From 070c6d94a5c13cfd3020fd5db97d981a40e27964 Mon Sep 17 00:00:00 2001 From: Sam Date: Sat, 26 Nov 2022 15:58:20 -0500 Subject: [PATCH] Crippling stance skill abilities. --- .../abilities/sword/crippling_gouge.ron | 40 ++--- .../abilities/sword/crippling_hamstring.ron | 40 ++--- voxygen/anim/src/character/combomelee.rs | 162 +++++++++--------- 3 files changed, 113 insertions(+), 129 deletions(-) diff --git a/assets/common/abilities/sword/crippling_gouge.ron b/assets/common/abilities/sword/crippling_gouge.ron index dba2420527..8ae21fb9cd 100644 --- a/assets/common/abilities/sword/crippling_gouge.ron +++ b/assets/common/abilities/sword/crippling_gouge.ron @@ -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, -) \ No newline at end of file + energy_cost_per_strike: 20, + meta: ( + init_event: Some(EnterStance(Sword(Crippling))), + ), +) diff --git a/assets/common/abilities/sword/crippling_hamstring.ron b/assets/common/abilities/sword/crippling_hamstring.ron index dba2420527..caa4e0fd6e 100644 --- a/assets/common/abilities/sword/crippling_hamstring.ron +++ b/assets/common/abilities/sword/crippling_hamstring.ron @@ -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, -) \ No newline at end of file + energy_cost_per_strike: 20, + meta: ( + init_event: Some(EnterStance(Sword(Crippling))), + ), +) diff --git a/voxygen/anim/src/character/combomelee.rs b/voxygen/anim/src/character/combomelee.rs index 4268b3d511..2fb4cf4d12 100644 --- a/voxygen/anim/src/character/combomelee.rs +++ b/voxygen/anim/src/character/combomelee.rs @@ -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 {