diff --git a/assets/common/abilities/sword/offensive_finisher.ron b/assets/common/abilities/sword/offensive_finisher.ron index 9fe0028a89..5b18883926 100644 --- a/assets/common/abilities/sword/offensive_finisher.ron +++ b/assets/common/abilities/sword/offensive_finisher.ron @@ -1,7 +1,7 @@ FinisherMelee( - energy_cost: /*40*/0, + energy_cost: 40, buildup_duration: 0.4, - swing_duration: 0.1, + swing_duration: 0.05, recover_duration: 0.4, melee_constructor: ( kind: Slash( @@ -23,7 +23,7 @@ FinisherMelee( target: Attack, kind: Linear, )), - minimum_combo: /*10*/0, + minimum_combo: 10, meta: ( kind: Some(Sword(Offensive)), ), diff --git a/voxygen/anim/src/character/finishermelee.rs b/voxygen/anim/src/character/finishermelee.rs index 75f6a7a525..b4a4c3ba90 100644 --- a/voxygen/anim/src/character/finishermelee.rs +++ b/voxygen/anim/src/character/finishermelee.rs @@ -31,7 +31,7 @@ impl Animation for FinisherMeleeAnimation { match ability_id { Some("common.abilities.sword.balanced_finisher") => { let (move1, move2, move3) = match stage_section { - Some(StageSection::Buildup) => (anim_time.powf(0.25).min(1.0), 0.0, 0.0), + Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), Some(StageSection::Action) => (1.0, anim_time.powf(0.1), 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)), _ => (0.0, 0.0, 0.0), @@ -57,6 +57,47 @@ impl Animation for FinisherMeleeAnimation { next.belt.orientation = Quaternion::rotation_z(move1 * -0.25 + move2 * 0.2); next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5 + move2 * 0.4); }, + Some("common.abilities.sword.offensive_finisher") => { + let (move1, move2, move3) = 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(4)), + _ => (0.0, 0.0, 0.0), + }; + + 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.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 * 0.9); + next.head.orientation = Quaternion::rotation_z(move1 * -0.4); + next.belt.orientation = Quaternion::rotation_z(move1 * -0.25); + next.shorts.orientation = Quaternion::rotation_z(move1 * -0.6); + next.foot_l.orientation = Quaternion::rotation_z(move1 * 0.8); + next.foot_l.position += Vec3::new(0.0, move1 * -5.0, 0.0); + next.control.orientation.rotate_x(move1 * 1.2); + next.control.position += Vec3::new(0.0, 0.0, move1 * 6.0); + + next.chest.orientation.rotate_z(move2 * -1.7); + next.head.orientation.rotate_z(move2 * 0.8); + next.belt.orientation.rotate_z(move2 * 0.5); + next.shorts.orientation.rotate_z(move2 * 1.1); + next.foot_l.orientation.rotate_z(move2 * -0.8); + next.foot_l.position += Vec3::new(0.0, move2 * 5.0, 0.0); + next.control.orientation.rotate_x(move2 * -2.3); + next.control.orientation.rotate_z(move2 * 0.6); + next.control.position += Vec3::new(0.0, 0.0, move2 * -10.0); + + next.chest.orientation.rotate_z(move3 * 0.6); + next.head.orientation.rotate_z(move3 * -0.2); + next.shorts.orientation.rotate_z(move3 * -0.2); + next.control.position += Vec3::new(0.0, 0.0, move3 * 4.0); + next.control.orientation.rotate_x(move3 * 0.6); + }, _ => {}, }