Crippling stance skill abilities.

This commit is contained in:
Sam 2022-11-26 15:58:20 -05:00
parent d544010c05
commit 070c6d94a5
3 changed files with 113 additions and 129 deletions

View File

@ -1,39 +1,31 @@
ComboMelee2(
strikes: [
(
melee_constructor: (
kind: Slash(
damage: 5,
poise: 0,
knockback: 0,
energy_regen: 5,
),
range: 3.0,
angle: 45.0,
),
buildup_duration: 0.15,
swing_duration: 0.05,
hit_timing: 0.5,
recover_duration: 0.1,
ori_modifier: 0.6,
),
(
melee_constructor: (
kind: Slash(
damage: 10,
poise: 0,
knockback: 0,
energy_regen: 7.5,
energy_regen: 5,
),
range: 3.0,
range: 4.0,
angle: 45.0,
damage_effect: Some(Buff((
kind: Bleeding,
dur_secs: 8.0,
strength: DamageFraction(0.25),
chance: 1.0,
))),
),
buildup_duration: 0.1,
buildup_duration: 0.2,
swing_duration: 0.1,
hit_timing: 0.5,
recover_duration: 0.2,
hit_timing: 0.6,
recover_duration: 0.4,
ori_modifier: 0.6,
),
],
energy_cost_per_strike: 0,
)
energy_cost_per_strike: 20,
meta: (
init_event: Some(EnterStance(Sword(Crippling))),
),
)

View File

@ -3,37 +3,29 @@ ComboMelee2(
(
melee_constructor: (
kind: Slash(
damage: 5,
damage: 15,
poise: 0,
knockback: 0,
energy_regen: 5,
),
range: 3.0,
range: 4.0,
angle: 45.0,
damage_effect: Some(Buff((
kind: Crippled,
dur_secs: 15.0,
strength: Value(0.25),
chance: 1.0,
))),
),
buildup_duration: 0.15,
swing_duration: 0.05,
hit_timing: 0.5,
recover_duration: 0.1,
ori_modifier: 0.6,
),
(
melee_constructor: (
kind: Slash(
damage: 10,
poise: 0,
knockback: 0,
energy_regen: 7.5,
),
range: 3.0,
angle: 45.0,
),
buildup_duration: 0.1,
buildup_duration: 0.2,
swing_duration: 0.1,
hit_timing: 0.5,
recover_duration: 0.2,
hit_timing: 0.6,
recover_duration: 0.3,
ori_modifier: 0.6,
),
],
energy_cost_per_strike: 0,
)
energy_cost_per_strike: 20,
meta: (
init_event: Some(EnterStance(Sword(Crippling))),
),
)

