diff --git a/assets/common/abilities/sword/defensive_retreat.ron b/assets/common/abilities/sword/defensive_retreat.ron index 3ae407a660..0536aacbde 100644 --- a/assets/common/abilities/sword/defensive_retreat.ron +++ b/assets/common/abilities/sword/defensive_retreat.ron @@ -18,7 +18,7 @@ ComboMelee2( movement: ( buildup: None, swing: None, - recover: Some(Reverse(1.5)), + recover: Some(Reverse(1.0)), ), ori_modifier: 0.6, ), diff --git a/voxygen/anim/src/character/combomelee.rs b/voxygen/anim/src/character/combomelee.rs index c5a1d14bf2..9fd1f0a87c 100644 --- a/voxygen/anim/src/character/combomelee.rs +++ b/voxygen/anim/src/character/combomelee.rs @@ -582,6 +582,47 @@ impl Animation for ComboAnimation { _ => {}, } }, + Some("common.abilities.sword.defensive_retreat") => { + let (move1, move2, move3) = if strike == current_strike { + match stage_section { + Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), + Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0), + Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(2)), + _ => (0.0, 0.0, 0.0), + } + } else { + (1.0, 1.0, 0.0) + }; + + let move2_pre = move2.min(0.3) * 10.0 / 3.0; + + 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 * 0.7); + next.shorts.orientation = Quaternion::rotation_z(move1 * -0.3); + next.belt.orientation = Quaternion::rotation_z(move1 * -0.1); + next.head.orientation = Quaternion::rotation_z(move1 * -0.4); + next.foot_l.position += Vec3::new(0.0, move1 * -4.0, 0.0); + + next.chest.orientation.rotate_z(move2 * -1.5); + next.head.orientation.rotate_z(move2 * 0.9); + next.belt.orientation.rotate_z(move2 * 0.4); + next.shorts.orientation.rotate_z(move2 * 1.0); + next.control + .orientation + .rotate_y(move2 * -1.6 + move3 * 1.6); + next.control + .orientation + .rotate_z(move1 * 0.3 + move2 * -1.5 + move3 * -0.4); + next.control.position += Vec3::new(move2 * 12.0 + move3 * -12.0, 0.0, 0.0); + }, _ => {}, } }