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Judgement
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244ffcf03e
commit
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@ -238,7 +238,7 @@
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Simple(Hammer(Rampart), "common.abilities.hammer.rampart"),
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Simple(Hammer(Tenacity), "common.abilities.hammer.tenacity"),
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Simple(Hammer(Earthshaker), "common.abilities.hammer.earthshaker"),
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// Simple(Hammer(Judgement), "common.abilities.hammer.judgement"),
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Simple(Hammer(Judgement), "common.abilities.hammer.judgement"),
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],
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),
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Tool(Bow): (
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22
assets/common/abilities/hammer/judgement.ron
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22
assets/common/abilities/hammer/judgement.ron
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@ -0,0 +1,22 @@
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FinisherMelee(
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energy_cost: 0,
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buildup_duration: 0.3,
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swing_duration: 0.2,
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recover_duration: 0.6,
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melee_constructor: (
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kind: Bash(
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damage: 25,
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poise: 30,
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knockback: 10,
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energy_regen: 0,
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),
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range: 4.0,
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angle: 15.0,
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damage_effect: Some(StunnedVulnerable(3.0)),
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),
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minimum_combo: 20,
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combo_consumption: Cost,
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meta: (
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contextual_stats: Some((context: PoiseResilience(60.0), field: Power)),
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),
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)
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@ -1,7 +1,7 @@
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FinisherMelee(
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energy_cost: 0,
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buildup_duration: 0.3,
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swing_duration: 0.2,
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buildup_duration: 0.5,
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swing_duration: 0.1,
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recover_duration: 0.7,
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melee_constructor: (
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kind: Bash(
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BIN
assets/voxygen/element/skills/hammer/judgement.png
(Stored with Git LFS)
Normal file
BIN
assets/voxygen/element/skills/hammer/judgement.png
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -449,3 +449,6 @@ common-abilities-hammer-seismic_shock = Seismic Shock
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common-abilities-hammer-earthshaker = Earthshaker
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.desc =
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Slam the head of your blood-soaked hammer into the ground, unleashing a shockwave that knocks the wind out of everyone around you.
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common-abilities-hammer-judgement = Judgement
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.desc =
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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 {
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StatField::BuffStrength => {
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stats.buff_strength += add;
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},
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StatField::Power => {
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stats.power += add;
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},
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}
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stats
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}
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@ -3079,6 +3082,7 @@ pub enum StatContext {
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pub enum StatField {
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EffectPower,
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BuffStrength,
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Power,
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}
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// TODO: Later move over things like energy and combo into here
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@ -519,19 +519,16 @@ impl Animation for FinisherMeleeAnimation {
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let move1 = move1 * pullback;
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let move2 = move2 * pullback;
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next.control.orientation.rotate_x(2.4 * move1);
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twist_back(&mut next, move1, 1.8, 0.9, 0.5, 1.1);
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next.control.orientation.rotate_x(move1 * 2.4);
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next.control.position += Vec3::new(-16.0, -8.0, 12.0) * move1;
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next.control.orientation.rotate_z(move1 * PI / 2.0);
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next.control.orientation.rotate_x(-0.6 * move1);
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next.control.position += Vec3::new(-8.0, 6.0, 24.0) * move1;
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next.chest.orientation.rotate_x(move1 * 0.5);
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next.torso.position += Vec3::new(0.0, 0.0, 8.0) * move1;
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next.control.orientation.rotate_x(move1 * 0.6);
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next.torso.position += Vec3::new(0.0, 0.0, -8.0) * move2;
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next.chest.orientation.rotate_x(-1.5 * move2);
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next.belt.orientation.rotate_x(0.3 * move2);
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next.shorts.orientation.rotate_x(0.6 * move2);
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next.control.orientation.rotate_x(-3.0 * move2);
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next.control.position += Vec3::new(0.0, 0.0, -16.0) * move2;
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twist_forward(&mut next, move2, 2.4, 1.1, 0.6, 1.4);
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next.control.orientation.rotate_x(move2 * -5.0);
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next.control.position += Vec3::new(4.0, 12.0, -12.0) * move2;
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next.control.orientation.rotate_z(move2 * 0.6);
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},
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Some("common.abilities.hammer.earthshaker") => {
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hammer_start(&mut next, s_a);
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@ -559,6 +556,32 @@ impl Animation for FinisherMeleeAnimation {
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next.control.position += Vec3::new(0.0, 0.0, -10.0) * move2;
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next.chest.orientation.rotate_x(move2 * -0.8);
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},
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Some("common.abilities.hammer.judgement") => {
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hammer_start(&mut next, s_a);
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let move1 = move1 * pullback;
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let move2 = move2 * pullback;
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next.control.orientation.rotate_x(2.4 * move1);
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next.control.orientation.rotate_z(move1 * PI / 2.0);
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next.control.orientation.rotate_x(-0.6 * move1);
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next.control.position += Vec3::new(-8.0, 6.0, 24.0) * move1;
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next.chest.orientation.rotate_x(move1 * 0.5);
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next.torso.position += Vec3::new(0.0, 0.0, 8.0) * move1;
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next.torso.position += Vec3::new(0.0, 0.0, -8.0) * move2;
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next.chest.orientation.rotate_x(-1.5 * move2);
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next.belt.orientation.rotate_x(0.3 * move2);
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next.shorts.orientation.rotate_x(0.6 * move2);
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next.control.orientation.rotate_x(-3.0 * move2);
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next.control.position += Vec3::new(0.0, 0.0, -16.0) * move2;
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},
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_ => {},
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}
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@ -335,6 +335,7 @@ image_ids! {
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hammer_thunderclap: "voxygen.element.skills.hammer.thunderclap",
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hammer_seismic_shock: "voxygen.element.skills.hammer.seismic_shock",
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hammer_earthshaker: "voxygen.element.skills.hammer.earthshaker",
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hammer_judgement: "voxygen.element.skills.hammer.judgement",
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// Skilltree Icons
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health_plus_skill: "voxygen.element.skills.skilltree.health_plus",
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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 {
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"common.abilities.hammer.thunderclap" => imgs.hammer_thunderclap,
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"common.abilities.hammer.seismic_shock" => imgs.hammer_seismic_shock,
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"common.abilities.hammer.earthshaker" => imgs.hammer_earthshaker,
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"common.abilities.hammer.judgement" => imgs.hammer_judgement,
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// Bow
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"common.abilities.bow.charged" => imgs.bow_m1,
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"common.abilities.bow.repeater" => imgs.bow_m2,
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