T1 High Mod Unarmed
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5C04 LoadFrameWait(5C, 04) FFCD MoveBackward2() 5D08 LoadFrameWait(5D, 04) #unit is rearing their arm back to punch FFD400 PlayAttackSound(00) #woosh 5C02 LoadFrameWait(5C, 02) #unit starts to thrust their fist upwards 5E02 LoadFrameWait(5E, 02) FFD1 MoveForward2() 5F02 LoadFrameWait(5F, 02) FFDE PostGenericAttack() #damage, target, and rebounding animations are calulcated FFD401 PlayAttackSound(01) #play hit sound FFD1 MoveForward2() 600E LoadFrameWait(60, 0E) 6002 LoadFrameWait(60, 02) #fist against target until damage numbers fade FFD6FE WeaponSheatheCheck2(-2) 5F02 LoadFrameWait(5F, 02) FFCE Movebackward1() 5E04 LoadFrameWait(5E, 04) #unit pulls their arms back after attack FFFF PauseAnimation() 8D04 LoadFrameWait(8D, 04) FFCD MoveBackward2() 8E08 LoadFrameWait(8E, 08) FFD400 PlayAttackSound(00) #woosh 8D02 LoadFrameWait(8D, 02) 8F02 LoadFrameWait(8F, 02) FFD1 MoveForward2() 9002 LoadFrameWait(90, 02) FFDE PostGenericAttack() #calculate damage, tar and rebound anims FFD401 PlayAttackSound(01) #hit FFD1 MoveForward2() 910E LoadFrameWait(91, 0E) 9102 LoadFrameWait(91, 02) #fist up against target until damage numbers fade FFD6FE WeaponSheatheCheck2(-2) 9002 LoadFrameWait(90, 02) FFCE Movebackward1() 8F04 LoadFrameWait(8F, 04) #arm back FFFF PauseAnimation()