View File

@ -318,6 +318,87 @@ impl Animation for ComboAnimation {
.rotate_z(move1 * 0.3 + move2 * -1.5);
next.control.position += Vec3::new(move2 * 12.0, 0.0, 0.0);
},
Some("common.abilities.sword.crippling_gouge") => {
let (move1, move2) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
Some(StageSection::Action) => (1.0, anim_time.powi(2)),
Some(StageSection::Recover) => (1.0, 1.0),
_ => (0.0, 0.0),
};
let move1 = move1 * multi_strike_pullback;
let move2 = move2 * multi_strike_pullback;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation = Quaternion::rotation_z(move1 * -1.5);
next.head.orientation = Quaternion::rotation_z(move1 * 1.1);
next.belt.orientation = Quaternion::rotation_z(move1 * 0.4);
next.shorts.orientation = Quaternion::rotation_z(move1 * 1.0);
next.control.orientation.rotate_y(move1 * -1.9);
next.control.orientation.rotate_z(move1 * 0.7);
next.control.position += Vec3::new(move1 * 10.0, 0.0, move1 * 9.0);
next.chest.orientation.rotate_z(move2 * 1.4);
next.head.orientation.rotate_z(move2 * -0.9);
next.belt.orientation.rotate_z(move2 * -0.4);
next.shorts.orientation.rotate_z(move2 * -0.9);
next.control.orientation.rotate_z(move2 * -1.4);
next.control.position += Vec3::new(0.0, move2 * 6.0, move2 * -3.0);
},
Some("common.abilities.sword.crippling_hamstring") => {
let (move1, move2) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
Some(StageSection::Action) => (1.0, anim_time.powi(2)),
Some(StageSection::Recover) => (1.0, 1.0),
_ => (0.0, 0.0),
};
let move2alt = move2.min(0.5) * 2.0;
let move2 = (move2.max(0.5) - 0.5) * 2.0;
let move1 = move1 * multi_strike_pullback;
let move2 = move2 * multi_strike_pullback;
let move2alt = move2alt * multi_strike_pullback;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3)
* Quaternion::rotation_z((move2alt + move2) * -PI / 4.0);
next.chest.orientation = Quaternion::rotation_z(move1 * 1.3)
* Quaternion::rotation_x(move2alt * -0.3);
next.head.orientation = Quaternion::rotation_z(move1 * -0.8 + move2 * 1.0)
* Quaternion::rotation_x(move2alt * 0.1);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.4)
* Quaternion::rotation_x(move2alt * 0.3);
next.shorts.orientation = Quaternion::rotation_z(move1 * -1.0 + move2 * 1.0)
* Quaternion::rotation_x(move2alt * 0.5);
next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.8);
next.foot_l.position += Vec3::new(0.0, move1 * -4.0, 0.0);
next.control.orientation.rotate_x(move1 * 0.4);
next.foot_r.position += Vec3::new(0.0, move2alt * 4.0, 0.0);
next.shorts.position +=
Vec3::new(move2alt * 1.0, move2alt * 2.0, move2alt * 0.0);
next.control
.orientation
.rotate_x(move2alt * -0.8 + move2 * -0.6);
next.chest.orientation.rotate_z(move2 * -1.7);
next.control.orientation.rotate_z(move2 * -1.1);
next.control.position += Vec3::new(move2 * 14.0, move2 * 3.0, move2 * 6.0);
},
Some("common.abilities.sword.offensive_combo") => {
let (move1, move2) = if strike == current_strike {
match stage_section {
@ -475,87 +556,6 @@ impl Animation for ComboAnimation {
_ => {},
}
},
Some("common.abilities.sword.crippling_gouge") => {
let (move1, move2) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
Some(StageSection::Action) => (1.0, anim_time.powi(2)),
Some(StageSection::Recover) => (1.0, 1.0),
_ => (0.0, 0.0),
};
let move1 = move1 * multi_strike_pullback;
let move2 = move2 * multi_strike_pullback;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation = Quaternion::rotation_z(move1 * -1.5);
next.head.orientation = Quaternion::rotation_z(move1 * 1.1);
next.belt.orientation = Quaternion::rotation_z(move1 * 0.4);
next.shorts.orientation = Quaternion::rotation_z(move1 * 1.0);
next.control.orientation.rotate_y(move1 * -1.9);
next.control.orientation.rotate_z(move1 * 0.7);
next.control.position += Vec3::new(move1 * 10.0, 0.0, move1 * 9.0);
next.chest.orientation.rotate_z(move2 * 1.4);
next.head.orientation.rotate_z(move2 * -0.9);
next.belt.orientation.rotate_z(move2 * -0.4);
next.shorts.orientation.rotate_z(move2 * -0.9);
next.control.orientation.rotate_z(move2 * -1.4);
next.control.position += Vec3::new(0.0, move2 * 6.0, move2 * -3.0);
},
Some("common.abilities.sword.crippling_strike") => {
let (move1, move2) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
Some(StageSection::Action) => (1.0, anim_time.powi(2)),
Some(StageSection::Recover) => (1.0, 1.0),
_ => (0.0, 0.0),
};
let move2alt = move2.min(0.5) * 2.0;
let move2 = (move2.max(0.5) - 0.5) * 2.0;
let move1 = move1 * multi_strike_pullback;
let move2 = move2 * multi_strike_pullback;
let move2alt = move2alt * multi_strike_pullback;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3)
* Quaternion::rotation_z((move2alt + move2) * -PI / 4.0);
next.chest.orientation = Quaternion::rotation_z(move1 * 1.3)
* Quaternion::rotation_x(move2alt * -0.3);
next.head.orientation = Quaternion::rotation_z(move1 * -0.8 + move2 * 1.0)
* Quaternion::rotation_x(move2alt * 0.1);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.4)
* Quaternion::rotation_x(move2alt * 0.3);
next.shorts.orientation = Quaternion::rotation_z(move1 * -1.0 + move2 * 1.0)
* Quaternion::rotation_x(move2alt * 0.5);
next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.8);
next.foot_l.position += Vec3::new(0.0, move1 * -4.0, 0.0);
next.control.orientation.rotate_x(move1 * 0.4);
next.foot_r.position += Vec3::new(0.0, move2alt * 4.0, 0.0);
next.shorts.position +=
Vec3::new(move2alt * 1.0, move2alt * 2.0, move2alt * 0.0);
next.control
.orientation
.rotate_x(move2alt * -0.8 + move2 * -0.6);
next.chest.orientation.rotate_z(move2 * -1.7);
next.control.orientation.rotate_z(move2 * -1.1);
next.control.position += Vec3::new(move2 * 14.0, move2 * 3.0, move2 * 6.0);
},
Some("common.abilities.sword.cleaving_combo") => {
let (move1, move2) = if strike == current_strike {
match stage_section {