Earthshaker

This commit is contained in:
Sam 2024-03-29 21:06:02 -04:00
parent 171125e73e
commit 244ffcf03e
7 changed files with 60 additions and 1 deletions

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@ -237,7 +237,7 @@
Simple(Hammer(HelmCrusher), "common.abilities.hammer.helm_crusher"),
Simple(Hammer(Rampart), "common.abilities.hammer.rampart"),
Simple(Hammer(Tenacity), "common.abilities.hammer.tenacity"),
// Simple(Hammer(Earthshaker), "common.abilities.hammer.earthshaker"),
Simple(Hammer(Earthshaker), "common.abilities.hammer.earthshaker"),
// Simple(Hammer(Judgement), "common.abilities.hammer.judgement"),
],
),

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@ -0,0 +1,25 @@
FinisherMelee(
energy_cost: 0,
buildup_duration: 0.4,
swing_duration: 0.2,
recover_duration: 0.7,
melee_constructor: (
kind: Bash(
damage: 40,
poise: 50,
knockback: 10,
energy_regen: 0,
),
range: 6.0,
angle: 360.0,
multi_target: Some(Normal),
damage_effect: Some(Buff((
kind: Winded,
dur_secs: 5.0,
strength: Value(2.0),
chance: 1.0,
))),
),
minimum_combo: 20,
combo_consumption: Cost,
)

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

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@ -446,3 +446,6 @@ common-abilities-hammer-thunderclap = Thunderclap
common-abilities-hammer-seismic_shock = Seismic Shock
.desc =
After buildup up enough momentum in your hammer, strike the ground with enough force that it erupts outward, throwing your foes into the air.
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.

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@ -533,6 +533,32 @@ impl Animation for FinisherMeleeAnimation {
next.control.orientation.rotate_x(-3.0 * move2);
next.control.position += Vec3::new(0.0, 0.0, -16.0) * move2;
},
Some("common.abilities.hammer.earthshaker") => {
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.hand_l.orientation.rotate_y(move1 * -PI);
next.hand_r.orientation.rotate_y(move1 * -PI);
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, 0.0, 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.control.orientation.rotate_x(move2 * -0.8);
next.control.position += Vec3::new(0.0, 0.0, -10.0) * move2;
next.chest.orientation.rotate_x(move2 * -0.8);
},
_ => {},
}

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@ -334,6 +334,7 @@ image_ids! {
hammer_tenacity: "voxygen.element.skills.hammer.tenacity",
hammer_thunderclap: "voxygen.element.skills.hammer.thunderclap",
hammer_seismic_shock: "voxygen.element.skills.hammer.seismic_shock",
hammer_earthshaker: "voxygen.element.skills.hammer.earthshaker",
// Skilltree Icons
health_plus_skill: "voxygen.element.skills.skilltree.health_plus",
energy_plus_skill: "voxygen.element.skills.skilltree.energy_plus",

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@ -660,6 +660,7 @@ pub fn ability_image(imgs: &img_ids::Imgs, ability_id: &str) -> image::Id {
"common.abilities.hammer.tenacity" => imgs.hammer_tenacity,
"common.abilities.hammer.thunderclap" => imgs.hammer_thunderclap,
"common.abilities.hammer.seismic_shock" => imgs.hammer_seismic_shock,
"common.abilities.hammer.earthshaker" => imgs.hammer_earthshaker,
// Bow
"common.abilities.bow.charged" => imgs.bow_m1,
"common.abilities.bow.repeater" => imgs.bow_m2,