Fierce raze

This commit is contained in:
Sam 2023-05-19 15:57:17 -04:00
parent 4b398fb1cf
commit 1548db3760
5 changed files with 141 additions and 24 deletions

View File

@ -161,7 +161,13 @@
), ),
Simple(Axe(Rake), "common.abilities.axe.rake"), Simple(Axe(Rake), "common.abilities.axe.rake"),
Simple(Axe(Bloodfeast), "common.abilities.axe.bloodfeast"), Simple(Axe(Bloodfeast), "common.abilities.axe.bloodfeast"),
Simple(Axe(FierceRaze), "common.abilities.axe.fierce_raze"), Contextualized(
pseudo_id: "common.abilities.axe.fierce_raze",
abilities: [
([DualWieldingSameKind], (Axe(FierceRaze), "common.abilities.axe.dual_fierce_raze")),
([], (Axe(FierceRaze), "common.abilities.axe.fierce_raze")),
],
),
Simple(Axe(Furor), "common.abilities.axe.furor"), Simple(Axe(Furor), "common.abilities.axe.furor"),
Simple(Axe(Fracture), "common.abilities.axe.fracture"), Simple(Axe(Fracture), "common.abilities.axe.fracture"),
Simple(Axe(Lacerate), "common.abilities.axe.lacerate"), Simple(Axe(Lacerate), "common.abilities.axe.lacerate"),

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@ -0,0 +1,20 @@
RapidMelee(
buildup_duration: 0.1,
swing_duration: 0.1,
recover_duration: 0.1,
melee_constructor: (
kind: Slash(
damage: 8,
poise: 5,
knockback: 0,
energy_regen: 0,
),
range: 6.0,
angle: 10.0,
simultaneous_hits: 2,
),
energy_cost: 5,
max_strikes: Some(5),
move_modifier: 0.35,
ori_modifier: 0.25,
)

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@ -1,22 +1,19 @@
ComboMelee2( RapidMelee(
strikes: [ buildup_duration: 0.1,
( swing_duration: 0.1,
melee_constructor: ( recover_duration: 0.1,
kind: Slash( melee_constructor: (
damage: 4, kind: Slash(
poise: 5, damage: 8,
knockback: 0, poise: 5,
energy_regen: 5, knockback: 0,
), energy_regen: 0,
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,
), ),
], range: 6.0,
energy_cost_per_strike: 0, angle: 10.0,
) ),
energy_cost: 3,
max_strikes: Some(5),
move_modifier: 0.35,
ori_modifier: 0.25,
)

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@ -1049,7 +1049,7 @@ impl Animation for ComboAnimation {
next.control.position = Vec3::new(s_a.ac.0 + move1 * 8.0, s_a.ac.1, s_a.ac.2); next.control.position = Vec3::new(s_a.ac.0 + move1 * 8.0, s_a.ac.1, s_a.ac.2);
next.control.orientation = Quaternion::rotation_x(s_a.ac.3 - move1 * 2.5) next.control.orientation = Quaternion::rotation_x(s_a.ac.3 - move1 * 2.5)
* Quaternion::rotation_y(s_a.ac.4) * Quaternion::rotation_y(s_a.ac.4)
* Quaternion::rotation_z(s_a.ac.5 + move1 * 0.7); * Quaternion::rotation_z(s_a.ac.5 + move1 * (0.7 - PI));
next.chest.orientation.rotate_z(move1 * -0.5); next.chest.orientation.rotate_z(move1 * -0.5);
next.head.orientation.rotate_z(move1 * 0.3); next.head.orientation.rotate_z(move1 * 0.3);

View File

@ -239,7 +239,6 @@ impl Animation for RapidMeleeAnimation {
next.control.orientation.rotate_z(move2d * -2.7); next.control.orientation.rotate_z(move2d * -2.7);
next.control.position += Vec3::new(move2d * 12.0, 0.0, move2a * -6.0); next.control.position += Vec3::new(move2d * 12.0, 0.0, move2a * -6.0);
}, },
Some("common.abilities.sword.crippling_mutilate") => { Some("common.abilities.sword.crippling_mutilate") => {
let (move1, move2, move3) = match stage_section { let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
@ -283,6 +282,101 @@ impl Animation for RapidMeleeAnimation {
next.control.orientation.rotate_z(move2 * 1.2); next.control.orientation.rotate_z(move2 * 1.2);
next.control.position += Vec3::new(0.0, move2 * 14.0, move2 * 12.0); next.control.position += Vec3::new(0.0, move2 * 14.0, move2 * 12.0);
}, },
Some("common.abilities.axe.fierce_raze") => {
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
Some(StageSection::Action) => (
1.0,
anim_time.min(0.5).mul(2.0) - anim_time.max(0.5).sub(0.5).mul(2.0),
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;
if anim_time > 0.5 {
next.main_weapon_trail = false;
next.off_weapon_trail = false;
}
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
* Quaternion::rotation_y(s_a.ac.4)
* Quaternion::rotation_z(s_a.ac.5 + move1 * -PI);
next.chest.orientation.rotate_z(move1 * 0.7);
next.head.orientation.rotate_z(move1 * -0.3);
next.belt.orientation.rotate_z(move1 * -0.2);
next.shorts.orientation.rotate_z(move1 * -0.4);
next.control.orientation.rotate_x(move1 * -2.1);
next.control.orientation.rotate_z(move1 * -0.5);
next.control.position += Vec3::new(move1 * 6.0, move1 * -3.0, 0.0);
next.control.orientation.rotate_y(move1 * -0.3);
next.chest.orientation.rotate_z(move2 * -1.8);
next.head.orientation.rotate_z(move2 * 0.8);
next.belt.orientation.rotate_z(move2 * 0.4);
next.shorts.orientation.rotate_z(move2 * 1.1);
next.control.orientation.rotate_x(move2 * -2.7);
next.control.position += Vec3::new(move2 * 4.0, 0.0, move2 * -7.0);
},
Some("common.abilities.axe.dual_fierce_raze") => {
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
Some(StageSection::Action) => (
1.0,
anim_time.min(0.5).mul(2.0) - anim_time.max(0.5).sub(0.5).mul(2.0),
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;
if anim_time > 0.5 {
next.main_weapon_trail = false;
next.off_weapon_trail = false;
}
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2 + -4.0);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
* Quaternion::rotation_y(s_a.ac.4)
* Quaternion::rotation_z(s_a.ac.5);
next.control_r.position += Vec3::new(8.0, 0.0, 0.0);
next.chest.orientation.rotate_z(move1 * 0.7);
next.head.orientation.rotate_z(move1 * -0.3);
next.belt.orientation.rotate_z(move1 * -0.2);
next.shorts.orientation.rotate_z(move1 * -0.4);
next.control.orientation.rotate_x(move1 * -2.1);
next.control.orientation.rotate_z(move1 * -0.5);
next.control.position += Vec3::new(move1 * 6.0, move1 * -3.0, 0.0);
next.control.orientation.rotate_y(move1 * -0.3);
next.chest.orientation.rotate_z(move2 * -1.8);
next.head.orientation.rotate_z(move2 * 0.8);
next.belt.orientation.rotate_z(move2 * 0.4);
next.shorts.orientation.rotate_z(move2 * 1.1);
next.control.orientation.rotate_x(move2 * -2.7);
next.control.position += Vec3::new(move2 * 4.0, 0.0, move2 * -7.0);
},
_ => {}, _ => {},
} }