sword_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 25, 0, -85); DefensePose(342,346,342,342); DefenseValue(HardFrame_Sword_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(Monsoon_Stab_1); OnHit ("Hit_Bloody02" , "weap_03_sword_hit_06" ,0 ,-90); OnDefense ("Hit_Guard02" , "weap_03_sword_grd_06" ,0 ,-90); EndAttack(); StartDrag(); DragFrame(3646, 3649); DragSFX(-32,0,0,0); DragLoop(1); EndDrag(); Box(-3); SND("weap_08_glove_slash_03", -1); SND("weap_03_sword_slash_05", 3648); EndPose(541); // 輕劍下插緩衝 StartPose(573); BlendTime(0.05); Frame(4087, 4096); Hard(4087, 4091, 1.5); Hard(4091, 4094); Next(4092, 4095); FPS(10); Hurt_Body(); StartAttack(); Attack_R_hand(); AttackFrame(4091, 4092); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Sword_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 5, 0, 0); AirTargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); AirTargetValue(HardFrame_Sword_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 12, 0, 25); DefensePose(342,346,342,342); DefenseValue(HardFrame_Sword_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 5, 0, 0); AttackPower(Monsoon_Stab_2); OnHit ("Hit_Bloody02" , "weap_03_sword_hit_05" ,0 ,-90); OnDefense ("Hit_Guard02" , "weap_03_sword_grd_05" ,0 ,-90); EndAttack(); Box(2); CHR(VOC_Attack_Light, 4091); SFX("MOV_BodyDown", -1); SFX("MOV_RunRFall", 4092); SFX("MOV_RunLFall", 4095); SND("weap_03_sword_grd_03", -1); SND("weap_11_gun_hit_02", 4087); SND("weap_03_sword_grd_01", 4091); SND("char_01_footstep_on_dirt_03", 4092); SND("char_01_footstep_on_dirt_01", 4095); EndPose(573); // 輕劍輕圈劍 StartPose(542); BlendTime(0.175); Frame(3650, 3665); Soft(3650, 3651, 5); Soft(3651, 3653, 3); Hard(3653, 3657); FPS(20); Hurt_All(); Next(3657, 3664); StartAttack(); Attack_R_hand(); AttackFrame(3655, 3657); N_TargetPose(); TargetPose(204,203,200,202); TargetValue(HardFrame_Sword_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 6, -15, 0); AirTargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 205, DMGPose_25 + 207); AirTargetValue(HardFrame_Sword_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 7, -15, 15); DefensePose(345,344,342,346); DefenseValue(HardFrame_Sword_Ground_Guard * 0.225); DefenseMove(Defense_Gravity * 5, -15, 0); AttackPower(Storm_Cut_1); OnHit ("Hit_Bloody01" , "weap_03_sword_hit_01" ,-75 ,15); OnDefense ("Hit_Guard01" , "weap_03_sword_grd_01" ,-75 ,15); EndAttack(); StartDrag(); DragFrame(3653, 3658); DragSFX(-32,0,0,0); EndDrag(); Box(2); SFX("MOV_RunLStep", 3654); SFX("MOV_RunRStep", 3657); SND("weap_03_sword_slash_01", 3654); SND("char_01_footstep_on_dirt_01", 3657); SND("char_01_footstep_on_dirt_03", 3660); EndPose(542); // 輕劍肘彈劍 StartPose(543); BlendTime(0.2); Frame(3666, 3686); Hard(3675, 3679); Soft(3679, 3686); FPS(20); Hurt_All(); Next(3677, 3685); StartAttack(); Attack_R_hand(); AttackFrame(3676, 3678); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Sword_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 8, -15, 0); AirTargetPose(DMGPose_65 + 205, DMGPose_65 + 207, DMGPose_65 + 208, DMGPose_65 + 209); AirTargetValue(HardFrame_Sword_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 14, -75, 65); DefensePose(342,346,347,348); DefenseValue(HardFrame_Sword_Ground_Guard * 0.225); DefenseMove(Defense_Gravity * 7, -15, 0); AttackPower(Storm_Slash_2); OnHit ("Hit_Bloody01" , "weap_03_sword_hit_02" ,-30 ,-5); OnDefense ("Hit_Guard01" , "weap_03_sword_grd_02" ,-30 ,-5); EndAttack(); StartDrag(); DragFrame(3672, 3680); DragSFX(-32,0,0,0); EndDrag(); Box(2); SFX("MOV_RunLStep", 3673); SFX("MOV_RunLStep", 3677); SFX("MOV_RunLStep", 3680); SND("char_01_footstep_on_dirt_03", 3673); SND("weap_03_sword_slash_02", 3676); SND("char_01_footstep_on_dirt_01", 3677); SND("char_01_footstep_on_dirt_03", 3680); EndPose(543); // 輕劍輕左斜抹 StartPose(544); BlendTime(0.225); Frame(3687, 3705); Soft(3687, 3689, 0.5); Hard(3689, 3697, 0.95); FPS(20); Hurt_All(); Next(3694, 3704); StartAttack(); Attack_R_hand(); AttackFrame(3693, 3695); N_TargetPose(); TargetPose(217,216,216,217); TargetValue(HardFrame_Sword_Ground_Damage * 0.5); TargetMove(Ground_Gravity * 10, 75, 0); AirTargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 216, DMGPose_01 + 217); AirTargetValue(HardFrame_Sword_Air_Damage * 0.5); AirTargetMove(Air_Gravity * 12, 75, -45); DefensePose(344,345,346,342); DefenseValue(HardFrame_Sword_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 9, 75, 0); AttackPower(Storm_Strike_3); OnHit ("Hit_Bloody02" , "weap_03_sword_hit_05" ,45 ,45); OnDefense ("Hit_Guard02" , "weap_03_sword_grd_05" ,45 ,45); EndAttack(); StartDrag(); DragFrame(3690, 3696); DragSFX(-32,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Light, 3692); SFX("MOV_RunLStep", 3689); SFX("WPN3_544", 3693); SFX("MOV_RunRStep", 3695); SND("weap_08_glove_slash_03", 3692); SND("weap_03_sword_slash_03", 3693); SND("char_01_footstep_on_dirt_03", 3689); SND("char_01_footstep_on_dirt_01", 3695); EndPose(544); // 輕劍前進圈劍 StartPose(545); BlendTime(0.225); Frame(3706, 3724); Hard(3710, 3716); FPS(20); Hurt_All(); Next(3714, 3723); StartAttack(); Attack_R_hand(); AttackFrame(3711, 3715); N_TargetPose(); TargetPose(204,203,200,201); TargetValue(HardFrame_Sword_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(DMGPose_65 + 209, DMGPose_65 + 208, DMGPose_65 + 205, DMGPose_65 + 207); AirTargetValue(HardFrame_Sword_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 12, 0, 45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Sword_Ground_Guard * 0.225); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Turbulence_1); OnHit ("Hit_Bloody02" , "weap_03_sword_hit_02" ,-60 ,-15); OnDefense ("Hit_Guard02" , "weap_03_sword_grd_02" ,-60 ,-15); EndAttack(); StartDrag(); DragFrame(3710, 3716); DragSFX(-32,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Light, 3710); SFX("MOV_RunLFall", -1); SFX("MOV_RunRFall", 3712); SND("char_01_footstep_on_dirt_01", -1); SND("weap_03_sword_slash_02", 3711); SND("weap_11_gun_hit_02", 3712); SND("weap_03_sword_slash_01", 3713); EndPose(545); // 輕劍回身2劍 StartPose(546); BlendTime(0.15); Frame(3733, 3753); Hard(3735, 3749); Soft(3750, 3753, 0.5); FPS(20); Hurt_All(); Next(3745, 3752); StartAttack(); Attack_R_hand(); AttackFrame(3738, 3740); N_TargetPose(); TargetPose(203,204,202,200); TargetValue(HardFrame_Sword_Ground_Damage * 0.5); TargetMove(Ground_Gravity * 6, 15, 0); AirTargetPose(208,209,207,205); AirTargetValue(HardFrame_Sword_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 10, 45, 15); DefensePose(344,345,346,342); DefenseValue(HardFrame_Sword_Ground_Guard * 0.225); DefenseMove(Defense_Gravity * 6, 30, 0); AttackPower(Twister_1); OnHit ("Hit_Bloody01" , "weap_03_sword_hit_01" ,45 ,45); OnDefense ("Hit_Guard01" , "weap_03_sword_grd_01" ,45 ,45); EndAttack(); StartAttack(); Attack_R_hand(); AttackFrame(3744, 3746); N_TargetPose(); TargetPose(204,203,201,202); TargetValue(HardFrame_Sword_Ground_Damage * 0.5); TargetMove(Ground_Gravity * 8, -60, 0); AirTargetPose(209,208,205,207); AirTargetValue(HardFrame_Sword_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 15, -45, 25); DefensePose(345,344,343,346); DefenseValue(HardFrame_Sword_Ground_Guard * 0.225); DefenseMove(Defense_Gravity * 8, -75, 0); AttackPower(Twister_1); OnHit ("Hit_Bloody02" , "weap_03_sword_hit_02" ,-45 ,45); OnDefense ("Hit_Guard02" , "weap_03_sword_grd_02" ,-45 ,45); EndAttack(); StartDrag(); DragFrame(3736, 3740); DragSFX(-32,0,0,0); EndDrag(); StartDrag(); DragFrame(3742, 3750); DragSFX(-32,0,0,0); EndDrag(); Box(2); SFX("WPN3_546", 3733); SFX("MOV_RunRStep", 3735); SFX("MOV_RunLStep", 3739); SFX("MOV_RunLStep", 3744); SND("weap_03_sword_slash_04", 3737); SND("weap_03_sword_slash_05", 3742); SND("char_01_footstep_on_dirt_03", 3735); SND("char_01_footstep_on_dirt_01", 3739); SND("char_01_footstep_on_dirt_01", 3744); EndPose(546); // 輕劍旋風劍 StartPose(547); BlendTime(0.2); Frame(3754, 3765); Hard(3757, 3762); Soft(3763, 3765); FPS(10); Hurt_All(); Next(3760, 3765); StartAttack(); Attack_R_hand_L_foot(); AttackFrame(3758, 3762); N_TargetPose(); TargetPose(DMGPose_65 + 209, DMGPose_65 + 208, DMGPose_65 + 205, DMGPose_65 + 207); TargetValue(HardFrame_Sword_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 25, -75, 72); AirTargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 205, DMGPose_25 + 207); AirTargetValue(HardFrame_Sword_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 15, -75, 45); DefensePose(345,344,342,346); DefenseValue(HardFrame_Sword_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 6, -45, 0); AttackPower(Tornado_1); OnHit ("Hit_Bloody03" , "weap_03_sword_hit_03" ,-80 ,-15); OnDefense ("Hit_Guard03" , "weap_03_sword_grd_03" ,-80 ,-15); EndAttack(); StartDrag(); DragFrame(3755, 3763); DragSFX(-33,0,0,0); EndDrag(); StartDrag(bl_L_Calf,bl_L_Foot); DragFrame(3755, 3763); DragSFX(-3,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Middle, 3756); SFX("MOV_RunRStep", -1); SFX("WPN3_547", 3754); SFX("MOV_Jump", 3757); SFX("MOV_TouchDown", 3761); SND("char_01_footstep_on_dirt_01", -1); SND("char_04_jump", 3757); SND("weap_03_sword_slash_03", 3758); SND("weap_03_sword_slash_06", 3758); SND("char_05_cloth_flap_01", 3758); SND("char_02_touchdown_on_concrete", 3761); EndPose(547); // 輕劍踵落 StartPose(548); BlendTime(0.225); Frame(3767, 3781); Hard(3769, 3779); Soft(3779, 3781); FPS(10); Hurt_All(); Next(3777, 3781); StartAttack(); AttackType(1); Attack_L_foot(); AttackFrame(3772, 3774); N_TargetPose(); TargetPose(211,211,211,211); TargetValue(HardFrame_Sword_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 12, 0, 0); AirTargetPose(211,211,211,211); AirTargetValue(HardFrame_Sword_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 20, 0, -45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Sword_Ground_Guard * 0.6); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Heel_Strike_1); OnHit ("Hit_Bloody22" , "weap_13_punch_hit_02" ,0 ,30); OnDefense ("Hit_Guard22" , "weap_08_glove_grd_05" ,0 ,30); EndAttack(); StartDrag(bl_L_Calf,bl_L_Foot); DragFrame(3769, 3775); DragSFX(-3,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Light, 3772); SFX("MOV_RunLStep", -1); SFX("WPN3_548", 3770); SFX("MOV_TouchDown", 3780); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", 3769); SND("weap_13_punch_slash_01", 3772); SND("weap_11_gun_hit_02", 3773); SND("char_04_jump", 3778); SND("char_01_footstep_on_dirt_03", 3778); SND("char_02_touchdown_on_concrete", 3780); EndPose(548); // 輕劍右轉身劈 StartPose(549); BlendTime(0.25); Frame(3785, 3800); Soft(3785, 3787); Hard(3788, 3791); Hard(3791, 3792, 2); Hard(3792, 3793); Soft(3794, 3797, 2); FPS(10); Hurt_Body_Only(); Next(3792, 3797); StartAttack(); Attack_R_hand(); AttackFrame(3790, 3793); N_TargetPose(); TargetPose(209,208,205,207); TargetValue(HardFrame_Sword_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 12, 75, 45); AirTargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 216, DMGPose_01 + 217); AirTargetValue(HardFrame_Sword_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 14, 75, -45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Sword_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 8, 75, 0); AttackPower(Storm_Cleave_1); OnHit ("Hit_Bloody03" , "weap_03_sword_hit_05" ,75 ,45); OnDefense ("Hit_Guard03" , "weap_03_sword_grd_05" ,75 ,45); EndAttack(); StartDrag(); DragFrame(3790, 3795); DragSFX(-33,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 3790); SFX("WPN3_549", 3785); SFX("MOV_RunRStep", 3787); SFX("MOV_RunLStep", 3789); SFX("MOV_RunRStep", 3791); SFX("MOV_RunRStep", 3797); SND("char_05_cloth_flap_01", 3787); SND("weap_08_glove_slash_03", 3791); SND("weap_03_sword_slash_03", 3791); SND("weap_03_sword_grd_02", 3792); SND("char_01_footstep_on_dirt_03", 3787); SND("char_01_footstep_on_dirt_01", 3789); SND("char_01_footstep_on_dirt_01", 3791); SND("char_01_footstep_on_dirt_03", 3797); EndPose(549); // 輕劍柄擊 StartPose(550); BlendTime(0.25); Frame(3801, 3814); Soft(3801, 3803, 0.8); Hard(3803, 3804, 0.8); Hard(3804, 3808); Soft(3809, 3814, 0.8); FPS(10); Hurt_All(); Next(3807, 3813); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(3806, 3808); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Sword_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 216, DMGPose_01 + 217); AirTargetValue(HardFrame_Sword_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 18, 0, -45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Sword_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Vortex_1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_06" ,0 ,45); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_06" ,0 ,45); EndAttack(); Box(2); CHR(VOC_Attack_Middle, 3805); SFX("MOV_RunLStep", 3803); SFX("WPN3_550", 3801); SFX("MOV_RunRFall", 3807); SFX("MOV_RunRStep", 3814); SND("char_01_footstep_on_dirt_01", 3803); SND("weap_08_glove_slash_03", 3804); SND("weap_08_glove_slash_02", 3806); SND("weap_06_hammer_hit_02", 3807); SND("char_01_footstep_on_dirt_03", 3814); EndPose(550); // 輕劍展臂劍氣 StartPose(551); BlendTime(0.25); Frame(3815, 3829); Hard(3817, 3820, 1.25); Soft(3821, 3829); FPS(10); Hurt_All(); Next(3817, 3822); StartAttack(); AttackType(0); Attack_R_hand(); AttackFrame(3818, 3820); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Sword_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 25, 0, 15); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Sword_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 25, 0, 1); DefensePose(345,344,342,346); DefenseValue(HardFrame_Sword_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Whirlwind_1); OnHit ("Hit_Bloody03" , "weap_03_sword_hit_06" ,-75 ,-30); OnDefense ("Hit_Guard03" , "weap_03_sword_grd_06" ,-75 ,-30); EndAttack(); StartDrag(); DragFrame(3818, 3822); DragSFX(-33,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 3818); SFX("MOV_RunLStep", -1); SFX("WPN3_551", 3818); SFX("MOV_RunRStep", 3818); SFX("MOV_RunLStep", 3824); SND("weap_01_stinger_grd_02", 3817); SND("weap_03_sword_slash_01", 3818); SND("weap_03_sword_slash_02", 3818); SND("weap_12_dart_slash_01", 3818); SND("char_01_footstep_on_dirt_01", -1); SND("char_01_footstep_on_dirt_01", 3818); SND("char_01_footstep_on_dirt_03", 3824); EndPose(551); // 輕劍展臂氣合1 StartPose(552); BlendTime(0.25); Frame(3833, 3836); Soft(3833, 3836); FPS(10); Hurt_All(); Next(3833, 3836); Box(1); CHR(VOC_Attack_Charge1, 3833); SFX("MOV_ChiChargeR", 3835); SND("envi_21_noise_06", 3835); EndPose(552); // 輕劍展臂氣合劍氣1 StartPose(553); BlendTime(0.05); Frame(3818, 3829); Hard(3818, 3820, 1.5); Soft(3821, 3829); FPS(10); Hurt_All(); Next(3818, 3822); StartAttack(); AttackType(0); Attack_R_hand(); AttackFrame(3818, 3823); N_TargetPoseFlyUp(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Sword_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 23, 0, 15); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Sword_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 23, 0, 15); DefensePose(345,344,342,346); DefenseValue(HardFrame_Sword_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 12, 0, 15); AttackPower(Super_Whirlwind_1); OnHit ("Hit_Bloody12" , "weap_05_blade_hit_04" ,0 ,0); OnDefense ("Hit_Guard12" , "weap_05_blade_grd_01" ,0 ,0); EndAttack(); StartDrag(); DragFrame(3818, 3822); DragSFX(-33,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 3818); SFX("MOV_RunLStep", -1); SFX("MOV_Dust_S", 3818); SFX("WPN3_551", 3818); SFX("WPN3_553", 3819); SFX("MOV_RunRStep", 3818); SFX("MOV_RunLStep", 3824); SND("weap_01_stinger_grd_02", -1); SND("weap_03_sword_slash_03", 3818); SND("weap_03_sword_slash_04", 3818); SND("weap_03_sword_grd_01", 3818); SND("weap_12_dart_slash_02", 3819); SND("char_01_footstep_on_dirt_01", -1); SND("char_01_footstep_on_dirt_01", 3818); SND("char_01_footstep_on_dirt_03", 3824); EndPose(553); // 輕劍展臂氣合2 StartPose(554); BlendTime(0.25); Frame(3838, 3839); Soft(3838, 3839); FPS(4); Hurt_All(); Next(3838, 3839); Box(1); CHR(VOC_Attack_Charge2, 3838); SFX("MOV_ChiChargeR", 3839); SND("fant_12_effect_05_wave_move", 3839); EndPose(554); // 輕劍展臂氣合劍氣2 StartPose(555); BlendTime(0.05); Frame(3818, 3829); Hard(3818, 3820, 2); Soft(3821, 3829, 0.8); FPS(10); Hurt_All(); Next(3818, 3822); StartAttack(); AttackType(0); Attack_R_hand(); AttackFrame(3818, 3826); N_TargetPoseFlyUp(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Sword_Ground_Damage * 1); TargetMove(Ground_Gravity * 23, 0, 15); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Sword_Air_Damage * 1); AirTargetMove(Air_Gravity * 23, 0, 15); DefensePose(345,344,342,346); DefenseValue(HardFrame_Sword_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 15, 0, 15); AttackPower(Ultimate_Whirlwind_1); OnHit ("Hit_Bloody13" , "weap_05_blade_hit_02" ,0 ,0); OnDefense ("Hit_Guard13" , "weap_05_blade_grd_02" ,0 ,0); EndAttack(); StartDrag(); DragFrame(3818, 3822); DragSFX(-33,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 3818); SFX("MOV_RunLStep", -1); SFX("MOV_Dust_M", 3818); SFX("WPN3_551", 3818); SFX("WPN3_553", 3820); SFX("WPN3_555", 3822); SFX("MOV_RunRStep", 3818); SFX("MOV_RunLStep", 3824); SND("weap_01_stinger_grd_02", -1); SND("weap_03_sword_slash_01", 3818); SND("weap_03_sword_slash_05", 3818); SND("weap_03_sword_slash_06", 3818); SND("weap_03_sword_grd_01", 3818); SND("weap_12_dart_slash_03", 3819); SND("weap_12_dart_slash_03", 3822); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_dirt_03", 3818); SND("char_01_footstep_on_dirt_03", 3824); EndPose(555); // 輕劍左翻側攻 StartPose(556); BlendTime(0.2); Frame(3830, 3854); // Soft(3830, 3834, 2); // Soft(3835, 3839, 3); Soft(3830, 3839, 3); Hard(3840, 3847); Hard(3847, 3851, 1.5); FPS(10); Hurt_Body_Only(); Next(3846, 3853); StartAttack(); Attack_R_hand(); AttackFrame(3845, 3847); N_TargetPose(); TargetPose(DMGPose_01 + 209, DMGPose_01 + 208, DMGPose_01 + 205, DMGPose_01 + 207); TargetValue(HardFrame_Sword_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 18, -115, 15); AirTargetPose(DMGPose_01 + 209, DMGPose_01 + 208, DMGPose_01 + 205, DMGPose_01 + 207); AirTargetValue(HardFrame_Sword_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 20, -115, 15); DefensePose(345,344,342,346); DefenseValue(HardFrame_Sword_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 8, -115, 0); AttackPower(Updraft_1); OnHit ("Hit_Bloody03" , "weap_03_sword_hit_05" ,0 ,-30); OnDefense ("Hit_Guard03" , "weap_03_sword_grd_05" ,0 ,-30); EndAttack(); StartDrag(); DragFrame(3842, 3848); DragSFX(-33,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Charge1, -1); CHR(VOC_Attack_Strong, 3845); SFX("MOV_Jump", 3840); SFX("MOV_FallDown", 3845); SFX("MOV_RunRStep", 3852); SND("char_04_jump", 3840); SND("weap_03_sword_slash_06", 3840); SND("weap_03_sword_slash_05", 3845); SND("weap_11_gun_hit_02", 3845); SND("char_01_footstep_on_dirt_01", 3850); SND("char_01_footstep_on_dirt_03", 3852); EndPose(556); // 輕劍雙連踢 StartPose(557); BlendTime(0.225); Frame(3855, 3872); Soft(3855, 3857, 2); Hard(3858, 3859, 2); Hard(3859, 3861); Hard(3861, 3862, 2); Hard(3862, 3865); Hard(3865, 3868, 1.25); Soft(3868, 3869, 0.5); Soft(3869, 3872, 0.8); FPS(10); Hurt_All(); Next(3865, 3871); StartAttack(); AttackBone(bu_Spine,bl_L_Thigh,effect); AttackFrame(3859, 3861); N_TargetPose(); TargetPose(DMGPose_90 + 210, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); TargetValue(HardFrame_Sword_Ground_Damage * 1); TargetMove(Ground_Gravity * 20, 0, 75); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Sword_Air_Damage * 1); AirTargetMove(Air_Gravity * 15, 0, 35); DefensePose(342,346,347,348); DefenseValue(HardFrame_Sword_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 4, 0, 0); AttackPower(Gale_Force_Kick_1); OnHit ("Hit_Bloody22" , "weap_08_glove_hit_04" ,0 ,-75); OnDefense ("Hit_Guard22" , "weap_08_glove_grd_04" ,0 ,-75); EndAttack(); StartAttack(); Attack_R_foot(); AttackFrame(3863, 3865); N_TargetPose(); TargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Sword_Ground_Damage * 1); TargetMove(Ground_Gravity * 15, 0, 45); AirTargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); AirTargetValue(HardFrame_Sword_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, 0, 75); DefensePose(342,346,347,348); DefenseValue(HardFrame_Sword_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(Gale_Force_Kick_1); OnHit ("Hit_Bloody22" , "weap_08_glove_hit_03" ,0 ,-45); OnDefense ("Hit_Guard22" , "weap_08_glove_grd_03" ,0 ,-45); EndAttack(); StartDrag(bl_L_Calf,bl_L_Foot); DragFrame(3858, 3861); DragSFX(-2,0,0,0); EndDrag(); StartDrag(bl_L_Calf,bl_L_Foot,bl_R_Calf,bl_R_Foot); DragFrame(3862, 3869); DragSFX(-3,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Middle, 3859); SFX("WPN3_557", 3855); SFX("MOV_RunRStep", -1); SFX("MOV_RunLStep", 3857); SFX("MOV_Jump", 3859); SFX("MOV_TouchDown", 3868); SND("char_04_jump_high", 3859); SND("weap_08_glove_slash_01", 3860); SND("weap_08_glove_slash_03", 3860); SND("weap_08_glove_slash_02", 3863); SND("weap_08_glove_slash_03", 3863); SND("char_05_cloth_flap_01", 3863); SND("char_02_touchdown_on_concrete", 3868); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_dirt_01", 3857); EndPose(557); // 輕劍直衝刺 StartPose(558); BlendTime(0.25); Frame(3873, 3887); Soft(3873, 3877, 3); Hard(3878, 3879); Hard(3879, 3880, 2); Hard(3880, 3881); FPS(10); Hurt_All(); Next(3880, 3886); StartAttack(); Attack_R_hand(); AttackFrame(3879, 3881); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Sword_Ground_Damage * 0.5); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Sword_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 23, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Sword_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Wind_Thrust_1); OnHit ("Hit_Bloody02" , "weap_03_sword_hit_06" ,0 ,0); OnDefense ("Hit_Guard02" , "weap_03_sword_grd_06" ,0 ,0); EndAttack(); Box(1); CHR(VOC_Attack_Middle, 3878); SFX("MOV_RunLStep", 3876); SFX("WPN3_558", 3880); SFX("MOV_RunRFall", 3880); SFX("MOV_RunRStep", 3885); SND("weap_08_glove_slash_03", 3878); SND("weap_03_sword_slash_01", 3879); SND("weap_03_sword_slash_05", 3879); SND("weap_06_hammer_hit_01", 3880); SND("weap_11_gun_hit_02", 3880); SND("weap_03_sword_slash_02", 3885); SND("char_01_footstep_on_dirt_01", 3876); SND("char_01_footstep_on_dirt_03", 3885); EndPose(558); // 輕劍掄劍第1段 (PS: 因為攻擊FRAME不夠又不能重疊, 所以利用BLEND來加長, 所以下一段也會同上一段最後一個ATTACK) StartPose(559); BlendTime(0.25); Frame(3888, 3895); Hard(3890, 3894); Link(586); FPS(10); Hurt_All(); Next(3893, 3895); StartAttack(); Attack_R_hand(); AttackFrame(3891, 3892); N_TargetPose(); TargetPose(203,204,202,200); TargetValue(HardFrame_Sword_Ground_Damage * 0.25); TargetMove(Ground_Gravity * 3, 15, 0); AirTargetPose(208,209,207,205); AirTargetValue(HardFrame_Sword_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 8, 15, 5); DefensePose(344,345,346,342); DefenseValue(HardFrame_Sword_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 3, 15, 0); AttackPower(Crosswinds_1); OnHit ("Hit_Bloody01" , "weap_03_sword_hit_01" ,75 ,-15); OnDefense ("Hit_Guard01" , "weap_03_sword_grd_01" ,75 ,-15); EndAttack(); StartAttack(); Attack_R_hand(); AttackFrame(3893, 3894); N_TargetPose(); TargetPose(204,203,200,202); TargetValue(HardFrame_Sword_Ground_Damage * 0.25); TargetMove(Ground_Gravity * 4, -15, 0); AirTargetPose(209,208,205,207); AirTargetValue(HardFrame_Sword_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 8, -15, 5); DefensePose(345,344,342,346); DefenseValue(HardFrame_Sword_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 4, -15, 0); AttackPower(Crosswinds_1); OnHit ("Hit_Bloody01" , "weap_03_sword_hit_01" ,-60 ,-30); OnDefense ("Hit_Guard01" , "weap_03_sword_grd_01" ,-60 ,-30); EndAttack(); StartDrag(); DragFrame(3890, 3894); DragSFX(-33,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Middle, 3891); SFX("MOV_RunLStep", 3889); SFX("MOV_RunRStep", 3892); SND("weap_03_sword_slash_02", 3891); SND("weap_03_sword_slash_01", 3893); SND("char_01_footstep_on_dirt_03", 3889); SND("char_01_footstep_on_dirt_01", 3892); EndPose(559); // 輕劍掄劍第2段 StartPose(584); BlendTime(0.1); Frame(3895, 3899); Hard(3895, 3898); FPS(10); Hurt_All(); Link(586); Next(3897, 3899); StartAttack(); Attack_R_hand(); AttackFrame(3895, 3896); N_TargetPose(); TargetPose(204,203,200,202); TargetValue(HardFrame_Sword_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 4, -15, 0); AirTargetPose(209,208,205,207); AirTargetValue(HardFrame_Sword_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 8, -15, 5); DefensePose(345,344,342,346); DefenseValue(HardFrame_Sword_Ground_Guard * 0.225); DefenseMove(Defense_Gravity * 4, -15, 0); AttackPower(Crosswinds_2); OnHit ("Hit_Bloody01" , "weap_03_sword_hit_01" ,-60 ,-30); OnDefense ("Hit_Guard01" , "weap_03_sword_grd_01" ,-60 ,-30); EndAttack(); StartAttack(); Attack_R_hand(); AttackFrame(3896, 3897); N_TargetPose(); TargetPose(203,204,202,200); TargetValue(HardFrame_Sword_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 5, 15, 0); AirTargetPose(209,208,205,207); AirTargetValue(HardFrame_Sword_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 9, 15, 6); DefensePose(345,344,342,346); DefenseValue(HardFrame_Sword_Ground_Guard * 0.225); DefenseMove(Defense_Gravity * 5, 15, 0); AttackPower(Crosswinds_2); OnHit ("Hit_Bloody02" , "weap_03_sword_hit_02" ,45 ,-45); OnDefense ("Hit_Guard02" , "weap_03_sword_grd_02" ,45 ,-45); EndAttack(); StartAttack(); Attack_R_hand(); AttackFrame(3898, 3899); N_TargetPose(); TargetPose(204,203,200,202); TargetValue(HardFrame_Sword_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 6, -15, 0); AirTargetPose(208,209,207,205); AirTargetValue(HardFrame_Sword_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 9, -15, 6); DefensePose(344,345,346,342); DefenseValue(HardFrame_Sword_Ground_Guard * 0.225); DefenseMove(Defense_Gravity * 6, -15, 0); AttackPower(Crosswinds_2); OnHit ("Hit_Bloody02" , "weap_03_sword_hit_02" ,-30 ,-60); OnDefense ("Hit_Guard02" , "weap_03_sword_grd_02" ,-30 ,-60); EndAttack(); StartDrag(); DragFrame(3895, 3898); DragSFX(-33,0,0,0); EndDrag(); Box(2); SFX("MOV_RunRStep", 3895); SFX("MOV_RunLStep", 3897); SND("weap_03_sword_slash_04", 3895); SND("weap_03_sword_slash_03", 3897); SND("char_01_footstep_on_dirt_01", 3895); SND("char_01_footstep_on_dirt_01", 3897); EndPose(584); // 輕劍掄劍第3段 StartPose(585); BlendTime(0.1); Frame(3899, 3903); Hard(3899, 3902); FPS(10); Hurt_All(); Link(586); Next(3901, 3903); StartAttack(); Attack_R_hand(); AttackFrame(3899, 3900); N_TargetPose(); TargetPose(204,203,200,202); TargetValue(HardFrame_Sword_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 6, -15, 0); AirTargetPose(208,209,207,205); AirTargetValue(HardFrame_Sword_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 9, -15, 6); DefensePose(344,345,346,342); DefenseValue(HardFrame_Sword_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 6, -15, 0); AttackPower(Crosswinds_3); OnHit ("Hit_Bloody02" , "weap_03_sword_hit_02" ,-30 ,-60); OnDefense ("Hit_Guard02" , "weap_03_sword_grd_02" ,-30 ,-60); EndAttack(); StartAttack(); Attack_R_hand(); AttackFrame(3900, 3902); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Sword_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 8, 15, 0); AirTargetPose(209,208,205,207); AirTargetValue(HardFrame_Sword_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 10, 15, 15); DefensePose(345,344,342,346); DefenseValue(HardFrame_Sword_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 8, 15, 0); AttackPower(Crosswinds_3); OnHit ("Hit_Bloody03" , "weap_03_sword_hit_05" ,75 ,-15); OnDefense ("Hit_Guard03" , "weap_03_sword_grd_05" ,75 ,-15); EndAttack(); StartDrag(); DragFrame(3899, 3902); DragSFX(-33,0,0,0); EndDrag(); Box(2); SFX("MOV_RunRStep", 3899); SFX("MOV_RunLStep", 3901); SND("weap_03_sword_slash_06", 3899); SND("weap_03_sword_slash_05", 3901); SND("char_01_footstep_on_dirt_01", 3899); SND("char_01_footstep_on_dirt_03", 3901); EndPose(585); // 輕劍掄劍收招 StartPose(586); BlendTime(0.1); Frame(3903, 3907); Hard(3903, 3903); FPS(10); Hurt_All(); Next(3903, 3906); Box(2); SFX("MOV_RunLStep", 3905); SND("weap_03_sword_slash_02", 3905); SND("char_01_footstep_on_dirt_03", 3905); EndPose(586); // 輕劍狂點第1段 StartPose(560); BlendTime(0.25); Frame(3908, 3938); Soft(3908, 3922, 2); Hard(3923, 3937); Link(589); FPS(20); Hurt_All(); Next(3936, 3938); StartAttack(); Attack_R_hand(); AttackFrame(3926, 3928); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Sword_Ground_Damage * 0.25); TargetMove(Ground_Gravity * 5, 0, 0); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Sword_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 8, 0, 5); DefensePose(343,346,347,348); DefenseValue(HardFrame_Sword_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 5, 0, 0); AttackPower(Storm_Thrust_1); OnHit ("Hit_Bloody01" , "weap_03_sword_hit_01" ,0 ,0); OnDefense ("Hit_Guard01" , "weap_03_sword_grd_01" ,0 ,0); EndAttack(); StartAttack(); Attack_R_hand(); AttackFrame(3930, 3932); N_TargetPose(); TargetPose(204,202,203,204); TargetValue(HardFrame_Sword_Ground_Damage * 0.25); TargetMove(Ground_Gravity * 6, 0, 0); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Sword_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 9, 0, 5); DefensePose(345,346,347,348); DefenseValue(HardFrame_Sword_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(Storm_Thrust_1); OnHit ("Hit_Bloody02" , "weap_03_sword_hit_05" ,0 ,0); OnDefense ("Hit_Guard02" , "weap_03_sword_grd_05" ,0 ,0); EndAttack(); StartAttack(); Attack_R_hand(); AttackFrame(3935, 3937); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Sword_Ground_Damage * 0.25); TargetMove(Ground_Gravity * 7, 0, 0); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Sword_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 10, 0, 5); DefensePose(343,346,347,348); DefenseValue(HardFrame_Sword_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 7, 0, 0); AttackPower(Storm_Thrust_1); OnHit ("Hit_Bloody02" , "weap_03_sword_hit_02" ,0 ,0); OnDefense ("Hit_Guard02" , "weap_03_sword_grd_02" ,0 ,0); EndAttack(); Box(1); CHR(VOC_Attack_Light, 3925); CHR(VOC_Attack_Light, 3929); CHR(VOC_Attack_Light, 3934); SFX("MOV_RunLStep", 3913); SFX("MOV_RunRFall", 3926); SFX("WPN3_558", 3926); SFX("WPN3_558", 3930); SFX("WPN3_558", 3936); SND("weap_08_glove_slash_03", 3908); SND("weap_11_gun_hit_02", 3925); SND("weap_03_sword_slash_04", 3926); SND("weap_03_sword_slash_02", 3929); SND("weap_03_sword_slash_01", 3935); SND("char_01_footstep_on_dirt_03", 3913); SND("char_01_footstep_on_dirt_01", 3926); EndPose(560); // 輕劍狂點第2段 StartPose(587); BlendTime(0.1); Frame(3938, 3947); Hard(3938, 3946); Link(589); FPS(20); Hurt_All(); Next(3943, 3947); StartAttack(); Attack_R_hand(); AttackFrame(3941, 3943); N_TargetPose(); TargetPose(DMGPose_25 + 207, DMGPose_25 + 205, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Sword_Ground_Damage * 0.85); TargetMove(Ground_Gravity * 12, 0, 30); AirTargetPose(207,205,208,209); AirTargetValue(HardFrame_Sword_Air_Damage * 0.85); AirTargetMove(Air_Gravity * 14, 0, 15); DefensePose(344,346,347,348); DefenseValue(HardFrame_Sword_Ground_Guard * 0.225); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Storm_Thrust_2); OnHit ("Hit_Bloody02" , "weap_03_sword_hit_05" ,0 ,0); OnDefense ("Hit_Guard02" , "weap_03_sword_grd_05" ,0 ,0); EndAttack(); Box(1); CHR(VOC_Attack_Middle, 3940); SFX("MOV_RunLStep", 3941); SFX("WPN3_558", 3942); SFX("MOV_RunRStep", 3944); SND("weap_03_sword_slash_05", 3941); SND("char_01_footstep_on_dirt_01", 3941); SND("char_01_footstep_on_dirt_01", 3944); EndPose(587); // 輕劍狂點第3段 StartPose(588); BlendTime(0.1); Frame(3948, 3962); Hard(3948, 3961); Link(589); FPS(20); Hurt_All(); Next(3951, 3961); StartAttack(); Attack_R_hand(); AttackFrame(3949, 3951); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Sword_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 22, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Sword_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 22, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Sword_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Storm_Thrust_3); OnHit ("Hit_Bloody03" , "weap_03_sword_hit_06" ,0 ,0); OnDefense ("Hit_Guard03" , "weap_03_sword_grd_06" ,0 ,0); EndAttack(); Box(1); CHR(VOC_Attack_Strong, 3948); SFX("MOV_RunLStep", 3948); SFX("MOV_RunRFall", 3951); SFX("WPN3_558", 3951); SFX("MOV_RunRStep", 3958); SND("weap_11_gun_hit_02", 3951); SND("weap_03_sword_slash_06", 3951); SND("weap_03_sword_slash_02", 3957); SND("char_01_footstep_on_dirt_01", 3948); SND("char_01_footstep_on_dirt_03", 3958); EndPose(588); // 輕劍狂點收招 StartPose(589); BlendTime(0.1); Frame(3962, 3965); Hard(3962, 3962); FPS(20); Hurt_All(); Next(3962, 3964); Box(2); // SFX(Pose589); EndPose(589); // 輕劍怒氣旋風劍 StartPose(561); BlendTime(0.2); Frame(3966, 3989); Hard(3967, 3983); FPS(10); Hurt_Body_Only(); Next(3980, 3989); StartAttack(); Attack_R_hand_L_foot(); AttackFrame(3968, 3983); N_TargetPoseStand(); TargetPose(209,208,205,207); TargetValue(HardFrame_Sword_Ground_Damage * 1); TargetMove(Ground_Gravity * 14, -125, 15); AirTargetPose(209,208,205,207); AirTargetValue(HardFrame_Sword_Air_Damage * 1); AirTargetMove(Air_Gravity * 14, -125, 15); DefensePose(345,347,342,346); DefenseValue(HardFrame_Sword_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 8, -125, 0); AttackPower(Cyclone_1); OnHit ("Hit_Bloody03" , "weap_03_sword_hit_05" ,-75 ,-15); OnDefense ("Hit_Guard03" , "weap_03_sword_grd_05" ,-75 ,-15); EndAttack(); StartDrag(bl_L_Calf,bl_L_Foot,bl_R_Calf,bl_R_Foot); DragFrame(3968, 3985); DragSFX(-33,0,0,0); EndDrag(); StartDrag(); DragFrame(3968, 3985); DragSFX(-33,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 3968); CHR(VOC_Attack_Strong, 3978); SFX("USE_SmallSkill", -1); SFX("WPN3_561", 3966); SFX("MOV_Dust_M", 3970); SFX("MOV_TouchDown", 3974); SFX("MOV_TouchDown", 3982); SND("impa_03_wave_suck_01", -1); SND("weap_08_glove_slash_03", 3967); SND("weap_03_sword_slash_04", 3968); SND("weap_03_sword_slash_05", 3969); SND("weap_03_sword_slash_06", 3970); SND("char_05_cloth_flap_01", 3970); SND("weap_12_dart_slash_03", 3971); SND("weap_08_glove_slash_03", 3975); SND("weap_03_sword_slash_04", 3976); SND("weap_03_sword_slash_05", 3977); SND("weap_03_sword_slash_06", 3978); SND("char_05_cloth_flap_01", 3978); SND("weap_12_dart_slash_03", 3979); SND("char_02_touchdown_on_concrete", 3974); SND("char_02_touchdown_on_concrete", 3982); EndPose(561); // 輕劍怒氣旋風劍(空中用) StartPose(578); BlendTime(0.2); Frame(3627, 3629); Hard(3627, 3629); Loop(3629, 3629); Link(579); FPS(10); Hurt_Body_Only(); StartAttack(); AttackFrame(3627, 3629); EndAttack(); Box(2); EndPose(578); // 輕劍怒氣雙劍波 StartPose(562); BlendTime(0.2); Frame(3990, 4017); Hard(3994, 4014); FPS(20); Hurt_Body_Only(); Next(4010, 4016); StartAttack(); Attack_R_hand(); AttackFrame(3998, 4003); N_TargetPoseFlyUp(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Sword_Ground_Damage * 1); TargetMove(Ground_Gravity * 23, 0, 30); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Sword_Air_Damage * 1); AirTargetMove(Air_Gravity * 23, 0, 30); DefensePose(345,347,342,346); DefenseValue(HardFrame_Sword_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 12, 0, 15); AttackPower(Wind_Shear_1); OnHit ("Hit_Bloody12" , "weap_03_sword_hit_06" ,0 ,0); OnDefense ("Hit_Guard12" , "weap_03_sword_grd_06" ,0 ,0); EndAttack(); StartAttack(); Attack_R_hand(); AttackFrame(4006, 4010); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Sword_Ground_Damage * 1); TargetMove(Ground_Gravity * 23, 0, 15); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Sword_Air_Damage * 1); AirTargetMove(Air_Gravity * 23, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Sword_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 15, 0, 15); AttackPower(Wind_Shear_1); OnHit ("Hit_Bloody12" , "weap_03_sword_hit_05" ,0 ,0); OnDefense ("Hit_Guard12" , "weap_03_sword_grd_05" ,0 ,0); EndAttack(); StartDrag(); DragFrame(3996, 4008); DragSFX(-33,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 3997); CHR(VOC_Attack_Strong, 4004); SFX("USE_SmallSkill", -1); SFX("WPN3_562", 3990); SFX("MOV_Dust_M", 3997); SFX("MOV_Dust_M", 4005); SND("impa_03_wave_suck_01", -1); SND("weap_03_sword_slash_03", 3997); SND("impa_03_wave_scream_01_short", 3997); SND("weap_03_sword_slash_03", 4005); SND("impa_03_wave_scream_01_short", 4005); EndPose(562); // 輕劍怒爆技起手 StartPose(563); BlendTime(0.25); Frame(4026, 4035); Hard(4026, 4035); FPS(10); Hurt_Body_Only(); Link(564); StartAttack(); AttackType(1); Attack_All(); AttackFrame(4027, 4035); N_TargetPoseFlyOut(); TargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); TargetValue(HardFrame_Sword_Ground_Damage * 1); TargetMove(Ground_Gravity * 14, 0, 55); AirTargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); AirTargetValue(HardFrame_Sword_Air_Damage * 1); AirTargetMove(Air_Gravity * 13, 0, 45); DefensePose(345,347,342,346); DefenseValue(HardFrame_Sword_Ground_Guard * 1); DefenseMove(Defense_Gravity * 12, 0, 30); AttackPower(Hurricane_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_03" ,0 ,-30); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_03" ,0 ,-30); EndAttack(); StartDrag(); DragFrame(4026, 4035); DragSFX(-33,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Charge2, -1); SFX("USE_SuperSkill", -1); SFX("WPN3_563", 4026); SFX("MOV_TeamAssist", 4026); SFX("MOV_TeamAssist", 4030); SFX("MOV_TeamAssist", 4034); SND("impa_03_wave_suck_02", -1); EndPose(563); // 輕劍怒爆技出招 StartPose(564); BlendTime(0.05); Frame(4036, 4049); Hard(4036, 4048); FPS(10); Hurt_Body_Only(); Next(4040, 4048); StartAttack(); AttackType(1); AttackBone(effect); AttackFrame(4036, 4042); N_TargetPoseFlyOut(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Sword_Ground_Damage * 1); TargetMove(Ground_Gravity * 30, 0, 30); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Sword_Air_Damage * 1); AirTargetMove(Air_Gravity * 25, 0, 15); DefensePose(345,347,342,346); DefenseValue(HardFrame_Sword_Ground_Guard * 1); DefenseMove(Defense_Gravity * 20, 0, 25); AttackPower(Hurricane_2); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_03" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_03" ,0 ,0); EndAttack(); StartDrag(); DragFrame(4036, 4042); DragSFX(-33,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Long1, 4036); SFX("WPN3_564", 4036); SFX("MOV_Dust_L", 4037); SFX("MOV_RunRFall", 4045); SND("impa_03_wave_scream_01_short", 4037); EndPose(564); // 輕劍齊發氣合1 StartPose(565); BlendTime(0.2); Frame(9591, 9595); Soft(9591, 9595); Loop(9591, 9595); FPS(5); Hurt_Body(); StartAttack(); AttackFrame(9592, 9595); TeamAssistChiImpact(); EndAttack(); StartDrag(); DragFrame(9591, 9595); DragSFX(-33,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Charge3, -1); SFX("MOV_ChiCharge", -1); SFX("WPN3_Twister", 9592); SFX("WPN3_LightWP", 9592); SFX("MOV_TeamAssist", 9591); SFX("MOV_TeamAssist", 9592); SFX("MOV_TeamAssist", 9593); SFX("MOV_TeamAssist", 9594); SFX("MOV_TeamAssist", 9595); SND("envi_21_noise_06", 9592); SND("weap_05_blade_slash_02", 9591); SND("weap_05_blade_slash_02", 9592); SND("weap_05_blade_slash_02", 9593); SND("weap_05_blade_slash_02", 9594); SND("weap_05_blade_slash_02", 9595); EndPose(565); // 輕劍齊發技1起手 StartPose(577); BlendTime(0.25); Frame(4026, 4035); //Frame(4018, 4035); Hard(4026, 4035); //Hard(4019, 4035); FPS(10); Hurt_Body_Only(); Link(566); StartAttack(); AttackType(1); Attack_All(); AttackFrame(4027, 4035); //AttackFrame(4022, 4035); N_TargetPoseFlyOut(); TargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); TargetValue(HardFrame_Sword_Ground_Damage * 1.5); TargetMove(Ground_Gravity * 14, 0, 55); AirTargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); AirTargetValue(HardFrame_Sword_Air_Damage * 1.5); AirTargetMove(Air_Gravity * 13, 0, 45); DefensePose(345,347,342,346); DefenseValue(HardFrame_Sword_Ground_Guard * 1.5); DefenseMove(Defense_Gravity * 12, 0, 30); AttackPower(Tempest_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_03" ,0 ,-30); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_03" ,0 ,-30); EndAttack(); StartDrag(); DragFrame(4026, 4035); DragSFX(-33,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Charge2, -1); SFX("USE_SuperSkill", -1); SFX("WPN3_Twister", 4026); SFX("WPN3_563", 4026); SFX("MOV_TeamAssist", 4026); SFX("MOV_TeamAssist", 4030); SFX("MOV_TeamAssist", 4034); SND("impa_03_wave_suck_02", -1); EndPose(577); // 輕劍齊發技1第1擊 StartPose(566); BlendTime(0.05); Frame(4036, 4040); Hard(4036, 4040); FPS(10); Hurt_Body_Only(); Link(567); StartAttack(); AttackType(1); AttackBone(effect); AttackFrame(4037, 4040); N_TargetPoseFlyOut(); TargetPose(DMGPose_45 + 212, DMGPose_45 + 213, DMGPose_45 + 214, DMGPose_45 + 215); TargetValue(HardFrame_Sword_Ground_Damage * 1.5); TargetMove(Ground_Gravity * 25, 0, 75); AirTargetPose(DMGPose_45 + 212, DMGPose_45 + 213, DMGPose_45 + 214, DMGPose_45 + 215); AirTargetValue(HardFrame_Sword_Air_Damage * 1.5); AirTargetMove(Air_Gravity * 22, 0, 65); DefensePose(345,347,342,346); DefenseValue(HardFrame_Sword_Ground_Guard * 1.5); DefenseMove(Defense_Gravity * 20, 0, 70); AttackPower(Tempest_2); OnHit ("Hit_Bloody03" , "weap_03_sword_hit_05" ,0 ,0); OnDefense ("Hit_Guard03" , "weap_03_sword_grd_05" ,0 ,0); EndAttack(); StartDrag(); DragFrame(4036, 4040); DragSFX(-33,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 4036); SFX("WPN3_Twister", -1); SFX("WPN3_564", 4036); SFX("MOV_Dust_L", 4037); SFX("WPN3_LightWP", 4038); SND("impa_03_wave_scream_01_short", 4037); EndPose(566); // 輕劍齊發技1第2擊 StartPose(567); BlendTime(0.15); Frame(4050, 4074); Hard(4050, 4059); Hard(4060, 4066, 0.6); Hard(4066, 4070); Next(4065, 4073); FPS(20); Hurt_Small_Body(); StartAttack(); AttackType(1); AttackBone(effect); AttackFrame(4054, 4072); N_TargetPoseFlyUp(); TargetPose(DMGPose_25 + 208, DMGPose_45 + 209, DMGPose_45 + 207, DMGPose_45 + 205); TargetValue(HardFrame_Sword_Ground_Damage * 1.5); TargetMove(Ground_Gravity * 25, 0, 30); AirTargetPose(208,209,207,205); AirTargetValue(HardFrame_Sword_Air_Damage * 1.5); AirTargetMove(Air_Gravity * 25, 0, 25); DefensePose(342,346,347,348); DefenseValue(HardFrame_Sword_Ground_Guard * 1.5); DefenseMove(Defense_Gravity * 25, 0, 20); AttackPower(Tempest_3); OnHit ("Hit_Bloody23" , "weap_10_chi_slash_01" ,0 ,-90); OnDefense ("Hit_Guard23" , "weap_08_glove_grd_04" ,0 ,-90); EndAttack(); StartDrag(); DragFrame(4050, 4061); DragSFX(-33,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Long1, 4054); SFX("WPN3_567B", 4055); SFX("MOV_TouchDown", 4066); SND("char_04_jump", 4054); SND("weap_03_sword_slash_06", 4054); SND("impa_03_wave_scream_05_heavy", 4054); SND("impa_03_wave_scream_03_short", 4055); SND("char_02_touchdown_on_concrete", 4066); EndPose(567); // 輕劍齊發氣合2 StartPose(569); BlendTime(0.2); Frame(9591, 9595); Soft(9591, 9595); Loop(9591, 9595); FPS(10); Hurt_Body(); StartAttack(); AttackFrame(9592, 9595); TeamAssistChiImpact(); EndAttack(); StartDrag(); DragFrame(9591, 9595); DragSFX(-33,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Charge3, -1); SFX("MOV_ChiCharge", -1); SFX("WPN3_Twister", 9592); SFX("WPN3_LightWP", 9592); SFX("MOV_TeamAssist", 9591); SFX("MOV_TeamAssist", 9592); SFX("MOV_TeamAssist", 9593); SFX("MOV_TeamAssist", 9594); SFX("MOV_TeamAssist", 9595); SND("envi_21_noise_06", -1); SND("weap_05_blade_slash_02", 9591); SND("weap_05_blade_slash_02", 9592); SND("weap_05_blade_slash_02", 9593); SND("weap_05_blade_slash_02", 9594); SND("weap_05_blade_slash_02", 9595); EndPose(569); // 輕劍齊發技2起手 StartPose(583); BlendTime(0.25); Frame(4026, 4035); //Frame(4018, 4035); Hard(4026, 4035); //Hard(4019, 4035); FPS(10); Hurt_Body_Only(); Link(570); StartAttack(); AttackType(1); Attack_All(); AttackFrame(4027, 4035); //AttackFrame(4022, 4035); N_TargetPoseFlyOut(); TargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); TargetValue(HardFrame_Sword_Ground_Damage * 1.5); TargetMove(Ground_Gravity * 14, 0, 55); AirTargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); AirTargetValue(HardFrame_Sword_Air_Damage * 1.5); AirTargetMove(Air_Gravity * 13, 0, 45); DefensePose(345,347,342,346); DefenseValue(HardFrame_Sword_Ground_Guard * 1.5); DefenseMove(Defense_Gravity * 12, 0, 30); AttackPower(Eye_of_the_Storm_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_03" ,0 ,-30); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_03" ,0 ,-30); EndAttack(); StartDrag(); DragFrame(4026, 4035); DragSFX(-33,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Charge2, -1); SFX("USE_SuperSkill", -1); SFX("WPN3_Twister", 4026); SFX("WPN3_563", 4026); SFX("MOV_TeamAssist", 4026); SFX("MOV_TeamAssist", 4030); SFX("MOV_TeamAssist", 4034); SND("impa_03_wave_suck_02", -1); EndPose(583); // 輕劍齊發技2第1擊 StartPose(570); BlendTime(0.1); Frame(4036, 4040); Hard(4036, 4040); FPS(10); Hurt_Body_Only(); Link(571); StartAttack(); AttackType(1); AttackBone(effect); AttackFrame(4037, 4040); N_TargetPoseFlyOut(); TargetPose(DMGPose_45 + 212, DMGPose_45 + 213, DMGPose_45 + 214, DMGPose_45 + 215); TargetValue(HardFrame_Sword_Ground_Damage * 1.5); TargetMove(Ground_Gravity * 25, 0, 72); AirTargetPose(DMGPose_45 + 212, DMGPose_45 + 213, DMGPose_45 + 214, DMGPose_45 + 215); AirTargetValue(HardFrame_Sword_Air_Damage * 1.5); AirTargetMove(Air_Gravity * 22, 0, 72); DefensePose(345,347,342,346); DefenseValue(HardFrame_Sword_Ground_Guard * 1.5); DefenseMove(Defense_Gravity * 20, 0, 0); AttackPower(Eye_of_the_Storm_2); OnHit ("Hit_Bloody03" , "weap_03_sword_hit_05" ,0 ,0); OnDefense ("Hit_Guard03" , "weap_03_sword_grd_05" ,0 ,0); EndAttack(); StartDrag(); DragFrame(4036, 4040); DragSFX(-33,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 4036); SFX("WPN3_Twister", -1); SFX("WPN3_564", 4036); SFX("MOV_Dust_L", 4037); SFX("WPN3_LightWP", 4038); SND("impa_03_wave_scream_01_short", 4037); EndPose(570); // 輕劍齊發技2第2擊 StartPose(571); BlendTime(0.15); Frame(4050, 4061); Hard(4050, 4061); Link(572); FPS(20); Hurt_Body_Only(); StartAttack(); AttackType(1); AttackBone(effect); AttackFrame(4054, 4061); N_TargetPose(); TargetPose(DMGPose_45 + 208, DMGPose_45 + 209, DMGPose_45 + 207, DMGPose_45 + 205); TargetValue(HardFrame_Sword_Ground_Damage * 1.5); TargetMove(Ground_Gravity * 30, 0, 45); AirTargetPose(208,209,207,205); AirTargetValue(HardFrame_Sword_Air_Damage * 1.5); AirTargetMove(Air_Gravity * 25, 0, 15); DefensePose(342,346,347,348); DefenseValue(HardFrame_Sword_Ground_Guard * 1.5); DefenseMove(Defense_Gravity * 20, 0, 0); AttackPower(Eye_of_the_Storm_3); OnHit ("Hit_Bloody23" , "weap_10_chi_slash_01" ,0 ,-90); OnDefense ("Hit_Guard23" , "weap_08_glove_grd_04" ,0 ,-90); EndAttack(); StartDrag(); DragFrame(4050, 4061); DragSFX(-33,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 4054); SFX("WPN3_567", 4050); SFX("WPN3_567A", 4052); SFX("WPN3_567B", 4055); SFX("WPN3_LightWP", 4058); SND("char_04_jump", 4054); SND("weap_03_sword_slash_06", 4054); SND("impa_03_wave_scream_05_heavy", 4054); SND("impa_03_wave_scream_03_short", 4055); EndPose(571); // 輕劍齊發技2第3擊 StartPose(572); BlendTime(0.1); Frame(4075, 4086); Hard(4075, 4085); Next(4080, 4085); FPS(10); Hurt_Body_Only(); StartAttack(); AttackType(1); AttackBone(effect); AttackFrame(4076, 4084); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Sword_Ground_Damage * 1); TargetMove(Ground_Gravity * 30, 0, 30); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Sword_Air_Damage * 1); AirTargetMove(Air_Gravity * 30, 0, 15); DefensePose(345,347,342,346); DefenseValue(HardFrame_Sword_Ground_Guard * 1.5); DefenseMove(Defense_Gravity * 15, 0, 0); AttackPower(Eye_of_the_Storm_4); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_06" ,0 ,-60); OnDefense ("Hit_Guard03" , "weap_03_sword_grd_06" ,0 ,-60); EndAttack(); StartDrag(); DragFrame(4075, 4082); DragSFX(-33,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Long1, 4075); SFX("WPN3_572", 4075); SFX("MOV_Dust_L", 4077); SFX("MOV_RunRStep", 4083); SND("weap_12_dart_slash_03", 4075); SND("impa_03_wave_scream_01_short", 4076); SND("weap_06_hammer_hit_01", 4077); SND("weap_11_gun_hit_02", 4077); SND("char_01_footstep_on_dirt_03", 4083); EndPose(572); //========================長槍動作================================== //長槍統一動作段落 待機590 防禦591_598 速移599_602 WeaponUsualPose0(a=250 , s=3431); WeaponUsualPose1(a=250 , s=3431); WeaponUsualPose2(a=250 , s=3431); //長槍女體型 防禦站姿posemapping 1573 WeaponUsualPose1(a=1232 , s=7878); //長槍大體型 防禦站姿posemapping 1518 WeaponUsualPose1(a=1177 , s=7719); // 長槍組合技 StartPose(603); BlendTime(0.1); Frame(5970, 5983); FPS(20); Hard(5970, 5972, 0.5); Hard(5972, 5982, 1); Hurt_All(); Next(5980, 5983); StartAttack(); Attack_Up_T(); AttackFrame(5972, 5980); N_TargetPose(); TargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); TargetValue(HardFrame_Spear_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 18, 0, 25); AirTargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); AirTargetValue(HardFrame_Spear_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 16, 0, 15); DefensePose(342,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 14, 0, 0); AttackPower(Sky_Charge_1); OnHit ("Hit_Bloody02" , "weap_04_spear_hit_05" ,0 ,0); OnDefense ("Hit_Guard02" , "weap_04_spear_grd_05" ,0 ,0); EndAttack(); StartDrag(); DragFrame(5971, 5981); DragSFX(-42,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Light, 5970); SFX("WPN4_603", 5970); SFX("MOV_RunLStep", 5971); SFX("MOV_RunRStep", 5971); SND("char_01_footstep_on_dirt_01", 5971); SND("weap_08_glove_slash_03", 5971); SND("weap_04_spear_slash_02", 5972); SND("weap_04_spear_slash_02", 5975); SND("weap_04_spear_slash_02", 5978); SND("weap_04_spear_slash_02", 5981); EndPose(603); // 長槍騰躍技1 衝刺 StartPose(641); BlendTime(0.2); Frame(6699, 6704); Loop(6704, 6704); Link(642); FPS(20); Hurt_All(); StartAttack(); Attack_Up_T(); AttackFrame(6703, 6704); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Spear_Ground_Damage * 0.5); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Spear_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 22, 0, -45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Cloudburst_1); OnHit ("Hit_Bloody02" , "weap_04_spear_hit_06" ,0 ,-45); OnDefense ("Hit_Guard02" , "weap_04_spear_grd_06" ,0 ,-45); EndAttack(); StartDrag(); DragFrame(6700, 6704); DragSFX(-42,0,0,0); DragLoop(1); EndDrag(); Box(4); CHR(VOC_Attack_Strong, 6702); SFX("MOV_RunLStep", 6703); SFX("MOV_RunRStep", 6703); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", 6700); SND("char_05_cloth_flap_01", 6703); EndPose(641); // 長槍騰躍技2 環踢 StartPose(642); BlendTime(0.1); Frame(6705, 6731); Hard(6705, 6716); Hard(6716, 6726, 1.5); Soft(6726, 6731, 2); Next(6715, 6730); FPS(20); Hurt_All(); StartAttack(); Attack_Up_T(); AttackFrame(6705, 6705); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Spear_Ground_Damage * 0.5); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Spear_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 25, 0, -45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Cloudburst_1); OnHit ("Hit_Bloody02" , "weap_04_spear_hit_06" ,0 ,-45); OnDefense ("Hit_Guard02" , "weap_04_spear_grd_06" ,0 ,-45); EndAttack(); StartAttack(); Attack_T_foot(); AttackFrame(6709, 6716); N_TargetPoseFlyUp(); TargetPose(209,208,205,207); TargetValue(HardFrame_Spear_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 18, 60, 30); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Spear_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 25, 15, 1); DefensePose(348,347,342,346); DefenseValue(HardFrame_Spear_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 15, 75, 15); AttackPower(Cloudburst_2); OnHit ("Hit_Bloody21" , "weap_14_foot_hit_01" ,75 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_03" ,75 ,0); EndAttack(); StartDrag(bl_L_Calf,bl_L_Foot,bl_R_Calf,bl_R_Foot); DragFrame(6706, 6717); DragSFX(-43,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Middle, 6709); SFX("COM_HitG_50", 6705); SFX("MOV_Dust_S", 6710); SFX("MOV_TouchDown", 6721); SFX("COM_HitG_50", 6723); SND("weap_04_spear_grd_02", -1); SND("weap_04_spear_grd_03", -1); SND("weap_08_glove_slash_01", 6709); SND("weap_08_glove_slash_03", 6709); SND("weap_01_stinger_grd_02", 6710); SND("char_05_cloth_flap_01", 6711); SND("weap_08_glove_slash_02", 6712); SND("weap_08_glove_slash_03", 6712); SND("char_02_touchdown_on_concrete", 6721); SND("weap_04_spear_grd_01", 6723); EndPose(642); // 長槍刺3 (起身技X) StartPose(650); BlendTime(0.1); Frame(904, 904); Hard(904, 904); FPS(5); HurtBone(); Link(651); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_03", -1); EndPose(650); // 長槍刺3 (起身技X) StartPose(651); BlendTime(0.15); Frame(5281, 5292); FPS(20); Hard(5281, 5282, 2); Hard(5282, 5290); Hurt_Body_Only(); Next(5284, 5291); StartAttack(); Attack_L_hand_R_Weapon(); AttackFrame(5282, 5284); N_TargetPose(); TargetPose(DMGPose_01 + 205, DMGPose_01 + 207, DMGPose_01 + 208, DMGPose_01 + 209); TargetValue(HardFrame_Spear_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 25, 0, 25); AirTargetPose(DMGPose_01 + 205, DMGPose_01 + 207, DMGPose_01 + 208, DMGPose_01 + 209); AirTargetValue(HardFrame_Spear_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 22, 0, 5); DefensePose(342,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 0.225); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Rising_Static_Thrust_1); OnHit ("Hit_Bloody02" , "weap_04_spear_hit_03" ,0 ,-35); OnDefense ("Hit_Guard02" , "weap_04_spear_grd_03" ,0 ,-35); EndAttack(); StartDrag(); DragFrame(5281, 5289); DragSFX(-42,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Light, 5281); SFX("MOV_RunRStep", -1); SFX("MOV_RunLStep", 5285); SND("weap_04_spear_slash_06", 5283); SND("char_01_footstep_on_dirt_01", -1); SND("char_01_footstep_on_dirt_03", 5285); EndPose(651); // 長槍迴旋舞空刺 (起身技Y) StartPose(652); BlendTime(0.1); Frame(904, 907); Hard(904, 907); FPS(12); HurtBone(); Link(653); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_03", -1); EndPose(652); // 長槍迴旋舞空刺 (起身技Y) StartPose(653); BlendTime(0.1); Frame(5533, 5552); FPS(10); Hard(5533, 5535, 3); Hard(5535, 5537, 2); Hard(5537, 5542); Soft(5543, 5543); Hard(5544, 5548); Hurt_Body_Only(); Next(5535, 5542); StartAttack(); AttackBone(weaponR); AttackFrame(5534, 5542); N_TargetPose(); TargetPose(208,209,207,205); TargetValue(HardFrame_Spear_Ground_Damage * 0.7); TargetMove(Ground_Gravity * 16, 0, 25); AirTargetPose(208,209,207,205); AirTargetValue(HardFrame_Spear_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 14, 0, 15); DefensePose(344,348,346,343); DefenseValue(HardFrame_Spear_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Rising_Cyclone_Fury_1); OnHit ("Hit_Bloody22" , "weap_08_glove_hit_02" ,75 ,15); OnDefense ("Hit_Guard22" , "weap_08_glove_grd_02" ,75 ,15); EndAttack(); StartAttack(); AttackType(1); Attack_L_hand_R_Weapon(); AttackFrame(5544, 5546); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Spear_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 22, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Spear_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 22, 0, 0.1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 10, 0, 1); AttackPower(Rising_Cyclone_Fury_2); OnHit ("Hit_Bloody03" , "weap_04_spear_hit_06" ,0 ,0); OnDefense ("Hit_Guard03" , "weap_04_spear_grd_06" ,0 ,0); EndAttack(); StartDrag(); DragFrame(5535, 5548); DragSFX(-43,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Middle, 5536); SFX("WPN4_625", 5544); SFX("MOV_RunLStep", -1); SFX("MOV_Jump", 5537); SFX("MOV_TouchDown", 5543); SFX("MOV_RunLStep", 5546); SFX("MOV_RunRFall", 5551); SND("char_04_jump", 5537); SND("weap_04_spear_slash_05", 5538); SND("weap_04_spear_slash_05", 5541); SND("weap_04_spear_slash_02", 5543); SND("weap_04_spear_slash_06", 5543); SND("impa_04_electric_shock_01", 5544); SND("weap_11_gun_hit_02", 5543); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_dirt_01", 5546); SND("char_01_footstep_on_dirt_01", 5551); EndPose(653); // 長槍上挑 (閃避技X) StartPose(654); BlendTime(0.1); Frame(5438, 5460); FPS(20); Hard(5443, 5451); Soft(5451, 5455, 2); Hurt_All(); Next(5446, 5459); StartAttack(); Attack_L_hand_R_Weapon(); AttackFrame(5445, 5447); N_TargetPose(); TargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); TargetValue(HardFrame_Spear_Ground_Damage * 0.95); TargetMove(Ground_Gravity * 23, 0, 60); AirTargetPose(DMGPose_01 + 205, DMGPose_01 + 207, DMGPose_01 + 208, DMGPose_01 + 209); AirTargetValue(HardFrame_Spear_Air_Damage * 0.95); AirTargetMove(Air_Gravity * 22, 0, 0); DefensePose(342,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Rushing_Sky_Thrust_1); OnHit ("Hit_Bloody02" , "weap_04_spear_hit_02" ,0 ,-65); OnDefense ("Hit_Guard02" , "weap_04_spear_grd_02" ,0 ,-65); EndAttack(); StartDrag(); DragFrame(5440, 5450); DragSFX(-42,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Light, 5445); SFX("WPN4_622", 5438); SFX("MOV_RunRStep", -1); SFX("MOV_RunLFall", 5444); SND("weap_01_stinger_grd_02", -1); SND("char_01_footstep_on_dirt_01", -1); SND("weap_04_spear_slash_06", 5445); SND("weap_04_spear_grd_01", 5445); EndPose(654); // 長槍怒氣刺 (閃避技Y) StartPose(655); BlendTime(0.1); Frame(5751, 5787); Hard(5766, 5779); FPS(20); Hurt_All(); Next(5768, 5786); StartAttack(); Attack_L_hand_R_Weapon(); AttackFrame(5767, 5768); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Spear_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 25, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Spear_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 25, 0, 0.1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Rushing_Thunderbolt_1); OnHit ("Hit_Bloody02" , "weap_05_blade_hit_06" ,0 ,0); OnDefense ("Hit_Guard02" , "weap_04_spear_grd_03" ,0 ,0); EndAttack(); Box(1); CHR(VOC_Attack_Strong, 5767); SFX("MOV_RunRStep", 5775); SND("weap_04_spear_slash_03", 5766); SND("weap_04_spear_slash_05", 5766); SND("weap_11_gun_hit_02", 5767); SND("weap_06_hammer_hit_01", 5767); SND("char_01_footstep_on_dirt_01", 5775); EndPose(655); // 長槍螺旋昇下打 (閃避技X+Y) StartPose(656); BlendTime(0.1); Frame(8296, 8308); FPS(10); Hard(8297, 8298, 1.5); Hard(8298, 8300, 1.25); Hard(8300, 8301); Hard(8301, 8302, 2); Hard(8302, 8304, 0.5); Hard(8304, 8306, 0.75); Hurt_All(); Next(8302, 8307); StartAttack(); AttackType(1); Attack_T_hand(); AttackFrame(8301, 8303); N_TargetPose(); TargetPose(211,211,211,211); TargetValue(HardFrame_Spear_Ground_Damage * 0.7); TargetMove(Ground_Gravity * 25, 0, -60); AirTargetPose(211,211,211,211); AirTargetValue(HardFrame_Spear_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 25, 0, -60); DefensePose(342,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 0.7); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Rushing_Strike_Point_1); OnHit ("Hit_Bloody23" , "weap_14_foot_hit_02" ,0 ,-75); OnDefense ("Hit_Guard23" , "weap_08_glove_grd_06" ,0 ,-75); EndAttack(); StartDrag(); DragFrame(8299, 8304); DragSFX(-45,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Strong, 8302); SFX("WPN4_646", 8296); SFX("COM_HitG_50", 8302); SFX("MOV_RunLStep", 8305); SFX("MOV_RunRStep", 8307); SND("char_04_jump", -1); SND("impa_04_electric_shock_03", -1); SND("weap_04_spear_slash_03", 8301); SND("weap_04_spear_slash_05", 8301); SND("weap_05_blade_grd_03", 8302); SND("char_01_footstep_on_dirt_01", 8305); SND("char_01_footstep_on_dirt_03", 8307); EndPose(656); // 長槍待機暗器技段落 暗器技604 氣合1 605-606 氣合2 607-608 DartUsualPose(a=344 , s=3691); // 長槍空踢 StartPose(609); AirKick(Spear_Jump_Kick_1); EndPose(609); // 長槍空下刺滯空 StartPose(610); BlendTime(0.2); Frame(5229, 5235); Loop(5235, 5235); Link(611); FPS(20); Hurt_Body(); StartAttack(); Attack_R_hand(); AttackFrame(5234, 5235); N_TargetPose(); TargetPose(211,211,211,211); TargetValue(HardFrame_Spear_Ground_Damage * 0.7); TargetMove(Ground_Gravity * 25, 0, -85); AirTargetPose(211,211,211,211); AirTargetValue(HardFrame_Spear_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 25, 0, -85); DefensePose(342,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(Vertical_Strike_1); OnHit ("Hit_Bloody02" , "weap_04_spear_hit_03" ,0 ,-90); OnDefense ("Hit_Guard02" , "weap_04_spear_grd_03" ,0 ,-45); EndAttack(); StartDrag(); DragFrame(5230, 5235); DragSFX(-42,0,0,0); DragLoop(1); EndDrag(); Box(-3); SFX("WPN4_610", 5233); SND("char_04_jump", -1); SND("weap_08_glove_slash_03", 5230); SND("weap_04_spear_slash_01", 5231); EndPose(610); // 長槍空下斬緩衝 StartPose(611); BlendTime(0.05); Frame(5236, 5246); FPS(20); Soft(5236, 5237, 0.25); Soft(5237, 5238, 0.5); Soft(5238, 5240, 1.5); Soft(5241, 5245, 2); Hurt_Body(); Next(5236, 5236); StartAttack(); Attack_R_hand(); AttackFrame(5236, 5236); N_TargetPose(); TargetPose(211,211,211,211); TargetValue(HardFrame_Spear_Ground_Damage * 0.7); TargetMove(Ground_Gravity * 25, 0, -85); AirTargetPose(211,211,211,211); AirTargetValue(HardFrame_Spear_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 25, 0, -85); DefensePose(342,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(Vertical_Strike_1); OnHit ("Hit_Bloody02" , "weap_04_spear_hit_03" ,0 ,-90); OnDefense ("Hit_Guard02" , "weap_04_spear_grd_03" ,0 ,-45); EndAttack(); Box(1); CHR(VOC_Attack_Light, -1); SFX("COM_HitG_15", -1); SFX("MOV_TouchDown", 5239); SND("weap_04_spear_grd_02", -1); SND("char_02_touchdown_on_concrete", 5239); EndPose(611); // 長槍輕刺1 StartPose(612); BlendTime(0.225); Frame(5247, 5260); FPS(20); Soft(5247, 5250, 3); Hard(5251, 5253, 2); Hard(5252, 5256); Soft(5257, 5258, 1.25); Soft(5258, 5260, 1.5); Hurt_All(); Next(5254, 5259); StartAttack(); Attack_L_hand_R_Weapon(); AttackFrame(5252, 5254); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Spear_Ground_Damage * 0.25); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(DMGPose_45 + 212, DMGPose_45 + 213, DMGPose_45 + 214, DMGPose_45 + 215); AirTargetValue(HardFrame_Spear_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 6, 0, 0); DefensePose(342,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 7, 0, 0); AttackPower(Jab_1); OnHit ("Hit_Bloody01" , "weap_04_spear_hit_01" ,0 ,0); OnDefense ("Hit_Guard01" , "weap_04_spear_grd_01" ,0 ,0); EndAttack(); StartDrag(); DragFrame(5251, 5256); DragSFX(-42,0,0,0); EndDrag(); Box(1); SFX("MOV_RunRStep", -1); SFX("MOV_RunLStep", 5254); SND("weap_04_spear_slash_01", 5252); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_dirt_01", 5254); EndPose(612); // 長槍刺2 StartPose(613); BlendTime(0.2); Frame(5261, 5278); FPS(20); Hard(5264, 5275); Soft(5276, 5278); Hurt_All(); Next(5273, 5277); StartAttack(); Attack_L_hand_R_Weapon(); AttackFrame(5265, 5268); N_TargetPose(); TargetPose(204,203,200,202); TargetValue(HardFrame_Spear_Ground_Damage * 0.275); TargetMove(Ground_Gravity * 6, -30, 0); AirTargetPose(DMGPose_45 + 209, DMGPose_45 + 208, DMGPose_45 + 205, DMGPose_45 + 207); AirTargetValue(HardFrame_Spear_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 6, 0, -15); DefensePose(345,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 6, -30, 0); AttackPower(Side_Stroke_2); OnHit ("Hit_Bloody02" , "weap_04_spear_hit_04" ,-75 ,15); OnDefense ("Hit_Guard02" , "weap_04_spear_grd_04" ,-75 ,15); EndAttack(); StartAttack(); Attack_L_hand_R_Weapon(); AttackFrame(5271, 5274); N_TargetPose(); TargetPose(203,204,202,200); TargetValue(HardFrame_Spear_Ground_Damage * 0.275); TargetMove(Ground_Gravity * 9, 60, 0); AirTargetPose(DMGPose_45 + 208, DMGPose_45 + 209, DMGPose_45 + 207, DMGPose_45 + 205); AirTargetValue(HardFrame_Spear_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 10, 45, 60); DefensePose(344,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 8, 75, 0); AttackPower(Side_Stroke_2); OnHit ("Hit_Bloody01" , "weap_04_spear_hit_05" ,75 ,-15); OnDefense ("Hit_Guard01" , "weap_04_spear_grd_05" ,75 ,-15); EndAttack(); StartDrag(); DragFrame(5265, 5274); DragSFX(-42,0,0,0); EndDrag(); Box(1); SFX("MOV_RunRStep", -1); SFX("MOV_RunLStep", 5268); SND("weap_04_spear_slash_05", 5265); SND("weap_04_spear_slash_04", 5271); SND("char_01_footstep_on_dirt_01", -1); SND("char_01_footstep_on_dirt_03", 5268); EndPose(613); // 長槍刺3 StartPose(614); BlendTime(0.25); Frame(5279, 5292); FPS(20); Hard(5281, 5285); Hard(5285, 5288, 0.8); Hard(5288, 5290, 0.9); Hurt_All(); Next(5283, 5291); StartAttack(); Attack_L_hand_R_Weapon(); AttackFrame(5283, 5284); N_TargetPose(); TargetPose(DMGPose_01 + 205, DMGPose_01 + 207, DMGPose_01 + 208, DMGPose_01 + 209); TargetValue(HardFrame_Spear_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 25, 0, 15); AirTargetPose(DMGPose_01 + 205, DMGPose_01 + 207, DMGPose_01 + 208, DMGPose_01 + 209); AirTargetValue(HardFrame_Spear_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 22, 0, 5); DefensePose(342,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 0.225); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Static_Thrust_3); OnHit ("Hit_Bloody02" , "weap_04_spear_hit_03" ,0 ,-35); OnDefense ("Hit_Guard02" , "weap_04_spear_grd_03" ,0 ,-35); EndAttack(); StartDrag(); DragFrame(5280, 5289); DragSFX(-42,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Light, 5281); SFX("MOV_RunRStep", -1); SFX("MOV_RunLStep", 5285); SND("weap_04_spear_slash_06", 5283); SND("char_01_footstep_on_dirt_01", -1); SND("char_01_footstep_on_dirt_03", 5285); EndPose(614); // 長槍撐棍旋風腿 StartPose(615); BlendTime(0.125); Frame(5293, 5325); FPS(20); Hard(5300, 5310); Hard(5310, 5316); Soft(5317, 5325, 1.5); Hurt_All(); Next(5305, 5324); StartAttack(); Attack_All(); AttackFrame(5301, 5306); N_TargetPose(); TargetPose(DMGPose_01 + 205, DMGPose_01 + 207, DMGPose_01 + 208, DMGPose_01 + 209); TargetValue(HardFrame_Spear_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 