Judgement

This commit is contained in:
Sam 2024-03-29 22:12:56 -04:00
parent 244ffcf03e
commit 0dc261c70a
9 changed files with 71 additions and 14 deletions

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@ -238,7 +238,7 @@
Simple(Hammer(Rampart), "common.abilities.hammer.rampart"),
Simple(Hammer(Tenacity), "common.abilities.hammer.tenacity"),
Simple(Hammer(Earthshaker), "common.abilities.hammer.earthshaker"),
// Simple(Hammer(Judgement), "common.abilities.hammer.judgement"),
Simple(Hammer(Judgement), "common.abilities.hammer.judgement"),
],
),
Tool(Bow): (

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@ -0,0 +1,22 @@
FinisherMelee(
energy_cost: 0,
buildup_duration: 0.3,
swing_duration: 0.2,
recover_duration: 0.6,
melee_constructor: (
kind: Bash(
damage: 25,
poise: 30,
knockback: 10,
energy_regen: 0,
),
range: 4.0,
angle: 15.0,
damage_effect: Some(StunnedVulnerable(3.0)),
),
minimum_combo: 20,
combo_consumption: Cost,
meta: (
contextual_stats: Some((context: PoiseResilience(60.0), field: Power)),
),
)

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@ -1,7 +1,7 @@
FinisherMelee(
energy_cost: 0,
buildup_duration: 0.3,
swing_duration: 0.2,
buildup_duration: 0.5,
swing_duration: 0.1,
recover_duration: 0.7,
melee_constructor: (
kind: Bash(

BIN
assets/voxygen/element/skills/hammer/judgement.png (Stored with Git LFS) Normal file

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@ -449,3 +449,6 @@ common-abilities-hammer-seismic_shock = Seismic Shock
common-abilities-hammer-earthshaker = Earthshaker
.desc =
Slam the head of your blood-soaked hammer into the ground, unleashing a shockwave that knocks the wind out of everyone around you.
common-abilities-hammer-judgement = Judgement
.desc =
Bring your hammer down on your foe with all your weight, potentially killing them outright if they are staggered.

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@ -3059,6 +3059,9 @@ impl StatAdj {
StatField::BuffStrength => {
stats.buff_strength += add;
},
StatField::Power => {
stats.power += add;
},
}
stats
}
@ -3079,6 +3082,7 @@ pub enum StatContext {
pub enum StatField {
EffectPower,
BuffStrength,
Power,
}
// TODO: Later move over things like energy and combo into here

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@ -519,19 +519,16 @@ impl Animation for FinisherMeleeAnimation {
let move1 = move1 * pullback;
let move2 = move2 * pullback;
next.control.orientation.rotate_x(2.4 * move1);
twist_back(&mut next, move1, 1.8, 0.9, 0.5, 1.1);
next.control.orientation.rotate_x(move1 * 2.4);
next.control.position += Vec3::new(-16.0, -8.0, 12.0) * move1;
next.control.orientation.rotate_z(move1 * PI / 2.0);
next.control.orientation.rotate_x(-0.6 * move1);
next.control.position += Vec3::new(-8.0, 6.0, 24.0) * move1;
next.chest.orientation.rotate_x(move1 * 0.5);
next.torso.position += Vec3::new(0.0, 0.0, 8.0) * move1;
next.control.orientation.rotate_x(move1 * 0.6);
next.torso.position += Vec3::new(0.0, 0.0, -8.0) * move2;
next.chest.orientation.rotate_x(-1.5 * move2);
next.belt.orientation.rotate_x(0.3 * move2);
next.shorts.orientation.rotate_x(0.6 * move2);
next.control.orientation.rotate_x(-3.0 * move2);
next.control.position += Vec3::new(0.0, 0.0, -16.0) * move2;
twist_forward(&mut next, move2, 2.4, 1.1, 0.6, 1.4);
next.control.orientation.rotate_x(move2 * -5.0);
next.control.position += Vec3::new(4.0, 12.0, -12.0) * move2;
next.control.orientation.rotate_z(move2 * 0.6);
},
Some("common.abilities.hammer.earthshaker") => {
hammer_start(&mut next, s_a);
@ -559,6 +556,32 @@ impl Animation for FinisherMeleeAnimation {
next.control.position += Vec3::new(0.0, 0.0, -10.0) * move2;
next.chest.orientation.rotate_x(move2 * -0.8);
},
Some("common.abilities.hammer.judgement") => {
hammer_start(&mut next, s_a);
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let move1 = move1 * pullback;
let move2 = move2 * pullback;
next.control.orientation.rotate_x(2.4 * move1);
next.control.orientation.rotate_z(move1 * PI / 2.0);
next.control.orientation.rotate_x(-0.6 * move1);
next.control.position += Vec3::new(-8.0, 6.0, 24.0) * move1;
next.chest.orientation.rotate_x(move1 * 0.5);
next.torso.position += Vec3::new(0.0, 0.0, 8.0) * move1;
next.torso.position += Vec3::new(0.0, 0.0, -8.0) * move2;
next.chest.orientation.rotate_x(-1.5 * move2);
next.belt.orientation.rotate_x(0.3 * move2);
next.shorts.orientation.rotate_x(0.6 * move2);
next.control.orientation.rotate_x(-3.0 * move2);
next.control.position += Vec3::new(0.0, 0.0, -16.0) * move2;
},
_ => {},
}

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@ -335,6 +335,7 @@ image_ids! {
hammer_thunderclap: "voxygen.element.skills.hammer.thunderclap",
hammer_seismic_shock: "voxygen.element.skills.hammer.seismic_shock",
hammer_earthshaker: "voxygen.element.skills.hammer.earthshaker",
hammer_judgement: "voxygen.element.skills.hammer.judgement",
// Skilltree Icons
health_plus_skill: "voxygen.element.skills.skilltree.health_plus",
energy_plus_skill: "voxygen.element.skills.skilltree.energy_plus",

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@ -661,6 +661,7 @@ pub fn ability_image(imgs: &img_ids::Imgs, ability_id: &str) -> image::Id {
"common.abilities.hammer.thunderclap" => imgs.hammer_thunderclap,
"common.abilities.hammer.seismic_shock" => imgs.hammer_seismic_shock,
"common.abilities.hammer.earthshaker" => imgs.hammer_earthshaker,
"common.abilities.hammer.judgement" => imgs.hammer_judgement,
// Bow
"common.abilities.bow.charged" => imgs.bow_m1,
"common.abilities.bow.repeater" => imgs.bow_m2,