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Triple chop
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parent
80ab9c26ec
commit
3e8b2b283a
@ -17,6 +17,40 @@ ComboMelee2(
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recover_duration: 0.1,
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ori_modifier: 0.6,
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),
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(
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melee_constructor: (
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kind: Slash(
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damage: 4,
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poise: 5,
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knockback: 0,
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energy_regen: 5,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.15,
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swing_duration: 0.05,
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hit_timing: 0.5,
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recover_duration: 0.1,
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ori_modifier: 0.6,
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),
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(
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melee_constructor: (
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kind: Slash(
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damage: 8,
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poise: 5,
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knockback: 0,
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energy_regen: 5,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.2,
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swing_duration: 0.05,
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hit_timing: 0.5,
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recover_duration: 0.15,
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ori_modifier: 0.6,
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),
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],
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energy_cost_per_strike: 0,
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)
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@ -1,5 +1,5 @@
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common-abilities-debug-possess = Possessing Arrow
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.desc = A jump with the slashing leap to position of cursor.
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.desc = Shoots a poisonous arrow. Lets you control your target.
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common-abilities-hammer-leap = Smash of Doom
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.desc = An AOE attack with knockback. Leaps to position of cursor.
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common-abilities-bow-shotgun = Burst
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@ -138,7 +138,7 @@ impl SkillGroupKind {
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pub fn skill_point_cost(self, level: u16) -> u32 {
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use std::f32::consts::E;
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match self {
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Self::Weapon(ToolKind::Sword) => {
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Self::Weapon(ToolKind::Sword | ToolKind::Axe) => {
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let level = level as f32;
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((400.0 * (level / (level + 20.0)).powi(2) + 5.0 * E.powf(0.025 * level))
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.min(u32::MAX as f32) as u32)
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@ -879,6 +879,97 @@ impl Animation for ComboAnimation {
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next.control.orientation.rotate_x(move2 * 2.7);
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next.control.position += Vec3::new(0.0, move2 * -9.0, move2 * 17.0);
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},
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Some("common.abilities.axe.triple_chop") => {
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let (move1, move2) = if strike == current_strike {
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match stage_section {
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Some(StageSection::Buildup) => {
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next.main_weapon_trail = false;
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next.off_weapon_trail = false;
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(anim_time, 0.0)
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},
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Some(StageSection::Action) => (1.0, anim_time),
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Some(StageSection::Recover) => {
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next.main_weapon_trail = false;
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next.off_weapon_trail = false;
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(1.0, 1.0)
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},
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_ => (0.0, 0.0),
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}
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} else {
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(1.0, 1.0)
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};
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let move1 = move1 * multi_strike_pullback;
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let move2 = move2 * multi_strike_pullback;
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match strike {
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0 => {
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next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
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next.hand_l.orientation = Quaternion::rotation_x(s_a.ahl.3)
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* Quaternion::rotation_y(s_a.ahl.4);
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next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
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next.hand_r.orientation = Quaternion::rotation_x(s_a.ahr.3)
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* Quaternion::rotation_z(s_a.ahr.5);
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next.control.position = Vec3::new(
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s_a.ac.0 + move1 * -1.0,
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s_a.ac.1 + move1 * -4.0,
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s_a.ac.2,
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);
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next.control.orientation =
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Quaternion::rotation_x(s_a.ac.3 + move1 * -1.5)
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* Quaternion::rotation_y(s_a.ac.4)
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* Quaternion::rotation_z(s_a.ac.5 + move1 * 0.4);
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next.chest.orientation.rotate_z(move1 * 0.4);
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next.head.orientation.rotate_z(move1 * -0.2);
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next.belt.orientation.rotate_z(move1 * -0.1);
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next.shorts.orientation.rotate_z(move1 * -0.2);
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next.chest.orientation.rotate_z(move2 * -0.6);
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next.head.orientation.rotate_z(move2 * 0.3);
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next.belt.orientation.rotate_z(move2 * 0.1);
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next.shorts.orientation.rotate_z(move2 * 0.2);
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next.control.orientation = next.control.orientation
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* Quaternion::rotation_z(move2 * -0.5)
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* Quaternion::rotation_x(move2 * -2.0);
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next.control.orientation.rotate_y(move2 * -0.7);
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next.control.position += Vec3::new(move2 * 15.0, 0.0, move2 * -4.0);
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},
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1 => {
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next.chest.orientation.rotate_z(move1 * -0.2);
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next.head.orientation.rotate_z(move1 * 0.1);
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next.shorts.orientation.rotate_z(move1 * 0.1);
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next.control.orientation.rotate_y(move1 * 0.9);
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next.control.orientation.rotate_x(move1 * 1.5);
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next.control.orientation.rotate_z(move1 * -0.4);
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next.control.position += Vec3::new(move1 * 4.0, 0.0, move1 * 4.0);
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next.chest.orientation.rotate_z(move2 * 0.6);
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next.head.orientation.rotate_z(move2 * -0.3);
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next.belt.orientation.rotate_z(move2 * -0.1);
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next.shorts.orientation.rotate_z(move2 * -0.2);
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next.control.orientation = next.control.orientation
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* Quaternion::rotation_z(move2 * 0.5)
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* Quaternion::rotation_x(move2 * -2.0);
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next.control.orientation.rotate_y(move2 * 0.7);
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next.control.position += Vec3::new(move2 * -15.0, 0.0, move2 * -4.0);
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},
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2 => {
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next.control.orientation.rotate_z(move1 * -0.4);
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next.control.orientation.rotate_x(move1 * 2.5);
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next.control.orientation.rotate_z(move1 * -1.0);
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next.control.position += Vec3::new(move1 * -3.0, 0.0, move1 * 4.0);
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next.chest.orientation.rotate_z(move2 * -0.3);
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next.head.orientation.rotate_z(move2 * 0.1);
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next.shorts.orientation.rotate_z(move2 * 0.1);
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next.control.orientation.rotate_x(move2 * -2.5);
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next.control.orientation.rotate_z(move2 * -0.8);
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next.control.position += Vec3::new(move2 * 5.0, 0.0, move2 * -6.0);
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},
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_ => {},
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}
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},
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_ => {},
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}
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}
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