25, -75, 15); AirTargetPose(DMGPose_01 + 205, DMGPose_01 + 207, DMGPose_01 + 208, DMGPose_01 + 209); AirTargetValue(HardFrame_Spear_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 22, -75, 1); DefensePose(348,347,342,346); DefenseValue(HardFrame_Spear_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Spinning_Strike_1); OnHit ("Hit_Bloody22" , "weap_14_foot_hit_01" ,-75 ,0); OnDefense ("Hit_Guard22" , "weap_08_glove_grd_03" ,-75 ,0); EndAttack(); StartDrag(bl_L_Calf,bl_L_Foot,bl_R_Calf,bl_R_Foot); DragFrame(5300, 5306); DragSFX(-43,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Middle, 5301); SFX("COM_HitG_08", 5300); SFX("MOV_Dust_S", 5300); SFX("MOV_TouchDown", 5314); SND("weap_08_glove_slash_03", 5300); SND("weap_13_punch_slash_02", 5302); SND("weap_08_glove_slash_02", 5303); SND("char_02_touchdown_on_concrete", 5314); EndPose(615); // 長槍撐棍衝飛腳 StartPose(616); BlendTime(0.2); Frame(5326, 5358); FPS(20); Soft(5326, 5335, 0.9); Hard(5336, 5345); Soft(5345, 5349); Soft(5350, 5353); Hurt_All(); Next(5340, 5357); StartAttack(); Attack_T_foot(); AttackFrame(5338, 5343); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Spear_Ground_Damage * 0.7); TargetMove(Ground_Gravity * 30, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Spear_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 30, 0, 0.1); DefensePose(342,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 25, 0, 0); AttackPower(Vaulting_Charge_1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_06" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_06" ,0 ,0); EndAttack(); Box(1); CHR(VOC_Attack_Middle, 5333); SFX("MOV_RunRStep", -1); SFX("WPN4_616", 5326); SFX("MOV_Jump", 5334); SFX("COM_HitG_15", 5335); SFX("MOV_TouchDown", 5343); SFX("MOV_Dust_S", 5343); SND("char_01_footstep_on_dirt_03", -1); SND("weap_04_spear_grd_03", 5335); SND("weap_04_spear_grd_02", 5335); SND("weap_06_hammer_slash_01", 5336); SND("impa_03_wave_scream_03_short", 5336); SND("char_02_touchdown_on_concrete", 5343); SND("weap_04_spear_grd_01", 5344); SND("weap_04_spear_slash_01", 5351); SND("weap_11_gun_hit_01", 5354); EndPose(616); // 長槍撐棍衝飛腳氣合1 StartPose(617); BlendTime(0.1); Frame(5384, 5388); FPS(10); Soft(5384, 5388); Hurt_All(); Next(5384, 5388); Box(1); CHR(VOC_Attack_Charge1, 5384); SFX("MOV_RunRStep", -1); SFX("MOV_ChiChargeL", 5386); SFX("MOV_ChiChargeR", 5386); SND("char_01_footstep_on_dirt_01", -1); SND("envi_21_noise_06", 5386); EndPose(617); // 長槍氣合撐棍衝飛腳1 StartPose(618); BlendTime(0.1); Frame(5359, 5383); FPS(20); Soft(5359, 5360, 0.9); Hard(5361, 5370); Soft(5370, 5374); Soft(5371, 5378); Hurt_All(); Next(5365, 5382); StartAttack(); Attack_T_foot(); AttackFrame(5363, 5368); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Spear_Ground_Damage * 0.85); TargetMove(Ground_Gravity * 34, 0, 3); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Spear_Air_Damage * 0.85); AirTargetMove(Air_Gravity * 34, 0, 1); DefensePose(342,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 26, 0, 0); AttackPower(Super_Vaulting_Charge_1); OnHit ("Hit_Bloody12" , "weap_14_foot_hit_01" ,0 ,0); OnDefense ("Hit_Guard12" , "weap_06_hammer_grd_05" ,0 ,0); EndAttack(); Box(4); CHR(VOC_Attack_Strong, -1); SFX("MOV_Jump", -1); SFX("WPN4_618", 5359); SFX("COM_HitG_15", 5360); SFX("MOV_FallDown", 5368); SFX("MOV_Dust_S", 5368); SND("weap_04_spear_grd_03", 5360); SND("weap_04_spear_grd_02", 5360); SND("weap_06_hammer_slash_01", 5361); SND("weap_12_dart_slash_03", 5362); SND("weap_04_spear_grd_01", 5369); SND("weap_04_spear_slash_01", 5376); SND("weap_11_gun_hit_01", 5379); EndPose(618); // 長槍撐棍衝飛腳氣合2 StartPose(619); BlendTime(0.1); Frame(5389, 5393); FPS(10); Soft(5389, 5393); Hurt_All(); Next(5389, 5393); Box(1); CHR(VOC_Attack_Charge2, 5389); SFX("MOV_RunRStep", -1); SFX("MOV_ChiChargeL", 5391); SFX("MOV_ChiChargeR", 5391); SND("char_01_footstep_on_dirt_01", -1); SND("fant_12_effect_05_wave_move", 5391); EndPose(619); // 長槍氣合撐棍衝飛腳2 StartPose(620); BlendTime(0.1); Frame(5394, 5418); FPS(20); Soft(5394, 5395, 0.9); Hard(5396, 5405); Soft(5405, 5409); Soft(5409, 5413); Hurt_All(); Next(5400, 5417); StartAttack(); Attack_All(); AttackFrame(5398, 5403); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Spear_Ground_Damage * 1); TargetMove(Ground_Gravity * 38, 0, 5); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Spear_Air_Damage * 1); AirTargetMove(Air_Gravity * 38, 0, 1); DefensePose(342,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 28, 0, 0); AttackPower(Ultimate_Vaulting_Charge_1); OnHit ("Hit_Bloody13" , "weap_14_foot_hit_02" ,0 ,0); OnDefense ("Hit_Guard13" , "weap_06_hammer_grd_06" ,0 ,0); EndAttack(); Box(4); CHR(VOC_Attack_Long1, -1); SFX("MOV_Jump", -1); SFX("WPN4_620", 5394); SFX("COM_HitG_15", 5395); SFX("MOV_Dust_L", 5403); SFX("MOV_FallDown", 5403); SFX("MOV_Dust_M", 5403); SND("weap_04_spear_grd_03", 5395); SND("weap_04_spear_grd_02", 5395); SND("weap_06_hammer_slash_01", 5396); SND("weap_06_hammer_slash_03", 5396); SND("weap_12_dart_slash_03", 5397); SND("weap_06_hammer_hit_02", 5403); SND("weap_04_spear_grd_01", 5404); SND("weap_04_spear_slash_01", 5411); SND("weap_11_gun_hit_01", 5414); EndPose(620); // 長槍下打 StartPose(621); BlendTime(0.175); Frame(5419, 5437); FPS(20); Soft(5419, 5423, 3); Hard(5423, 5426, 1.5); Hard(5426, 5433); Soft(5434, 5435, 0.5); Hurt_All(); Next(5428, 5436); StartAttack(); Attack_L_hand_R_Weapon(); AttackFrame(5426, 5428); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Spear_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 12, 0, 0); AirTargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); AirTargetValue(HardFrame_Spear_Air_Damage * 0.5); AirTargetMove(Air_Gravity * 20, 0, -60); DefensePose(342,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Groundstrike_1); OnHit ("Hit_Bloody02" , "weap_04_spear_hit_03" ,0 ,45); OnDefense ("Hit_Guard02" , "weap_04_spear_grd_03" ,0 ,45); EndAttack(); StartDrag(); DragFrame(5423, 5432); DragSFX(-42,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Light, 5425); SFX("MOV_RunRStep", -1); SFX("MOV_RunLStep", 5426); SFX("COM_HitG_35", 5427); SND("weap_04_spear_slash_05", 5423); SND("weap_04_spear_slash_02", 5425); SND("weap_04_spear_grd_02", 5427); SND("char_01_footstep_on_dirt_01", -1); SND("char_01_footstep_on_dirt_03", 5426); EndPose(621); // 長槍上挑 StartPose(622); BlendTime(0.25); Frame(5438, 5460); FPS(20); Hard(5441, 5447, 0.8); Hard(5447, 5451); Soft(5451, 5455, 2); Hurt_All(); Next(5446, 5459); StartAttack(); Attack_L_hand_R_Weapon(); AttackFrame(5445, 5447); N_TargetPose(); TargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); TargetValue(HardFrame_Spear_Ground_Damage * 0.95); TargetMove(Ground_Gravity * 23, 0, 60); AirTargetPose(DMGPose_01 + 205, DMGPose_01 + 207, DMGPose_01 + 208, DMGPose_01 + 209); AirTargetValue(HardFrame_Spear_Air_Damage * 0.95); AirTargetMove(Air_Gravity * 22, 0, 0); DefensePose(342,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Sky_Thrust_1); OnHit ("Hit_Bloody02" , "weap_04_spear_hit_02" ,0 ,-65); OnDefense ("Hit_Guard02" , "weap_04_spear_grd_02" ,0 ,-65); EndAttack(); StartDrag(); DragFrame(5440, 5450); DragSFX(-42,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Light, 5445); SFX("WPN4_622", 5438); SFX("MOV_RunRStep", -1); SFX("MOV_RunLFall", 5444); SND("char_01_footstep_on_dirt_01", -1); SND("weap_01_stinger_grd_02", 5441); SND("weap_04_spear_slash_06", 5445); SND("weap_04_spear_grd_01", 5445); EndPose(622); // 長槍輪飛棍 StartPose(623); BlendTime(0.2); Frame(5461, 5493); FPS(15); Soft(5461, 5463, 2); Hard(5464, 5465, 1.5); Hard(5465, 5484); Soft(5485, 5493, 1.5); Hurt_All(); Next(5478, 5492); StartAttack(); AttackType(1); Attack_T_hand(); AttackFrame(5471, 5484); N_TargetPoseFlyOut(); TargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 205, DMGPose_25 + 207); TargetValue(HardFrame_Spear_Ground_Damage * 1); TargetMove(Ground_Gravity * 18, -120, 25); AirTargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 205, DMGPose_25 + 207); AirTargetValue(HardFrame_Spear_Air_Damage * 1); AirTargetMove(Air_Gravity * 15, -120, 25); DefensePose(343,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 1); DefenseMove(Defense_Gravity * 16, -120, 25); AttackPower(Dancing_Lightning_1); OnHit ("Hit_Bloody02" , "weap_04_spear_hit_06" ,-45 ,-45); OnDefense ("Hit_Guard02" , "weap_04_spear_grd_06" ,-45 ,-45); OnHit2 ("STAT_Electric"); EndAttack(); StartDrag(); DragFrame(5470, 5485); DragSFX(-45,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Light, -1); SFX("WPN4_623", 5461); SFX("MOV_RunRFall", 5471); SFX("MOV_Dust_S", 5471); SND("weap_08_glove_slash_03", -1); SND("weap_04_spear_slash_05", 5464); SND("weap_11_gun_hit_02", 5471); SND("weap_04_spear_slash_02", 5472); SND("weap_04_spear_slash_02", 5475); SND("weap_04_spear_slash_02", 5478); SND("weap_04_spear_slash_02", 5482); SND("impa_04_electric_shock_03", -1); SND("weap_11_gun_hit_03", 5484); SND("weap_04_spear_grd_01", 5473); SND("weap_04_spear_grd_02", 5475); SND("weap_04_spear_grd_01", 5476); SND("weap_04_spear_grd_02", 5478); SND("weap_04_spear_grd_01", 5479); SND("weap_04_spear_grd_02", 5481); SND("weap_04_spear_grd_01", 5482); EndPose(623); // 長槍回馬掃 StartPose(624); BlendTime(0.2); Frame(5494, 5529); FPS(20); Soft(5494, 5498, 1.5); Soft(5499, 5502, 1.25); Hard(5503, 5524); Soft(5525, 5529, 0.75); // Soft(5529, 5531, 1); Hurt_All(); Next(5515, 5528); StartAttack(); Attack_L_hand_R_Weapon(); AttackFrame(5505, 5510); N_TargetPose(); TargetPose(DMGPose_45 + 208, DMGPose_45 + 209, DMGPose_45 + 207, DMGPose_45 + 206); TargetValue(HardFrame_Spear_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 10, 120, 45); AirTargetPose(DMGPose_45 + 208, DMGPose_45 + 209, DMGPose_45 + 207, DMGPose_45 + 206); AirTargetValue(HardFrame_Spear_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 9, 90, 30); DefensePose(343,343,343,343); DefenseValue(HardFrame_Spear_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 8, 60, 0); AttackPower(Lashing_Tail_1); OnHit ("Hit_Bloody01" , "weap_04_spear_hit_03" ,-60 ,-15); OnDefense ("Hit_Guard01" , "weap_04_spear_grd_03" ,-60 ,-15); EndAttack(); StartAttack(); Attack_L_hand_R_Weapon(); AttackFrame(5513, 5515); N_TargetPose(); TargetPose(209,208,206,207); TargetValue(HardFrame_Spear_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 20, -90, 1); AirTargetPose(209,208,206,207); AirTargetValue(HardFrame_Spear_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 18, -90, 1); DefensePose(343,343,343,343); DefenseValue(HardFrame_Spear_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 8, -90, 0); AttackPower(Lashing_Tail_1); OnHit ("Hit_Bloody02" , "weap_04_spear_hit_02" ,60 ,-15); OnDefense ("Hit_Guard02" , "weap_04_spear_grd_02" ,60 ,-15); EndAttack(); StartDrag(); DragFrame(5495, 5520); DragSFX(-43,0,0,0); EndDrag(); Box(4); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", 5501); SFX("MOV_BodyDown", 5504); SFX("MOV_RunLStep", 5520); SFX("MOV_RunLStep", 5528); SFX("MOV_RunRStep", 5528); SND("weap_08_glove_slash_03", 5498); SND("weap_04_spear_slash_06", 5503); SND("weap_04_spear_slash_02", 5512); SND("char_01_footstep_on_dirt_01", -1); SND("char_01_footstep_on_dirt_03", 5501); SND("char_01_footstep_on_dirt_03", 5520); SND("char_01_footstep_on_dirt_01", 5528); EndPose(624); // 長槍迴旋舞空刺 StartPose(625); BlendTime(0.225); Frame(5532, 5552); FPS(10); Soft(5532, 5533, 2); Hard(5534, 5536, 1.5); Hard(5536, 5542); Soft(5542, 5543); Hard(5543, 5548); Hurt_All(); Next(5535, 5542); StartAttack(); AttackBone(weaponR); AttackFrame(5535, 5542); N_TargetPose(); TargetPose(208,209,207,205); TargetValue(HardFrame_Spear_Ground_Damage * 0.7); TargetMove(Ground_Gravity * 16, 0, 25); AirTargetPose(208,209,207,205); AirTargetValue(HardFrame_Spear_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 14, 0, 15); DefensePose(344,348,346,343); DefenseValue(HardFrame_Spear_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Cyclone_Fury_1); OnHit ("Hit_Bloody22" , "weap_08_glove_hit_02" ,75 ,15); OnDefense ("Hit_Guard22" , "weap_08_glove_grd_02" ,75 ,15); EndAttack(); StartAttack(); AttackType(1); Attack_L_hand_R_Weapon(); AttackFrame(5544, 5545); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Spear_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 22, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Spear_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 22, 0, 0.1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 10, 0, 1); AttackPower(Cyclone_Fury_2); OnHit ("Hit_Bloody03" , "weap_04_spear_hit_06" ,0 ,0); OnDefense ("Hit_Guard03" , "weap_04_spear_grd_06" ,0 ,0); EndAttack(); StartDrag(); DragFrame(5535, 5548); DragSFX(-43,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Middle, 5536); SFX("WPN4_625", 5544); SFX("MOV_RunLStep", -1); SFX("MOV_Jump", 5537); SFX("MOV_Dust_S", 5538); SFX("MOV_TouchDown", 5543); SFX("MOV_RunLStep", 5546); SFX("MOV_RunRFall", 5551); SND("char_04_jump", 5537); SND("weap_04_spear_slash_05", 5538); SND("weap_04_spear_slash_05", 5541); SND("weap_04_spear_slash_02", 5543); SND("weap_04_spear_slash_06", 5543); SND("impa_04_electric_shock_03", 5544); SND("weap_11_gun_hit_02", 5543); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_dirt_01", 5546); SND("char_01_footstep_on_dirt_01", 5551); EndPose(625); // 長槍半月挑 StartPose(626); BlendTime(0.3); Frame(5553, 5573); FPS(10); Hard(5554, 5561); Hard(5561, 5565, 1.5); Soft(5566, 5573, 1.25); // Link(645); Hurt_All(); Next(5560, 5572); StartAttack(); AttackType(1); Attack_L_hand_R_Weapon(); AttackFrame(5558, 5560); N_TargetPoseFlyUp(); TargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Spear_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 22, 0, 50); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Spear_Air_Damage * 1.1); AirTargetMove(Air_Gravity * 20, 0, 30); DefensePose(343,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 1); DefenseMove(Defense_Gravity * 21, 0, 25); AttackPower(Static_Arc_1); OnHit ("Hit_Bloody03" , "weap_04_spear_hit_02" ,0 ,-75); OnDefense ("Hit_Guard03" , "weap_04_spear_grd_02" ,0 ,-75); EndAttack(); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(5560, 5561); N_TargetPose(); TargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); TargetValue(HardFrame_Spear_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 20, 0, -45); AirTargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); AirTargetValue(HardFrame_Spear_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 20, 0, -45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 0.6); DefenseMove(Defense_Gravity * 15, 0, 0); AttackPower(Static_Arc_1); OnHit ("Hit_Bloody02" , "weap_04_spear_hit_03" ,0 ,45); OnDefense ("Hit_Guard02" , "weap_04_spear_grd_03" ,0 ,45); EndAttack(); StartDrag(); DragFrame(5557, 5562); DragSFX(-43,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Middle, 5558); SFX("MOV_RunRStep", -1); SFX("WPN4_646", -1); SFX("WPN4_626", 5553); SFX("MOV_RunLFall", 5559); SFX("MOV_RunRStep", 5570); SND("impa_04_electric_shock_03", -1); SND("weap_08_glove_slash_03", 5558); SND("weap_04_spear_slash_07", 5559); SND("weap_04_spear_grd_02", 5559); SND("weap_04_spear_slash_02", 5560); SND("weap_04_spear_grd_01", 5561); SND("weap_04_spear_grd_02", 5561); SND("weap_12_dart_grd_04", 5562); SND("weap_04_spear_slash_01", 5568); SND("weap_11_gun_hit_01", 5571); SND("char_01_footstep_on_dirt_01", -1); SND("char_01_footstep_on_dirt_03", 5570); EndPose(626); /*// 長槍半月挑緩衝(沒用 因為已經作待機緩衝了) StartPose(645); BlendTime(0.05); Frame(8281, 8283); FPS(10); Soft(8281, 8283); Hurt_All(); Box(2); EndPose(645);*/ // 長槍圓月掃 StartPose(627); BlendTime(0.225); Frame(5574, 5595); FPS(10); Soft(5574, 5578); Hard(5579, 5585); Soft(5586, 5591, 2); Soft(5591, 5595, 1.5); Link(644); Hurt_All(); Next(5583, 5594); StartAttack(); Attack_R_hand(); AttackFrame(5580, 5584); N_TargetPoseFlyUp(); TargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 206); TargetValue(HardFrame_Spear_Ground_Damage * 1); TargetMove(Ground_Gravity * 15, -45, 30); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 206); AirTargetValue(HardFrame_Spear_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, -45, 25); DefensePose(343,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, -45, 15); AttackPower(Slash_of_Lightning_1); OnHit ("Hit_Bloody02" , "weap_04_spear_hit_02" ,-75 ,0); OnDefense ("Hit_Guard02" , "weap_04_spear_grd_02" ,-75 ,0); EndAttack(); StartDrag(); DragFrame(5579, 5584); DragSFX(-43,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Middle, 5580); SFX("WPN4_627", 5574); SFX("MOV_RunLFall", 5577); SFX("MOV_RunRFall", 5585); SFX("MOV_RunLStep", 5592); SND("weap_04_spear_slash_01", 5575); SND("weap_04_spear_grd_02", 5577); SND("weap_04_spear_slash_03", 5579); SND("weap_04_spear_grd_02", 5580); SND("weap_01_stinger_grd_02", 5580); SND("weap_04_spear_slash_05", 5581); SND("weap_01_stinger_grd_01", 5584); SND("weap_04_spear_grd_01", 5586); SND("char_01_footstep_on_dirt_03", 5594); SND("weap_04_spear_slash_01", 5591); SND("weap_11_gun_hit_01", 5594); SND("char_01_footstep_on_dirt_01", -1); SND("char_01_footstep_on_dirt_01", 5577); SND("char_01_footstep_on_dirt_03", 5592); EndPose(627); // 長槍圓月掃緩衝 StartPose(644); BlendTime(0.05); Frame(8273, 8276); FPS(20); Soft(8273, 8276); Hurt_All(); Box(1); SFX("MOV_RunLStep", 8276); SND("char_01_footstep_on_dirt_03", 8276); EndPose(644); // 長槍半月劈 StartPose(628); BlendTime(0.175); Frame(5596, 5616); Soft(5596, 5598, 2); Hard(5598, 5601); Hard(5601, 5603, 1.1); Hard(5603, 5604, 1.25); Hard(5604, 5608, 1.5); Hard(5608, 5613); FPS(10); Hurt_All(); Next(5602, 5615); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(5605, 5607); N_TargetPose(); TargetPose(DMGPose_01 + 211, DMGPose_01 + 211, DMGPose_01 + 211, DMGPose_01 + 211); TargetValue(HardFrame_Spear_Ground_Damage * 0.7); TargetMove(Ground_Gravity * 25, 0, -45); AirTargetPose(DMGPose_01 + 211, DMGPose_01 + 211, DMGPose_01 + 211, DMGPose_01 + 211); AirTargetValue(HardFrame_Spear_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 25, 0, -45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 0.7); DefenseMove(Defense_Gravity * 15, 0, 0); AttackPower(Thunder_s_Judgement_1); OnHit ("Hit_Bloody23" , "weap_08_glove_hit_06" ,180 ,-75); OnDefense ("Hit_Guard23" , "weap_08_glove_grd_06" ,180 ,-75); EndAttack(); StartDrag(); DragFrame(5603, 5607); DragSFX(-45,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Strong, 5604); SFX("WPN4_628", 5596); SFX("MOV_RunRStep", 5596); SFX("MOV_Dust_S", 5605); SFX("COM_HitG_50", 5606); SFX("COM_HitG_50", 5606); SFX("COM_HitG_50", 5606); SFX("MOV_RunRStep", 5613); SND("weap_04_spear_grd_01", 5596); SND("impa_04_electric_shock_03", 5598); SND("weap_04_spear_slash_03", 5604); SND("weap_04_spear_slash_05", 5604); SND("weap_06_hammer_slash_02", 5604); SND("weap_11_gun_hit_02", 5604); SND("weap_06_hammer_hit_02", 5605); SND("weap_04_spear_slash_03", 5605); SND("weap_06_hammer_grd_02", 5606); SND("weap_04_spear_grd_06", 5606); SND("weap_01_stinger_grd_01", 5608); SND("char_01_footstep_on_dirt_01", 5596); SND("char_01_footstep_on_dirt_03", 5613); EndPose(628); // 長槍怒氣撐棍螺旋昇 StartPose(629); BlendTime(0.15); Frame(5617, 5642); FPS(20); Hard(5625, 5640); Link(630); Hurt_Small_Body(); StartAttack(); Attack_All(); AttackFrame(5626, 5640); N_TargetPoseStand(); TargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); TargetValue(HardFrame_Spear_Ground_Damage * 1.5); TargetMove(Ground_Gravity * 20, -125, 45); AirTargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); AirTargetValue(HardFrame_Spear_Air_Damage * 1.5); AirTargetMove(Air_Gravity * 18, -125, 45); DefensePose(345,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 15, -125, 0); AttackPower(Heaven_s_Wrath_1); OnHit ("Hit_Bloody23" , "weap_08_glove_hit_02" ,-15 ,-75); OnDefense ("Hit_Guard23" , "weap_08_glove_grd_02" ,-15 ,-75); OnHit2 ("STAT_Electric"); EndAttack(); StartDrag(); DragFrame(5625, 5640); DragSFX(-45,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Charge2, 5622); SFX("USE_SmallSkill", -1); SFX("MOV_RunRStep", -1); SFX("WPN4_629", 5617); SFX("COM_HitG_25", 5623); SFX("COM_HitG_15", 5624); SFX("COM_HitG_00", 5625); SFX("COM_HitG_00", 5628); SFX("COM_HitG_00", 5631); SFX("MOV_JumpHigh", 5632); SND("char_01_footstep_on_dirt_01", -1); SND("impa_03_wave_suck_01", -1); SND("char_04_jump_high", 5622); SND("weap_04_spear_grd_02", 5623); SND("impa_03_wave_suck_03", 5624); SND("weap_08_glove_slash_03", 5625); SND("weap_08_glove_slash_03", 5629); EndPose(629); // 長槍怒氣螺旋昇下打 StartPose(630); BlendTime(0.1); Frame(5643, 5649); FPS(20); Soft(5643, 5644, 0.5); Hard(5645, 5649); Loop(5649, 5649); Link(649); Hurt_Small_Body(); StartAttack(); AttackFrame(5643, 5649); EndAttack(); StartDrag(); DragFrame(5645, 5649); DragSFX(-45,0,0,0); DragLoop(1); EndDrag(); Box(4); SFX("WPN4_630", 5643); SND("char_04_jump", -1); SND("impa_04_electric_shock_01", -1); SND("weap_08_glove_slash_03", 5645); SND("weap_04_spear_slash_05", 5648); EndPose(630); // 長槍怒氣下打落地緩衝 StartPose(649); BlendTime(0.05); Frame(5650, 5661); FPS(10); Hard(5650, 5658); Hurt_All(); Next(5655, 5660); StartAttack(); Attack_All(); AttackFrame(5650, 5657); N_TargetPose(); TargetPose(211,211,211,211); TargetValue(HardFrame_Spear_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 30, 0, -75); AirTargetPose(211,211,211,211); AirTargetValue(HardFrame_Spear_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 30, 0, -75); DefensePose(342,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Heaven_s_Wrath_2); OnHit ("Hit_Bloody23" , "weap_14_foot_hit_02" ,0 ,-90); OnDefense ("Hit_Guard23" , "weap_08_glove_grd_06" ,0 ,-90); OnHit2 ("STAT_Electric"); EndAttack(); StartDrag(); DragFrame(5650, 5661); DragSFX(-45,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Strong, -1); SFX("COM_HitG_50", 5650); SFX("COM_HitG_50", 5650); SFX("COM_HitG_50", 5650); SFX("WPN4_647", 5650); SFX("MOV_Dust_L", 5650); SFX("MOV_RunRStep", 5655); SFX("MOV_RunLStep", 5660); SND("impa_04_electric_shock_03", 5650); SND("impa_04_electric_shock_03", 5651); SND("impa_04_electric_shock_03", 5652); SND("weap_06_hammer_hit_02", -1); SND("weap_05_blade_grd_03", -1); SND("char_01_footstep_on_dirt_01", 5655); SND("char_01_footstep_on_dirt_03", 5660); EndPose(649); // 長槍 空中 怒氣下打 StartPose(646); BlendTime(0.1); Frame(8296, 8301); FPS(10); Hard(8297, 8301); Loop(8301, 8301); Link(647); Hurt_Small_Body(); StartAttack(); AttackFrame(8296, 8301); EndAttack(); StartDrag(); DragFrame(8299, 8301); DragSFX(-45,0,0,0); DragLoop(1); EndDrag(); Box(4); CHR(VOC_Attack_Charge2, -1); SFX("USE_SmallSkill", -1); SFX("WPN4_646", 8296); SND("char_04_jump", -1); SND("impa_03_wave_suck_01", -1); SND("impa_04_electric_shock_01", -1); SND("weap_08_glove_slash_03", 8298); SND("weap_04_spear_slash_05", 8300); EndPose(646); // 長槍 空中 怒氣下打落地緩衝 StartPose(647); BlendTime(0.05); Frame(8302, 8308); FPS(10); Hard(8302, 8308); Hurt_Body_Only(); Next(8303, 8307); StartAttack(); Attack_All(); AttackFrame(8302, 8308); N_TargetPose(); TargetPose(211,211,211,211); TargetValue(HardFrame_Spear_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 30, 0, -75); AirTargetPose(211,211,211,211); AirTargetValue(HardFrame_Spear_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 30, 0, -75); DefensePose(342,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Strike_Point_1); OnHit ("Hit_Bloody23" , "weap_14_foot_hit_02" ,0 ,-90); OnDefense ("Hit_Guard23" , "weap_08_glove_grd_06" ,0 ,-90); OnHit2 ("STAT_Electric"); EndAttack(); StartDrag(); DragFrame(8302, 8304); DragSFX(-45,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Strong, 8302); SFX("WPN4_647", 8302); SFX("MOV_Dust_L", 8302); SFX("COM_HitG_50", 8302); SFX("COM_HitG_50", 8302); SFX("COM_HitG_50", 8302); SFX("MOV_RunLStep", 8305); SFX("MOV_RunRStep", 8307); SND("weap_06_hammer_hit_02", 8302); SND("weap_05_blade_grd_03", 8302); SND("impa_04_electric_shock_03", 8302); SND("impa_04_electric_shock_03", 8303); SND("impa_04_electric_shock_03", 8304); SND("char_01_footstep_on_dirt_01", 8305); SND("char_01_footstep_on_dirt_03", 8307); EndPose(647); // 長槍怒氣刺 StartPose(631); BlendTime(0.15); Frame(5751, 5787); Hard(5752, 5779); Soft(5780, 5781, 0.5); FPS(20); Hurt_Body_Only(); Next(5770, 5786); StartAttack(); AttackType(0); Attack_T_hand(); AttackFrame(5766, 5770); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Spear_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 30, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Spear_Air_Damage * 1.2); AirTargetMove(Air_Gravity * 30, 0, 0.1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 15, 0, 0); AttackPower(Thunderbolt_1); OnHit ("Hit_Bloody22" , "weap_10_chi_hit_03" ,0 ,0); OnDefense ("Hit_Guard22" , "weap_05_blade_grd_03" ,0 ,0); OnHit2 ("STAT_Electric"); EndAttack(); Box(1); CHR(VOC_Attack_Strong, 5765); SFX("WPN4_631", 5751); SFX("USE_SmallSkill", -1); SFX("MOV_Dust_L", 5767); SFX("MOV_RunRStep", 5775); SND("impa_04_electric_shock_03", -1); SND("impa_03_wave_suck_01", -1); SND("weap_11_gun_hit_02", -1); SND("weap_04_spear_slash_03", 5755); SND("weap_04_spear_slash_03", 5757); SND("weap_04_spear_slash_03", 5759); SND("weap_04_spear_slash_03", 5761); SND("weap_06_hammer_hit_01", 5763); SND("impa_04_electric_shock_02", 5761); SND("char_01_footstep_on_dirt_01", 5775); EndPose(631); // 長槍怒爆技掄槍 StartPose(632); BlendTime(0.1); Frame(5662, 5696); Hard(5662, 5696, 1.5); Link(633); FPS(10); Hurt_Small_Body(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(5663, 5690); N_TargetPoseFlyOut(); TargetPose(212,213,214,215); TargetValue(HardFrame_Spear_Ground_Damage * 1.5); TargetMove(Ground_Gravity * 12, 0, 45); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Spear_Air_Damage * 1.5); AirTargetMove(Air_Gravity * 10, 0, 15); DefensePose(342,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 1.5); DefenseMove(Defense_Gravity * 11, 0, 30); AttackPower(Rolling_Thunder_1); OnHit ("Hit_Bloody23" , "weap_08_glove_hit_03" ,-45 ,-60); OnDefense ("Hit_Guard23" , "weap_08_glove_grd_03" ,-45 ,-60); OnHit2 ("STAT_Electric"); EndAttack(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(5691, 5695); N_TargetPoseFlyOut(); TargetPose(DMGPose_45 + 212, DMGPose_45 + 213, DMGPose_45 + 214, DMGPose_45 + 215); TargetValue(HardFrame_Spear_Ground_Damage * 1.5); TargetMove(Ground_Gravity * 20, 0, 45); AirTargetPose(DMGPose_45 + 212, DMGPose_45 + 213, DMGPose_45 + 214, DMGPose_45 + 215); AirTargetValue(HardFrame_Spear_Air_Damage * 1.5); AirTargetMove(Air_Gravity * 16, 0, 45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 1.5); DefenseMove(Defense_Gravity * 18, 0, 45); AttackPower(Rolling_Thunder_1); OnHit ("Hit_Bloody23" , "weap_08_glove_hit_03" ,-45 ,-60); OnDefense ("Hit_Guard23" , "weap_08_glove_grd_03" ,-45 ,-60); OnHit2 ("STAT_Electric"); EndAttack(); StartDrag(); DragFrame(5662, 5696); DragSFX(-45,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Charge3, -1); SFX("USE_SuperSkill", -1); SFX("WPN4_632", -1); SFX("MOV_Dust_L", 5665); SFX("MOV_RunRStep", 5669); SFX("MOV_RunLStep", 5671); SND("impa_03_wave_suck_02", -1); SND("weap_04_spear_slash_03", 5670); SND("weap_04_spear_slash_03", 5673); SND("weap_04_spear_slash_03", 5676); SND("weap_04_spear_slash_03", 5679); SND("weap_04_spear_slash_03", 5682); SND("weap_04_spear_slash_03", 5685); SND("weap_04_spear_slash_03", 5688); SND("weap_04_spear_slash_03", 5691); SND("impa_04_electric_shock_01", -1); SND("impa_04_electric_shock_01", 5692); SND("char_01_footstep_on_dirt_03", 5669); SND("char_01_footstep_on_dirt_03", 5671); EndPose(632); // 長槍怒爆技刺砲 StartPose(633); BlendTime(0.1); Frame(5697, 5718); Hard(5697, 5699, 1.5); Hard(5699, 5700, 3); Hard(5700, 5709); FPS(10); Hurt_Body_Only(); Next(5700, 5709); StartAttack(); AttackType(1); Attack_All(); AttackFrame(5700, 5708); N_TargetPoseFlyOut(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Spear_Ground_Damage * 1); TargetMove(Ground_Gravity * 25, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Spear_Air_Damage * 1); AirTargetMove(Air_Gravity * 25, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 1); DefenseMove(Defense_Gravity * 25, 0, 1); AttackPower(Rolling_Thunder_2); OnHit ("Hit_Bloody13" , "weap_06_hammer_hit_06" ,0 ,0); OnDefense ("Hit_Guard13" , "weap_06_hammer_grd_06" ,0 ,0); OnHit2 ("STAT_Electric"); EndAttack(); StartDrag(); DragFrame(5699, 5709); DragSFX(-45,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Long1, 5698); SFX("WPN4_633", 5697); SFX("MOV_Dust_L", 5697); SFX("MOV_RunLFall", -1); SFX("MOV_RunRFall", 5700); SFX("MOV_RunRStep", 5708); SFX("MOV_RunRStep", 5716); SND("impa_04_electric_shock_02", -1); SND("weap_04_spear_slash_03", 5700); SND("weap_06_hammer_hit_01", 5700); SND("impa_01_bomb_big_01", 5700); SND("char_01_footstep_on_dirt_01", 5708); SND("char_01_footstep_on_dirt_03", 5716); EndPose(633); // 長槍齊發氣合1 StartPose(634); BlendTime(0.1); Frame(5719, 5730); Hard(5719, 5723); Loop(5724, 5730); FPS(20); Hurt_Body(); StartAttack(); AttackFrame(5724, 5730); TeamAssistChiImpact(); EndAttack(); StartDrag(); DragFrame(5724, 5730); DragSFX(-45,0,0,0); DragLoop(1); EndDrag(); Box(1); CHR(VOC_Attack_Charge3, -1); SFX("MOV_ChiCharge", -1); SFX("WPN4_634", 5725); SFX("WPN4_634", 5728); SFX("MOV_TeamAssist", 5725); SFX("MOV_TeamAssist", 5727); SFX("MOV_TeamAssist", 5729); SND("envi_21_noise_06", -1); SND("elem_electric_01_electric", 5725); SND("weap_05_blade_slash_02", 5725); SND("weap_05_blade_slash_02", 5729); SND("weap_04_spear_slash_05", 5726); SND("weap_04_spear_slash_05", 5729); EndPose(634); // 長槍齊發1 第一擊 StartPose(635); BlendTime(0.1); Frame(5731, 5750); Hard(5731, 5750); FPS(20); Link(636); Hurt_Body_Only(); Next(5738, 5750); StartAttack(); AttackType(1); Attack_All(); AttackFrame(5732, 5750); N_TargetPoseFlyOut(); TargetPose(201,202,203,204); TargetValue(HardFrame_Spear_Ground_Damage * 2); TargetMove(Ground_Gravity * 10, 0, 15); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Spear_Air_Damage * 2); AirTargetMove(Air_Gravity * 10, 0, 65); DefensePose(343,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 2); DefenseMove(Defense_Gravity * 10, 0, 45); AttackPower(Shock_Wave_1); OnHit ("Hit_Bloody23" , "impa_04_electric_shock_03" ,0 ,0); OnDefense ("Hit_Guard23" , "weap_04_spear_grd_05" ,0 ,0); OnHit2 ("STAT_Electric"); EndAttack(); StartDrag(); DragFrame(5731, 5750); DragSFX(-45,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Long1, 5735); SFX("USE_SuperSkill", -1); SFX("WPN4_635", 5731); SFX("MOV_Dust_L", 5742); SND("weap_04_spear_slash_02", 5731); SND("weap_04_spear_slash_02", 5733); SND("weap_04_spear_slash_02", 5735); SND("weap_04_spear_slash_02", 5737); SND("weap_04_spear_slash_02", 5739); SND("impa_03_wave_suck_02", -1); SND("impa_04_electric_shock_01", -1); SND("elem_electric_01_electric", -1); SND("impa_04_electric_shock_02", 5738); SND("weap_01_stinger_grd_02", 5740); SND("weap_06_hammer_slash_03", 5741); SND("weap_04_spear_grd_01", 5742); EndPose(635); // 長槍齊發1 第二擊 StartPose(636); BlendTime(0.1); Frame(5751, 5787); Hard(5752, 5779); FPS(20); Hurt_Body_Only(); Next(5765, 5785); StartAttack(); AttackType(1); Attack_All(); AttackFrame(5766, 5779); N_TargetPoseFlyOut(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Spear_Ground_Damage * 1); TargetMove(Ground_Gravity * 30, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Spear_Air_Damage * 1); AirTargetMove(Air_Gravity * 30, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 1); DefenseMove(Defense_Gravity * 30, 0, 1); AttackPower(Shock_Wave_2); OnHit ("Hit_Bloody13" , "weap_06_hammer_hit_06" ,0 ,0); OnDefense ("Hit_Guard13" , "weap_06_hammer_grd_06" ,0 ,0); OnHit2 ("STAT_Electric"); EndAttack(); StartDrag(); DragFrame(5751, 5776); DragSFX(-45,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Strong, 5765); SFX("WPN4_636A", 5751); SFX("WPN4_636B", 5761); SFX("MOV_Dust_L", 5767); SFX("MOV_RunRStep", 5775); SND("weap_04_spear_slash_03", 5753); SND("impa_04_electric_shock_02", 5762); SND("weap_06_hammer_hit_01", 5765); SND("impa_01_bomb_big_01", 5767); SND("char_01_footstep_on_dirt_01", 5775); EndPose(636); // 長槍齊發氣合2 StartPose(637); BlendTime(0.1); Frame(5719, 5730); Soft(5724, 5730); Loop(5724, 5730); FPS(20); Hurt_Body(); Next(5724, 5730); StartAttack(); AttackFrame(5724, 5730); TeamAssistChiImpact(); EndAttack(); StartDrag(); DragFrame(5724, 5730); DragSFX(-45,0,0,0); DragLoop(1); EndDrag(); Box(1); CHR(VOC_Attack_Charge3, -1); SFX("MOV_ChiCharge", -1); SFX("WPN4_634", 5725); SFX("WPN4_634", 5728); SFX("MOV_TeamAssist", 5725); SFX("MOV_TeamAssist", 5727); SFX("MOV_TeamAssist", 5729); SND("envi_21_noise_06", -1); SND("elem_electric_01_electric", 5725); SND("weap_05_blade_slash_02", 5725); SND("weap_05_blade_slash_02", 5729); SND("weap_04_spear_slash_05", 5726); SND("weap_04_spear_slash_05", 5729); EndPose(637); // 長槍齊發2 第一擊 StartPose(638); BlendTime(0.1); Frame(5731, 5750); Hard(5738, 5750); FPS(20); Link(639); Hurt_Body_Only(); Next(5740, 5750); StartAttack(); AttackType(1); Attack_All(); AttackFrame(5732, 5750); N_TargetPoseFlyOut(); TargetPose(200,202,203,204); TargetValue(HardFrame_Spear_Ground_Damage * 2); TargetMove(Ground_Gravity * 8, 0, 15); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Spear_Air_Damage * 2); AirTargetMove(Air_Gravity * 8, 0, 45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 2); DefenseMove(Defense_Gravity * 8, 0, 30); AttackPower(Jagun_s_Wrath_1); OnHit ("Hit_Bloody23" , "impa_04_electric_shock_03" ,0 ,0); OnDefense ("Hit_Guard23" , "weap_04_spear_grd_05" ,0 ,0); OnHit2 ("STAT_Electric"); EndAttack(); StartDrag(); DragFrame(5731, 5750); DragSFX(-45,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Long1, 5735); SFX("USE_SuperSkill", -1); SFX("WPN4_635", 5731); SFX("MOV_Dust_L", 5742); SND("weap_04_spear_slash_02", 5731); SND("weap_04_spear_slash_02", 5733); SND("weap_04_spear_slash_02", 5735); SND("weap_04_spear_slash_02", 5737); SND("weap_04_spear_slash_02", 5739); SND("impa_03_wave_suck_02", -1); SND("impa_04_electric_shock_01", -1); SND("elem_electric_01_electric", -1); SND("impa_04_electric_shock_02", 5738); SND("weap_01_stinger_grd_02", 5740); SND("weap_06_hammer_slash_03", 5741); SND("weap_04_spear_grd_01", 5742); SND("impa_04_electric_shock_01", 5745); EndPose(638); // 長槍齊發2 第二擊 StartPose(639); BlendTime(0.1); Frame(5751, 5776); Hard(5752, 5776); FPS(20); Link(648); Hurt_Body_Only(); Next(5765, 5776); StartAttack(); AttackType(1); Attack_All(); AttackFrame(5766, 5776); N_TargetPoseFlyOut(); TargetPose(201,202,203,204); TargetValue(HardFrame_Spear_Ground_Damage * 2); TargetMove(Ground_Gravity * 10, 0, 15); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Spear_Air_Damage * 2); AirTargetMove(Air_Gravity * 10, 0, 65); DefensePose(343,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 2); DefenseMove(Defense_Gravity * 10, 0, 45); AttackPower(Jagun_s_Wrath_2); OnHit ("Hit_Bloody23" , "impa_04_electric_shock_03" ,0 ,0); OnDefense ("Hit_Guard23" , "weap_04_spear_grd_05" ,0 ,0); OnHit2 ("STAT_Electric"); EndAttack(); StartDrag(); DragFrame(5751, 5776); DragSFX(-45,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Strong, 5765); SFX("WPN4_639A", 5753); SFX("WPN4_639B", 5753); SFX("MOV_Dust_L", 5767); SFX("MOV_RunRStep", 5775); SND("elem_electric_01_electric", -1); SND("impa_04_electric_shock_02", 5762); SND("impa_01_bomb_big_01", 5765); SND("impa_04_electric_shock_01", 5770); SND("char_01_footstep_on_dirt_01", 5775); EndPose(639); // 長槍齊發技2第2、3擊串聯段 StartPose(648); BlendTime(0.05); Frame(8285, 8295); FPS(20); Hard(8285, 8295); Link(640); Hurt_Body_Only(); Box(4); SFX("MOV_TouchDown", -1); SFX("WPN4_636A", 8288); SFX("WPN4_636C", 8288); SND("char_02_touchdown_on_concrete", -1); SND("impa_04_electric_shock_01", 8290); EndPose(648); // 長槍齊發2 第三擊 StartPose(640); BlendTime(0.1); Frame(5697, 5718); Hard(5698, 5699); Hard(5699, 5700, 3); Hard(5700, 5709); FPS(10); Hurt_Body_Only(); Next(5701, 5709); StartAttack(); AttackType(1); Attack_All(); AttackFrame(5700, 5708); N_TargetPoseFlyOut(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Spear_Ground_Damage * 1); TargetMove(Ground_Gravity * 30, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Spear_Air_Damage * 1); AirTargetMove(Air_Gravity * 30, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Spear_Ground_Guard * 1); DefenseMove(Defense_Gravity * 30, 0, 1); AttackPower(Jagun_s_Wrath_3); OnHit ("Hit_Bloody13" , "weap_06_hammer_hit_06" ,0 ,0); OnDefense ("Hit_Guard13" , "weap_06_hammer_grd_06" ,0 ,0); OnHit2 ("STAT_Electric"); EndAttack(); StartDrag(); DragFrame(5698, 5709); DragSFX(-45,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Long1, 5698); SFX("WPN4_636B", 5697); SFX("MOV_Dust_L", 5697); SFX("MOV_RunLFall", -1); SFX("MOV_RunRFall", 5700); SFX("MOV_RunRStep", 5708); SFX("MOV_RunRStep", 5716); SND("impa_04_electric_shock_02", 5698); SND("impa_01_bomb_big_01", 5700); SND("elem_electric_11_thunder_01_short", 5700); SND("char_01_footstep_on_dirt_01", 5708); SND("char_01_footstep_on_dirt_03", 5716); EndPose(640); //========================大刀動作================================== //大刀統一動作段落 待機660 防禦661_668 速移669_672 WeaponUsualPose0(a=320 , s=2406); WeaponUsualPose1(a=320 , s=2406); WeaponUsualPose2(a=320 , s=2406); //女體型大刀posemapping動作段落 待機1504 防禦1505 WeaponUsualPose0(a=1164 , s=7689); WeaponUsualPose1(a=1164 , s=7689); //大體型大刀posemapping動作段落 待機1504 防禦1505 WeaponUsualPose0(a=1166 , s=7709); WeaponUsualPose1(a=1166 , s=7709); // 大刀組合技_1 StartPose(673); BlendTime(0.05); Frame(4185, 4189); FPS(10); Hard(4185, 4189, 2); Link(740); Hurt_All(); Box(3); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("weap_08_glove_slash_03", -1); SND("char_01_footstep_on_dirt_01", -1); EndPose(673); // 大刀組合技_2 StartPose(740); BlendTime(0.05); Frame(4190, 4197); FPS(10); Hard(4190, 4196, 2); Hard(4196, 4197); Link(741); Hurt_All(); StartAttack(); Attack_T_foot_weapon(); AttackFrame(4191, 4196); N_TargetPose(); TargetPose(DMGPose_90 + 207, DMGPose_90 + 205, DMGPose_90 + 209, DMGPose_90 + 208); TargetValue(HardFrame_Blade_Ground_Damage * 1); TargetMove(Ground_Gravity * 25, 0, 75); AirTargetPose(DMGPose_90 + 207, DMGPose_90 + 205, DMGPose_90 + 209, DMGPose_90 + 208); AirTargetValue(HardFrame_Blade_Air_Damage * 1); AirTargetMove(Air_Gravity * 25, 0, 75); DefensePose(342,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 15, 0, 0); AttackPower(Guillotine_Drop_1); OnHit ("Hit_Bloody12" , "weap_05_blade_hit_04" ,0 ,0); OnDefense ("Hit_Guard12" , "weap_05_blade_grd_01" ,0 ,0); EndAttack(); StartDrag(); DragFrame(4190, 4197); DragSFX(-52,0,0,0); EndDrag(); Box(3); CHR(VOC_Attack_Middle, -1); SFX("WPN5_740", -1); SND("impa_03_wave_scream_02_short", -1); SND("weap_05_blade_slash_02", 4190); SND("weap_08_glove_slash_03", 4196); EndPose(740); // 大刀組合技_3 StartPose(741); BlendTime(0.1); Frame(4198, 4202); FPS(10); Hard(4198, 4200); Hurt_All(); Next(4198, 4202); Box(3); SND("weap_11_gun_hit_01", 4198); EndPose(741); // 大刀騰躍技1 雙手橫旋劈 StartPose(736); BlendTime(0.15); Frame(6732, 6742); Hard(6732, 6742); Loop(6742, 6742); Link(737); FPS(20); Hurt_All(); StartAttack(); Attack_R_hand(); AttackFrame(6738, 6742); N_TargetPose(); TargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 205, DMGPose_25 + 207); TargetValue(HardFrame_Blade_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 8, -15, 25); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Blade_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 22, -15, -45); DefensePose(345,347,342,346); DefenseValue(HardFrame_Blade_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 8, -15, 0); AttackPower(Scorching_Blades_1); OnHit ("Hit_Bloody02" , "weap_05_blade_hit_04" ,-75 ,-25); OnDefense ("Hit_Guard02" , "weap_05_blade_grd_02" ,-75 ,-25); EndAttack(); StartDrag(); DragFrame(6736, 6742); DragSFX(-53,0,0,0); DragLoop(1); EndDrag(); Box(2); CHR(VOC_Attack_Light, 6738); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_01", -1); SND("weap_05_blade_slash_03", 6738); EndPose(736); // 大刀騰躍技2 單手橫旋劈 StartPose(737); BlendTime(0.15); Frame(6743, 6755); Hard(6743, 6750); FPS(20); Hurt_All(); Next(6745, 6754); StartAttack(); Attack_R_hand(); AttackFrame(6744, 6746); N_TargetPose(); TargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 205, DMGPose_25 + 207); TargetValue(HardFrame_Blade_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 16, -45, 35); AirTargetPose(DMGPose_25 + 209, DMGPose_25 + 208,205, DMGPose_25 + 207); AirTargetValue(HardFrame_Blade_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 16, -45, 35); DefensePose(345,347,342,346); DefenseValue(HardFrame_Blade_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 12, -45, 0); AttackPower(Scorching_Blades_2); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_03" ,-75 ,-25); OnDefense ("Hit_Guard03" , "weap_05_blade_grd_03" ,-75 ,-25); EndAttack(); StartDrag(); DragFrame(6743, 6750); DragSFX(-53,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, -1); SFX("MOV_Dust_S", 6743); SFX("COM_HitG_35", 6745); SFX("MOV_RunLStep", 6755); SND("weap_06_hammer_hit_01", 6743); SND("weap_05_blade_slash_04", 6743); SND("weap_05_blade_grd_03", 6745); SND("char_01_footstep_on_dirt_01", 6755); EndPose(737); // 大刀 單手橫旋劈 (起身技Y) StartPose(746); BlendTime(0.1); Frame(904, 904); Hard(904, 904); FPS(10); HurtBone(); Link(747); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_03", -1); EndPose(746); // 大刀 單手橫旋劈 (起身技 X) StartPose(747); BlendTime(0.15); Frame(6742, 6755); Hard(6742, 6750); FPS(20); Hurt_Body_Only(); Next(6745, 6754); StartAttack(); Attack_R_hand(); AttackFrame(6744, 6746); N_TargetPose(); TargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 205, DMGPose_25 + 207); TargetValue(HardFrame_Blade_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 16, -45, 35); AirTargetPose(DMGPose_25 + 209, DMGPose_25 + 208,205, DMGPose_25 + 207); AirTargetValue(HardFrame_Blade_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 16, -45, 35); DefensePose(345,347,342,346); DefenseValue(HardFrame_Blade_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 12, -45, 0); AttackPower(Rising_Scorching_Blades_1); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_03" ,-75 ,-25); OnDefense ("Hit_Guard03" , "weap_05_blade_grd_03" ,-75 ,-25); EndAttack(); StartDrag(); DragFrame(6743, 6750); DragSFX(-53,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, -1); SFX("MOV_Dust_S", 6743); SFX("COM_HitG_35", 6745); SFX("MOV_RunLStep", 6755); SND("weap_06_hammer_hit_01", 6743); SND("weap_05_blade_slash_04", 6743); SND("weap_05_blade_grd_03", 6745); SND("char_01_footstep_on_dirt_01", 6755); EndPose(747); // 大刀前翻劈 (起身技 Y) StartPose(748); BlendTime(0.1); Frame(904, 905); Hard(904, 905); FPS(10); HurtBone(); Link(749); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_03", -1); EndPose(748); // 大刀前翻劈 (起身技 Y) StartPose(749); BlendTime(0.1); Frame(4399, 4414); FPS(10); Hard(4399, 4405); Hard(4405, 4409); Hurt_Body_Only(); Next(4404, 4413); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(4402, 4404); N_TargetPose(); TargetPose(217,216,217,217); TargetValue(HardFrame_Blade_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 22, 0, -70); AirTargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); AirTargetValue(HardFrame_Blade_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 25, 0, -70); DefensePose(342,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 0.9); DefenseMove(Defense_Gravity * 15, 0, 0); AttackPower(Rising_Infernal_Executioner_1); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_03" ,0 ,-105); OnDefense ("Hit_Guard03" , "weap_05_blade_grd_03" ,0 ,-105); OnHit2 ("STAT_Fire"); EndAttack(); StartDrag(); DragFrame(4399, 4408); DragSFX(-55,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Strong, 4401); SFX("WPN5_Light", -1); SFX("WPN5_690", 4399); SFX("MOV_RunLFall", 4402); SFX("MOV_RunRFall", 4403); SFX("COM_HitG_35", 4403); SFX("MOV_RunRStep", 4410); SND("elem_fire_02_catch_fire_02", -1); SND("weap_08_glove_slash_03", -1); SND("weap_05_blade_slash_06", 4400); SND("weap_05_blade_slash_04", 4402); SND("weap_05_blade_grd_03", 4403); SND("weap_05_blade_grd_05", 4409); SND("char_01_footstep_on_dirt_03", 4410); EndPose(749); // 大刀前劈 (閃避技 X) StartPose(734); BlendTime(0.05); Frame(4279, 4298); FPS(10); Hard(4284, 4287, 1.5); Hard(4287, 4289); Soft(4290, 4298, 1.5); Hurt_All(); Next(4288, 4297); StartAttack(); Attack_R_hand(); AttackFrame(4287, 4289); N_TargetPose(); TargetPose(217,216,217,217); TargetValue(HardFrame_Blade_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 22, 0, -70); AirTargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); AirTargetValue(HardFrame_Blade_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 25, 0, -70); DefensePose(342,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 0.6); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Rushing_Charring_Blow_1); OnHit ("Hit_Bloody02" , "weap_05_blade_hit_02" ,0 ,-105); OnDefense ("Hit_Guard02" , "weap_05_blade_grd_02" ,0 ,-105); EndAttack(); StartDrag(); DragFrame(4285, 4290); DragSFX(-52,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Strong, 4286); SFX("MOV_RunLStep", -1); SFX("COM_HitG_35", 4288); SFX("MOV_RunRFall", 4288); SFX("MOV_RunRStep", 4294); SND("weap_08_glove_slash_03", 4280); SND("weap_05_blade_slash_03", 4287); SND("weap_06_hammer_hit_02", 4288); SND("weap_05_blade_grd_01", 4288); SND("char_01_footstep_on_dirt_01", -1); SND("char_01_footstep_on_dirt_01", 4294); EndPose(734); // 大刀柄擊 (閃避技 Y) StartPose(735); BlendTime(0.15); Frame(4314, 4330); FPS(10); Soft(4314, 4319, 2); Hard(4322, 4325); Hard(4325, 4328, 1.5); Soft(4328, 4330, 2); Hurt_All(); Next(4322, 4329); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(4323, 4324); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Blade_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 6, 0, 0); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Blade_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 23, 0, 0.1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Rushing_Blazing_Pommel_1); OnHit ("Hit_Bloody12" , "weap_08_glove_hit_06" ,0 ,0); OnDefense ("Hit_Guard12" , "weap_05_blade_grd_05" ,0 ,0); OnHit2 ("STAT_Fire"); EndAttack(); StartDrag(); DragFrame(4322, 4324); DragSFX(-55,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Light, 4322); SFX("WPN5_Light", -1); SFX("MOV_RunLStep", -1); SFX("WPN5_686", 4314); SFX("MOV_Jump", 4320); SFX("MOV_RunRFall", 4323); SND("elem_fire_02_catch_fire_02", -1); SND("char_01_footstep_on_dirt_03", -1); SND("char_04_jump", 4320); SND("weap_08_glove_slash_03", 4322); SND("weap_11_gun_hit_02", 4323); EndPose(735); // 大刀右甩揮 (閃避技 X+Y) StartPose(726); BlendTime(0.1); Frame(4331, 4359); FPS(10); Soft(4331, 4335, 1.25); Soft(4336, 4337, 0.8); Hard(4337, 4344); Soft(4345, 4350, 1.25); Soft(4350, 4359, 1.5); Hurt_All(); Next(4339, 4351); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(4339, 4342); N_TargetPose(); TargetPose(DMGPose_01 + 215, DMGPose_01 + 214, DMGPose_01 + 212, DMGPose_01 + 213); TargetValue(HardFrame_Blade_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 28, -75, 15); AirTargetPose(DMGPose_01 + 215, DMGPose_01 + 214, DMGPose_01 + 212, DMGPose_01 + 213); AirTargetValue(HardFrame_Blade_Air_Damage * 1.2); AirTargetMove(Air_Gravity * 26, -75, 5); DefensePose(345,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 15, 75, 0); AttackPower(Rushing_Burning_Edge_1); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_03" ,-85 ,-15); OnDefense ("Hit_Guard03" , "weap_05_blade_grd_03" ,-85 ,-15); OnHit2 ("STAT_Fire"); EndAttack(); StartDrag(); DragFrame(4337, 4345); DragSFX(-55,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Charge1, -1); CHR(VOC_Attack_Long1, 4339); SFX("WPN5_Light", -1); SFX("WPN5_687", 4331); SFX("MOV_RunRStep", 4333); SFX("MOV_RunLStep", 4336); SFX("MOV_RunRFall", 4340); SFX("MOV_RunLFall", 4344); SFX("MOV_RunRStep", 4351); SFX("MOV_RunLStep", 4357); SND("elem_fire_02_catch_fire_02", -1); SND("weap_05_blade_slash_06", 4339); SND("weap_05_blade_slash_04", 4340); SND("char_01_footstep_on_dirt_01", 4333); SND("char_01_footstep_on_dirt_03", 4336); SND("weap_11_gun_hit_02", 4340); SND("char_01_footstep_on_dirt_01", 4344); SND("char_01_footstep_on_dirt_03", 4351); SND("char_01_footstep_on_dirt_01", 4357); EndPose(726); // 大刀待機暗器技段落 暗器技674 氣合1 675-676 氣合2 677-678 DartUsualPose(a=414 , s=2684); // 大刀空踢 StartPose(679); AirKick(Blade_Jump_Kick_1); EndPose(679); // 大刀空下斬滯空 StartPose(680); BlendTime(0.2); Frame(4236, 4242); Hard(4238, 4242); Loop(4242, 4242); StartAttack();// 假的AttackFrame是為了控制落地前按鍵有效的手段 AttackFrame(4238, 4242); EndAttack(); Link(681); FPS(10); Hurt_Body(); Box(1); SFX("WPN5_680", -1); SFX("WPN5_Light", -1); SND("elem_fire_02_catch_fire_02", -1); SND("weap_08_glove_slash_03", 4238); EndPose(680); // 大刀空下斬緩衝 StartPose(681); BlendTime(0.05); Frame(4243, 4255); FPS(10); Hard(4243, 4247); Soft(4248, 4252, 1.5); Soft(4252, 4255, 2); Hurt_Body(); Next(4244, 4254); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(4243, 4244); N_TargetPose(); TargetPose(217,216,217,217); TargetValue(HardFrame_Blade_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 22, 0, -75); AirTargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); AirTargetValue(HardFrame_Blade_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 25, 0, -75); DefensePose(342,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 0.8); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Fire_s_Judgment_1); OnHit ("Hit_Bloody02" , "weap_05_blade_hit_02" ,0 ,-90); OnDefense ("Hit_Guard02" , "weap_05_blade_grd_02" ,0 ,-90); OnHit2 ("STAT_Fire"); EndAttack(); StartDrag(); DragFrame(4243, 4248); DragSFX(-51,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, -1); SFX("WPN5_681", 4243); SFX("MOV_FallDown", 4243); SFX("COM_HitG_15", 4244); SFX("MOV_RunLStep", 4254); SND("weap_05_blade_slash_03", -1); SND("weap_06_hammer_hit_01", -1); SND("weap_05_blade_grd_01", 4244); SND("char_01_footstep_on_dirt_01", 4254); EndPose(681); // 大刀右揮 StartPose(682); BlendTime(0.25); Frame(4256, 4267); FPS(10); Soft(4256, 4257, 6); Hard(4257, 4259, 4); Hard(4259, 4261); Soft(4261, 4267, 1.5); Hurt_All(); Next(4261, 4266); StartAttack(); Attack_R_hand(); AttackFrame(4260, 4262); N_TargetPose(); TargetPose(204,203,201,202); TargetValue(HardFrame_Blade_Ground_Damage * 0.4); TargetMove(Ground_Gravity * 8, -45, 0); AirTargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 205, DMGPose_25 + 207); AirTargetValue(HardFrame_Blade_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 8, -45, 25); DefensePose(345,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 8, -45, 0); AttackPower(Charring_Cut_1); OnHit ("Hit_Bloody01" , "weap_05_blade_hit_04" ,-75 ,-15); OnDefense ("Hit_Guard01" , "weap_05_blade_grd_05" ,-75 ,-15); EndAttack(); StartDrag(); DragFrame(4258, 4262); DragSFX(-52,0,0,0); EndDrag(); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRFall", 4261); SND("char_01_footstep_on_dirt_03", -1); SND("weap_05_blade_slash_02", 4260); SND("char_01_footstep_on_dirt_01", 4261); EndPose(682); // 大刀左揮 StartPose(683); BlendTime(0.25); Frame(4268, 4278); FPS(10); Hard(4269, 4273); Soft(4273, 4278, 1.5); Hurt_All(); Next(4271, 4277); StartAttack(); Attack_R_hand(); AttackFrame(4270, 4272); N_TargetPose(); TargetPose(203,204,202,200); TargetValue(HardFrame_Blade_Ground_Damage * 0.45); TargetMove(Ground_Gravity * 10, 75, 0); AirTargetPose(DMGPose_45 + 208, DMGPose_45 + 209, DMGPose_45 + 207, DMGPose_45 + 205); AirTargetValue(HardFrame_Blade_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 12, 45, 65); DefensePose(344,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 11, 75, 0); AttackPower(Charring_Slash_2); OnHit ("Hit_Bloody01" , "weap_05_blade_hit_01" ,75 ,15); OnDefense ("Hit_Guard01" , "weap_05_blade_grd_01" ,75 ,15); EndAttack(); StartDrag(); DragFrame(4269, 4273); DragSFX(-52,0,0,0); EndDrag(); Box(1); SFX("MOV_RunRStep", -1); SFX("MOV_RunLStep", 4273); SND("char_01_footstep_on_dirt_01", -1); SND("weap_05_blade_slash_05", 4270); SND("char_01_footstep_on_dirt_03", 4273); EndPose(683); // 大刀前劈 StartPose(684); BlendTime(0.3); Frame(4279, 4298); FPS(10); Hard(4284, 4289); Soft(4290, 4298, 1.5); Hurt_All(); Next(4288, 4297); StartAttack(); Attack_R_hand(); AttackFrame(4287, 4289); N_TargetPose(); TargetPose(217,216,217,217); TargetValue(HardFrame_Blade_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 22, 0, -70); AirTargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); AirTargetValue(HardFrame_Blade_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 25, 0, -70); DefensePose(342,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 0.6); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Charring_Blow_3); OnHit ("Hit_Bloody02" , "weap_05_blade_hit_02" ,0 ,-105); OnDefense ("Hit_Guard02" , "weap_05_blade_grd_02" ,0 ,-105); EndAttack(); StartDrag(); DragFrame(4285, 4290); DragSFX(-52,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Strong, 4286); SFX("MOV_RunLStep", -1); SFX("COM_HitG_35", 4288); SFX("MOV_RunRFall", 4288); SFX("MOV_RunRStep", 4294); SND("weap_08_glove_slash_03", 4280); SND("weap_05_blade_slash_03", 4287); SND("weap_06_hammer_hit_02", 4288); SND("weap_05_blade_grd_01", 4288); SND("char_01_footstep_on_dirt_01", -1); SND("char_01_footstep_on_dirt_01", 4294); EndPose(684); // 大刀衝挑 StartPose(685); BlendTime(0.25); Frame(4299, 4313); FPS(10); Hard(4299, 4300); Hard(4300, 4306); Hurt_All(); Next(4301, 4312); StartAttack(); Attack_R_hand(); AttackFrame(4301, 4303); N_TargetPose(); TargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); TargetValue(HardFrame_Blade_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 16, 0, 50); AirTargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); AirTargetValue(HardFrame_Blade_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 14, 0, 45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 0.35); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Scorching_Bite_1); OnHit ("Hit_Bloody02" , "weap_05_blade_hit_06" ,-15 ,-75); OnDefense ("Hit_Guard02" , "weap_05_blade_grd_01" ,-15 ,-75); EndAttack(); StartDrag(); DragFrame(4300, 4308); DragSFX(-52,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Middle, 4300); SFX("MOV_Jump", 4300); SFX("MOV_RunLStep", 4303); SFX("MOV_RunRStep", 4304); SND("weap_05_blade_slash_04", 4300); SND("char_04_jump", 4300); SND("char_02_touchdown_on_concrete", 4303); EndPose(685); // 大刀柄擊 StartPose(686); BlendTime(0.3); Frame(4314, 4330); FPS(10); Soft(4314, 4319, 2); Hard(4320, 4325); Hard(4325, 4328, 1.5); Soft(4328, 4330, 2); Hurt_All(); Next(4323, 4329); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(4322, 4324); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Blade_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 6, 0, 0); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Blade_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 23, 0, 0.1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Blazing_Pommel_1); OnHit ("Hit_Bloody12" , "weap_08_glove_hit_06" ,0 ,0); OnDefense ("Hit_Guard12" , "weap_05_blade_grd_05" ,0 ,0); OnHit2 ("STAT_Fire"); EndAttack(); StartDrag(); DragFrame(4320, 4324); DragSFX(-55,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Light, 4322); SFX("WPN5_Light", -1); SFX("MOV_RunLStep", -1); SFX("WPN5_686", 4314); SFX("MOV_Jump", 4320); SFX("MOV_RunRFall", 4323); SND("elem_fire_02_catch_fire_02", -1); SND("char_01_footstep_on_dirt_03", -1); SND("char_04_jump", 4320); SND("weap_08_glove_slash_03", 4322); SND("weap_11_gun_hit_02", 4323); EndPose(686); // 大刀右甩揮 StartPose(687); BlendTime(0.25); Frame(4331, 4359); FPS(10); Soft(4331, 4336, 1.5); Hard(4336, 4344); Soft(4345, 4350, 1.25); Soft(4350, 4359, 1.5); Hurt_All(); Next(4337, 4351); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(4339, 4342); N_TargetPose(); TargetPose(DMGPose_01 + 215, DMGPose_01 + 214, DMGPose_01 + 212, DMGPose_01 + 213); TargetValue(HardFrame_Blade_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 28, -75, 15); AirTargetPose(DMGPose_01 + 215, DMGPose_01 + 214, DMGPose_01 + 212, DMGPose_01 + 213); AirTargetValue(HardFrame_Blade_Air_Damage * 1.2); AirTargetMove(Air_Gravity * 26, -75, 5); DefensePose(345,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 15, 75, 0); AttackPower(Burning_Edge_1); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_03" ,-85 ,-15); OnDefense ("Hit_Guard03" , "weap_05_blade_grd_03" ,-85 ,-15); OnHit2 ("STAT_Fire"); EndAttack(); StartDrag(); DragFrame(4337, 4345); DragSFX(-55,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Charge1, -1); CHR(VOC_Attack_Long1, 4339); SFX("WPN5_Light", -1); SFX("WPN5_687", 4331); SFX("MOV_RunRStep", 4333); SFX("MOV_RunLStep", 4336); SFX("MOV_RunRFall", 4340); SFX("MOV_RunLFall", 4344); SFX("MOV_RunRStep", 4351); SFX("MOV_RunLStep", 4357); SND("elem_fire_02_catch_fire_02", -1); SND("weap_05_blade_slash_06", 4339); SND("weap_05_blade_slash_04", 4340); SND("char_01_footstep_on_dirt_01", 4333); SND("char_01_footstep_on_dirt_03", 4336); SND("weap_11_gun_hit_02", 4340); SND("char_01_footstep_on_dirt_01", 4344); SND("char_01_footstep_on_dirt_03", 4351); SND("char_01_footstep_on_dirt_01", 4357); EndPose(687); // 大刀雙連刀 StartPose(688); BlendTime(0.25); Frame(4360, 4376); FPS(10); Soft(4360, 4361, 0.85); Hard(4361, 4362, 0.75); Hard(4362, 4369); Hurt_All(); Next(4367, 4375); StartAttack(); Attack_R_hand(); AttackFrame(4362, 4364); N_TargetPose(); TargetPose(209,208,205,207); TargetValue(HardFrame_Blade_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 8, -75, 45); AirTargetPose(209,208,205,207); AirTargetValue(HardFrame_Blade_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 7, -75, 45); DefensePose(345,347,342,346); DefenseValue(HardFrame_Blade_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 6, -75, 0); AttackPower(Heatwave_1); OnHit ("Hit_Bloody02" , "weap_05_blade_hit_04" ,-75 ,-25); OnDefense ("Hit_Guard02" , "weap_05_blade_grd_02" ,-75 ,-25); EndAttack(); StartAttack(); Attack_R_hand(); AttackFrame(4366, 4368); N_TargetPose(); TargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 205); TargetValue(HardFrame_Blade_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 20, 90, 25); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 205); AirTargetValue(HardFrame_Blade_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 18, 90, 25); DefensePose(344,348,346,342); DefenseValue(HardFrame_Blade_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 12, 90, 0); AttackPower(Heatwave_1); OnHit ("Hit_Bloody02" , "weap_05_blade_hit_02" ,45 ,-45); OnDefense ("Hit_Guard02" , "weap_05_blade_grd_01" ,45 ,-45); EndAttack(); StartDrag(); DragFrame(4361, 4372); DragSFX(-53,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Middle, 4361); SFX("MOV_RunRStep", -1); SFX("MOV_RunLStep", 4368); SFX("MOV_RunRFall", 4370); SND("char_01_footstep_on_dirt_03", -1); SND("weap_05_blade_slash_03", 4361); SND("weap_05_blade_slash_05", 4365); SND("char_01_footstep_on_dirt_01", 4370); EndPose(688); // 大刀前重劈 StartPose(689); BlendTime(0.275); Frame(4377, 4398); FPS(10); Soft(4377, 4380, 3); Hard(4381, 4387, 2); Hard(4387, 4390); Hurt_All(); Next(4388, 4394); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(4388, 4390); N_TargetPose(); TargetPose(217,216,217,217); TargetValue(HardFrame_Blade_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 22, 0, -60); AirTargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); AirTargetValue(HardFrame_Blade_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 25, 0, -60); DefensePose(342,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 0.9); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Blazing_Executioner_1); OnHit ("Hit_Bloody02" , "weap_05_blade_hit_02" ,0 ,-105); OnDefense ("Hit_Guard02" , "weap_05_blade_grd_02" ,0 ,-105); OnHit2 ("STAT_Fire"); EndAttack(); StartDrag(); DragFrame(4386, 4394); DragSFX(-55,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Strong, 4387); SFX("WPN5_Light", -1); SFX("MOV_RunRStep", -1); SFX("WPN5_689", 4381); SFX("COM_HitG_35", 4389); SFX("MOV_TouchDown", 4393); SFX("MOV_RunLStep", 4397); SND("elem_fire_02_catch_fire_02", -1); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", 4381); SND("weap_05_blade_slash_03", 4387); SND("weap_05_blade_grd_01", 4389); SND("weap_05_blade_grd_05", 4389); SND("char_02_touchdown_on_concrete", 4393); SND("char_01_footstep_on_dirt_03", 4397); EndPose(689); // 大刀前翻劈 StartPose(690); BlendTime(0.3); Frame(4399, 4414); FPS(10); Hard(4399, 4405); Hard(4405, 4409); Hurt_All(); Next(4404, 4413); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(4402, 4404); N_TargetPose(); TargetPose(217,216,217,217); TargetValue(HardFrame_Blade_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 22, 0, -70); AirTargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); AirTargetValue(HardFrame_Blade_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 25, 0, -70); DefensePose(342,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 0.9); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Infernal_Executioner_1); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_03" ,0 ,-105); OnDefense ("Hit_Guard03" , "weap_05_blade_grd_03" ,0 ,-105); OnHit2 ("STAT_Fire"); EndAttack(); StartDrag(); DragFrame(4399, 4408); DragSFX(-55,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Strong, 4401); SFX("WPN5_Light", -1); SFX("WPN5_690", 4399); SFX("MOV_RunLFall", 4402); SFX("MOV_RunRFall", 4403); SFX("COM_HitG_35", 4403); SFX("MOV_RunRStep", 4410); SND("elem_fire_02_catch_fire_02", -1); SND("weap_08_glove_slash_03", -1); SND("weap_05_blade_slash_06", 4400); SND("weap_05_blade_slash_04", 4402); SND("weap_05_blade_grd_03", 4403); SND("weap_05_blade_grd_05", 4409); SND("char_01_footstep_on_dirt_03", 4410); EndPose(690); // 大刀地雷挑 StartPose(691); BlendTime(0.3); Frame(4415, 4431); FPS(10); Soft(4415, 4417, 2); Hard(4417, 4420, 1.5); Hard(4420, 4424); Soft(4424, 4431, 2); Hurt_All(); Next(4422, 4430); StartAttack(); Attack_R_hand(); AttackFrame(4420, 4422); N_TargetPoseFlyUp(); TargetPose(205,207,208,209); TargetValue(HardFrame_Blade_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 18, 0, 30); AirTargetPose(205,207,208,209); AirTargetValue(HardFrame_Blade_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 16, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 12, 0, 15); AttackPower(Flaring_Arc_1); OnHit ("Hit_Bloody01" , "weap_05_blade_hit_06" ,0 ,-75); OnDefense ("Hit_Guard01" , "weap_05_blade_grd_01" ,0 ,-75); EndAttack(); StartDrag(); DragFrame(4418, 4428); DragSFX(-52,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Middle, 4420); SFX("MOV_RunRStep", -1); SFX("MOV_Jump", 4420); SFX("WPN5_691", 4421); SFX("MOV_FallDown", 4424); SND("weap_05_blade_slash_02", 4421); SND("weap_05_blade_slash_04", 4421); SND("weap_08_glove_slash_03", 4422); SND("char_01_footstep_on_dirt_03", -1); SND("char_02_touchdown_on_concrete", 4424); EndPose(691); // 大刀地雷挑氣合1 StartPose(692); BlendTime(0.2); Frame(4432, 4436); FPS(10); Soft(4432, 4436); Hurt_All(); Next(4432, 4436); Box(1); CHR(VOC_Attack_Charge1, 4432); SFX("MOV_RunRStep", -1); SFX("MOV_ChiChargeL", 4434); SFX("MOV_ChiChargeR", 4434); SND("char_01_footstep_on_dirt_03", -1); SND("envi_21_noise_06", 4434); EndPose(692); // 大刀氣合地雷挑1 StartPose(693); BlendTime(0.1); Frame(4419, 4431); FPS(10); Hard(4419, 4424); Soft(4424, 4431, 2); Hurt_All(); Next(4422, 4430); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(4420, 4422); N_TargetPoseFlyUp(); TargetPose(205,207,208,209); TargetValue(HardFrame_Blade_Ground_Damage * 1); TargetMove(Ground_Gravity * 20, 0, 30); AirTargetPose(205,207,208,209); AirTargetValue(HardFrame_Blade_Air_Damage * 1); AirTargetMove(Air_Gravity * 18, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 1); DefenseMove(Defense_Gravity * 19, 0, 25); AttackPower(Super_Flaring_Arc_1); OnHit ("Hit_Bloody02" , "weap_05_blade_hit_02" ,0 ,-75); OnDefense ("Hit_Guard02" , "weap_05_blade_grd_02" ,0 ,-75); OnHit2 ("STAT_Fire"); EndAttack(); StartDrag(); DragFrame(4419, 4428); DragSFX(-55,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 4420); SFX("WPN5_Light", -1); SFX("MOV_RunRStep", -1); SFX("MOV_Jump", 4420); SFX("WPN5_693", 4421); SFX("MOV_FallDown", 4424); SND("elem_fire_02_catch_fire_02", -1); SND("weap_05_blade_slash_04", 4421); SND("weap_05_blade_slash_06", 4422); SND("char_01_footstep_on_dirt_03", -1); SND("char_02_touchdown_on_concrete", 4424); EndPose(693); // 大刀地雷挑氣合2 StartPose(694); BlendTime(0.2); Frame(4437, 4441); FPS(10); Soft(4437, 4441); Hurt_All(); Next(4437, 4441); Box(1); CHR(VOC_Attack_Charge2, 4437); SFX("MOV_RunRStep", -1); SFX("MOV_ChiChargeL", 4439); SFX("MOV_ChiChargeR", 4439); SND("char_01_footstep_on_dirt_03", -1); SND("fant_12_effect_05_wave_move", 4439); EndPose(694); // 大刀氣合地雷挑2_1 StartPose(695); BlendTime(0.1); Frame(4442, 4442); FPS(10); Hard(4442, 4442); Hurt_All(); Link(738); Box(2); SFX("MOV_Jump", -1); SND("weap_08_glove_slash_03", -1); SND("weap_05_blade_slash_04", -1); EndPose(695); // 大刀氣合地雷挑2_2 StartPose(738); BlendTime(0.1); Frame(4443, 4449); FPS(10); Hard(4443, 4449); Hurt_All(); Link(739); StartAttack(); AttackType(1); AttackBone(weaponR,effect); AttackFrame(4443, 4449); N_TargetPoseFlyUp(); TargetPose(205,207,208,209); TargetValue(HardFrame_Blade_Ground_Damage * 1.1); TargetMove(Ground_Gravity * 14, 180, 45); AirTargetPose(205,207,208,209); AirTargetValue(HardFrame_Blade_Air_Damage * 1.1); AirTargetMove(Air_Gravity * 13, 180, 50); DefensePose(343,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 1.1); DefenseMove(Defense_Gravity * 14, 180, 50); AttackPower(Ultimate_Flaring_Arc_1); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_03" ,0 ,-75); OnDefense ("Hit_Guard03" , "weap_05_blade_grd_03" ,0 ,-75); OnHit2 ("STAT_Fire"); EndAttack(); StartDrag(); DragFrame(4443, 4449); DragSFX(-55,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Long1, 4443); SFX("WPN5_Light", -1); SFX("MOV_RunRStep", -1); SFX("WPN5_693", 4443); SFX("WPN5_695", 4443); SND("elem_fire_02_catch_fire_02", -1); SND("weap_05_blade_slash_06", 4443); SND("weap_11_gun_hit_02", 4445); SND("weap_08_glove_slash_03", 4447); SND("weap_05_blade_slash_03", 4446); SND("weap_05_blade_slash_02", 4448); EndPose(738); // 大刀氣合地雷挑2_3 StartPose(739); BlendTime(0.1); Frame(4450, 4454); FPS(10); Hard(4450, 4451); Hurt_All(); Next(4450, 4454); StartDrag(); DragFrame(4450, 4452); DragSFX(-55,0,0,0); EndDrag(); Box(2); SND("char_04_jump", -1); SND("weap_11_gun_hit_01", 4450); EndPose(739); // 大刀初衝刺 StartPose(696); BlendTime(0.3); Frame(4455, 4480); FPS(20); Hard(4462, 4475); Soft(4476, 4480, 0.7); Hurt_All(); Next(4472, 4477); StartAttack(); Attack_Up_T(); AttackFrame(4471, 4473); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Blade_Ground_Damage * 0.5); TargetMove(Ground_Gravity * 10, 0, 0); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Blade_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 23, 0, 0.1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 0.35); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Gut_Torcher_1); OnHit ("Hit_Bloody02" , "weap_05_blade_hit_04" ,0 ,0); OnDefense ("Hit_Guard02" , "weap_05_blade_grd_02" ,0 ,0); EndAttack(); StartDrag(bu_Spine1,bu_R_UpperArm,bl_L_Thigh,bl_L_Calf); DragFrame(4468, 4475); DragSFX(-51,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Middle, 4470); SFX("MOV_RunLStep", -1); SFX("WPN5_696", 4455); SFX("MOV_RunLFall", 4470); SFX("MOV_RunRFall", 4472); SFX("MOV_BodyDown", 4472); SND("char_01_footstep_on_dirt_03", -1); SND("weap_05_blade_slash_02", 4455); SND("weap_08_glove_slash_03", 4460); SND("weap_13_punch_slash_02", 4470); SND("weap_05_blade_slash_04", 4471); SND("weap_06_hammer_hit_01", 4472); SND("weap_08_glove_slash_03", 4474); EndPose(696); // 大刀貳衝刺 StartPose(697); BlendTime(0.3); Frame(4481, 4494); FPS(10); Hard(4482, 4489); Hurt_All(); Next(4485, 4492); StartAttack(); Attack_Up_T(); AttackFrame(4483, 4485); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Blade_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 24, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Blade_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 24, 0, 0.1); DefensePose(342,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 0.35); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Firebelly_1); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_06" ,0 ,0); OnDefense ("Hit_Guard03" , "weap_05_blade_grd_01" ,0 ,0); EndAttack(); StartDrag(bu_Spine1,bu_R_UpperArm,bl_L_Thigh,bl_L_Calf); DragFrame(4482, 4488); DragSFX(-51,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Strong, 4483); SFX("WPN5_697", 4481); SFX("MOV_RunLStep", 4482); SFX("MOV_BodyDown", 4484); SFX("MOV_RunLStep", 4488); SND("weap_13_punch_slash_02", 4483); SND("weap_05_blade_slash_05", 4483); SND("weap_08_glove_hit_02", 4484); SND("weap_06_hammer_hit_01", 4484); SND("char_01_footstep_on_dirt_01", 4488); EndPose(697); // 大刀貳衝刺氣合1 StartPose(698); BlendTime(0.3); Frame(4495, 4499); FPS(10); Soft(4495, 4499); Hurt_All(); Next(4495, 4499); Box(1); CHR(VOC_Attack_Charge1, 4495); SFX("MOV_RunRStep", -1); SFX("MOV_ChiChargeL", 4497); SFX("MOV_ChiChargeR", 4497); SND("char_01_footstep_on_dirt_03", -1); SND("envi_21_noise_06", 4497); EndPose(698); // 大刀氣合貳衝刺1 StartPose(699); BlendTime(0.1); Frame(4505, 4516); FPS(10); Hard(4505, 4511); Hurt_All(); Next(4506, 4516); StartAttack(); Attack_Up_T(); AttackFrame(4505, 4507); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Blade_Ground_Damage * 1); TargetMove(Ground_Gravity * 27, 0, 10); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Blade_Air_Damage * 1); AirTargetMove(Air_Gravity * 27, 0, 10); DefensePose(342,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 0.6); DefenseMove(Defense_Gravity * 13, 0, 0); AttackPower(Super_Firebelly_1); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_02" ,0 ,0); OnDefense ("Hit_Guard03" , "weap_05_blade_grd_02" ,0 ,0); EndAttack(); StartDrag(bu_Spine1,bu_R_UpperArm,bl_L_Thigh,bl_L_Calf); DragFrame(4505, 4511); DragSFX(-51,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Strong, -1); SFX("WPN5_699", 4505); SFX("MOV_BodyDown", 4506); SFX("MOV_RunLStep", 4510); SND("weap_14_foot_slash_01", 4505); SND("weap_05_blade_slash_05", 4505); SND("weap_11_gun_hit_02", 4506); SND("weap_06_hammer_hit_02", 4506); SND("char_01_footstep_on_dirt_01", 4510); EndPose(699); // 大刀貳衝刺氣合2 StartPose(700); BlendTime(0.3); Frame(4500, 4504); FPS(10); Soft(4500, 4504); Hurt_All(); Next(4500, 4504); Box(1); CHR(VOC_Attack_Charge2, 4500); SFX("MOV_RunRStep", -1); SFX("MOV_ChiChargeL", 4502); SFX("MOV_ChiChargeR", 4502); SND("char_01_footstep_on_dirt_03", -1); SND("fant_12_effect_05_wave_move", 4502); EndPose(700); // 大刀氣合貳衝刺2 StartPose(701); BlendTime(0.1); Frame(4505, 4516); FPS(10); Hard(4505, 4511); Hurt_All(); Next(4506, 4516); StartAttack(); AttackType(1); Attack_Up_T(); AttackFrame(4505, 4507); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Blade_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 30, 0, 15); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Blade_Air_Damage * 1.2); AirTargetMove(Air_Gravity * 30, 0, 15); DefensePose(342,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 1.2); DefenseMove(Defense_Gravity * 15, 0, 0); AttackPower(Ultimate_Firebelly_1); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_03" ,0 ,0); OnDefense ("Hit_Guard03" , "weap_05_blade_grd_03" ,0 ,0); OnHit2 ("STAT_Fire"); EndAttack(); StartDrag(); DragFrame(4505, 4510); DragSFX(-55,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Long1, -1); SFX("WPN5_Light", -1); SFX("WPN5_690", -1); SFX("WPN5_701", 4505); SFX("MOV_BodyDown", 4506); SFX("MOV_RunLStep", 4510); SND("elem_fire_02_catch_fire_02", -1); SND("weap_12_dart_slash_03", 4505); SND("weap_14_foot_slash_01", 4505); SND("weap_05_blade_slash_05", 4505); SND("weap_11_gun_hit_02", 4506); SND("weap_06_hammer_hit_02", 4506); SND("char_01_footstep_on_dirt_01", 4510); EndPose(701); // 大刀旋風刀 StartPose(702); BlendTime(0.3); Frame(4517, 4538); FPS(10); Hard(4520, 4536); Soft(4536, 4537); Hard(4538, 4538); Link(703); Hurt_All(); Next(4525, 4537); StartAttack(); AttackType(0); Attack_R_hand(); AttackFrame(4525, 4538); N_TargetPose(); TargetPose(DMGPose_45 + 209, DMGPose_45 + 208, DMGPose_45 + 205, DMGPose_45 + 207); TargetValue(HardFrame_Blade_Ground_Damage * 1); TargetMove(Ground_Gravity * 12, 30, 60); AirTargetPose(DMGPose_45 + 209, DMGPose_45 + 208, DMGPose_45 + 205, DMGPose_45 + 207); AirTargetValue(HardFrame_Blade_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, 30, 60); DefensePose(344,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 12, 30, 0); AttackPower(Burning_Cyclone_1); OnHit ("Hit_Bloody02" , "weap_05_blade_hit_04" ,-75 ,-10); OnDefense ("Hit_Guard02" , "weap_05_blade_grd_02" ,-75 ,-10); EndAttack(); StartDrag(); DragFrame(4524, 4538); DragSFX(-53,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Long1, 4525); SFX("MOV_RunRStep", -1); SFX("WPN5_680", 4528); SFX("MOV_Dust_S", 4528); SFX("MOV_Dust_S", 4531); SFX("MOV_Dust_M", 4534); SFX("MOV_Dust_M", 4537); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", 4519); SND("weap_05_blade_slash_02", 4526); SND("weap_05_blade_slash_02", 4526); SND("weap_05_blade_slash_02", 4526); SND("weap_05_blade_slash_02", 4529); SND("weap_05_blade_slash_02", 4532); SND("weap_05_blade_slash_02", 4535); SND("weap_05_blade_slash_02", 4538); EndPose(702); // 大刀迴旋劈 StartPose(703); BlendTime(0.1); Frame(4539, 4552); FPS(10); Hard(4539, 4543); Soft(4544, 4552, 1.5); Hurt_All(); Next(4541, 4548); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(4540, 4542); N_TargetPose(); TargetPose(217,216,217,217); TargetValue(HardFrame_Blade_Ground_Damage * 0.7); TargetMove(Ground_Gravity * 22, 0, -70); AirTargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); AirTargetValue(HardFrame_Blade_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 25, 0, -70); DefensePose(344,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 0.7); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Burning_Cyclone_2); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_06" ,0 ,-105); OnDefense ("Hit_Guard03" , "weap_05_blade_grd_03" ,0 ,-105); OnHit2 ("STAT_Fire"); EndAttack(); StartDrag(); DragFrame(4540, 4545); DragSFX(-55,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Strong, -1); SFX("WPN5_Light", -1); SFX("WPN5_681", 4540); SFX("COM_HitG_35", 4541); SFX("MOV_RunRStep", 4548); SND("elem_fire_02_catch_fire_02", -1); SND("weap_08_glove_slash_03", -1); SND("weap_05_blade_slash_03", 4541); SND("weap_05_blade_grd_03", 4541); SND("char_01_footstep_on_dirt_01", 4548); EndPose(703); // 大刀旋風刀氣合1 StartPose(704); BlendTime(0.3); Frame(4559, 4563, 0.4); FPS(10); Soft(4559, 4563); Hurt_All(); Next(4559, 4563); Box(1); CHR(VOC_Attack_Charge1, 4559); SFX("MOV_RunRStep", -1); SFX("MOV_ChiChargeL", 4560); SFX("MOV_ChiChargeR", 4560); SND("char_01_footstep_on_dirt_01", -1); SND("envi_21_noise_06", 4563); EndPose(704); // 大刀氣合旋風刀1 StartPose(705); BlendTime(0.3); Frame(4566, 4580); FPS(10); Hard(4566, 4578); Soft(4578, 4579); Hard(4580, 4580); Link(706); Hurt_All(); Next(4570, 4579); StartAttack(); AttackType(0); Attack_R_hand(); AttackFrame(4567, 4580); N_TargetPoseFlyUp(); TargetPose(212,213,214,215); TargetValue(HardFrame_Blade_Ground_Damage * 1); TargetMove(Ground_Gravity * 14, 0, 15); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Blade_Air_Damage * 1); AirTargetMove(Air_Gravity * 15, 0, 10); DefensePose(344,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 12, 0, 12); AttackPower(Super_Burning_Cyclone_1); OnHit ("Hit_Bloody02" , "weap_05_blade_hit_01" ,-75 ,-10); OnDefense ("Hit_Guard02" , "weap_05_blade_grd_02" ,-75 ,-10); EndAttack(); StartDrag(); DragFrame(4567, 4580); DragSFX(-53,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Long2, 4567); SFX("MOV_RunRStep", -1); SFX("WPN5_705", 4567); SFX("MOV_Dust_S", 4570); SFX("MOV_Dust_S", 4573); SFX("MOV_Dust_M", 4576); SFX("MOV_Dust_M", 4579); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", -1); SND("weap_05_blade_slash_03", 4567); SND("weap_05_blade_slash_03", 4570); SND("weap_05_blade_slash_03", 4573); SND("weap_05_blade_slash_03", 4576); SND("weap_05_blade_slash_03", 4579); EndPose(705); // 大刀氣合迴旋劈1 StartPose(706); BlendTime(0.1); Frame(4581, 4594); FPS(10); Hard(4581, 4585); Soft(4586, 4594, 1.25); Hurt_All(); Next(4583, 4591); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(4582, 4584); N_TargetPose(); TargetPose(217,216,217,217); TargetValue(HardFrame_Blade_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 23, 0, -65); AirTargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); AirTargetValue(HardFrame_Blade_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 26, 0, -65); DefensePose(344,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 0.8); DefenseMove(Defense_Gravity * 13, 0, 0); AttackPower(Super_Burning_Cyclone_2); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_02" ,0 ,-105); OnDefense ("Hit_Guard03" , "weap_05_blade_grd_03" ,0 ,-105); OnHit2 ("STAT_Fire"); EndAttack(); StartDrag(); DragFrame(4582, 4588); DragSFX(-55,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Strong, 4582); SFX("WPN5_Light", -1); SFX("WPN5_706", 4582); SFX("COM_HitG_35", 4583); SFX("MOV_RunLStep", 4592); SND("elem_fire_02_catch_fire_02", -1); SND("weap_12_dart_slash_03", -1); SND("weap_08_glove_slash_03", -1); SND("impa_01_bomb_middle_01", 4583); SND("weap_06_hammer_grd_03", 4583); SND("char_01_footstep_on_dirt_01", 4592); EndPose(706); // 大刀旋風刀氣合2 StartPose(707); BlendTime(0.3); Frame(4564, 4566, 0.2); FPS(10); Soft(4564, 4566); Hurt_All(); Next(4564, 4566); Box(1); CHR(VOC_Attack_Charge2, 4564); SFX("MOV_RunRStep", -1); SFX("MOV_ChiChargeL", 4565); SFX("MOV_ChiChargeR", 4565); SND("char_01_footstep_on_dirt_01", -1); SND("fant_12_effect_05_wave_move", 4565); EndPose(707); // 大刀氣合旋風刀2 StartPose(708); BlendTime(0); Frame(4567, 4580); FPS(10); Hard(4567, 4578); Soft(4578, 4579); Hard(4580, 4580); Link(709); Hurt_All(); Next(4568, 4579); StartAttack(); AttackType(0); Attack_R_hand(); AttackFrame(4567, 4580); N_TargetPoseFlyUp(); TargetPose(212,213,214,215); TargetValue(HardFrame_Blade_Ground_Damage * 1); TargetMove(Ground_Gravity * 14, 0, 15); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Blade_Air_Damage * 1); AirTargetMove(Air_Gravity * 15, 0, 10); DefensePose(344,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 12, 0, 12); AttackPower(Ultimate_Burning_Cyclone_1); OnHit ("Hit_Bloody02" , "weap_05_blade_hit_02" ,-75 ,-10); OnDefense ("Hit_Guard02" , "weap_05_blade_grd_02" ,-75 ,-10); EndAttack(); StartDrag(); DragFrame(4567, 4580); DragSFX(-55,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Long3, 4567); SFX("WPN5_Light", -1); SFX("MOV_RunRStep", -1); SFX("WPN5_708", 4567); SFX("MOV_Dust_S", 4570); SFX("MOV_Dust_S", 4573); SFX("MOV_Dust_M", 4576); SFX("MOV_Dust_M", 4579); SND("elem_fire_02_catch_fire_02", -1); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", -1); SND("weap_05_blade_slash_03", 4567); SND("weap_05_blade_slash_03", 4570); SND("weap_05_blade_slash_03", 4573); SND("weap_05_blade_slash_03", 4576); SND("weap_05_blade_slash_03", 4579); SND("weap_05_blade_slash_04", 4567); SND("weap_05_blade_slash_04", 4570); SND("weap_05_blade_slash_04", 4573); SND("weap_05_blade_slash_04", 4576); SND("weap_05_blade_slash_04", 4579); EndPose(708); // 大刀氣合迴旋劈2 StartPose(709); BlendTime(0); Frame(4581, 4594); FPS(10); Hard(4581, 4585); Soft(4586, 4594, 1.25); Hurt_All(); Next(4583, 4591); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(4582, 4584); N_TargetPose(); TargetPose(217,216,217,217); TargetValue(HardFrame_Blade_Ground_Damage * 1); TargetMove(Ground_Gravity * 25, 0, -65); AirTargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); AirTargetValue(HardFrame_Blade_Air_Damage * 1); AirTargetMove(Air_Gravity * 28, 0, -65); DefensePose(344,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 1); DefenseMove(Defense_Gravity * 15, 0, 0); AttackPower(Ultimate_Burning_Cyclone_2); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_03" ,0 ,-105); OnDefense ("Hit_Guard03" , "weap_05_blade_grd_03" ,0 ,-105); OnHit2 ("STAT_Fire"); EndAttack(); StartDrag(); DragFrame(4582, 4590); DragSFX(-55,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Strong, 4582); SFX("WPN5_Light", -1); SFX("WPN5_709", 4582); SFX("COM_HitG_35", 4583); SFX("MOV_RunLStep", 4592); SND("elem_fire_02_catch_fire_02", -1); SND("weap_12_dart_slash_03", -1); SND("weap_08_glove_slash_03", -1); SND("impa_01_bomb_middle_02", 4583); SND("weap_06_hammer_grd_03", 4583); SND("char_01_footstep_on_dirt_01", 4592); EndPose(709); // 大刀衝掃揮 直接使用時的動作 StartPose(744); BlendTime(0.15); Frame(8309, 8313); FPS(10); Hard(8309, 8310, 1.5); Hard(8310, 8313); Hurt_All(); Link(745); StartAttack(); Attack_R_hand(); AttackFrame(8312, 8313); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Blade_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 13, 0, 0); AirTargetPose(DMGPose_25 + 206, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Blade_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 15, 0, -45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Vaulting_Wildfire_1); OnHit ("Hit_Bloody02" , "weap_05_blade_hit_04" ,-45 ,45); OnDefense ("Hit_Guard02" , "weap_05_blade_grd_05" ,-45 ,45); EndAttack(); StartDrag(); DragFrame(8311, 8313); DragSFX(-52,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Light, 8311); SFX("MOV_RunLStep", 8311); SFX("COM_HitG_35", 8313); SND("char_01_footstep_on_dirt_01", 8311); SND("weap_05_blade_slash_02", 8311); SND("weap_04_spear_grd_02", 8313); EndPose(744); // 大刀衝掃揮(刀後置)連招用 StartPose(745); BlendTime(0.1); Frame(4602, 4616); FPS(10); Hard(4602, 4610); Hard(4610, 4613, 1.5); Soft(4613, 4616, 2); Hurt_All(); Next(4605, 4614); StartAttack(); Attack_R_hand(); AttackFrame(4607, 4609); N_TargetPoseFlyUp(); TargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 205); TargetValue(HardFrame_Blade_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 18, 75, 25); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 205); AirTargetValue(HardFrame_Blade_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 16, 75, 25); DefensePose(344,348,346,342); DefenseValue(HardFrame_Blade_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 12, 75, 15); AttackPower(Vaulting_Wildfire_2); OnHit ("Hit_Bloody02" , "weap_05_blade_hit_01" ,45 ,-45); OnDefense ("Hit_Guard02" , "weap_05_blade_grd_01" ,45 ,-45); EndAttack(); StartDrag(); DragFrame(4604, 4612); DragSFX(-52,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Middle, 4607); SFX("MOV_Jump", 4602); SFX("MOV_RunLStep", 4609); SFX("MOV_RunRStep", 4616); SND("char_04_jump", 4602); SND("char_02_touchdown_on_concrete", 4605); SND("weap_05_blade_slash_03", 4607); SND("weap_05_blade_slash_04", 4607); SND("char_01_footstep_on_dirt_01", 4609); SND("char_01_footstep_on_dirt_01", 4616); EndPose(745); // 大刀衝掃揮(刀前置) 供直接使用或連招時, 後段跳出揮掃的動作 StartPose(710); BlendTime(0.25); Frame(4602, 4616); FPS(10); Hard(4602, 4610); Hard(4610, 4613, 1.5); Soft(4613, 4616, 2); Hurt_All(); Next(4605, 4614); StartAttack(); Attack_R_hand(); AttackFrame(4607, 4609); N_TargetPoseFlyUp(); TargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 205); TargetValue(HardFrame_Blade_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 18, 75, 25); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 205); AirTargetValue(HardFrame_Blade_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 16, 75, 25); DefensePose(344,348,346,342); DefenseValue(HardFrame_Blade_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 12, 75, 15); AttackPower(Vaulting_Wildfire_2); OnHit ("Hit_Bloody02" , "weap_05_blade_hit_01" ,45 ,-45); OnDefense ("Hit_Guard02" , "weap_05_blade_grd_01" ,45 ,-45); EndAttack(); StartDrag(); DragFrame(4604, 4612); DragSFX(-52,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Middle, 4607); SFX("MOV_Jump", 4602); SFX("MOV_RunLStep", 4609); SFX("MOV_RunRStep", 4616); SND("char_04_jump", 4602); SND("char_02_touchdown_on_concrete", 4605); SND("weap_05_blade_slash_03", 4607); SND("weap_05_blade_slash_04", 4607); SND("char_01_footstep_on_dirt_01", 4609); SND("char_01_footstep_on_dirt_01", 4616); EndPose(710); // 大刀怒氣雷斬 StartPose(711); BlendTime(0.3); Frame(4617, 4639); FPS(10); Hard(4620, 4628); Hurt_All(); Next(4623, 4635); StartAttack(); Attack_R_hand(); AttackFrame(4625, 4632); N_TargetPoseFlyOut(); TargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); TargetValue(HardFrame_Blade_Ground_Damage * 1); TargetMove(Ground_Gravity * 20, 0, 30); AirTargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); AirTargetValue(HardFrame_Blade_Air_Damage * 1); AirTargetMove(Air_Gravity * 15, 0, 15); DefensePose(344,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 0.6); DefenseMove(Defense_Gravity * 12, 0, 15); AttackPower(Conflagration_1); OnHit ("Hit_Bloody23" , "weap_14_foot_hit_01" ,0 ,-105); OnDefense ("Hit_Guard23" , "weap_08_glove_grd_06" ,0 ,-105); OnHit2 ("STAT_Fire"); EndAttack(); StartDrag(); DragFrame(4620, 4633); DragSFX(-55,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Charge2, -1); CHR(VOC_Attack_Long1, 4624); SFX("WPN5_Light", -1); SFX("USE_SmallSkill", -1); SFX("WPN5_711", 4617); SND("elem_fire_02_catch_fire_02", -1); SND("impa_03_wave_suck_01", -1); SND("elem_fire_02_catch_fire_01", -1); SND("weap_12_dart_slash_03", 4625); SND("weap_05_blade_slash_03", 4625); SND("weap_06_hammer_grd_03", 4626); SND("impa_01_bomb_middle_02", 4626); EndPose(711); // 大刀怒爆技氣爆 StartPose(712); BlendTime(0.25); Frame(4640, 4652); Soft(4640, 4648, 2); Hard(4649, 4652); FPS(10); Hurt_Small_Body(); Link(714); StartAttack(); AttackType(1); Attack_All(); AttackFrame(4650, 4652); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Blade_Ground_Damage * 2); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(206,207,208,209); AirTargetValue(HardFrame_Blade_Air_Damage * 2); AirTargetMove(Air_Gravity * 8, 0, 0); DefensePose(343,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 2); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Hellfire_1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_03" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_03" ,0 ,0); OnHit2 ("STAT_Fire"); EndAttack(); StartDrag(); DragFrame(4640, 4652); DragSFX(-55,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Charge2, -1); CHR(VOC_Attack_Strong, 4649); SFX("WPN5_Light", -1); SFX("USE_SuperSkill", -1); SFX("MOV_RunRStep", -1); SFX("WPN5_712", 4640); SFX("MOV_Dust_L", 4650); SND("elem_fire_02_catch_fire_02", -1); SND("impa_03_wave_suck_02", -1); SND("weap_05_blade_slash_02", 4642); SND("impa_01_bomb_middle_01", 4650); SND("elem_fire_02_catch_fire_02", 4650); SND("char_01_footstep_on_dirt_01", -1); EndPose(712); // 大刀怒爆旋風1 StartPose(714); BlendTime(0.05); Frame(4653, 4669); Hard(4655, 4657); Soft(4657, 4659); Hard(4659, 4668); FPS(10); Hurt_Small_Body(); Link(715); StartAttack(); AttackType(1); Attack_All(); AttackFrame(4659, 4666); N_TargetPoseFlyOut(); TargetPose(DMGPose_45 + 208, DMGPose_45 + 209, DMGPose_45 + 207, DMGPose_45 + 205); TargetValue(HardFrame_Blade_Ground_Damage * 2); TargetMove(Ground_Gravity * 15, 0, 15); AirTargetPose(DMGPose_45 + 208, DMGPose_45 + 209, DMGPose_45 + 207, DMGPose_45 + 205); AirTargetValue(HardFrame_Blade_Air_Damage * 2); AirTargetMove(Air_Gravity * 14, 0, 15); DefensePose(344,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 2); DefenseMove(Defense_Gravity * 12, 0, 15); AttackPower(Hellfire_2); OnHit ("Hit_Bloody02" , "weap_05_blade_hit_02" ,75 ,-30); OnDefense ("Hit_Guard02" , "weap_05_blade_grd_02" ,75 ,-30); OnHit2 ("STAT_Fire"); EndAttack(); StartDrag(); DragFrame(4657, 4669); DragSFX(-55,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Middle, 4659); SFX("WPN5_Light", 4660); SFX("MOV_RunLStep", -1); SFX("WPN5_714", 4653); SFX("MOV_RunRStep", 4655); SFX("MOV_Jump", 4658); SFX("MOV_Dust_L", 4658); SFX("MOV_BodyFall", 4668); SND("weap_05_blade_slash_02", 4659); SND("weap_05_blade_slash_02", 4662); SND("weap_05_blade_slash_02", 4665); SND("weap_05_blade_slash_02", 4668); SND("char_01_footstep_on_dirt_01", -1); SND("char_01_footstep_on_dirt_01", 4655); SND("char_04_jump", 4658); SND("char_02_touchdown_on_concrete", 4668); EndPose(714); // 大刀怒爆旋風2 StartPose(715); BlendTime(0.05); Frame(4670, 4690); Hard(4671, 4685); Soft(4685, 4689); Hard(4689, 4690); FPS(10); Hurt_Small_Body(); Link(716); StartAttack(); AttackType(1); Attack_All(); AttackFrame(4673, 4685); N_TargetPoseFlyOut(); TargetPose(DMGPose_45 + 209, DMGPose_45 + 208, DMGPose_45 + 205, DMGPose_45 + 207); TargetValue(HardFrame_Blade_Ground_Damage * 3); TargetMove(Ground_Gravity * 15, 0, 15); AirTargetPose(DMGPose_45 + 209, DMGPose_45 + 208, DMGPose_45 + 205, DMGPose_45 + 207); AirTargetValue(HardFrame_Blade_Air_Damage * 3); AirTargetMove(Air_Gravity * 14, 0, 15); DefensePose(345,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 3); DefenseMove(Defense_Gravity * 12, 0, 15); AttackPower(Hellfire_3); OnHit ("Hit_Bloody02" , "weap_05_blade_hit_06" ,75 ,-30); OnDefense ("Hit_Guard02" , "weap_05_blade_grd_01" ,75 ,-30); OnHit2 ("STAT_Fire"); EndAttack(); StartDrag(); DragFrame(4672, 4688); DragSFX(-55,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Strong, 4673); SFX("WPN5_Light", -1); SFX("WPN5_715", 4670); SFX("MOV_Jump", 4673); SFX("MOV_Dust_L", 4673); SFX("MOV_Dust_M", 4689); SND("elem_fire_02_catch_fire_02", -1); SND("weap_05_blade_slash_02", 4673); SND("weap_05_blade_slash_02", 4676); SND("weap_05_blade_slash_02", 4679); SND("weap_05_blade_slash_02", 4682); SND("impa_01_bomb_middle_01", 4689); SND("char_04_jump_high", 4689); SND("char_01_footstep_on_dirt_01", -1); SND("char_01_footstep_on_dirt_01", 4672); SND("char_04_jump", 4673); EndPose(715); // 大刀怒爆終斬(昇) StartPose(716); BlendTime(0.05); Frame(4691, 4703); Hard(4701, 4703); Loop(4703,4703); FPS(10); Hurt_Small_Body(); Link(717); StartDrag(); DragFrame(4691, 4703); DragSFX(-55,0,0,0); DragLoop(1); EndDrag(); Box(4); CHR(VOC_Attack_Charge3, -1); SFX("WPN5_716", 4691); SFX("WPN5_Light", -1); SND("elem_fire_02_catch_fire_02", -1); SND("weap_08_glove_slash_03", 4691); EndPose(716); // 大刀怒爆終斬(緩衝) StartPose(717); BlendTime(0.05); Frame(4704, 4722); Hard(4704, 4708); Hard(4708, 4718, 1.5); Hard(4719, 4722, 2); FPS(10); Hurt_Body_Only(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(4704, 4707); N_TargetPoseFlyOut(); TargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); TargetValue(HardFrame_Blade_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 20, 0, 25); AirTargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); AirTargetValue(HardFrame_Blade_Air_Damage * 1.2); AirTargetMove(Air_Gravity * 20, 0, 25); DefensePose(342,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 1.2); DefenseMove(Defense_Gravity * 20, 0, 25); AttackPower(Hellfire_4); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_03" ,0 ,-90); OnDefense ("Hit_Guard03" , "weap_05_blade_grd_03" ,0 ,-90); OnHit2 ("STAT_Fire"); EndAttack(); StartDrag(); DragFrame(4704, 4708); DragSFX(-55,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Long1, -1); SFX("MOV_FallDown", -1); SFX("WPN5_717", 4704); SFX("MOV_RunLStep", 4712); SFX("MOV_RunRStep", 4717); SFX("WPN5_Light", -1); SND("elem_fire_02_catch_fire_02", -1); SND("weap_05_blade_slash_03", 4704); SND("weap_06_hammer_slash_01", 4704); SND("weap_05_blade_grd_03", 4705); SND("impa_01_bomb_big_01", 4705); SND("char_01_footstep_on_dirt_01", 4712); SND("char_01_footstep_on_dirt_03", 4717); EndPose(717); // 大刀齊發1氣合1 StartPose(719); BlendTime(0.25); Frame(4724, 4728); Soft(4724, 4728); Loop(4725, 4728); FPS(5); Hurt_Body(); StartAttack(); AttackFrame(4725, 4728); TeamAssistChiImpact(); EndAttack(); StartDrag(); DragFrame(4725, 4728); DragSFX(-55,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Charge2, -1); SFX("WPN5_719", 4725); SFX("WPN5_Light", -1); SFX("MOV_ChiCharge", -1); SFX("MOV_TeamAssist", 4725); SFX("MOV_TeamAssist", 4726); SFX("MOV_TeamAssist", 4727); SFX("MOV_TeamAssist", 4728); SND("envi_21_noise_06", -1); SND("weap_05_blade_slash_02", 4725); SND("weap_05_blade_slash_02", 4726); SND("weap_05_blade_slash_02", 4727); SND("weap_05_blade_slash_02", 4728); EndPose(719); // 大刀齊發1旋風1 StartPose(720); BlendTime(0.05); Frame(4653, 4669); Hard(4655, 4657); Soft(4657, 4659); Hard(4659, 4668); FPS(10); Hurt_Small_Body(); Link(721); StartAttack(); AttackType(1); Attack_All(); AttackFrame(4659, 4666); N_TargetPoseFlyOut(); TargetPose(DMGPose_45 + 208, DMGPose_45 + 209, DMGPose_45 + 207, DMGPose_45 + 205); TargetValue(HardFrame_Blade_Ground_Damage * 2); TargetMove(Ground_Gravity * 15, 0, 15); AirTargetPose(DMGPose_45 + 208, DMGPose_45 + 209, DMGPose_45 + 207, DMGPose_45 + 205); AirTargetValue(HardFrame_Blade_Air_Damage * 2); AirTargetMove(Air_Gravity * 14, 0, 15); DefensePose(344,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 2); DefenseMove(Defense_Gravity * 12, 0, 15); AttackPower(Burning_Abyss_1); OnHit ("Hit_Bloody02" , "weap_05_blade_hit_06" ,75 ,-30); OnDefense ("Hit_Guard02" , "weap_05_blade_grd_01" ,75 ,-30); OnHit2 ("STAT_Fire"); EndAttack(); StartDrag(); DragFrame(4657, 4669); DragSFX(-55,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Middle, 4657); SFX("USE_SuperSkill", -1); SFX("MOV_RunLStep", -1); SFX("WPN5_720", 4653); SFX("MOV_RunRStep", 4655); SFX("MOV_Jump", 4658); SFX("MOV_Dust_L", 4658); SFX("MOV_BodyFall", 4668); SFX("WPN5_Light", 4660); SND("impa_03_wave_suck_02", -1); SND("elem_fire_02_catch_fire_02", -1); SND("weap_05_blade_slash_03", 4659); SND("weap_05_blade_slash_03", 4662); SND("weap_05_blade_slash_03", 4665); SND("weap_05_blade_slash_03", 4668); SND("char_01_footstep_on_dirt_01", -1); SND("char_01_footstep_on_dirt_01", 4655); SND("char_04_jump", 4658); SND("char_02_touchdown_on_concrete", 4668); EndPose(720); // 大刀齊發1旋風2 StartPose(721); BlendTime(0.05); Frame(4729, 4746); Hard(4730, 4745); FPS(10); Hurt_Small_Body(); Link(722); StartAttack(); AttackType(1); Attack_All(); AttackFrame(4732, 4745); N_TargetPoseFlyOut(); TargetPose(DMGPose_45 + 209, DMGPose_45 + 208, DMGPose_45 + 205, DMGPose_45 + 207); TargetValue(HardFrame_Blade_Ground_Damage * 2); TargetMove(Ground_Gravity * 15, 0, 15); AirTargetPose(DMGPose_45 + 209, DMGPose_45 + 208, DMGPose_45 + 205, DMGPose_45 + 207); AirTargetValue(HardFrame_Blade_Air_Damage * 2); AirTargetMove(Air_Gravity * 14, 0, 15); DefensePose(345,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 2); DefenseMove(Defense_Gravity * 12, 0, 15); AttackPower(Burning_Abyss_2); OnHit ("Hit_Bloody02" , "weap_05_blade_hit_02" ,75 ,-30); OnDefense ("Hit_Guard02" , "weap_05_blade_grd_02" ,75 ,-30); OnHit2 ("STAT_Fire"); EndAttack(); StartDrag(); DragFrame(4732, 4745); DragSFX(-55,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 4732); SFX("MOV_RunLStep", -1); SFX("WPN5_721", 4729); SFX("MOV_RunRStep", 4731); SFX("MOV_Jump", 4732); SFX("MOV_Dust_L", 4732); SFX("MOV_BodyFall", 4745); SFX("WPN5_Light", -1); SND("elem_fire_02_catch_fire_02", -1); SND("weap_05_blade_slash_03", 4732); SND("weap_05_blade_slash_03", 4735); SND("weap_05_blade_slash_03", 4738); SND("weap_05_blade_slash_03", 4741); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_dirt_03", 4731); SND("char_04_jump", 4732); SND("char_02_touchdown_on_concrete", 4745); EndPose(721); // 大刀齊發1旋風3 StartPose(722); BlendTime(0.05); Frame(4659, 4669); Hard(4659, 4668); FPS(10); Hurt_Small_Body(); Link(723); StartAttack(); AttackType(1); Attack_All(); AttackFrame(4659, 4666); N_TargetPoseFlyOut(); TargetPose(DMGPose_45 + 208, DMGPose_45 + 209, DMGPose_45 + 207, DMGPose_45 + 205); TargetValue(HardFrame_Blade_Ground_Damage * 2); TargetMove(Ground_Gravity * 15, 0, 15); AirTargetPose(DMGPose_45 + 208, DMGPose_45 + 209, DMGPose_45 + 207, DMGPose_45 + 205); AirTargetValue(HardFrame_Blade_Air_Damage * 2); AirTargetMove(Air_Gravity * 14, 0, 15); DefensePose(344,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 2); DefenseMove(Defense_Gravity * 12, 0, 15); AttackPower(Burning_Abyss_3); OnHit ("Hit_Bloody02" , "weap_05_blade_hit_03" ,75 ,-30); OnDefense ("Hit_Guard02" , "weap_05_blade_grd_03" ,75 ,-30); OnHit2 ("STAT_Fire"); EndAttack(); StartDrag(); DragFrame(4659, 4669); DragSFX(-55,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Long1, 4659); SFX("MOV_Jump", -1); SFX("WPN5_722", 4659); SFX("MOV_Dust_L", 4659); SFX("MOV_BodyFall", 4668); SFX("WPN5_Light", -1); SND("elem_fire_02_catch_fire_02", -1); SND("weap_05_blade_slash_03", 4659); SND("weap_05_blade_slash_03", 4662); SND("weap_05_blade_slash_03", 4665); SND("char_04_jump", 4659); SND("char_02_touchdown_on_concrete", 4666); EndPose(722); // 大刀齊發1旋風4 StartPose(723); BlendTime(0.05); Frame(4670, 4690); Hard(4671, 4685); Soft(4685, 4689); Hard(4689, 4690); FPS(10); Hurt_Small_Body(); Link(724); StartAttack(); AttackType(1); Attack_All(); AttackFrame(4673, 4685); N_TargetPoseFlyOut(); TargetPose(DMGPose_45 + 209, DMGPose_45 + 208, DMGPose_45 + 205, DMGPose_45 + 207); TargetValue(HardFrame_Blade_Ground_Damage * 3); TargetMove(Ground_Gravity * 15, 0, 15); AirTargetPose(DMGPose_45 + 209, DMGPose_45 + 208, DMGPose_45 + 205, DMGPose_45 + 207); AirTargetValue(HardFrame_Blade_Air_Damage * 3); AirTargetMove(Air_Gravity * 14, 0, 15); DefensePose(345,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 3); DefenseMove(Defense_Gravity * 12, 0, 15); AttackPower(Burning_Abyss_4); OnHit ("Hit_Bloody02" , "weap_05_blade_hit_03" ,75 ,-30); OnDefense ("Hit_Guard02" , "weap_05_blade_grd_03" ,75 ,-30); OnHit2 ("STAT_Fire"); EndAttack(); StartDrag(); DragFrame(4672, 4688); DragSFX(-55,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Long1, 4673); SFX("WPN5_723", 4670); SFX("MOV_Jump", 4673); SFX("MOV_Dust_L", 4673); SFX("MOV_Dust_M", 4689); SFX("WPN5_Light", -1); SND("elem_fire_02_catch_fire_02", -1); SND("weap_05_blade_slash_03", 4673); SND("weap_05_blade_slash_03", 4676); SND("weap_05_blade_slash_03", 4679); SND("weap_05_blade_slash_03", 4682); SND("impa_01_bomb_middle_01", 4689); SND("char_04_jump_high", 4689); SND("char_01_footstep_on_dirt_01", -1); SND("char_01_footstep_on_dirt_01", 4672); SND("char_04_jump", 4673); EndPose(723); // 大刀齊發1終斬(昇) StartPose(724); BlendTime(0.05); Frame(4691, 4703); Hard(4701, 4703); Loop(4703,4703); FPS(10); Hurt_Small_Body(); Link(725); StartDrag(); DragFrame(4691, 4703); DragSFX(-55,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Charge3, -1); SFX("WPN5_716", 4691); SFX("WPN5_Light", -1); SND("elem_fire_02_catch_fire_02", -1); SND("weap_08_glove_slash_03", 4691); EndPose(724); // 大刀齊發1終斬(緩衝) StartPose(725); BlendTime(0.05); Frame(4704, 4722); Hard(4704, 4708); Hard(4708, 4718, 1.5); Hard(4719, 4722, 2); FPS(10); Hurt_Body_Only(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(4704, 4712); N_TargetPoseFlyOut(); TargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); TargetValue(HardFrame_Blade_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 20, 0, 25); AirTargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); AirTargetValue(HardFrame_Blade_Air_Damage * 1.2); AirTargetMove(Air_Gravity * 20, 0, 25); DefensePose(342,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 1.2); DefenseMove(Defense_Gravity * 20, 0, 25); AttackPower(Burning_Abyss_5); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_03" ,0 ,-90); OnDefense ("Hit_Guard03" , "weap_05_blade_grd_03" ,0 ,-90); OnHit2 ("STAT_Fire"); EndAttack(); StartDrag(); DragFrame(4704, 4708); DragSFX(-55,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Long1, -1); SFX("MOV_FallDown", -1); SFX("WPN5_725", 4704); SFX("MOV_RunLStep", 4712); SFX("MOV_RunRStep", 4717); SFX("WPN5_Light", -1); SND("elem_fire_02_catch_fire_02", -1); SND("weap_05_blade_slash_03", 4704); SND("weap_12_dart_slash_03", 4704); SND("weap_05_blade_grd_03", 4705); SND("impa_01_bomb_big_01", 4705); SND("impa_03_wave_scream_01_short", 4706); SND("char_01_footstep_on_dirt_01", 4712); SND("char_01_footstep_on_dirt_03", 4717); EndPose(725); // 大刀齊發2氣合2 StartPose(727); BlendTime(0.25); Frame(4724, 4728); Soft(4724, 4728); Loop(4725, 4728); FPS(5); Hurt_Body(); StartAttack(); AttackFrame(4725, 4728); TeamAssistChiImpact(); EndAttack(); StartDrag(); DragFrame(4725, 4728); DragSFX(-55,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Charge2, -1); SFX("WPN5_719", 4725); SFX("WPN5_Light", -1); SFX("MOV_ChiCharge", -1); SFX("MOV_TeamAssist", 4725); SFX("MOV_TeamAssist", 4726); SFX("MOV_TeamAssist", 4727); SFX("MOV_TeamAssist", 4728); SND("envi_21_noise_06", -1); SND("weap_05_blade_slash_02", 4725); SND("weap_05_blade_slash_02", 4726); SND("weap_05_blade_slash_02", 4727); SND("weap_05_blade_slash_02", 4728); EndPose(727); // 大刀齊發2旋風1 StartPose(728); BlendTime(0.05); Frame(4653, 4669); Hard(4655, 4657); Soft(4657, 4659); Hard(4659, 4668); FPS(10); Hurt_Small_Body(); Link(729); StartAttack(); AttackType(1); Attack_All(); AttackFrame(4659, 4666); N_TargetPoseFlyOut(); TargetPose(DMGPose_45 + 208, DMGPose_45 + 209, DMGPose_45 + 207, DMGPose_45 + 205); TargetValue(HardFrame_Blade_Ground_Damage * 2); TargetMove(Ground_Gravity * 15, 0, 15); AirTargetPose(DMGPose_45 + 208, DMGPose_45 + 209, DMGPose_45 + 207, DMGPose_45 + 205); AirTargetValue(HardFrame_Blade_Air_Damage * 2); AirTargetMove(Air_Gravity * 14, 0, 15); DefensePose(344,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 2); DefenseMove(Defense_Gravity * 12, 0, 15); AttackPower(Inferno_1); OnHit ("Hit_Bloody02" , "weap_05_blade_hit_06" ,75 ,-30); OnDefense ("Hit_Guard02" , "weap_05_blade_grd_01" ,75 ,-30); OnHit2 ("STAT_Fire"); EndAttack(); StartDrag(); DragFrame(4657, 4669); DragSFX(-55,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Middle, 4659); SFX("USE_SuperSkill", -1); SFX("MOV_RunLStep", -1); SFX("WPN5_720", 4653); SFX("MOV_RunRStep", 4655); SFX("MOV_Jump", 4658); SFX("MOV_Dust_L", 4658); SFX("MOV_BodyFall", 4668); SFX("WPN5_Light", 4660); SND("impa_03_wave_suck_02", -1); SND("weap_05_blade_slash_03", 4659); SND("weap_05_blade_slash_03", 4662); SND("weap_05_blade_slash_03", 4665); SND("weap_05_blade_slash_03", 4668); SND("weap_05_blade_slash_04", 4659); SND("weap_05_blade_slash_04", 4662); SND("weap_05_blade_slash_04", 4665); SND("weap_05_blade_slash_04", 4668); SND("char_01_footstep_on_dirt_01", -1); SND("char_01_footstep_on_dirt_01", 4655); SND("char_04_jump", 4658); SND("char_02_touchdown_on_concrete", 4668); EndPose(728); // 大刀齊發2旋風2 StartPose(729); BlendTime(0.05); Frame(4729, 4746); Hard(4730, 4745); FPS(10); Hurt_Small_Body(); Link(730); StartAttack(); AttackType(1); Attack_All(); AttackFrame(4732, 4745); N_TargetPoseFlyOut(); TargetPose(DMGPose_45 + 209, DMGPose_45 + 208, DMGPose_45 + 205, DMGPose_45 + 207); TargetValue(HardFrame_Blade_Ground_Damage * 3); TargetMove(Ground_Gravity * 15, 0, 15); AirTargetPose(DMGPose_45 + 209, DMGPose_45 + 208, DMGPose_45 + 205, DMGPose_45 + 207); AirTargetValue(HardFrame_Blade_Air_Damage * 3); AirTargetMove(Air_Gravity * 14, 0, 15); DefensePose(345,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 3); DefenseMove(Defense_Gravity * 12, 0, 15); AttackPower(Inferno_2); OnHit ("Hit_Bloody02" , "weap_05_blade_hit_02" ,75 ,-30); OnDefense ("Hit_Guard02" , "weap_05_blade_grd_02" ,75 ,-30); OnHit2 ("STAT_Fire"); EndAttack(); StartDrag(); DragFrame(4732, 4745); DragSFX(-55,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 4732); SFX("MOV_RunLStep", -1); SFX("WPN5_721", 4729); SFX("MOV_RunRStep", 4731); SFX("MOV_Jump", 4732); SFX("MOV_Dust_L", 4732); SFX("MOV_BodyFall", 4745); SFX("WPN5_Light", -1); SND("elem_fire_02_catch_fire_02", -1); SND("weap_05_blade_slash_03", 4732); SND("weap_05_blade_slash_03", 4735); SND("weap_05_blade_slash_03", 4738); SND("weap_05_blade_slash_03", 4741); SND("weap_05_blade_slash_04", 4732); SND("weap_05_blade_slash_04", 4735); SND("weap_05_blade_slash_04", 4738); SND("weap_05_blade_slash_04", 4741); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_dirt_03", 4731); SND("char_04_jump", 4732); SND("char_02_touchdown_on_concrete", 4745); EndPose(729); // 大刀齊發2旋風3 StartPose(730); BlendTime(0.05); Frame(4659, 4669); Hard(4659, 4668); FPS(10); Hurt_Small_Body(); Link(731); StartAttack(); AttackType(1); Attack_All(); AttackFrame(4659, 4666); N_TargetPoseFlyOut(); TargetPose(DMGPose_45 + 208, DMGPose_45 + 209, DMGPose_45 + 207, DMGPose_45 + 205); TargetValue(HardFrame_Blade_Ground_Damage * 2); TargetMove(Ground_Gravity * 15, 0, 15); AirTargetPose(DMGPose_45 + 208, DMGPose_45 + 209, DMGPose_45 + 207, DMGPose_45 + 205); AirTargetValue(HardFrame_Blade_Air_Damage * 2); AirTargetMove(Air_Gravity * 14, 0, 15); DefensePose(344,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 2); DefenseMove(Defense_Gravity * 12, 0, 15); AttackPower(Inferno_3); OnHit ("Hit_Bloody02" , "weap_05_blade_hit_03" ,75 ,-30); OnDefense ("Hit_Guard02" , "weap_05_blade_grd_03" ,75 ,-30); OnHit2 ("STAT_Fire"); EndAttack(); StartDrag(); DragFrame(4659, 4669); DragSFX(-55,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Long1, 4659); SFX("MOV_Jump", -1); SFX("WPN5_722", 4659); SFX("MOV_Dust_L", 4659); SFX("MOV_BodyFall", 4668); SFX("WPN5_Light", -1); SND("elem_fire_02_catch_fire_02", -1); SND("weap_05_blade_slash_03", 4659); SND("weap_05_blade_slash_03", 4662); SND("weap_05_blade_slash_03", 4665); SND("weap_05_blade_slash_04", 4659); SND("weap_05_blade_slash_04", 4662); SND("weap_05_blade_slash_04", 4665); SND("char_04_jump", 4659); SND("char_02_touchdown_on_concrete", 4666); EndPose(730); // 大刀齊發2旋風4 StartPose(731); BlendTime(0.05); Frame(4670, 4690); Hard(4671, 4685); Soft(4685, 4689); Hard(4689, 4690); FPS(10); Hurt_Small_Body(); Link(732); StartAttack(); AttackType(1); Attack_All(); AttackFrame(4673, 4685); N_TargetPoseFlyOut(); TargetPose(DMGPose_45 + 209, DMGPose_45 + 208, DMGPose_45 + 205, DMGPose_45 + 207); TargetValue(HardFrame_Blade_Ground_Damage * 3); TargetMove(Ground_Gravity * 15, 0, 15); AirTargetPose(DMGPose_45 + 209, DMGPose_45 + 208, DMGPose_45 + 205, DMGPose_45 + 207); AirTargetValue(HardFrame_Blade_Air_Damage * 3); AirTargetMove(Air_Gravity * 14, 0, 15); DefensePose(345,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 3); DefenseMove(Defense_Gravity * 12, 0, 15); AttackPower(Inferno_4); OnHit ("Hit_Bloody02" , "weap_05_blade_hit_02" ,75 ,-30); OnDefense ("Hit_Guard02" , "weap_05_blade_grd_02" ,75 ,-30); OnHit2 ("STAT_Fire"); EndAttack(); StartDrag(); DragFrame(4672, 4688); DragSFX(-55,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Long1, 4673); SFX("MOV_RunLStep", -1); SFX("WPN5_723", 4670); SFX("MOV_RunRStep", 4672); SFX("MOV_Jump", 4673); SFX("MOV_Dust_L", 4673); SFX("MOV_Dust_M", 4689); SFX("WPN5_Light", -1); SND("elem_fire_02_catch_fire_02", -1); SND("weap_05_blade_slash_03", 4673); SND("weap_05_blade_slash_03", 4676); SND("weap_05_blade_slash_03", 4679); SND("weap_05_blade_slash_03", 4682); SND("weap_05_blade_slash_04", 4673); SND("weap_05_blade_slash_04", 4676); SND("weap_05_blade_slash_04", 4679); SND("weap_05_blade_slash_04", 4682); SND("impa_01_bomb_middle_01", 4689); SND("char_04_jump_high", 4689); SND("char_01_footstep_on_dirt_01", -1); SND("char_01_footstep_on_dirt_01", 4672); SND("char_04_jump", 4673); EndPose(731); // 大刀齊發2終斬(昇) StartPose(732); BlendTime(0.05); Frame(4751, 4755); Soft(4751, 4755); FPS(10); Hurt_Small_Body(); Link(733); StartDrag(); DragFrame(4751, 4755); DragSFX(-55,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Charge3, -1); SFX("WPN5_716", 4751); SND("char_04_jump", 4755); EndPose(732); // 大刀齊發2終斬(兵器脫手) StartPose(733); BlendTime(0.1); Frame(4756, 4762); Hard(4756, 4762); Loop(4762,4762); FPS(10); Hurt_Small_Body(); Link(742); StartDrag(); DragFrame(4756, 4762); DragSFX(-55,0,0,0); EndDrag(); Box(2); SFX("WPN5_733", 4756); SFX("WPN5_Light", -1); SND("elem_fire_02_catch_fire_02", -1); SND("weap_08_glove_slash_03", 4756); SND("impa_03_wave_scream_01_short", 4758); EndPose(733); // 大刀齊發2終斬(緩衝) StartPose(742); BlendTime(0.05); Frame(4763, 4768); Hard(4763, 4764, 0.5); Hard(4764, 4768); Link(743); FPS(10); Hurt_Body_Only(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(4763, 4768); N_TargetPoseFlyOut(); TargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); TargetValue(HardFrame_Blade_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 22, 0, 15); AirTargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); AirTargetValue(HardFrame_Blade_Air_Damage * 1.2); AirTargetMove(Air_Gravity * 22, 0, 15); DefensePose(342,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 1.2); DefenseMove(Defense_Gravity * 22, 0, 15); AttackPower(Inferno_5); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_03" ,0 ,-90); OnDefense ("Hit_Guard03" , "weap_05_blade_grd_03" ,0 ,-90); OnHit2 ("STAT_Fire"); EndAttack(); StartDrag(); DragFrame(4763, 4766); DragSFX(-55,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Long2, -1); SFX("MOV_FallDown", -1); SFX("WPN5_742", 4763); SFX("WPN5_Light", -1); SND("elem_fire_02_catch_fire_02", -1); SND("impa_01_bomb_big_01", -1); SND("weap_05_blade_grd_03", -1); SND("impa_03_wave_scream_01_short", 4763); SND("weap_08_glove_slash_03", 4765); SND("weap_05_blade_slash_03", 4765); EndPose(742); // 大刀齊發2終斬(緩衝_2) StartPose(743); BlendTime(0.1); Frame(4769, 4778); Hard(4769, 4778); FPS(10); Hurt_Body_Only(); StartAttack(); AttackType(1); AttackBone(effect); AttackFrame(4769, 4778); N_TargetPose(); N_TargetPoseFlyOut(); TargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); TargetValue(HardFrame_Blade_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 15, 0, 25); AirTargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); AirTargetValue(HardFrame_Blade_Air_Damage * 1.2); AirTargetMove(Air_Gravity * 15, 0, 25); DefensePose(342,346,347,348); DefenseValue(HardFrame_Blade_Ground_Guard * 1.2); DefenseMove(Defense_Gravity * 15, 0, 25); AttackPower(Inferno_6); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_03" ,0 ,-90); OnDefense ("Hit_Guard03" , "weap_05_blade_grd_03" ,0 ,-90); OnHit2 ("STAT_Fire"); EndAttack(); Box(2); SFX("MOV_RunLStep", 4776); SFX("MOV_RunRStep", 4777); SFX("WPN5_742B1", -1); SFX("WPN5_742B2", 4772); SFX("WPN5_742B3", 4775); SND("weap_11_gun_hit_01", 4769); SND("char_01_footstep_on_dirt_01", 4776); SND("char_01_footstep_on_dirt_03", 4777); EndPose(743); /*// 大刀齊發2旋風4 StartPose(744); BlendTime(0.05); Frame(4670, 4722); Hard(4671, 4722); FPS(10); EndPose(744); */ //===========================大錘動作=========================== // 大錘統一動作段落 待機750 防禦751_758 速移759_762 WeaponUsualPose0(a=410 , s=4291); WeaponUsualPose1(a=410 , s=4291); WeaponUsualPose2(a=410 , s=4291); // 女體型 大錘待機mapping pose 1564 WeaponUsualPose0(a=1224 , s=7504); // 大體型 大錘待機mapping pose 1568 WeaponUsualPose0(a=1228 , s=7491); // 終體型 大錘防禦待機mapping pose 1577 WeaponUsualPose1(a=1236 , s=7862); // 大錘組合技 StartPose(763); BlendTime(0.1); Frame(6070, 6092); FPS(20); Hard(6072, 6088); Hurt_All(); Next(6080, 6091); StartAttack(); Attack_Up_T(); AttackFrame(6076, 6084); N_TargetPose(); TargetPose(DMGPose_01 + 215, DMGPose_01 + 214, DMGPose_01 + 212, DMGPose_01 + 213); TargetValue(HardFrame_Hammer_Ground_Damage * 1); TargetMove(Ground_Gravity * 25, -75, 25); AirTargetPose(DMGPose_01 + 215, DMGPose_01 + 214, DMGPose_01 + 212, DMGPose_01 + 213); AirTargetValue(HardFrame_Hammer_Air_Damage * 1); AirTargetMove(Air_Gravity * 22, -75, 25); DefensePose(345,344,342,346); DefenseValue(HardFrame_Hammer_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 15, -75, 0); AttackPower(Celestial_Spiral_1); OnHit ("Hit_Bloody12" , "weap_06_hammer_hit_05" ,-75 ,45); OnDefense ("Hit_Guard12" , "weap_06_hammer_grd_05" ,-75 ,45); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(); DragFrame(6072, 6088); DragSFX(-63,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Strong, 6075); SFX("WPN6_LightWP", -1); SFX("WPN6_763", 6070); SFX("MOV_Shock_M", 6076); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", -1); SND("weap_06_hammer_slash_01", 6076); SND("weap_04_spear_slash_01", 6076); EndPose(763); // 大錘騰躍技-1 起手 StartPose(816); BlendTime(0.1); Frame(6756, 6757); FPS(15); Hard(6756, 6757); Link(817); Hurt_All(); StartAttack(); AttackFrame(6756, 6757); EndAttack(); Box(2); SFX("WPN6_LightWP", -1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_01", -1); EndPose(816); // 大錘騰躍技-2 踏錘 StartPose(817); BlendTime(0.1); Frame(6762, 6763); FPS(10); Hard(6762, 6763); Loop(6763, 6763); Link(818); Hurt_All(); StartAttack(); Attack_T_foot_weapon(); AttackFrame(6762, 6763); N_TargetPose(); TargetPose(212,213,214,215); TargetValue(HardFrame_Hammer_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 25, 0, -75); AirTargetPose(217,216,217,217); AirTargetValue(HardFrame_Hammer_Air_Damage * 1.2); AirTargetMove(Air_Gravity * 25, 0, -75); DefensePose(342,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Stellar_Crash_1); OnHit ("Hit_Bloody11" , "weap_06_hammer_hit_05" ,0 ,-105); OnDefense ("Hit_Guard11" , "weap_06_hammer_grd_05" ,0 ,-105); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(); DragFrame(6762, 6763); DragSFX(-63,0,0,0); DragLoop(1); EndDrag(); Box(2); CHR(VOC_Attack_Strong, -1); SND("weap_08_glove_slash_03", 6763); SND("weap_11_gun_hit_02", 6763); EndPose(817); // 大錘騰躍技-3 錘回手 StartPose(818); BlendTime(0.05); Frame(6764, 6776); FPS(20); Hard(6764, 6774); Next(6765, 6775); Hurt_All(); StartAttack(); Attack_T_foot_weapon(); AttackFrame(6764, 6765); N_TargetPose(); TargetPose(212,213,214,215); TargetValue(HardFrame_Hammer_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 25, 0, -75); AirTargetPose(217,216,217,217); AirTargetValue(HardFrame_Hammer_Air_Damage * 1.2); AirTargetMove(Air_Gravity * 25, 0, -75); DefensePose(342,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Stellar_Crash_1); OnHit ("Hit_Bloody11" , "weap_06_hammer_hit_05" ,0 ,-105); OnDefense ("Hit_Guard11" , "weap_06_hammer_grd_05" ,0 ,-105); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(); DragFrame(6764, 6774); DragSFX(-63,0,0,0); EndDrag(); Box(2); SFX("WPN6_818", -1); SFX("MOV_FallDown", 6765); SFX("WPN6_ShockM", 6765); SFX("COM_HitG_8", 6765); SFX("COM_HitG_8", 6765); SFX("COM_HitG_8", 6765); SND("weap_06_hammer_hit_01", 6765); SND("weap_06_hammer_slash_02", 6765); SND("weap_06_hammer_grd_02", 6765); SND("weap_06_hammer_slash_01", 6766); SND("weap_11_gun_hit_03", 6772); EndPose(818); // 大錘柄推撞 (起身技 X) StartPose(824); BlendTime(0.1); Frame(904, 904); Hard(904, 904); FPS(10); HurtBone(); Link(825); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_03", -1); EndPose(824); // 大錘柄推撞 (起身技 X) StartPose(825); BlendTime(0.1); Frame(9438, 9443); // Soft(9435, 9437, 3); // Soft(9437, 9438, 2); Hard(9438, 9442); FPS(10); Hurt_Body_Only(); Next(9439, 9443); StartAttack(); Attack_R_hand(); AttackFrame(9439, 9440); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Hammer_Ground_Damage * 0.5); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(DMGPose_01 + 205, DMGPose_01 + 207, DMGPose_01 + 208, DMGPose_01 + 209); AirTargetValue(HardFrame_Hammer_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 20, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Rising_Deep_Impact_1); OnHit ("Hit_Bloody21" , "weap_06_hammer_hit_04" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_06_hammer_grd_02" ,0 ,0); EndAttack(); Box(2); SFX("MOV_RunLFall", -1); SFX("MOV_RunRFall", 9438); SFX("COM_HitG_25", 9441); SFX("MOV_RunRStep", 9443); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", 9438); SND("weap_06_hammer_grd_02", 9441); SND("char_01_footstep_on_dirt_01", 9443); EndPose(825); // 大錘空下擊滯空 (起身技 Y) StartPose(826); BlendTime(0.1); Frame(904, 908); Hard(904, 908); FPS(10); HurtBone(); Link(827); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_03", -1); EndPose(826); // 大錘空下擊緩衝 (起身技 Y) StartPose(827); BlendTime(0.1); Frame(6112, 6139); FPS(10); Hard(6112, 6114, 1.25); Hard(6114, 6117, 1.5); Hard(6117, 6118, 3); Hard(6118, 6130, 2); Soft(6130, 6139, 1.5); Hurt_Body_Only(); Next(6118, 6138); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(6117, 6119); N_TargetPose(); TargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); TargetValue(HardFrame_Hammer_Ground_Damage * 1); TargetMove(Ground_Gravity * 22, 0, -65); AirTargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); AirTargetValue(HardFrame_Hammer_Air_Damage * 1); AirTargetMove(Air_Gravity * 25, 0, -65); DefensePose(342,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 1); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Rising_Shooting_Star_1); OnHit ("Hit_Bloody21" , "weap_06_hammer_hit_02" ,0 ,-105); OnDefense ("Hit_Guard21" , "weap_06_hammer_grd_02" ,0 ,-105); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(); DragFrame(6117, 6120); DragSFX(-62,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Strong, -1); SND("char_04_jump", -1); SND("weap_06_hammer_slash_01", 6114); SFX("MOV_FallDown", 6117); SFX("WPN6_771", 6118); SFX("WPN6_ShockM", 6118); SFX("COM_HitG_50", 6118); SFX("MOV_RunRStep", 6129); SFX("MOV_RunLStep", 6136); SND("weap_06_hammer_hit_01", -1); SND("weap_06_hammer_slash_02", 6117); SND("weap_06_hammer_grd_02", 6118); SND("weap_06_hammer_slash_01", 6130); SND("char_01_footstep_on_dirt_01", 6129); SND("char_01_footstep_on_dirt_03", 6136); EndPose(827); // 大錘地面踢 (閃避技 X) StartPose(828); BlendTime(0.1); Frame(6144, 6160); Hard(6144, 6156); Hard(6156, 6158); Soft(6159, 6160); FPS(20); Hurt_L_Body(); Next(6147, 6159); StartAttack(); AttackType(0); Attack_R_foot(); AttackFrame(6145, 6147); N_TargetPose(); TargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Hammer_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 16, 0, 15); AirTargetPose(DMGPose_01 + 205, DMGPose_01 + 207, DMGPose_01 + 208, DMGPose_01 + 209); AirTargetValue(HardFrame_Hammer_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 20, 0, 1); DefensePose(342,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Rushing_Lunar_Kick_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_03" ,0 ,-15); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_03" ,0 ,-15); EndAttack(); Box(2); SFX("MOV_RunRFall", 6156); SND("weap_08_glove_slash_03", 6145); SND("weap_06_hammer_hit_01", 6156); EndPose(828); // 大錘衝撞 (閃避技 Y) StartPose(829); BlendTime(0.1); Frame(6207, 6228); Soft(6207, 6212); Hard(6213, 6222); FPS(10); Hurt_L_Body(); Next(6217, 6227); StartAttack(); AttackType(0); AttackBone(bu_Spine1,bu_Spine,bl_Pelvis,bu_R_UpperArm,bl_R_Thigh); AttackFrame(6214, 6216); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Hammer_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 25, 0, 30); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Hammer_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 22, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 15, 0, 0); AttackPower(Rushing_Comet_Charge_1); OnHit ("Hit_Bloody21" , "weap_06_hammer_hit_01" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_06_hammer_grd_01" ,0 ,0); EndAttack(); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(6216, 6218); N_TargetPose(); TargetPose(200,202,203,204); TargetValue(HardFrame_Hammer_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 10, 0, 0); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Hammer_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 20, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 0.9); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Rushing_Comet_Charge_2); OnHit ("Hit_Bloody11" , "weap_06_hammer_hit_02" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_06_hammer_grd_02" ,0 ,0); OnHit2 ("MOV_Shock_S"); EndAttack(); Box(2); CHR(VOC_Attack_Light, 6209); SFX("MOV_RunRStep", 6208); SFX("MOV_RunLStep", 6210); SFX("WPN6_775", 6215); SFX("MOV_RunLFall", 6215); SFX("MOV_RunRFall", 6217); SFX("WPN6_ShockS", 6217); SFX("COM_HitG_35", 6220); SFX("MOV_RunRStep", 6228); SND("char_04_jump", 6210); SND("char_02_touchdown_on_concrete", 6215); SND("weap_06_hammer_slash_01", 6216); SND("weap_06_hammer_hit_01", 6217); SND("weap_06_hammer_grd_02", 6220); SND("char_01_footstep_on_dirt_01", -1); SND("char_01_footstep_on_dirt_03", 6224); EndPose(829); // 大錘劈腿砸震 (閃避技 X+Y) StartPose(830); BlendTime(0.1); Frame(6409, 6436); Hard(6409, 6415, 2); Hard(6415, 6416, 1.5); Hard(6416, 6417, 1.25); Hard(6417, 6420); Hard(6420, 6425, 1.5); Hard(6425, 6432, 1.25); FPS(10); Hurt_All(); Next(6418, 6435); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(6417, 6419); N_TargetPose(); TargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); TargetValue(HardFrame_Hammer_Ground_Damage * 1.3); TargetMove(Ground_Gravity * 25, 0, -65); AirTargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); AirTargetValue(HardFrame_Hammer_Air_Damage * 1.3); AirTargetMove(Air_Gravity * 20, 0, -65); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 1.3); DefenseMove(Defense_Gravity * 15, 0, 0); AttackPower(Rushing_Anvil_1); OnHit ("Hit_Bloody11" , "weap_06_hammer_hit_02" ,0 ,-125); OnDefense ("Hit_Guard11" , "weap_06_hammer_grd_02" ,0 ,-125); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(); DragFrame(6415, 6422); DragSFX(-62,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Strong, 6416); SFX("WPN6_LightWP", -1); SFX("MOV_RunRStep", 6409); SFX("WPN6_797", 6418); SFX("COM_HitG_50", 6418); SFX("WPN6_ShockS", 6418); SFX("MOV_FallDown", 6418); SFX("MOV_Jump", 6423); SFX("MOV_RunRStep", 6428); SFX("MOV_RunLStep", 6432); SND("weap_08_glove_slash_03", -1); SND("weap_06_hammer_slash_02", 6417); SND("weap_06_hammer_grd_05", 6418); SND("char_01_footstep_on_dirt_01", 6409); SND("char_01_footstep_on_dirt_01", 6428); SND("char_01_footstep_on_dirt_03", 6432); EndPose(830); // 大錘待機暗器技段落 暗器技764 氣合1 765-766 氣合2 767-768 DartUsualPose(a=504 , s=4574); // 大錘空踢 StartPose(769); AirKick(Hammer_Jump_Kick_1); EndPose(769); // 大錘空下擊滯空 StartPose(770); BlendTime(0.3); Frame(6111, 6116); Hard(6111, 6116); Loop(6116, 6116); Link(771); FPS(10); Hurt_Body(); Next(6112, 6116); StartAttack(); AttackFrame(6111, 6116); EndAttack(); Box(1); SND("char_04_jump", -1); SND("weap_06_hammer_slash_01", 6114); EndPose(770); // 大錘空下擊緩衝 StartPose(771); BlendTime(0.05); Frame(6117, 6139); FPS(10); Hard(6117, 6118, 3); Hard(6118, 6130, 2); Soft(6130, 6139, 1.5); Hurt_Body(); Next(6118, 6130); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(6117, 6119); N_TargetPose(); TargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); TargetValue(HardFrame_Hammer_Ground_Damage * 1); TargetMove(Ground_Gravity * 22, 0, -65); AirTargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); AirTargetValue(HardFrame_Hammer_Air_Damage * 1); AirTargetMove(Air_Gravity * 25, 0, -65); DefensePose(342,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 1); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Shooting_Star_1); OnHit ("Hit_Bloody21" , "weap_06_hammer_hit_02" ,0 ,-105); OnDefense ("Hit_Guard21" , "weap_06_hammer_grd_02" ,0 ,-105); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(); DragFrame(6117, 6120); DragSFX(-62,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Strong, -1); SFX("MOV_FallDown", 6117); SFX("WPN6_771", 6118); SFX("WPN6_ShockS", 6118); SFX("COM_HitG_50", 6118); SFX("MOV_RunRStep", 6129); SFX("MOV_RunLStep", 6136); SND("weap_06_hammer_hit_01", -1); SND("weap_06_hammer_slash_02", 6117); SND("weap_06_hammer_grd_02", 6118); SND("weap_06_hammer_slash_01", 6130); SND("char_01_footstep_on_dirt_01", 6129); SND("char_01_footstep_on_dirt_03", 6136); EndPose(771); // 大錘柄推撞 StartPose(819); BlendTime(0.2); Frame(9435, 9443); Soft(9435, 9437, 5); Hard(9437, 9438, 3); Hard(9438, 9442); FPS(10); Hurt_Body(); Next(9438, 9443); StartAttack(); AttackType(0); Attack_R_hand(); AttackFrame(9438, 9440); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Hammer_Ground_Damage * 0.5); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(DMGPose_01 + 205, DMGPose_01 + 207, DMGPose_01 + 208, DMGPose_01 + 209); AirTargetValue(HardFrame_Hammer_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 20, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Deep_Impact_1); OnHit ("Hit_Bloody21" , "weap_06_hammer_hit_04" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_06_hammer_grd_02" ,0 ,0); EndAttack(); Box(2); SFX("MOV_RunLFall", 9437); SFX("MOV_RunRFall", 9438); SFX("COM_HitG_25", 9441); SFX("MOV_RunRStep", 9443); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", 9438); SND("weap_06_hammer_grd_02", 9441); SND("char_01_footstep_on_dirt_01", 9443); EndPose(819); // 大錘地面踢 StartPose(772); BlendTime(0.15); Frame(6140, 6160); Soft(6140, 6141, 3); Hard(6142, 6143, 2); Hard(6143, 6158); Soft(6159, 6160); FPS(20); Hurt_L_Body(); Next(6145, 6160); StartAttack(); AttackType(0); Attack_R_foot(); AttackFrame(6145, 6147); N_TargetPose(); TargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Hammer_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 16, 0, 15); AirTargetPose(DMGPose_01 + 205, DMGPose_01 + 207, DMGPose_01 + 208, DMGPose_01 + 209); AirTargetValue(HardFrame_Hammer_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 20, 0, 1); DefensePose(342,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Lunar_Kick_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_03" ,0 ,-15); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_03" ,0 ,-15); EndAttack(); Box(2); SFX("MOV_RunLStep", 6142); SFX("MOV_RunRFall", 6156); SND("char_01_footstep_on_dirt_03", 6142); SND("weap_08_glove_slash_03", 6145); SND("weap_06_hammer_hit_01", 6156); EndPose(772); /* // 己不使用, 改用直接用大砸做氣合第一段 // 大錘拉抬 StartPose(773); BlendTime(0.3); Frame(6161, 6173); Hard(6161, 6165); FPS(10); Hurt_All(); Next(6163, 6173); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(6162, 6164); N_TargetPose(); TargetPose(DMGPose_65 + 205, DMGPose_65 + 207, DMGPose_65 + 208, DMGPose_65 + 209); TargetValue(HardFrame_Hammer_Ground_Damage * 1); TargetMove(Ground_Gravity * 9, 0, 80); AirTargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); AirTargetValue(HardFrame_Hammer_Air_Damage * 1); AirTargetMove(Air_Gravity * 8, 0, 45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(AttackPower_Hammer * 0.75); OnHit ("Hit_Bloody11" , "weap_06_hammer_hit_01" ,-15 ,-75); OnDefense ("Hit_Guard11" , "weap_06_hammer_grd_01" ,-15 ,-75); EndAttack(); StartDrag(); DragFrame(6161, 6166); DragSFX(-62,0,0,0); EndDrag(); Box(2); SFX("MOV_RunRStep", 6161); SFX("MOV_RunLStep", 6165); SFX("MOV_RunRStep", 6170); SND("weap_06_hammer_slash_01", 6162); SND("char_01_footstep_on_dirt_03", 6161); SND("char_01_footstep_on_dirt_03", 6165); SND("char_01_footstep_on_dirt_03", 6170); EndPose(773); // 大錘砸 StartPose(774); BlendTime(0.3); Frame(6174, 6204); Hard(6175, 6185); FPS(20); Hurt_All(); Next(6182, 6204); StartAttack(); AttackType(0); Attack_R_hand(); AttackFrame(6182, 6184); N_TargetPose(); TargetPose(217,216,217,217); TargetValue(HardFrame_Hammer_Ground_Damage * 1); TargetMove(Ground_Gravity * 10, 0, 0); AirTargetPose(217,216,217,217); AirTargetValue(HardFrame_Hammer_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, 0, -30); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(AttackPower_Hammer * 0.75); OnHit ("Hit_Bloody12" , "weap_06_hammer_hit_02" ,0 ,-115); OnDefense ("Hit_Guard12" , "weap_06_hammer_grd_02" ,0 ,-115); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(); DragFrame(6175, 6185); DragSFX(-62,0,0,0); EndDrag(); Box(2); SFX("MOV_RunRStep", 6175); SFX("MOV_RunLStep", 6179); SFX("WPN6_774", 6183); SFX("WPN6_ShockS", 6183); SFX("COM_HitG_25", 6183); SFX("MOV_RunLStep", 6184); SFX("MOV_RunRStep", 6192); SND("weap_06_hammer_slash_02", 6180); SND("weap_06_hammer_hit_01", 6183); SND("weap_06_hammer_grd_02", 6183); SND("weap_06_hammer_slash_01", 6198); SND("char_01_footstep_on_dirt_03", 6175); SND("char_01_footstep_on_dirt_03", 6179); SND("char_01_footstep_on_dirt_03", 6184); SND("char_01_footstep_on_dirt_03", 6192); EndPose(774); */ // 大錘衝撞 StartPose(775); BlendTime(0.2); Frame(6207, 6228); Soft(6207, 6210, 2); Hard(6210, 6222); FPS(10); Hurt_L_Body(); Next(6218, 6228); StartAttack(); AttackType(0); AttackBone(bu_Spine1,bu_Spine,bl_Pelvis,bu_R_UpperArm,bl_R_Thigh); AttackFrame(6212, 6214); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Hammer_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 25, 0, 30); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Hammer_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 22, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 15, 0, 0); AttackPower(Comet_Charge_1); OnHit ("Hit_Bloody21" , "weap_06_hammer_hit_01" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_06_hammer_grd_01" ,0 ,0); EndAttack(); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(6216, 6218); N_TargetPose(); TargetPose(200,202,203,204); TargetValue(HardFrame_Hammer_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Hammer_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 18, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 0.9); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Comet_Charge_2); OnHit ("Hit_Bloody11" , "weap_06_hammer_hit_02" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_06_hammer_grd_02" ,0 ,0); OnHit2 ("MOV_Shock_S"); EndAttack(); Box(2); CHR(VOC_Attack_Light, 6209); SFX("MOV_RunRStep", 6208); SFX("MOV_RunLStep", 6210); SFX("WPN6_775", 6215); SFX("MOV_RunLFall", 6215); SFX("MOV_RunRFall", 6217); SFX("WPN6_ShockS", 6217); SFX("COM_HitG_35", 6220); SFX("MOV_RunRStep", 6228); SND("char_04_jump", 6210); SND("char_02_touchdown_on_concrete", 6215); SND("weap_06_hammer_slash_01", 6216); SND("weap_06_hammer_hit_01", 6217); SND("weap_06_hammer_grd_02", 6220); SND("char_01_footstep_on_dirt_01", -1); SND("char_01_footstep_on_dirt_03", 6224); EndPose(775); // 大錘衝撞氣合1 StartPose(777); BlendTime(0.125); Frame(6229, 6233); Soft(6229, 6233); FPS(10); Hurt_All(); Next(6229, 6233); Box(1); CHR(VOC_Attack_Charge1, 6229); SFX("MOV_RunRStep", -1); SFX("MOV_ChiChargeL", 6231); SFX("MOV_ChiChargeR", 6231); SFX("WPN6_LightWP", 6231); SND("char_01_footstep_on_dirt_03", -1); SND("envi_21_noise_06", 6231); EndPose(777); // 大錘氣合衝撞1 前段踮步 StartPose(778); BlendTime(0.1); Frame(6210, 6214); FPS(10); Link(779); Hurt_L_Body(); StartAttack(); AttackType(1); AttackBone(bu_Spine1,bu_Spine,bl_Pelvis,bu_R_UpperArm,bl_R_Thigh); AttackFrame(6213, 6214); N_TargetPoseFlyOut(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Hammer_Ground_Damage * 1); TargetMove(Ground_Gravity * 25, 0, 30); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Hammer_Air_Damage * 1); AirTargetMove(Air_Gravity * 22, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 1); DefenseMove(Defense_Gravity * 20, 0, 25); AttackPower(Super_Comet_Charge_1); OnHit ("Hit_Bloody21" , "weap_06_hammer_hit_04" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_06_hammer_grd_02" ,0 ,0); EndAttack(); Box(2); SFX("MOV_Jump", 6210); SND("char_04_jump", 6210); EndPose(778); // 大錘氣合衝撞1 後段出招 StartPose(779); BlendTime(0.1); Frame(6239, 6252); Hard(6239, 6246); FPS(10); Hurt_L_Body(); Next(6242, 6251); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(6240, 6242); N_TargetPoseFlyOut(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Hammer_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 25, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Hammer_Air_Damage * 1.2); AirTargetMove(Air_Gravity * 25, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 