Difference between revisions of "W1 High Mod Swing"
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m (Talcall moved page Animation 00 to W1 High Mod Swing: consolidating some pages) |
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− | + | Front High Mod Swing | |
+ | LoadFrameWait(08,04) | ||
+ | LoadFrameWait(06,02) | ||
+ | LoadFrameWait(07,08) | ||
+ | LoadFrameWait(08,02) | ||
+ | QueueSpriteAnim(02,00) #Queues Effect animation 0. | ||
+ | LoadFrameWait(0e,02) | ||
+ | LoadFrameWait(0f,02) | ||
+ | LoadFrameWait(10,02) | ||
+ | LoadFrameWait(0a,0a) | ||
+ | LoadFrameWait(0a,02) | ||
+ | WeaponSheatheCheck2(-2) #repeats the last 2 command bytes until animation can complete | ||
+ | LoadFrameWait(0a,04) | ||
+ | EndAnimation() #Finishes the animation, deactivates graphic. | ||
− | + | Back High Mod Swing | |
− | + | LoadFrameWait(19,04) | |
− | + | LoadFrameWait(17,02) | |
− | + | LoadFrameWait(18,08) | |
− | + | LoadFrameWait(19,02) | |
− | + | QueueSpriteAnim(02,01) #queue effect animation 1 | |
− | + | LoadFrameWait(1f,02) | |
− | + | LoadFrameWait(20,02) | |
− | + | LoadFrameWait(21,02) | |
− | + | LoadFrameWait(1b,0a) | |
− | + | LoadFrameWait(1b,02) | |
− | + | WeaponSheatheCheck(-2) #loop last frame until can finish | |
− | + | LoadFrameWait(1b,04) | |
+ | EndAnimation() |
Latest revision as of 04:35, 11 October 2022
Front High Mod Swing LoadFrameWait(08,04) LoadFrameWait(06,02) LoadFrameWait(07,08) LoadFrameWait(08,02) QueueSpriteAnim(02,00) #Queues Effect animation 0. LoadFrameWait(0e,02) LoadFrameWait(0f,02) LoadFrameWait(10,02) LoadFrameWait(0a,0a) LoadFrameWait(0a,02) WeaponSheatheCheck2(-2) #repeats the last 2 command bytes until animation can complete LoadFrameWait(0a,04) EndAnimation() #Finishes the animation, deactivates graphic.
Back High Mod Swing LoadFrameWait(19,04) LoadFrameWait(17,02) LoadFrameWait(18,08) LoadFrameWait(19,02) QueueSpriteAnim(02,01) #queue effect animation 1 LoadFrameWait(1f,02) LoadFrameWait(20,02) LoadFrameWait(21,02) LoadFrameWait(1b,0a) LoadFrameWait(1b,02) WeaponSheatheCheck(-2) #loop last frame until can finish LoadFrameWait(1b,04) EndAnimation()