Triple chop

This commit is contained in:
Sam 2023-05-13 11:30:59 -04:00
parent 80ab9c26ec
commit 3e8b2b283a
4 changed files with 127 additions and 2 deletions

View File

@ -17,6 +17,40 @@ ComboMelee2(
recover_duration: 0.1,
ori_modifier: 0.6,
),
(
melee_constructor: (
kind: Slash(
damage: 4,
poise: 5,
knockback: 0,
energy_regen: 5,
),
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,
),
(
melee_constructor: (
kind: Slash(
damage: 8,
poise: 5,
knockback: 0,
energy_regen: 5,
),
range: 3.0,
angle: 45.0,
),
buildup_duration: 0.2,
swing_duration: 0.05,
hit_timing: 0.5,
recover_duration: 0.15,
ori_modifier: 0.6,
),
],
energy_cost_per_strike: 0,
)

View File

@ -1,5 +1,5 @@
common-abilities-debug-possess = Possessing Arrow
.desc = A jump with the slashing leap to position of cursor.
.desc = Shoots a poisonous arrow. Lets you control your target.
common-abilities-hammer-leap = Smash of Doom
.desc = An AOE attack with knockback. Leaps to position of cursor.
common-abilities-bow-shotgun = Burst

View File

@ -138,7 +138,7 @@ impl SkillGroupKind {
pub fn skill_point_cost(self, level: u16) -> u32 {
use std::f32::consts::E;
match self {
Self::Weapon(ToolKind::Sword) => {
Self::Weapon(ToolKind::Sword | ToolKind::Axe) => {
let level = level as f32;
((400.0 * (level / (level + 20.0)).powi(2) + 5.0 * E.powf(0.025 * level))
.min(u32::MAX as f32) as u32)

View File

@ -879,6 +879,97 @@ impl Animation for ComboAnimation {
next.control.orientation.rotate_x(move2 * 2.7);
next.control.position += Vec3::new(0.0, move2 * -9.0, move2 * 17.0);
},
Some("common.abilities.axe.triple_chop") => {
let (move1, move2) = if strike == current_strike {
match stage_section {
Some(StageSection::Buildup) => {
next.main_weapon_trail = false;
next.off_weapon_trail = false;
(anim_time, 0.0)
},
Some(StageSection::Action) => (1.0, anim_time),
Some(StageSection::Recover) => {
next.main_weapon_trail = false;
next.off_weapon_trail = false;
(1.0, 1.0)
},
_ => (0.0, 0.0),
}
} else {
(1.0, 1.0)
};
let move1 = move1 * multi_strike_pullback;
let move2 = move2 * multi_strike_pullback;
match strike {
0 => {
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 + move1 * -1.0,
s_a.ac.1 + move1 * -4.0,
s_a.ac.2,
);
next.control.orientation =
Quaternion::rotation_x(s_a.ac.3 + move1 * -1.5)
* Quaternion::rotation_y(s_a.ac.4)
* Quaternion::rotation_z(s_a.ac.5 + move1 * 0.4);
next.chest.orientation.rotate_z(move1 * 0.4);
next.head.orientation.rotate_z(move1 * -0.2);
next.belt.orientation.rotate_z(move1 * -0.1);
next.shorts.orientation.rotate_z(move1 * -0.2);
next.chest.orientation.rotate_z(move2 * -0.6);
next.head.orientation.rotate_z(move2 * 0.3);
next.belt.orientation.rotate_z(move2 * 0.1);
next.shorts.orientation.rotate_z(move2 * 0.2);
next.control.orientation = next.control.orientation
* Quaternion::rotation_z(move2 * -0.5)
* Quaternion::rotation_x(move2 * -2.0);
next.control.orientation.rotate_y(move2 * -0.7);
next.control.position += Vec3::new(move2 * 15.0, 0.0, move2 * -4.0);
},
1 => {
next.chest.orientation.rotate_z(move1 * -0.2);
next.head.orientation.rotate_z(move1 * 0.1);
next.shorts.orientation.rotate_z(move1 * 0.1);
next.control.orientation.rotate_y(move1 * 0.9);
next.control.orientation.rotate_x(move1 * 1.5);
next.control.orientation.rotate_z(move1 * -0.4);
next.control.position += Vec3::new(move1 * 4.0, 0.0, move1 * 4.0);
next.chest.orientation.rotate_z(move2 * 0.6);
next.head.orientation.rotate_z(move2 * -0.3);
next.belt.orientation.rotate_z(move2 * -0.1);
next.shorts.orientation.rotate_z(move2 * -0.2);
next.control.orientation = next.control.orientation
* Quaternion::rotation_z(move2 * 0.5)
* Quaternion::rotation_x(move2 * -2.0);
next.control.orientation.rotate_y(move2 * 0.7);
next.control.position += Vec3::new(move2 * -15.0, 0.0, move2 * -4.0);
},
2 => {
next.control.orientation.rotate_z(move1 * -0.4);
next.control.orientation.rotate_x(move1 * 2.5);
next.control.orientation.rotate_z(move1 * -1.0);
next.control.position += Vec3::new(move1 * -3.0, 0.0, move1 * 4.0);
next.chest.orientation.rotate_z(move2 * -0.3);
next.head.orientation.rotate_z(move2 * 0.1);
next.shorts.orientation.rotate_z(move2 * 0.1);
next.control.orientation.rotate_x(move2 * -2.5);
next.control.orientation.rotate_z(move2 * -0.8);
next.control.position += Vec3::new(move2 * 5.0, 0.0, move2 * -6.0);
},
_ => {},
}
},
_ => {},
}
}