1.2); DefenseMove(Defense_Gravity * 25, 0, 15); AttackPower(Super_Comet_Charge_2); OnHit ("Hit_Bloody12" , "weap_06_hammer_hit_02" ,0 ,0); OnDefense ("Hit_Guard12" , "weap_06_hammer_grd_02" ,0 ,0); OnHit2 ("MOV_Shock_S"); EndAttack(); Box(4); CHR(VOC_Attack_Middle, 6240); SFX("WPN6_779", 6239); SFX("MOV_RunLFall", 6239); SFX("MOV_RunRFall", 6241); SFX("WPN6_ShockM", 6241); SFX("COM_HitG_35", 6244); SFX("MOV_RunRStep", 6250); SND("char_02_touchdown_on_concrete", 6239); SND("weap_06_hammer_slash_02", 6240); SND("weap_06_hammer_hit_01", 6241); SND("weap_06_hammer_grd_05", 6244); SND("char_01_footstep_on_dirt_01", 6250); EndPose(779); // 大錘衝撞氣合2 StartPose(780); BlendTime(0.125); Frame(6234, 6238); Soft(6234, 6238); FPS(10); Hurt_All(); Next(6234, 6238); Box(1); CHR(VOC_Attack_Charge2, 6234); SFX("MOV_RunRStep", -1); SFX("MOV_ChiChargeL", 6236); SFX("MOV_ChiChargeR", 6236); SFX("WPN6_LightWP", 6236); SND("char_01_footstep_on_dirt_03", -1); SND("fant_12_effect_05_wave_move", 6236); EndPose(780); // 大錘氣合衝撞2 StartPose(782); BlendTime(0.1); Frame(6253, 6266); Hard(6253, 6256); Hard(6257, 6258, 0.75); Hard(6258, 6262, 0.5); FPS(10); Hurt_L_Body(); Next(6259, 6266); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(6254, 6258); N_TargetPoseFlyOut(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Hammer_Ground_Damage * 1.5); TargetMove(Ground_Gravity * 30, 0, 15); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Hammer_Air_Damage * 1.5); AirTargetMove(Air_Gravity * 28, 0, 5); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 1.5); DefenseMove(Defense_Gravity * 25, 0, 10); AttackPower(Ultimate_Comet_Charge_1); OnHit ("Hit_Bloody13" , "weap_06_hammer_hit_05" ,0 ,0); OnDefense ("Hit_Guard13" , "weap_06_hammer_grd_03" ,0 ,0); OnHit2 ("MOV_Shock_S"); EndAttack(); Box(4); CHR(VOC_Attack_Strong, 6254); SFX("WPN6_782", 6253); SFX("MOV_Jump", 6254); SFX("WPN6_ShockL", 6255); SFX("COM_HitG_35", 6258); SFX("MOV_FallDown", 6258); SFX("MOV_RunLStep", 6259); SFX("MOV_RunRStep", 6264); SND("weap_06_hammer_hit_01", 6254); SND("weap_06_hammer_slash_03", 6255); SND("weap_04_spear_grd_02", 6258); SND("weap_06_hammer_grd_03", 6258); SND("char_01_footstep_on_dirt_01", 6259); SND("char_01_footstep_on_dirt_03", 6264); EndPose(782); // 大錘旋轉拉甩 StartPose(783); BlendTime(0.15); Frame(6267, 6287); Soft(6267, 6271, 3); Hard(6272, 6274, 2); Hard(6274, 6283); FPS(10); Hurt_L_Body(); Next(6278, 6286); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(6277, 6279); N_TargetPoseFlyUp(); TargetPose(DMGPose_65 + 205, DMGPose_65 + 207, DMGPose_65 + 208, DMGPose_65 + 209); TargetValue(HardFrame_Hammer_Ground_Damage * 1); TargetMove(Ground_Gravity * 25, 0, 72); AirTargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); AirTargetValue(HardFrame_Hammer_Air_Damage * 1); AirTargetMove(Air_Gravity * 15, 0, 45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 1); DefenseMove(Defense_Gravity * 20, 0, 30); AttackPower(Cosmic_Revolution_1); OnHit ("Hit_Bloody22" , "weap_06_hammer_hit_02" ,-60 ,-75); OnDefense ("Hit_Guard22" , "weap_06_hammer_grd_02" ,-60 ,-75); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(); DragFrame(6272, 6282); DragSFX(-63,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Light, 6270); CHR(VOC_Attack_Strong, 6277); SFX("WPN6_783", 6267); SFX("MOV_RunLStep", 6267); SFX("MOV_RunRStep", 6270); SFX("MOV_RunLStep", 6275); SFX("COM_HitG_B25", 6280); SFX("MOV_RunRStep", 6280); SFX("MOV_RunLStep", 6284); SND("weap_06_hammer_slash_01", 6271); SND("weap_06_hammer_slash_04", 6277); SND("weap_06_hammer_grd_02", 6280); SND("weap_08_glove_slash_03", 6283); SND("char_01_footstep_on_dirt_03", 6267); SND("char_01_footstep_on_dirt_01", 6270); SND("char_01_footstep_on_dirt_03", 6275); SND("char_01_footstep_on_dirt_01", 6280); SND("char_01_footstep_on_dirt_01", 6284); EndPose(783); // 大錘旋轉拉甩氣合1 StartPose(784); BlendTime(0.1); Frame(6288, 6292); Soft(6288, 6292); FPS(10); Hurt_All(); Next(6288, 6292); Box(2); CHR(VOC_Attack_Charge1, 6288); SFX("MOV_RunRStep", -1); SFX("MOV_ChiChargeL", 6290); SFX("MOV_ChiChargeR", 6290); SFX("WPN6_LightWP", 6290); SND("char_01_footstep_on_dirt_03", -1); SND("envi_21_noise_06", 6290); EndPose(784); // 大錘氣合旋轉拉甩1 StartPose(785); BlendTime(0.1); Frame(6267, 6287); Hard(6272, 6283); FPS(10); Hurt_L_Body(); Next(6278, 6286); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(6277, 6279); N_TargetPoseFlyUp(); TargetPose(DMGPose_65 + 205, DMGPose_65 + 207, DMGPose_65 + 208, DMGPose_65 + 209); TargetValue(HardFrame_Hammer_Ground_Damage * 1.3); TargetMove(Ground_Gravity * 30, 0, 72); AirTargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); AirTargetValue(HardFrame_Hammer_Air_Damage * 1.3); AirTargetMove(Air_Gravity * 18, 0, 60); DefensePose(342,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 1.3); DefenseMove(Defense_Gravity * 20, 0, 30); AttackPower(Super_Cosmic_Revolution_1); OnHit ("Hit_Bloody11" , "weap_06_hammer_hit_05" ,-60 ,-80); OnDefense ("Hit_Guard11" , "weap_06_hammer_grd_05" ,-60 ,-80); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(); DragFrame(6272, 6282); DragSFX(-63,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Long1, 6276); SFX("WPN6_783", 6267); SFX("WPN6_783", 6267); SFX("WPN6_783A", 6267); SFX("MOV_RunLStep", 6267); SFX("MOV_RunRStep", 6270); SFX("MOV_RunLStep", 6275); SFX("COM_HitG_B25", 6280); SFX("MOV_RunRStep", 6280); SFX("MOV_RunLStep", 6284); SND("weap_06_hammer_slash_01", 6271); SND("weap_06_hammer_slash_02", 6277); SND("weap_06_hammer_slash_03", 6277); SND("weap_06_hammer_grd_02", 6280); SND("weap_08_glove_slash_03", 6282); SND("char_01_footstep_on_dirt_03", 6267); SND("char_01_footstep_on_dirt_01", 6270); SND("char_01_footstep_on_dirt_03", 6275); SND("char_01_footstep_on_dirt_01", 6280); SND("char_01_footstep_on_dirt_01", 6284); EndPose(785); // 大錘旋轉拉甩氣合2 StartPose(786); BlendTime(0.1); Frame(6293, 6297); Soft(6293, 6297); FPS(10); Hurt_All(); Next(6293, 6297); Box(2); CHR(VOC_Attack_Charge2, 6293); SFX("MOV_RunRStep", -1); SFX("MOV_ChiChargeL", 6295); SFX("MOV_ChiChargeR", 6295); SFX("WPN6_LightWP", 6295); SND("char_01_footstep_on_dirt_03", -1); SND("fant_12_effect_05_wave_move", 6295); EndPose(786); // 大錘氣合旋轉拉甩2 StartPose(787); BlendTime(0.1); Frame(6267, 6287); Hard(6272, 6283); FPS(10); Hurt_L_Body(); Next(6275, 6287); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(6277, 6279); N_TargetPoseFlyUp(); TargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); TargetValue(HardFrame_Hammer_Ground_Damage * 1.5); TargetMove(Ground_Gravity * 25, 0, 65); AirTargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); AirTargetValue(HardFrame_Hammer_Air_Damage * 1.5); AirTargetMove(Air_Gravity * 20, 0, 60); DefensePose(342,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 1.5); DefenseMove(Defense_Gravity * 23, 0, 30); AttackPower(Ultimate_Cosmic_Revolution_1); OnHit ("Hit_Bloody12" , "weap_06_hammer_hit_03" ,-60 ,-85); OnDefense ("Hit_Guard12" , "weap_06_hammer_grd_03" ,-60 ,-85); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(); DragFrame(6272, 6282); DragSFX(-63,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Long2, 6275); SFX("WPN6_783", 6267); SFX("WPN6_783", 6267); SFX("WPN6_783B", 6267); SFX("MOV_RunLStep", 6267); SFX("MOV_RunRStep", 6270); SFX("MOV_RunLStep", 6275); SFX("COM_HitG_B25", 6280); SFX("MOV_RunRStep", 6280); SFX("MOV_RunLStep", 6284); SND("weap_06_hammer_slash_01", 6271); SND("weap_06_hammer_slash_02", 6277); SND("weap_06_hammer_slash_03", 6277); SND("weap_12_dart_slash_03", 6277); SND("weap_06_hammer_grd_02", 6280); SND("weap_08_glove_slash_03", 6282); SND("char_01_footstep_on_dirt_03", 6267); SND("char_01_footstep_on_dirt_01", 6270); SND("char_01_footstep_on_dirt_03", 6275); SND("char_01_footstep_on_dirt_01", 6280); SND("char_01_footstep_on_dirt_01", 6284); EndPose(787); // 大錘砸震 StartPose(788); BlendTime(0.175); Frame(6298, 6323); Soft(6298, 6301, 2.5); Hard(6302, 6305, 2); Hard(6305, 6313); Hard(6313, 6317, 1.25); Soft(6318, 6323, 1.5); FPS(10); Hurt_R_Body(); Next(6307, 6322); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(6306, 6309); N_TargetPose(); TargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); TargetValue(HardFrame_Hammer_Ground_Damage * 1.1); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); AirTargetValue(HardFrame_Hammer_Air_Damage * 1.1); AirTargetMove(Air_Gravity * 9, 0, -30); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 1.1); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Planetary_Strike_1); OnHit ("Hit_Bloody11" , "weap_06_hammer_hit_02" ,0 ,-120); OnDefense ("Hit_Guard11" , "weap_06_hammer_grd_02" ,0 ,-120); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(); DragFrame(6305, 6310); DragSFX(-62,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Strong, 6305); SFX("MOV_RunLStep", -1); SFX("WPN6_788", 6307); SFX("COM_HitG_35", 6307); SFX("WPN6_ShockS", 6307); SFX("MOV_RunRStep", 6316); SFX("MOV_RunLStep", 6319); SND("weap_08_glove_slash_03", 6301); SND("weap_06_hammer_slash_03", 6306); SND("weap_06_hammer_grd_02", 6307); SND("char_01_footstep_on_dirt_01", -1); SND("char_01_footstep_on_dirt_01", 6316); SND("char_01_footstep_on_dirt_03", 6319); EndPose(788); // 大錘砸震氣合1 StartPose(789); BlendTime(0.1); Frame(6325, 6330); Soft(6325, 6330); FPS(10); Hurt_All(); Next(6325, 6330); Box(2); CHR(VOC_Attack_Charge1, 6326); SFX("MOV_RunRStep", -1); SFX("MOV_ChiChargeL", 6328); SFX("MOV_ChiChargeR", 6328); SFX("WPN6_LightWP", 6328); SND("char_01_footstep_on_dirt_03", -1); SND("envi_21_noise_06", 6328); EndPose(789); // 大錘氣合砸震1 StartPose(790); BlendTime(0.1); Frame(6305, 6324); Hard(6305, 6313); Hard(6313, 6317, 1.25); Soft(6318, 6324, 1.5); FPS(10); Hurt_R_Body(); Next(6308, 6323); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(6306, 6307); N_TargetPose(); TargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); TargetValue(HardFrame_Hammer_Ground_Damage * 1.1); TargetMove(Ground_Gravity * 11, 0, 0); AirTargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); AirTargetValue(HardFrame_Hammer_Air_Damage * 1.1); AirTargetMove(Air_Gravity * 11, 0, -30); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 1.1); DefenseMove(Defense_Gravity * 11, 0, 0); AttackPower(Super_Planetary_Strike_1); OnHit ("Hit_Bloody11" , "weap_06_hammer_hit_02" ,0 ,-120); OnDefense ("Hit_Guard11" , "weap_06_hammer_grd_02" ,0 ,-120); OnHit2 ("MOV_Shock_S"); EndAttack(); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(6307, 6309); N_TargetPoseFlyOut(); TargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Hammer_Ground_Damage * 1.3); TargetMove(Ground_Gravity * 20, 0, 35); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Hammer_Air_Damage * 1.3); AirTargetMove(Air_Gravity * 20, 0, 35); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 0.45); DefenseMove(Defense_Gravity * 20, 0, 35); AttackPower(Super_Planetary_Strike_1); OnHit ("Hit_Bloody13" , "weap_06_hammer_hit_05" ,0 ,120); OnDefense ("Hit_Guard13" , "weap_06_hammer_grd_05" ,0 ,120); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(); DragFrame(6305, 6310); DragSFX(-62,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Long1, 6305); SFX("MOV_RunLStep", -1); SFX("WPN6_790", 6307); SFX("COM_HitG_35", 6307); SFX("COM_HitG_35", 6307); SFX("WPN6_ShockM", 6307); SFX("MOV_RunRStep", 6316); SFX("MOV_RunLStep", 6319); SND("weap_06_hammer_slash_02", 6306); SND("weap_06_hammer_slash_03", 6306); SND("weap_06_hammer_grd_03", 6307); SND("impa_01_bomb_middle_01", 6307); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_dirt_01", 6316); SND("char_01_footstep_on_dirt_01", 6319); EndPose(790); // 大錘砸震氣合2 StartPose(791); BlendTime(0.1); Frame(6331, 6336); Soft(6331, 6336); FPS(10); Hurt_All(); Next(6331, 6336); Box(2); CHR(VOC_Attack_Charge2, 6332); SFX("MOV_RunRStep", -1); SFX("MOV_ChiChargeL", 6334); SFX("MOV_ChiChargeR", 6334); SFX("WPN6_LightWP", 6334); SND("char_01_footstep_on_dirt_03", -1); SND("fant_12_effect_05_wave_move", 6334); EndPose(791); // 大錘氣合砸震2 StartPose(792); BlendTime(0.1); Frame(6337, 6372); Hard(6337, 6360); FPS(20); Hurt_R_Body(); Next(6342, 6371); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(6340, 6341); N_TargetPose(); TargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); TargetValue(HardFrame_Hammer_Ground_Damage * 1.1); TargetMove(Ground_Gravity * 12, 0, 0); AirTargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); AirTargetValue(HardFrame_Hammer_Air_Damage * 1.1); AirTargetMove(Air_Gravity * 12, 0, -30); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 1.1); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Ultimate_Planetary_Strike_1); OnHit ("Hit_Bloody11" , "weap_06_hammer_hit_02" ,0 ,-120); OnDefense ("Hit_Guard11" , "weap_06_hammer_grd_02" ,0 ,-120); OnHit2 ("MOV_Shock_S"); EndAttack(); StartAttack(); AttackType(1); Attack_T_hand(); AttackFrame(6341, 6343); N_TargetPoseFlyOut(); TargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Hammer_Ground_Damage * 1.5); TargetMove(Ground_Gravity * 25, 0, 45); AirTargetPose(DMGPose_65 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Hammer_Air_Damage * 1.5); AirTargetMove(Air_Gravity * 25, 0, 45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 25, 0, 45); AttackPower(Ultimate_Planetary_Strike_1); OnHit ("Hit_Bloody13" , "weap_06_hammer_hit_06" ,0 ,120); OnDefense ("Hit_Guard13" , "weap_06_hammer_grd_06" ,0 ,120); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(); DragFrame(6337, 6345); DragSFX(-62,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Long2, 6339); SFX("MOV_RunLStep", -1); SFX("WPN6_792", 6341); SFX("COM_HitG_50", 6341); SFX("COM_HitG_50", 6341); SFX("COM_HitG_50", 6341); SFX("WPN6_ShockL", 6341); SFX("MOV_RunLStep", 6350); SFX("MOV_RunRStep", 6356); SFX("MOV_RunLStep", 6367); SND("weap_12_dart_slash_03", 6339); SND("weap_06_hammer_slash_03", 6339); SND("weap_06_hammer_hit_01", 6340); SND("impa_01_bomb_middle_02", 6341); SND("weap_06_hammer_grd_03", 6341); SND("weap_05_blade_grd_03", 6341); SND("weap_06_hammer_grd_02", 6347); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_dirt_01", 6350); SND("char_01_footstep_on_dirt_01", 6356); SND("char_01_footstep_on_dirt_01", 6367); EndPose(792); // 大錘圈掃1 StartPose(793); BlendTime(0.15); Frame(7425, 7478); Soft(7425, 7437, 1.5); Hard(7438, 7456); FPS(30); Hurt_All(); Next(7450,7461); StartAttack(); Attack_R_hand(); AttackFrame(7448, 7456); N_TargetPoseFlyOut(); TargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 206); TargetValue(HardFrame_Hammer_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 15, -125, 30); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 206); AirTargetValue(HardFrame_Hammer_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 15, -125, 30); DefensePose(344,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 8, -125, 0); AttackPower(Orbital_Swing_1); OnHit ("Hit_Bloody22" , "weap_06_hammer_hit_04" ,-75 ,-10); OnDefense ("Hit_Guard22" , "weap_06_hammer_grd_02" ,-75 ,-10); EndAttack(); StartDrag(); DragFrame(7440, 7465); DragSFX(-63,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Strong, 7448); SFX("WPN6_LightWP", -1); SFX("WPN6_793", 7450); SFX("MOV_RunLStep", 7425); SFX("COM_HitG_R25", 7440); SFX("COM_HitG_RB", 7465); SFX("COM_HitG_R25", 7470); SFX("MOV_RunRStep", 7472); SND("weap_08_glove_slash_03", 7438); SND("weap_06_hammer_grd_02", 7440); SND("weap_06_hammer_slash_05", 7446); SND("weap_04_spear_grd_02", 7463); SND("weap_04_spear_grd_03", 7470); SND("char_01_footstep_on_dirt_01", 7425); SND("char_01_footstep_on_dirt_01", 7472); EndPose(793); // 大錘圈掃2 StartPose(794); BlendTime(0.1); Frame(7438, 7478); Hard(7438, 7456); FPS(30); Hurt_All(); Next(7450,7461); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(7448, 7456); N_TargetPoseFlyOut(); TargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 206); TargetValue(HardFrame_Hammer_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 16, -125, 30); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 206); AirTargetValue(HardFrame_Hammer_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 16, -125, 30); DefensePose(344,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 0.9); DefenseMove(Defense_Gravity * 16, -125, 30); AttackPower(Orbital_Swing_2); OnHit ("Hit_Bloody23" , "weap_06_hammer_hit_05" ,-75 ,-10); OnDefense ("Hit_Guard23" , "weap_06_hammer_grd_05" ,-75 ,-10); EndAttack(); StartDrag(); DragFrame(7440, 7465); DragSFX(-63,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Strong, 7448); SFX("WPN6_LightWP", -1); SFX("WPN6_793", 7450); SFX("WPN6_794", 7450); SFX("COM_HitG_R25", 7440); SFX("MOV_Shock_S", 7452); SFX("COM_HitG_RB", 7465); SFX("COM_HitG_R25", 7470); SFX("MOV_RunRStep", 7472); SND("weap_08_glove_slash_03", 7438); SND("weap_06_hammer_slash_05", 7446); SND("weap_06_hammer_slash_04", 7449); SND("weap_06_hammer_slash_01", 7452); SND("weap_04_spear_grd_02", 7463); SND("weap_04_spear_grd_03", 7470); SND("char_01_footstep_on_dirt_01", 7472); EndPose(794); // 大錘圈掃3 StartPose(795); BlendTime(0.1); Frame(7438, 7478); Hard(7438, 7456); FPS(30); Hurt_All(); Next(7450,7461); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(7448, 7456); N_TargetPoseFlyOut(); TargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 206); TargetValue(HardFrame_Hammer_Ground_Damage * 0.95); TargetMove(Ground_Gravity * 18, -125, 30); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 206); AirTargetValue(HardFrame_Hammer_Air_Damage * 0.95); AirTargetMove(Air_Gravity * 18, -125, 30); DefensePose(344,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 0.95); DefenseMove(Defense_Gravity * 18, -125, 30); AttackPower(Orbital_Swing_3); OnHit ("Hit_Bloody23" , "weap_06_hammer_hit_02" ,-75 ,-10); OnDefense ("Hit_Guard23" , "weap_06_hammer_grd_02" ,-75 ,-10); EndAttack(); StartDrag(); DragFrame(7440, 7465); DragSFX(-63,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Strong, 7448); SFX("WPN6_LightWP", -1); SFX("WPN6_793", 7450); SFX("WPN6_793", 7450); SFX("WPN6_795", 7450); SFX("COM_HitG_R25", 7440); SFX("MOV_Shock_M", 7452); SFX("COM_HitG_RB", 7465); SFX("COM_HitG_R25", 7470); SFX("MOV_RunRStep", 7472); SND("weap_08_glove_slash_03", 7438); SND("weap_06_hammer_slash_04", 7446); SND("weap_06_hammer_slash_03", 7449); SND("weap_06_hammer_slash_02", 7452); SND("weap_06_hammer_slash_07", 7455); SND("weap_04_spear_grd_02", 7463); SND("weap_04_spear_grd_03", 7470); SND("char_01_footstep_on_dirt_01", 7472); EndPose(795); // 大錘圈掃4 StartPose(796); BlendTime(0.1); Frame(7438, 7478); Hard(7438, 7460); FPS(30); Hurt_All(); Next(7450,7461); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(7448, 7456); N_TargetPoseFlyOut(); TargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 206); TargetValue(HardFrame_Hammer_Ground_Damage * 1); TargetMove(Ground_Gravity * 20, -125, 30); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 206); AirTargetValue(HardFrame_Hammer_Air_Damage * 1); AirTargetMove(Air_Gravity * 20, -125, 30); DefensePose(344,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 1); DefenseMove(Defense_Gravity * 20, -125, 30); AttackPower(Orbital_Swing_4); OnHit ("Hit_Bloody23" , "weap_06_hammer_hit_03" ,-75 ,-10); OnDefense ("Hit_Guard23" , "weap_06_hammer_grd_03" ,-75 ,-10); EndAttack(); StartDrag(); DragFrame(7440, 7465); DragSFX(-63,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Strong, 7448); SFX("WPN6_LightWP", -1); SFX("WPN6_793", 7450); SFX("WPN6_793", 7450); SFX("WPN6_793", 7450); SFX("WPN6_796", 7450); SFX("COM_HitG_R25", 7440); SFX("MOV_Shock_L", 7452); SFX("COM_HitG_RB", 7465); SFX("COM_HitG_R25", 7470); SFX("MOV_RunRStep", 7472); SND("weap_06_hammer_slash_01", 7438); SND("weap_04_spear_grd_03", 7440); SND("weap_06_hammer_grd_01", 7440); SND("weap_06_hammer_slash_04", 7446); SND("weap_06_hammer_slash_03", 7449); SND("weap_06_hammer_slash_02", 7452); SND("weap_06_hammer_slash_07", 7455); SND("weap_06_hammer_slash_05", 7458); SND("weap_06_hammer_slash_06", 7461); SND("weap_04_spear_grd_02", 7463); SND("weap_04_spear_grd_03", 7470); SND("char_01_footstep_on_dirt_01", 7472); EndPose(796); // 大錘劈腿砸震 StartPose(797); BlendTime(0.2); Frame(6409, 6436); Hard(6409, 6415, 1.5); Hard(6415, 6420); Hard(6420, 6425, 1.5); Hard(6425, 6432, 1.25); FPS(10); Hurt_All(); Next(6418, 6435); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(6417, 6419); N_TargetPose(); TargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); TargetValue(HardFrame_Hammer_Ground_Damage * 1.3); TargetMove(Ground_Gravity * 25, 0, -65); AirTargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); AirTargetValue(HardFrame_Hammer_Air_Damage * 1.3); AirTargetMove(Air_Gravity * 20, 0, -65); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 1.3); DefenseMove(Defense_Gravity * 15, 0, 0); AttackPower(Galactic_Anvil_Attack_1_1); OnHit ("Hit_Bloody11" , "weap_06_hammer_hit_02" ,0 ,-125); OnDefense ("Hit_Guard11" , "weap_06_hammer_grd_02" ,0 ,-125); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(); DragFrame(6415, 6422); DragSFX(-62,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Strong, 6416); SFX("WPN6_LightWP", -1); SFX("MOV_RunRStep", 6409); SFX("WPN6_797", 6418); SFX("COM_HitG_50", 6418); SFX("WPN6_ShockS", 6418); SFX("MOV_FallDown", 6418); SFX("MOV_Jump", 6423); SFX("MOV_RunRStep", 6428); SFX("MOV_RunLStep", 6432); SND("weap_08_glove_slash_03", -1); SND("weap_06_hammer_slash_02", 6417); SND("weap_06_hammer_grd_05", 6418); SND("char_01_footstep_on_dirt_01", 6409); SND("char_01_footstep_on_dirt_01", 6428); SND("char_01_footstep_on_dirt_03", 6432); EndPose(797); // 大錘劈腿砸震2 StartPose(798); BlendTime(0.2); Frame(6409, 6436); Hard(6409, 6415, 1.5); Hard(6415, 6420); Hard(6420, 6425, 1.5); Hard(6425, 6432, 1.25); FPS(10); Hurt_All(); Next(6418, 6435); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(6417, 6418); N_TargetPose(); TargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); TargetValue(HardFrame_Hammer_Ground_Damage * 1.3); TargetMove(Ground_Gravity * 10, 0, 0); AirTargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); AirTargetValue(HardFrame_Hammer_Air_Damage * 1.3); AirTargetMove(Air_Gravity * 10, 0, -30); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 1.3); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Galactic_Anvil_Attack_2_1); OnHit ("Hit_Bloody11" , "weap_06_hammer_hit_02" ,0 ,-120); OnDefense ("Hit_Guard11" , "weap_06_hammer_grd_02" ,0 ,-120); OnHit2 ("MOV_Shock_S"); EndAttack(); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(6418, 6419); N_TargetPoseFlyUp(); TargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Hammer_Ground_Damage * 1.3); TargetMove(Ground_Gravity * 20, 0, 35); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Hammer_Air_Damage * 1.3); AirTargetMove(Air_Gravity * 20, 0, 35); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 1.3); DefenseMove(Defense_Gravity * 20, 0, 35); AttackPower(Galactic_Anvil_Attack_2_1); OnHit ("Hit_Bloody13" , "weap_06_hammer_hit_04" ,0 ,125); OnDefense ("Hit_Guard13" , "weap_06_hammer_grd_02" ,0 ,125); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(); DragFrame(6415, 6422); DragSFX(-62,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Long1, 6416); SFX("WPN6_LightWP", -1); SFX("MOV_RunRStep", 6409); SFX("WPN6_798", 6418); SFX("COM_HitG_50", 6418); SFX("COM_HitG_50", 6418); SFX("WPN6_ShockM", 6418); SFX("MOV_FallDown", 6418); SFX("MOV_Jump", 6423); SFX("MOV_RunRStep", 6428); SFX("MOV_RunLStep", 6432); SND("weap_08_glove_slash_03", -1); SND("weap_06_hammer_slash_03", 6417); SND("weap_06_hammer_grd_03", 6418); SND("weap_06_hammer_grd_05", 6418); SND("char_01_footstep_on_dirt_01", 6409); SND("char_01_footstep_on_dirt_01", 6428); SND("char_01_footstep_on_dirt_03", 6432); EndPose(798); // 大錘劈腿砸震3 StartPose(799); BlendTime(0.2); Frame(6409, 6436); Hard(6409, 6415, 1.5); Hard(6415, 6420); Hard(6420, 6425, 1.5); Hard(6425, 6432, 1.25); FPS(10); Hurt_All(); Next(6418, 6435); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(6417, 6418); N_TargetPose(); TargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); TargetValue(HardFrame_Hammer_Ground_Damage * 1.3); TargetMove(Ground_Gravity * 11, 0, 0); AirTargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); AirTargetValue(HardFrame_Hammer_Air_Damage * 1.3); AirTargetMove(Air_Gravity * 11, 0, -30); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 1.3); DefenseMove(Defense_Gravity * 11, 0, 0); AttackPower(Galactic_Anvil_Attack_3_1); OnHit ("Hit_Bloody11" , "weap_06_hammer_hit_02" ,0 ,-120); OnDefense ("Hit_Guard11" , "weap_06_hammer_grd_02" ,0 ,-120); OnHit2 ("MOV_Shock_S"); EndAttack(); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(6418, 6419); N_TargetPoseFlyUp(); TargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Hammer_Ground_Damage * 1.3); TargetMove(Ground_Gravity * 20, 0, 45); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Hammer_Air_Damage * 1.3); AirTargetMove(Air_Gravity * 20, 0, 45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 1.3); DefenseMove(Defense_Gravity * 20, 0, 45); AttackPower(Galactic_Anvil_Attack_3_1); OnHit ("Hit_Bloody13" , "weap_06_hammer_hit_04" ,0 ,125); OnDefense ("Hit_Guard13" , "weap_06_hammer_grd_02" ,0 ,125); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(); DragFrame(6415, 6422); DragSFX(-62,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Long2, 6416); SFX("WPN6_LightWP", -1); SFX("MOV_RunRStep", 6409); SFX("WPN6_799", 6418); SFX("COM_HitG_50", 6418); SFX("COM_HitG_50", 6418); SFX("COM_HitG_50", 6418); SFX("WPN6_ShockL", 6418); SFX("MOV_FallDown", 6418); SFX("MOV_Jump", 6423); SFX("MOV_RunRStep", 6428); SFX("MOV_RunLStep", 6432); SND("weap_08_glove_slash_03", -1); SND("weap_06_hammer_slash_02", 6417); SND("weap_06_hammer_slash_03", 6417); SND("weap_06_hammer_grd_03", 6418); SND("impa_01_bomb_middle_01", 6418); SND("char_01_footstep_on_dirt_01", 6409); SND("char_01_footstep_on_dirt_01", 6428); SND("char_01_footstep_on_dirt_03", 6432); EndPose(799); // 大錘劈腿砸震4 StartPose(800); BlendTime(0.2); Frame(6409, 6436); Hard(6409, 6415, 1.5); Hard(6415, 6420); Hard(6420, 6425, 1.5); Hard(6425, 6432, 1.25); FPS(10); Hurt_All(); Next(6418, 6435); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(6417, 6418); N_TargetPose(); TargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); TargetValue(HardFrame_Hammer_Ground_Damage * 1.3); TargetMove(Ground_Gravity * 12, 0, 0); AirTargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); AirTargetValue(HardFrame_Hammer_Air_Damage * 1.3); AirTargetMove(Air_Gravity * 12, 0, -30); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 1.3); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Galactic_Anvil_Attack_4_1); OnHit ("Hit_Bloody11" , "weap_06_hammer_hit_02" ,0 ,-120); OnDefense ("Hit_Guard11" , "weap_06_hammer_grd_02" ,0 ,-120); OnHit2 ("MOV_Shock_S"); EndAttack(); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(6418, 6419); N_TargetPoseFlyUp(); TargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Hammer_Ground_Damage * 1.3); TargetMove(Ground_Gravity * 20, 0, 75); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Hammer_Air_Damage * 1.3); AirTargetMove(Air_Gravity * 20, 0, 75); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 1.3); DefenseMove(Defense_Gravity * 20, 0, 75); AttackPower(Galactic_Anvil_Attack_4_1); OnHit ("Hit_Bloody13" , "weap_06_hammer_hit_04" ,0 ,125); OnDefense ("Hit_Guard13" , "weap_06_hammer_grd_02" ,0 ,125); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(); DragFrame(6415, 6422); DragSFX(-62,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Long3, 6416); SFX("WPN6_LightWP", -1); SFX("MOV_RunRStep", 6409); SFX("WPN6_799", 6418); SFX("COM_HitG_50", 6418); SFX("COM_HitG_50", 6418); SFX("COM_HitG_50", 6418); SFX("COM_HitG_50", 6418); SFX("WPN6_ShockX", 6418); SFX("MOV_FallDown", 6418); SFX("MOV_Jump", 6423); SFX("MOV_RunRStep", 6428); SFX("MOV_RunLStep", 6432); SND("weap_08_glove_slash_03", -1); SND("weap_06_hammer_slash_03", 6417); SND("weap_12_dart_slash_03", 6417); SND("weap_06_hammer_grd_03", 6418); SND("weap_06_hammer_grd_06", 6418); SND("impa_01_bomb_middle_02", 6418); SND("char_01_footstep_on_dirt_01", 6409); SND("char_01_footstep_on_dirt_01", 6428); SND("char_01_footstep_on_dirt_03", 6432); EndPose(800); /* // 大錘怒氣甩錘前段原 由於變更動作且因為兵器脫手切為3段 改為以下的820 821 822 StartPose(820); BlendTime(0.1); Frame(9444, 9469); Soft(9444, 9448, 2); Hard(9449, 9465); Hard(9465, 9467, 0.8); Hard(9467, 9469); Link(821); FPS(10); Hurt_All(); StartAttack(); AttackType(1); Attack_T_hand(); AttackFrame(9452, 9454); N_TargetPose(); TargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 206); TargetValue(HardFrame_Hammer_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 8, 15, 75); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 206); AirTargetValue(HardFrame_Hammer_Air_Damage * 1); AirTargetMove(Air_Gravity * 8, 15, 75); DefensePose(344,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 0.6); DefenseMove(Defense_Gravity * 8, 45, 0); AttackPower(AttackPower_Hammer * 0.3); OnHit ("Hit_Bloody23" , "weap_06_hammer_hit_03" ,-75 ,-10); OnDefense ("Hit_Guard23" , "weap_06_hammer_grd_03" ,-75 ,-10); EndAttack(); StartAttack(); AttackType(1); Attack_T_hand(); AttackFrame(9457, 9459); N_TargetPose(); TargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 206); TargetValue(HardFrame_Hammer_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 7, 15, 75); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 206); AirTargetValue(HardFrame_Hammer_Air_Damage * 1); AirTargetMove(Air_Gravity * 7, 15, 75); DefensePose(344,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 0.6); DefenseMove(Defense_Gravity * 7, 45, 0); AttackPower(AttackPower_Hammer * 0.4); OnHit ("Hit_Bloody23" , "weap_06_hammer_hit_03" ,-75 ,-10); OnDefense ("Hit_Guard23" , "weap_06_hammer_grd_03" ,-75 ,-10); EndAttack(); StartAttack(); AttackType(1); Attack_T_hand(); AttackFrame(9461, 9463); N_TargetPose(); TargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 206); TargetValue(HardFrame_Hammer_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 6, 15, 75); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 206); AirTargetValue(HardFrame_Hammer_Air_Damage * 1); AirTargetMove(Air_Gravity * 6, 15, 75); DefensePose(344,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 0.6); DefenseMove(Defense_Gravity * 6, 45, 0); AttackPower(AttackPower_Hammer * 0.8); OnHit ("Hit_Bloody23" , "weap_06_hammer_hit_03" ,-75 ,-10); OnDefense ("Hit_Guard23" , "weap_06_hammer_grd_03" ,-75 ,-10); EndAttack(); StartAttack(); AttackType(1); Attack_T_hand(); AttackFrame(9468, 9469); N_TargetPose(); TargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); TargetValue(HardFrame_Hammer_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 18, 0, -45); AirTargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); AirTargetValue(HardFrame_Hammer_Air_Damage * 1.2); AirTargetMove(Air_Gravity * 18, 0, -45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 0.6); DefenseMove(Defense_Gravity * 14, 0, 0); AttackPower(AttackPower_Hammer * 1); OnHit ("Hit_Bloody12" , "weap_06_hammer_hit_03" ,0 ,-125); OnDefense ("Hit_Guard12" , "weap_06_hammer_grd_03" ,0 ,-125); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(); DragFrame(9450, 9469); DragSFX(-63,0,0,0); EndDrag(); Box(2); SFX("WPN6_LightWP", -1); SFX("WPN6_LightWP", 9456); SFX("USE_SmallSkill", -1); SFX("MOV_RunLStep", 9444); SFX("MOV_RunRStep", 9450); SFX("COM_HitG_RB", 9466); SFX("COM_HitG_B25", 9467); SFX("WPN6_820", 9452); SFX("WPN6_820", 9456); SFX("WPN6_820", 9461); SFX("MOV_Dust_M", 9452); SFX("MOV_Dust_M", 9456); SFX("MOV_Dust_M", 9461); SFX("MOV_Shock_M", 9452); SFX("MOV_Shock_M", 9456); SFX("MOV_Shock_M", 9461); SND("impa_03_wave_suck_01", -1); SND("weap_06_hammer_slash_02", 9452); SND("weap_06_hammer_slash_03", 9452); SND("weap_06_hammer_slash_02", 9456); SND("weap_06_hammer_slash_03", 9456); SND("weap_06_hammer_slash_02", 9461); SND("weap_06_hammer_slash_03", 9461); SND("weap_04_spear_grd_02", 9466); SND("weap_04_spear_grd_03", 9467); SND("weap_06_hammer_slash_01", 9467); SND("weap_06_hammer_slash_02", 9468); SND("weap_06_hammer_slash_03", 9468); SND("char_01_footstep_on_dirt_03", 9444); SND("char_01_footstep_on_dirt_03", 9450); EndPose(820); */ // 大錘怒氣甩錘前段 StartPose(820); BlendTime(0.1); Frame(9444, 9461); Soft(9444, 9448, 2); Hard(9449, 9461); Link(821); FPS(10); Hurt_Body_Only(); StartAttack(); AttackType(1); Attack_T_hand(); AttackFrame(9452, 9461); N_TargetPoseFlyOut(); TargetPose(208,209,207,205); TargetValue(HardFrame_Hammer_Ground_Damage * 1); TargetMove(Ground_Gravity * 18, 115, 15); AirTargetPose(208,209,207,205); AirTargetValue(HardFrame_Hammer_Air_Damage * 1); AirTargetMove(Air_Gravity * 18, 115, 15); DefensePose(344,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 1); DefenseMove(Defense_Gravity * 18, 115, 15); AttackPower(Destroyer_of_Worlds_1); OnHit ("Hit_Bloody23" , "weap_06_hammer_hit_02" ,-75 ,-10); OnDefense ("Hit_Guard23" , "weap_06_hammer_grd_02" ,-75 ,-10); EndAttack(); StartDrag(); DragFrame(9450, 9461); DragSFX(-63,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Charge2, -1); CHR(VOC_Attack_Long2, 9452); SFX("WPN6_LightWP", -1); SFX("WPN6_LightWP", 9456); SFX("USE_SmallSkill", -1); SFX("MOV_RunLStep", 9444); SFX("MOV_RunRStep", 9450); SFX("WPN6_820", 9452); SFX("WPN6_820", 9456); SFX("WPN6_820", 9460); SFX("MOV_Dust_M", 9452); SFX("MOV_Dust_M", 9456); SFX("MOV_Dust_M", 9460); SFX("MOV_Shock_M", 9452); SFX("MOV_Shock_M", 9456); SFX("MOV_Shock_M", 9460); SFX("MOV_Jump", 9461); SFX("COM_HitG_R25", 9461); SFX("COM_HitG_R25", 9461); SND("impa_03_wave_suck_01", -1); SND("weap_06_hammer_slash_02", 9452); SND("weap_06_hammer_slash_03", 9452); SND("weap_06_hammer_slash_02", 9456); SND("weap_06_hammer_slash_03", 9456); SND("weap_06_hammer_slash_02", 9460); SND("weap_06_hammer_slash_03", 9460); SND("char_01_footstep_on_dirt_01", 9444); SND("char_01_footstep_on_dirt_01", 9450); SND("char_04_jump", 9461); SND("weap_04_spear_grd_02", 9461); SND("weap_04_spear_grd_03", 9461); EndPose(820); // 大錘怒氣甩錘中段1 StartPose(821); BlendTime(0.1); Frame(9462, 9467); Hard(9462, 9465); Hard(9465, 9467, 0.8); Link(822); FPS(10); Hurt_Body_Only(); Box(4); SND("weap_08_glove_slash_03", 9465); EndPose(821); // 女體型大錘怒氣甩錘中段1 StartPose(1579); BlendTime(0.1); Frame(9626, 9631); Hard(9626, 9629); Hard(9629, 9631, 0.8); Link(822); FPS(10); Hurt_Body_Only(); Box(4); SND("weap_08_glove_slash_03", 9629); EndPose(1579); // 王體型大錘怒氣甩錘中段1 StartPose(1580); BlendTime(0.1); Frame(9632, 9637); Hard(9632, 9635); Hard(9635, 9637, 0.8); Link(822); FPS(10); Hurt_Body_Only(); Box(4); SND("weap_08_glove_slash_03", 9635); EndPose(1580); // 大錘怒氣甩錘中段2 StartPose(822); BlendTime(0.1); Frame(9468, 9469); Hard(9468, 9469); Link(823); FPS(10); Hurt_Body_Only(); StartAttack(); AttackType(1); Attack_T_hand(); AttackFrame(9468, 9469); N_TargetPoseFlyUp(); TargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Hammer_Ground_Damage * 1.6); TargetMove(Ground_Gravity * 25, 0, 60); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Hammer_Air_Damage * 1.6); AirTargetMove(Air_Gravity * 25, 0, 60); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 1.6); DefenseMove(Defense_Gravity * 25, 0, 60); AttackPower(Destroyer_of_Worlds_2); OnHit ("Hit_Bloody12" , "weap_06_hammer_hit_03" ,0 ,-125); OnDefense ("Hit_Guard12" , "weap_06_hammer_grd_03" ,0 ,-125); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(); DragFrame(9468, 9469); DragSFX(-63,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Long1, -1); SND("weap_12_dart_slash_03", 9468); SND("weap_06_hammer_slash_03", 9468); EndPose(822); // 大錘怒氣甩錘後段 StartPose(823); BlendTime(0.05); Frame(6342, 6372); Hard(6342, 6360); FPS(20); Hurt_Body_Only(); Next(6355, 6372); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(6342, 6343); N_TargetPoseFlyUp(); TargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Hammer_Ground_Damage * 1.6); TargetMove(Ground_Gravity * 25, 0, 60); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Hammer_Air_Damage * 1.6); AirTargetMove(Air_Gravity * 25, 0, 60); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 1.6); DefenseMove(Defense_Gravity * 25, 0, 60); AttackPower(Destroyer_of_Worlds_2); OnHit ("Hit_Bloody13" , "weap_06_hammer_hit_02" ,0 ,125); OnDefense ("Hit_Guard13" , "weap_06_hammer_grd_02" ,0 ,125); OnHit2 ("MOV_Shock_S"); EndAttack(); Box(4); SFX("WPN6_821", -1); SFX("MOV_Dust_L", -1); SFX("WPN6_ShockX", -1); SFX("COM_HitG_50", -1); SFX("COM_HitG_50", -1); SFX("COM_HitG_50", -1); SFX("WPN6_LightWP", -1); SFX("MOV_RunLStep", 6350); SFX("MOV_RunRStep", 6356); SFX("MOV_RunLStep", 6367); SND("weap_06_hammer_grd_03", -1); SND("impa_01_bomb_big_01", -1); SND("impa_02_sand_blow_up_big", -1); SND("char_01_footstep_on_dirt_01", 6350); SND("char_01_footstep_on_dirt_01", 6367); EndPose(823); // 大錘怒爆技氣爆 StartPose(801); BlendTime(0.3); Frame(6438, 6449); Hard(6439, 6449); Link(802); FPS(15); Hurt_Body_Only(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(6445, 6449); N_TargetPoseFlyOut(); TargetPose(212,213,214,215); TargetValue(HardFrame_Hammer_Ground_Damage * 2.5); TargetMove(Ground_Gravity * 10, 0, 15); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Hammer_Air_Damage * 2.5); AirTargetMove(Air_Gravity * 11, 0, 15); DefensePose(342,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 2.5); DefenseMove(Defense_Gravity * 12, 0, 15); AttackPower(Supernova_1); OnHit ("Hit_Bloody11" , "weap_06_hammer_hit_03" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_06_hammer_grd_03" ,0 ,0); OnHit2 ("MOV_Shock_S"); EndAttack(); Box(1); CHR(VOC_Attack_Charge3, -1); CHR(VOC_Attack_Strong, 6444); SFX("USE_SuperSkill", -1); SFX("MOV_RunLStep", 6439); SFX("MOV_RunRStep", 6440); SFX("MOV_Jump", 6445); SFX("WPN6_801", 6445); SFX("MOV_Shock_S", 6447); SFX("MOV_TeamAssist", 6445); SFX("MOV_TeamAssist", 6447); SFX("MOV_TeamAssist", 6449); SND("impa_03_wave_suck_02", -1); SND("weap_08_glove_slash_03", 6441); SND("weap_06_hammer_slash_03", 6444); SND("weap_06_hammer_hit_02", 6445); SND("weap_05_blade_slash_02", 6445); SND("weap_05_blade_slash_02", 6447); EndPose(801); // 大錘怒爆技昇程 StartPose(802); BlendTime(0.05); Frame(6450, 6460); Hard(6450, 6460); Link(803); FPS(10); Hurt_Small_Body(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(6450, 6460); N_TargetPoseFlyUp(); TargetPose(205,207,208,209); TargetValue(HardFrame_Hammer_Ground_Damage * 2); TargetMove(Ground_Gravity * 15, 0, 45); AirTargetPose(205,207,208,209); AirTargetValue(HardFrame_Hammer_Air_Damage * 2); AirTargetMove(Air_Gravity * 13, 0, 45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 2); DefenseMove(Defense_Gravity * 12, 0, 45); AttackPower(Supernova_2); OnHit ("Hit_Bloody22" , "weap_08_glove_hit_06" ,0 ,-45); OnDefense ("Hit_Guard22" , "weap_08_glove_grd_06" ,0 ,-45); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(); DragFrame(6453, 6460); DragSFX(-63,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Middle, 6453); SFX("WPN6_802", 6454); SFX("WPN6_802A", 6454); SFX("MOV_Dust_S", 6454); SFX("MOV_RunRStep", 6454); SFX("MOV_JumpHigh", 6454); SFX("WPN6_801", 6450); SFX("WPN6_801", 6455); SFX("WPN6_801", 6460); SND("char_04_jump_high", 6454); SND("weap_05_blade_slash_02", -1); SND("weap_05_blade_slash_02", 6452); SND("weap_05_blade_slash_02", 6454); SND("weap_05_blade_slash_02", 6456); SND("weap_05_blade_slash_02", 6458); EndPose(802); // 大錘怒爆技擲錘 StartPose(803); BlendTime(0.05); Frame(6461, 6470); Hard(6461, 6470); Link(804); FPS(10); Hurt_Small_Body(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(6464, 6466); N_TargetPose(); TargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); TargetValue(HardFrame_Hammer_Ground_Damage * 2); TargetMove(Ground_Gravity * 30, 0, -85); AirTargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); AirTargetValue(HardFrame_Hammer_Air_Damage * 2); AirTargetMove(Air_Gravity * 30, 0, -85); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 2); DefenseMove(Defense_Gravity * 30, 0, -85); AttackPower(Supernova_3); OnHit ("Hit_Bloody12" , "weap_06_hammer_hit_06" ,0 ,0); OnDefense ("Hit_Guard12" , "weap_06_hammer_grd_06" ,0 ,0); OnHit2 ("MOV_Shock_S"); EndAttack(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(6466, 6470); N_TargetPoseFlyUp(); TargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Hammer_Ground_Damage * 2.5); TargetMove(Ground_Gravity * 30, 0, 45); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Hammer_Air_Damage * 2.5); AirTargetMove(Air_Gravity * 30, 0, 45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 2.5); DefenseMove(Defense_Gravity * 30, 0, 45); AttackPower(Supernova_3); OnHit ("Hit_Bloody12" , "weap_06_hammer_hit_06" ,0 ,0); OnDefense ("Hit_Guard12" , "weap_06_hammer_grd_06" ,0 ,0); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(); DragFrame(6461, 6470); DragSFX(-63,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Long2, 6463); SFX("WPN6_LightWP", -1); SFX("WPN6_803", 6461); SFX("WPN6_803A", 6461); SFX("WPN6_803B", 6466); SFX("WPN6_ShockM", 6466); SND("weap_05_blade_slash_02", 6462); SND("impa_03_wave_suck_01", 6463); EndPose(803); // 大錘怒爆技落下 StartPose(804); BlendTime(0.05); Frame(6471, 6473); Hard(6471, 6473); //Loop(6473, 6473); Link(805); FPS(10); Hurt_Small_Body(); Box(1); SND("weap_08_glove_slash_03", 6471); EndPose(804); // 大錘怒爆技落地緩衝 StartPose(805); BlendTime(0.05); Frame(6474, 6503); Hard(6474, 6502); FPS(15); Hurt_Body_Only(); Box(1); SFX("MOV_FallDown", 6474); SFX("MOV_Dust_M", 6475); SFX("MOV_RunLStep", 6482); SFX("MOV_RunRStep", 6495); SFX("MOV_RunLStep", 6502); SND("weap_11_gun_hit_02", 6474); SND("weap_04_spear_grd_03", 6486); SND("weap_06_hammer_slash_01", 6486); SND("weap_11_gun_hit_03", 6493); SND("char_01_footstep_on_dirt_01", 6482); SND("char_01_footstep_on_dirt_01", 6495); SND("char_01_footstep_on_dirt_01", 6502); EndPose(805); // 王體型大錘怒爆技落地緩衝 StartPose(1578); BlendTime(0.05); Frame(9596, 9625); Hard(9596, 9625); FPS(15); Hurt_Body_Only(); Box(1); SFX("MOV_FallDown", 9596); SFX("MOV_Dust_M", 9597); SFX("MOV_RunLStep", 9605); SFX("MOV_RunRStep", 9617); SND("weap_11_gun_hit_02", 9596); SND("weap_04_spear_grd_03", 9608); SND("weap_06_hammer_slash_01", 9608); SND("weap_11_gun_hit_03", 9615); SND("char_01_footstep_on_dirt_01", 9605); SND("char_01_footstep_on_dirt_01", 9617); EndPose(1578); // 大錘齊發技氣合1 StartPose(806); BlendTime(0.15); Frame(6446, 6448); Soft(6447, 6448); Loop(6447,6448); FPS(10); Hurt_Body(); StartAttack(); AttackFrame(6447, 6448); TeamAssistChiImpact(); EndAttack(); Box(1); CHR(VOC_Attack_Charge3, -1); SFX("MOV_ChiCharge", -1); SFX("WPN6_LightWP", 6448); SFX("MOV_TeamAssist", 6448); SFX("MOV_Shock_S", 6448); SND("envi_21_noise_06", -1); SND("weap_05_blade_slash_02", 6448); EndPose(806); // 大錘齊發技昇程1 StartPose(807); BlendTime(0.05); Frame(6505, 6525); Hard(6505, 6525); Link(808); FPS(10); Hurt_Small_Body(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(6505, 6525); N_TargetPoseFlyUp(); TargetPose(210,210,210,210); TargetValue(HardFrame_Hammer_Ground_Damage * 2); TargetMove(Ground_Gravity * 15, 0, 45); AirTargetPose(210,210,210,210); AirTargetValue(HardFrame_Hammer_Air_Damage * 2); AirTargetMove(Air_Gravity * 13, 0, 45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 2); DefenseMove(Defense_Gravity * 12, 0, 45); AttackPower(Hypernova_1); OnHit ("Hit_Bloody22" , "weap_08_glove_hit_06" ,0 ,-45); OnDefense ("Hit_Guard22" , "weap_08_glove_grd_06" ,0 ,-45); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(); DragFrame(6507, 6525); DragSFX(-63,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Strong, 6510); SFX("USE_SuperSkill", -1); SFX("WPN6_807", 6511); SFX("WPN6_802", 6511); SFX("WPN6_802A", 6511); SFX("MOV_Dust_S", 6511); SFX("MOV_RunRStep", 6511); SFX("MOV_JumpHigh", 6511); SFX("MOV_Shock_M", 6511); SFX("WPN6_801", 6505); SFX("WPN6_801", 6510); SFX("WPN6_801", 6515); SFX("WPN6_801", 6520); SFX("WPN6_801", 6525); SND("impa_03_wave_suck_02", -1); SND("weap_05_blade_slash_02", 6505); SND("weap_05_blade_slash_02", 6508); SND("weap_05_blade_slash_02", 6511); SND("weap_05_blade_slash_02", 6514); SND("weap_05_blade_slash_02", 6517); SND("weap_05_blade_slash_02", 6520); SND("weap_05_blade_slash_02", 6523); SND("impa_01_bomb_big_01", 6511); SND("char_04_jump_high", 6511); SND("weap_06_hammer_grd_03", 6513); SND("weap_06_hammer_slash_01", 6516); SND("weap_06_hammer_slash_01", 6519); SND("weap_06_hammer_slash_01", 6522); SND("weap_06_hammer_slash_01", 6525); EndPose(807); // 大錘齊發技擲錘1 StartPose(808); BlendTime(0.05); Frame(6526, 6535); Hard(6526, 6535); Link(809); FPS(10); Hurt_Small_Body(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(6528, 6530); N_TargetPose(); TargetPose(DMGPose_25 + 211, DMGPose_25 + 211, DMGPose_25 + 211, DMGPose_25 + 211); TargetValue(HardFrame_Hammer_Ground_Damage * 2); TargetMove(Ground_Gravity * 30, 0, -85); AirTargetPose(DMGPose_25 + 211, DMGPose_25 + 211, DMGPose_25 + 211, DMGPose_25 + 211); AirTargetValue(HardFrame_Hammer_Air_Damage * 2); AirTargetMove(Air_Gravity * 30, 0, -85); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 2); DefenseMove(Defense_Gravity * 30, 0, -85); AttackPower(Hypernova_2); OnHit ("Hit_Bloody12" , "weap_06_hammer_hit_06" ,0 ,0); OnDefense ("Hit_Guard12" , "weap_06_hammer_grd_06" ,0 ,0); OnHit2 ("MOV_Shock_S"); EndAttack(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(6530, 6535); N_TargetPoseFlyOut(); TargetPose(DMGPose_65 + 212, DMGPose_65 + 213, DMGPose_65 + 214, DMGPose_65 + 215); TargetValue(HardFrame_Hammer_Ground_Damage * 2.5); TargetMove(Ground_Gravity * 18, 0, 45); AirTargetPose(DMGPose_65 + 212, DMGPose_65 + 213, DMGPose_65 + 214, DMGPose_65 + 215); AirTargetValue(HardFrame_Hammer_Air_Damage * 2.5); AirTargetMove(Air_Gravity * 18, 0, 45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 2.5); DefenseMove(Defense_Gravity * 18, 0, 45); AttackPower(Hypernova_2); OnHit ("Hit_Bloody12" , "weap_06_hammer_hit_06" ,0 ,0); OnDefense ("Hit_Guard12" , "weap_06_hammer_grd_06" ,0 ,0); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(); DragFrame(6526, 6535); DragSFX(-63,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Long2, 6528); SFX("WPN6_LightWP", -1); SFX("WPN6_803", 6526); SFX("WPN6_803A", 6526); SFX("WPN6_808", 6530); SFX("WPN6_ShockL", 6530); SND("weap_05_blade_slash_02", 6526); SND("impa_03_wave_suck_01", 6527); EndPose(808); // 大錘齊發技落下1 StartPose(809); BlendTime(0.05); Frame(6471, 6473); Hard(6471, 6473); //Loop(6473, 6473); Link(810); FPS(15); Hurt_Small_Body(); Box(1); SND("weap_08_glove_slash_03", 6471); EndPose(809); // 大錘齊發技落地緩衝1 StartPose(810); BlendTime(0.05); Frame(6474, 6503); Hard(6474, 6502); FPS(15); Hurt_Body_Only(); Box(1); SFX("MOV_FallDown", 6474); SFX("MOV_Dust_M", 6475); SFX("MOV_RunLStep", 6482); SFX("MOV_RunRStep", 6495); SFX("MOV_RunLStep", 6502); SND("weap_11_gun_hit_02", 6474); SND("weap_04_spear_grd_03", 6486); SND("weap_06_hammer_slash_01", 6486); SND("weap_11_gun_hit_03", 6493); SND("char_01_footstep_on_dirt_01", 6482); SND("char_01_footstep_on_dirt_01", 6495); SND("char_01_footstep_on_dirt_01", 6502); EndPose(810); // 大錘齊發技氣合2 StartPose(811); BlendTime(0.15); Frame(6446, 6448); Soft(6447, 6448); Loop(6447,6448); FPS(12); Hurt_Body(); StartAttack(); AttackFrame(6447, 6448); TeamAssistChiImpact(); EndAttack(); Box(1); CHR(VOC_Attack_Charge3, -1); SFX("MOV_ChiCharge", -1); SFX("WPN6_LightWP", 6448); SFX("MOV_TeamAssist", 6448); SFX("MOV_Shock_S", 6448); SND("envi_21_noise_06", -1); SND("weap_05_blade_slash_02", 6448); EndPose(811); // 大錘齊發技昇程2 StartPose(812); BlendTime(0.05); Frame(6536, 6598); Hard(6536, 6598); Link(813); FPS(20); Hurt_Small_Body(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(6536, 6595); N_TargetPoseFlyUp(); TargetPose(210,210,210,210); TargetValue(HardFrame_Hammer_Ground_Damage * 3); TargetMove(Ground_Gravity * 15, 0, 45); AirTargetPose(210,210,210,210); AirTargetValue(HardFrame_Hammer_Air_Damage * 3); AirTargetMove(Air_Gravity * 13, 0, 45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 3); DefenseMove(Defense_Gravity * 12, 0, 45); AttackPower(Lo_s_Last_Stand_1); OnHit ("Hit_Bloody22" , "weap_08_glove_hit_06" ,0 ,-45); OnDefense ("Hit_Guard22" , "weap_08_glove_grd_06" ,0 ,-45); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(); DragFrame(6536, 6598); DragSFX(-63,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Strong, 6546); CHR(VOC_Attack_Long3, 6595); SFX("USE_SuperSkill", -1); SFX("WPN6_LightWP", 6536); SFX("WPN6_LightWP", 6560); SFX("WPN6_LightWP", 6584); SND("impa_03_wave_suck_02", -1); SFX("WPN6_812", 6545); SFX("WPN6_807", 6547); SFX("WPN6_802", 6547); SFX("MOV_Dust_S", 6547); SFX("MOV_RunRStep", 6547); SFX("MOV_JumpHigh", 6547); SFX("MOV_Shock_M", 6547); SFX("WPN6_801", 6536); SFX("WPN6_801", 6545); SFX("WPN6_801", 6555); SFX("WPN6_801", 6565); SFX("WPN6_801", 6575); SFX("WPN6_801", 6585); SFX("WPN6_801", 6595); SND("weap_05_blade_slash_02", 6536); SND("weap_05_blade_slash_02", 6542); SND("weap_05_blade_slash_02", 6548); SND("weap_05_blade_slash_02", 6554); SND("weap_05_blade_slash_02", 6560); SND("weap_05_blade_slash_02", 6566); SND("weap_05_blade_slash_02", 6572); SND("weap_05_blade_slash_02", 6578); SND("weap_05_blade_slash_02", 6584); SND("weap_05_blade_slash_02", 6590); SND("weap_05_blade_slash_02", 6596); SND("weap_06_hammer_slash_07", 6546); SND("weap_06_hammer_slash_07", 6552); SND("weap_06_hammer_slash_07", 6558); SND("weap_06_hammer_slash_07", 6564); SND("weap_06_hammer_slash_07", 6570); SND("weap_06_hammer_slash_07", 6576); SND("weap_06_hammer_slash_07", 6582); SND("weap_06_hammer_slash_07", 6588); SND("weap_06_hammer_slash_07", 6598); SND("char_04_jump_high", 6547); SND("impa_03_wave_suck_02", 6547); EndPose(812); // 大錘齊發技擲錘2 兵器脫手 StartPose(813); BlendTime(0.05); Frame(6599, 6611); Hard(6599, 6604); Hard(6604, 6608, 0.5); Hard(6608, 6611); Link(814); FPS(20); Hurt_Small_Body(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(6599, 6601); N_TargetPose(); TargetPose(DMGPose_25 + 211, DMGPose_25 + 211, DMGPose_25 + 211, DMGPose_25 + 211); TargetValue(HardFrame_Hammer_Ground_Damage * 2); TargetMove(Ground_Gravity * 30, 0, -85); AirTargetPose(DMGPose_25 + 211, DMGPose_25 + 211, DMGPose_25 + 211, DMGPose_25 + 211); AirTargetValue(HardFrame_Hammer_Air_Damage * 2); AirTargetMove(Air_Gravity * 30, 0, -85); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 2); DefenseMove(Defense_Gravity * 30, 0, -85); AttackPower(Lo_s_Last_Stand_2); OnHit ("Hit_Bloody12" , "weap_06_hammer_hit_06" ,0 ,0); OnDefense ("Hit_Guard12" , "weap_06_hammer_grd_06" ,0 ,0); OnHit2 ("MOV_Shock_S"); EndAttack(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(6601, 6611); N_TargetPoseFlyOut(); TargetPose(DMGPose_65 + 212, DMGPose_65 + 213, DMGPose_65 + 214, DMGPose_65 + 215); TargetValue(HardFrame_Hammer_Ground_Damage * 2.5); TargetMove(Ground_Gravity * 20, 0, 65); AirTargetPose(DMGPose_65 + 212, DMGPose_65 + 213, DMGPose_65 + 214, DMGPose_65 + 215); AirTargetValue(HardFrame_Hammer_Air_Damage * 2.5); AirTargetMove(Air_Gravity * 20, 0, 65); DefensePose(343,346,347,348); DefenseValue(HardFrame_Hammer_Ground_Guard * 2.5); DefenseMove(Defense_Gravity * 20, 0, 65); AttackPower(Lo_s_Last_Stand_2); OnHit ("Hit_Bloody12" , "weap_06_hammer_hit_06" ,0 ,0); OnDefense ("Hit_Guard12" , "weap_06_hammer_grd_06" ,0 ,0); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(); DragFrame(6599, 6605); DragSFX(-63,0,0,0); EndDrag(); Box(4); SFX("WPN6_LightWP", -1); SFX("WPN6_801", -1); SFX("WPN6_803", 6599); SFX("WPN6_803A", 6599); SFX("WPN6_813", 6601); SFX("WPN6_ShockX", 6601); SND("weap_05_blade_slash_02", 6599); SND("impa_03_wave_suck_01", 6600); EndPose(813); // 大錘齊發技落下2 StartPose(814); BlendTime(0.05); Frame(6472, 6473); Hard(6472, 6473); //Loop(6473, 6473); Link(815); FPS(15); Hurt_Small_Body(); Box(1); SND("weap_08_glove_slash_03", 6472); EndPose(814); // 大錘齊發技落地緩衝2 StartPose(815); BlendTime(0.05); Frame(6474, 6503); Hard(6474, 6502); FPS(15); Hurt_Body_Only(); Box(1); SFX("MOV_FallDown", 6474); SFX("MOV_Dust_M", 6475); SFX("MOV_RunLStep", 6482); SFX("MOV_RunRStep", 6495); SFX("MOV_RunLStep", 6502); SND("weap_11_gun_hit_02", 6474); SND("weap_04_spear_grd_03", 6486); SND("weap_06_hammer_slash_01", 6486); SND("weap_11_gun_hit_03", 6493); SND("char_01_footstep_on_dirt_01", 6482); SND("char_01_footstep_on_dirt_01", 6495); SND("char_01_footstep_on_dirt_01", 6502); EndPose(815); //===========================指虎動作=========================== // 指虎統一動作段落 待機840 防禦841_848 速移849_852 WeaponUsualPose0(a=500 , s=5104); WeaponUsualPose1(a=500 , s=5104); WeaponUsualPose2(a=500 , s=5104); // 指虎組合技 百烈腳 StartPose(853); BlendTime(0.1); Frame(6890, 6923); FPS(30); Hard(6890, 6920); Hurt_Body(); Next(6912, 6922); StartAttack(); Attack_T_foot(); AttackFrame(6895, 6898); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Glove_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 11, 0, 0); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 14, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Shimmering_Airwalk_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_01" ,0 ,5); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_01" ,0 ,5); EndAttack(); StartAttack(); Attack_T_foot(); AttackFrame(6899, 6902); N_TargetPose(); TargetPose(200,202,204,203); TargetValue(HardFrame_Glove_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 11, 0, 0); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 14, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Shimmering_Airwalk_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_01" ,0 ,-10); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_01" ,0 ,-10); EndAttack(); StartAttack(); Attack_T_foot(); AttackFrame(6903, 6906); N_TargetPose(); TargetPose(203,204,201,202); TargetValue(HardFrame_Glove_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 11, 0, 0); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Glove_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 13, 0, 20); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.225); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Shimmering_Airwalk_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_02" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_02" ,0 ,0); EndAttack(); StartAttack(); Attack_T_foot(); AttackFrame(6907, 6910); N_TargetPose(); TargetPose(204,203,200,201); TargetValue(HardFrame_Glove_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 11, 0, 0); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Glove_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 13, 0, 20); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.225); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Shimmering_Airwalk_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_02" ,0 ,15); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_02" ,0 ,15); EndAttack(); StartAttack(); Attack_T_foot(); AttackFrame(6911, 6914); N_TargetPose(); TargetPose(200,202,203,204); TargetValue(HardFrame_Glove_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 11, 0, 0); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Glove_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 12, 0, 25); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Shimmering_Airwalk_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_03" ,0 ,10); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_03" ,0 ,10); EndAttack(); Box(1); CHR(VOC_Attack_Middle, 6890); SFX("WPN7_LKick", 6896); SFX("WPN7_LKick", 6900); SFX("WPN7_LKick", 6904); SFX("WPN7_LKick", 6908); SFX("WPN7_LKick", 6912); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_02", 6894); SND("weap_08_glove_slash_02", 6898); SND("weap_08_glove_slash_02", 6902); SND("weap_08_glove_slash_02", 6906); SND("weap_08_glove_slash_02", 6910); EndPose(853); // 指虎騰躍技 衝踢 StartPose(904); BlendTime(0.1); Frame(6777, 6781); FPS(20); Hard(6777, 6781); Loop(6781, 6781, 0.25); Link(905); Hurt_Body(); StartAttack(); Attack_T_foot(); AttackFrame(6780, 6781); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Glove_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 20, 0, -45); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 20, 0, -45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Diving_Talon_1); OnHit ("Hit_Bloody12" , "weap_14_foot_hit_01" ,0 ,45); OnDefense ("Hit_Guard12" , "weap_08_glove_grd_06" ,0 ,45); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(bu_L_UpperArm,bl_R_Thigh,bl_R_Calf,bl_R_Foot); DragFrame(6779, 6781); DragSFX(-72,0,0,0); DragLoop(1); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 6778); SFX("WPN7_904", 6780); SFX("WPN7_904A", 6781); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", 6778); SND("weap_14_foot_slash_01", 6780); EndPose(904); // 指虎騰躍技 緩衝 StartPose(905); BlendTime(0.001); Frame(6782, 6795); FPS(20); Hard(6782, 6785); Hard(6785, 6789, 1.5); Soft(6789, 6795, 2); Next(6782, 6794); Hurt_Body(); StartAttack(); Attack_T_foot(); AttackFrame(6782, 6783); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Glove_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 20, 0, -45); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 20, 0, -45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Diving_Talon_1); OnHit ("Hit_Bloody12" , "weap_14_foot_hit_01" ,0 ,45); OnDefense ("Hit_Guard12" , "weap_08_glove_grd_06" ,0 ,45); OnHit2 ("MOV_Shock_S"); EndAttack(); Box(2); SFX("MOV_Dust_S", 6782); SFX("MOV_RunLStep", 6794); SND("weap_08_glove_slash_03", -1); SND("weap_06_hammer_hit_01", 6782); SND("weap_11_gun_hit_02", 6782); SND("char_01_footstep_on_dirt_01", 6794); EndPose(905); // 指虎地面踢 (起身技 X) StartPose(831); BlendTime(0.1); Frame(904, 904); Hard(904, 904); FPS(10); HurtBone(); Link(832); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_03", -1); EndPose(831); // 指虎地面踢 (起身技 X) StartPose(832); BlendTime(0.15); Frame(7060, 7075); Hard(7060, 7064); Hard(7064, 7070, 1.5); Soft(7070, 7075, 2); FPS(20); Hurt_Body_Only(); Next(7062, 7074); StartAttack(); AttackType(0); Attack_R_foot(); AttackFrame(7061, 7063); N_TargetPose(); TargetPose(207,205,209,208); TargetValue(HardFrame_Glove_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 15, 0, 45); AirTargetPose(207,205,209,208); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 18, 0, 15); DefensePose(343,346,343,343); DefenseValue(HardFrame_Glove_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Rising_Tiger_Kick_1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_01" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_01" ,0 ,0); EndAttack(); StartDrag(bl_R_Thigh,bl_R_Calf,bl_R_Foot); DragFrame(7060, 7064); DragSFX(-3,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Middle, 7060); SFX("MOV_RunLStep", -1); SFX("MOV_RunRFall", 7069); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", -1); SND("weap_08_glove_slash_02", 7061); SND("char_01_footstep_on_dirt_01", 7069); EndPose(832); // 指虎空迴旋踢2 (起身技 Y) StartPose(833); BlendTime(0.1); Frame(904, 908); Hard(904, 905); Hard(905, 906, 1.25); Hard(906, 907, 1.5); Hard(907, 908, 2); FPS(12); HurtBone(); Link(834); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_03", -1); EndPose(833); // 指虎空迴旋踢2 (起身技 Y) StartPose(834); BlendTime(0.05); Frame(6963, 6975); Hard(6963, 6964, 1.25); Hard(6964, 6965, 0.5); Hard(6965, 6966, 2); Hard(6966, 6968, 0.65); Hard(6968, 6970, 0.8); Hard(6970, 6972, 1.5); Hard(6972, 6973, 0.75); Hard(6973, 6974, 0.5); // Hard(6974, 6975, 0.75); FPS(20); Hurt_Body_Only(); Next(6966, 6975); StartAttack(); Attack_R_foot(); AttackFrame(6965, 6967); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Glove_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 25, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 25, 0, 1); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Rising_Flying_Assault_1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_02" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_02" ,0 ,0); EndAttack(); StartDrag(bl_R_Thigh,bl_R_Calf,bl_R_Foot); DragFrame(6964, 6970); DragSFX(-72,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Light, 6965); SFX("MOV_TouchDown", 6973); SND("weap_08_glove_slash_02", 6965); SND("char_02_touchdown_on_concrete", 6973); EndPose(834); // 指虎上勾拳 (閃避技 ^X) StartPose(835); BlendTime(0.125); Frame(7090, 7120); Soft(7090, 7097, 1.5); Soft(7098, 7100, 1.5); Hard(7101, 7110); Soft(7110, 7120, 1.2); FPS(20); Hurt_R_Body(); Next(7103, 7119); StartAttack(); AttackType(0); Attack_L_hand(); AttackFrame(7102, 7104); N_TargetPose(); TargetPose(DMGPose_65 + 205, DMGPose_65 + 207, DMGPose_65 + 208, DMGPose_65 + 209); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 20, 0, 73); AirTargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 14, 0, 35); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Rushing_Gleaming_Gauntlet_1); OnHit ("Hit_Bloody22" , "weap_08_glove_hit_06" ,0 ,-75); OnDefense ("Hit_Guard22" , "weap_08_glove_grd_03" ,0 ,-75); EndAttack(); StartDrag(weapon,bu_L_Forearm,bu_L_Hand); DragFrame(7100, 7110); DragSFX(-72,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 7102); SFX("WPN7_Light_L", -1); SFX("MOV_RunRFall", -1); SFX("MOV_RunRStep", 7115); SFX("MOV_RunLStep", 7120); SFX("WPN7_871", 7101); SFX("MOV_Dust_S", 7104); SND("weap_13_punch_slash_02", 7101); SND("weap_06_hammer_hit_01", 7103); SND("weap_11_gun_hit_02", 7103); SND("char_01_footstep_on_dirt_01", -1); SND("char_01_footstep_on_dirt_03", 7115); SND("char_01_footstep_on_dirt_01", 7120); EndPose(835); // 指虎箭疾頂肘 (閃避技 ^Y) StartPose(836); BlendTime(0.125); Frame(7076, 7088); Soft(7076, 7077, 0.3); Soft(7077, 7077); Hard(7078, 7082); Hard(7082, 7084, 0.5); FPS(20); Hurt_R_Body(); Next(7080, 7087); StartAttack(); Attack_L_hand(); AttackFrame(7079, 7081); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Glove_Ground_Damage * 0.7); TargetMove(Ground_Gravity * 22, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 22, 0, 0.1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Rushing_Surging_Tackle_1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_05" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_03" ,0 ,0); OnHit2 ("STAT_Light"); EndAttack(); StartDrag(bu_Head,bu_Spine1,bu_Spine,bl_R_Thigh); DragFrame(7078, 7084); DragSFX(-73,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 7078); SFX("MOV_RunRStep", 7076); SFX("WPN7_870", 7077); SND("char_01_footstep_on_dirt_01", 7076); SND("weap_13_punch_slash_01", 7077); SND("weap_08_glove_slash_02", 7078); SND("weap_11_gun_hit_02", 7081); EndPose(836); // 指虎崩拳 (閃避技 ^X+Y) StartPose(837); BlendTime(0.15); Frame(7121, 7161); Soft(7121, 7124, 0.75); Hard(7125, 7127, 1.25); Hard(7127, 7129, 1.5); Hard(7129, 7131, 2); Hard(7131, 7132, 0.5); Hard(7132, 7137); Soft(7137, 7146, 1.25); Soft(7146, 7161, 1.5); FPS(20); Hurt_All(); Next(7130, 7160); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(7129, 7131); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 25, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 25, 0, 0.1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Rushing_Shining_Punch_1); OnHit ("Hit_Bloody12" , "weap_08_glove_hit_06" ,0 ,0); OnDefense ("Hit_Guard12" , "weap_08_glove_grd_03" ,0 ,0); OnHit2 ("STAT_Light"); EndAttack(); StartDrag(bu_Spine1,bu_R_UpperArm,bu_R_Forearm,bu_R_Hand); DragFrame(7126, 7135); DragSFX(-73,0,0,0); EndDrag(); Box(0); CHR(VOC_Attack_Strong, 7129); SFX("WPN7_Light_R", -1); SFX("WPN7_872", 7121); SFX("MOV_RunRStep", 7121); SFX("MOV_RunLStep", 7126); SFX("MOV_Dust_S", 7130); SFX("MOV_RunLStep", 7148); SND("weap_11_gun_hit_02", 7126); SND("weap_13_punch_slash_01", 7128); SND("weap_13_punch_slash_02", 7128); SND("weap_06_hammer_hit_01", 7130); SND("weap_13_punch_hit_02", 7130); SND("weap_08_glove_slash_03", 7158); SND("char_01_footstep_on_dirt_01", 7121); SND("char_01_footstep_on_dirt_01", 7148); EndPose(837); // 指虎待機暗器技段落 暗器技854 氣合1 855-856 氣合2 857-858 DartUsualPose(a=594 , s=5406); // 指虎空踢1 StartPose(859); BlendTime(0.1); Frame(6943, 6955); Hard(6943, 6949); Loop(6955, 6955); Link(860); FPS(20); Next(6947, 6954); Hurt_All(); StartAttack(); AttackFrame(6943, 6946); EndAttack(); StartAttack(); Attack_R_foot(); AttackFrame(6946, 6948); N_TargetPose(); TargetPose(200,202,203,204); TargetValue(HardFrame_Glove_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 11, 0, 0); AirTargetPose(DMGPose_45 + 209, DMGPose_45 + 208, DMGPose_45 + 205, DMGPose_45 + 207); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 12, 0, 60); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Dual_Strike_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_01" ,0 ,5); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_01" ,0 ,5); EndAttack(); StartDrag(bl_R_Calf,bl_R_Foot); DragFrame(6944, 6950); DragSFX(-71,0,0,0); EndDrag(); Box(2); SND("weap_08_glove_slash_01", 6946); EndPose(859); // 指虎空踢1 緩衝 StartPose(860); BlendTime(0.1); Frame(6956, 6959); Hard(6956, 6959); FPS(20); Hurt_All(); Box(1); SFX("MOV_TouchDown", 6956); SND("char_02_touchdown_on_concrete", 6956); EndPose(860); // 指虎空迴旋踢2 StartPose(861); BlendTime(0.1); Frame(6960, 6972); Hard(6961, 6971); Loop(6972, 6972); Link(862); FPS(20); Hurt_All(); Next(6966, 6971); StartAttack(); AttackFrame(6960, 6965); EndAttack(); StartAttack(); Attack_R_foot(); AttackFrame(6965, 6967); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Glove_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 22, 0, 1); AirTargetPose(DMGPose_45 + 212, DMGPose_45 + 213, DMGPose_45 + 214, DMGPose_45 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 15, 0, 25); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Flying_Assault_1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_02" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_02" ,0 ,0); EndAttack(); StartDrag(bl_R_Calf,bl_R_Foot); DragFrame(6964, 6970); DragSFX(-72,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Light, 6965); SND("weap_08_glove_slash_02", 6965); EndPose(861); // 指虎空迴旋踢2 緩衝 StartPose(862); BlendTime(0.1); Frame(6973, 6975); Hard(6973, 6975); FPS(20); Hurt_All(); Box(1); SFX("MOV_TouchDown", 6973); SND("char_02_touchdown_on_concrete", 6973); EndPose(862); // 指虎空下捶 StartPose(863); BlendTime(0.1); Frame(6977, 6988); Hard(6977, 6988); Loop(6988, 6988); Link(862); FPS(20); Hurt_Body(); StartAttack(); AttackFrame(6977, 6979); EndAttack(); StartAttack(); Attack_T_hand(); AttackFrame(6979, 6981); N_TargetPose(); TargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); TargetValue(HardFrame_Glove_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 20, 0, -75); AirTargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 20, 0, -75); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Rending_Talons_1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_03" ,0 ,75); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_03" ,0 ,75); OnHit2 ("STAT_Light"); EndAttack(); StartDrag(bu_R_Forearm,bu_R_Hand,bu_L_Forearm,bu_L_Hand); DragFrame(6978, 6984); DragSFX(-73,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 6979); SFX("WPN7_863", 6979); SND("weap_08_glove_slash_03", 6977); SND("weap_13_punch_slash_02", 6979); EndPose(863); // 指虎空下擊緩衝 StartPose(864); BlendTime(0); Frame(6989, 6994); FPS(20); Hard(6989, 6993, 1.5); Hurt_All(); Next(6989, 6993); Box(2); SFX("MOV_TouchDown", 6989); SND("char_02_touchdown_on_concrete", 6989); EndPose(864); // 指虎左掛掌 StartPose(865); BlendTime(0.125); FPS(20); Frame(6995, 7007); Soft(6995, 6996, 1.25); Hard(6996, 6997, 1.5); Hard(6997, 7000, 2); Hard(7000, 7001); Soft(7001, 7007, 1.5); Next(6998, 7006); Hurt_All(); StartAttack(); Attack_L_hand(); AttackFrame(6997, 6999); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Glove_Ground_Damage * 0.2); TargetMove(Ground_Gravity * 6, 0, 0); AirTargetPose(DMGPose_45 + 212, DMGPose_45 + 213, DMGPose_45 + 214, DMGPose_45 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 8, 0, 50); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.15); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(Vital_Chop_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_01" ,-5 ,-10); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_01" ,-5 ,-10); EndAttack(); StartDrag(weapon,bu_L_Forearm,bu_L_Hand); DragFrame(6995, 6999); DragSFX(-71,0,0,0); EndDrag(); Box(2); SFX("MOV_RunRStep", -1); SFX("MOV_RunLFall", 6998); SFX("MOV_RunRStep", 7005); SND("weap_08_glove_slash_01", 6997); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_dirt_01", 6998); SND("char_01_footstep_on_dirt_03", 7005); EndPose(865); // 指虎右勾拳 StartPose(866); BlendTime(0.15); FPS(20); Frame(7009, 7023); Hard(7011, 7012); Hard(7012, 7015, 2); Hard(7015, 7016); Soft(7016, 7023, 1.5); Next(7013, 7022); Hurt_All(); StartAttack(); Attack_R_hand(); AttackFrame(7012, 7014); N_TargetPose(); TargetPose(203,202,203,204); TargetValue(HardFrame_Glove_Ground_Damage * 0.225); TargetMove(Ground_Gravity * 7, 0, 0); AirTargetPose(DMGPose_25 + 207, DMGPose_25 + 205, DMGPose_25 + 209, DMGPose_25 + 208); AirTargetValue(HardFrame_Glove_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 8, 0, 0); DefensePose(344,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.175); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(Vital_Slash_2); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_02" ,-15 ,15); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_02" ,-15 ,15); EndAttack(); StartDrag(weapon,bu_R_Forearm,bu_R_Hand); DragFrame(7011, 7018); DragSFX(-72,0,0,0); EndDrag(); Box(2); SFX("MOV_RunRStep", -1); SFX("MOV_RunLFall", 7013); SFX("MOV_RunRStep", 7023); SND("weap_08_glove_slash_03", 7012); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_dirt_01", 7013); SND("char_01_footstep_on_dirt_03", 7023); EndPose(866); // 指虎左直拳 StartPose(867); BlendTime(0.2); FPS(20); Frame(7024, 7036); Hard(7024, 7032); Soft(7032, 7036, 1.25); Next(7026, 7035); Hurt_All(); StartAttack(); Attack_L_hand(); AttackFrame(7025, 7027); N_TargetPose(); TargetPose(204,202,203,204); TargetValue(HardFrame_Glove_Ground_Damage * 0.25); TargetMove(Ground_Gravity * 9, 0, 0); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 0.85); AirTargetMove(Air_Gravity * 20, 0, 1); DefensePose(345,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Vital_Stab_3); OnHit ("Hit_Bloody21" , "weap_13_punch_hit_02" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_03" ,0 ,0); EndAttack(); StartDrag(weapon,bu_L_Forearm,bu_L_Hand); DragFrame(7024, 7027); DragSFX(-71,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Light, 7025); SFX("MOV_RunRStep", -1); SFX("MOV_RunLFall", 7026); SFX("MOV_RunRStep", 7035); SND("weap_08_glove_slash_02", 7025); SND("weap_13_punch_slash_02", 7025); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_dirt_01", 7026); SND("char_01_footstep_on_dirt_03", 7035); EndPose(867); // 指虎旋震掌 StartPose(868); BlendTime(0.175); FPS(20); Frame(7037, 7056); Hard(7042, 7043, 0.5); Hard(7043, 7044); Hard(7044, 7046, 2); Hard(7046, 7051); Next(7045, 7055); Hurt_Body(); StartAttack(); AttackType(1); Attack_T_hand(); AttackFrame(7044, 7047); N_TargetPoseFlyOut(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Glove_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 20, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 18, 0, 0.1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.6); DefenseMove(Defense_Gravity * 15, 0, 5); AttackPower(Radiant_Burst_1); OnHit ("Hit_Bloody11" , "weap_13_punch_hit_02" ,180 ,0); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_03" ,180 ,0); OnHit2 ("STAT_Light"); EndAttack(); StartDrag(weapon,bu_L_Forearm,bu_L_Hand,bu_R_Forearm,bu_R_Hand); DragFrame(7042, 7048); DragSFX(-71,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 7044); SFX("WPN7_Light_L", -1); SFX("WPN7_Light_R", -1); SFX("MOV_RunRFall", -1); SFX("MOV_RunLStep", -1); SFX("MOV_Dust_S", 7044); SFX("WPN7_868", 7044); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", 7044); SND("weap_06_hammer_hit_02", 7045); SND("weap_11_gun_hit_02", 7045); EndPose(868); // 指虎旋震掌氣合1 StartPose(906); BlendTime(0.1); FPS(6); Frame(9041, 9043); Hurt_All(); Box(2); CHR(VOC_Attack_Charge1, 9041); SFX("MOV_ChiChargeL", 9042); SFX("MOV_ChiChargeR", 9042); SFX("WPN7_Light_L", 9042); SFX("WPN7_Light_R", 9042); SND("envi_21_noise_06", 9042); EndPose(906); // 指虎氣合旋震掌1 StartPose(907); BlendTime(0.1); FPS(20); Frame(7037, 7056); Hard(7042, 7043, 0.5); Hard(7043, 7044); Hard(7044, 7046, 2); Hard(7046, 7051); Next(7045, 7055); Hurt_Body(); StartAttack(); AttackType(1); Attack_T_hand(); AttackFrame(7044, 7047); N_TargetPoseFlyOut(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Glove_Ground_Damage * 0.7); TargetMove(Ground_Gravity * 22, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 20, 0, 0.1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.7); DefenseMove(Defense_Gravity * 18, 0, 3); AttackPower(Super_Radiant_Burst_1); OnHit ("Hit_Bloody12" , "weap_14_foot_hit_01" ,180 ,0); OnDefense ("Hit_Guard12" , "weap_08_glove_grd_05" ,180 ,0); OnHit2 ("STAT_Light"); EndAttack(); StartDrag(weapon,bu_L_Forearm,bu_L_Hand,bu_R_Forearm,bu_R_Hand); DragFrame(7042, 7048); DragSFX(-71,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 7044); SFX("MOV_RunRFall", -1); SFX("MOV_RunLStep", -1); SFX("MOV_Dust_S", 7044); SFX("WPN7_907", 7044); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_02", 7044); SND("weap_08_glove_slash_03", 7044); SND("impa_01_bomb_small_01", 7045); SND("weap_06_hammer_hit_02", 7045); EndPose(907); // 指虎旋震掌氣合2 StartPose(908); BlendTime(0.1); FPS(6); Frame(9044, 9046); Hurt_All(); Box(2); CHR(VOC_Attack_Long1, 9044); SFX("MOV_ChiChargeL", 9045); SFX("MOV_ChiChargeR", 9045); SFX("WPN7_Light_L", 9045); SFX("WPN7_Light_R", 9045); SND("fant_12_effect_05_wave_move", 9045); EndPose(908); // 指虎氣合旋震掌2 StartPose(909); BlendTime(0.1); FPS(20); Frame(7037, 7056); Hard(7042, 7043, 0.5); Hard(7043, 7044); Hard(7044, 7046, 2); Hard(7046, 7051); Next(7045, 7055); Hurt_Body(); StartAttack(); AttackType(1); Attack_T_hand(); AttackFrame(7044, 7047); N_TargetPoseFlyOut(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Glove_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 25, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 23, 0, 0.1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.8); DefenseMove(Defense_Gravity * 20, 0, 1); AttackPower(Ultimate_Radiant_Burst_1); OnHit ("Hit_Bloody13" , "weap_14_foot_hit_02" ,180 ,0); OnDefense ("Hit_Guard13" , "weap_08_glove_grd_06" ,180 ,0); OnHit2 ("STAT_Light"); EndAttack(); StartDrag(weapon,bu_L_Forearm,bu_L_Hand,bu_R_Forearm,bu_R_Hand); DragFrame(7042, 7048); DragSFX(-71,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Long2, 7042); SFX("MOV_RunRFall", -1); SFX("MOV_RunLStep", -1); SFX("MOV_Dust_M", 7044); SFX("WPN7_909", 7044); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", 7044); SND("weap_06_hammer_hit_01", 7045); SND("weap_11_gun_hit_02", 7045); SND("impa_01_bomb_big_01", 7045); EndPose(909); // 指虎鯉魚翻身 StartPose(926); BlendTime(0.1); Frame(9071, 9080); Hard(9071, 9074); Hard(9076, 9080); FPS(10); Hurt_Small_Body(); Next(9071, 9075); StartAttack(); Attack_T_foot(); AttackFrame(9076, 9078); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Glove_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 18, 0, 1); AirTargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 16, 0, -25); DefensePose(343,346,343,343); DefenseValue(HardFrame_Glove_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Vaulting_Talons_1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_02" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_02" ,0 ,0); EndAttack(); StartDrag(bl_L_Calf,bl_L_Foot,bl_R_Calf,bl_R_Foot); DragFrame(9075, 9080); DragSFX(-72,0,0,0); EndDrag(); Box(2); SFX("MOV_Jump", 9072); SFX("MOV_BodyDown", 9074); SFX("MOV_RunRFall", 9071); SFX("MOV_Dust_S", 9078); SND("char_04_jump", 9072); SND("weap_11_gun_hit_01", 9074); SND("weap_08_glove_slash_03", 9076); SND("weap_06_hammer_hit_01", 9078); EndPose(926); // 指虎倒撐升天踢 StartPose(927); BlendTime(0.05); Frame(9081, 9093); Hard(9081, 9086, 2); Hard(9086, 9091); Hard(9091, 9092, 1.5); Soft(9092, 9093, 1.5); FPS(10); Hurt_Body(); Next(9087, 9092); StartAttack(); AttackType(0); Attack_T_foot(); AttackFrame(9086, 9088); N_TargetPose(); TargetPose(DMGPose_65 + 205, DMGPose_65 + 207, DMGPose_65 + 208, DMGPose_65 + 209); TargetValue(HardFrame_Glove_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 32, 180, 85); AirTargetPose(DMGPose_65 + 205, DMGPose_65 + 207, DMGPose_65 + 208, DMGPose_65 + 209); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 32, 180, 85); DefensePose(343,346,343,343); DefenseValue(HardFrame_Glove_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Rising_Talons_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_03" ,-45 ,-30); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_02" ,-45 ,-30); EndAttack(); StartAttack(); AttackType(0); Attack_T_foot(); AttackFrame(9088, 9090); N_TargetPose(); TargetPose(DMGPose_65 + 205, DMGPose_65 + 207, DMGPose_65 + 208, DMGPose_65 + 209); TargetValue(HardFrame_Glove_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 35, 0, 85); AirTargetPose(DMGPose_65 + 205, DMGPose_65 + 207, DMGPose_65 + 208, DMGPose_65 + 209); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 18, 0, 85); DefensePose(343,346,343,343); DefenseValue(HardFrame_Glove_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Rising_Talons_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_03" ,-45 ,-30); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_02" ,-45 ,-30); EndAttack(); StartDrag(bl_L_Calf,bl_L_Foot,bl_R_Calf,bl_R_Foot); DragFrame(9081, 9091); DragSFX(-72,0,0,0); EndDrag(); Box(-3); CHR(VOC_Attack_Light, 9086); SFX("MOV_Jump", 9086); SND("weap_06_hammer_hit_01", 9085); SND("weap_13_punch_slash_01", 9086); SND("weap_08_glove_slash_01", 9087); SND("weap_08_glove_slash_02", 9088); EndPose(927); // 指虎箭疾頂肘 StartPose(870); BlendTime(0.15); Frame(7076, 7088); Hard(7076, 7077, 0.3); Hard(7077, 7078); Hard(7078, 7082); Hard(7082, 7084, 0.5); FPS(20); Hurt_R_Body(); Next(7080, 7088); StartAttack(); Attack_L_hand(); AttackFrame(7079, 7081); N_TargetPoseFlyOut(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Glove_Ground_Damage * 0.7); TargetMove(Ground_Gravity * 22, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 22, 0, 0.1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 15); AttackPower(Surging_Tackle_1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_05" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_03" ,0 ,0); OnHit2 ("STAT_Light"); EndAttack(); StartDrag(bu_Head,bu_Spine1,bu_Spine,bl_R_Thigh); DragFrame(7077, 7084); DragSFX(-73,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 7078); SFX("MOV_RunRStep", 7076); SFX("WPN7_870", 7077); SND("char_01_footstep_on_dirt_01", 7076); SND("weap_13_punch_slash_01", 7077); SND("weap_08_glove_slash_02", 7078); SND("weap_11_gun_hit_02", 7081); EndPose(870); // 指虎箭疾頂肘氣合1 StartPose(910); BlendTime(0.1); FPS(6); Frame(9047, 9049); Hurt_All(); Box(2); CHR(VOC_Attack_Charge1, 9047); SFX("MOV_ChiCharge", 9048); SND("envi_21_noise_06", 9048); EndPose(910); // 指虎氣合箭疾頂肘1 StartPose(911); BlendTime(0.05); Frame(7076, 7088); Hard(7076, 7077, 0.3); Hard(7077, 7078); Hard(7078, 7082); Hard(7082, 7084, 0.5); FPS(20); Hurt_R_Body(); Next(7080, 7088); StartAttack(); AttackType(0); Attack_L_hand(); AttackFrame(7079, 7081); N_TargetPoseFlyOut(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Glove_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 24, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 24, 0, 0.1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 15, 0, 15); AttackPower(Super_Surging_Tackle_1); OnHit ("Hit_Bloody12" , "weap_14_foot_hit_01" ,0 ,0); OnDefense ("Hit_Guard12" , "weap_08_glove_grd_05" ,0 ,0); OnHit2 ("STAT_Light"); EndAttack(); StartDrag(bu_Head,bu_Spine1,bu_Spine,bl_R_Thigh); DragFrame(7077, 7084); DragSFX(-73,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 7078); SFX("MOV_RunRStep", 7076); SFX("WPN7_911", 7077); SFX("MOV_Dust_S", 7081); SND("char_01_footstep_on_dirt_01", 7076); SND("weap_08_glove_slash_03", 7077); SND("weap_12_dart_slash_03", 7078); SND("weap_14_foot_slash_01", 7078); SND("weap_06_hammer_hit_02", 7081); SND("weap_11_gun_hit_02", 7081); EndPose(911); // 指虎箭疾頂肘氣合2 StartPose(912); BlendTime(0.1); FPS(6); Frame(9050, 9052); Hurt_All(); Box(2); CHR(VOC_Attack_Charge2, 9050); SFX("MOV_ChiCharge", 9051); SND("fant_12_effect_05_wave_move", 9051); EndPose(912); // 指虎氣合箭疾頂肘2 StartPose(913); BlendTime(0.05); Frame(7076, 7088); Hard(7076, 7077, 0.3); Hard(7077, 7078); Hard(7078, 7082); Hard(7082, 7084, 0.5); FPS(20); Hurt_R_Body(); Next(7080, 7088); StartAttack(); AttackType(1); Attack_L_hand(); AttackFrame(7079, 7081); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 26, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 26, 0, 0.1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 20, 0, 10); AttackPower(Ultimate_Surging_Tackle_1); OnHit ("Hit_Bloody13" , "weap_14_foot_hit_02" ,180 ,0); OnDefense ("Hit_Guard13" , "weap_08_glove_grd_06" ,180 ,0); OnHit2 ("STAT_Light"); EndAttack(); StartDrag(bu_Head,bu_Spine1,bu_Spine,bl_R_Thigh); DragFrame(7077, 7084); DragSFX(-73,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Long1, 7076); SFX("MOV_RunRStep", 7076); SFX("WPN7_913", 7077); SFX("MOV_Dust_M", 7081); SND("char_01_footstep_on_dirt_01", 7076); SND("impa_03_wave_scream_01_short", 7077); SND("weap_08_glove_slash_03", 7077); SND("weap_14_foot_slash_02", 7078); SND("weap_06_hammer_hit_02", 7080); SND("weap_11_gun_hit_02", 7080); EndPose(913); // 指虎上勾拳 StartPose(871); BlendTime(0.175); Frame(7090, 7120); Soft(7090, 7097, 1.5); Hard(7098, 7101, 1.5); Hard(7101, 7110); Soft(7110, 7120, 1.5); FPS(20); Hurt_R_Body(); Next(7103, 7119); StartAttack(); Attack_L_hand(); AttackFrame(7102, 7104); N_TargetPose(); TargetPose(DMGPose_65 + 205, DMGPose_65 + 207, DMGPose_65 + 208, DMGPose_65 + 209); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 20, 0, 73); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 14, 0, 25); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Gleaming_Gauntlet_1); OnHit ("Hit_Bloody22" , "weap_08_glove_hit_06" ,0 ,-75); OnDefense ("Hit_Guard22" , "weap_08_glove_grd_03" ,0 ,-75); EndAttack(); StartDrag(weapon,bu_L_Forearm,bu_L_Hand); DragFrame(7100, 7110); DragSFX(-72,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 7102); SFX("WPN7_Light_L", -1); SFX("MOV_RunRFall", -1); SFX("MOV_RunRStep", 7115); SFX("MOV_RunLStep", 7120); SFX("WPN7_871", 7101); SFX("MOV_Dust_S", 7104); SND("weap_13_punch_slash_02", 7101); SND("weap_06_hammer_hit_01", 7103); SND("weap_11_gun_hit_02", 7103); SND("char_01_footstep_on_dirt_01", -1); SND("char_01_footstep_on_dirt_03", 7115); SND("char_01_footstep_on_dirt_01", 7120); EndPose(871); // 指虎上勾拳氣合1 StartPose(914); BlendTime(0.1); FPS(6); Frame(9053, 9055); Hurt_All(); Box(2); CHR(VOC_Attack_Charge1, 9053); SFX("MOV_ChiChargeL", 9054); SFX("WPN7_Light_L", 9054); SND("envi_21_noise_06", 9054); EndPose(914); // 指虎氣合上勾拳1 StartPose(915); BlendTime(0.1); Frame(7091, 7120); Hard(7091, 7101, 1.5); Hard(7101, 7110); Soft(7110, 7120, 1.5); FPS(20); Hurt_R_Body(); Next(7103, 7119); StartAttack(); Attack_L_hand(); AttackFrame(7102, 7104); N_TargetPoseFlyOut(); TargetPose(DMGPose_65 + 205, DMGPose_65 + 207, DMGPose_65 + 208, DMGPose_65 + 209); TargetValue(HardFrame_Glove_Ground_Damage * 1.1); TargetMove(Ground_Gravity * 25, 0, 75); AirTargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); AirTargetValue(HardFrame_Glove_Air_Damage * 1.1); AirTargetMove(Air_Gravity * 20, 0, 45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 12, 0, 15); AttackPower(Super_Gleaming_Gauntlet_1); OnHit ("Hit_Bloody22" , "weap_14_foot_hit_01" ,0 ,-80); OnDefense ("Hit_Guard22" , "weap_08_glove_grd_05" ,0 ,-80); EndAttack(); StartDrag(weapon,bu_L_Forearm,bu_L_Hand); DragFrame(7100, 7110); DragSFX(-72,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Long1, 7101); SFX("MOV_RunRFall", -1); SFX("MOV_RunRStep", 7115); SFX("MOV_RunLStep", 7120); SFX("WPN7_871", 7101); SFX("WPN7_871", 7101); SFX("WPN7_915", 7101); SFX("MOV_Dust_S", 7104); SND("weap_12_dart_slash_03", 7101); SND("weap_14_foot_slash_01", 7101); SND("weap_08_glove_hit_06", 7103); SND("weap_06_hammer_hit_01", 7103); SND("char_01_footstep_on_dirt_01", -1); SND("char_01_footstep_on_dirt_03", 7115); SND("char_01_footstep_on_dirt_01", 7120); EndPose(915); // 指虎上勾拳氣合2 StartPose(916); BlendTime(0.1); FPS(6); Frame(9056, 9058); Hurt_All(); Box(2); CHR(VOC_Attack_Charge2, 9056); SFX("MOV_ChiChargeL", 9057); SFX("WPN7_Light_L", 9057); SND("fant_12_effect_05_wave_move", 9057); EndPose(916); // 指虎氣合上勾拳2 StartPose(917); BlendTime(0.1); Frame(7093, 7120); Hard(7093, 7101, 1.5); Hard(7101, 7110); Soft(7110, 7120, 1.5); FPS(20); Hurt_R_Body(); Next(7103, 7119); StartAttack(); AttackType(1); Attack_L_hand(); AttackFrame(7102, 7104); N_TargetPoseFlyOut(); TargetPose(DMGPose_65 + 205, DMGPose_65 + 207, DMGPose_65 + 208, DMGPose_65 + 209); TargetValue(HardFrame_Glove_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 32, 0, 75); AirTargetPose(DMGPose_65 + 205, DMGPose_65 + 207, DMGPose_65 + 208, DMGPose_65 + 209); AirTargetValue(HardFrame_Glove_Air_Damage * 1.2); AirTargetMove(Air_Gravity * 25, 0, 45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1.2); DefenseMove(Defense_Gravity * 20, 0, 45); AttackPower(Ultimate_Gleaming_Gauntlet_1); OnHit ("Hit_Bloody23" , "weap_14_foot_hit_01" ,0 ,-85); OnDefense ("Hit_Guard23" , "weap_08_glove_grd_06" ,0 ,-85); OnHit2 ("STAT_Light"); EndAttack(); StartDrag(weapon,bu_L_Forearm,bu_L_Hand); DragFrame(7100, 7110); DragSFX(-72,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Long2, 7100); SFX("MOV_RunRFall", -1); SFX("MOV_RunRFall", -1); SFX("MOV_RunRStep", 7115); SFX("MOV_RunLStep", 7120); SFX("WPN7_871", 7101); SFX("WPN7_871", 7101); SFX("WPN7_871", 7101); SFX("WPN7_917", 7101); SFX("MOV_Dust_M", 7104); SND("impa_03_wave_scream_01_short", 7100); SND("weap_14_foot_slash_02", 7101); SND("weap_06_hammer_hit_01", 7103); SND("weap_14_foot_hit_02", 7103); SND("char_01_footstep_on_dirt_01", -1); SND("char_01_footstep_on_dirt_03", 7115); SND("char_01_footstep_on_dirt_01", 7120); EndPose(917); // 指虎崩拳 StartPose(872); BlendTime(0.25); Frame(7121, 7161); Soft(7121, 7124, 0.75); Hard(7125, 7129); Hard(7129, 7132, 1.25); Hard(7132, 7137); Soft(7137, 7146, 1.25); Soft(7146, 7161, 1.5); FPS(20); Hurt_L_Body(); Next(7131, 7160); StartAttack(); AttackType(1); Attack_R_hand_Only(); AttackFrame(7129, 7132); N_TargetPoseFlyOut(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 25, 0, 3); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 25, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 20, 0, 5); AttackPower(Shining_Punch_1); OnHit ("Hit_Bloody12" , "weap_08_glove_hit_06" ,0 ,0); OnDefense ("Hit_Guard12" , "weap_08_glove_grd_03" ,0 ,0); OnHit2 ("STAT_Light"); EndAttack(); StartDrag(bu_R_UpperArm,bu_R_Forearm,bu_R_Hand); DragFrame(7126, 7135); DragSFX(-73,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Strong, 7129); SFX("WPN7_Light_R", -1); SFX("WPN7_872", 7121); SFX("MOV_RunRStep", 7121); SFX("MOV_RunLStep", 7126); SFX("MOV_Dust_S", 7130); SFX("MOV_RunLStep", 7148); SND("weap_11_gun_hit_02", 7126); SND("weap_13_punch_slash_01", 7128); SND("weap_13_punch_slash_02", 7128); SND("weap_06_hammer_hit_01", 7130); SND("weap_13_punch_hit_02", 7130); SND("weap_08_glove_slash_03", 7158); SND("char_01_footstep_on_dirt_01", 7121); SND("char_01_footstep_on_dirt_01", 7148); EndPose(872); // 指虎崩拳氣合1 StartPose(918); BlendTime(0.1); FPS(6); Frame(9059, 9061); Hurt_All(); Box(2); CHR(VOC_Attack_Charge1, 9059); SFX("MOV_ChiChargeR", 9060); SFX("WPN7_Light_R", 9060); SND("envi_21_noise_06", 9060); EndPose(918); // 指虎氣合崩拳1 StartPose(919); BlendTime(0.15); Frame(7121, 7161); Soft(7121, 7124, 0.75); Hard(7125, 7129); Hard(7129, 7132, 1.25); Hard(7132, 7137); Soft(7137, 7146, 1.25); Soft(7146, 7161, 1.5); FPS(20); Hurt_All(); Next(7131, 7160); StartAttack(); AttackType(1); Attack_R_hand_Only(); AttackFrame(7129, 7132); N_TargetPoseFlyOut(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Glove_Ground_Damage * 1.1); TargetMove(Ground_Gravity * 27, 0, 3); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 1.1); AirTargetMove(Air_Gravity * 27, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1.1); DefenseMove(Defense_Gravity * 23, 0, 4); AttackPower(Super_Shining_Punch_1); OnHit ("Hit_Bloody12" , "weap_14_foot_hit_01" ,0 ,0); OnDefense ("Hit_Guard12" , "weap_08_glove_grd_05" ,0 ,0); OnHit2 ("STAT_Light"); EndAttack(); StartDrag(bu_R_UpperArm,bu_R_Forearm,bu_R_Hand); DragFrame(7126, 7135); DragSFX(-73,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Long1, 7129); SFX("WPN7_919", 7121); SFX("MOV_RunRStep", 7121); SFX("MOV_RunLStep", 7126); SFX("MOV_Dust_S", 7130); SFX("MOV_RunLStep", 7148); SND("weap_14_foot_hit_01", 7126); SND("weap_12_dart_slash_03", 7126); SND("weap_14_foot_slash_01", 7128); SND("weap_14_foot_hit_02", 7130); SND("weap_06_hammer_hit_02", 7130); SND("impa_01_bomb_small_01", 7130); SND("weap_08_glove_slash_03", 7158); SND("char_01_footstep_on_dirt_01", 7121); SND("char_01_footstep_on_dirt_01", 7148); EndPose(919); // 指虎崩拳氣合2 StartPose(920); BlendTime(0.1); FPS(6); Frame(9062, 9064); Hurt_All(); Box(2); CHR(VOC_Attack_Charge2, 9062); SFX("MOV_ChiChargeR", 9063); SFX("WPN7_Light_R", 9063); SND("fant_12_effect_05_wave_move", 9063); EndPose(920); // 指虎氣合崩拳2 StartPose(921); BlendTime(0.15); Frame(7121, 7161); Soft(7121, 7124, 0.75); Hard(7125, 7129); Hard(7129, 7132, 1.25); Hard(7132, 7137); Soft(7137, 7146, 1.25); Soft(7146, 7161, 1.5); FPS(20); Hurt_All(); Next(7131, 7160); StartAttack(); AttackType(1); Attack_R_hand_Only(); AttackFrame(7129, 7132); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Glove_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 30, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 1.2); AirTargetMove(Air_Gravity * 30, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1.2); DefenseMove(Defense_Gravity * 25, 0, 3); AttackPower(Ultimate_Shining_Punch_1); OnHit ("Hit_Bloody13" , "weap_14_foot_hit_02" ,0 ,0); OnDefense ("Hit_Guard13" , "weap_08_glove_grd_06" ,0 ,0); OnHit2 ("STAT_Light"); EndAttack(); StartDrag(bu_R_UpperArm,bu_R_Forearm,bu_R_Hand); DragFrame(7126, 7135); DragSFX(-73,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Long2, 7129); SFX("WPN7_921", 7121); SFX("MOV_RunRStep", 7121); SFX("MOV_RunLStep", 7126); SFX("MOV_Dust_S", 7130); SFX("MOV_RunLStep", 7148); SND("weap_14_foot_hit_02", 7126); SND("impa_03_wave_scream_01_short", 7126); SND("weap_14_foot_slash_02", 7128); SND("weap_14_foot_hit_02", 7130); SND("weap_06_hammer_hit_02", 7130); SND("impa_01_bomb_big_01", 7130); SND("weap_08_glove_slash_03", 7158); SND("char_01_footstep_on_dirt_01", 7121); SND("char_01_footstep_on_dirt_01", 7148); EndPose(921); // 指虎鐵山靠 StartPose(873); BlendTime(0.2); Frame(7162, 7183); Soft(7162, 7164, 1.25); Hard(7165, 7169); Hard(7169, 7175, 1.25); Hard(7175, 7178); Soft(7179, 7183, 0.75); FPS(20); Hurt_All(); Next(7169, 7182); StartAttack(); AttackBone(effect); AttackFrame(7168, 7170); N_TargetPoseFlyOut(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Glove_Ground_Damage * 0.7); TargetMove(Ground_Gravity * 22, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 22, 0, 0.1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 15); AttackPower(Glittering_Fangs_1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_03" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_03" ,0 ,0); OnHit2 ("STAT_Light"); EndAttack(); Box(1); CHR(VOC_Attack_Strong, 7167); SFX("MOV_RunLStep", 7162); SFX("WPN7_873", 7168); SFX("MOV_Dust_S", 7169); SFX("MOV_RunLStep", 7181); SND("weap_08_glove_slash_03", 7162); SND("weap_08_glove_slash_06", 7167); SND("weap_06_hammer_hit_01", 7169); SND("weap_11_gun_hit_02", 7169); SND("char_01_footstep_on_dirt_01", 7162); SND("char_01_footstep_on_dirt_01", 7181); EndPose(873); // 指虎鐵山靠氣合1 StartPose(304); BlendTime(0.1); FPS(6); Frame(9094, 9096); Hurt_All(); Box(2); CHR(VOC_Attack_Charge1, 9094); SFX("MOV_ChiCharge", 9095); SND("envi_21_noise_06", 9095); EndPose(304); // 指虎氣合鐵山靠1 StartPose(305); BlendTime(0.1); Frame(7162, 7183); Soft(7162, 7164, 1.25); Hard(7165, 7169); Hard(7169, 7175, 1.25); Hard(7175, 7178); FPS(20); Hurt_All(); Next(7169, 7182); StartAttack(); AttackBone(effect); AttackFrame(7168, 7170); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Glove_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 24, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 24, 0, 0.1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 12, 0, 15); AttackPower(Super_Glittering_Fangs_1); OnHit ("Hit_Bloody12" , "weap_14_foot_hit_01" ,0 ,0); OnDefense ("Hit_Guard12" , "weap_08_glove_grd_05" ,0 ,0); OnHit2 ("STAT_Light"); EndAttack(); Box(1); CHR(VOC_Attack_Long1, 7166); SFX("MOV_RunLStep", 7163); SFX("WPN7_305", 7168); SFX("MOV_Dust_S", 7169); SFX("MOV_RunLStep", 7181); SND("weap_08_glove_slash_03", 7162); SND("weap_14_foot_slash_01", 7167); SND("impa_01_bomb_small_01", 7169); SND("weap_06_hammer_hit_02", 7169); SND("weap_11_gun_hit_02", 7169); SND("char_01_footstep_on_dirt_01", 7162); SND("char_01_footstep_on_dirt_01", 7181); EndPose(305); // 指虎鐵山靠氣合2 StartPose(306); BlendTime(0.1); FPS(6); Frame(9097, 9099); Hurt_All(); Box(2); CHR(VOC_Attack_Charge2, 9097); SFX("MOV_ChiCharge", 9098); SND("fant_12_effect_05_wave_move", 9098); EndPose(306); // 指虎氣合鐵山靠2 StartPose(307); BlendTime(0.1); Frame(7162, 7183); Soft(7162, 7164, 1.25); Hard(7165, 7169); Hard(7169, 7175, 1.25); Hard(7175, 7178); FPS(20); Hurt_All(); Next(7169, 7182); StartAttack(); AttackType(1); AttackBone(effect); AttackFrame(7168, 7170); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 26, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 26, 0, 0.1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 15, 0, 10); AttackPower(Ultimate_Glittering_Fangs_1); OnHit ("Hit_Bloody13" , "weap_14_foot_hit_02" ,0 ,0); OnDefense ("Hit_Guard13" , "weap_08_glove_grd_06" ,0 ,0); OnHit2 ("STAT_Light"); EndAttack(); Box(1); CHR(VOC_Attack_Long2, 7165); SFX("MOV_RunLStep", 7163); SFX("WPN7_307", 7168); SFX("MOV_Dust_M", 7169); SFX("MOV_RunLStep", 7181); SND("weap_08_glove_slash_03", 7162); SND("weap_14_foot_slash_02", 7167); SND("impa_01_bomb_big_01", 7169); SND("weap_06_hammer_hit_01", 7169); SND("weap_06_hammer_hit_02", 7169); SND("weap_11_gun_hit_02", 7169); SND("char_01_footstep_on_dirt_01", 7162); SND("char_01_footstep_on_dirt_01", 7181); EndPose(307); // 指虎百烈拳第1段 StartPose(874); BlendTime(0.2); Frame(7184, 7205); Hard(7191, 7204); Link(880); FPS(30); Hurt_All(); Next(7195, 7204); StartAttack(); Attack_L_hand(); AttackFrame(7194, 7196); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Glove_Ground_Damage * 0.25); TargetMove(Ground_Gravity * 1, 0, 0); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Glove_Air_Damage * 0.4); AirTargetMove(Air_Gravity * 5, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 1, 0, 0); AttackPower(Luminous_Flurry_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_02" ,5 ,5); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_01" ,5 ,5); EndAttack(); StartAttack(); Attack_R_hand(); AttackFrame(7196, 7198); N_TargetPose(); TargetPose(203,204,200,202); TargetValue(HardFrame_Glove_Ground_Damage * 0.25); TargetMove(Ground_Gravity * 2, 0, 0); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 206, DMGPose_25 + 207); AirTargetValue(HardFrame_Glove_Air_Damage * 0.4); AirTargetMove(Air_Gravity * 5, 0, 1); DefensePose(344,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 1, 0, 0); AttackPower(Luminous_Flurry_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_02" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_01" ,0 ,0); EndAttack(); StartAttack(); Attack_L_hand(); AttackFrame(7198, 7200); N_TargetPose(); TargetPose(204,203,202,201); TargetValue(HardFrame_Glove_Ground_Damage * 0.25); TargetMove(Ground_Gravity * 2, 0, 0); AirTargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 207, DMGPose_25 + 205); AirTargetValue(HardFrame_Glove_Air_Damage * 0.5); AirTargetMove(Air_Gravity * 5, 0, 1); DefensePose(345,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 2, 0, 0); AttackPower(Luminous_Flurry_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_02" ,5 ,-5); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_01" ,5 ,-5); EndAttack(); StartAttack(); Attack_R_hand(); AttackFrame(7200, 7202); N_TargetPose(); TargetPose(203,204,201,202); TargetValue(HardFrame_Glove_Ground_Damage * 0.275); TargetMove(Ground_Gravity * 3, 0, 0); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 206, DMGPose_25 + 207); AirTargetValue(HardFrame_Glove_Air_Damage * 0.5); AirTargetMove(Air_Gravity * 5, 0, 1); DefensePose(344,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 2, 0, 0); AttackPower(Luminous_Flurry_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_02" ,-5 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_01" ,-5 ,0); EndAttack(); StartAttack(); Attack_L_hand(); AttackFrame(7202, 7204); N_TargetPose(); TargetPose(204,203,202,200); TargetValue(HardFrame_Glove_Ground_Damage * 0.275); TargetMove(Ground_Gravity * 3, 0, 0); AirTargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 207, DMGPose_25 + 205); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 5, 0, 1); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 3, 0, 0); AttackPower(Luminous_Flurry_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_02" ,0 ,5); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_01" ,0 ,5); EndAttack(); StartDrag(); DragFrame(7194, 7204); DragSFX(-71,0,0,0); EndDrag(); Box(2); SFX("MOV_WalkRStep", 7185); SFX("MOV_WalkLStep", 7195); SFX("WPN7_Punch0L", 7195); SFX("WPN7_Punch0R", 7197); SFX("WPN7_Punch0L", 7199); SFX("WPN7_Punch0R", 7201); SFX("WPN7_Punch0L", 7203); SND("char_01_footstep_on_dirt_03", 7185); SND("char_01_footstep_on_dirt_01", 7195); SND("weap_08_glove_slash_03", 7190); SND("weap_08_glove_slash_01", 7194); SND("weap_08_glove_slash_01", 7196); SND("weap_08_glove_slash_01", 7198); SND("weap_08_glove_slash_01", 7200); SND("weap_08_glove_slash_01", 7202); SND("weap_08_glove_slash_01", 7204); EndPose(874); // 指虎百烈拳第2段 StartPose(875); BlendTime(0.05); Frame(7205, 7215); Hard(7205, 7214); Link(880); FPS(30); Hurt_All(); Next(7205, 7214); StartAttack(); Attack_R_hand(); AttackFrame(7205, 7206); N_TargetPose(); TargetPose(203,204,200,202); TargetValue(HardFrame_Glove_Ground_Damage * 0.275); TargetMove(Ground_Gravity * 3, 0, 0); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 206, DMGPose_25 + 207); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 5, 0, 1); DefensePose(344,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 3, 0, 0); AttackPower(Luminous_Flurry_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_01" ,-5 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_04" ,-5 ,0); EndAttack(); StartAttack(); Attack_L_hand(); AttackFrame(7206, 7208); N_TargetPose(); TargetPose(201, 202, 203, 204); TargetValue(HardFrame_Glove_Ground_Damage * 0.275); TargetMove(Ground_Gravity * 3, 0, 0); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 5, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 3, 0, 0); AttackPower(Luminous_Flurry_2); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_01" ,5 ,15); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_04" ,5 ,15); EndAttack(); StartAttack(); Attack_R_hand(); AttackFrame(7208, 7210); N_TargetPose(); TargetPose(203,204,200,202); TargetValue(HardFrame_Glove_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 4, 0, 0); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 206, DMGPose_25 + 207); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 5, 0, 1); DefensePose(344,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 4, 0, 0); AttackPower(Luminous_Flurry_2); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_01" ,0 ,10); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_04" ,0 ,10); EndAttack(); StartAttack(); Attack_L_hand(); AttackFrame(7210, 7212); N_TargetPose(); TargetPose(204,203,202,201); TargetValue(HardFrame_Glove_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 4, 0, 0); AirTargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 207, DMGPose_25 + 205); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 5, 0, 1); DefensePose(345,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 5, 0, 0); AttackPower(Luminous_Flurry_2); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_01" ,10 ,10); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_04" ,10 ,10); EndAttack(); StartAttack(); Attack_R_hand(); AttackFrame(7212, 7214); N_TargetPose(); TargetPose(203,204,201,202); TargetValue(HardFrame_Glove_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 4, 0, 0); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 206, DMGPose_25 + 207); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 5, 0, 1); DefensePose(344,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 5, 0, 0); AttackPower(Luminous_Flurry_2); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_01" ,0 ,10); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_04" ,0 ,10); EndAttack(); StartDrag(); DragFrame(7205, 7214); DragSFX(-71,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Light, 7205); SFX("WPN7_Punch0R", 7205); SFX("WPN7_Punch0L", 7207); SFX("WPN7_Punch0R", 7209); SFX("WPN7_Punch0L", 7211); SFX("WPN7_Punch0R", 7213); SND("weap_08_glove_slash_01", 7206); SND("weap_08_glove_slash_01", 7208); SND("weap_08_glove_slash_01", 7210); SND("weap_08_glove_slash_01", 7212); SND("weap_08_glove_slash_01", 7214); EndPose(875); // 指虎百烈拳第3段 StartPose(876); BlendTime(0.05); Frame(7215, 7222); // 原至7241, 因多接一段所以減至21 Hard(7215, 7221); // Hard(7225, 7230, 1.5); // Soft(7231, 7241, 1.5); Link(880); FPS(30); Hurt_All(); Next(7215, 7221); StartAttack(); Attack_L_hand(); AttackFrame(7215, 7216); N_TargetPose(); TargetPose(201, 202, 203, 204); TargetValue(HardFrame_Glove_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 4, 0, 0); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 5, 0, 1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 5, 0, 0); AttackPower(Luminous_Flurry_2); OnHit ("Hit_Bloody21" , "weap_13_punch_hit_02" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_02" ,0 ,0); EndAttack(); StartAttack(); Attack_R_hand(); AttackFrame(7216, 7218); N_TargetPose(); TargetPose(203,204,200,202); TargetValue(HardFrame_Glove_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 4, 0, 0); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 206, DMGPose_25 + 207); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 5, 0, 1); DefensePose(344,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 5, 0, 0); AttackPower(Luminous_Flurry_3); OnHit ("Hit_Bloody21" , "weap_13_punch_hit_02" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_02" ,0 ,0); EndAttack(); StartAttack(); Attack_L_hand(); AttackFrame(7218, 7220); N_TargetPose(); TargetPose(204,203,202,201); TargetValue(HardFrame_Glove_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 5, 0, 0); AirTargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 207, DMGPose_25 + 205); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 5, 0, 1); DefensePose(345,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(Luminous_Flurry_3); OnHit ("Hit_Bloody21" , "weap_13_punch_hit_02" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_02" ,0 ,0); EndAttack(); StartAttack(); Attack_R_hand(); AttackFrame(7220, 7222); N_TargetPose(); TargetPose(203,204,201,202); TargetValue(HardFrame_Glove_Ground_Damage * 0.35); TargetMove(Ground_Gravity * 5, 0, 0); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 206, DMGPose_25 + 207); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 5, 0, 1); DefensePose(344,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 7, 0, 0); AttackPower(Luminous_Flurry_3); OnHit ("Hit_Bloody21" , "weap_13_punch_hit_02" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_02" ,0 ,0); EndAttack(); /* StartAttack(); Attack_L_hand(); AttackFrame(7222, 7224); N_TargetPose(); TargetPose(204,203,202,200); TargetValue(HardFrame_Glove_Ground_Damage * 0.35); TargetMove(Ground_Gravity * 5, 0, 0); AirTargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 207, DMGPose_25 + 205); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 5, 0, 1); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(AttackPower_Glove * 0.5); OnHit ("Hit_Bloody21" , "weap_13_punch_hit_02" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_02" ,0 ,0); EndAttack(); */ StartDrag(); DragFrame(7215, 7222); DragSFX(-71,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Middle, 7215); SFX("WPN7_Punch0L", 7215); SFX("WPN7_Punch0R", 7217); SFX("WPN7_Punch0L", 7219); SFX("WPN7_Punch0R", 7221); // SFX("WPN7_Punch0L", 7223); // SFX("MOV_WalkRStep", 7225); // SFX("MOV_WalkLStep", 7235); SND("weap_08_glove_slash_01", 7216); SND("weap_08_glove_slash_01", 7218); SND("weap_08_glove_slash_01", 7220); SND("weap_08_glove_slash_01", 7222); // SND("char_01_footstep_on_dirt_01", 7225); // SND("char_01_footstep_on_dirt_03", 7235); EndPose(876); // 指虎百烈拳左直拳收招 StartPose(877); BlendTime(0.05); FPS(20); Frame(7024, 7036); Hard(7024, 7032); Next(7026, 7035); Hurt_All(); StartAttack(); Attack_L_hand(); AttackFrame(7025, 7027); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Glove_Ground_Damage * 0.85); TargetMove(Ground_Gravity * 20, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 0.85); AirTargetMove(Air_Gravity * 20, 0, 1); DefensePose(345,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Luminous_Flurry_4); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_06" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_03" ,0 ,0); EndAttack(); StartDrag(weapon,bu_L_Forearm,bu_L_Hand); DragFrame(7024, 7027); DragSFX(-71,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 7025); SFX("MOV_RunRStep", -1); SFX("WPN7_Punch1L", 7026); SFX("MOV_RunLFall", 7026); SFX("MOV_RunRStep", 7035); SND("weap_08_glove_slash_02", 7025); SND("weap_13_punch_slash_02", 7025); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_dirt_01", 7026); SND("char_01_footstep_on_dirt_03", 7035); EndPose(877); // 指虎百烈拳收招 StartPose(880); BlendTime(0.1); Frame(7225, 7241); Hard(7225, 7230, 1.5); Soft(7231, 7241, 1.5); FPS(30); Hurt_All(); Next(7225, 7240); Box(2); SFX("MOV_WalkRStep", 7225); SFX("MOV_WalkLStep", 7235); SND("char_01_footstep_on_dirt_01", 7225); SND("char_01_footstep_on_dirt_03", 7235); EndPose(880); // 指虎怒氣氣功掌 StartPose(878); BlendTime(0.15); Frame(7243, 7281); Soft(7243, 7252, 2); Soft(7253, 7260, 1.5); Hard(7261, 7281); Next(7270, 7280); Hurt_All(); FPS(20); StartAttack(); Attack_T_hand(); AttackFrame(7267, 7272); N_TargetPoseFlyOut(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 30, 0, 25); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 30, 0, 25); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.8); DefenseMove(Defense_Gravity * 20, 0, 15); AttackPower(Incandescent_Thrust_1); OnHit ("Hit_Bloody13" , "weap_08_glove_hit_06" ,0 ,0); OnDefense ("Hit_Guard13" , "weap_08_glove_grd_03" ,0 ,0); OnHit2 ("STAT_Light"); EndAttack(); Box(2); CHR(VOC_Attack_Charge2, -1); CHR(VOC_Attack_Strong, 7265); SFX("USE_SmallSkill", -1); SFX("MOV_RunRStep", 7250); SFX("MOV_FallDown", 7265); SFX("WPN7_878", 7268); SFX("WPN7_878C", 7268); SFX("MOV_Dust_M", 7268); SFX("MOV_Shock_S", 7268); SFX("MOV_Jump", 7274); SFX("MOV_TouchDown", 7279); SND("impa_03_wave_suck_01", -1); SND("weap_08_glove_slash_03", 7256); SND("weap_06_hammer_hit_01", 7258); SND("weap_06_hammer_slash_01", 7266); SND("weap_06_hammer_hit_02", 7268); SND("impa_01_bomb_big_01", 7268); SND("char_02_touchdown_on_concrete", 7279); SND("char_01_footstep_on_dirt_01", 7250); EndPose(878); /* 已不用氣合攻擊 // 指虎怒氣氣功掌氣合1 StartPose(922); BlendTime(0.1); FPS(6); Frame(9065, 9067); Hurt_All(); Box(2); CHR(VOC_Attack_Charge1, 9065); SFX("MOV_ChiCharge", 9066); SND("envi_21_noise_06", 9066); EndPose(922); // 指虎怒氣氣合氣功掌1 StartPose(923); BlendTime(0.1); Frame(7243, 7281); Soft(7243, 7252, 2); Soft(7253, 7260, 1.5); Hard(7261, 7281); Next(7270, 7281); Hurt_All(); FPS(20); StartAttack(); Attack_T_hand(); AttackFrame(7267, 7272); N_TargetPoseFlyOut(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 27, 0, 25); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 27, 0, 25); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 27, 0, 25); AttackPower(AttackPower_Glove * 2.5); OnHit ("Hit_Bloody13" , "weap_14_foot_hit_01" ,0 ,0); OnDefense ("Hit_Guard13" , "weap_08_glove_grd_05" ,0 ,0); OnHit2 ("MOV_Shock_S"); EndAttack(); Box(2); CHR(VOC_Attack_Long1, 7265); SFX("USE_SmallSkill", -1); SFX("MOV_RunRStep", 7250); SFX("MOV_FallDown", 7265); SFX("WPN7_878", 7268); SFX("WPN7_878B", 7268); SFX("MOV_Dust_M", 7268); SFX("MOV_Shock_M", 7268); SFX("MOV_Jump", 7274); SFX("MOV_TouchDown", 7279); SND("impa_03_wave_suck_01", -1); SND("weap_08_glove_slash_03", 7256); SND("weap_06_hammer_hit_01", 7258); SND("weap_06_hammer_slash_01", 7266); SND("weap_06_hammer_hit_02", 7268); SND("impa_01_bomb_big_01", 7268); SND("char_02_touchdown_on_concrete", 7279); SND("char_01_footstep_on_dirt_01", 7250); EndPose(923); // 指虎怒氣氣功掌氣合2 StartPose(924); BlendTime(0.1); FPS(6); Frame(9068, 9070); Hurt_All(); Box(2); CHR(VOC_Attack_Charge2, 9068); SFX("MOV_ChiCharge", 9069); SND("fant_12_effect_05_wave_move", 9069); EndPose(924); // 指虎怒氣氣合氣功掌2 StartPose(925); BlendTime(0.1); Frame(7243, 7281); Soft(7243, 7252, 2); Soft(7253, 7260, 1.5); Hard(7261, 7281); Next(7270, 7281); Hurt_All(); FPS(20); StartAttack(); Attack_T_hand(); AttackFrame(7267, 7274); N_TargetPoseFlyOut(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 30, 0, 25); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 30, 0, 25); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 30, 0, 25); AttackPower(AttackPower_Glove * 3); OnHit ("Hit_Bloody13" , "weap_14_foot_hit_02" ,0 ,0); OnDefense ("Hit_Guard13" , "weap_08_glove_grd_06" ,0 ,0); OnHit2 ("MOV_Shock_S"); EndAttack(); Box(2); CHR(VOC_Attack_Long2, 7265); SFX("USE_SmallSkill", -1); SFX("MOV_RunRStep", 7250); SFX("MOV_FallDown", 7265); SFX("WPN7_878", 7268); SFX("WPN7_878C", 7268); SFX("MOV_Dust_L", 7268); SFX("MOV_Shock_L", 7268); SFX("MOV_Jump", 7274); SFX("MOV_TouchDown", 7279); SND("impa_03_wave_suck_01", -1); SND("weap_08_glove_slash_03", 7256); SND("weap_06_hammer_hit_01", 7258); SND("weap_06_hammer_slash_01", 7266); SND("weap_06_hammer_hit_02", 7268); SND("impa_01_bomb_big_01", 7268); SND("char_02_touchdown_on_concrete", 7279); SND("char_01_footstep_on_dirt_01", 7250); EndPose(925); */ // 指虎怒爆技氣爆 StartPose(879); BlendTime(0.2); Frame(7283, 7287); Hard(7283, 7287); Link(881); FPS(20); Hurt_Small_Body(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7285, 7287); N_TargetPoseFlyOut(); TargetPose(200,202,203,204); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, 0, 15); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 10, 0, 25); AttackPower(Annihilator_1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_03" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_03" ,0 ,0); OnHit2 ("STAT_Light"); EndAttack(); Box(4); CHR(VOC_Attack_Strong, 7284); SFX("USE_SuperSkill", -1); SFX("WPN7_879", -1); SFX("MOV_TeamAssist", 7285); SFX("MOV_Shock_S", 7285); SND("impa_03_wave_suck_02", -1); SND("weap_08_glove_hit_06", 7285); SND("weap_14_foot_hit_02", 7285); EndPose(879); // 指虎怒爆技箭疾頂肘 StartPose(881); BlendTime(0.1); Frame(7078, 7084); Hard(7078, 7084); FPS(20); Link(882); Hurt_Small_Body(); Next(7080, 7084); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7080, 7084); N_TargetPoseFlyOut(); TargetPose(200,202,203,204); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 4, 0, 0); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 8, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 10, 0, 25); AttackPower(Annihilator_2); OnHit ("Hit_Bloody12" , "weap_08_glove_hit_06" ,0 ,0); OnDefense ("Hit_Guard12" , "weap_08_glove_grd_06" ,0 ,0); OnHit2 ("STAT_Light"); EndAttack(); StartDrag(bu_Spine1,bu_Spine,bu_R_UpperArm,bl_R_Thigh); DragFrame(7078, 7084); DragSFX(-73,0,0,0); EndDrag(); Box(3); CHR(VOC_Attack_Strong, 7078); SFX("MOV_Dust_M", 7081); SFX("WPN7_911", -1); SND("impa_03_wave_scream_01_short", -1); SND("weap_14_foot_slash_01", 7078); SND("weap_06_hammer_hit_02", 7080); SND("weap_14_foot_hit_02", 7080); EndPose(881); // 指虎怒爆百烈拳 StartPose(882); BlendTime(0.2); Frame(7191, 7226); Hard(7191, 7226); Link(883); FPS(30); Hurt_Small_Body(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7194, 7196); N_TargetPoseFlyUp(); TargetPose(201, 202, 203, 204); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 1, 0, 0); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 3, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 5, 0, 85); AttackPower(Annihilator_3); OnHit ("Hit_Bloody21" , "weap_13_punch_hit_02" ,5 ,5); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_04" ,5 ,5); OnHit2 ("STAT_Light"); EndAttack(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7196, 7198); N_TargetPoseFlyUp(); TargetPose(203,204,200,202); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 1, 0, 0); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 206, DMGPose_25 + 207); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 3, 0, 15); DefensePose(344,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 5, 0, 85); AttackPower(Annihilator_3); OnHit ("Hit_Bloody21" , "weap_13_punch_hit_02" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_04" ,0 ,0); OnHit2 ("STAT_Light"); EndAttack(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7198, 7200); N_TargetPoseFlyUp(); TargetPose(204,203,202,201); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 1, 0, 0); AirTargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 207, DMGPose_25 + 205); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 3, 0, 15); DefensePose(345,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 5, 0, 85); AttackPower(Annihilator_3); OnHit ("Hit_Bloody21" , "weap_13_punch_hit_02" ,5 ,-5); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_04" ,5 ,-5); OnHit2 ("STAT_Light"); EndAttack(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7200, 7202); N_TargetPoseFlyUp(); TargetPose(203,204,201,202); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 1, 0, 0); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 206, DMGPose_25 + 207); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 3, 0, 15); DefensePose(344,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 5, 0, 85); AttackPower(Annihilator_3); OnHit ("Hit_Bloody21" , "weap_13_punch_hit_02" ,-5 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_04" ,-5 ,0); OnHit2 ("STAT_Light"); EndAttack(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7202, 7204); N_TargetPoseFlyUp(); TargetPose(204,203,202,200); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 1, 0, 0); AirTargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 207, DMGPose_25 + 205); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 3, 0, 15); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 5, 0, 85); AttackPower(Annihilator_3); OnHit ("Hit_Bloody21" , "weap_13_punch_hit_02" ,0 ,5); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_04" ,0 ,5); OnHit2 ("STAT_Light"); EndAttack(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7205, 7206); N_TargetPoseFlyUp(); TargetPose(203,204,200,202); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 1, 0, 0); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 206, DMGPose_25 + 207); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 3, 0, 15); DefensePose(344,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 5, 0, 85); AttackPower(Annihilator_3); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_04" ,-5 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_02" ,-5 ,0); OnHit2 ("STAT_Light"); EndAttack(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7206, 7208); N_TargetPoseFlyUp(); TargetPose(201, 202, 203, 204); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 2, 0, 0); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 3, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 5, 0, 85); AttackPower(Annihilator_3); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_04" ,5 ,15); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_02" ,5 ,15); OnHit2 ("STAT_Light"); EndAttack(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7208, 7210); N_TargetPoseFlyUp(); TargetPose(203,204,200,202); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 2, 0, 0); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 206, DMGPose_25 + 207); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 3, 0, 15); DefensePose(344,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 5, 0, 85); AttackPower(Annihilator_3); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_04" ,0 ,10); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_02" ,0 ,10); OnHit2 ("STAT_Light"); EndAttack(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7210, 7212); N_TargetPoseFlyUp(); TargetPose(204,203,202,201); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 2, 0, 0); AirTargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 207, DMGPose_25 + 205); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 3, 0, 15); DefensePose(345,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 5, 0, 85); AttackPower(Annihilator_3); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_04" ,10 ,10); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_02" ,10 ,10); OnHit2 ("STAT_Light"); EndAttack(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7212, 7214); N_TargetPoseFlyUp(); TargetPose(203,204,201,202); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 2, 0, 0); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 206, DMGPose_25 + 207); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 3, 0, 15); DefensePose(344,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 5, 0, 85); AttackPower(Annihilator_3); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_04" ,0 ,10); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_02" ,0 ,10); OnHit2 ("STAT_Light"); EndAttack(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7212, 7214); N_TargetPoseFlyUp(); TargetPose(203,204,201,202); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 2, 0, 0); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 206, DMGPose_25 + 207); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 3, 0, 15); DefensePose(344,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 5, 0, 85); AttackPower(Annihilator_3); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_04" ,0 ,10); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_02" ,0 ,10); OnHit2 ("STAT_Light"); EndAttack(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7215, 7216); N_TargetPoseFlyUp(); TargetPose(201, 202, 203, 204); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 3, 0, 0); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 3, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 5, 0, 85); AttackPower(Annihilator_3); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_05" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_03" ,0 ,0); OnHit2 ("STAT_Light"); EndAttack(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7216, 7218); N_TargetPoseFlyUp(); TargetPose(203,204,200,202); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 3, 0, 0); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 206, DMGPose_25 + 207); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 3, 0, 30); DefensePose(344,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 5, 0, 85); AttackPower(Annihilator_3); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_05" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_03" ,0 ,0); OnHit2 ("STAT_Light"); EndAttack(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7218, 7220); N_TargetPoseFlyUp(); TargetPose(204,203,202,201); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 3, 0, 0); AirTargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 207, DMGPose_25 + 205); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 3, 0, 30); DefensePose(345,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 5, 0, 85); AttackPower(Annihilator_3); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_05" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_03" ,0 ,0); OnHit2 ("STAT_Light"); EndAttack(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7220, 7222); N_TargetPoseFlyUp(); TargetPose(203,204,201,202); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 3, 0, 0); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 206, DMGPose_25 + 207); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 3, 0, 45); DefensePose(344,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 5, 0, 85); AttackPower(Annihilator_3); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_05" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_03" ,0 ,0); OnHit2 ("STAT_Light"); EndAttack(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7222, 7224); N_TargetPoseFlyUp(); TargetPose(204,203,202,200); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 3, 0, 0); AirTargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 207, DMGPose_25 + 205); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 3, 0, 45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 5, 0, 85); AttackPower(Annihilator_3); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_05" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_03" ,0 ,0); OnHit2 ("STAT_Light"); EndAttack(); Box(3); CHR(VOC_Attack_Long3, 7194); SFX("MOV_WalkRStep", 7192); SFX("MOV_WalkLStep", 7195); SFX("WPN7_Punch1L", 7195); SFX("WPN7_Punch1R", 7197); SFX("WPN7_Punch1L", 7199); SFX("WPN7_Punch1R", 7201); SFX("WPN7_Punch1L", 7203); SFX("WPN7_Punch1R", 7205); SFX("WPN7_Punch1L", 7207); SFX("WPN7_Punch1R", 7209); SFX("WPN7_Punch1L", 7211); SFX("WPN7_Punch1R", 7213); SFX("WPN7_Punch1L", 7215); SFX("WPN7_Punch1R", 7217); SFX("WPN7_Punch1L", 7219); SFX("WPN7_Punch1R", 7221); SFX("WPN7_Punch1L", 7223); SND("weap_08_glove_slash_03", -1); SND("char_01_footstep_on_dirt_01", 7192); SND("char_01_footstep_on_dirt_01", 7195); SND("weap_08_glove_slash_02", 7194); SND("weap_08_glove_slash_02", 7196); SND("weap_08_glove_slash_02", 7198); SND("weap_08_glove_slash_02", 7200); SND("weap_08_glove_slash_02", 7202); SND("weap_08_glove_slash_02", 7204); SND("weap_08_glove_slash_02", 7206); SND("weap_08_glove_slash_02", 7208); SND("weap_08_glove_slash_02", 7210); SND("weap_08_glove_slash_02", 7212); SND("weap_08_glove_slash_02", 7214); SND("weap_08_glove_slash_02", 7216); SND("weap_08_glove_slash_02", 7218); SND("weap_08_glove_slash_02", 7220); SND("weap_08_glove_slash_02", 7222); SND("weap_13_punch_slash_01", 7194); SND("weap_13_punch_slash_01", 7196); SND("weap_13_punch_slash_01", 7198); SND("weap_13_punch_slash_01", 7200); SND("weap_13_punch_slash_01", 7202); SND("weap_13_punch_slash_01", 7204); SND("weap_13_punch_slash_01", 7206); SND("weap_13_punch_slash_01", 7208); SND("weap_13_punch_slash_01", 7210); SND("weap_13_punch_slash_01", 7212); SND("weap_13_punch_slash_01", 7214); SND("weap_13_punch_slash_01", 7216); SND("weap_13_punch_slash_01", 7218); SND("weap_13_punch_slash_01", 7220); SND("weap_13_punch_slash_01", 7222); EndPose(882); // 指虎怒爆技上勾拳 StartPose(883); BlendTime(0.1); Frame(7098, 7104); Hard(7098, 7101, 1.5); Hard(7101, 7104); Link(884); FPS(20); Hurt_Small_Body(); Next(7101, 7104); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7102, 7104); N_TargetPoseFlyUp(); TargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 30, 0, 85); AirTargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 30, 0, 85); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 15, 0, 85); AttackPower(Annihilator_4); OnHit ("Hit_Bloody23" , "weap_14_foot_hit_01" ,0 ,-85); OnDefense ("Hit_Guard23" , "weap_08_glove_grd_06" ,0 ,-85); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(weapon,bu_L_Forearm,bu_L_Hand); DragFrame(7100, 7107); DragSFX(-72,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 7102); SFX("MOV_RunRFall", -1); SFX("WPN7_871", 7101); SFX("WPN7_871", 7101); SFX("WPN7_871", 7101); SFX("WPN7_917", 7101); SFX("MOV_Dust_M", 7104); SND("impa_03_wave_scream_01_short", 7100); SND("weap_14_foot_slash_02", 7101); SND("weap_06_hammer_hit_01", 7103); SND("weap_14_foot_hit_02", 7103); EndPose(883); // 指虎怒爆技跳昇下錘 StartPose(884); BlendTime(0.05); Frame(7290, 7310); Hard(7290, 7296, 3); Hard(7296, 7310); Link(885); FPS(20); Hurt_Small_Body(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7296, 7298); N_TargetPoseFlyUp(); TargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); TargetValue(HardFrame_Glove_Ground_Damage * 2); TargetMove(Ground_Gravity * 30, 0, 85); AirTargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); AirTargetValue(HardFrame_Glove_Air_Damage * 2); AirTargetMove(Air_Gravity * 30, 0, 85); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 2); DefenseMove(Defense_Gravity * 15, 0, 85); AttackPower(Annihilator_5); OnHit ("Hit_Bloody23" , "weap_08_glove_hit_06" ,0 ,-85); OnDefense ("Hit_Guard23" , "weap_08_glove_grd_05" ,0 ,-85); EndAttack(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7303, 7305); N_TargetPose(); TargetPose(217,216,217,217); TargetValue(HardFrame_Glove_Ground_Damage * 2); TargetMove(Ground_Gravity * 30, 0, -85); AirTargetPose(217,216,217,217); AirTargetValue(HardFrame_Glove_Air_Damage * 2); AirTargetMove(Air_Gravity * 30, 0, -85); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 2); DefenseMove(Defense_Gravity * 20, 0, -85); AttackPower(Annihilator_6); OnHit ("Hit_Bloody12" , "weap_14_foot_hit_01" ,0 ,90); OnDefense ("Hit_Guard12" , "weap_08_glove_grd_06" ,0 ,90); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(bu_R_UpperArm,bu_L_UpperArm,bl_R_Thigh,bl_L_Thigh); DragFrame(7295, 7302); DragSFX(-73,0,0,0); EndDrag(); StartDrag(weaponL,weaponR,bu_R_Forearm,bu_L_Forearm); DragFrame(7303, 7308); DragSFX(-73,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Light, 7296); CHR(VOC_Attack_Strong, 7303); SFX("MOV_JumpHigh", 7296); SFX("WPN6_802", 7295); SFX("WPN7_884", 7303); SND("char_04_jump_high", 7296); SND("weap_08_glove_slash_03", 7300); SND("weap_13_punch_slash_01", 7303); SND("weap_14_foot_slash_01", 7303); EndPose(884); // 指虎怒爆技氣功 StartPose(885); BlendTime(0.1); Frame(7311, 7333); Hard(7311, 7333); Loop(7333, 7333); Link(886); FPS(20); Hurt_Small_Body(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7325, 7333); N_TargetPose(); TargetPose(217,216,217,217); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 30, 0, -85); AirTargetPose(217,216,217,217); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 30, 0, -85); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 20, 0, -85); AttackPower(Annihilator_7); OnHit ("Hit_Bloody12" , "weap_08_glove_hit_06" ,0 ,90); OnDefense ("Hit_Guard12" , "weap_08_glove_grd_05" ,0 ,90); EndAttack(); StartDrag(bu_Spine1,bu_R_UpperArm,bu_L_UpperArm); DragFrame(7325, 7333); DragSFX(-73,0,0,0); DragLoop(1); EndDrag(); Box(2); CHR(VOC_Attack_Charge3, -1); CHR(VOC_Attack_Long2, 7324); SFX("WPN7_885", 7311); SFX("WPN7_885A", 7325); SFX("WPN7_885B", 7325); SND("impa_03_wave_suck_02", 7311); SND("impa_03_wave_scream_01_short", 7325); EndPose(885); // 指虎怒爆技緩衝 StartPose(886); BlendTime(0.1); Frame(7334, 7341); Hard(7334, 7341); FPS(20); Hurt_Body_Only(); Box(2); SFX("MOV_Dust_S", 7334); SND("weap_06_hammer_hit_02", 7334); SND("weap_11_gun_hit_02", 7334); EndPose(886); // 指虎齊發技1氣合 StartPose(887); BlendTime(0.1); Frame(7343, 7351); Soft(7343, 7351); Loop(7350, 7351); Link(888); FPS(10); Hurt_Body(); StartAttack(); AttackFrame(7347, 7351); TeamAssistChiImpact(); EndAttack(); Box(2); CHR(VOC_Attack_Charge3, -1); SFX("MOV_ChiCharge", -1); SFX("MOV_TeamAssist", 7343); SFX("MOV_TeamAssist", 7345); SFX("MOV_TeamAssist", 7347); SFX("MOV_TeamAssist", 7349); SFX("WPN7_Light_L", 7350); SFX("WPN7_Light_R", 7351); SFX("MOV_TeamAssist", 7351); SND("envi_21_noise_06", -1); SND("weap_05_blade_slash_02", 7343); SND("weap_05_blade_slash_02", 7345); SND("weap_05_blade_slash_02", 7347); SND("weap_05_blade_slash_02", 7349); SND("weap_05_blade_slash_02", 7351); EndPose(887); // 指虎齊發技1氣功掌 StartPose(888); BlendTime(0.1); Frame(7352, 7367); Hard(7352, 7367); Link(889); FPS(20); Hurt_Small_Body(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7358, 7365); N_TargetPoseFlyOut(); TargetPose(201,202,203,204); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 5, 0, 0); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 8, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 10, 0, 25); AttackPower(Decimator_1); OnHit ("Hit_Bloody11" , "weap_14_foot_hit_02" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_06" ,0 ,0); OnHit2 ("MOV_Shock_S"); EndAttack(); Box(2); CHR(VOC_Attack_Strong, 7356); SFX("USE_SuperSkill", -1); SFX("MOV_ChiCharge", 7352); SFX("MOV_Dust_M", 7359); SFX("WPN7_888", 7359); SND("impa_03_wave_suck_02", -1); SND("weap_08_glove_slash_03", 7352); SND("weap_13_punch_slash_02", 7357); SND("impa_01_bomb_big_01", 7359); EndPose(888); // 指虎齊發技起手 StartPose(889); BlendTime(0.1); Frame(7288, 7289); Hard(7288, 7289); Link(890); FPS(20); Hurt_Small_Body(); Box(2); EndPose(889); // 指虎齊發技1箭疾頂肘 StartPose(890); BlendTime(0.1); Link(891); Frame(7078, 7084); Hard(7078, 7084); FPS(20); Hurt_Small_Body(); Next(7080, 7084); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7080, 7084); N_TargetPoseFlyOut(); TargetPose(200,202,203,204); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 4, 0, 0); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 10, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 12, 0, 25); AttackPower(Decimator_2); OnHit ("Hit_Bloody12" , "weap_14_foot_hit_02" ,0 ,0); OnDefense ("Hit_Guard12" , "weap_08_glove_grd_06" ,0 ,0); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(bu_Spine1,bu_Spine,bu_R_UpperArm,bl_R_Thigh); DragFrame(7078, 7084); DragSFX(-73,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 7078); SFX("MOV_Dust_M", 7081); SFX("WPN7_913", -1); SND("impa_03_wave_scream_01_short", -1); SND("weap_14_foot_slash_01", 7078); SND("weap_06_hammer_hit_02", 7080); SND("weap_14_foot_hit_02", 7080); EndPose(890); // 指虎齊發技1上勾拳 StartPose(891); BlendTime(0.2); Frame(7098, 7104); Hard(7098, 7101, 1.5); Hard(7101, 7104); Link(892); FPS(20); Hurt_Small_Body(); Next(7101, 7104); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7102, 7105); N_TargetPoseFlyUp(); TargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 30, 0, 75); AirTargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 30, 0, 75); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 15, 0, 70); AttackPower(Decimator_3); OnHit ("Hit_Bloody23" , "weap_14_foot_hit_01" ,0 ,-85); OnDefense ("Hit_Guard23" , "weap_08_glove_grd_06" ,0 ,-85); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(weapon,bu_L_Forearm,bu_L_Hand); DragFrame(7100, 7107); DragSFX(-72,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 7100); SFX("MOV_RunRFall", -1); SFX("WPN7_871", 7101); SFX("WPN7_871", 7101); SFX("WPN7_871", 7101); SFX("WPN7_917", 7101); SFX("MOV_Dust_M", 7104); SND("impa_03_wave_scream_01_short", 7100); SND("weap_14_foot_slash_02", 