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https://gitlab.com/veloren/veloren.git
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skill adjustments, ori changes
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parent
9084e93f8b
commit
2c74a86170
@ -2,7 +2,7 @@ BasicBeam(
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buildup_duration: 0.25,
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recover_duration: 0.25,
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beam_duration: 1.0,
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damage: 50,
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damage: 35,
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tick_rate: 3.0,
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range: 20.0,
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max_angle: 15.0,
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@ -10,10 +10,10 @@ DashMelee(
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angle: 45.0,
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energy_drain: 0,
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forward_speed: 4.0,
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buildup_duration: 0.25,
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buildup_duration: 0.6,
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charge_duration: 1.2,
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swing_duration: 0.1,
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recover_duration: 0.5,
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recover_duration: 0.9,
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charge_through: true,
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is_interruptible: true,
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)
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@ -10,7 +10,7 @@ ComboMelee(
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range: 3.5,
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angle: 50.0,
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base_buildup_duration: 0.4,
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base_swing_duration: 0.06,
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base_swing_duration: 0.08,
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base_recover_duration: 0.5,
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forward_movement: 2.5,
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),
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@ -23,9 +23,9 @@ ComboMelee(
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knockback: 12.0,
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range: 3.5,
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angle: 30.0,
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base_buildup_duration: 0.5,
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base_buildup_duration: 0.7,
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base_swing_duration: 0.1,
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base_recover_duration: 0.5,
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base_recover_duration: 0.7,
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forward_movement: 2.0,
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),
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],
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@ -68,7 +68,7 @@ impl CharacterBehavior for Data {
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},
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}
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handle_orientation(data, &mut update, 0.3);
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handle_orientation(data, &mut update, 0.6);
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handle_move(data, &mut update, 0.4);
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handle_jump(data, &mut update, 1.0);
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@ -37,6 +37,8 @@ impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0);
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match self.stage_section {
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StageSection::Buildup => {
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if self.timer < self.static_data.buildup_duration {
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@ -52,6 +52,7 @@ impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 0.6);
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handle_move(data, &mut update, 0.4);
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handle_jump(data, &mut update, 1.0);
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@ -47,7 +47,7 @@ impl CharacterBehavior for Data {
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let mut update = StateUpdate::from(data);
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// Smooth orientation
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handle_orientation(data, &mut update, 1.0);
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handle_orientation(data, &mut update, 1.3);
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match self.stage_section {
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StageSection::Buildup => {
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@ -233,8 +233,8 @@ impl Animation for SwimAnimation {
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next.torso.orientation = Quaternion::rotation_x(
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(((1.0 / switch) * PI / 2.0 + avg_vel.z * 0.12).min(1.57) - PI / 2.0)
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+ avgspeed * avg_vel.z * -0.003,
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) * Quaternion::rotation_y(tilt * 8.0)
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* Quaternion::rotation_z(tilt * 8.0);
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) * Quaternion::rotation_y(tilt * 2.0)
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* Quaternion::rotation_z(tilt * 3.0);
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next.torso.scale = Vec3::one() / 11.0 * s_a.scaler;
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match hands {
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(Some(Hands::One), _) => match active_tool_kind {
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