7101); SND("weap_06_hammer_hit_01", 7103); SND("weap_14_foot_hit_02", 7103); EndPose(891); // 指虎齊發技1跳昇下錘 StartPose(892); BlendTime(0.1); Frame(7290, 7310); Hard(7290, 7296, 3); Hard(7296, 7310); Link(893); FPS(20); Hurt_Small_Body(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7296, 7298); N_TargetPoseFlyUp(); TargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); TargetValue(HardFrame_Glove_Ground_Damage * 2); TargetMove(Ground_Gravity * 30, 0, 85); AirTargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); AirTargetValue(HardFrame_Glove_Air_Damage * 2); AirTargetMove(Air_Gravity * 30, 0, 85); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 2); DefenseMove(Defense_Gravity * 15, 0, 75); AttackPower(Decimator_4); OnHit ("Hit_Bloody23" , "weap_08_glove_hit_06" ,0 ,-85); OnDefense ("Hit_Guard23" , "weap_08_glove_grd_05" ,0 ,-85); EndAttack(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7303, 7306); N_TargetPose(); TargetPose(217,216,217,217); TargetValue(HardFrame_Glove_Ground_Damage * 2); TargetMove(Ground_Gravity * 30, 0, -85); AirTargetPose(217,216,217,217); AirTargetValue(HardFrame_Glove_Air_Damage * 2); AirTargetMove(Air_Gravity * 30, 0, -85); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 2); DefenseMove(Defense_Gravity * 20, 0, -85); AttackPower(Decimator_5); OnHit ("Hit_Bloody12" , "weap_14_foot_hit_01" ,0 ,90); OnDefense ("Hit_Guard12" , "weap_08_glove_grd_06" ,0 ,90); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(bu_R_UpperArm,bu_L_UpperArm,bl_R_Thigh,bl_L_Thigh); DragFrame(7295, 7302); DragSFX(-73,0,0,0); EndDrag(); StartDrag(weaponL,weaponR,bu_R_Forearm,bu_L_Forearm); DragFrame(7303, 7308); DragSFX(-73,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Light, 7296); CHR(VOC_Attack_Strong, 7303); SFX("MOV_JumpHigh", 7296); SFX("WPN6_802", 7296); SFX("WPN7_884", 7303); SND("char_04_jump_high", 7296); SND("weap_08_glove_slash_03", 7300); SND("weap_13_punch_slash_01", 7303); SND("weap_14_foot_slash_01", 7303); EndPose(892); // 指虎齊發技1氣功 StartPose(893); BlendTime(0.1); Frame(7311, 7333); Hard(7311, 7333); Loop(7333, 7333); Link(894); FPS(20); Hurt_Small_Body(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7325, 7333); N_TargetPose(); TargetPose(217,216,217,217); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 30, 0, -85); AirTargetPose(217,216,217,217); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 30, 0, -85); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 20, 0, -85); AttackPower(Decimator_6); OnHit ("Hit_Bloody12" , "weap_08_glove_hit_06" ,0 ,90); OnDefense ("Hit_Guard12" , "weap_08_glove_grd_05" ,0 ,90); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(bu_Spine1,bu_R_UpperArm,bu_L_UpperArm); DragFrame(7325, 7333); DragSFX(-73,0,0,0); DragLoop(1); EndDrag(); Box(2); CHR(VOC_Attack_Charge3, -1); CHR(VOC_Attack_Long2, 7325); SFX("WPN7_885", 7311); SFX("WPN7_885A", 7325); SFX("WPN7_885B", 7325); SND("impa_03_wave_suck_02", 7311); SND("impa_03_wave_scream_01_short", 7325); EndPose(893); // 指虎齊發技1緩衝 StartPose(894); BlendTime(0.1); Frame(7334, 7341); Hard(7334, 7341); FPS(20); Hurt_Body_Only(); Box(2); SFX("MOV_Dust_S", 7334); SND("weap_06_hammer_hit_02", 7334); SND("weap_11_gun_hit_02", 7334); EndPose(894); // 指虎齊發技2氣合 StartPose(895); BlendTime(0.1); Frame(7343, 7351); Soft(7343, 7351); Loop(7347, 7351); Link(888); FPS(10); Hurt_Body(); StartAttack(); AttackFrame(7347, 7351); TeamAssistChiImpact(); EndAttack(); Box(2); CHR(VOC_Attack_Charge3, -1); SFX("MOV_ChiCharge", -1); SFX("MOV_TeamAssist", 7343); SFX("MOV_TeamAssist", 7345); SFX("MOV_TeamAssist", 7347); SFX("MOV_TeamAssist", 7349); SFX("WPN7_Light_L", 7350); SFX("WPN7_Light_R", 7351); SFX("MOV_TeamAssist", 7351); SND("envi_21_noise_06", -1); SND("weap_05_blade_slash_02", 7343); SND("weap_05_blade_slash_02", 7345); SND("weap_05_blade_slash_02", 7347); SND("weap_05_blade_slash_02", 7349); SND("weap_05_blade_slash_02", 7351); EndPose(895); // 指虎齊發技2氣功掌 StartPose(896); BlendTime(0.1); Frame(7352, 7367); Hard(7352, 7367); Link(897); FPS(20); Hurt_Small_Body(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7358, 7365); N_TargetPoseFlyOut(); TargetPose(201,202,203,204); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 5, 0, 0); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 8, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 10, 0, 25); AttackPower(Shin_s_Onslaught_1); OnHit ("Hit_Bloody11" , "weap_14_foot_hit_02" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_06" ,0 ,0); OnHit2 ("MOV_Shock_S"); EndAttack(); Box(2); CHR(VOC_Attack_Strong, 7356); SFX("USE_SuperSkill", -1); SFX("MOV_ChiCharge", 7352); SFX("MOV_Dust_M", 7359); SFX("WPN7_888", 7359); SND("impa_03_wave_suck_02", -1); SND("weap_08_glove_slash_03", 7352); SND("weap_13_punch_slash_02", 7357); SND("impa_01_bomb_big_01", 7359); EndPose(896); // 指虎齊發技2起手 StartPose(897); BlendTime(0.1); Frame(7288, 7289); Hard(7288, 7289); Link(898); FPS(20); Hurt_Small_Body(); Box(2); EndPose(887); // 指虎齊發技2箭疾頂肘 StartPose(898); BlendTime(0.1); Link(899); Frame(7078, 7084); Hard(7078, 7084); FPS(20); Hurt_Small_Body(); Next(7080, 7084); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7080, 7084); N_TargetPoseFlyOut(); TargetPose(200,202,203,204); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 4, 0, 0); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 10, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 12, 0, 25); AttackPower(Shin_s_Onslaught_2); OnHit ("Hit_Bloody12" , "weap_14_foot_hit_02" ,0 ,0); OnDefense ("Hit_Guard12" , "weap_08_glove_grd_06" ,0 ,0); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(bu_Spine1,bu_Spine,bu_R_UpperArm,bl_R_Thigh); DragFrame(7078, 7084); DragSFX(-73,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 7078); SFX("MOV_Dust_M", 7081); SFX("WPN7_913", -1); SND("impa_03_wave_scream_01_short", -1); SND("weap_14_foot_slash_01", 7078); SND("weap_06_hammer_hit_02", 7080); SND("weap_14_foot_hit_02", 7080); EndPose(898); // 指虎齊發技2上勾拳 StartPose(899); BlendTime(0.2); Frame(7098, 7104); Hard(7098, 7101, 1.5); Hard(7101, 7104); Link(900); FPS(20); Hurt_Small_Body(); Next(7104, 7107); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7102, 7104); N_TargetPoseFlyUp(); TargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 30, 0, 75); AirTargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 30, 0, 75); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 15, 0, 70); AttackPower(Shin_s_Onslaught_3); OnHit ("Hit_Bloody23" , "weap_14_foot_hit_01" ,0 ,-85); OnDefense ("Hit_Guard23" , "weap_08_glove_grd_06" ,0 ,-85); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(weapon,bu_L_Forearm,bu_L_Hand); DragFrame(7100, 7107); DragSFX(-72,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 7100); SFX("MOV_RunRFall", -1); SFX("WPN7_871", 7101); SFX("WPN7_871", 7101); SFX("WPN7_871", 7101); SFX("WPN7_917", 7101); SFX("MOV_Dust_M", 7104); SND("impa_03_wave_scream_01_short", 7100); SND("weap_14_foot_slash_02", 7101); SND("weap_06_hammer_hit_01", 7103); SND("weap_14_foot_hit_02", 7103); EndPose(899); // 指虎齊發技2跳昇下錘 StartPose(900); BlendTime(0.05); Frame(7290, 7310); Hard(7290, 7296, 3); Hard(7296, 7310); Link(901); FPS(20); Hurt_Small_Body(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7296, 7298); N_TargetPoseFlyUp(); TargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); TargetValue(HardFrame_Glove_Ground_Damage * 2); TargetMove(Ground_Gravity * 30, 0, 85); AirTargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); AirTargetValue(HardFrame_Glove_Air_Damage * 2); AirTargetMove(Air_Gravity * 30, 0, 85); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 2); DefenseMove(Defense_Gravity * 15, 0, 75); AttackPower(Shin_s_Onslaught_4); OnHit ("Hit_Bloody23" , "weap_08_glove_hit_06" ,0 ,-85); OnDefense ("Hit_Guard23" , "weap_08_glove_grd_05" ,0 ,-85); EndAttack(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7303, 7306); N_TargetPose(); TargetPose(217,216,217,217); TargetValue(HardFrame_Glove_Ground_Damage * 2); TargetMove(Ground_Gravity * 30, 0, -85); AirTargetPose(217,216,217,217); AirTargetValue(HardFrame_Glove_Air_Damage * 2); AirTargetMove(Air_Gravity * 30, 0, -85); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 2); DefenseMove(Defense_Gravity * 20, 0, -85); AttackPower(Shin_s_Onslaught_5); OnHit ("Hit_Bloody12" , "weap_14_foot_hit_01" ,0 ,90); OnDefense ("Hit_Guard12" , "weap_08_glove_grd_06" ,0 ,90); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(bu_R_UpperArm,bu_L_UpperArm,bl_R_Thigh,bl_L_Thigh); DragFrame(7295, 7302); DragSFX(-73,0,0,0); EndDrag(); StartDrag(weaponL,weaponR,bu_R_Forearm,bu_L_Forearm); DragFrame(7303, 7308); DragSFX(-73,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Middle, 7296); CHR(VOC_Attack_Strong, 7303); SFX("MOV_JumpHigh", 7296); SFX("WPN6_802", 7296); SFX("WPN7_884", 7303); SFX("MOV_ChiChargeL", 7305); SFX("MOV_ChiChargeR", 7305); SND("char_04_jump_high", 7296); SND("weap_08_glove_slash_03", 7300); SND("weap_13_punch_slash_01", 7303); SND("weap_14_foot_slash_01", 7303); SND("impa_03_wave_suck_01", 7305); EndPose(900); // 指虎齊發技2氣功連打 StartPose(901); BlendTime(0.1); Frame(7373, 7410); Hard(7373, 7410); Link(902); FPS(30); Hurt_Small_Body(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7374, 7407); N_TargetPose(); TargetPose(217,216,217,217); TargetValue(HardFrame_Glove_Ground_Damage * 2); TargetMove(Ground_Gravity * 20, 0, -85); AirTargetPose(217,216,217,217); AirTargetValue(HardFrame_Glove_Air_Damage * 2); AirTargetMove(Air_Gravity * 20, 0, -85); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 2); DefenseMove(Defense_Gravity * 20, 0, -85); AttackPower(Shin_s_Onslaught_6); OnHit ("Hit_Bloody12" , "weap_13_punch_hit_02" ,0 ,90); OnDefense ("Hit_Guard12" , "weap_08_glove_grd_04" ,0 ,90); EndAttack(); Box(2); CHR(VOC_Attack_Long3, 7373); SFX("WPN7_901L0", 7379); SFX("WPN7_901L1", 7379); SFX("WPN7_901L0", 7391); SFX("WPN7_901L1", 7391); SFX("WPN7_901L0", 7403); SFX("WPN7_901L1", 7403); SFX("WPN7_901R0", 7374); SFX("WPN7_901R1", 7374); SFX("WPN7_901R0", 7385); SFX("WPN7_901R1", 7385); SFX("WPN7_901R0", 7397); SFX("WPN7_901R1", 7397); SND("impa_01_bomb_small_01", 7374); SND("impa_01_bomb_small_01", 7379); SND("impa_01_bomb_small_01", 7385); SND("impa_01_bomb_small_01", 7391); SND("impa_01_bomb_small_01", 7397); SND("impa_01_bomb_small_01", 7403); EndPose(901); // 指虎齊發技2氣功 StartPose(902); BlendTime(0.1); Frame(7311, 7333); Hard(7311, 7333); Loop(7333, 7333); Link(903); FPS(20); Hurt_Small_Body(); StartAttack(); AttackType(1); Attack_All(); AttackFrame(7325, 7333); N_TargetPose(); TargetPose(217,216,217,217); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 30, 0, -85); AirTargetPose(217,216,217,217); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 30, 0, -85); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 1); DefenseMove(Defense_Gravity * 20, 0, -85); AttackPower(Shin_s_Onslaught_7); OnHit ("Hit_Bloody12" , "weap_08_glove_hit_06" ,0 ,90); OnDefense ("Hit_Guard12" , "weap_08_glove_grd_05" ,0 ,90); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(bu_Spine1,bu_R_UpperArm,bu_L_UpperArm); DragFrame(7325, 7333); DragSFX(-73,0,0,0); DragLoop(1); EndDrag(); Box(2); CHR(VOC_Attack_Charge3, -1); CHR(VOC_Attack_Long3, 7325); SFX("WPN7_885", 7311); SFX("WPN7_885A", 7325); SFX("WPN7_885B", 7325); SND("impa_03_wave_suck_02", 7311); SND("impa_03_wave_scream_01_short", 7325); EndPose(902); // 指虎齊發技1緩衝 StartPose(903); BlendTime(0.1); Frame(7334, 7341); Hard(7334, 7341); FPS(20); Hurt_Body_Only(); Box(2); SFX("MOV_Dust_S", 7334); SND("weap_06_hammer_hit_02", 7334); SND("weap_11_gun_hit_02", 7334); EndPose(903); //============================武士刀動作================================== // 武士刀地面待機前段 StartPose(930); BlendTime(0.15); Frame(8400, 8401); Hard(8400, 8401); FPS(10); WeaponModel(0); Link(929); Hurt_All(); Box(2); EndPose(930); // 武士刀地面待機後段 StartPose(929); BlendTime(0.2); Frame(8402, 8409); FPS(10); Soft(8402, 8404, 1.4); Soft(8404, 8409, 0.6); Loop(8404, 8409); Hurt_All(); Box(2); EndPose(929); //武士刀統一動作段落 防禦931_938 速移939_942 WeaponUsualPose1(a = 590 , s= 6707); WeaponUsualPose2(a = 590 , s= 6707); // 武士刀組合技(起跳) StartPose(943); BlendTime(0.1); Frame(8486, 8489); FPS(20); Hard(8486, 8489); Hurt_All(); Link(1018); Box(2); CHR(VOC_Attack_Light, -1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", -1); EndPose(943); // 武士刀組合技(揮刀) StartPose(1018); BlendTime(0.05); Frame(8825, 8831); Hard(8825, 8831); Hurt_All(); FPS(20); Link(1019); WeaponModel(2); Next(8827, 8831); StartAttack(); Attack_Up_T(); AttackFrame(8826, 8828); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Samurai_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 22, 0, -45); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Samurai_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 25, 0, -45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Spinning_Leap_1); OnHit ("Hit_Bloody02" , "weap_07_samurai_hit_06" ,-75 ,-45); OnDefense ("Hit_Guard02" , "weap_07_samurai_grd_04" ,-75 ,-45); EndAttack(); StartDrag(); DragFrame(8825, 8830); DragSFX(-82,0,0,0); EndDrag(); Box(2); SFX("WPN8_1018", 8825); SND("weap_07_samurai_pull_out", 8825); SND("weap_07_samurai_slash_03", 8825); EndPose(1018); // 武士刀組合技(收招) StartPose(1019); BlendTime(0.05); Frame(8832, 8833); FPS(10); Hurt_All(); Next(8832, 8833); Box(2); EndPose(1019); // 武士刀騰躍技1 StartPose(1015); BlendTime(0.05); Frame(8810, 8814); FPS(10); Hard(8810, 8814); Loop(8814, 8814); Link(1016); Next(8813, 8814); Hurt_All(); StartAttack(); Attack_Up_T(); AttackFrame(8812, 8814); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Samurai_Ground_Damage * 0.4); TargetMove(Ground_Gravity * 12, -15, 0); AirTargetPose(DMGPose_01 + 211, DMGPose_01 + 211, DMGPose_01 + 211, DMGPose_01 + 211); AirTargetValue(HardFrame_Samurai_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 20, -15, -45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, -15, 0); AttackPower(Gouging_Fall_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_04" ,-75 ,45); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_04" ,-75 ,45); EndAttack(); StartDrag(); DragFrame(8810, 8814); DragSFX(-82,0,0,0); DragLoop(1); EndDrag(); Box(2); CHR(VOC_Attack_Light, 8812); SFX("WPN8_1015", 8812); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", 8810); SND("weap_04_spear_slash_02", 8812); EndPose(1015); // 武士刀騰躍技1緩衝 StartPose(1016); BlendTime(0.05); Frame(8815, 8816); Soft(8815, 8816, 0.5); FPS(10); Next(8815, 8816); Hurt_All(); Box(2); SFX("MOV_Dust_S", 8815); SND("weap_06_hammer_hit_01", 8815); EndPose(1016); // 武士刀騰躍技2 StartPose(1017); BlendTime(0.05); Frame(8817, 8824); FPS(10); Hard(8818, 8819); Hard(8819, 8821, 1.5); Hard(8821, 8822); Soft(8822, 8824, 0.5); Hurt_All(); Next(8820, 8824); StartAttack(); Attack_R_hand(); AttackFrame(8820, 8823); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Samurai_Ground_Damage * 0.4); TargetMove(Ground_Gravity * 12, 15, 0); AirTargetPose(DMGPose_01 + 211, DMGPose_01 + 211, DMGPose_01 + 211, DMGPose_01 + 211); AirTargetValue(HardFrame_Samurai_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 20, 15, -45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 15, 0); AttackPower(Gouging_Fall_1); OnHit ("Hit_Bloody22" , "weap_08_glove_hit_05" ,45 ,45); OnDefense ("Hit_Guard22" , "weap_08_glove_grd_05" ,45 ,45); EndAttack(); StartDrag(); DragFrame(8819, 8823); DragSFX(-82,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Light, 8820); SFX("MOV_Jump", -1); SFX("WPN8_1017", 8820); SFX("MOV_BodyDown", 8821); SND("char_04_jump", -1); SND("weap_04_spear_slash_01", 8820); SND("weap_04_spear_slash_02", 8820); SND("char_02_touchdown_on_concrete", 8821); EndPose(1017); // 武士刀排雲 (起身技 X) StartPose(1200); BlendTime(0.1); Frame(904, 904); Hard(904, 904); FPS(10); HurtBone(); Link(1201); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_03", -1); EndPose(1200); // 武士刀排雲 (起身技 X) StartPose(1201); BlendTime(0.15); Frame(8714, 8719); FPS(20); Hard(8714, 8716, 2); Hard(8716, 8718); Next(8715, 8719); Hurt_Body_Only(); StartAttack(); AttackBone(effect); AttackFrame(8716, 8718); N_TargetPose(); TargetPose(201,201,201,201); TargetValue(HardFrame_Samurai_Ground_Damage * 0.4); TargetMove(Ground_Gravity * 6, 0, 0); AirTargetPose(205,207,208,209); AirTargetValue(HardFrame_Samurai_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 8, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 4, 0, 0); AttackPower(Rising_Boiling_Blood_1); OnHit ("Hit_Bloody21" , "weap_06_hammer_hit_01" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_02" ,0 ,0); EndAttack(); Box(1); SFX("WPN8_1201", 8715); SND("weap_08_glove_slash_03", -1); SND("char_04_jump", 8715); EndPose(1201); // 武士刀單手突刺 (起身技 Y) StartPose(1202); BlendTime(0.1); Frame(904, 907); Hard(904, 907); FPS(12); HurtBone(); Link(1203); Box(1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_03", -1); EndPose(1202); // 武士刀單手突刺 (起身技 Y) StartPose(1203); BlendTime(0.05); Frame(8563, 8573); FPS(20); Hard(8563, 8564, 0.5); Hard(8564, 8565, 2); Hard(8565, 8566); Hard(8566, 8567, 0.5); Hard(8567, 8569); Next(8565, 8572); Hurt_All(); StartAttack(); Attack_R_hand(); AttackFrame(8564, 8566); N_TargetPose(); TargetPose(200,202,203,204); TargetValue(HardFrame_Samurai_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 10, 0, 0); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Samurai_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 16, 0, 15); DefensePose(342,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Rising_Bloody_Thrust_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_02" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_02" ,0 ,0); EndAttack(); StartDrag(); DragFrame(8563, 8567); DragSFX(-81,0,0,0); EndDrag(); Box(1); SFX("MOV_RunRFall", 8565); SND("weap_04_spear_slash_02", 8564); SND("weap_06_hammer_hit_01", 8565); EndPose(1203); // 武士刀怒氣持刀踹斬(踹) (閃避技 ^X) StartPose(1220); BlendTime(0.1); Frame(8694, 8700); Hard(8695, 8697, 2); Hard(8697, 8698, 2); Hard(8698, 8699, 0.5); Soft(8699, 8700, 1.5); Next(8695, 8699); Hurt_All(); FPS(10); StartAttack(); Attack_R_foot(); AttackFrame(8697, 8699); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Samurai_Ground_Damage * 0.5); TargetMove(Ground_Gravity * 10, 0, 0); AirTargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); AirTargetValue(HardFrame_Samurai_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 16, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Rushing_Boiling_Blood_1); OnHit ("Hit_Bloody12" , "weap_08_glove_hit_06" ,0 ,0); OnDefense ("Hit_Guard12" , "weap_08_glove_grd_06" ,0 ,0); EndAttack(); Box(2); SFX("MOV_RunLStep", 8695); SND("weap_08_glove_slash_03", 8697); SND("char_01_footstep_on_dirt_01", 8695); EndPose(1220); // 武士刀騰躍技2 (閃避技 ^Y) StartPose(1221); BlendTime(0.1); Frame(8817, 8824); FPS(10); Hard(8818, 8819); Hard(8819, 8821, 1.5); Hard(8821, 8822); Soft(8822, 8824, 0.5); Hurt_All(); Next(8818, 8823); StartAttack(); Attack_R_hand(); AttackFrame(8820, 8822); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Samurai_Ground_Damage * 0.5); TargetMove(Ground_Gravity * 12, 15, 0); AirTargetPose(DMGPose_01 + 211, DMGPose_01 + 211, DMGPose_01 + 211, DMGPose_01 + 211); AirTargetValue(HardFrame_Samurai_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 20, 15, -45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 15, 0); AttackPower(Rushing_Gouging_Fall_1); OnHit ("Hit_Bloody22" , "weap_08_glove_hit_05" ,45 ,45); OnDefense ("Hit_Guard22" , "weap_08_glove_grd_05" ,45 ,45); EndAttack(); StartDrag(); DragFrame(8819, 8823); DragSFX(-82,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Light, 8820); SFX("MOV_Jump", -1); SFX("WPN8_1017", 8820); SFX("MOV_BodyDown", 8821); SND("char_04_jump", -1); SND("weap_04_spear_slash_01", 8820); SND("weap_04_spear_slash_02", 8820); SND("char_02_touchdown_on_concrete", 8821); EndPose(1221); // 武士刀拔刀術出招 (閃避技 ^X+Y) StartPose(1222); BlendTime(0.001); Frame(8624, 8630); WeaponModel(2); FPS(10); Hard(8624, 8630); Link(971); Next(8624, 8629); Hurt_All(); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(8624, 8626); N_TargetPoseFlyOut(); TargetPose(212,213,214,215); TargetValue(HardFrame_Glove_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 22, 0, 15); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Glove_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 20, 0, 1); DefensePose(342,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.8); DefenseMove(Defense_Gravity * 15, 0, 5); AttackPower(Rushing_Gash_1); OnHit ("Hit_Bloody03" , "weap_07_samurai_hit_03" ,-90 ,0); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_03" ,-90 ,0); EndAttack(); StartDrag(); DragFrame(8624, 8627); DragSFX(-83,0,0,0); EndDrag(); Box(-2); CHR(VOC_Attack_Strong, -1); SFX("WPN8_Light_R", -1); SFX("WPN8_966", 8624); SFX("MOV_RunRFall", 8625); SND("weap_07_samurai_slash_02", 8625); SND("weap_07_samurai_slash_03", 8625); SND("weap_07_samurai_pull_out", -1); SND("char_01_footstep_on_dirt_01", 8625); EndPose(1222); // 武士刀待機暗器技段落 暗器技944 氣合1 945_946 氣合2 947_948 DartUsualPose(a=684 , s=6972); // 武士刀空踢 StartPose(951); AirKick(Samurai_Jump_Kick_1); EndPose(951); // 武士刀空下擊(空中落下) StartPose(952); BlendTime(0.1); Frame(8521, 8524); FPS(10); Hard(8521, 8524); Loop(8524, 8524); Link(953); Hurt_Body(); StartAttack();// 假的AttackFrame是為了控制落地前按鍵有效的手段 AttackFrame(8521, 8524); EndAttack(); StartDrag(); DragFrame(8522, 8524); DragSFX(-82,0,0,0); DragLoop(1); EndDrag(); Box(2); SND("weap_08_glove_slash_03", 8521); EndPose(952); // 武士刀空下擊緩衝(落地攻擊) StartPose(953); BlendTime(0.05); Frame(8525, 8529); FPS(10); Hard(8525, 8527); Hard(8527, 8529, 1.5); Link(954); Hurt_Body(); Next(8525, 8529); StartAttack(); Attack_R_hand(); AttackFrame(8525, 8526); N_TargetPose(); TargetPose(225,226,225,225); TargetValue(HardFrame_Samurai_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 12, 0, -45); AirTargetPose(211,211,211,211); AirTargetValue(HardFrame_Samurai_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 20, 0, -65); DefensePose(342,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Falling_Stab_1); OnHit ("Hit_Bloody22" , "weap_08_glove_hit_06" ,0 ,-90); OnDefense ("Hit_Guard22" , "weap_08_glove_grd_05" ,0 ,-90); EndAttack(); StartDrag(); DragFrame(8525, 8527); DragSFX(-81,0,0,0); EndDrag(); Box(-2); CHR(VOC_Attack_Light, -1); SFX("COM_HitG_25",8525); SFX("MOV_BodyDown", -1); SND("weap_06_hammer_grd_02", 8525); SND("weap_06_hammer_hit_01", 8525); EndPose(953); // 武士刀空下擊緩衝(撿起武士刀) StartPose(954); BlendTime(0.05); Frame(8530, 8531); FPS(20); Hard(8530, 8530); Next(8530, 8531); Hurt_All(); Box(2); SND("weap_11_gun_hit_01", 8530); EndPose(954); // -----------------未拔刀時之劍鞘攻擊---------------------- // 男體型 拆槍入鞘 1581 拔刀入鞘 1582 // 女體型 拆槍入鞘 1585 拔刀入鞘 1586 // 大體型 拆槍入鞘 1589 拔刀入鞘 1590 // Link 955 收回鞘再直接連左擊體 MappingPose3(0,955); // 男體型武士刀左擊體955 右擊肩956 正擊面957 MappingPose2(0, 0); // 女體型武士刀左擊體1552 右擊肩1553 正擊面1554 MappingPose2(597, 602); // 大體型武士刀左擊體1555 右擊肩1556 正擊面1557 MappingPose2(600, 627); // 男體型 拆槍入鞘 1593 拔刀入鞘 1594 // 女體型 拆槍入鞘 1597 拔刀入鞘 1598 // 大體型 拆槍入鞘 1601 拔刀入鞘 1602 // Link 958 收回鞘再直接連單手突刺 MappingPose3(12,958); // 武士刀單手突刺 StartPose(958); BlendTime(0.1); Frame(8557, 8573); FPS(20); Soft(8557, 8559, 3); Hard(8560, 8563, 2); Hard(8563, 8564, 0.5); Hard(8564, 8565, 2); Hard(8565, 8566); Hard(8566, 8567, 0.5); Hard(8567, 8569); Next(8565, 8572); Hurt_All(); StartAttack(); Attack_R_hand(); AttackFrame(8564, 8566); N_TargetPose(); TargetPose(200,202,203,204); TargetValue(HardFrame_Samurai_Ground_Damage * 0.25); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(205,207,208,209); AirTargetValue(HardFrame_Samurai_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 15, 0, 15); DefensePose(342,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Bloody_Thrust_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_01" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_01" ,0 ,0); EndAttack(); StartDrag(); DragFrame(8563, 8567); DragSFX(-81,0,0,0); EndDrag(); Box(1); SFX("MOV_RunLStep", 8560); SFX("MOV_RunRFall", 8565); SND("char_01_footstep_on_dirt_03", 8560); SND("char_01_footstep_on_dirt_01", 8565); SND("weap_04_spear_slash_02", 8564); EndPose(958); // 武士刀雙手突刺前段(攻擊, 刀未拆離) StartPose(959); BlendTime(0.2); Frame(8574, 8581); FPS(20); Hard(8578, 8580); Hard(8580, 8581, 2); Link(960); Hurt_All(); StartAttack(); Attack_R_hand(); AttackFrame(8580, 8581); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Samurai_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(DMGPose_25 + 206, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Samurai_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 18, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Full_Bloody_Thrust_2); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_02" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_02" ,0 ,0); EndAttack(); StartDrag(); DragFrame(8579, 8581); DragSFX(-81,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Light, 8580); SFX("MOV_RunLStep", -1); SFX("MOV_RunRFall", 8581); SND("char_01_footstep_on_dirt_03", -1); SND("weap_04_spear_slash_02", 8580); SND("weap_11_gun_hit_02", 8581); EndPose(959); // 武士刀雙手突刺中段(刀已拆離, 攻擊距離加長) StartPose(960); BlendTime(0.05); Frame(8582, 8589); WeaponModel(2); FPS(20); Hard(8582, 8584, 0.5); Hard(8584, 8585); Soft(8585, 8587, 1.25); Soft(8587, 8589, 1.5); Link(961); Next(8582, 8588); Hurt_All(); StartAttack(); Attack_R_hand(); AttackFrame(8582, 8583); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Samurai_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(DMGPose_25 + 206, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Samurai_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 18, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Full_Bloody_Thrust_2); OnHit ("Hit_Bloody21" , "weap_13_punch_hit_02" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_02" ,0 ,0); EndAttack(); StartDrag(); DragFrame(8582, 8585); DragSFX(-81,0,0,0); EndDrag(); Box(1); SFX("MOV_RunLStep", 8582); SND("char_01_footstep_on_dirt_01", 8582); SND("weap_08_glove_slash_01", 8585); EndPose(960); // 武士刀雙手突刺後段(收回鞘) StartPose(961); BlendTime(0.05); Frame(8590, 8591); FPS(10); Hurt_All(); Box(2); SND("inte_06_weapon_touch_01", 8590); EndPose(961); // 武士刀飛輪鞘前段(準備彈鞘) StartPose(962); BlendTime(0.2); Frame(8592, 8598); WeaponModel(2); FPS(20); Hard(8592, 8598); Link(963); Hurt_All(); Box(1); SFX("MOV_RunLStep", 8593); SFX("MOV_RunRFall", 8593); SND("char_01_footstep_on_dirt_01", 8593); EndPose(962); // 武士刀飛輪鞘中段(刀鞘飛行中) StartPose(963); BlendTime(0.15); Frame(8599, 8607); WeaponModel(2); FPS(20); Hard(8599, 8607, 1.2); Link(964); Next(8601, 8607); Hurt_All(); StartAttack(); Attack_L_hand(); AttackFrame(8599, 8603); N_TargetPose(); TargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Samurai_Ground_Damage * 1); TargetMove(Ground_Gravity * 20, 0, 30); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Samurai_Air_Damage * 1); AirTargetMove(Air_Gravity * 15, 0, 25); DefensePose(342,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Dripping_Scabbard_3); OnHit ("Hit_Bloody22" , "weap_08_glove_hit_05" ,-75 ,0); OnDefense ("Hit_Guard22" , "weap_08_glove_grd_05" ,-75 ,0); EndAttack(); StartDrag(); DragFrame(8599, 8607); DragSFX(-83,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Middle, -1); SFX("WPN8_963", 8599); SFX("MOV_RunLStep", 8599); SFX("COM_HitG_75", 8601); SND("weap_08_glove_grd_01", 8599); SND("weap_11_gun_hit_01", 8607); SND("char_01_footstep_on_dirt_01", 8599); EndPose(963); // 武士刀飛輪鞘後段(刀鞘回手) StartPose(964); BlendTime(0.1); Frame(8608, 8613); Soft(8608, 8613); WeaponModel(2); FPS(20); Link(971); Hurt_All(); Next(8608, 8612); Box(2); SFX("MOV_RunRStep", 8610); SND("char_01_footstep_on_dirt_01", 8610); EndPose(964); // -----------拆組各式的出刀收刀動作MAPPING---------- // 男體型武士刀拔刀(組合槍刀) StartPose(949); BlendTime(0.1); Frame(8509, 8513); WeaponModel(2); FPS(10); Hard(8509, 8512, 1.5); Hard(8512, 8513, 10); Hurt_All(); Box(2); SFX("WPN8_BladeOUT", -1); SND("weap_07_samurai_pull_out", 8509); SND("weap_11_gun_reload", 8513); EndPose(949); // 男體型武士刀(拆解刀槍)收刀入鞘 StartPose(950); BlendTime(0.1); Frame(8514, 8518); Hard(8514, 8517, 1.5); Hard(8517, 8518, 10); WeaponModel(2); FPS(10); Hurt_All(); Box(2); SFX("WPN8_BladeOUT", 8518); SND("inte_06_weapon_touch_02", 8514); SND("weap_03_sword_grd_01", 8517); EndPose(950); // 男體型武士刀拔刀術收刀 StartPose(971); BlendTime(0.1); Frame(8633, 8637); Hard(8633, 8636, 1.5); Hard(8636, 8637, 10); WeaponModel(2); FPS(10); Hurt_All(); Box(2); SFX("MOV_RunLStep", 8634); SFX("WPN8_BladeOUT", 8636); SND("inte_06_weapon_touch_02", 8633); SND("weap_03_sword_grd_01", 8636); EndPose(971); // 女體型武士刀組槍1540 拆槍1541 拔刀術入鞘1542 MappingPose1(a=0 , s=0); // 大體型武士刀組槍1543 拆槍1544 拔刀術入鞘1545 MappingPose1(a=3 , s=17); // -----------------出刀之刀刃攻擊---------------------- // 男體型 拆槍成拔刀 1629 // 女體型 拆槍成拔刀 1630 // 大體型 拆槍成拔刀 1631 // Link 309 拆槍後變成拔刀 MappingPose4(0,309); // 武士刀單手右逆袈裟斬(直接出招使用) StartPose(308); BlendTime(0.05); // 0.05 Frame(9328, 9332); WeaponModel(2); FPS(30); Hard(9328, 9332, 1.5); Hurt_All(); Link(314); Box(2); SFX("WPN8_BladeOUT", -1); SND("weap_07_samurai_pull_out", 9328); EndPose(308); // 武士刀單手右逆袈裟斬(直接出招使用) StartPose(314); BlendTime(0.1); // 0.05 Frame(8766, 8772); FPS(10); Hard(8766, 8768, 2); Hard(8768, 8770); WeaponModel(2); Link(971); Hurt_All(); Next(8766, 8772); StartAttack(); Attack_All(); AttackFrame(8768, 8770); N_TargetPose(); TargetPose(203,204,202,200); TargetValue(HardFrame_Samurai_Ground_Damage * 0.375); TargetMove(Ground_Gravity * 10, 60, 0); AirTargetPose(208,209,207,205); AirTargetValue(HardFrame_Samurai_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 15, 60, 20); DefensePose(344,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.275); DefenseMove(Defense_Gravity * 10, 60, 0); AttackPower(Rising_Crimson_Slash_Out_1); OnHit ("Hit_Bloody01" , "weap_07_samurai_hit_04" ,45 ,-45); OnDefense ("Hit_Guard01" , "weap_07_samurai_grd_04" ,45 ,-45); EndAttack(); StartDrag(); DragFrame(8766, 8771); DragSFX(-83,0,0,0); EndDrag(); Box(-2); CHR(VOC_Attack_Light, 8767); SFX("MOV_RunRStep", 8768); SFX("COM_HitG_RB", 8768); SFX("COM_HitG_R25", 8769); SFX("WPN8_309", 8769); SND("weap_01_stinger_grd_02", 8766); SND("weap_07_samurai_slash_01", 8767); SND("char_01_footstep_on_dirt_01", 8768); EndPose(314); // 武士刀單手右逆袈裟斬(連招使用) StartPose(309); BlendTime(0.225); Frame(8766, 8772); FPS(10); Hard(8766, 8768, 2); Hard(8768, 8770); WeaponModel(2); Link(971); Hurt_All(); Next(8766, 8772); StartAttack(); Attack_All(); AttackFrame(8768, 8770); N_TargetPose(); TargetPose(203,204,202,200); TargetValue(HardFrame_Samurai_Ground_Damage * 0.35); TargetMove(Ground_Gravity * 10, 60, 0); AirTargetPose(208,209,207,205); AirTargetValue(HardFrame_Samurai_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 15, 60, 20); DefensePose(344,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 10, 60, 0); AttackPower(Rising_Crimson_Slash_1); OnHit ("Hit_Bloody01" , "weap_07_samurai_hit_04" ,45 ,-45); OnDefense ("Hit_Guard01" , "weap_07_samurai_grd_04" ,45 ,-45); EndAttack(); StartDrag(); DragFrame(8766, 8771); DragSFX(-83,0,0,0); EndDrag(); Box(2); SFX("MOV_RunRStep", 8768); SFX("COM_HitG_RB", 8768); SFX("COM_HitG_R25", 8769); SFX("WPN8_309", 8769); SND("weap_01_stinger_grd_02", 8766); SND("weap_07_samurai_slash_01", 8767); SND("char_01_footstep_on_dirt_01", 8768); EndPose(309); // 男體型 拆槍成拔刀 1632 // 女體型 拆槍成拔刀 1633 // 大體型 拆槍成拔刀 1634 // Link 311 拆槍後變成拔刀 MappingPose4(3,311); // 武士刀右袈裟斬出刀(單手持刀) StartPose(310); BlendTime(0.05); // 0.05 Frame(9328, 9331); WeaponModel(2); FPS(30); Hard(9328, 9331, 1.5); Hurt_All(); Link(315); Box(2); SFX("WPN8_BladeOUT", -1); SND("weap_07_samurai_pull_out", 9328); EndPose(310); // 武士刀單手右袈裟斬(直接出招使用) StartPose(315); BlendTime(0.1); // 0.05 Frame(8772, 8777); FPS(10); Hard(8772, 8773, 2); Hard(8773, 8775); Soft(8776, 8777); WeaponModel(2); Link(971); Hurt_All(); Next(8773, 8777); StartAttack(); Attack_All(); AttackFrame(8773, 8775); N_TargetPose(); TargetPose(204,203,201,202); TargetValue(HardFrame_Samurai_Ground_Damage * 0.35); TargetMove(Ground_Gravity * 10, -30, 0); AirTargetPose(209,208,205,207); AirTargetValue(HardFrame_Samurai_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 15, -30, 15); DefensePose(345,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 10, -30, 0); AttackPower(Descending_Crimson_Slash_Out_1); OnHit ("Hit_Bloody02" , "weap_07_samurai_hit_01" ,-45 ,45); OnDefense ("Hit_Guard02" , "weap_07_samurai_grd_01" ,-45 ,45); EndAttack(); StartDrag(); DragFrame(8772, 8776); DragSFX(-83,0,0,0); EndDrag(); Box(-2); CHR(VOC_Attack_Light, 8772); SFX("WPN8_311", 8774); SFX("MOV_RunRFall", 8774); SND("weap_07_samurai_slash_02", 8773); SND("weap_06_hammer_hit_01", 8774); EndPose(315); // 武士刀單手右袈裟斬(連招使用) StartPose(311); BlendTime(0.2); Frame(8772, 8777); FPS(10); Hard(8772, 8773, 2); Hard(8773, 8775); Soft(8776, 8777); WeaponModel(2); Link(971); Hurt_All(); Next(8773, 8777); StartAttack(); Attack_All(); AttackFrame(8773, 8775); N_TargetPose(); TargetPose(204,203,201,202); TargetValue(HardFrame_Samurai_Ground_Damage * 0.325); TargetMove(Ground_Gravity * 10, -30, 0); AirTargetPose(209,208,205,207); AirTargetValue(HardFrame_Samurai_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 15, -30, 15); DefensePose(345,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.225); DefenseMove(Defense_Gravity * 10, -30, 0); AttackPower(Descending_Crimson_Slash_1); OnHit ("Hit_Bloody02" , "weap_07_samurai_hit_01" ,-45 ,45); OnDefense ("Hit_Guard02" , "weap_07_samurai_grd_01" ,-45 ,45); EndAttack(); StartDrag(); DragFrame(8772, 8776); DragSFX(-83,0,0,0); EndDrag(); Box(2); SFX("WPN8_311", 8774); SFX("MOV_RunRFall", 8774); SND("weap_07_samurai_slash_02", 8773); SND("weap_06_hammer_hit_01", 8774); EndPose(311); // 男體型 拆槍成拔刀 1635 // 女體型 拆槍成拔刀 1636 // 大體型 拆槍成拔刀 1637 // Link 313 拆槍後變成拔刀 MappingPose4(6,313); // 武士刀雙手直劈出刀(單手持刀) StartPose(312); BlendTime(0.1); // 0.05 Frame(9328, 9330); WeaponModel(2); FPS(30); Hard(9328, 9330, 1.5); Hurt_All(); Link(316); Box(2); SFX("WPN8_BladeOUT", -1); SND("weap_07_samurai_pull_out", 9328); EndPose(312); // 武士刀雙手直劈(直接出招使用) StartPose(316); BlendTime(0.1); // 0.05 Frame(8735, 8742); FPS(10); Hard(8735, 8738); Hard(8738, 8740); Hard(8740, 8741); WeaponModel(2); Link(971); Hurt_All(); Next(8737, 8742); StartAttack(); Attack_Up_T(); AttackFrame(8736, 8738); N_TargetPose(); TargetPose(217,216,217,217); TargetValue(HardFrame_Samurai_Ground_Damage * 0.7); TargetMove(Ground_Gravity * 18, 0, -45); AirTargetPose(217,216,217,217); AirTargetValue(HardFrame_Samurai_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 18, 0, -45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.7); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Crimson_Disruption_Out_1); OnHit ("Hit_Bloody03" , "weap_07_samurai_hit_06" ,180 ,-45); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_02" ,180 ,-45); EndAttack(); StartDrag(); DragFrame(8735, 8741); DragSFX(-82,0,0,0); EndDrag(); Box(-2); CHR(VOC_Attack_Strong, 8735); SFX("WPN8_313", 8737); SFX("COM_HitG_15", 8737); SFX("COM_HitG_25", 8737); SFX("COM_HitG_35", 8737); SFX("MOV_RunRFall", 8737); SND("weap_07_samurai_slash_03", 8736); SND("weap_06_hammer_hit_01", 8737); SND("weap_07_samurai_grd_02", 8737); EndPose(316); // 武士刀雙手直劈(連招使用) StartPose(313); BlendTime(0.25); Frame(8735, 8742); FPS(10); Hard(8735, 8738); Hard(8738, 8740); Hard(8740, 8741); WeaponModel(2); Link(971); Hurt_All(); Next(8737, 8742); StartAttack(); Attack_Up_T(); AttackFrame(8736, 8738); N_TargetPose(); TargetPose(217,216,217,217); TargetValue(HardFrame_Samurai_Ground_Damage * 0.7); TargetMove(Ground_Gravity * 18, 0, -45); AirTargetPose(217,216,217,217); AirTargetValue(HardFrame_Samurai_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 18, 0, -45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.7); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Crimson_Disruption_1); OnHit ("Hit_Bloody03" , "weap_07_samurai_hit_06" ,180 ,-45); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_02" ,180 ,-45); EndAttack(); StartDrag(); DragFrame(8735, 8741); DragSFX(-82,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 8735); SFX("WPN8_313", 8737); SFX("COM_HitG_15", 8737); SFX("COM_HitG_25", 8737); SFX("COM_HitG_35", 8737); SFX("MOV_RunRFall", 8737); SND("weap_07_samurai_slash_03", 8736); SND("weap_06_hammer_hit_01", 8737); SND("weap_07_samurai_grd_02", 8737); EndPose(313); // -----------------組成槍刀式攻擊---------------------- // 男體型 拔刀變持槍 1638 // 女體型 拔刀變持槍 1639 // 大體型 拔刀變持槍 1640 // Link 300 直接連結持槍斜劈 MappingPose5(0,300); // 武士刀持槍斜劈起手(組成槍刀) StartPose(974); BlendTime(0.1); Frame(8509, 8513); Hard(8509, 8512); Hard(8512, 8513, 10); WeaponModel(2); Link(975); FPS(15); Hurt_All(); Box(1); SFX("WPN8_BladeOUT", -1); SFX("MOV_RunLStep", 8509); SND("weap_07_samurai_pull_out", -1); SND("weap_07_samurai_slash_04", 8510); SND("weap_11_gun_reload", 8513); SND("char_01_footstep_on_dirt_03", 8509); EndPose(974); // 武士刀持槍斜劈出招 StartPose(975); BlendTime(0.05); Frame(8647, 8653); WeaponModel(1); FPS(10); Hard(8647, 8652); Link(950); Next(8648, 8653); Hurt_All(); StartAttack(); Attack_R_hand(); AttackFrame(8650, 8652); N_TargetPose(); TargetPose(203,204,202,201); TargetValue(HardFrame_Samurai_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 10, 45, 0); AirTargetPose(208,209,207,206); AirTargetValue(HardFrame_Samurai_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 20, 45, -45); DefensePose(344,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 8, 45, 0); AttackPower(Disemboweler_1); OnHit ("Hit_Bloody01" , "weap_07_samurai_hit_04" ,45 ,45); OnDefense ("Hit_Guard01" , "weap_07_samurai_grd_04" ,45 ,45); EndAttack(); StartDrag(); DragFrame(8648, 8653); DragSFX(-83,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Light, 8649); SFX("MOV_RunLStep", 8648); SFX("MOV_RunRFall", 8650); SND("weap_07_samurai_slash_02", 8650); SND("weap_11_gun_hit_02", 8650); SND("char_01_footstep_on_dirt_01", 8648); EndPose(975); // 武士刀持槍斜劈出招(連招專用) StartPose(300); BlendTime(0.15); Frame(8647, 8653); WeaponModel(1); FPS(10); Hard(8647, 8652); Link(950); Next(8648, 8653); Hurt_All(); StartAttack(); Attack_R_hand(); AttackFrame(8650, 8652); N_TargetPose(); TargetPose(203,204,202,201); TargetValue(HardFrame_Samurai_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 10, 45, 0); AirTargetPose(208,209,207,206); AirTargetValue(HardFrame_Samurai_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 20, 45, -45); DefensePose(344,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 8, 45, 0); AttackPower(Disemboweler_1); OnHit ("Hit_Bloody01" , "weap_07_samurai_hit_04" ,45 ,45); OnDefense ("Hit_Guard01" , "weap_07_samurai_grd_04" ,45 ,45); EndAttack(); StartDrag(); DragFrame(8648, 8653); DragSFX(-83,0,0,0); EndDrag(); Box(1); SFX("MOV_RunLStep", 8648); SFX("MOV_RunRFall", 8650); SND("weap_07_samurai_slash_02", 8650); SND("weap_11_gun_hit_02", 8650); SND("char_01_footstep_on_dirt_01", 8648); EndPose(300); // 男體型 拔刀變持槍 1641 // 女體型 拔刀變持槍 1642 // 大體型 拔刀變持槍 1643 // Link 301 直接連結持槍橫掃 MappingPose5(3,301); // 武士刀持槍橫掃起手(組成槍刀) StartPose(976); BlendTime(0.1); Frame(8509, 8513); Hard(8509, 8512); Hard(8512, 8513, 10); WeaponModel(2); Link(977); FPS(10); Hurt_All(); Box(1); SFX("WPN8_BladeOUT", -1); SFX("MOV_RunLStep", 8509); SND("weap_07_samurai_pull_out", -1); SND("weap_07_samurai_slash_04", 8510); SND("weap_11_gun_reload", 8513); SND("char_01_footstep_on_dirt_03", 8509); EndPose(976); // 武士刀持槍橫掃出招 StartPose(977); BlendTime(0.05); Frame(8654, 8661); WeaponModel(1); FPS(10); Hard(8655, 8660); Link(950); Next(8656, 8661); Hurt_All(); StartAttack(); Attack_R_hand(); AttackFrame(8656, 8658); N_TargetPose(); TargetPose(204,203,201,202); TargetValue(HardFrame_Samurai_Ground_Damage * 0.325); TargetMove(Ground_Gravity * 10, -90, 0); AirTargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 206, DMGPose_25 + 207); AirTargetValue(HardFrame_Samurai_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 12, -90, 15); DefensePose(345,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.275); DefenseMove(Defense_Gravity * 8, -90, 0); AttackPower(Disemboweler_Sweep_1); OnHit ("Hit_Bloody02" , "weap_07_samurai_hit_05" ,-75 ,-10); OnDefense ("Hit_Guard02" , "weap_07_samurai_grd_05" ,-75 ,-10); EndAttack(); StartDrag(); DragFrame(8655, 8659); DragSFX(-83,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Light, 8655); SFX("MOV_RunLStep", 8656); SFX("MOV_RunRFall", 8657); SFX("MOV_RunLStep", 8661); SND("weap_07_samurai_slash_03", 8656); SND("char_01_footstep_on_dirt_01", 8656); SND("char_01_footstep_on_dirt_01", 8661); EndPose(977); // 武士刀持槍橫掃出招(連招專用) StartPose(301); BlendTime(0.15); Frame(8654, 8661); WeaponModel(1); FPS(10); Hard(8655, 8660); Link(950); Next(8656, 8661); Hurt_All(); StartAttack(); Attack_R_hand(); AttackFrame(8656, 8658); N_TargetPose(); TargetPose(204,203,201,202); TargetValue(HardFrame_Samurai_Ground_Damage * 0.325); TargetMove(Ground_Gravity * 10, -90, 0); AirTargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 206, DMGPose_25 + 207); AirTargetValue(HardFrame_Samurai_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 12, -90, 15); DefensePose(345,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.275); DefenseMove(Defense_Gravity * 8, -90, 0); AttackPower(Disemboweler_Sweep_1); OnHit ("Hit_Bloody02" , "weap_07_samurai_hit_05" ,-75 ,-10); OnDefense ("Hit_Guard02" , "weap_07_samurai_grd_05" ,-75 ,-10); EndAttack(); StartDrag(); DragFrame(8655, 8659); DragSFX(-83,0,0,0); EndDrag(); Box(1); SFX("MOV_RunLStep", 8656); SFX("MOV_RunRFall", 8657); SFX("MOV_RunLStep", 8661); SND("weap_07_samurai_slash_03", 8656); SND("char_01_footstep_on_dirt_01", 8656); SND("char_01_footstep_on_dirt_01", 8661); EndPose(301); // 男體型 拔刀變持槍 1644 // 女體型 拔刀變持槍 1645 // 大體型 拔刀變持槍 1646 // Link 302 直接連結持槍橫掃 MappingPose5(6,302); // 武士刀持槍奔掃起手(組成槍刀) StartPose(978); BlendTime(0.1); Frame(8509, 8513); Hard(8509, 8512); Hard(8512, 8513, 10); WeaponModel(2); Link(979); FPS(10); Hurt_All(); Box(1); SFX("WPN8_BladeOUT", -1); SFX("MOV_RunLStep", 8509); SND("weap_07_samurai_pull_out", -1); SND("weap_07_samurai_slash_04", 8510); SND("weap_11_gun_reload", 8513); SND("char_01_footstep_on_dirt_03", 8509); EndPose(978); // 武士刀持槍奔掃出招 StartPose(979); BlendTime(0.05); Frame(8663, 8677); WeaponModel(1); FPS(10); Hard(8663, 8676); Link(950); Next(8671, 8677); Hurt_All(); StartAttack(); Attack_R_hand(); AttackFrame(8668, 8671); N_TargetPose(); TargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 205); TargetValue(HardFrame_Samurai_Ground_Damage * 0.7); TargetMove(Ground_Gravity * 14, 15, 15); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 205); AirTargetValue(HardFrame_Samurai_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 12, 15, 15); DefensePose(344,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 15, 0); AttackPower(Disemboweler_Spin_1); OnHit ("Hit_Bloody02" , "weap_03_sword_hit_05" ,75 ,5); OnDefense ("Hit_Guard02" , "weap_07_samurai_grd_02" ,75 ,5); EndAttack(); StartAttack(); Attack_R_hand(); AttackFrame(8672, 8674); N_TargetPose(); TargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 205); TargetValue(HardFrame_Samurai_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 16, 60, 25); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 205); AirTargetValue(HardFrame_Samurai_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 14, 60, 15); DefensePose(344,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.6); DefenseMove(Defense_Gravity * 12, 60, 0); AttackPower(Disemboweler_Spin_2); OnHit ("Hit_Bloody03" , "weap_07_samurai_hit_05" ,60 ,5); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_05" ,60 ,5); EndAttack(); StartDrag(); DragFrame(8665, 8677); DragSFX(-83,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Charge1, 8665); CHR(VOC_Attack_Strong, 8672); SFX("MOV_RunRStep", 8663); SFX("MOV_RunLStep", 8666); SFX("MOV_Jump", 8669); SFX("MOV_BodyDown", 8673); SND("weap_04_spear_slash_02", 8667); SND("weap_04_spear_slash_02", 8670); SND("weap_11_gun_hit_02", 8672); SND("weap_07_samurai_slash_03", 8672); SND("weap_07_samurai_slash_05", 8672); SND("char_01_footstep_on_dirt_01", 8663); SND("char_01_footstep_on_dirt_01", 8667); EndPose(979); // 武士刀持槍奔掃出招(連招專用) StartPose(302); BlendTime(0.2); Frame(8663, 8677); WeaponModel(1); FPS(10); Hard(8663, 8676); Link(950); Next(8671, 8677); Hurt_All(); StartAttack(); Attack_R_hand(); AttackFrame(8668, 8671); N_TargetPose(); TargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 205); TargetValue(HardFrame_Samurai_Ground_Damage * 0.7); TargetMove(Ground_Gravity * 14, 15, 15); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 205); AirTargetValue(HardFrame_Samurai_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 12, 15, 15); DefensePose(344,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 15, 0); AttackPower(Disemboweler_Spin_1); OnHit ("Hit_Bloody02" , "weap_03_sword_hit_05" ,75 ,5); OnDefense ("Hit_Guard02" , "weap_07_samurai_grd_02" ,75 ,5); EndAttack(); StartAttack(); Attack_R_hand(); AttackFrame(8672, 8674); N_TargetPose(); TargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 205); TargetValue(HardFrame_Samurai_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 16, 60, 25); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 205); AirTargetValue(HardFrame_Samurai_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 14, 60, 15); DefensePose(344,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.6); DefenseMove(Defense_Gravity * 12, 60, 0); AttackPower(Disemboweler_Spin_2); OnHit ("Hit_Bloody03" , "weap_07_samurai_hit_05" ,60 ,5); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_05" ,60 ,5); EndAttack(); StartDrag(); DragFrame(8665, 8677); DragSFX(-83,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Charge1, 8665); CHR(VOC_Attack_Strong, 8672); SFX("MOV_RunRStep", 8663); SFX("MOV_RunLStep", 8666); SFX("MOV_Jump", 8669); SFX("MOV_BodyDown", 8673); SND("weap_04_spear_slash_02", 8667); SND("weap_04_spear_slash_02", 8670); SND("weap_11_gun_hit_02", 8672); SND("weap_07_samurai_slash_03", 8672); SND("weap_07_samurai_slash_05", 8672); SND("char_01_footstep_on_dirt_01", 8663); SND("char_01_footstep_on_dirt_01", 8667); EndPose(302); // -----------------收刀時拔刀式攻擊---------------------- // 男體型 拆槍入鞘 1605 拔刀入鞘 1606 // 女體型 拆槍入鞘 1609 拔刀入鞘 1610 // 大體型 拆槍入鞘 1613 拔刀入鞘 1614 // Link 965 收回鞘再直接連拔刀術 MappingPose3(24,965); // 武士刀拔刀術起手 StartPose(965); BlendTime(0.2); Frame(8614, 8622); WeaponModel(0); Hard(8614, 8622, 2); FPS(30); Link(966); Hurt_All(); Box(2); SFX("MOV_RunRStep", 8615); SFX("WPN8_Light_R", -1); SND("char_01_footstep_on_dirt_01", 8615); EndPose(965); // 武士刀拔刀術出招 StartPose(966); BlendTime(0.05); Frame(8624, 8630); WeaponModel(2); FPS(10); Hard(8624, 8629); Link(971); Next(8625, 8630); Hurt_All(); StartAttack(); AttackType(1); AttackBone(bu_R_UpperArm,bu_R_Forearm,bu_R_Hand,bu_Spine1,weaponR); AttackFrame(8624, 8625); N_TargetPoseFlyOut(); TargetPose(212,213,214,215); TargetValue(HardFrame_Glove_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 20, 0, 15); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Glove_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 20, 0, 1); DefensePose(342,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.8); DefenseMove(Defense_Gravity * 15, 0, 5); AttackPower(Gash_1); OnHit ("Hit_Bloody03" , "weap_07_samurai_hit_03" ,-75 ,0); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_03" ,-75 ,0); EndAttack(); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(8625, 8626); N_TargetPoseFlyOut(); TargetPose(212,213,214,215); TargetValue(HardFrame_Glove_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 20, 0, 15); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Glove_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 20, 0, 1); DefensePose(342,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.8); DefenseMove(Defense_Gravity * 15, 0, 5); AttackPower(Gash_1); OnHit ("Hit_Bloody03" , "weap_07_samurai_hit_03" ,-75 ,0); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_03" ,-75 ,0); EndAttack(); StartDrag(); DragFrame(8624, 8627); DragSFX(-83,0,0,0); EndDrag(); Box(-2); CHR(VOC_Attack_Strong, -1); SFX("WPN8_966", 8624); SFX("MOV_RunRFall", 8625); SND("weap_07_samurai_slash_02", 8625); SND("weap_07_samurai_slash_03", 8625); SND("weap_07_samurai_pull_out", -1); SND("char_01_footstep_on_dirt_01", 8625); EndPose(966); // 武士刀拔刀術氣合1 StartPose(967); BlendTime(0.2); Frame(8614, 8618); WeaponModel(0); FPS(10); Hurt_All(); Box(2); CHR(VOC_Attack_Charge1, 8614); SFX("WPN8_Light_R", 8615); SFX("MOV_ChiChargeR", 8616); SND("envi_21_noise_06", 8616); EndPose(967); // 武士刀氣合拔刀術1出招 StartPose(968); BlendTime(0.05); Frame(8624, 8630); WeaponModel(2); FPS(10); Hard(8624, 8629); Link(971); Next(8625, 8630); Hurt_All(); StartAttack(); AttackType(1); AttackBone(bu_R_UpperArm,bu_R_Forearm,bu_R_Hand,bu_Spine1,weaponR); AttackFrame(8624, 8625); N_TargetPoseFlyOut(); TargetPose(212,213,214,215); TargetValue(HardFrame_Glove_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 22, 0, 12); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Glove_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 22, 0, 1); DefensePose(342,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.9); DefenseMove(Defense_Gravity * 16, 0, 5); AttackPower(Super_Gash_1); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_02" ,-75 ,0); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_05" ,-75 ,0); EndAttack(); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(8625, 8626); N_TargetPoseFlyOut(); TargetPose(212,213,214,215); TargetValue(HardFrame_Glove_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 22, 0, 12); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Glove_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 22, 0, 1); DefensePose(342,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.9); DefenseMove(Defense_Gravity * 16, 0, 5); AttackPower(Super_Gash_1); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_02" ,-75 ,0); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_05" ,-75 ,0); EndAttack(); StartDrag(); DragFrame(8624, 8627); DragSFX(-83,0,0,0); EndDrag(); Box(-2); CHR(VOC_Attack_Long1, -1); SFX("WPN8_968", 8624); SFX("MOV_RunRFall", 8625); SND("weap_07_samurai_slash_02", 8625); SND("weap_07_samurai_slash_03", 8625); SND("weap_07_samurai_slash_05", 8625); SND("weap_07_samurai_pull_out", -1); SND("char_01_footstep_on_dirt_01", 8625); EndPose(968); // 武士刀拔刀術氣合2 StartPose(969); BlendTime(0.225); Frame(8619, 8623); WeaponModel(0); FPS(10); Hurt_All(); Box(2); CHR(VOC_Attack_Charge2, 8619); SFX("WPN8_Light_R", 8620); SFX("MOV_ChiChargeR", 8621); SND("fant_12_effect_05_wave_move", 8621); EndPose(969); // 武士刀氣合拔刀術2出招 StartPose(970); BlendTime(0.05); Frame(8624, 8630); WeaponModel(2); FPS(10); Hard(8624, 8629); Link(971); Next(8625, 8630); Hurt_All(); StartAttack(); AttackType(1); AttackBone(bu_R_UpperArm,bu_R_Forearm,bu_R_Hand,bu_Spine1,weaponR); AttackFrame(8624, 8625); N_TargetPoseFlyOut(); TargetPose(212,213,214,215); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 25, 0, 10); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 25, 0, 1); DefensePose(342,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 1); DefenseMove(Defense_Gravity * 16, 0, 5); AttackPower(Ultimate_Gash_1); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_03" ,-75 ,0); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_06" ,-75 ,0); EndAttack(); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(8625, 8626); N_TargetPoseFlyOut(); TargetPose(212,213,214,215); TargetValue(HardFrame_Glove_Ground_Damage * 1); TargetMove(Ground_Gravity * 22, 0, 10); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Glove_Air_Damage * 1); AirTargetMove(Air_Gravity * 22, 0, 1); DefensePose(342,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 16, 0, 5); AttackPower(Ultimate_Gash_1); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_03" ,-75 ,0); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_06" ,-75 ,0); EndAttack(); StartDrag(); DragFrame(8624, 8627); DragSFX(-83,0,0,0); EndDrag(); Box(-2); CHR(VOC_Attack_Long2, -1); SFX("WPN8_970", 8624); SFX("MOV_RunRFall", 8625); SND("weap_12_dart_slash_03", 8625); SND("weap_07_samurai_slash_03", 8625); SND("weap_07_samurai_slash_06", 8625); SND("weap_07_samurai_pull_out", -1); SND("char_01_footstep_on_dirt_01", 8625); EndPose(970); // 男體型 拆槍入鞘 1617 拔刀入鞘 1618 // 女體型 拆槍入鞘 1621 拔刀入鞘 1622 // 大體型 拆槍入鞘 1625 拔刀入鞘 1626 // Link 972 收回鞘再直接連逆拔刀術 MappingPose3(36,972); // 武士刀逆拔刀術起手 StartPose(972); BlendTime(0.2); Frame(8614, 8622); WeaponModel(0); Hard(8614, 8622, 2); FPS(30); Link(973); Hurt_All(); Box(2); SFX("WPN8_Light_R", -1); SFX("MOV_RunRStep", 8615); SND("char_01_footstep_on_dirt_03", 8615); EndPose(972); // 武士刀逆拔刀術出招 StartPose(973); BlendTime(0.05); Frame(8638, 8646); WeaponModel(2); FPS(10); Hard(8638, 8638, 10); Hard(8638, 8645); Link(971); Next(8639, 8646); Hurt_All(); StartAttack(); AttackType(1); AttackBone(bu_R_UpperArm,bu_R_Forearm,bu_R_Hand,bu_Spine1,weaponR); AttackFrame(8638, 8639); N_TargetPoseFlyOut(); TargetPose(212,213,214,215); TargetValue(HardFrame_Glove_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 20, 0, 15); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Glove_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 20, 0, 1); DefensePose(342,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.8); DefenseMove(Defense_Gravity * 15, 0, 5); AttackPower(Reverse_Gash_1); OnHit ("Hit_Bloody03" , "weap_07_samurai_hit_03" ,135 ,0); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_03" ,135 ,0); EndAttack(); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(8639, 8640); N_TargetPoseFlyOut(); TargetPose(212,213,214,215); TargetValue(HardFrame_Glove_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 20, 0, 15); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Glove_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 20, 0, 1); DefensePose(342,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.8); DefenseMove(Defense_Gravity * 15, 0, 5); AttackPower(Reverse_Gash_1); OnHit ("Hit_Bloody03" , "weap_07_samurai_hit_03" ,135 ,0); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_03" ,135 ,0); EndAttack(); StartDrag(); DragFrame(8638, 8643); DragSFX(-83,0,0,0); EndDrag(); Box(-2); CHR(VOC_Attack_Strong, -1); SFX("WPN8_973", 8638); SFX("MOV_RunLStep", 8638); SFX("MOV_BodyDown", 8639); SFX("MOV_RunRStep", 8642); SFX("MOV_RunLStep", 8646); SND("weap_07_samurai_slash_02", 8639); SND("weap_07_samurai_slash_03", 8639); SND("weap_07_samurai_pull_out", -1); SND("char_01_footstep_on_dirt_01", 8638); SND("char_01_footstep_on_dirt_01", 8642); SND("char_01_footstep_on_dirt_03", 8646); EndPose(973); // -----------------其它的怒氣攻擊---------------------- // 男體型 拔刀變持槍 1720 // 女體型 拔刀變持槍 1721 // 大體型 拔刀變持槍 1722 // Link 303 直接連結怒氣持槍甩竿 MappingPose5(82,303); // 武士刀怒氣持槍甩竿起手 StartPose(980); BlendTime(0.1); Frame(8509, 8513); Hard(8509, 8512); Hard(8512, 8513, 10); WeaponModel(2); Link(981); FPS(10); Hurt_All(); Box(1); CHR(VOC_Attack_Charge2, -1); SFX("USE_SmallSkill", -1); SFX("WPN8_Light_L", -1); SFX("WPN8_Light_R", -1); SFX("WPN8_BladeOUT", -1); SFX("MOV_RunLStep", 8509); SND("impa_03_wave_suck_01", -1); SND("weap_07_samurai_pull_out", -1); SND("weap_07_samurai_slash_04", 8510); SND("weap_11_gun_reload", 8513); SND("char_01_footstep_on_dirt_03", 8509); EndPose(980); // 武士刀怒氣持槍甩竿出招前段 StartPose(981); BlendTime(0.1); Frame(8678, 8680); WeaponModel(1); FPS(10); Hard(8678, 8679); Link(982); Hurt_All(); Box(1); SFX("MOV_RunLStep", 8678); SFX("MOV_RunRFall", 8680); SND("weap_11_gun_hit_02", 8680); SND("char_01_footstep_on_dirt_03", 8678); EndPose(981); // 武士刀怒氣持槍甩竿出招前段(連招專用) StartPose(303); BlendTime(0.2); Frame(8678, 8680); WeaponModel(1); FPS(10); Hard(8678, 8679); Link(982); Hurt_All(); Box(1); CHR(VOC_Attack_Charge2, -1); SFX("USE_SmallSkill", -1); SFX("WPN8_Light_L", -1); SFX("WPN8_Light_R", -1); SFX("MOV_RunLStep", 8678); SFX("MOV_RunRFall", 8680); SND("impa_03_wave_suck_01", -1); SND("weap_11_gun_hit_02", 8680); SND("char_01_footstep_on_dirt_01", 8678); EndPose(303); // 武士刀怒氣持槍甩竿出招中段 StartPose(982); BlendTime(0.05); Frame(8681, 8690); WeaponModel(2); FPS(10); Hard(8681, 8685); Hard(8685, 8689, 1.5); Link(983); Next(8682, 8690); Hurt_All(); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(8681, 8682); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Samurai_Ground_Damage * 1); TargetMove(Ground_Gravity * 2, 0, 0); AirTargetPose(206,207,208,209); AirTargetValue(HardFrame_Samurai_Air_Damage * 1); AirTargetMove(Air_Gravity * 6, 0, 30); DefensePose(343,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 1); DefenseMove(Defense_Gravity * 4, 0, 0); AttackPower(Hemorrhage_1); OnHit ("Hit_Bloody02" , "weap_07_samurai_hit_03" ,0 ,0); OnDefense ("Hit_Guard02" , "weap_07_samurai_grd_03" ,0 ,0); EndAttack(); StartAttack(); Attack_R_hand(); AttackFrame(8682, 8684); N_TargetPose(); TargetPose(DMGPose_25 + 213, DMGPose_25 + 212, DMGPose_25 + 215, DMGPose_25 + 214); TargetValue(HardFrame_Samurai_Ground_Damage * 1); TargetMove(Ground_Gravity * 22, -180, 35); AirTargetPose(DMGPose_25 + 213, DMGPose_25 + 212, DMGPose_25 + 215, DMGPose_25 + 214); AirTargetValue(HardFrame_Samurai_Air_Damage * 1); AirTargetMove(Air_Gravity * 22, -180, 35); DefensePose(343,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 8, -180, 0); AttackPower(Hemorrhage_2); OnHit ("Hit_Bloody03" , "weap_07_samurai_hit_06" ,0 ,-115); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_06" ,0 ,-115); EndAttack(); StartAttack(); Attack_R_hand(); AttackFrame(8684, 8685); N_TargetPose(); TargetPose(DMGPose_25 + 213, DMGPose_25 + 212, DMGPose_25 + 215, DMGPose_25 + 214); TargetValue(HardFrame_Samurai_Ground_Damage * 1); TargetMove(Ground_Gravity * 16, -180, 40); AirTargetPose(DMGPose_45 + 213, DMGPose_45 + 212, DMGPose_45 + 215, DMGPose_45 + 214); AirTargetValue(HardFrame_Samurai_Air_Damage * 1); AirTargetMove(Air_Gravity * 13, -180, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 6, -180, 0); AttackPower(Hemorrhage_2); OnHit ("Hit_Bloody03" , "weap_07_samurai_hit_06" ,0 ,-115); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_06" ,0 ,-115); EndAttack(); StartAttack(); Attack_R_hand(); AttackFrame(8685, 8688); N_TargetPose(); TargetPose(DMGPose_25 + 213, DMGPose_25 + 212, DMGPose_25 + 215, DMGPose_25 + 214); TargetValue(HardFrame_Samurai_Ground_Damage * 1); TargetMove(Ground_Gravity * 10, -180, 60); AirTargetPose(DMGPose_45 + 213, DMGPose_45 + 212, DMGPose_45 + 215, DMGPose_45 + 214); AirTargetValue(HardFrame_Samurai_Air_Damage * 1); AirTargetMove(Air_Gravity * 6, -180, 10); DefensePose(343,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 8, -180, 0); AttackPower(Hemorrhage_2); OnHit ("Hit_Bloody03" , "weap_07_samurai_hit_06" ,0 ,-115); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_06" ,0 ,-115); EndAttack(); StartDrag(); DragFrame(8681, 8690); DragSFX(-83,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Strong, -1); SFX("WPN8_982", -1); SFX("MOV_RunLStep", 8685); SFX("COM_HitG_100", 8685); SND("weap_07_samurai_slash_01", 8681); SND("weap_07_samurai_slash_02", 8681); SND("weap_07_samurai_slash_03", 8681); SND("weap_12_dart_slash_03", 8681); SND("weap_11_gun_hit_03", 8690); SND("char_01_footstep_on_dirt_01", 8685); EndPose(982); // 武士刀怒氣持槍甩竿出招後段 StartPose(983); BlendTime(0.05); Frame(8691, 8692); Soft(8691, 8692); WeaponModel(2); FPS(10); Link(971); Next(8691, 8692); Hurt_All(); Box(2); EndPose(983); // 男體型 拆槍入鞘 1723 拔刀入鞘 1724 // 女體型 拆槍入鞘 1727 拔刀入鞘 1728 // 大體型 拆槍入鞘 1731 拔刀入鞘 1732 // Link 984 收回鞘再直接連怒氣持刀踹斬 MappingPose3(142,984); // 武士刀怒氣持刀踹斬(踹) StartPose(984); BlendTime(0.1); Frame(8694, 8700); FPS(10); Hard(8694, 8700); Link(985); Hurt_All(); StartAttack(); AttackType(1); Attack_R_foot(); AttackFrame(8697, 8699); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Samurai_Ground_Damage * 1); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Samurai_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, 0, 45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 1); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Boiling_Blood_1); OnHit ("Hit_Bloody12" , "weap_08_glove_hit_06" ,0 ,0); OnDefense ("Hit_Guard12" , "weap_08_glove_grd_06" ,0 ,0); OnHit2 ("MOV_Shock_S"); EndAttack(); Box(2); CHR(VOC_Attack_Strong, 8696); SFX("USE_SmallSkill", -1); SFX("WPN8_984", 8697); SFX("MOV_RunLStep", 8695); SND("impa_03_wave_suck_01", -1); SND("weap_14_foot_slash_01", 8697); SND("char_01_footstep_on_dirt_01", 8695); EndPose(984); // 武士刀怒氣持刀踹斬(斬) StartPose(985); BlendTime(0.05); Frame(8701, 8711); WeaponModel(2); FPS(10); Hard(8701, 8707, 1.25); Hard(8707, 8709,2); Hard(8709, 8710); Link(971); Next(8704, 8711); Hurt_All(); StartAttack(); Attack_R_hand(); AttackFrame(8707, 8710); N_TargetPoseFlyUp(); TargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Samurai_Ground_Damage * 1); TargetMove(Ground_Gravity * 18, 0, 30); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Samurai_Air_Damage * 1); AirTargetMove(Air_Gravity * 16, 0, 25); DefensePose(343,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 17, 0, 30); AttackPower(Boiling_Blood_2); OnHit ("Hit_Bloody03" , "weap_07_samurai_hit_03" ,15 ,-75); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_06" ,15 ,-75); OnHit2 ("MOV_Shock_M"); EndAttack(); StartDrag(); DragFrame(8701, 8711); DragSFX(-83,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Long1, 8706); SFX("WPN8_Light_R", -1); SFX("MOV_RunRFall", 8701); SFX("MOV_RunLStep", 8703); SFX("WPN8_985A", 8707); SFX("WPN8_985A", 8707); SFX("WPN8_985A", 8707); SFX("WPN8_985", 8707); SND("weap_11_gun_hit_02", 8701); SND("weap_01_stinger_grd_02", 8706); SND("impa_03_wave_scream_01_short", 8707); SND("weap_07_samurai_slash_05", 8707); SND("weap_07_samurai_slash_03", 8708); SND("weap_07_samurai_slash_02", 8709); SND("char_01_footstep_on_dirt_01", 8703); EndPose(985); // 男體型 拆槍入鞘 1735 拔刀入鞘 1736 // 女體型 拆槍入鞘 1739 拔刀入鞘 1740 // 大體型 拆槍入鞘 1743 拔刀入鞘 1744 // Link 986 收回鞘再直接連怒爆起手排雲 MappingPose3(154,986); // 武士刀怒爆起手排雲 StartPose(986); BlendTime(0.1); Frame(8713, 8719); FPS(10); Hard(8713, 8719); Link(987); Hurt_All(); StartAttack(); AttackBone(effect); AttackFrame(8714, 8719); N_TargetPose(); TargetPose(201,201,201,201); TargetValue(HardFrame_Samurai_Ground_Damage * 2); TargetMove(Ground_Gravity * 4, 0, 0); AirTargetPose(205,207,208,209); AirTargetValue(HardFrame_Samurai_Air_Damage * 2); AirTargetMove(Air_Gravity * 8, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 2, 0, 0); AttackPower(Rupture_1); OnHit ("Hit_Bloody21" , "weap_06_hammer_hit_01" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_02" ,0 ,0); EndAttack(); Box(1); CHR(VOC_Attack_Charge3, -1); SFX("WPN8_Light_R", -1); SFX("USE_SuperSkill", -1); SFX("WPN8_986", 8715); SND("impa_03_wave_suck_02", -1); SND("weap_08_glove_slash_03", 8715); SND("char_04_jump", 8716); SND("char_04_jump", 8717); SND("char_04_jump", 8718); EndPose(986); // 武士刀怒爆單手橫斬 StartPose(987); BlendTime(0.05); Frame(8720, 8724); FPS(10); Hard(8720, 8723); WeaponModel(2); Link(988); Hurt_All(); StartAttack(); Attack_All(); AttackFrame(8720, 8722); N_TargetPose(); TargetPose(204,203,201,202); TargetValue(HardFrame_Samurai_Ground_Damage * 1); TargetMove(Ground_Gravity * 11, -45, 0); AirTargetPose(209,208,206,207); AirTargetValue(HardFrame_Samurai_Air_Damage * 1); AirTargetMove(Air_Gravity * 15, -45, 15); DefensePose(345,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.8); DefenseMove(Defense_Gravity * 10, -45, 0); AttackPower(Rupture_2); OnHit ("Hit_Bloody03" , "weap_07_samurai_hit_03" ,-75 ,0); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_03" ,-75 ,0); EndAttack(); StartDrag(); DragFrame(8720, 8724); DragSFX(-82,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Strong, 8720); SFX("WPN8_987", 8720); SFX("MOV_Dust_S", 8720); SND("weap_08_glove_slash_03", 8720); SND("weap_07_samurai_slash_01", 8720); SND("weap_07_samurai_slash_02", 8720); SND("weap_07_samurai_slash_03", 8720); SND("weap_11_gun_hit_02", 8720); SND("weap_06_hammer_hit_01", 8720); EndPose(987); // 武士刀怒爆雙手左劈 StartPose(988); BlendTime(0.05); Frame(8725, 8728); FPS(10); Hard(8725, 8728); WeaponModel(2); Link(989); Hurt_All(); StartAttack(); Attack_All(); AttackFrame(8726, 8728); N_TargetPose(); TargetPose(203,204,202,201); TargetValue(HardFrame_Samurai_Ground_Damage * 1); TargetMove(Ground_Gravity * 11, 30, 0); AirTargetPose(208,209,207,206); AirTargetValue(HardFrame_Samurai_Air_Damage * 1); AirTargetMove(Air_Gravity * 15, 30, 15); DefensePose(344,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.8); DefenseMove(Defense_Gravity * 10, 30, 0); AttackPower(Rupture_3); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_01" ,60 ,30); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_04" ,60 ,30); EndAttack(); StartDrag(); DragFrame(8725, 8728); DragSFX(-82,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Strong, 8726); SFX("WPN8_Light_R", -1); SFX("WPN8_988", 8725); SFX("MOV_Dust_S", 8725); SND("weap_05_blade_slash_03", 8725); SND("weap_07_samurai_slash_03", 8725); SND("weap_06_hammer_hit_01", 8725); EndPose(988); // 武士刀怒爆雙手右劈 StartPose(989); BlendTime(0.05); Frame(8729, 8734); FPS(10); Hard(8729, 8733); WeaponModel(2); Link(990); Hurt_All(); StartAttack(); Attack_All(); AttackFrame(8730, 8732); N_TargetPose(); TargetPose(204,203,201,202); TargetValue(HardFrame_Samurai_Ground_Damage * 1); TargetMove(Ground_Gravity * 11, -45, 0); AirTargetPose(209,208,206,207); AirTargetValue(HardFrame_Samurai_Air_Damage * 1); AirTargetMove(Air_Gravity * 15, -45, 15); DefensePose(345,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.8); DefenseMove(Defense_Gravity * 10, -45, 0); AttackPower(Rupture_4); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_02" ,-75 ,-15); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_05" ,-75 ,-15); EndAttack(); StartDrag(); DragFrame(8729, 8734); DragSFX(-82,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Strong, 8730); SFX("WPN8_989", 8730); SFX("MOV_Dust_S", 8730); SND("weap_05_blade_slash_02", 8730); SND("weap_05_blade_slash_03", 8730); SND("weap_06_hammer_hit_01", 8730); EndPose(989); // 武士刀怒爆雙手直劈 StartPose(990); BlendTime(0.05); Frame(8735, 8741); FPS(10); Hard(8735, 8740); WeaponModel(2); Link(991); Hurt_All(); StartAttack(); Attack_Up_T(); AttackFrame(8736, 8738); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Samurai_Ground_Damage * 2); TargetMove(Ground_Gravity * 11, 0, -45); AirTargetPose(217,216,217,217); AirTargetValue(HardFrame_Samurai_Air_Damage * 2); AirTargetMove(Air_Gravity * 15, 0, -45); DefensePose(343,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 1); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Rupture_5); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_03" ,0 ,-90); OnDefense ("Hit_Guard03" , "weap_05_blade_grd_01" ,0 ,-90); EndAttack(); StartDrag(); DragFrame(8735, 8741); DragSFX(-82,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Strong, 8736); SFX("WPN8_Light_R", -1); SFX("WPN8_990", 8735); SFX("MOV_Dust_S", 8735); SFX("COM_HitG_15", 8737); SFX("COM_HitG_25", 8737); SFX("COM_HitG_35", 8737); SND("weap_05_blade_slash_02", 8735); SND("weap_05_blade_slash_03", 8735); SND("weap_07_samurai_slash_02", 8735); SND("weap_07_samurai_slash_03", 8735); SND("weap_06_hammer_hit_01", 8737); SND("weap_05_blade_grd_02", 8737); SND("weap_07_samurai_grd_02", 8737); EndPose(990); // 男體型武士刀怒爆升天刀 pose 991 MappingPose6(0, 0); // 女體型武士刀怒爆升天刀 pose 1546 MappingPose6(555, 978); // 大體型武士刀怒爆升天刀 pose 1547 MappingPose6(556, 989); // 王體型武士刀怒爆升天刀 pose 1548 MappingPose6(557, 1000); // 武士刀怒爆刀氣散 StartPose(992); BlendTime(0.1); Frame(8753, 8757); FPS(10); Hard(8753, 8754); Hard(8754, 8757, 0.5); Hurt_All(); StartAttack(); AttackType(1); AttackBone(effect); AttackFrame(8753, 8754); N_TargetPose(); TargetPose(217,216,217,217); TargetValue(HardFrame_Samurai_Ground_Damage * 1); TargetMove(Ground_Gravity * 20, 0, -75); AirTargetPose(217,216,217,217); AirTargetValue(HardFrame_Samurai_Air_Damage * 1); AirTargetMove(Air_Gravity * 20, 0, -75); DefensePose(342,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 1); DefenseMove(Defense_Gravity * 15, 0, -75); AttackPower(Rupture_7); OnHit ("Hit_Bloody03" , "weap_07_samurai_hit_03" ,-45 ,60); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_06" ,-45 ,60); OnHit2 ("MOV_Shock_M"); EndAttack(); Box(2); SFX("WPN8_992", 8753); SFX("MOV_Dust_M", 8753); SFX("WPN8_BladeOUT", 8753); SFX("MOV_RunLStep", 8755); SND("weap_01_stinger_grd_02", 8753); SND("weap_11_gun_reload", 8753); SND("impa_03_wave_scream_01_short", 8753); SND("weap_05_blade_slash_02", 8753); SND("weap_05_blade_slash_03", 8753); SND("weap_07_samurai_slash_01", 8753); SND("weap_07_samurai_slash_02", 8753); SND("weap_07_samurai_slash_03", 8753); SND("char_01_footstep_on_dirt_03", 8755); EndPose(992); // 武士刀齊發氣合1 StartPose(993); BlendTime(0.1); Frame(8758, 8765); Loop(8760, 8765); FPS(10); Hurt_All(); StartAttack(); AttackFrame(8760, 8765); TeamAssistChiImpact(); EndAttack(); Box(2); CHR(VOC_Attack_Charge3, -1); SFX("MOV_ChiCharge", -1); SFX("MOV_TeamAssist", 8760); SFX("MOV_TeamAssist", 8762); SFX("MOV_TeamAssist", 8764); SFX("WPN8_993", 8760); SFX("WPN8_993", 8763); SFX("MOV_Shock_S", 8760); SFX("MOV_Shock_S", 8763); SFX("WPN8_Light_R", 8760); SND("envi_21_noise_06", -1); SND("weap_05_blade_slash_02", 8760); SND("weap_05_blade_slash_02", 8762); SND("weap_05_blade_slash_02", 8764); EndPose(993); // 武士刀齊發1起手排雲 StartPose(994); BlendTime(0.1); Frame(8713, 8719); FPS(10); Hard(8713, 8719); Link(995); Hurt_All(); StartAttack(); AttackBone(effect); AttackFrame(8714, 8719); N_TargetPose(); TargetPose(201,201,201,201); TargetValue(HardFrame_Samurai_Ground_Damage * 2); TargetMove(Ground_Gravity * 4, 0, 0); AirTargetPose(205,207,208,209); AirTargetValue(HardFrame_Samurai_Air_Damage * 2); AirTargetMove(Air_Gravity * 8, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 2, 0, 0); AttackPower(Blood_Bath_1); OnHit ("Hit_Bloody21" , "weap_06_hammer_hit_01" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_02" ,0 ,0); EndAttack(); Box(1); CHR(VOC_Attack_Light, -1); SFX("WPN8_Light_R", -1); SFX("USE_SuperSkill", -1); SFX("WPN8_986", 8715); SND("impa_03_wave_suck_02", -1); SND("weap_06_hammer_slash_01", 8715); SND("char_04_jump", 8716); SND("char_04_jump", 8717); SND("char_04_jump", 8718); EndPose(994); // 武士刀齊發1單手橫斬 StartPose(995); BlendTime(0.05); Frame(8720, 8724); FPS(10); Hard(8720, 8723); WeaponModel(2); Link(996); Hurt_All(); StartAttack(); Attack_All(); AttackFrame(8720, 8722); N_TargetPose(); TargetPose(204,203,201,202); TargetValue(HardFrame_Samurai_Ground_Damage * 1); TargetMove(Ground_Gravity * 11, -45, 0); AirTargetPose(209,208,206,207); AirTargetValue(HardFrame_Samurai_Air_Damage * 1); AirTargetMove(Air_Gravity * 15, -45, 15); DefensePose(345,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.8); DefenseMove(Defense_Gravity * 10, -45, 0); AttackPower(Blood_Bath_2); OnHit ("Hit_Bloody03" , "weap_07_samurai_hit_03" ,-75 ,0); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_03" ,-75 ,0); EndAttack(); StartDrag(); DragFrame(8720, 8724); DragSFX(-82,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Strong, 8720); SFX("WPN8_987", 8720); SFX("MOV_Dust_S", 8720); SND("weap_06_hammer_slash_01", 8720); SND("weap_07_samurai_slash_01", 8720); SND("weap_07_samurai_slash_02", 8720); SND("weap_07_samurai_slash_03", 8720); SND("weap_11_gun_hit_02", 8720); SND("weap_06_hammer_hit_01", 8720); EndPose(995); // 武士刀齊發1單手右逆袈裟斬 StartPose(996); BlendTime(0.05); Frame(8766, 8771); FPS(10); Hard(8766, 8770); WeaponModel(2); Link(997); Hurt_All(); StartAttack(); Attack_All(); AttackFrame(8768, 8770); N_TargetPose(); TargetPose(203,204,202,201); TargetValue(HardFrame_Samurai_Ground_Damage * 1); TargetMove(Ground_Gravity * 11, 30, 0); AirTargetPose(208,209,207,205); AirTargetValue(HardFrame_Samurai_Air_Damage * 1); AirTargetMove(Air_Gravity * 15, 30, 25); DefensePose(344,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.8); DefenseMove(Defense_Gravity * 10, 30, 0); AttackPower(Blood_Bath_3); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_01" ,45 ,-60); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_04" ,45 ,-60); EndAttack(); StartDrag(); DragFrame(8766, 8771); DragSFX(-82,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Strong, 8768); SFX("WPN8_Light_R", -1); SFX("COM_HitG_RB", 8766); SFX("COM_HitG_R25", 8767); SFX("MOV_Dust_S", 8767); SFX("WPN8_996", 8768); SND("weap_01_stinger_grd_02", 8766); SND("weap_05_blade_slash_03", 8767); SND("weap_07_samurai_slash_03", 8767); SND("weap_06_hammer_hit_01", 8767); EndPose(996); // 武士刀齊發1單手右袈裟斬 StartPose(997); BlendTime(0.05); Frame(8772, 8776); FPS(10); Hard(8772, 8775); WeaponModel(2); Link(998); Hurt_All(); StartAttack(); Attack_All(); AttackFrame(8773, 8775); N_TargetPose(); TargetPose(204,203,201,202); TargetValue(HardFrame_Samurai_Ground_Damage * 1); TargetMove(Ground_Gravity * 11, -45, 0); AirTargetPose(209,208,206,207); AirTargetValue(HardFrame_Samurai_Air_Damage * 1); AirTargetMove(Air_Gravity * 15, -45, 15); DefensePose(345,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.8); DefenseMove(Defense_Gravity * 10, -45, 0); AttackPower(Blood_Bath_4); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_03" ,-45 ,60); OnDefense ("Hit_Guard03" , "weap_05_blade_grd_01" ,-45 ,60); EndAttack(); StartDrag(); DragFrame(8772, 8776); DragSFX(-82,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Strong, 8773); SFX("WPN8_997", 8773); SFX("MOV_Dust_S", 8774); SND("weap_05_blade_slash_02", 8773); SND("weap_05_blade_slash_03", 8773); SND("weap_07_samurai_slash_02", 8773); SND("weap_07_samurai_slash_03", 8773); SND("weap_06_hammer_hit_01", 8774); EndPose(997); // 武士刀單手突刺 StartPose(998); BlendTime(0.05); Frame(8777, 8781); Hard(8777, 8780); FPS(20); WeaponModel(2); Link(999); Hurt_All(); StartAttack(); Attack_R_hand(); AttackFrame(8778, 8780); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Samurai_Ground_Damage * 2); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(206,207,208,209); AirTargetValue(HardFrame_Samurai_Air_Damage * 2); AirTargetMove(Air_Gravity * 10, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 1); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Blood_Bath_5); OnHit ("Hit_Bloody03" , "weap_07_samurai_hit_06" ,0 ,0); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_03" ,0 ,0); EndAttack(); StartDrag(); DragFrame(8777, 8781); DragSFX(-81,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Middle, 8777); SFX("WPN8_Light_R", -1); SFX("WPN8_998", 8778); SFX("MOV_Dust_S", 8780); SND("weap_07_samurai_slash_01", 8778); SND("weap_07_samurai_slash_02", 8778); SND("weap_07_samurai_slash_03", 8778); SND("weap_12_dart_slash_03", 8778); SND("weap_06_hammer_hit_01", 8780); SND("weap_11_gun_hit_02", 8780); EndPose(998); // 武士刀齊發1單手剁 StartPose(999); BlendTime(0.05); Frame(8782, 8788); FPS(10); Hard(8782, 8788); WeaponModel(2); Link(1000); Hurt_All(); StartAttack(); Attack_R_hand(); AttackFrame(8784, 8786); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Samurai_Ground_Damage * 2); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(211,211,211,211); AirTargetValue(HardFrame_Samurai_Air_Damage * 2); AirTargetMove(Air_Gravity * 15, 0, -75); DefensePose(343,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 1); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Blood_Bath_6); OnHit ("Hit_Bloody03" , "weap_07_samurai_hit_03" ,0 ,-90); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_06" ,0 ,-90); EndAttack(); StartDrag(); DragFrame(8782, 8788); DragSFX(-82,0,0,0); EndDrag(); Box(1); CHR(VOC_Attack_Strong, 8783); SFX("WPN8_999", 8783); SFX("COM_HitG_08", 8785); SFX("COM_HitG_15", 8785); SFX("COM_HitG_25", 8785); SFX("COM_HitG_35", 8785); SND("weap_06_hammer_slash_01", 8784); SND("weap_06_hammer_slash_02", 8784); SND("weap_07_samurai_slash_02", 8784); SND("weap_07_samurai_slash_03", 8784); SND("weap_06_hammer_grd_01", 8785); SND("weap_06_hammer_grd_02", 8785); SND("weap_11_gun_hit_02", 8785); SND("weap_06_hammer_hit_01", 8785); EndPose(999); // 男體型武士刀齊發1升天刀 pose 1000 MappingPose7(0, 0); // 女體型武士刀齊發1升天刀 pose 1549 MappingPose7(549, 978); // 大體型武士刀齊發1升天刀 pose 1550 MappingPose7(550, 989); // 王體型武士刀齊發1升天刀 pose 1551 MappingPose7(551, 1000); // 武士刀齊發1刀氣散 StartPose(1001); BlendTime(0.05); Frame(8753, 8757); FPS(10); Hard(8753, 8754); Hard(8754, 8757, 0.5); Hurt_All(); StartAttack(); AttackType(1); AttackBone(effect); AttackFrame(8753, 8754); N_TargetPoseFlyUp(); TargetPose(208,209,207,205); TargetValue(HardFrame_Samurai_Ground_Damage * 1); TargetMove(Ground_Gravity * 14, 75, 75); AirTargetPose(208,209,207,205); AirTargetValue(HardFrame_Samurai_Air_Damage * 1); AirTargetMove(Air_Gravity * 13, 75, 30); DefensePose(344,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 1); DefenseMove(Defense_Gravity * 15, 75, 75); AttackPower(Blood_Bath_8); OnHit ("Hit_Bloody03" , "weap_07_samurai_hit_05" ,45 ,-45); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_04" ,45 ,-45); OnHit2 ("MOV_Shock_M"); EndAttack(); StartAttack(); AttackType(1); AttackBone(effect); AttackFrame(8754, 8755); N_TargetPoseFlyUp(); TargetPose(209,208,205,207); TargetValue(HardFrame_Samurai_Ground_Damage * 1); TargetMove(Ground_Gravity * 13, -60, 75); AirTargetPose(209,208,205,207); AirTargetValue(HardFrame_Samurai_Air_Damage * 1); AirTargetMove(Air_Gravity * 12, -60, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 1); DefenseMove(Defense_Gravity * 14, -60, 75); AttackPower(Blood_Bath_8); OnHit ("Hit_Bloody03" , "weap_07_samurai_hit_06" ,-60 ,-30); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_05" ,-60 ,-30); OnHit2 ("MOV_Shock_M"); EndAttack(); StartAttack(); AttackType(1); AttackBone(effect); AttackFrame(8756, 8757); N_TargetPose(); TargetPose(217,216,217,217); TargetValue(HardFrame_Samurai_Ground_Damage * 1); TargetMove(Ground_Gravity * 20, 0, -75); AirTargetPose(217,216,217,217); AirTargetValue(HardFrame_Samurai_Air_Damage * 1); AirTargetMove(Air_Gravity * 20, 0, -75); DefensePose(342,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 1); DefenseMove(Defense_Gravity * 15, 0, -75); AttackPower(Blood_Bath_8); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_03" ,-45 ,60); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_06" ,-45 ,60); OnHit2 ("MOV_Shock_M"); EndAttack(); Box(2); SFX("MOV_Dust_M", 8753); SFX("WPN8_1001A", 8753); SFX("WPN8_1001B", 8755); SFX("WPN8_992", 8756); SFX("WPN8_BladeOUT", 8753); SFX("MOV_RunLStep", 8755); SND("weap_05_blade_slash_02", 8753); SND("weap_05_blade_slash_03", 8753); SND("weap_12_dart_slash_03", 8753); SND("weap_07_samurai_slash_03", 8753); SND("weap_05_blade_slash_02", 8755); SND("weap_05_blade_slash_03", 8755); SND("weap_12_dart_slash_03", 8755); SND("weap_07_samurai_slash_02", 8755); SND("weap_07_samurai_slash_03", 8755); SND("weap_05_blade_slash_02", 8757); SND("weap_05_blade_slash_03", 8757); SND("weap_12_dart_slash_03", 8757); SND("weap_07_samurai_slash_01", 8757); SND("weap_07_samurai_slash_02", 8757); SND("weap_07_samurai_slash_03", 8757); SND("impa_03_wave_scream_01_short", 8757); SND("weap_01_stinger_grd_02", 8753); SND("weap_11_gun_reload", 8753); SND("char_01_footstep_on_dirt_03", 8755); EndPose(1001); // 武士刀齊發氣合2 StartPose(1002); BlendTime(0.1); Frame(8758, 8765); Loop(8760, 8765); FPS(10); Hurt_All(); StartAttack(); AttackFrame(8760, 8765); TeamAssistChiImpact(); EndAttack(); Box(2); CHR(VOC_Attack_Charge3, -1); SFX("MOV_ChiCharge", -1); SFX("MOV_TeamAssist", 8760); SFX("MOV_TeamAssist", 8762); SFX("MOV_TeamAssist", 8764); SFX("WPN8_993", 8760); SFX("WPN8_993", 8763); SFX("MOV_Shock_S", 8760); SFX("MOV_Shock_S", 8763); SFX("WPN8_Light_R", 8760); SND("envi_21_noise_06", -1); SND("weap_05_blade_slash_02", 8760); SND("weap_05_blade_slash_02", 8762); SND("weap_05_blade_slash_02", 8764); EndPose(1002); // 武士刀齊發2起手排雲 StartPose(1003); BlendTime(0.1); Frame(8713, 8719); FPS(10); Hard(8713, 8719); Link(1004); Hurt_All(); StartAttack(); AttackBone(effect); AttackFrame(8714, 8719); N_TargetPose(); TargetPose(201,201,201,201); TargetValue(HardFrame_Samurai_Ground_Damage * 2); TargetMove(Ground_Gravity * 4, 0, 0); AirTargetPose(205,207,208,209); AirTargetValue(HardFrame_Samurai_Air_Damage * 2); AirTargetMove(Air_Gravity * 8, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 0.8); DefenseMove(Defense_Gravity * 2, 0, 0); AttackPower(Cold_Blood_1); OnHit ("Hit_Bloody21" , "weap_06_hammer_hit_01" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_02" ,0 ,0); EndAttack(); Box(1); CHR(VOC_Attack_Light, -1); SFX("WPN8_Light_R", -1); SFX("USE_SuperSkill", -1); SFX("WPN8_986", 8715); SND("impa_03_wave_suck_02", -1); SND("weap_06_hammer_slash_01", 8715); SND("char_04_jump", 8716); SND("char_04_jump", 8717); SND("char_04_jump", 8718); EndPose(1003); // 武士刀齊發2居合衝斬 StartPose(1004); BlendTime(0.05); Frame(8802, 8809); FPS(10); Hard(8802, 8806, 2); Hard(8806, 8809); WeaponModel(2); Link(1005); Hurt_All(); StartAttack(); Attack_Up_T(); AttackFrame(8802, 8805); N_TargetPoseFlyUp(); TargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 206, DMGPose_25 + 207); TargetValue(HardFrame_Samurai_Ground_Damage * 1); TargetMove(Ground_Gravity * 18, 0, 45); AirTargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 206, DMGPose_25 + 207); AirTargetValue(HardFrame_Samurai_Air_Damage * 1); AirTargetMove(Air_Gravity * 16, 0, 45); DefensePose(345,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 1); DefenseMove(Defense_Gravity * 15, 0, 45); AttackPower(Cold_Blood_2); OnHit ("Hit_Bloody03" , "weap_07_samurai_hit_03" ,-75 ,0); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_06" ,-75 ,0); EndAttack(); StartDrag(); DragFrame(8802, 8806); DragSFX(-82,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Strong, 8802); SFX("WPN8_1004", 8802); SFX("MOV_Dust_S", 8802); SND("weap_06_hammer_slash_01", 8802); SND("weap_05_blade_slash_02", 8802); SND("weap_05_blade_slash_03", 8802); SND("weap_07_samurai_slash_02", 8802); SND("weap_07_samurai_slash_03", 8802); SND("weap_11_gun_hit_02", 8802); SND("weap_06_hammer_hit_01", 8802); EndPose(1004); // 武士刀齊發2居合衝斬收刀 StartPose(1005); BlendTime(0.05); Frame(8800, 8802); FPS(10); Hard(8800, 8802, 2); Link(1006); Hurt_All(); Box(4); EndPose(1005); // 武士刀齊發2居合連斬1出刀 StartPose(1006); BlendTime(0.05); Frame(8790, 8792); FPS(10); Hard(8790, 8792, 2); WeaponModel(2); Link(1007); Hurt_All(); StartAttack(); Attack_Up_T(); AttackFrame(8790, 8792); N_TargetPoseFlyUp(); TargetPose(DMGPose_25 + 207, DMGPose_25 + 205, DMGPose_25 + 209, DMGPose_25 + 208); TargetValue(HardFrame_Samurai_Ground_Damage * 1); TargetMove(Ground_Gravity * 8, 0, 75); AirTargetPose(DMGPose_25 + 207, DMGPose_25 + 205, DMGPose_25 + 209, DMGPose_25 + 208); AirTargetValue(HardFrame_Samurai_Air_Damage * 1); AirTargetMove(Air_Gravity * 6, 0, 75); DefensePose(345,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 1); DefenseMove(Defense_Gravity * 5, 0, 0); AttackPower(Cold_Blood_3); OnHit ("Hit_Bloody03" , "weap_07_samurai_hit_05" ,-75 ,-15); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_02" ,-75 ,-15); EndAttack(); StartDrag(); DragFrame(8790, 8792); DragSFX(-81,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Strong, -1); SFX("WPN8_Light_R", -1); SFX("WPN8_1006", 8790); SFX("MOV_Dust_M", 8790); SND("weap_06_hammer_slash_01", 8790); SND("weap_05_blade_slash_02", 8790); SND("weap_05_blade_slash_03", 8790); SND("weap_12_dart_slash_03", 8790); SND("weap_07_samurai_slash_01", 8790); SND("weap_07_samurai_slash_02", 8790); SND("weap_07_samurai_slash_03", 8790); EndPose(1006); // 武士刀齊發2居合連斬1收刀 StartPose(1007); BlendTime(0.05); Frame(8792, 8793); FPS(10); Hard(8792, 8793, 2); Link(1008); Hurt_All(); Box(4); EndPose(1007); // 武士刀齊發2居合連斬2出刀 StartPose(1008); BlendTime(0.05); Frame(8794, 8796); FPS(10); Hard(8794, 8796, 2); WeaponModel(2); Link(1009); Hurt_All(); StartAttack(); Attack_Up_T(); AttackFrame(8794, 8796); N_TargetPoseFlyUp(); TargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 205, DMGPose_25 + 207); TargetValue(HardFrame_Samurai_Ground_Damage * 1); TargetMove(Ground_Gravity * 8, 0, 75); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 205, DMGPose_25 + 207); AirTargetValue(HardFrame_Samurai_Air_Damage * 1); AirTargetMove(Air_Gravity * 6, 0, 75); DefensePose(345,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 1); DefenseMove(Defense_Gravity * 5, 0, 0); AttackPower(Cold_Blood_4); OnHit ("Hit_Bloody03" , "weap_07_samurai_hit_06" ,-75 ,-30); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_03" ,-75 ,-30); EndAttack(); StartDrag(); DragFrame(8794, 8796); DragSFX(-81,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Strong, -1); SFX("WPN8_1008", 8794); SFX("MOV_Dust_M", 8794); SND("weap_06_hammer_slash_01", 8794); SND("weap_05_blade_slash_02", 8794); SND("weap_05_blade_slash_03", 8794); SND("weap_12_dart_slash_03", 8794); SND("weap_07_samurai_slash_01", 8794); SND("weap_07_samurai_slash_02", 8794); SND("weap_07_samurai_slash_03", 8794); EndPose(1008); // 武士刀齊發2居合連斬2收刀 StartPose(1009); BlendTime(0.05); Frame(8796, 8797); FPS(10); Hard(8796, 8797, 2); Link(1010); Hurt_All(); Box(4); EndPose(1009); // 武士刀齊發2居合連斬3出刀 StartPose(1010); BlendTime(0.05); Frame(8798, 8800); FPS(10); Hard(8798, 8800, 2); WeaponModel(2); Link(1013); Hurt_All(); StartAttack(); Attack_Up_T(); AttackFrame(8798, 8800); N_TargetPoseFlyUp(); TargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Samurai_Ground_Damage * 1); TargetMove(Ground_Gravity * 8, 0, 75); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Samurai_Air_Damage * 1); AirTargetMove(Air_Gravity * 6, 0, 75); DefensePose(345,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 1); DefenseMove(Defense_Gravity * 5, 0, 0); AttackPower(Cold_Blood_5); OnHit ("Hit_Bloody03" , "weap_05_blade_hit_03" ,-75 ,-45); OnDefense ("Hit_Guard03" , "weap_07_samurai_grd_03" ,-75 ,-45); EndAttack(); StartDrag(); DragFrame(8798, 8800); DragSFX(-81,0,0,0); EndDrag(); Box(4); CHR(VOC_Attack_Strong, -1); SFX("WPN8_Light_R", -1); SFX("WPN8_1010", 8798); SFX("MOV_Dust_M", 8798); SND("weap_06_hammer_slash_01", 8798); SND("weap_05_blade_slash_02", 8798); SND("weap_05_blade_slash_03", 8798); SND("weap_12_dart_slash_03", 8798); SND("weap_07_samurai_slash_01", 8798); SND("weap_07_samurai_slash_02", 8798); SND("weap_07_samurai_slash_03", 8798); EndPose(1010); // 男體型武士刀齊發2升天刀 pose 1013 MappingPose8(0, 0); // 女體型武士刀齊發2升天刀 pose 1558 MappingPose8(545, 978); // 大體型武士刀齊發2升天刀 pose 1559 MappingPose8(546, 989); // 王體型武士刀齊發2升天刀 pose 1560 MappingPose8(547, 1000); // 武士刀齊發2刀氣散 StartPose(1014); BlendTime(0.05); Frame(8753, 8757); FPS(10); Hard(8753, 8754); Hard(8754, 8757, 0.5); Hurt_All(); StartAttack(); AttackType(1); AttackBone(effect); AttackFrame(8753, 8756); N_TargetPoseFlyOut(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Samurai_Ground_Damage * 1.5); TargetMove(Ground_Gravity * 30, 0, 15); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Samurai_Air_Damage * 1.5); AirTargetMove(Air_Gravity * 30, 0, 5); DefensePose(343,346,347,348); DefenseValue(HardFrame_Samurai_Ground_Guard * 1.5); DefenseMove(Defense_Gravity * 30, 0, 10); AttackPower(Cold_Blood_7); OnHit ("Hit_Bloody13" , "weap_05_blade_hit_03" ,0 ,-45); OnDefense ("Hit_Guard13" , "weap_05_blade_grd_03" ,0 ,-45); OnHit2 ("MOV_Shock_L"); EndAttack(); Box(2); SFX("WPN8_1014A", 8753); SFX("WPN8_1014B", 8753); SFX("WPN8_1014C", 8753); SFX("WPN8_1014D", 8753); SFX("MOV_Dust_L", 8753); SFX("MOV_RunLStep", 8755); SND("impa_03_wave_scream_01_short", 8753); SND("impa_01_bomb_big_01", 8754); SND("weap_05_blade_slash_01", 8753); SND("weap_05_blade_slash_02", 8753); SND("weap_05_blade_slash_03", 8753); SND("weap_07_samurai_slash_01", 8753); SND("weap_07_samurai_slash_02", 8753); SND("weap_07_samurai_slash_03", 8753); SND("weap_12_dart_slash_03", 8753); SND("char_01_footstep_on_dirt_01", 8755); EndPose(1014); //===========================忍刀動作=============================== //忍刀統一動作段落 待機1020 防禦1020_1028 速移1029_1032 WeaponUsualPose0(a = 680 , s= 6116); WeaponUsualPose1(a = 680 , s= 6116); WeaponUsualPose2(a = 680 , s= 6116); // 忍刀組合技 StartPose(1037); BlendTime(0.05); Frame(7895, 7901); FPS(10); Hard(7895, 7900); Hurt_Body(); Next(7896, 7901); StartAttack(); Attack_T_hand(); AttackFrame(7896, 7900); N_TargetPose(); TargetPose(DMGPose_90 + 207, DMGPose_90 + 205, DMGPose_90 + 209, DMGPose_90 + 208); TargetValue(HardFrame_Sword_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 25, 0, 75); AirTargetPose(DMGPose_90 + 207, DMGPose_90 + 205, DMGPose_90 + 209, DMGPose_90 + 208); AirTargetValue(HardFrame_Sword_Air_Damage * 0.9); AirTargetMove(Air_Gravity * 25, 0, 75); DefensePose(344,345,346,342); DefenseValue(HardFrame_Sword_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Spirit_Leap_1); OnHit ("Hit_Bloody11" , "weap_09_ninja_hit_06" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_09_ninja_grd_04" ,0 ,0); EndAttack(); StartDrag(); DragFrame(7895, 7901); DragSFX(-92,0,0,0); EndDrag(); Box(3); CHR(VOC_Attack_Light, 7896); SFX("WPN9_1037", 7895); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", 7896); SND("weap_09_ninja_slash_04", 7896); EndPose(1037); // 忍刀騰躍技 StartPose(1074); BlendTime(0.05); Frame(8218, 8226); FPS(30); Hard(8218, 8226); Loop(8224, 8226); Hurt_Body(); Next(8224, 8226); Link(1075); StartAttack(); Attack_All(); AttackFrame(8221, 8226); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Ninja_Ground_Damage * 0.5); TargetMove(Ground_Gravity * 20, 0, -45); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Ninja_Air_Damage * 0.5); AirTargetMove(Air_Gravity * 25, 0, -45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Spirit_Lunge_1); OnHit ("Hit_Bloody02" , "weap_09_ninja_hit_05" ,0 ,45); OnDefense ("Hit_Guard02" , "weap_09_ninja_grd_05" ,0 ,45); EndAttack(); StartDrag(); DragFrame(8220, 8226); DragSFX(-92,0,0,0); DragLoop(1); EndDrag(); Box(2); CHR(VOC_Attack_Light, 8220); SFX("WPN9_1056", 8220); SFX("WPN9_1056", 8222); SFX("WPN9_1056", 8224); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", 8218); SND("weap_08_glove_slash_03", 8220); SND("weap_08_glove_slash_03", 8222); SND("weap_08_glove_slash_03", 8224); EndPose(1074); // 忍刀騰躍技緩衝 StartPose(1075); BlendTime(0.05); Frame(8227, 8238); FPS(20); Hard(8227, 8229, 1.25); Hard(8229, 8231, 1.5); Soft(8231, 8238, 2); Hurt_All(); Next(8227, 8237); StartAttack(); Attack_Up_T(); AttackFrame(8227, 8228); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Ninja_Ground_Damage * 0.5); TargetMove(Ground_Gravity * 20, 0, -45); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Ninja_Air_Damage * 0.5); AirTargetMove(Air_Gravity * 25, 0, -45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Spirit_Lunge_1); OnHit ("Hit_Bloody02" , "weap_09_ninja_hit_05" ,0 ,45); OnDefense ("Hit_Guard02" , "weap_09_ninja_grd_05" ,0 ,45); EndAttack(); StartDrag(); DragFrame(8227, 8230); DragSFX(-92,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, -1); SFX("WPN9_1047", 8227); SND("weap_06_hammer_hit_01", -1); EndPose(1075); // 忍刀怒氣煙霧彈 後瞬移 (起身技 X) StartPose(1238); BlendTime(0.05); Frame(904, 904); Hard(904, 904); Next(904, 904); Link(1306); FPS(30); HurtBone(); Box(-2); SFX("WPN9_1301A", -1); SFX("WPN9_1301B", -1); SND("weap_06_hammer_hit_01", -1); EndPose(1238); // 忍刀怒氣煙霧彈 前瞬移 (起身技 Y) StartPose(1239); BlendTime(0.05); Frame(904, 904); Hard(904, 904); Next(904, 904); Link(1305); FPS(30); HurtBone(); Box(-2); SFX("WPN9_1301A", -1); SFX("WPN9_1301B", -1); SND("weap_06_hammer_hit_01", -1); EndPose(1239); // 忍刀鯉躍夾頭前翻 (閃避技 ^X) StartPose(1240); BlendTime(0.05); Frame(8039, 8053); FPS(10); Soft(8040, 8041, 1.25); Hard(8041, 8047, 1.5); Hard(8047, 8050); Soft(8050, 8053, 1.5); Hurt_All(); Next(8045, 8052); StartAttack(); Attack_All(); AttackFrame(8042, 8047); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Ninja_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 25, -180, -60); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Ninja_Ground_Damage * 0.6); AirTargetMove(Ground_Gravity * 25, -180, -60); DefensePose(342,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 8, -180, 0); AttackPower(Rushing_Occult_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_04" ,0 ,45); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_04" ,0 ,45); EndAttack(); StartDrag(bl_L_Calf,bl_L_Foot,bl_R_Calf,bl_R_Foot); DragFrame(8042, 8047); DragSFX(-92,0,0,0); EndDrag(); Box(-3); CHR(VOC_Attack_Light, 8042); SFX("MOV_Jump", 8041); SFX("WPN9_1056", 8041); SFX("WPN9_1056", 8042); SFX("WPN9_1056", 8043); SFX("WPN9_1056", 8044); SFX("WPN9_1056", 8045); SFX("WPN9_1056", 8046); SFX("MOV_FallDown", 8047); SFX("MOV_TouchDown", 8050); SND("weap_08_glove_slash_03", 8042); SND("weap_08_glove_slash_03", 8044); SND("weap_08_glove_slash_03", 8046); SND("weap_11_gun_hit_02", 8047); SND("char_02_touchdown_on_concrete", 8050); EndPose(1240); // 忍刀刀跳躍下斬 (閃避技 ^Y) StartPose(1241); BlendTime(0.05); Frame(7977, 7986); FPS(10); Soft(7977, 7978, 2); Hard(7979, 7980, 1.5); Hard(7980, 7982); Hurt_All(); Next(7980, 7985); StartAttack(); Attack_R_hand(); AttackFrame(7980, 7982); N_TargetPose(); TargetPose(204,203,201,202); TargetValue(HardFrame_Ninja_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 216, DMGPose_01 + 217); AirTargetValue(HardFrame_Ninja_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 20, 0, -60); DefensePose(342,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Rushing_Leaping_Shadow_Cut_1); OnHit ("Hit_Bloody02" , "weap_09_ninja_hit_02" ,45 ,60); OnDefense ("Hit_Guard02" , "weap_09_ninja_grd_02" ,45 ,60); EndAttack(); StartDrag(); DragFrame(7979, 7984); DragSFX(-92,0,0,0); EndDrag(); Box(2); SFX("MOV_RunRFall", 7978); SFX("MOV_RunLFall", 7979); SFX("MOV_Jump", 7981); SND("char_01_footstep_on_dirt_01", 7978); SND("weap_09_ninja_slash_02", 7980); SND("weap_11_gun_hit_02", 7981); EndPose(1241); // 忍刀剪刀腳 (閃避技 ^X+Y) StartPose(1242); BlendTime(0.1); Frame(8068, 8082); FPS(10); Hard(8072, 8078); Soft(8078, 8079, 0.5); Soft(8079, 8080, 0.75); Hurt_All(); Next(8076, 8081); StartAttack(); AttackType(1); Attack_T_foot(); AttackFrame(8075, 8077); N_TargetPoseFlyUp(); TargetPose(209,208,207,205); TargetValue(HardFrame_Ninja_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 20, -75, 30); AirTargetPose(209,208,207,205); AirTargetValue(HardFrame_Ninja_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 20, -75, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.8); DefenseMove(Defense_Gravity * 20, 0, 30); AttackPower(Rushing_Ghost_Assault_1); OnHit ("Hit_Bloody22" , "weap_13_punch_hit_02" ,-75 ,-45); OnDefense ("Hit_Guard22" , "weap_08_glove_grd_04" ,-75 ,-45); EndAttack(); StartDrag(bl_L_Calf,bl_L_Foot,bl_R_Calf,bl_R_Foot); DragFrame(8072, 8079); DragSFX(-92,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Light, 8072); SFX("MOV_WalkLStep", -1); SFX("MOV_WalkRStep", -1); SFX("MOV_RunLStep", 8077); SND("char_01_footstep_on_dirt_03", -1); SND("weap_08_glove_slash_03", 8069); SND("weap_08_glove_slash_04", 8072); SND("weap_08_glove_slash_02", 8074); SND("char_01_footstep_on_dirt_01", 8077); EndPose(1242); // 忍刀待機暗器技段落 暗器技1038 氣合1 1039-1040 氣合2 1041-1042 DartUsualPose(a=778 , s=6383); // 忍刀空直劈 StartPose(1043); BlendTime(0.1); Frame(7920, 7924); FPS(10); Hard(7920, 7923, 2); Soft(7923, 7924, 0.5); Hurt_All(); Next(7921, 7924); StartAttack(); Attack_R_hand(); AttackFrame(7921, 7923); N_TargetPose(); TargetPose(203,204,202,200); TargetValue(HardFrame_Ninja_Ground_Damage * 0.25); TargetMove(Ground_Gravity * 8, 15, 0); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 205); AirTargetValue(HardFrame_Ninja_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 10, 15, -25); DefensePose(342,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 6, 15, 0); AttackPower(Spectral_Slice_1); OnHit ("Hit_Bloody01" , "weap_09_ninja_hit_01" ,30 ,75); OnDefense ("Hit_Guard01" , "weap_09_ninja_grd_01" ,30 ,75); EndAttack(); StartDrag(); DragFrame(7920, 7924); DragSFX(-92,0,0,0); EndDrag(); Box(2); SND("weap_08_glove_slash_03", -1); SND("weap_09_ninja_slash_02", 7921); EndPose(1043); // 忍刀空直劈緩衝 StartPose(1044); BlendTime(0.05); Frame(7925, 7928); FPS(10); Hard(7925, 7927); Hurt_All(); Box(2); SFX("MOV_TouchDown", 7925); SND("char_02_touchdown_on_concrete", 7925); EndPose(1044); // 忍刀空橫斬 StartPose(1045); BlendTime(0.1); Frame(7929, 7937); FPS(10); Hard(7929, 7930); Hard(7930, 7932, 2); Hard(7932, 7933); Soft(7934, 7936, 2); Loop(7937, 7937); Link(1046); Hurt_All(); Next(7930, 7936); StartAttack(); Attack_R_hand(); AttackFrame(7930, 7932); N_TargetPose(); TargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 205, DMGPose_25 + 207); TargetValue(HardFrame_Ninja_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 15, -30, 25); AirTargetPose(209,208,205,207); AirTargetValue(HardFrame_Ninja_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 15, -30, 1); DefensePose(345,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 8, -30, 0); AttackPower(Spectral_Slash_1); OnHit ("Hit_Bloody02" , "weap_09_ninja_hit_02" ,-75 ,0); OnDefense ("Hit_Guard02" , "weap_09_ninja_grd_02" ,-75 ,0); EndAttack(); StartDrag(); DragFrame(7929, 7935); DragSFX(-92,0,0,0); EndDrag(); Box(2); SND("weap_08_glove_slash_03", -1); SND("weap_09_ninja_slash_03", 7930); EndPose(1045); // 忍刀空橫斬緩衝 StartPose(1046); BlendTime(0.05); Frame(7938, 7939); FPS(10); Hard(7938, 7938); Hurt_All(); Box(2); SFX("MOV_TouchDown", 7938); SND("char_02_touchdown_on_concrete", 7938); EndPose(1046); // 忍刀翻身雙腳踏 StartPose(1047); BlendTime(0.2); Frame(7940, 7945); Hard(7940, 7945); Loop(7945, 7945); FPS(10); Link(1048); Hurt_Body(); StartAttack(); AttackType(1); Attack_T_foot(); AttackFrame(7944, 7945); N_TargetPose(); TargetPose(211,211,211,211); TargetValue(HardFrame_Ninja_Ground_Damage * 0.5); TargetMove(Ground_Gravity * 20, 0, -65); AirTargetPose(211,211,211,211); AirTargetValue(HardFrame_Ninja_Air_Damage * 0.5); AirTargetMove(Air_Gravity * 20, 0, -65); DefensePose(342,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 20, 0, -65); AttackPower(Spectral_Dive_1); OnHit ("Hit_Bloody11" , "weap_14_foot_hit_02" ,0 ,75); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_03" ,0 ,75); EndAttack(); StartDrag(bl_R_Thigh,bl_R_Calf,bl_L_Thigh,bl_L_Calf); DragFrame(7940, 7945); DragSFX(-3,0,0,0); DragLoop(1); EndDrag(); Box(3); CHR(VOC_Attack_Light, -1); SND("char_05_cloth_flap_02", 7940); EndPose(1047); // 忍刀翻身雙腳踏緩衝 StartPose(1048); BlendTime(0.01); Frame(7946, 7950); FPS(10); Hard(7946, 7948, 2); Hard(7948, 7949); Next(7946, 7949); Hurt_Body(); StartAttack(); AttackType(1); Attack_T_foot(); AttackFrame(7946, 7947); N_TargetPose(); TargetPose(211,211,211,211); TargetValue(HardFrame_Ninja_Ground_Damage * 0.5); TargetMove(Ground_Gravity * 20, 0, -65); AirTargetPose(211,211,211,211); AirTargetValue(HardFrame_Ninja_Air_Damage * 0.5); AirTargetMove(Air_Gravity * 20, 0, -65); DefensePose(342,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 20, 0, -65); AttackPower(Spectral_Dive_1); OnHit ("Hit_Bloody11" , "weap_14_foot_hit_02" ,0 ,75); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_03" ,0 ,75); EndAttack(); Box(2); CHR(VOC_Attack_Strong, -1); SFX("WPN9_1047", 7946); SND("weap_06_hammer_hit_01", -1); EndPose(1048); // 忍刀左掛腿 StartPose(1049); BlendTime(0.15); Frame(7954, 7970); FPS(20); Soft(7954, 7954, 2); Hard(7955, 7958, 1.5); Hard(7958, 7961); Hurt_Body(); Next(7959, 7969); StartAttack(); Attack_L_foot(); AttackFrame(7958, 7959); N_TargetPose(); TargetPose(204,203,200,202); TargetValue(HardFrame_Ninja_Ground_Damage * 0.25); TargetMove(Ground_Gravity * 7, -45, 0); AirTargetPose(DMGPose_25 + 209, DMGPose_25 + 208, DMGPose_25 + 205, DMGPose_25 + 207); AirTargetValue(HardFrame_Ninja_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 8, -45, 0); DefensePose(345,344,343,346); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 6, -45, 0); AttackPower(Wraith_Kick_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_04" ,-30 ,75); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_04" ,-30 ,75); EndAttack(); StartDrag(bl_L_Calf,bl_L_Foot); DragFrame(7954, 7962); DragSFX(-92,0,0,0); EndDrag(); Box(2); SFX("MOV_RunRStep", 7955); SFX("MOV_RunLStep", 7960); SFX("MOV_RunRStep", 7965); SND("char_01_footstep_on_dirt_03", 7955); SND("weap_08_glove_slash_02", 7958); SND("char_01_footstep_on_dirt_01", 7960); SND("char_01_footstep_on_dirt_03", 7965); EndPose(1049); // 忍刀低右踢腿 StartPose(1050); BlendTime(0.1); Frame(7971, 7976); FPS(10); Hard(7971, 7975); Hurt_Body(); Next(7972, 7976); StartAttack(); Attack_R_foot(); AttackFrame(7972, 7974); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Ninja_Ground_Damage * 0.25); TargetMove(Ground_Gravity * 9, -45, 0); AirTargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); AirTargetValue(HardFrame_Ninja_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 10, -45, 50); DefensePose(343,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 8, -45, 0); AttackPower(Wraith_Sweep_2); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_05" ,-75 ,15); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_05" ,-75 ,15); EndAttack(); StartDrag(bl_R_Calf,bl_R_Foot); DragFrame(7971, 7975); DragSFX(-92,0,0,0); EndDrag(); Box(2); SFX("MOV_RunLStep", 7971); SND("char_01_footstep_on_dirt_03", 7971); SND("weap_13_punch_slash_02", 7972); EndPose(1050); // 忍刀袈裟斬 StartPose(1077); BlendTime(0.2); Frame(9333, 9339); FPS(10); Hard(9333, 9334); Hard(9334, 9336, 2); Hurt_All(); Next(9334, 9338); StartAttack(); Attack_R_hand(); AttackFrame(9334, 9336); N_TargetPose(); TargetPose(203,204,202,201); TargetValue(HardFrame_Ninja_Ground_Damage * 0.25); TargetMove(Ground_Gravity * 7, 0, 0); AirTargetPose(DMGPose_25 + 208, DMGPose_25 + 209, DMGPose_25 + 207, DMGPose_25 + 206); AirTargetValue(HardFrame_Ninja_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 8, 0, 0); DefensePose(344,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 6, 0, 0); AttackPower(Shadow_Cut_1); OnHit ("Hit_Bloody01" , "weap_09_ninja_hit_01" ,45 ,60); OnDefense ("Hit_Guard01" , "weap_09_ninja_grd_01" ,45 ,60); EndAttack(); StartDrag(); DragFrame(9333, 9338); DragSFX(-91,0,0,0); EndDrag(); Box(2); SFX("MOV_RunRFall", 9335); SND("weap_09_ninja_slash_02", 9334); SND("char_01_footstep_on_dirt_01", 9335); EndPose(1077); // 忍刀刀下斬 StartPose(1051); BlendTime(0.2); Frame(7977, 7986); FPS(10); Soft(7977, 7978, 2); Hard(7978, 7980, 1.5); Hard(7980, 7982); Hurt_All(); Next(7981, 7985); StartAttack(); Attack_R_hand(); AttackFrame(7980, 7982); N_TargetPose(); TargetPose(204,203,201,202); TargetValue(HardFrame_Ninja_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 8, 0, 0); AirTargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 216, DMGPose_01 + 217); AirTargetValue(HardFrame_Ninja_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 20, 0, -60); DefensePose(342,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Leaping_Shadow_Cut_1); OnHit ("Hit_Bloody02" , "weap_09_ninja_hit_02" ,45 ,60); OnDefense ("Hit_Guard02" , "weap_09_ninja_grd_02" ,45 ,60); EndAttack(); StartDrag(); DragFrame(7979, 7984); DragSFX(-92,0,0,0); EndDrag(); Box(2); SFX("MOV_RunRFall", 7978); SFX("MOV_RunLFall", 7979); SFX("MOV_Jump", 7981); SND("char_01_footstep_on_dirt_01", 7978); SND("weap_09_ninja_slash_02", 7980); SND("weap_11_gun_hit_02", 7981); EndPose(1051); // 忍刀衝橫斬 StartPose(1052); BlendTime(0.2); Frame(7987, 7998); FPS(10); Hard(7987, 7990, 1.5); Hard(7990, 7991, 2); Hard(7991, 7992); Hurt_All(); Next(7991, 7997); StartAttack(); Attack_R_hand(); AttackFrame(7990, 7992); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Ninja_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 22, 0, 10); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Ninja_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 22, 0, 5); DefensePose(342,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Shadow_Slash_1); OnHit ("Hit_Bloody03" , "weap_09_ninja_hit_06" ,-75 ,5); OnDefense ("Hit_Guard03" , "weap_09_ninja_grd_06" ,-75 ,5); EndAttack(); StartDrag(); DragFrame(7988, 7994); DragSFX(-92,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 7989); SFX("MOV_RunLStep", 7987); SFX("MOV_RunRFall", 7990); SND("weap_09_ninja_slash_03", 7990); SND("weap_06_hammer_hit_01", 7990); SND("char_01_footstep_on_dirt_03", 7987); EndPose(1052); // 忍刀突刺 StartPose(1078); BlendTime(0.2); Frame(9340, 9349); FPS(10); Soft(9340, 9342, 3); Hard(9342, 9344, 2); Hard(9344, 9348); Hurt_All(); Next(9344, 9349); StartAttack(); Attack_R_hand(); AttackFrame(9344, 9346); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Ninja_Ground_Damage * 0.7); TargetMove(Ground_Gravity * 25, 0, 10); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Ninja_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 22, 0, 5); DefensePose(343,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Shade_Thrust_1); OnHit ("Hit_Bloody03" , "weap_09_ninja_hit_06" ,0 ,0); OnDefense ("Hit_Guard03" , "weap_09_ninja_grd_04" ,0 ,0); EndAttack(); StartDrag(bu_Spine1,bu_Spine,bu_L_UpperArm,bl_L_Thigh); DragFrame(9342, 9348); DragSFX(-92,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Light, 9344); SFX("WPN9_Light_R", -1); SFX("MOV_RunLStep", 9343); SFX("MOV_RunRFall", 9345); SND("weap_08_glove_slash_03", -1); SND("weap_09_ninja_slash_04", 9344); SND("weap_06_hammer_hit_01", 9345); SND("char_01_footstep_on_dirt_03", 9343); SND("char_01_footstep_on_dirt_01", 9345); EndPose(1078); // 忍刀反持刀衝殺 StartPose(1079); BlendTime(0.2); Frame(9350, 9360); FPS(10); Soft(9350, 9351, 3); Hard(9351, 9353, 2); Hard(9353, 9357); Hard(9357, 9358, 1.5); Hurt_Body(); Next(9354, 9359); StartAttack(); Attack_R_hand(); AttackFrame(9353, 9356); N_TargetPose(); TargetPose(DMGPose_25 + 207, DMGPose_25 + 205, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Ninja_Ground_Damage * 0.9); TargetMove(Ground_Gravity * 12, -180, 50); AirTargetPose(DMGPose_25 + 207, DMGPose_25 + 205, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Ninja_Air_Damage * 0.9); AirTargetMove(Ground_Gravity * 12, -180, 25); DefensePose(343,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 2, 0, 0); AttackPower(Poltergeist_1); OnHit ("Hit_Bloody01" , "weap_09_ninja_hit_05" ,0 ,0); OnDefense ("Hit_Guard01" , "weap_09_ninja_grd_05" ,0 ,0); EndAttack(); StartDrag(weaponR,bu_Spine1,bu_R_UpperArm,bu_R_Forearm); DragFrame(9352, 9359); DragSFX(-92,0,0,0); EndDrag(); Box(-2); CHR(VOC_Attack_Light, 9354); SFX("WPN9_Light_R", -1); SFX("MOV_RunLStep", 9353); SFX("MOV_RunRFall", 9355); SND("weap_09_ninja_slash_02", 9350); SND("weap_11_gun_hit_01", 9353); SND("weap_08_glove_slash_03", 9354); SND("weap_09_ninja_slash_01", 9354); SND("char_01_footstep_on_dirt_03", 9353); SND("char_01_footstep_on_dirt_01", 9355); EndPose(1079); // 忍刀反持刀衝殺氣合1 StartPose(1080); BlendTime(0.1); Frame(9361, 9365); FPS(10); Hurt_All(); Box(2); CHR(VOC_Attack_Charge1, 9361); SFX("MOV_ChiChargeR", 9363); SFX("WPN9_Light_R", 9361); SND("envi_21_noise_06", 9363); EndPose(1080); // 忍刀氣合反持刀衝殺1 增加1079的距離 StartPose(1081); BlendTime(0.1); Frame(9371, 9381); FPS(10); Hard(9371, 9374, 2); Hard(9374, 9378); Hard(9378, 9379, 1.5); Hurt_Body(); Next(9375, 9380); StartAttack(); Attack_R_hand(); AttackFrame(9374, 9375); N_TargetPose(); TargetPose(DMGPose_25 + 207, DMGPose_25 + 205, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Ninja_Ground_Damage * 1); TargetMove(Ground_Gravity * 18, 0, 45); AirTargetPose(DMGPose_25 + 207, DMGPose_25 + 205, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Ninja_Air_Damage * 1); AirTargetMove(Ground_Gravity * 18, 0, 35); DefensePose(343,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 2, 0, 0); AttackPower(Super_Poltergeist_1); OnHit ("Hit_Bloody02" , "weap_09_ninja_hit_06" ,0 ,0); OnDefense ("Hit_Guard02" , "weap_09_ninja_grd_06" ,0 ,0); EndAttack(); StartAttack(); Attack_R_hand(); AttackFrame(9375, 9377); N_TargetPose(); TargetPose(DMGPose_25 + 207, DMGPose_25 + 205, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Ninja_Ground_Damage * 1); TargetMove(Ground_Gravity * 14, -180, 60); AirTargetPose(DMGPose_25 + 207, DMGPose_25 + 205, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Ninja_Air_Damage * 1); AirTargetMove(Ground_Gravity * 14, -180, 30); DefensePose(343,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 2, 0, 0); AttackPower(Super_Poltergeist_1); OnHit ("Hit_Bloody02" , "weap_09_ninja_hit_06" ,0 ,0); OnDefense ("Hit_Guard02" , "weap_09_ninja_grd_06" ,0 ,0); EndAttack(); StartDrag(weaponR,bu_Spine1,bu_R_UpperArm,bu_R_Forearm); DragFrame(9373, 9379); DragSFX(-92,0,0,0); EndDrag(); Box(-2); CHR(VOC_Attack_Middle, 9374); SFX("WPN9_Light_R", -1); SFX("WPN9_1081", 9374); SFX("MOV_RunLStep", 9374); SFX("MOV_RunRStep", 9376); SND("weap_08_glove_slash_03", 9375); SND("weap_12_dart_slash_01", 9375); SND("weap_09_ninja_slash_03", 9375); SND("weap_11_gun_hit_02", 9376); SND("char_01_footstep_on_dirt_03", 9374); SND("char_01_footstep_on_dirt_01", 9376); EndPose(1081); // 忍刀反持刀衝殺氣合2 StartPose(1082); BlendTime(0.1); Frame(9366, 9370); FPS(10); Hurt_All(); Box(2); CHR(VOC_Attack_Charge2, 9366); SFX("MOV_ChiChargeR", 9368); SFX("WPN9_Light_R", 9366); SND("fant_12_effect_05_wave_move", 9368); EndPose(1082); // 忍刀氣合反持刀衝殺2 距離同1081 StartPose(1083); BlendTime(0.1); Frame(9371, 9381); Hard(9371, 9374, 2); Hard(9374, 9378); Hard(9378, 9379, 1.5); Hurt_Body(); Next(9375, 9380); FPS(10); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(9374, 9375); N_TargetPoseFlyOut(); TargetPose(DMGPose_25 + 207, DMGPose_25 + 205, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Ninja_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 20, 0, 45); AirTargetPose(DMGPose_25 + 207, DMGPose_25 + 205, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Ninja_Air_Damage * 1.2); AirTargetMove(Ground_Gravity * 20, 0, 35); DefensePose(343,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 1.2); DefenseMove(Defense_Gravity * 2, 0, 0); AttackPower(Ultimate_Poltergeist_1); OnHit ("Hit_Bloody03" , "weap_09_ninja_hit_03" ,0 ,0); OnDefense ("Hit_Guard03" , "weap_09_ninja_grd_03" ,0 ,0); EndAttack(); StartAttack(); AttackType(1); Attack_R_hand(); AttackFrame(9375, 9377); N_TargetPoseFlyOut(); TargetPose(DMGPose_25 + 207, DMGPose_25 + 205, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Ninja_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 15, -180, 60); AirTargetPose(DMGPose_25 + 207, DMGPose_25 + 205, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Ninja_Air_Damage * 1.2); AirTargetMove(Ground_Gravity * 15, -180, 30); DefensePose(343,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 1.2); DefenseMove(Defense_Gravity * 2, 0, 0); AttackPower(Ultimate_Poltergeist_1); OnHit ("Hit_Bloody03" , "weap_09_ninja_hit_03" ,0 ,0); OnDefense ("Hit_Guard03" , "weap_09_ninja_grd_03" ,0 ,0); EndAttack(); StartDrag(weaponR,bu_Spine1,bu_R_UpperArm,bu_R_Forearm); DragFrame(9373, 9379); DragSFX(-92,0,0,0); EndDrag(); Box(-2); CHR(VOC_Attack_Strong, 9374); SFX("WPN9_Light_R", -1); SFX("WPN9_1083", 9374); SFX("MOV_RunLStep", 9374); SFX("MOV_RunRStep", 9376); SND("weap_12_dart_slash_03", 9375); SND("weap_09_ninja_slash_06", 9375); SND("weap_06_hammer_hit_01", 9376); SND("char_01_footstep_on_dirt_03", 9374); SND("char_01_footstep_on_dirt_01", 9376); EndPose(1083); // 忍刀背車輪踢 可連在1056後 StartPose(1055); BlendTime(0.15); Frame(8030, 8038); FPS(12); Hard(8031, 8037); Hurt_Body(); Next(8032, 8037); StartAttack(); Attack_T_foot(); AttackFrame(8032, 8033); N_TargetPoseFlyUp(); TargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); TargetValue(HardFrame_Ninja_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 18, -180, 70); AirTargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); AirTargetValue(HardFrame_Ninja_Air_Damage * 0.8); AirTargetMove(Ground_Gravity * 15, -180, 75); DefensePose(342,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Elusive_Spirit_1); OnHit ("Hit_Bloody22" , "weap_08_glove_hit_06" ,0 ,-75); OnDefense ("Hit_Guard22" , "weap_08_glove_grd_03" ,0 ,-75); EndAttack(); StartAttack(); AttackBone(effect); AttackFrame(8033, 8034); N_TargetPoseFlyUp(); TargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); TargetValue(HardFrame_Ninja_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 18, -180, 70); AirTargetPose(DMGPose_45 + 205, DMGPose_45 + 207, DMGPose_45 + 208, DMGPose_45 + 209); AirTargetValue(HardFrame_Ninja_Air_Damage * 0.8); AirTargetMove(Ground_Gravity * 15, -180, 75); DefensePose(342,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Elusive_Spirit_1); OnHit ("Hit_Bloody22" , "weap_08_glove_hit_06" ,0 ,-75); OnDefense ("Hit_Guard22" , "weap_08_glove_grd_03" ,0 ,-75); EndAttack(); StartAttack(); AttackBone(bl_R_Thigh,bl_R_Calf,bl_R_Foot); AttackFrame(8034, 8035); N_TargetPose(); TargetPose(212,213,214,215); TargetValue(HardFrame_Ninja_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 20, 0, -60); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Ninja_Ground_Damage * 0.6); AirTargetMove(Ground_Gravity * 20, 0, -60); DefensePose(342,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Elusive_Spirit_1); OnHit ("Hit_Bloody22" , "weap_08_glove_hit_05" ,0 ,-75); OnDefense ("Hit_Guard22" , "weap_08_glove_grd_05" ,0 ,-75); EndAttack(); StartAttack(); Attack_T_foot_Only(); AttackFrame(8035, 8036); N_TargetPose(); TargetPose(212,213,214,215); TargetValue(HardFrame_Ninja_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 20, 0, -60); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Ninja_Ground_Damage * 0.6); AirTargetMove(Ground_Gravity * 20, 0, -60); DefensePose(342,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Elusive_Spirit_1); OnHit ("Hit_Bloody22" , "weap_08_glove_hit_05" ,0 ,-75); OnDefense ("Hit_Guard22" , "weap_08_glove_grd_05" ,0 ,-75); EndAttack(); StartDrag(bl_L_Calf,bl_L_Foot,bl_R_Calf,bl_R_Foot); DragFrame(8030, 8037); DragSFX(-92,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Middle, 8032); SFX("MOV_RunRFall", 8031); SFX("WPN9_1055", 8032); SFX("MOV_TouchDown", 8035); SND("char_01_footstep_on_dirt_01", 8031); SND("weap_08_glove_slash_03", 8031); SND("char_02_touchdown_on_concrete", 8035); EndPose(1055); // 忍刀鯉躍夾頭前翻 StartPose(1056); BlendTime(0.15); Frame(8039, 8053); FPS(10); Hard(8040, 8042, 1.25); Hard(8042, 8047, 1.5); Hard(8047, 8050); Soft(8050, 8053, 1.5); Hurt_All(); Next(8045, 8052); StartAttack(); Attack_All(); AttackFrame(8042, 8047); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Ninja_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 25, -180, -60); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Ninja_Ground_Damage * 0.6); AirTargetMove(Ground_Gravity * 25, -180, -60); DefensePose(342,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Occult_1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_04" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_04" ,0 ,0); EndAttack(); StartDrag(bl_L_Calf,bl_L_Foot,bl_R_Calf,bl_R_Foot); DragFrame(8042, 8047); DragSFX(-92,0,0,0); EndDrag(); Box(-3); CHR(VOC_Attack_Light, 8042); SFX("MOV_Jump", 8041); SFX("WPN9_1056", 8041); SFX("WPN9_1056", 8042); SFX("WPN9_1056", 8043); SFX("WPN9_1056", 8044); SFX("WPN9_1056", 8045); SFX("WPN9_1056", 8046); SFX("MOV_FallDown", 8047); SFX("MOV_TouchDown", 8050); SND("weap_08_glove_slash_03", 8042); SND("weap_08_glove_slash_03", 8044); SND("weap_08_glove_slash_03", 8046); SND("weap_11_gun_hit_02", 8047); SND("char_02_touchdown_on_concrete", 8050); EndPose(1056); // 忍刀昇龍腳 StartPose(1057); BlendTime(0.25); Frame(8055, 8066); FPS(10); Soft(8055, 8059); Hard(8059, 8065); Hurt_All(); Next(8061, 8065); StartAttack(); AttackType(1); Attack_R_foot(); AttackFrame(8061, 8063); N_TargetPoseFlyUp(); TargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); TargetValue(HardFrame_Ninja_Ground_Damage * 1); TargetMove(Ground_Gravity * 35, 0, 75); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Ninja_Air_Damage * 1); AirTargetMove(Air_Gravity * 15, 0, 25); DefensePose(342,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 1); DefenseMove(Defense_Gravity * 22, 0, 30); AttackPower(Ghost_Rising_1); OnHit ("Hit_Bloody23" , "weap_08_glove_hit_03" ,0 ,-85); OnDefense ("Hit_Guard23" , "weap_08_glove_grd_03" ,0 ,-85); EndAttack(); StartDrag(bu_Spine1,bu_Spine,bl_R_Thigh,bl_R_Calf); DragFrame(8060, 8065); DragSFX(-92,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Light, 8061); SFX("WPN9_1057", 8061); SFX("MOV_WalkLStep", -1); SFX("MOV_WalkRStep", -1); SFX("MOV_Jump", 8061); SND("char_01_footstep_on_dirt_03", -1); SND("weap_08_glove_slash_03", 8055); SND("weap_08_glove_slash_04", 8059); SND("char_04_jump_high", 8061); EndPose(1057); // 忍刀剪刀腳 StartPose(1058); BlendTime(0.25); Frame(8068, 8082); FPS(10); Hard(8072, 8078); Soft(8078, 8079, 0.5); Soft(8079, 8080, 0.75); Hurt_All(); Next(8076, 8081); StartAttack(); AttackType(1); Attack_T_foot(); AttackFrame(8075, 8077); N_TargetPoseFlyUp(); TargetPose(209,208,207,205); TargetValue(HardFrame_Ninja_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 20, -75, 15); AirTargetPose(209,208,207,205); AirTargetValue(HardFrame_Ninja_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 20, -75, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.8); DefenseMove(Defense_Gravity * 20, -75, 15); AttackPower(Ghost_Assault_1); OnHit ("Hit_Bloody22" , "weap_13_punch_hit_02" ,-75 ,-45); OnDefense ("Hit_Guard22" , "weap_08_glove_grd_04" ,-75 ,-45); EndAttack(); StartDrag(bl_L_Calf,bl_L_Foot,bl_R_Calf,bl_R_Foot); DragFrame(8072, 8079); DragSFX(-92,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Light, 8072); SFX("MOV_WalkLStep", -1); SFX("MOV_WalkRStep", -1); SFX("MOV_RunLStep", 8077); SND("char_01_footstep_on_dirt_03", -1); SND("weap_08_glove_slash_03", 8069); SND("weap_08_glove_slash_04", 8072); SND("weap_08_glove_slash_02", 8074); SND("char_01_footstep_on_dirt_01", 8077); EndPose(1058); // 忍刀剪刀後掛腳 StartPose(1059); BlendTime(0.2); Frame(8083, 8091); FPS(10); Hard(8085, 8089); Hurt_All(); Next(8087, 8091); StartAttack(); AttackType(1); Attack_R_foot(); AttackFrame(8087, 8089); N_TargetPose(); TargetPose(211,211,211,211); TargetValue(HardFrame_Ninja_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 20, 0, -60); AirTargetPose(211,211,211,211); AirTargetValue(HardFrame_Ninja_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 20, 0, -60); DefensePose(342,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.6); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Ghost_Strike_1); OnHit ("Hit_Bloody23" , "weap_08_glove_hit_03" ,0 ,45); OnDefense ("Hit_Guard23" , "weap_08_glove_grd_03" ,0 ,45); EndAttack(); StartDrag(bl_R_Calf,bl_R_Foot); DragFrame(8086, 8091); DragSFX(-92,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 8086); SFX("MOV_RunLStep", -1); SFX("WPN9_1059", 8087); SFX("MOV_RunRFall", 8089); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", -1); SND("weap_13_punch_slash_02", 8087); SND("weap_11_gun_hit_02", 8089); EndPose(1059); // 忍刀插刀 StartPose(1053); BlendTime(0.1); Frame(7999, 8007); FPS(10); Hard(8000, 8006); Hurt_All(); Link(1076); Next(8003, 8007); StartAttack(); Attack_R_hand(); AttackFrame(8003, 8005); N_TargetPose(); TargetPose(225,226,225,225); TargetValue(HardFrame_Ninja_Ground_Damage * 1); TargetMove(Ground_Gravity * 15, 0, -85); AirTargetPose(216,217,216,216); AirTargetValue(HardFrame_Ninja_Ground_Damage * 1); AirTargetMove(Ground_Gravity * 20, 0, -90); DefensePose(342,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.8); DefenseMove(Defense_Gravity * 0, 0, 0); AttackPower(Cruel_Stab_1); OnHit ("Hit_Bloody02" , "weap_09_ninja_hit_06" ,0 ,-90); OnDefense ("Hit_Guard02" , "weap_09_ninja_grd_06" ,0 ,-90); EndAttack(); StartDrag(); DragFrame(8000, 8006); DragSFX(-93,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Light, -1); SFX("MOV_Jump", -1); SFX("MOV_RunLFall", 8003); SFX("MOV_RunRFall", 8003); SFX("COM_HitG_15", 8004); SND("weap_08_glove_slash_03", -1); SND("weap_09_ninja_slash_04", 8002); SND("weap_06_hammer_hit_01", 8003); SND("weap_04_spear_grd_01", 8004); EndPose(1053); // 忍刀插刀之拔刀動作 StartPose(1076); BlendTime(0.05); Frame(8008, 8014); FPS(10); Hard(8008, 8011); Hurt_All(); StartAttack(); Attack_R_hand(); AttackFrame(8009, 8010); N_TargetPoseFlyUp(); TargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Ninja_Ground_Damage * 1); TargetMove(Ground_Gravity * 15, 0, 25); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Ninja_Ground_Damage * 1); AirTargetMove(Ground_Gravity * 15, 0, 15); DefensePose(342,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 15, 0, 20); AttackPower(Cruel_Stab_2); OnHit ("Hit_Bloody01" , "weap_09_ninja_hit_02" ,0 ,45); OnDefense ("Hit_Guard01" , "weap_09_ninja_grd_04" ,0 ,45); EndAttack(); StartDrag(); DragFrame(8008, 8014); DragSFX(-92,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 8008); SFX("COM_HitG_15", 8009); SFX("MOV_RunLStep", 8010); SND("weap_01_stinger_grd_01", 8009); SND("weap_09_ninja_slash_02", 8009); SND("char_01_footstep_on_dirt_01", 8010); EndPose(1076); // 忍刀插刀後拉 StartPose(1054); BlendTime(0.1); Frame(8015, 8029); FPS(10); Hard(8015, 8019, 1.5); Hard(8019, 8027); Hurt_All(); Next(8023, 8028); StartAttack(); Attack_R_hand(); AttackFrame(8019, 8021); N_TargetPose(); TargetPose(225,226,225,225); TargetValue(HardFrame_Ninja_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 12, -180, 0); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Ninja_Ground_Damage * 0.8); AirTargetMove(Ground_Gravity * 12, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.8); DefenseMove(Defense_Gravity * 8, -180, 0); AttackPower(Cruel_Severing_1); OnHit ("Hit_Bloody02" , "weap_09_ninja_hit_05" ,180 ,0); OnDefense ("Hit_Guard02" , "weap_09_ninja_grd_05" ,180 ,0); EndAttack(); StartDrag(); DragFrame(8018, 8023); DragSFX(-92,0,0,0); EndDrag(); StartAttack(); Attack_R_hand(); AttackFrame(8024, 8025); N_TargetPoseFlyUp(); TargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Ninja_Ground_Damage * 1); TargetMove(Ground_Gravity * 18, 0, 25); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Ninja_Ground_Damage * 1); AirTargetMove(Ground_Gravity * 16, 0, 15); DefensePose(342,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 15, 0, 20); AttackPower(Cruel_Severing_2); OnHit ("Hit_Bloody01" , "weap_09_ninja_hit_02" ,0 ,45); OnDefense ("Hit_Guard01" , "weap_09_ninja_grd_04" ,0 ,45); EndAttack(); StartDrag(); DragFrame(8023, 8028); DragSFX(-92,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Middle, 8016); CHR(VOC_Attack_Strong, 8024); SFX("MOV_RunLStep", 8020); SFX("WPN9_1054", 8019); SFX("COM_HitG_15", 8024); SFX("MOV_RunRStep", 8027); SND("weap_09_ninja_slash_04", 8020); SND("weap_01_stinger_grd_02", 8020); SND("weap_09_ninja_slash_03", 8024); SND("weap_01_stinger_grd_01", 8024); SND("char_01_footstep_on_dirt_01", 8020); SND("char_01_footstep_on_dirt_01", 8027); EndPose(1054); // 忍刀壓制插刀 StartPose(1060); BlendTime(0.1); Frame(8092, 8099); FPS(10); Hard(8092, 8098); Link(1063); Hurt_All(); Next(8094, 8098); StartAttack(); Attack_R_hand(); AttackFrame(8096, 8098); N_TargetPose(); TargetPose(225,226,225,225); TargetValue(HardFrame_Ninja_Ground_Damage * 1); TargetMove(Ground_Gravity * 15, 0, -85); AirTargetPose(216,217,216,216); AirTargetValue(HardFrame_Ninja_Ground_Damage * 1); AirTargetMove(Ground_Gravity * 20, 0, -90); DefensePose(342,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.8); DefenseMove(Defense_Gravity * 0, 0, 0); AttackPower(Cruel_Severing_1); OnHit ("Hit_Bloody02" , "weap_09_ninja_hit_06" ,0 ,-90); OnDefense ("Hit_Guard02" , "weap_09_ninja_grd_06" ,0 ,-90); EndAttack(); StartDrag(); DragFrame(8092, 8098); DragSFX(-92,0,0,0); EndDrag(); Box(-2); CHR(VOC_Attack_Light, -1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRFall", 8097); SFX("COM_HitG_15", 8097); SND("weap_09_ninja_slash_02", 8093); SND("weap_09_ninja_slash_02", 8095); SND("weap_06_hammer_hit_01", 8097); SND("weap_04_spear_grd_01", 8097); SND("char_01_footstep_on_dirt_03", -1); EndPose(1060); // 忍刀壓制初踩 StartPose(1061); BlendTime(0.1); Frame(8100, 8117); FPS(10); Hard(8100, 8116); Link(1063); Hurt_All(); Next(8108, 8116); StartAttack(); // Attack_T_foot_weapon(); AttackBone(weaponR,effect); AttackFrame(8103, 8104); N_TargetPose(); TargetPose(225,226,225,225); TargetValue(HardFrame_Ninja_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 0, 0, 0); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Ninja_Ground_Damage * 0.8); AirTargetMove(Ground_Gravity * 12, 0, 15); DefensePose(342,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 0, 0, 0); AttackPower(Coffin_Nail_1); OnHit ("Hit_Bloody03" , "weap_09_ninja_hit_06" ,0 ,-90); OnDefense ("Hit_Guard03" , "weap_09_ninja_grd_06" ,0 ,-90); EndAttack(); StartAttack(); // Attack_T_foot_weapon(); AttackBone(weaponR,effect); AttackFrame(8107, 8108); N_TargetPose(); TargetPose(225,226,225,225); TargetValue(HardFrame_Ninja_Ground_Damage * 2); TargetMove(Ground_Gravity * 0, 0, 0); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Ninja_Ground_Damage * 1); AirTargetMove(Ground_Gravity * 12, 0, 15); DefensePose(342,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 2); DefenseMove(Defense_Gravity * 0, 0, 0); AttackPower(Coffin_Nail_1); OnHit ("Hit_Bloody02" , "weap_09_ninja_hit_05" ,0 ,-90); OnDefense ("Hit_Guard02" , "weap_09_ninja_grd_05" ,0 ,-90); EndAttack(); Box(2); CHR(VOC_Attack_Middle, -1); SFX("MOV_Jump", -1); SFX("WPN9_Light_R", 8103); SFX("COM_HitG_15", 8103); SFX("MOV_RunRFall", 8103); SND("weap_08_glove_slash_03", -1); SND("weap_08_glove_hit_02", 8103); SND("weap_04_spear_grd_01", 8103); SND("weap_09_ninja_hit_04", 8107); EndPose(1061); // 忍刀壓制續踩 StartPose(1062); BlendTime(0.1); Frame(8118, 8143); FPS(10); Hard(8118, 8142); Link(1063); Hurt_All(); Next(8135, 8141); StartAttack(); // Attack_T_foot_weapon(); AttackBone(weaponR,effect); AttackFrame(8120, 8122); N_TargetPose(); TargetPose(225,226,225,225); TargetValue(HardFrame_Ninja_Ground_Damage * 3); TargetMove(Ground_Gravity * 0, 0, 0); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Ninja_Ground_Damage * 1); AirTargetMove(Ground_Gravity * 12, 0, 15); DefensePose(342,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 3); DefenseMove(Defense_Gravity * 0, 0, 0); AttackPower(R_I_P__1); OnHit ("Hit_Bloody03" , "weap_09_ninja_hit_06" ,0 ,-90); OnDefense ("Hit_Guard03" , "weap_09_ninja_grd_06" ,0 ,-90); EndAttack(); Box(2); CHR(VOC_Attack_Light, 8119); SFX("MOV_RunRStep", 8118); SFX("WPN9_Light_R", 8120); SFX("COM_HitG_15", 8120); SND("weap_08_glove_slash_03", -1); SND("weap_08_glove_hit_02", 8120); SND("weap_04_spear_grd_01", 8120); SND("char_01_footstep_on_dirt_01", 8118); EndPose(1062); // 忍刀壓制之拔刀動作 StartPose(1063); BlendTime(0.05); Frame(8144, 8153); FPS(10); Hard(8145, 8148, 2); Hard(8148, 8153); Hurt_All(); StartAttack(); Attack_R_hand(); AttackFrame(8149, 8150); N_TargetPoseFlyUp(); TargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Ninja_Ground_Damage * 1); TargetMove(Ground_Gravity * 15, 0, 25); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Ninja_Ground_Damage * 1); AirTargetMove(Ground_Gravity * 15, 0, 15); DefensePose(342,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 15, 0, 20); AttackPower(R_I_P__2); OnHit ("Hit_Bloody01" , "weap_09_ninja_hit_02" ,0 ,45); OnDefense ("Hit_Guard01" , "weap_09_ninja_grd_04" ,0 ,45); EndAttack(); StartDrag(); DragFrame(8148, 8151); DragSFX(-92,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 8148); SFX("COM_HitG_15", 8149); SFX("MOV_RunLFall", 8150); SFX("MOV_RunRStep", 8153); SND("weap_01_stinger_grd_01", 8149); SND("weap_09_ninja_slash_02", 8149); SND("weap_09_ninja_slash_02", 8150); SND("weap_09_ninja_slash_02", 8151); SND("char_01_footstep_on_dirt_01", 8150); SND("char_01_footstep_on_dirt_03", 8153); EndPose(1063); // 忍刀怒氣煙霧彈 前瞬移 StartPose(1301); BlendTime(0.05); Frame(8171, 8178); FPS(30); Soft(8171, 8172); Hard(8173, 8178); // Soft(8178, 8182); HurtBone(); Next(8174, 8178); Link(1305); Box(2); CHR(VOC_Attack_Light, 8175); SFX("WPN9_1301", -1); SFX("WPN9_1301A", 8177); SFX("WPN9_1301B", 8177); SND("weap_08_glove_slash_03", -1); SND("weap_06_hammer_hit_01", 8177); EndPose(1301); // 忍刀怒氣煙霧彈 後瞬移 StartPose(1302); BlendTime(0.05); Frame(8171, 8178); FPS(30); Soft(8171, 8172); Hard(8173, 8178); // Soft(8178, 8182); HurtBone(); Next(8174, 8178); Link(1306); Box(2); CHR(VOC_Attack_Light, 8175); SFX("WPN9_1301", -1); SFX("WPN9_1301A", 8177); SFX("WPN9_1301B", 8177); SND("weap_08_glove_slash_03", -1); SND("weap_06_hammer_hit_01", 8177); EndPose(1302); // 忍刀怒氣煙霧彈 左瞬移 StartPose(1303); BlendTime(0.05); Frame(8171, 8178); FPS(30); Soft(8171, 8172); Hard(8173, 8178); // Soft(8178, 8182); HurtBone(); Next(8174, 8178); Link(1307); Box(2); CHR(VOC_Attack_Light, 8175); SFX("WPN9_1301", -1); SFX("WPN9_1301A", 8177); SFX("WPN9_1301B", 8177); SND("weap_08_glove_slash_03", -1); SND("weap_06_hammer_hit_01", 8177); EndPose(1303); // 忍刀怒氣煙霧彈 右瞬移 StartPose(1304); BlendTime(0.05); Frame(8171, 8178); FPS(30); Soft(8171, 8172); Hard(8173, 8178); // Soft(8178, 8182); HurtBone(); Next(8174, 8178); Link(1308); Box(2); CHR(VOC_Attack_Light, 8175); SFX("WPN9_1301", -1); SFX("WPN9_1301A", 8177); SFX("WPN9_1301B", 8177); SND("weap_08_glove_slash_03", -1); SND("weap_06_hammer_hit_01", 8177); EndPose(1304); s=6116; // 前速移 StartPose(1305); BlendTime(0); Frame(s+1755, s+1760); FPS(90); Hard(s+1755, s+1756); Soft(s+1757, s+1760, 0.75); HurtBone(); Next(s+1756, s+1760); Box(-3); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_01", -1); EndPose(1305); // 後速移 StartPose(1306); BlendTime(0); Frame(s+1761, s+1766); FPS(90); Hard(s+1761, s+1762); Soft(s+1763, s+1766, 0.75); HurtBone(); Next(s+1762, s+1766); Box(-3); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_01", -1); EndPose(1306); // 左速移 StartPose(1307); BlendTime(0); Frame(s+1767, s+1772); FPS(90); Hard(s+1767, s+1768); Soft(s+1769, s+1772, 0.75); HurtBone(); Next(s+1768, s+1772); Box(-3); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_01", -1); EndPose(1307); // 右速移 StartPose(1308); BlendTime(0); Frame(s+1773, s+1778); FPS(90); Hard(s+1773, s+1774); Soft(s+1775, s+1778, 0.75); HurtBone(); Next(s+1774, s+1778); Box(-3); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_01", -1); EndPose(1308); // 忍刀怒氣共死前段 StartPose(1064); BlendTime(0.1); Frame(8154, 8161); FPS(10); Hard(8154, 8160); Link(1065); Hurt_Body(); Box(2); CHR(VOC_Attack_Charge2, -1); SFX("USE_SmallSkill", -1); SFX("WPN9_1064", 8154); SFX("MOV_RunLStep", 8155); SFX("WPN9_1064B", 8156); SFX("WPN9_1064A", 8160); SND("impa_03_wave_suck_01", -1); SND("weap_08_glove_slash_03", 8159); SND("char_01_footstep_on_dirt_01", 8155); EndPose(1064); // 忍刀怒氣共死後段 StartPose(1065); BlendTime(0.05); Frame(8162, 8170); FPS(10); Hard(8162, 8169); Hurt_All(); Next(8163, 8169); StartAttack(); Attack_All(); AttackFrame(8162, 8164); N_TargetPoseFlyOut(); TargetPose(DMGPose_65 + 212, DMGPose_65 + 213, DMGPose_65 + 214, DMGPose_65 + 215); TargetValue(HardFrame_Ninja_Ground_Damage * 1); TargetMove(Ground_Gravity * 30, 0, 60); AirTargetPose(DMGPose_65 + 212, DMGPose_65 + 213, DMGPose_65 + 214, DMGPose_65 + 215); AirTargetValue(HardFrame_Ninja_Ground_Damage * 1); AirTargetMove(Air_Gravity * 20, 0, 60); DefensePose(343,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Damage * 0.5); DefenseMove(Defense_Gravity * 15, 0, 10); AttackPower(Ghost_Rage_1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_03" ,0 ,0); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_03" ,0 ,0); EndAttack(); Box(2); CHR(VOC_Attack_Strong, -1); SFX("WPN9_1065", 8162); SFX("WPN9_1065A", 8162); SND("impa_03_wave_scream_01_short", -1); SND("impa_01_bomb_big_01", -1); EndPose(1065); // 忍刀怒氣煙霧彈 StartPose(1066); BlendTime(0.1); Frame(8171, 8182); FPS(10); Hard(8173, 8175); Hard(8175, 8177, 3); Hard(8177, 8180, 2); Soft(8180, 8182, 1.5); Hurt_Body(); Link(1067); StartAttack(); AttackType(1); Attack_All(); AttackFrame(8177, 8179); N_TargetPoseFlyUp(); TargetPose(200,202,203,204); TargetValue(HardFrame_Ninja_Ground_Damage * 2); TargetMove(Ground_Gravity * 5, 0, 0); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Ninja_Air_Damage * 2); AirTargetMove(Air_Gravity * 5, 0, 90); DefensePose(343,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 2); DefenseMove(Defense_Gravity * 5, 0, 90); AttackPower(Phantom_Revenge_1); OnHit ("Hit_Bloody21" , "weap_06_hammer_hit_01" ,0 ,-90); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_01" ,0 ,-90); EndAttack(); Box(2); CHR(VOC_Attack_Strong, 8176); SFX("USE_SuperSkill", -1); SFX("WPN9_1066", -1); SFX("WPN9_1066A", 8173); SFX("WPN9_1066B", 8173); SFX("WPN9_1066C", 8177); SND("impa_03_wave_suck_02", -1); SND("weap_08_glove_slash_03", 8172); SND("weap_06_hammer_hit_01", 8177); EndPose(1066); // 忍刀怒氣火龍奔 StartPose(1067); BlendTime(0.05); Frame(8183, 8210); FPS(10); Hard(8183, 8186, 3); Hard(8186, 8210); Hurt_Small_Body(); Next(8200, 8210); StartAttack(); AttackType(1); Attack_All(); AttackFrame(8183, 8207); N_TargetPoseFlyUp(); TargetPose(208,209,207,205); TargetValue(HardFrame_Ninja_Ground_Damage * 1); TargetMove(Ground_Gravity * 15, 105, 5); AirTargetPose(208,209,207,205); AirTargetValue(HardFrame_Ninja_Air_Damage * 1); AirTargetMove(Air_Gravity * 15, 105, 5); DefensePose(343,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 1); DefenseMove(Defense_Gravity * 15, 105, 5); AttackPower(Phantom_Revenge_2); OnHit ("Hit_Bloody03" , "weap_09_ninja_hit_03" ,0 ,0); OnDefense ("Hit_Guard03" , "weap_09_ninja_grd_03" ,0 ,0); EndAttack(); StartDrag(); DragFrame(8183, 8207); DragSFX(-93,0,0,0); EndDrag(); Box(-2); CHR(VOC_Attack_Long3, 8186); SFX("WPN9_Light_R", -1); SFX("WPN9_1067A", 8186); SFX("WPN9_1067B", 8188); SFX("WPN9_1067C", 8190); SFX("WPN9_1067D", 8192); SFX("WPN9_1067E", 8194); SFX("WPN9_1067F", 8196); SFX("WPN9_1067G", 8198); SFX("WPN9_1067H", 8200); SFX("WPN9_1067I", 8202); SFX("WPN9_1067J", 8204); SFX("WPN9_1067K", 8206); SND("weap_12_dart_slash_03", 8186); SND("weap_12_dart_slash_03", 8188); SND("weap_12_dart_slash_03", 8190); SND("weap_12_dart_slash_03", 8192); SND("weap_12_dart_slash_03", 8194); SND("weap_12_dart_slash_03", 8196); SND("weap_12_dart_slash_03", 8198); SND("weap_12_dart_slash_03", 8200); SND("weap_12_dart_slash_03", 8202); SND("weap_12_dart_slash_03", 8204); SND("weap_12_dart_slash_03", 8206); SND("weap_09_ninja_slash_03", 8186); SND("weap_09_ninja_slash_03", 8188); SND("weap_09_ninja_slash_03", 8190); SND("weap_09_ninja_slash_03", 8192); SND("weap_09_ninja_slash_03", 8194); SND("weap_09_ninja_slash_03", 8196); SND("weap_09_ninja_slash_03", 8198); SND("weap_09_ninja_slash_03", 8200); SND("weap_09_ninja_slash_03", 8202); SND("weap_09_ninja_slash_03", 8204); SND("weap_09_ninja_slash_03", 8206); EndPose(1067); // 忍刀齊發1氣合 StartPose(1068); BlendTime(0.1); Frame(8211, 8217); FPS(10); Hard(8211, 8217); Loop(8213, 8214); Hurt_All(); StartAttack(); AttackFrame(8213, 8214); TeamAssistChiImpact(); EndAttack(); Box(2); CHR(VOC_Attack_Charge3, -1); SFX("MOV_ChiCharge", -1); SFX("WPN9_1066", 8211); SFX("WPN9_1066A", 8211); SFX("WPN9_1066B", 8211); SFX("WPN9_1068", 8213); SFX("MOV_TeamAssist", 8211); SFX("MOV_TeamAssist", 8213); SND("envi_21_noise_06", 8211); SND("envi_21_noise_06", 8213); EndPose(1068); // 忍刀齊發1毒霧彈 加慢速屬性 StartPose(1069); BlendTime(0.1); Frame(8173, 8182); FPS(10); Hard(8173, 8175); Hard(8175, 8177, 3); Hard(8177, 8180, 2); Soft(8180, 8182, 1.5); Hurt_Body(); Link(1070); StartAttack(); AttackType(1); Attack_All(); AttackFrame(8177, 8179); N_TargetPoseFlyUp(); TargetPose(200,202,203,204); TargetValue(HardFrame_Ninja_Ground_Damage * 2); TargetMove(Ground_Gravity * 5, 0, 0); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Ninja_Air_Damage * 2); AirTargetMove(Air_Gravity * 5, 0, 90); DefensePose(343,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 2); DefenseMove(Defense_Gravity * 5, 0, 90); AttackPower(Dance_Macabre_1); OnHit ("Hit_Bloody21" , "weap_06_hammer_hit_01" ,0 ,-90); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_01" ,0 ,-90); EndAttack(); Box(2); CHR(VOC_Attack_Strong, 8176); SFX("USE_SuperSkill", -1); SFX("WPN9_1066", -1); SFX("WPN9_1066C", 8177); SND("impa_03_wave_suck_02", -1); SND("weap_08_glove_slash_03", 8173); SND("weap_06_hammer_hit_01", 8177); EndPose(1069); // 忍刀齊發1雷龍奔 StartPose(1070); BlendTime(0.05); Frame(8183, 8210); FPS(10); Hard(8183, 8186, 3); Hard(8186, 8210); Hurt_Small_Body(); Next(8200, 8210); StartAttack(); AttackType(1); Attack_All(); AttackFrame(8183, 8207); N_TargetPoseFlyUp(); TargetPose(209,208,205,207); TargetValue(HardFrame_Ninja_Ground_Damage * 1.25); TargetMove(Ground_Gravity * 15, -105, 5); AirTargetPose(209,208,205,207); AirTargetValue(HardFrame_Ninja_Air_Damage * 1.25); AirTargetMove(Air_Gravity * 15, -105, 5); DefensePose(343,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 1.25); DefenseMove(Defense_Gravity * 15, -105, 5); AttackPower(Dance_Macabre_2); OnHit ("Hit_Bloody03" , "weap_09_ninja_hit_03" ,0 ,0); OnDefense ("Hit_Guard03" , "weap_09_ninja_grd_03" ,0 ,0); EndAttack(); StartDrag(); DragFrame(8183, 8207); DragSFX(-93,0,0,0); EndDrag(); Box(-2); CHR(VOC_Attack_Long3, 8186); SFX("WPN9_Light_R", -1); SFX("WPN9_1067A", 8186); SFX("WPN9_1067B", 8188); SFX("WPN9_1067C", 8190); SFX("WPN9_1067D", 8192); SFX("WPN9_1067E", 8194); SFX("WPN9_1067F", 8196); SFX("WPN9_1067G", 8198); SFX("WPN9_1067H", 8200); SFX("WPN9_1067I", 8202); SFX("WPN9_1067J", 8204); SFX("WPN9_1067K", 8206); SFX("WPN9_1070", 8187); SFX("WPN9_1070", 8189); SFX("WPN9_1070", 8191); SFX("WPN9_1070", 8193); SFX("WPN9_1070", 8195); SFX("WPN9_1070", 8197); SFX("WPN9_1070", 8199); SFX("WPN9_1070", 8201); SFX("WPN9_1070", 8203); SFX("WPN9_1070", 8205); SFX("WPN9_1070", 8207); SND("impa_01_bomb_big_01", 8187); SND("impa_01_bomb_big_01", 8189); SND("impa_01_bomb_big_01", 8191); SND("impa_01_bomb_big_01", 8193); SND("impa_01_bomb_big_01", 8195); SND("impa_01_bomb_big_01", 8197); SND("impa_01_bomb_big_01", 8199); SND("impa_01_bomb_big_01", 8201); SND("impa_01_bomb_big_01", 8203); SND("impa_01_bomb_big_01", 8205); SND("impa_01_bomb_big_01", 8207); SND("weap_12_dart_slash_03", 8186); SND("weap_12_dart_slash_03", 8188); SND("weap_12_dart_slash_03", 8190); SND("weap_12_dart_slash_03", 8192); SND("weap_12_dart_slash_03", 8194); SND("weap_12_dart_slash_03", 8196); SND("weap_12_dart_slash_03", 8198); SND("weap_12_dart_slash_03", 8200); SND("weap_12_dart_slash_03", 8202); SND("weap_12_dart_slash_03", 8204); SND("weap_12_dart_slash_03", 8206); SND("weap_09_ninja_slash_03", 8186); SND("weap_09_ninja_slash_03", 8188); SND("weap_09_ninja_slash_03", 8190); SND("weap_09_ninja_slash_03", 8192); SND("weap_09_ninja_slash_03", 8194); SND("weap_09_ninja_slash_03", 8196); SND("weap_09_ninja_slash_03", 8198); SND("weap_09_ninja_slash_03", 8200); SND("weap_09_ninja_slash_03", 8202); SND("weap_09_ninja_slash_03", 8204); SND("weap_09_ninja_slash_03", 8206); EndPose(1070); // 忍刀齊發2氣合 StartPose(1071); BlendTime(0.1); Frame(8211, 8217); FPS(10); Hard(8211, 8217); Loop(8213, 8214); Hurt_All(); StartAttack(); AttackFrame(8213, 8214); TeamAssistChiImpact(); EndAttack(); Box(2); CHR(VOC_Attack_Charge3, -1); SFX("MOV_ChiCharge", -1); SFX("WPN9_1066", 8211); SFX("WPN9_1066A", 8211); SFX("WPN9_1066B", 8211); SFX("WPN9_1068", 8213); SFX("MOV_TeamAssist", 8211); SFX("MOV_TeamAssist", 8213); SND("envi_21_noise_06", 8211); SND("envi_21_noise_06", 8213); EndPose(1071); // 忍刀齊發2邪霧彈 全異常屬性 StartPose(1072); BlendTime(0.1); Frame(8173, 8182); FPS(10); Hard(8173, 8175); Hard(8175, 8177, 3); Hard(8177, 8180, 2); Soft(8180, 8182, 1.5); Hurt_Body(); Link(1073); StartAttack(); AttackType(1); Attack_All(); AttackFrame(8177, 8179); N_TargetPoseFlyUp(); TargetPose(200,202,203,204); TargetValue(HardFrame_Ninja_Ground_Damage * 2); TargetMove(Ground_Gravity * 5, 0, 0); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Ninja_Air_Damage * 2); AirTargetMove(Air_Gravity * 5, 0, 90); DefensePose(343,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 2); DefenseMove(Defense_Gravity * 5, 0, 90); AttackPower(Miragami_s_Remorse_1); OnHit ("Hit_Bloody21" , "weap_06_hammer_hit_01" ,0 ,-90); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_01" ,0 ,-90); EndAttack(); Box(2); CHR(VOC_Attack_Strong, 8176); SFX("USE_SuperSkill", -1); SFX("WPN9_1066", -1); SFX("WPN9_1066C", 8177); SND("impa_03_wave_suck_02", -1); SND("weap_08_glove_slash_03", 8173); SND("weap_06_hammer_hit_01", 8177); EndPose(1072); // 忍刀齊發2冥龍奔 StartPose(1073); BlendTime(0.05); Frame(8183, 8210); FPS(10); Hard(8183, 8186, 3); Hard(8186, 8207); Hurt_Small_Body(); Next(8200, 8210); StartAttack(); AttackType(1); Attack_All(); AttackFrame(8183, 8205); N_TargetPoseFlyUp(); TargetPose(208,209,207,205); TargetValue(HardFrame_Ninja_Ground_Damage * 1.5); TargetMove(Ground_Gravity * 18, 135, 10); AirTargetPose(208,209,207,205); AirTargetValue(HardFrame_Ninja_Air_Damage * 1.5); AirTargetMove(Air_Gravity * 18, 135, 10); DefensePose(343,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 1.5); DefenseMove(Defense_Gravity * 18, 135, 10); AttackPower(Miragami_s_Remorse_2); OnHit ("Hit_Bloody03" , "weap_09_ninja_hit_03" ,0 ,-90); OnDefense ("Hit_Guard03" , "weap_09_ninja_grd_03" ,0 ,-90); EndAttack(); StartAttack(); Attack_All(); AttackFrame(8205, 8210); N_TargetPoseFlyOut(); TargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); TargetValue(HardFrame_Ninja_Ground_Damage * 1.5); TargetMove(Ground_Gravity * 25, 0, 30); AirTargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); AirTargetValue(HardFrame_Ninja_Ground_Damage * 1.5); AirTargetMove(Air_Gravity * 22, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 1.5); DefenseMove(Defense_Gravity * 23, 0, 25); AttackPower(Miragami_s_Remorse_3); OnHit ("Hit_Bloody13" , "weap_06_hammer_hit_02" ,0 ,0); OnDefense ("Hit_Guard13" , "weap_06_hammer_grd_02" ,0 ,0); EndAttack(); StartDrag(); DragFrame(8183, 8207); DragSFX(-93,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Long3, 8186); SFX("WPN9_Light_R", -1); SFX("WPN9_1073", 8183); SFX("WPN9_1073A", 8207); SFX("WPN9_1067A", 8186); SFX("WPN9_1067B", 8188); SFX("WPN9_1067C", 8190); SFX("WPN9_1067D", 8192); SFX("WPN9_1067E", 8194); SFX("WPN9_1067F", 8196); SFX("WPN9_1067G", 8198); SFX("WPN9_1067H", 8200); SFX("WPN9_1067I", 8202); SFX("WPN9_1067J", 8204); SFX("WPN9_1067K", 8206); SFX("WPN9_1070", 8187); SFX("WPN9_1070", 8189); SFX("WPN9_1070", 8191); SFX("WPN9_1070", 8193); SFX("WPN9_1070", 8195); SFX("WPN9_1070", 8197); SFX("WPN9_1070", 8199); SFX("WPN9_1070", 8201); SFX("WPN9_1070", 8203); SFX("WPN9_1070", 8205); SFX("WPN9_1070", 8207); SND("impa_01_bomb_big_01", 8187); SND("impa_01_bomb_big_01", 8189); SND("impa_01_bomb_big_01", 8191); SND("impa_01_bomb_big_01", 8193); SND("impa_01_bomb_big_01", 8195); SND("impa_01_bomb_big_01", 8197); SND("impa_01_bomb_big_01", 8199); SND("impa_01_bomb_big_01", 8201); SND("impa_01_bomb_big_01", 8203); SND("impa_01_bomb_big_01", 8205); SND("impa_01_bomb_big_02", 8205); SND("impa_03_wave_scream_01_short", 8207); SND("weap_12_dart_slash_03", 8186); SND("weap_12_dart_slash_03", 8188); SND("weap_12_dart_slash_03", 8190); SND("weap_12_dart_slash_03", 8192); SND("weap_12_dart_slash_03", 8194); SND("weap_12_dart_slash_03", 8196); SND("weap_12_dart_slash_03", 8198); SND("weap_12_dart_slash_03", 8200); SND("weap_12_dart_slash_03", 8202); SND("weap_12_dart_slash_03", 8204); SND("weap_12_dart_slash_03", 8206); SND("weap_09_ninja_slash_03", 8186); SND("weap_09_ninja_slash_03", 8188); SND("weap_09_ninja_slash_03", 8190); SND("weap_09_ninja_slash_03", 8192); SND("weap_09_ninja_slash_03", 8194); SND("weap_09_ninja_slash_03", 8196); SND("weap_09_ninja_slash_03", 8198); SND("weap_09_ninja_slash_03", 8200); SND("weap_09_ninja_slash_03", 8202); SND("weap_09_ninja_slash_03", 8204); SND("weap_09_ninja_slash_03", 8206); SND("impa_03_wave_suck_02", 8190); EndPose(1073); //===========================殭屍空手動作=============================== //殭屍空手統一動作段落 待機1800 防禦1801_1808 速移1809_1812 WeaponUsualPose0(a =1460 , s= 7777); WeaponUsualPose1(a =1460 , s= 0); WeaponUsualPose2(a =1460 , s= 0); // 殭屍空手組合技 StartPose(1813); BlendTime(0.1); Frame(1779, 1797); FPS(30); Hard(1779, 1796); Hurt_All(); Next(1791, 1797); StartAttack(); Attack_T_hand(); AttackFrame(1782, 1784); N_TargetPose(); TargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Stinger_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 15, 0, 20); AirTargetPose(DMGPose_25 + 212, DMGPose_25 + 213, DMGPose_25 + 214, DMGPose_25 + 215); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 15, 0, 20); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(Zombie_Roc_s_Aerie_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_02" ,-75 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_02" ,-75 ,0); EndAttack(); StartAttack(); Attack_All(); AttackFrame(1785, 1791); N_TargetPose(); TargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); TargetValue(HardFrame_Stinger_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 15, 0, 25); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 15, 0, 25); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 15, 0, 0); AttackPower(Zombie_Roc_s_Aerie_2); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_03" ,-45 ,-45); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_03" ,-45 ,-45); EndAttack(); StartDrag(bu_L_Forearm,bu_L_Hand,bu_R_Forearm,bu_R_Hand); DragFrame(1782, 1794); DragSFX(-2,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Middle, 1782); SFX("MOV_RunLFall", -1); SFX("MOV_RunRFall", -1); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", 1785); SND("weap_08_glove_slash_03", 1788); SND("weap_08_glove_slash_03", 1791); EndPose(1813); // 殭屍騰躍技 StartPose(1825); BlendTime(0.05); Frame(8218, 8226); FPS(20); Hard(8218, 8226); Loop(8224, 8226); Link(1826); Hurt_All(); StartAttack(); Attack_All(); AttackFrame(8221, 8226); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Ninja_Ground_Damage * 0.5); TargetMove(Ground_Gravity * 20, 0, -45); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Ninja_Air_Damage * 0.5); AirTargetMove(Air_Gravity * 25, 0, -45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Zombie_Spirit_Lunge_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_02" ,0 ,45); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_02" ,0 ,45); EndAttack(); StartDrag(bu_R_Forearm,bu_R_Hand,bu_L_Forearm,bu_L_Hand); DragFrame(8220, 8226); DragSFX(-3,0,0,0); DragLoop(1); EndDrag(); Box(2); CHR(VOC_Attack_Middle, -1); SFX("MOV_WalkLStep", -1); SFX("MOV_WalkRStep", -1); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", 8220); SND("weap_08_glove_slash_03", 8222); SND("weap_08_glove_slash_03", 8224); EndPose(1825); // 殭屍騰躍技緩衝 StartPose(1826); BlendTime(0.05); Frame(9517, 9524); FPS(10); Hard(9517, 9522); Hurt_All(); Next(9517, 9522); StartAttack(); Attack_Up_T(); AttackFrame(9517, 9518); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Ninja_Ground_Damage * 0.5); TargetMove(Ground_Gravity * 20, 0, -45); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Ninja_Air_Damage * 0.5); AirTargetMove(Air_Gravity * 25, 0, -45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Ninja_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Zombie_Spirit_Lunge_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_02" ,0 ,45); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_02" ,0 ,45); EndAttack(); StartDrag(bu_R_Forearm,bu_R_Hand,bu_L_Forearm,bu_L_Hand); DragFrame(9517, 9520); DragSFX(-2,0,0,0); EndDrag(); Box(2); SFX("MOV_FallDown", -1); SND("weap_06_hammer_hit_01", -1); EndPose(1826); // 殭屍空手待機暗器技段落 暗器技1814 氣合1 1815-1816 氣合2 1817-1818 DartUsualPose(a=1554 , s=279); // 殭屍空中團轉(發招用) StartPose(1819); BlendTime(0.1); Frame(1816, 1832); FPS(30); Hard(1819, 1827); Hard(1827, 1829, 0.5); Soft(1830, 1832, 0.4); Hurt_All(); Next(1825, 1829); StartAttack(); Attack_T_hand(); AttackFrame(1821, 1829); N_TargetPose(); TargetPose(DMGPose_45 + 210, DMGPose_45 + 210, DMGPose_45 + 210, DMGPose_45 + 210); TargetValue(HardFrame_Stinger_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 15, 0, 75); AirTargetPose(DMGPose_45 + 212, DMGPose_45 + 213, DMGPose_45 + 214, DMGPose_45 + 215); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 10, 0, 55); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Zombie_Striking_Falcon_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_02" ,0 ,135); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_02" ,0 ,135); EndAttack(); StartDrag(bu_L_Forearm,bu_L_Hand,bu_R_Forearm,bu_R_Hand); DragFrame(1819, 1831); DragSFX(-2,0,0,0); EndDrag(); Box(2); SND("weap_13_punch_slash_01", 1820); SND("weap_13_punch_slash_01", 1823); SND("weap_13_punch_slash_01", 1826); EndPose(1819); // 殭屍空下捶擊 StartPose(1823); BlendTime(0.1); Frame(6977, 6988); Hard(6977, 6988); Loop(6988, 6988); Link(1824); FPS(20); Hurt_Body(); StartAttack(); Attack_T_hand(); AttackFrame(6979, 6981); N_TargetPose(); TargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); TargetValue(HardFrame_Glove_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 20, 0, -75); AirTargetPose(DMGPose_01 + 217, DMGPose_01 + 216, DMGPose_01 + 217, DMGPose_01 + 217); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 20, 0, -75); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Zombie_Rending_Talons_1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_03" ,0 ,75); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_03" ,0 ,75); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(bu_R_Forearm,bu_R_Hand,bu_L_Forearm,bu_L_Hand); DragFrame(6978, 6984); DragSFX(-3,0,0,0); EndDrag(); Box(3); CHR(VOC_Attack_Light, 6979); SND("weap_08_glove_slash_03", 6977); SND("weap_08_glove_slash_02", 6979); EndPose(1823); // 殭屍空下捶擊緩衝 StartPose(1824); BlendTime(0.05); Frame(9518, 9524); FPS(10); Hard(9518, 9522); Hurt_Body(); Next(9518, 9522); Box(2); SFX("MOV_TouchDown", 9518); SND("char_02_touchdown_on_concrete", 9518); EndPose(1824); // 殭屍右手揮擊 StartPose(1827); BlendTime(0.2); Frame(9480, 9488); FPS(10); Hard(9480, 9485); Next(9483, 9485); Hurt_All(); StartAttack(); Attack_R_hand(); AttackFrame(9483, 9485); N_TargetPose(); TargetPose(203,202,203,204); TargetValue(HardFrame_Glove_Ground_Damage * 0.275); TargetMove(Ground_Gravity * 6, 0, 0); AirTargetPose(DMGPose_25 + 207, DMGPose_25 + 205, DMGPose_25 + 209, DMGPose_25 + 208); AirTargetValue(HardFrame_Glove_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 8, 0, 0); DefensePose(344,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 7, 0, 0); AttackPower(Zombie_Slashing_Crow_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_01" ,-15 ,15); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_01" ,-15 ,15); EndAttack(); StartDrag(bu_R_Forearm,bu_R_Hand); DragFrame(9482, 9488); DragSFX(-2,0,0,0); EndDrag(); Box(2); SFX("MOV_RunRStep", -1); SFX("MOV_RunLFall", 9484); SND("weap_08_glove_slash_01", 9483); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_dirt_01", 9484); EndPose(1827); // 殭屍左手揮擊 StartPose(1828); BlendTime(0.2); Frame(9489, 9497); FPS(10); Hard(9489, 9494); Next(9491, 9494); Hurt_All(); StartAttack(); Attack_L_hand(); AttackFrame(9491, 9494); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Glove_Ground_Damage * 0.25); TargetMove(Ground_Gravity * 6, 0, 0); AirTargetPose(DMGPose_45 + 212, DMGPose_45 + 213, DMGPose_45 + 214, DMGPose_45 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 8, 0, 50); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.15); DefenseMove(Defense_Gravity * 7, 0, 0); AttackPower(Zombie_Tearing_Crow_2); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_01" ,0 ,45); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_01" ,0 ,45); EndAttack(); StartDrag(bu_L_Forearm,bu_L_Hand); DragFrame(9489, 9495); DragSFX(-2,0,0,0); EndDrag(); Box(2); SFX("MOV_RunRStep", -1); SFX("MOV_RunLFall", 9492); SND("weap_08_glove_slash_02", 9491); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_dirt_01", 9492); EndPose(1828); // 殭屍雙手勾擊 StartPose(1829); BlendTime(0.2); Frame(9498, 9511); FPS(10); Hard(9499, 9509); Next(9503, 9509); Hurt_All(); StartAttack(); Attack_T_hand(); AttackFrame(9501, 9503); N_TargetPose(); TargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); TargetValue(HardFrame_Dagger_Ground_Damage * 0.8); TargetMove(Ground_Gravity * 21, 0, 75); AirTargetPose(DMGPose_90 + 205, DMGPose_90 + 207, DMGPose_90 + 208, DMGPose_90 + 209); AirTargetValue(HardFrame_Dagger_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 21, 0, 60); DefensePose(342,346,347,348); DefenseValue(HardFrame_Dagger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(Zombie_Blackbird_s_Lament_3); OnHit ("Hit_Bloody22" , "weap_08_glove_hit_02" ,0 ,-75); OnDefense ("Hit_Guard22" , "weap_08_glove_grd_02" ,0 ,-75); EndAttack(); StartDrag(bu_L_Forearm,bu_L_Hand,bu_R_Forearm,bu_R_Hand); DragFrame(9500, 9507); DragSFX(-3,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Light, 9500); SFX("MOV_RunRStep", -1); SFX("MOV_RunLFall", 9502); SFX("MOV_RunRStep", 9504); SND("weap_08_glove_slash_03", 9501); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_dirt_01", 9502); SND("char_01_footstep_on_dirt_03", 9504); EndPose(1829); // 殭屍吐毒 StartPose(1831); BlendTime(0.2); Frame(9525, 9538); FPS(10); Hard(9527, 9538); Next(9535, 9538); Hurt_All(); StartAttack(); AttackType(1); Attack_Up_NoWeapon(); AttackFrame(9531, 9538); N_TargetPose(); TargetPose(202,200,204,203); TargetValue(HardFrame_Stinger_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 4, 0, 0); AirTargetPose(DMGPose_25 + 206, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 15, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 4, 0, 0); AttackPower(Zombie_Spreading_Wings_1); OnHit ("Hit_Bloody23" , "weap_08_glove_hit_03" ,0 ,45); OnDefense ("Hit_Guard23" , "weap_08_glove_grd_03" ,0 ,45); EndAttack(); Box(2); CHR(VOC_Attack_Charge1, -1); SFX("MOV_RunRStep", 9528); SFX("MOV_RunLFall", 9532); SND("impa_03_wave_scream_02_short", 9530); SND("char_01_footstep_on_dirt_03", 9528); SND("char_01_footstep_on_dirt_01", 9532); EndPose(1831); // 殭屍雙手壓擊 StartPose(1830); BlendTime(0.2); Frame(9512, 9524); FPS(10); Hard(9515, 9522); Next(9518, 9522); Hurt_All(); StartAttack(); Attack_T_hand(); AttackFrame(9516, 9518); N_TargetPose(); TargetPose(217,216,217,217); TargetValue(HardFrame_Stinger_Ground_Damage * 0.5); TargetMove(Ground_Gravity * 18, 0, -45); AirTargetPose(217,217,216,216); AirTargetValue(HardFrame_Stinger_Air_Damage * 0.5); AirTargetMove(Air_Gravity * 22, 0, -60); DefensePose(342,346,347,348); DefenseValue(HardFrame_Stinger_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 8, 0, 0); AttackPower(Zombie_Raven_Strike_1); OnHit ("Hit_Bloody23" , "weap_08_glove_hit_03" ,0 ,45); OnDefense ("Hit_Guard23" , "weap_08_glove_grd_03" ,0 ,45); EndAttack(); StartDrag(bu_L_Forearm,bu_L_Hand,bu_R_Forearm,bu_R_Hand); DragFrame(9515, 9520); DragSFX(-3,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 9515); SFX("MOV_RunRStep", 9515); SFX("MOV_RunLFall", 9517); SND("weap_13_punch_slash_02", 9516); SND("char_01_footstep_on_dirt_03", 9515); SND("char_01_footstep_on_dirt_01", 9517); EndPose(1830); //=============================================一般空手招式==以指虎資料為基礎======================================== // 空手統一動作段落 待機1840 防禦1841_1848 速移1849_1852 WeaponUsualPose0(a=1500 , s=5104); WeaponUsualPose1(a=1500 , s=5104); WeaponUsualPose2(a=1500 , s=5104); // 空手組合技 百烈腳 StartPose(1853); BlendTime(0.1); Frame(6890, 6923); FPS(30); Hard(6890, 6920); Hurt_All(); Next(6912, 6923); StartAttack(); Attack_T_foot(); AttackFrame(6895, 6898); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Glove_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 11, 0, 0); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 14, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(KARATE_Shimmering_Airwalk_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_01" ,0 ,5); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_01" ,0 ,5); EndAttack(); StartAttack(); Attack_T_foot(); AttackFrame(6899, 6902); N_TargetPose(); TargetPose(200,202,204,203); TargetValue(HardFrame_Glove_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 11, 0, 0); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 14, 0, 15); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(KARATE_Shimmering_Airwalk_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_01" ,0 ,-10); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_01" ,0 ,-10); EndAttack(); StartAttack(); Attack_T_foot(); AttackFrame(6903, 6906); N_TargetPose(); TargetPose(203,204,201,202); TargetValue(HardFrame_Glove_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 11, 0, 0); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Glove_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 13, 0, 20); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.225); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(KARATE_Shimmering_Airwalk_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_02" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_02" ,0 ,0); EndAttack(); StartAttack(); Attack_T_foot(); AttackFrame(6907, 6910); N_TargetPose(); TargetPose(204,203,200,201); TargetValue(HardFrame_Glove_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 11, 0, 0); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Glove_Air_Damage * 0.7); AirTargetMove(Air_Gravity * 13, 0, 20); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.225); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(KARATE_Shimmering_Airwalk_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_02" ,0 ,15); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_02" ,0 ,15); EndAttack(); StartAttack(); Attack_T_foot(); AttackFrame(6911, 6914); N_TargetPose(); TargetPose(200,202,203,204); TargetValue(HardFrame_Glove_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 11, 0, 0); AirTargetPose(DMGPose_25 + 205, DMGPose_25 + 207, DMGPose_25 + 208, DMGPose_25 + 209); AirTargetValue(HardFrame_Glove_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 12, 0, 25); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(KARATE_Shimmering_Airwalk_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_03" ,0 ,10); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_03" ,0 ,10); EndAttack(); Box(2); CHR(VOC_Attack_Middle, 6890); SFX("MOV_WalkLStep", -1); SFX("MOV_WalkRStep", -1); SND("char_04_jump", -1); SND("char_01_footstep_on_dirt_03", -1); SND("weap_08_glove_slash_02", 6894); SND("weap_08_glove_slash_02", 6898); SND("weap_08_glove_slash_02", 6902); SND("weap_08_glove_slash_02", 6906); SND("weap_08_glove_slash_02", 6910); EndPose(1853); // 空手騰躍技 衝踢 StartPose(1865); BlendTime(0.1); Frame(6777, 6781); FPS(20); Hard(6777, 6781); Loop(6781, 6781, 0.25); Link(1866); Hurt_All(); StartAttack(); Attack_T_foot(); AttackFrame(6780, 6781); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Glove_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 20, 0, -45); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 20, 0, -45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(KARATE_Diving_Talon_1); OnHit ("Hit_Bloody12" , "weap_08_glove_hit_03" ,0 ,45); OnDefense ("Hit_Guard12" , "weap_08_glove_grd_03" ,0 ,45); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(bu_L_UpperArm,bl_R_Thigh,bl_R_Calf,bl_R_Foot); DragFrame(6779, 6781); DragSFX(-2,0,0,0); DragLoop(1); EndDrag(); Box(3); CHR(VOC_Attack_Strong, -1); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", -1); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", 6778); SND("weap_14_foot_slash_01", 6780); EndPose(1865); // 空手騰躍技 緩衝 StartPose(1866); BlendTime(0.1); Frame(6782, 6795); FPS(20); Hard(6782, 6789); Soft(6789, 6795, 1.5); Next(6782, 6795); Hurt_All(); StartAttack(); Attack_T_foot(); AttackFrame(6782, 6783); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Glove_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 20, 0, -45); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 20, 0, -45); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(KARATE_Diving_Talon_1); OnHit ("Hit_Bloody12" , "weap_08_glove_hit_03" ,0 ,45); OnDefense ("Hit_Guard12" , "weap_08_glove_grd_03" ,0 ,45); OnHit2 ("MOV_Shock_S"); EndAttack(); Box(3); SFX("MOV_Dust_S", 6782); SFX("MOV_RunLStep", 6794); SND("weap_08_glove_slash_03", -1); SND("weap_06_hammer_hit_01", 6782); SND("weap_11_gun_hit_02", 6782); SND("char_01_footstep_on_dirt_01", 6794); EndPose(1866); // 空手待機暗器技段落 暗器技1854 氣合1 1855-1856 氣合2 1857-1858 DartUsualPose(a=1594 , s=5406); // 空手空踢 StartPose(1859); BlendTime(0.1); Frame(6943, 6955); Hard(6943, 6949); Loop(6955, 6955); Link(1860); FPS(20); Next(6946, 6954); Hurt_All(); StartAttack(); Attack_R_foot(); AttackFrame(6946, 6948); N_TargetPose(); TargetPose(200,202,203,204); TargetValue(HardFrame_Glove_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 11, 0, 0); AirTargetPose(DMGPose_45 + 209, DMGPose_45 + 208, DMGPose_45 + 205, DMGPose_45 + 207); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 12, 0, 60); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(KARATE_Dual_Strike_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_01" ,0 ,5); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_01" ,0 ,5); EndAttack(); StartDrag(bl_R_Calf,bl_R_Foot); DragFrame(6944, 6950); DragSFX(-2,0,0,0); EndDrag(); Box(2); SND("weap_08_glove_slash_01", 6946); EndPose(1859); // 空手空踢 緩衝 StartPose(1860); BlendTime(0.1); Frame(6956, 6959); Hard(6956, 6959); FPS(20); Hurt_All(); Box(1); SFX("MOV_TouchDown", 6956); SND("char_02_touchdown_on_concrete", 6956); EndPose(1860); // 空手空下捶 StartPose(1863); BlendTime(0.1); Frame(6977, 6988); Hard(6977, 6988); Loop(6988, 6988); Link(1864); FPS(20); Hurt_Body(); StartAttack(); Attack_T_hand(); AttackFrame(6979, 6981); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Glove_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 22, 0, 1); AirTargetPose(DMGPose_45 + 212, DMGPose_45 + 213, DMGPose_45 + 214, DMGPose_45 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 15, 0, 25); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(KARATE_Rending_Talons_1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_02" ,0 ,75); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_02" ,0 ,75); OnHit2 ("MOV_Shock_S"); EndAttack(); StartDrag(bu_R_Forearm,bu_R_Hand,bu_L_Forearm,bu_L_Hand); DragFrame(6978, 6984); DragSFX(-3,0,0,0); EndDrag(); Box(3); CHR(VOC_Attack_Strong, 6979); SND("weap_06_hammer_slash_01", 6977); SND("weap_08_glove_slash_02", 6979); EndPose(1863); // 空手空下擊緩衝 StartPose(1864); BlendTime(0); Frame(6989, 6994); FPS(20); Hard(6989, 6994); Hurt_Body(); Next(6989, 6994); Box(2); SFX("MOV_TouchDown", 6989); SND("char_02_touchdown_on_concrete", 6989); EndPose(1864); // 空手左掛掌 StartPose(1867); BlendTime(0.15); FPS(20); Frame(6995, 7007); Hard(6996, 6997); Hard(6997, 7000, 2); Hard(7000, 7001); Next(6999, 7007); Hurt_All(); StartAttack(); Attack_L_hand(); AttackFrame(6997, 6999); N_TargetPose(); TargetPose(201,202,203,204); TargetValue(HardFrame_Glove_Ground_Damage * 0.25); TargetMove(Ground_Gravity * 6, 0, 0); AirTargetPose(DMGPose_45 + 212, DMGPose_45 + 213, DMGPose_45 + 214, DMGPose_45 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 8, 0, 50); DefensePose(342,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.15); DefenseMove(Defense_Gravity * 7, 0, 0); AttackPower(KARATE_Vital_Chop_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_01" ,-5 ,-10); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_01" ,-5 ,-10); EndAttack(); StartDrag(bu_L_Forearm,bu_L_Hand); DragFrame(6995, 6999); DragSFX(-2,0,0,0); EndDrag(); Box(2); SFX("MOV_RunRStep", -1); SFX("MOV_RunLFall", 6998); SFX("MOV_RunRStep", 7005); SND("weap_08_glove_slash_01", 6997); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_dirt_01", 6998); SND("char_01_footstep_on_dirt_03", 7005); EndPose(1867); // 空手右勾拳 StartPose(1868); BlendTime(0.15); FPS(20); Frame(7009, 7023); Hard(7011, 7012); Hard(7012, 7015, 2); Hard(7015, 7016); Next(7019, 7023); Hurt_All(); StartAttack(); Attack_R_hand(); AttackFrame(7012, 7014); N_TargetPose(); TargetPose(203,202,203,204); TargetValue(HardFrame_Glove_Ground_Damage * 0.275); TargetMove(Ground_Gravity * 6, 0, 0); AirTargetPose(DMGPose_25 + 207, DMGPose_25 + 205, DMGPose_25 + 209, DMGPose_25 + 208); AirTargetValue(HardFrame_Glove_Air_Damage * 0.8); AirTargetMove(Air_Gravity * 8, 0, 0); DefensePose(344,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.2); DefenseMove(Defense_Gravity * 7, 0, 0); AttackPower(KARATE_Vital_Slash_2); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_01" ,-15 ,15); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_01" ,-15 ,15); EndAttack(); StartDrag(bu_R_Forearm,bu_R_Hand); DragFrame(7011, 7018); DragSFX(-2,0,0,0); EndDrag(); Box(2); SFX("MOV_RunRStep", -1); SFX("MOV_RunLFall", 7013); SFX("MOV_RunRStep", 7023); SND("weap_08_glove_slash_03", 7012); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_dirt_01", 7013); SND("char_01_footstep_on_dirt_03", 7023); EndPose(1868); // 空手左直拳 StartPose(1869); BlendTime(0.15); FPS(20); Frame(7024, 7036); Hard(7025, 7032); Next(7027, 7036); Hurt_All(); StartAttack(); Attack_L_hand(); AttackFrame(7025, 7027); N_TargetPose(); TargetPose(204,202,203,204); TargetValue(HardFrame_Glove_Ground_Damage * 0.3); TargetMove(Ground_Gravity * 10, 0, 0); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 0.85); AirTargetMove(Air_Gravity * 20, 0, 1); DefensePose(345,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 10, 0, 0); AttackPower(KARATE_Vital_Stab_3); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_02" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_02" ,0 ,0); EndAttack(); StartDrag(bu_L_Forearm,bu_L_Hand); DragFrame(7024, 7027); DragSFX(-2,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Light, 7025); SFX("MOV_RunRStep", -1); SFX("MOV_RunLFall", 7026); SFX("MOV_RunRStep", 7035); SND("weap_08_glove_slash_02", 7025); SND("weap_13_punch_slash_02", 7025); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_dirt_01", 7026); SND("char_01_footstep_on_dirt_03", 7035); EndPose(1869); // 空手地面踢 StartPose(1871); BlendTime(0.1); Frame(7057, 7075); Soft(7057, 7057, 0.5); Hard(7058, 7064, 1.3); Hard(7064, 7070); FPS(20); Hurt_All(); Next(7063, 7075); StartAttack(); AttackType(0); Attack_R_foot(); AttackFrame(7061, 7063); N_TargetPose(); TargetPose(207,205,209,208); TargetValue(HardFrame_Glove_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 15, 0, 45); AirTargetPose(207,205,209,208); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 18, 0, 15); DefensePose(343,346,343,343); DefenseValue(HardFrame_Glove_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 12, 0, 0); AttackPower(KARATE_Rising_Flying_Assault_1); OnHit ("Hit_Bloody21" , "weap_08_glove_hit_01" ,0 ,0); OnDefense ("Hit_Guard21" , "weap_08_glove_grd_01" ,0 ,0); EndAttack(); StartDrag(bu_L_Forearm,bu_L_Hand,bu_R_Forearm,bu_R_Hand); DragFrame(7060, 7064); DragSFX(-3,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Middle, 7060); SFX("MOV_RunLStep", -1); SFX("MOV_RunRFall", 7069); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", 7059); SND("weap_08_glove_slash_02", 7061); SND("char_01_footstep_on_dirt_01", 7069); EndPose(1871); // 空手旋震掌 StartPose(1870); BlendTime(0.175); FPS(20); Frame(7037, 7056); Hard(7042, 7043, 0.5); Hard(7043, 7044); Hard(7044, 7046, 2); Hard(7046, 7051); Next(7046, 7056); Hurt_All(); StartAttack(); AttackType(1); Attack_T_hand(); AttackFrame(7044, 7047); N_TargetPose(); TargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); TargetValue(HardFrame_Glove_Ground_Damage * 0.6); TargetMove(Ground_Gravity * 20, 0, 1); AirTargetPose(DMGPose_01 + 212, DMGPose_01 + 213, DMGPose_01 + 214, DMGPose_01 + 215); AirTargetValue(HardFrame_Glove_Air_Damage * 0.6); AirTargetMove(Air_Gravity * 18, 0, 0.1); DefensePose(343,346,347,348); DefenseValue(HardFrame_Glove_Ground_Guard * 0.25); DefenseMove(Defense_Gravity * 15, 0, 5); AttackPower(KARATE_Radiant_Burst_1); OnHit ("Hit_Bloody11" , "weap_08_glove_hit_02" ,180 ,0); OnDefense ("Hit_Guard11" , "weap_08_glove_grd_02" ,180 ,0); EndAttack(); StartDrag(bu_L_Forearm,bu_L_Hand,bu_R_Forearm,bu_R_Hand); DragFrame(7042, 7048); DragSFX(-3,0,0,0); EndDrag(); Box(2); CHR(VOC_Attack_Strong, 7044); SFX("MOV_RunRFall", -1); SFX("MOV_RunLStep", -1); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", 7044); SND("weap_11_gun_hit_02", 7045); EndPose(1870); //====================================向上投擲技======================================================================================================= // 男女向上投擲技 StartPose(1110); Frame(5805, 5820); FPS(20); Hard(5805, 5815); Hurt_All(); Next(5805, 5820); StartAttack(); AttackFrame(5811, 5815); N_TargetPose(); TargetPose(205,207,208,209); TargetValue(HardFrame_Throw_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 12, 0, 55); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Throw_Air_Damage * 1.2); AirTargetMove(Air_Gravity * 11, 0, 55); DefensePose(343,346,347,348); DefenseValue(HardFrame_Throw_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 55); AttackPower(AttackPower_Impact * 0.1); EndAttack(); Box(3); CHR(VOC_Attack_Light, 5810); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", 5808); SFX("MOV_RunRFall", 5813); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_dirt_01", 5808); SND("weap_08_glove_slash_03", 5810); SND("char_01_footstep_on_dirt_01", 5813); EndPose(1110); // 男女向上投擲氣合1 StartPose(1111); Frame(5788, 5796); FPS(10); Hurt_All(); Next(5788, 5796); Box(1); CHR(VOC_Attack_Charge1, 5791); SFX("MOV_ChiCharge", 5793); SND("envi_21_noise_06", 5793); EndPose(1111); // 男女向上投擲氣合技1 StartPose(1112); Frame(5811, 5820); FPS(20); Hard(5811, 5815); Hurt_All(); Next(5811, 5820); StartAttack(); AttackFrame(5811, 5815); N_TargetPose(); TargetPose(205,207,208,209); TargetValue(HardFrame_Throw_Ground_Damage * 1.5); TargetMove(Ground_Gravity * 15, 0, 55); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Throw_Air_Damage * 1.5); AirTargetMove(Air_Gravity * 12, 0, 55); DefensePose(343,346,347,348); DefenseValue(HardFrame_Throw_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 11, 0, 55); AttackPower(AttackPower_Impact * 0.1); EndAttack(); Box(3); CHR(VOC_Attack_Middle, 5810); SFX("MOV_RunRStep", -1); SFX("MOV_RunRFall", 5813); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", -1); SND("char_01_footstep_on_dirt_01", 5813); EndPose(1112); // 男女向上投擲氣合2 StartPose(1113); Frame(5797, 5804); FPS(10); Hurt_All(); Next(5797, 5804); Box(1); CHR(VOC_Attack_Charge2, 5799); SFX("MOV_ChiCharge", 5801); SND("fant_12_effect_05_wave_move", 5801); EndPose(1113); // 男女向上投擲氣合技2 StartPose(1114); Frame(5811, 5820); FPS(20); Hard(5811, 5815); Hurt_All(); Next(5811, 5820); StartAttack(); AttackFrame(5811, 5815); N_TargetPose(); TargetPose(205,207,208,209); TargetValue(HardFrame_Throw_Ground_Damage * 2); TargetMove(Ground_Gravity * 20, 0, 55); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Throw_Air_Damage * 2); AirTargetMove(Air_Gravity * 15, 0, 55); DefensePose(343,346,347,348); DefenseValue(HardFrame_Throw_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 12, 0, 55); AttackPower(AttackPower_Impact * 0.1); EndAttack(); Box(3); CHR(VOC_Attack_Strong, 5810); SFX("MOV_RunRStep", -1); SFX("MOV_RunRFall", 5813); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", -1); SND("char_01_footstep_on_dirt_01", 5813); EndPose(1114); // 大魔向上投擲技 StartPose(1115); Frame(5848, 5857); FPS(20); Hard(5848, 5851); Hurt_All(); Next(5850, 5857); StartAttack(); AttackFrame(5849, 5851); N_TargetPose(); TargetPose(205,207,208,209); TargetValue(HardFrame_Throw_Ground_Damage * 1.2); TargetMove(Ground_Gravity * 12, 0, 55); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Throw_Air_Damage * 1.2); AirTargetMove(Air_Gravity * 11, 0, 55); DefensePose(343,346,347,348); DefenseValue(HardFrame_Throw_Ground_Guard * 0.3); DefenseMove(Defense_Gravity * 10, 0, 55); AttackPower(AttackPower_Impact * 0.1); EndAttack(); Box(3); CHR(VOC_Attack_Light, 5848); SFX("MOV_RunLStep", -1); SFX("MOV_RunRFall", 5850); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", 5848); SND("char_01_footstep_on_dirt_01", 5850); EndPose(1115); // 大魔向上投擲氣合1 StartPose(1116); Frame(5825, 5833); FPS(10); Hurt_All(); Next(5825, 5833); Box(1); CHR(VOC_Attack_Charge1, 5828); SFX("MOV_ChiCharge", 5830); SND("envi_21_noise_06", 5830); EndPose(1116); // 大魔向上投擲氣合技1 StartPose(1117); Frame(5848, 5857); FPS(20); Hard(5848, 5851); Hurt_All(); Next(5850, 5857); StartAttack(); AttackFrame(5849, 5851); N_TargetPose(); TargetPose(205,207,208,209); TargetValue(HardFrame_Throw_Ground_Damage * 1.5); TargetMove(Ground_Gravity * 15, 0, 55); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Throw_Air_Damage * 1.5); AirTargetMove(Air_Gravity * 12, 0, 55); DefensePose(343,346,347,348); DefenseValue(HardFrame_Throw_Ground_Guard * 0.4); DefenseMove(Defense_Gravity * 11, 0, 55); AttackPower(AttackPower_Impact * 0.1); EndAttack(); Box(3); CHR(VOC_Attack_Middle, 5848); SFX("MOV_RunLStep", -1); SFX("MOV_RunRFall", 5850); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", 5848); SND("char_01_footstep_on_dirt_01", 5850); EndPose(1117); // 大魔向上投擲氣合2 StartPose(1118); Frame(5834, 5841); FPS(10); Hurt_All(); Next(5834, 5841); Box(1); CHR(VOC_Attack_Charge2, 5836); SFX("MOV_ChiCharge", 5838); SND("fant_12_effect_05_wave_move", 5838); EndPose(1118); // 大魔向上投擲氣合技2 StartPose(1119); Frame(5848, 5857); FPS(20); Hard(5848, 5851); Hurt_All(); Next(5850, 5857); StartAttack(); AttackFrame(5849, 5851); N_TargetPose(); TargetPose(205,207,208,209); TargetValue(HardFrame_Throw_Ground_Damage * 2); TargetMove(Ground_Gravity * 20, 0, 55); AirTargetPose(212,213,214,215); AirTargetValue(HardFrame_Throw_Air_Damage * 2); AirTargetMove(Air_Gravity * 15, 0, 55); DefensePose(343,346,347,348); DefenseValue(HardFrame_Throw_Ground_Guard * 0.5); DefenseMove(Defense_Gravity * 12, 0, 55); AttackPower(AttackPower_Impact * 0.1); EndAttack(); Box(3); CHR(VOC_Attack_Strong, 5848); SFX("MOV_RunLStep", -1); SFX("MOV_RunRFall", 5850); SND("char_01_footstep_on_dirt_01", -1); SND("weap_08_glove_slash_03", 5848); SND("char_01_footstep_on_dirt_01", 5850); EndPose(1119); //雙刺備戰1120 防禦1121 上半身混撥張數指定 BlendUpPose1(0 ,0); BlendUpPose2(0 ,0); //匕首備戰1122 防禦1123 上半身混撥張數指定 BlendUpPose1(2 ,6); BlendUpPose2(2 ,6); //輕劍備戰1124 防禦1125 上半身混撥張數指定 BlendUpPose1(4 ,12); BlendUpPose2(4 ,12); //長槍備戰1126 防禦1127 上半身混撥張數指定 BlendUpPose1(6 ,18); BlendUpPose2(6 ,18); //女體型長槍 防禦1574 上半身混撥張數指定 BlendUpPose2(453 ,2095); //大體型長槍 防禦1519 上半身混撥張數指定 BlendUpPose2(398 ,1949); //終體型長槍 防禦1575 上半身混撥張數指定 BlendUpPose2(454 ,2092); //大刀備戰1128 防禦1129 上半身混撥張數指定 BlendUpPose1(8 ,24); BlendUpPose2(8 ,24); //女體型大刀備戰1500 防禦1501 上半身混撥張數指定 BlendUpPose1(380 ,834); BlendUpPose2(380 ,834); //大體型大刀備戰1502 防禦1503 上半身混撥張數指定 BlendUpPose1(382 ,841); BlendUpPose2(382 ,841); //重錘備戰1130 防禦1131 上半身混撥張數指定 BlendUpPose1(10 ,30); BlendUpPose2(10 ,30); //女體型重錘備戰1566 上半身混撥張數指定 BlendUpPose1(446 ,1727); //大體型重錘備戰1570 上半身混撥張數指定 BlendUpPose1(450 ,1714); //指虎備戰1132 防禦1133 上半身混撥張數指定 BlendUpPose1(12 ,36); BlendUpPose2(12 ,36); //武士刀備戰1134 防禦1135 上半身混撥張數指定 BlendUpPose1(14 ,42); BlendUpPose2(14 ,42); //忍刀備戰1136 防禦1137 上半身混撥張數指定 BlendUpPose1(16 ,48); BlendUpPose2(16 ,48); //鎖定中左側身前跑1138 BlendLowPose(0 ,0); //鎖定中右側身前跑1139 BlendLowPose(1 ,6); //鎖定中左側身退跑1140 BlendLowPose(2 ,12); //鎖定中右側身退跑1141 BlendLowPose(3 ,18); //鎖定中左跑1142 BlendLowPose(4 ,24); //鎖定中右跑1143 BlendLowPose(5 ,30); //鎖定中前快跑 StartPose(1144); Frame(7590, 7595); Soft(7590, 7595, 1.3); FPS(10); Loop(7590, 7595); Hurt_All(); Box(1); SFX("MOV_RunLStep", 7590); SFX("MOV_RunRStep", 7593); SND("char_01_footstep_on_dirt_01", 7590); SND("char_01_footstep_on_dirt_01", 7593); EndPose(1144); //小怪體型 鎖定中前小跑1145 (下半身混撥) EBLPose(0 ,0); //小怪體型 鎖定中左小跑1147 (下半身混撥) EBLPose(2 ,6); //小怪體型 鎖定中右小跑1148 (下半身混撥) EBLPose(3 ,12); //大怪體型 鎖定中前小跑1196 (下半身混撥) EBLPose(51 ,46); //大怪體型 鎖定中左小跑1198 (下半身混撥) EBLPose(53 ,52); //大怪體型 鎖定中右小跑1199 (下半身混撥) EBLPose(54 ,58); //小怪體型 雙刺備戰前段1650 EFPoseF(0 ,0); //小怪體型 雙刺備戰1150 (LOOP/上半身混撥) EFPose(0 ,0); //小怪體型 匕首備戰前段1651 EFPoseF(1 ,3); //小怪體型 匕首備戰1151 (LOOP/上半身混撥) EFPose(1 ,4); //小怪體型 輕劍備戰前段1652 EFPoseF(2 ,6); //小怪體型 輕劍備戰1152 (LOOP/上半身混撥) EFPose(2 ,8); //小怪體型 長槍備戰前段1653 EFPoseF(3 ,9); //小怪體型 長槍備戰1153 (LOOP/上半身混撥) EFPose(3 ,12); //小怪體型 大刀備戰前段1654 EFPoseF(4 ,12); //小怪體型 大刀備戰1154 (LOOP/上半身混撥) EFPose(4 ,16); //小怪體型 大錘備戰前段1655 EFPoseF(5 ,15); //小怪體型 大錘備戰1155 (LOOP/上半身混撥) EFPose(5 ,20); //小怪體型 指虎備戰前段1656 EFPoseF(6 ,18); //小怪體型 指虎備戰1156 (LOOP/上半身混撥) EFPose(6 ,24); //小怪體型 武士刀備戰前段1657 EFPoseF(7 ,21); //小怪體型 武士刀備戰1157 (LOOP/上半身混撥) EFPose(7 ,28); //小怪體型 忍刀備戰前段1658 EFPoseF(8 ,24); //小怪體型 忍刀備戰1158 (LOOP/上半身混撥) EFPose(8 ,32); //大怪體型 雙刺備戰前段1660 EFPoseF(10 ,27); //大怪體型 雙刺備戰1160 (LOOP/上半身混撥) EFPose(10 ,36); //大怪體型 匕首備戰前段1661 EFPoseF(11 ,30); //大怪體型 匕首備戰1161 (LOOP/上半身混撥) EFPose(11 ,40); //大怪體型 輕劍備戰前段1662 EFPoseF(12 ,33); //大怪體型 輕劍備戰1162 (LOOP/上半身混撥) EFPose(12 ,44); //大怪體型 長槍備戰前段1663 EFPoseF(13 ,36); //大怪體型 長槍備戰1163 (LOOP/上半身混撥) EFPose(13 ,48); //大怪體型 大刀備戰前段1664 EFPoseF(14 ,39); //大怪體型 大刀備戰1164 (LOOP/上半身混撥) EFPose(14 ,52); //大怪體型 大錘備戰前段1665 EFPoseF(15 ,42); //大怪體型 大錘備戰1165 (LOOP/上半身混撥) EFPose(15 ,56); //大怪體型 指虎備戰前段1666 EFPoseF(16 ,45); //大怪體型 指虎備戰1166 (LOOP/上半身混撥) EFPose(16 ,60); //大怪體型 武士刀備戰前段1667 EFPoseF(17 ,48); //大怪體型 武士刀備戰1167 (LOOP/上半身混撥) EFPose(17 ,64); //大怪體型 忍刀備戰前段1668 EFPoseF(18 ,51); //大怪體型 忍刀備戰1168 (LOOP/上半身混撥) EFPose(18 ,68); //小怪體型 一般待機前段1670 ENPoseF(20 ,0); //小怪體型 一般待機1170 (LOOP/上半身混撥) ENPose(20 ,72); //小怪體型 前走1171 (下半身混撥) EWPose(0 ,0); //小怪體型 退走1172 (下半身混撥) EWPose(1 ,6); //小怪體型 左走1173 (下半身混撥) EWPose(2 ,12); //小怪體型 右走1174 (下半身混撥) EWPose(3 ,18); //小怪體型 前跑1175 (下半身混撥) ERPose(0 ,0); //小怪體型 左跑1176 (下半身混撥) ERPose(1 ,6); //小怪體型 右跑1177 (下半身混撥) ERPose(2 ,12); //小怪體型 轉向1178 EWPose(7 ,0); //大怪體型 一般待機前段1680 ENPoseF(30 ,3); //大怪體型 一般待機1180 (LOOP/上半身混撥) ENPose(30 ,118); //大怪體型 前走1181 (下半身混撥) EWPose(10 ,46); //大怪體型 退走1182 (下半身混撥) EWPose(11 ,52); //大怪體型 左走1183 (下半身混撥) EWPose(12 ,58); //大怪體型 右走1184 (下半身混撥) EWPose(13 ,64); //大怪體型 前跑1185 (下半身混撥) ERPose(10 ,46); //大怪體型 左跑1186 (下半身混撥) ERPose(11 ,52); //大怪體型 右跑1187 (下半身混撥) ERPose(12 ,58); //大怪體型 轉向1191 EWPose(20 ,46); //大小怪體型草上飛 StartPose(1188); BlendTime(0.1); Frame(7781, 7786); FPS(15); Soft(7781, 7786); Loop(7781, 7786); Hurt_All(); Box(1); SFX("MOV_RunRStep", 7782); SFX("MOV_RunLStep", 7785); SND("char_01_footstep_on_dirt_01", 7782); SND("char_01_footstep_on_dirt_01", 7785); EndPose(1188); //大小怪體型雲梯縱 StartPose(1189); Frame(7787, 7804); FPS(20); Hurt_All(); SFX("MOV_RunLStep", -1); SFX("MOV_RunRStep", 7787); SFX("MOV_Jump", 7790); SND("char_01_footstep_on_dirt_03", -1); SND("char_01_footstep_on_dirt_03", 7787); SND("weap_06_hammer_slash_01", 7790); EndPose(1189); //強怪體型 一般待機前段1690 ENPoseF(40 ,6); //強怪體型 一般待機1190 (LOOP/上半身混撥) ENPose(40 ,188); //女體型牆面待機向左(下半身混撥) StartPose(1508); BlendTime(0.15); Frame(3404, 3411); FPS(10); Soft(3404, 3411, 0.5); Loop(3404, 3411); Hurt_All(); Box(1); EndPose(1508); //女體型牆面待機向右(下半身混撥) StartPose(1509); BlendTime(0.15); Frame(3419, 3426); FPS(10); Soft(3419, 3426, 0.5); Loop(3419, 3426); Hurt_All(); Box(1); EndPose(1509); //大體型牆面待機向左(下半身混撥) StartPose(1510); BlendTime(0.15); Frame(449, 456); FPS(10); Soft(449, 456, 0.5); Loop(449, 456); Hurt_All(); Box(1); EndPose(1510); //大體型牆面待機向右(下半身混撥) StartPose(1511); BlendTime(0.15); Frame(464, 471); FPS(10); Soft(464, 471, 0.5); Loop(464, 471); Hurt_All(); Box(1); EndPose(1511); //強男地面待機(下半身混撥) StartPose(1512); Frame(230, 242); FPS(10); Soft(230, 242, 0.8); Loop(230, 242); Hurt_All(); EndPose(1512); //強女地面待機(下半身混撥) StartPose(1513); Frame(3460, 3472); FPS(10); Soft(3460, 3472, 0.8); Loop(3460, 3472); Hurt_All(); EndPose(1513); //強大地面待機(下半身混撥) StartPose(1514); Frame(505, 517); FPS(10); Soft(505, 517, 0.8); Loop(505, 517); Hurt_All(); EndPose(1514); //男體型轉向 TurnFace(0 , 0); //女體型轉向 TurnFace(1 , 3230); //大體型轉向 TurnFace(2 , 275); // 女體左壁暗器技 1520-1524 DartUsualPose(a=1260 , s=6809); // 女體右壁暗器技 1525-1529 DartUsualPose(a=1265 , s=6827); // 大體左壁暗器技 1530-1534 DartUsualPose(a=1270 , s=6845); // 大體右壁暗器技 1535-1539 DartUsualPose(a=1275 , s=6863); //=================================================================================================================== //========================================================================================================== // 混撥動作 TotalBlendPose(500); // 雙刺防禦向前走 BlendPose(1 , 1121, 166, 0, 0, 0); // 雙刺防禦退後走 BlendPose(2 , 1121, 167, 0, 0, 0); // 雙刺防禦向左走 BlendPose(3 , 1121, 1093, -17, 0, 0); // 雙刺防禦向右走 BlendPose(4 , 1121, 1094, 21, 0, 0); // 匕首防禦向前走 BlendPose(5 , 1123, 166, 0, 3, 0); // 匕首防禦退後走 BlendPose(6 , 1123, 167, 0, 7, 0); // 匕首防禦向左走 BlendPose(7 , 1123, 1093, -17, 2, 1); // 匕首防禦向右走 BlendPose(8 , 1123, 1094, 21, 8, 0); // 輕劍防禦向前走 BlendPose(9 , 1125, 166, 0, 0, 0); // 輕劍防禦退後走 BlendPose(10 , 1125, 167, 0, 0, 0); // 輕劍防禦向左走 BlendPose(11 , 1125, 1093, -20, 2, 1); // 輕劍防禦向右走 BlendPose(12 , 1125, 1094, 19, 4, 0); // 長槍防禦向前走(男) BlendPose(13 , 1127, 166, 0, -3, 0); // 長槍防禦退後走(男) BlendPose(14 , 1127, 167, 0, -3, 0); // 長槍防禦向左走(男) BlendPose(15 , 1127, 1093, -17, -2, 1); // 長槍防禦向右走(男) BlendPose(16 , 1127, 1094, 21, 2, 0); // 長槍防禦向前走(女) BlendPose(475 , 1574, 166, 0, -3, 0); // 長槍防禦退後走(女) BlendPose(476 , 1574, 167, 0, -3, 0); // 長槍防禦向左走(女) BlendPose(477 , 1574, 1093, -17, -2, 1); // 長槍防禦向右走(女) BlendPose(478 , 1574, 1094, 21, 2, 0); // 長槍防禦向前走(大) BlendPose(455 , 1519, 166, 0, -3, 0); // 長槍防禦退後走(大) BlendPose(456 , 1519, 167, 0, -3, 0); // 長槍防禦向左走(大) BlendPose(457 , 1519, 1093, -17, -2, 1); // 長槍防禦向右走(大) BlendPose(458 , 1519, 1094, 21, 2, 0); // 長槍防禦向前走(boss) BlendPose(465 , 1575, 166, 0, -3, 0); // 長槍防禦退後走(boss) BlendPose(466 , 1575, 167, 0, -3, 0); // 長槍防禦向左走(boss) BlendPose(467 , 1575, 1093, -17, -2, 1); // 長槍防禦向右走(boss) BlendPose(468 , 1575, 1094, 21, 2, 0); // 大刀防禦向前走(男) BlendPose(17 , 1129, 166, 0, 0, 0); // 大刀防禦退後走(男) BlendPose(18 , 1129, 167, 0, 0, 0); // 大刀防禦向左走(男) BlendPose(19 , 1129, 1093, -18, -1, 1); // 大刀防禦向右走(男) BlendPose(20 , 1129, 1094, 21, 3, 0); // 大刀防禦向前走(女) BlendPose(425 , 1501, 166, 0, 0, 0); // 大刀防禦退後走(女) BlendPose(426 , 1501, 167, 0, 0, 0); // 大刀防禦向左走(女) BlendPose(427 , 1501, 1093, -18, -1, 1); // 大刀防禦向右走(女) BlendPose(428 , 1501, 1094, 21, 3, 0); // 大刀防禦向前走(大) BlendPose(435 , 1503, 166, 0, 0, 0); // 大刀防禦退後走(大) BlendPose(436 , 1503, 167, 0, 0, 0); // 大刀防禦向左走(大) BlendPose(437 , 1503, 1093, -18, -1, 1); // 大刀防禦向右走(大) BlendPose(438 , 1503, 1094, 21, 3, 0); // 大錘防禦向前走 BlendPose(21 , 1131, 166, 0, -4, 0); // 大錘防禦退後走 BlendPose(22 , 1131, 167, 0, -4, 0); // 大錘防禦向左走 BlendPose(23 , 1131, 1093, -18, -5, 1); // 大錘防禦向右走 BlendPose(24 , 1131, 1094, 21, -1, 0); // 指虎防禦向前走 BlendPose(25 , 1133, 166, 0, 2, 0); // 指虎防禦退後走 BlendPose(26 , 1133, 167, 0, 2, 0); // 指虎防禦向左走 BlendPose(27 , 1133, 1093, -17, 4, 1); // 指虎防禦向右走 BlendPose(28 , 1133, 1094, 21, 8, 0); // 武士刀防禦向前走 BlendPose(29 , 1135, 166, 0, 0, 0); // 武士刀防禦退後走 BlendPose(30 , 1135, 167, 0, 0, 0); // 武士刀防禦向左走 BlendPose(31 , 1135, 1093, -17, 0, 1); // 武士刀防禦向右走 BlendPose(32 , 1135, 1094, 21, 0, 0); // 忍刀防禦向前走 BlendPose(33 , 1137, 166, 0, 0, 0); // 忍刀防禦退後走 BlendPose(34 , 1137, 167, 0, 0, 0); // 忍刀防禦向左走 BlendPose(35 , 1137, 1093, -17, 0, 1); // 忍刀防禦向右走 BlendPose(36 , 1137, 1094, 21, 0, 0); // 男女吸負態向前走 BlendPose(57 , 132, 1192, 7, 1, 5); // 男女吸負態退後走 BlendPose(58 , 132, 1193, 7, 1, 5); // 男女吸負態向左走 BlendPose(59 , 132, 1194, -40, -4, 7); // 男女吸負態向右走 BlendPose(60 , 132, 1195, 56, 7, 7); // 大強化吸負態向前走 BlendPose(61 , 142, 1192, -5, -3, 3); // 大強化吸負態退後走 BlendPose(62 , 142, 1193, -5, -3, 3); // 大強化吸負態向左走 BlendPose(63 , 142, 1194, -24, -5, 6); // 大強化吸負態向右走 BlendPose(64 , 142, 1195, 56, 7, 7); // 吸負態防禦向前走 BlendPose(65 , 150, 1192, 6, 0, 0); // 吸負態防禦退後走 BlendPose(66 , 150, 1193, 6, 0, 0); // 吸負態防禦向左走 BlendPose(67 , 150, 1194, -40, -30, -3); // 吸負態防禦向右走 BlendPose(68 , 150, 1195, 40, 30, 0); // 異常狀態向前走 BlendPose(69 , 102, 166, -13, 0, 1); // 異常狀態退後走 BlendPose(70 , 102, 167, -13, 0, 1); // 異常狀態向左走 BlendPose(71 , 102, 168, -36, 4, -4); // 異常狀態向右走 BlendPose(72 , 102, 169, 60, -1, 0); // 換兵器向前走 BlendPose(73 , 104, 166, 13, 0, 0); // 換兵器退後走 BlendPose(74 , 104, 167, 13, 0, 0); // 換兵器向左走 BlendPose(75 , 104, 168, -36, 4, -4); // 換兵器向右走 BlendPose(76 , 104, 169, 60, -1, 0); // 男女吸負態轉向 BlendPose(77 , 132, 1192, 7, 1, 18); // 大強化吸負態轉向 BlendPose(78 , 142, 1192, -5, -3, 3); // 男吸負態向前跑 BlendPose(99 , 132, 170, 7, 1, 5); // 男吸負態向左跑 BlendPose(100 , 132, 171, -40, -4, 7); // 男吸負態向右跑 BlendPose(101 , 132, 172, 56, 7, 7); // 女吸負態向前跑 BlendPose(102 , 132, 173, 10, 1, -7); // 女吸負態向左跑 BlendPose(103 , 132, 174, -36, -9, 9); // 女吸負態向右跑 BlendPose(104 , 132, 175, 60, 15, 9); // 大吸負態向前跑 BlendPose(105 , 142, 170, -3, -4, 5); // 大吸負態向左跑 BlendPose(106 , 142, 171, -40, -4, 7); // 大吸負態向右跑 BlendPose(107 , 142, 172, 56, 7, 7); // 強化男體型吸負態向前跑 BlendPose(108 , 142, 170, -2, -4, 3); // 強化男體型吸負態向左跑 BlendPose(109 , 142, 171, -44, -8, 5); // 強化男體型吸負態向右跑 BlendPose(110 , 142, 172, 49, 8, 11); // 強化女體型吸負態向前跑 BlendPose(111 , 142, 170, -2, -4, 3); // 強化女體型吸負態向左跑 BlendPose(112 , 142, 171, -44, -8, 5); // 強化女體型吸負態向右跑 BlendPose(113 , 142, 172, 49, 8, 11); // 強化大體型吸負態向前跑 BlendPose(114 , 142, 170, -2, -4, 3); // 強化大體型吸負態向左跑 BlendPose(115 , 142, 171, -44, -8, 5); // 強化大體型吸負態向右跑 BlendPose(116 , 142, 172, 49, 8, 11); //跳躍混撥動作 // 男體型暗器技向前跳 BlendPose(131 , 260, 4, 0, 0, 0); // 男體型暗器技向後跳 BlendPose(132 , 260, 5, 0, 0, 0); // 男體型暗器技向左跳 BlendPose(133 , 260, 6, -43, 3, 0); // 男體型暗器技向右跳 BlendPose(134 , 260, 7, 32, 1, 11); // 男體型暗器技滯空待機 BlendPose(135 , 260, 13, 0, 0, 0); // 女體型暗器技向前跳 BlendPose(140 , 260, 34, 9, 8, -19); // 女體型暗器技向後跳 BlendPose(141 , 260, 35, 16, 4, -19); // 女體型暗器技向左跳 BlendPose(142 , 260, 36, -43, 3, 0); // 女體型暗器技向右跳 BlendPose(143 , 260, 37, 41, 1, -2); // 女體型暗器技滯空待機 BlendPose(144 , 260, 43, 17, 5, -12); // 大體型暗器技向前跳 BlendPose(149 , 260, 64, 8, 0, -4); // 大體型暗器技向後跳 BlendPose(150 , 260, 65, 14, 4, -8); // 大體型暗器技向左跳 BlendPose(151 , 260, 66, -43, 3, 0); // 大體型暗器技向右跳 BlendPose(152 , 260, 67, 41, 1, -2); // 男體型吸負態向前跳 BlendPose(158 , 132, 4, -8, -6, 14); // 男體型吸負態向後跳 BlendPose(159 , 132, 5, -8, -6, 20); // 男體型吸負態向左跳 BlendPose(160 , 132, 6, -51, -9, 10); // 男體型吸負態向右跳 BlendPose(161 , 132, 7, 32, 6, 25); // 男體型吸負態滯空待機 BlendPose(162 , 132, 13, -11, -6, 0); // 強化男吸負態滯空待機 BlendPose(163 , 142, 13, -20, -6, 5); // 女體型吸負態向前跳 BlendPose(164 , 132, 34, -6, 12, -1); // 女體型吸負態向後跳 BlendPose(165 , 132, 35, 6, 12, 10); // 女體型吸負態向左跳 BlendPose(166 , 132, 36, -43, 3, 0); // 女體型吸負態向右跳 BlendPose(167 , 132, 37, 41, 9, -9); // 女體型吸負態滯空待機 BlendPose(168 , 132, 43, 7, 12, -2); // 強化女吸負態滯空待機 BlendPose(169 , 142, 43, -3, 11, -2); // 大體型吸負態向前跳 BlendPose(170 , 142, 64, -9, -1, 15); // 大體型吸負態向後跳 BlendPose(171 , 142, 65, -8, -3, 30); // 大體型吸負態向左跳 BlendPose(172 , 142, 66, -43, -8, 19); // 大體型吸負態向右跳 BlendPose(173 , 142, 67, 42, 1, 25); // 大體型吸負態滯空待機 BlendPose(174 , 142, 73, -11, -2, 15); // 大魔體型吸負態滯空待機 BlendPose(175 , 142, 73, -11, -2, 15); // 男體型左側換兵滯空待機 BlendPose(176 , 104, 13, 1, 0, -8); // 男體型右側換兵滯空待機 BlendPose(177 , 105, 13, -1, -4, -6); // 女體型左側換兵滯空待機 BlendPose(178 , 104, 43, 18, 9, -16); // 女體型右側換兵滯空待機 BlendPose(179 , 105, 43, 12, 4, -20); // 大體型左側換兵滯空待機 BlendPose(180 , 104, 73, 10, 11, -5); // 大體型右側換兵滯空待機 BlendPose(181 , 105, 73, 6, 7, -2); // 雙刺備戰換兵器 BlendPose(201 , 104, 340, 38, 0, -3); // 匕首備戰換兵器 BlendPose(202 , 105, 450, 15, 9, 1); // 輕劍備戰換兵器 BlendPose(203 , 104, 520, -15, -3, -19); // 長槍備戰換兵器 BlendPose(204 , 105, 590, 28, -1, 15); // 大刀備戰換兵器 BlendPose(205 , 104, 660, 15, 9, 1); // 大錘備戰換兵器 BlendPose(206 , 105, 750, -18, -1, -4); // 指虎備戰換兵器 BlendPose(207 , 105, 840, 15, -2, 1); // 武士刀備戰換兵器 BlendPose(208 , 104, 929, 15, -2, 1); // 忍刀備戰換兵器 BlendPose(209 , 105, 1020, 15, -2, 1); // 雙刺備戰向前走 BlendPose(221 , 1120, 1139, 16, 0, 0); // 雙刺備戰退後走 BlendPose(222 , 1120, 1141, 20, -7, 5); // 雙刺備戰向左走 BlendPose(223 , 1120, 1142, 26, 3, 8); // 雙刺備戰向右走 BlendPose(224 , 1120, 1143, -3, 5, 11); // 匕首備戰向前走 BlendPose(225 , 1122, 1139, 14, 2, 5); // 匕首備戰退後走 BlendPose(226 , 1122, 1141, 0, 7, 0); // 匕首備戰向左走 BlendPose(227 , 1122, 1142, 5, 0, 12); // 匕首備戰向右走 BlendPose(228 , 1122, 1143, 8, 16, 8); // 輕劍備戰向前走 BlendPose(229 , 1124, 1138, -2, 6, 7); // 輕劍備戰退後走 BlendPose(230 , 1124, 1140, 0, 3, 0); // 輕劍備戰向左走 BlendPose(231 , 1124, 1142, -19, -9, 13); // 輕劍備戰向右走 BlendPose(232 , 1124, 1143, -22, 3, 10); // 長槍備戰向前走 BlendPose(233 , 1126, 1139, 18, -2, 11); // 長槍備戰退後走 BlendPose(234 , 1126, 1141, 23, -3, -1); // 長槍備戰向左走 BlendPose(235 , 1126, 1142, 8, -9, 21); // 長槍備戰向右走 BlendPose(236 , 1126, 1143, 8, 0, 19); // 大刀備戰向前走(男) BlendPose(237 , 1128, 1138, -4, 4, 16); // 大刀備戰退後走(男) BlendPose(238 , 1128, 1140, -21, 7, 16); // 大刀備戰向左走(男) BlendPose(239 , 1128, 1142, 19, -6, 25); // 大刀備戰向右走(男) BlendPose(240 , 1128, 1143, -6, 6, 28); // 大刀備戰向前走(女) BlendPose(420 , 1500, 1138, -4, 4, 16); // 大刀備戰退後走(女) BlendPose(421 , 1500, 1140, -21, 7, 16); // 大刀備戰向左走(女) BlendPose(422 , 1500, 1142, 19, -6, 25); // 大刀備戰向右走(女) BlendPose(423 , 1500, 1143, -6, 6, 28); // 大刀備戰向前走(大) BlendPose(430 , 1502, 1138, -4, 4, 16); // 大刀備戰退後走(大) BlendPose(431 , 1502, 1140, -21, 7, 16); // 大刀備戰向左走(大) BlendPose(432 , 1502, 1142, 19, -6, 25); // 大刀備戰向右走(大) BlendPose(433 , 1502, 1143, -6, 6, 28); // 大錘備戰向前走(男) BlendPose(241 , 1130, 1138, -20, -2, 5); // 大錘備戰退後走(男) BlendPose(242 , 1130, 1140, -12, 1, 0); // 大錘備戰向左走(男) BlendPose(243 , 1130, 1142, -18, -7, 10); // 大錘備戰向右走(男) BlendPose(244 , 1130, 1143, -4, 0, 9); // 大錘備戰向前走(女) BlendPose(470 , 1566, 1138, -20, -2, 5); // 大錘備戰退後走(女) BlendPose(471 , 1566, 1140, -12, 1, 0); // 大錘備戰向左走(女) BlendPose(472 , 1566, 1142, -18, -7, 10); // 大錘備戰向右走(女) BlendPose(473 , 1566, 1143, -4, 0, 9); // 大錘備戰向前走(大) BlendPose(460 , 1570, 1138, -20, -2, 5); // 大錘備戰退後走(大) BlendPose(461 , 1570, 1140, -12, 1, 0); // 大錘備戰向左走(大) BlendPose(462 , 1570, 1142, -18, -7, 10); // 大錘備戰向右走(大) BlendPose(463 , 1570, 1143, -4, 0, 9); // 指虎備戰向前走 BlendPose(245 , 1132, 1139, 23, 1, 15); // 指虎備戰退後走 BlendPose(246 , 1132, 1141, 29, -3, 1); // 指虎備戰向左走 BlendPose(247 , 1132, 1142, 22, 0, 16); // 指虎備戰向右走 BlendPose(248 , 1132, 1143, -2, 20, 11); // 武士刀備戰向前走 BlendPose(249 , 1134, 1139, 18, 2, 15); // 武士刀備戰退後走 BlendPose(250 , 1134, 1141, 29, -3, 1); // 武士刀備戰向左走 BlendPose(251 , 1134, 1142, -12, 0, 16); // 武士刀備戰向右走 BlendPose(252 , 1134, 1143, -4, 6, 21); // 忍刀備戰向前走 BlendPose(253 , 1136, 1139, 25, -6, 15); // 忍刀備戰退後走 BlendPose(254 , 1136, 1141, 30, -12, 7); // 忍刀備戰向左走 BlendPose(255 , 1136, 1142, 5, -5, 8); // 忍刀備戰向右走 BlendPose(256 , 1136, 1143, -11, 7, 19); // 雙刺備戰向前快跑 BlendPose(257 , 1120, 1144, -9, -3, 16); // 匕首備戰向前快跑 BlendPose(258 , 1122, 1144, 1, 3, 18); // 輕劍備戰向前快跑 BlendPose(259 , 1124, 1144, -2, 0, 12); // 長槍備戰向前快跑 BlendPose(260 , 1126, 1144, -2, -3, 14); // 大刀備戰向前快跑(男) BlendPose(261 , 1128, 1144, -3, 0, 29); // 大刀備戰向前快跑(女) BlendPose(424 , 1500, 1144, -3, 0, 29); // 大刀備戰向前快跑(大) BlendPose(434 , 1502, 1144, -3, 0, 29); // 重錘備戰向前快跑(男) BlendPose(262 , 1130, 1144, -4, -3, 18); // 重錘備戰向前快跑(女) BlendPose(474 , 1566, 1144, -4, -3, 18); // 重錘備戰向前快跑(大) BlendPose(464 , 1570, 1144, -4, -3, 18); // 指虎備戰向前快跑 BlendPose(263 , 1132, 1144, 3, 6, 28); // 武士刀備戰向前快跑 BlendPose(264 , 1134, 1144, 3, 6, 28); // 忍刀備戰向前快跑 BlendPose(265 , 1136, 1144, 4, -5, 24); // 大小怪體型混撥 // 雙刺備戰換兵器 BlendPose(301 , 104, 1150, 38, 0, -3); // 匕首備戰換兵器 BlendPose(302 , 105, 1151, 15, 9, 1); // 輕劍備戰換兵器 BlendPose(303 , 104, 1152, -15, -3, -19); // 長槍備戰換兵器 BlendPose(304 , 105, 1153, 28, -1, 15); // 大刀備戰換兵器 BlendPose(305 , 104, 1154, 15, 9, 1); // 大錘備戰換兵器 BlendPose(306 , 105, 1155, -18, -1, -4); // 指虎備戰換兵器 BlendPose(307 , 105, 1156, 15, -2, 1); // 武士刀備戰換兵器 BlendPose(308 , 104, 1157, -23, 1, 1); // 忍刀備戰換兵器 BlendPose(309 , 105, 1158, 15, 2, -3); // 小怪鎖定中混撥 // 雙刺備戰向前小跑 BlendPose(321 , 1160, 1145, -30, 11, -11); // 雙刺備戰退後小跑 BlendPose(322 , 1160, 1182, -11, 5, 15); // 雙刺備戰向左小跑 BlendPose(323 , 1160, 1147, -80, 30, 17); // 雙刺備戰向右小跑 BlendPose(324 , 1160, 1148, 12, -5, -5); // 匕首備戰向前小跑 BlendPose(325 , 1161, 1145, 0, -2, -1); // 匕首備戰退後小跑 BlendPose(326 , 1161, 1182, -23, 2, 7); // 匕首備戰向左小跑 BlendPose(327 , 1161, 1147, -55, 20, 2); // 匕首備戰向右小跑 BlendPose(328 , 1161, 1148, 8, -2, -7); // 輕劍備戰向前小跑 BlendPose(329 , 1162, 1145, -2, -2, -21); // 輕劍備戰退後小跑 BlendPose(330 , 1162, 1182, 15, -7, 5); // 輕劍備戰向左小跑 BlendPose(331 , 1162, 1147, -55, 20, 2); // 輕劍備戰向右小跑 BlendPose(332 , 1162, 1148, 24, -8, -18); // 長槍備戰向前小跑 BlendPose(333 , 1163, 1145, -51, 16, -7); // 長槍備戰退後小跑 BlendPose(334 , 1163, 1182, -37, 7, 3); // 長槍備戰向左小跑 BlendPose(335 , 1163, 1147, -50, 17, -7); // 長槍備戰向右小跑 BlendPose(336 , 1163, 1148, -7, -3, -18); // 大刀備戰向前小跑 BlendPose(337 , 1164, 1145, 13, 6, -14); // 大刀備戰退後小跑 BlendPose(338 , 1164, 1182, 22, 12, -2); // 大刀備戰向左小跑 BlendPose(339 , 1164, 1147, 1, 5, -17); // 大刀備戰向右小跑 BlendPose(340 , 1164, 1148, 20, 5, -15); // 大錘備戰向前小跑 BlendPose(341 , 1165, 1145, 3, -6, -17); // 大錘備戰退後小跑 BlendPose(342 , 1165, 1182, 31, -17, 15); // 大錘備戰向左小跑 BlendPose(343 , 1165, 1147, -15, 5, -14); // 大錘備戰向右小跑 BlendPose(344 , 1165, 1148, 67, -13, 0); // 指虎備戰向前小跑 BlendPose(345 , 1166, 1145, 3, 1, -5); // 指虎備戰退後小跑 BlendPose(346 , 1166, 1182, 4, -10, 6); // 指虎備戰向左小跑 BlendPose(347 , 1166, 1147, -37, 2, 1); // 指虎備戰向右小跑 BlendPose(348 , 1166, 1148, 38, -3, 0); // 武士刀備戰向前小跑 BlendPose(349 , 1167, 1145, 74, -27, 18); // 武士刀備戰退後小跑 BlendPose(350 , 1167, 1182, 43, -22, 18); // 武士刀備戰向左小跑 BlendPose(351 , 1167, 1147, -21, 2, -11); // 武士刀備戰向右小跑 BlendPose(352 , 1167, 1148, 57, -28, 8); // 忍刀備戰向前小跑 BlendPose(353 , 1168, 1145, 6, -2, -16); // 忍刀備戰退後小跑 BlendPose(354 , 1168, 1182, 23, -13, 6); // 忍刀備戰向左小跑 BlendPose(355 , 1168, 1147, -33, 8, -4); // 忍刀備戰向右小跑 BlendPose(356 , 1168, 1148, 40, -13, -8); // 雙刺備戰向前快跑 BlendPose(357 , 1160, 1175, -34, 15, -1); // 匕首備戰向前快跑 BlendPose(358 , 1161, 1175, -29, 11, 1); // 輕劍備戰向前快跑 BlendPose(359 , 1162, 1175, 8, 4, -11); // 長槍備戰向前快跑 BlendPose(360 , 1163, 1175, -38, 10, -7); // 大刀刺備戰向前快跑 BlendPose(361 , 1164, 1175, 2, 5, -13); // 重錘備戰向前快跑 BlendPose(362 , 1165, 1175, 12, -5, -21); // 指虎備戰向前快跑 BlendPose(363 , 1166, 1175, -1, 0, -9); // 武士刀備戰向前快跑 BlendPose(364 , 1167, 1175, 52, -21, 15); // 忍刀備戰向前快跑 BlendPose(365 , 1168, 1175, -2, 0, -4); // 大怪鎖定中混撥 // 雙刺備戰向前小跑 BlendPose(371 , 1160, 1196, 2, -2, 16); // 雙刺備戰退後小跑 BlendPose(372 , 1160, 1182, -11, 5, 15); // 雙刺備戰向左小跑 BlendPose(373 , 1160, 1198, -29, 9, 11); // 雙刺備戰向右小跑 BlendPose(374 , 1160, 1199, 2, 10, 5); // 匕首備戰向前小跑 BlendPose(375 , 1161, 1196, 2, -2, 16); // 匕首備戰退後小跑 BlendPose(376 , 1161, 1182, -11, 5, 15); // 匕首備戰向左小跑 BlendPose(377 , 1161, 1198, -32, -6, 11); // 匕首備戰向右小跑 BlendPose(378 , 1161, 1199, 17, 9, 19); // 輕劍備戰向前小跑 BlendPose(379 , 1162, 1196, 27, -15, 15); // 輕劍備戰退後小跑 BlendPose(380 , 1162, 1182, 15, -7, 5); // 輕劍備戰向左小跑 BlendPose(381 , 1162, 1198, -8, -7, -4); // 輕劍備戰向右小跑 BlendPose(382 , 1162, 1199, 50, -6, 10); // 長槍備戰向前小跑 BlendPose(383 , 1163, 1196, -14, -10, 8); // 長槍備戰退後小跑 BlendPose(384 , 1163, 1182, -37, 7, 3); // 長槍備戰向左小跑 BlendPose(385 , 1163, 1198, -10, -7, 11); // 長槍備戰向右小跑 BlendPose(386 , 1163, 1199, 21, -5, 11); // 大刀備戰向前小跑 BlendPose(387 , 1164, 1196, 39, 17, 7); // 大刀備戰退後小跑 BlendPose(388 , 1164, 1182, 22, 12, -2); // 大刀備戰向左小跑 BlendPose(389 , 1164, 1198, 30, 21, 8); // 大刀備戰向右小跑 BlendPose(390 , 1164, 1199, 54, 21, -3); // 大錘備戰向前小跑 BlendPose(391 , 1165, 1196, 64, -27, 17); // 大錘備戰退後小跑 BlendPose(392 , 1165, 1182, 31, -17, 15); // 大錘備戰向左小跑 BlendPose(393 , 1165, 1198, 19, -20, -5); // 大錘備戰向右小跑 BlendPose(394 , 1165, 1199, 84, -6, 17); // 指虎備戰向前小跑 BlendPose(395 , 1166, 1196, 33, -12, 16); // 指虎備戰退後小跑 BlendPose(396 , 1166, 1182, 33, -2, 16); // 指虎備戰向左小跑 BlendPose(397 , 1166, 1198, 21, -13, 13); // 指虎備戰向右小跑 BlendPose(398 , 1166, 1199, 38, -8, 15); // 武士刀備戰向前小跑 BlendPose(399 , 1167, 1196, 88, -6, 37); // 武士刀備戰退後小跑 BlendPose(400 , 1167, 1182, 43, -22, 18); // 武士刀備戰向左小跑 BlendPose(401 , 1167, 1198, 57, -21, 15); // 武士刀備戰向右小跑 BlendPose(402 , 1167, 1199, 33, -22, 11); // 忍刀備戰向前小跑 BlendPose(403 , 1168, 1196, 48, -17, 3); // 忍刀備戰退後小跑 BlendPose(404 , 1168, 1182, 23, -13, 6); // 忍刀備戰向左小跑 BlendPose(405 , 1168, 1198, 17, -17, 14); // 忍刀備戰向右小跑 BlendPose(406 , 1168, 1199, 52, -5, 11); // 雙刺備戰向前快跑 BlendPose(407 , 1160, 1185, 16, -5, 26); // 匕首備戰向前快跑 BlendPose(408 , 1161, 1185, 9, -3, 13); // 輕劍備戰向前快跑 BlendPose(409 , 1162, 1185, 43, -1, 0); // 長槍備戰向前快跑 BlendPose(410 , 1163, 1185, -10, -12, 2); // 大刀刺備戰向前快跑 BlendPose(411 , 1164, 1185, 57, 16, 10); // 重錘備戰向前快跑 BlendPose(412, 1165, 1185, 59, -27, 21); // 指虎備戰向前快跑 BlendPose(413, 1166, 1185, 31, -6, 19); // 武士刀備戰向前快跑 BlendPose(414, 1167, 1185, 71, -27, 28); // 忍刀備戰向前快跑 BlendPose(415 , 1168, 1185, 54, -18, 13); // 體型非共用 // 強男地面待機暗器技 BlendPose(440 , 292, 1512, 10, 0, 0); // 強男地面待機暗器氣合1 BlendPose(441 , 293, 1512, 10, 0, 0); // 強男地面待機暗器氣合技1 BlendPose(442 , 294, 1512, 10, 0, 0); // 強男地面待機暗器氣合2 BlendPose(443 , 295, 1512, 10, 0, 0); // 強男地面待機暗器氣合技2 BlendPose(444 , 296, 1512, 10, 0, 0); // 強女地面待機暗器技 BlendPose(445 , 292, 1513, -7, -20, -6); // 強女地面待機暗器氣合1 BlendPose(446 , 293, 1513, -7, -20, -6); // 強女地面待機暗器氣合技1 BlendPose(447 , 294, 1513, -7, -20, -6); // 強女地面待機暗器氣合2 BlendPose(448 , 295, 1513, -7, -20, -6); // 強女地面待機暗器氣合技2 BlendPose(449 , 296, 1513, -7, -20, -6); // 強大地面待機暗器技 BlendPose(450 , 292, 1514, 23, 3, 6); // 強大地面待機暗器氣合1 BlendPose(451 , 293, 1514, 23, 3, 6); // 強大地面待機暗器氣合技1 BlendPose(452 , 294, 1514, 23, 3, 6); // 強大地面待機暗器氣合2 BlendPose(453 , 295, 1514, 23, 3, 6); // 強大地面待機暗器氣合技2 BlendPose(454 , 296, 1514, 23, 3, 6); }