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Lacerate
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parent
35a05329fc
commit
41f69d28ac
@ -1,22 +1,23 @@
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ComboMelee2(
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strikes: [
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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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FinisherMelee(
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energy_cost: 0,
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buildup_duration: 0.4,
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swing_duration: 0.2,
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recover_duration: 0.5,
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melee_constructor: (
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kind: Slash(
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damage: 50,
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poise: 20,
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knockback: 0,
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energy_regen: 0,
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),
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],
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energy_cost_per_strike: 0,
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range: 3.0,
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angle: 45.0,
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damage_effect: Some(Buff((
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kind: Bleeding,
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dur_secs: 15.0,
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strength: DamageFraction(0.2),
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chance: 1.0,
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))),
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),
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minimum_combo: 30,
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)
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@ -992,14 +992,14 @@ impl Animation for ComboAnimation {
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next.torso.orientation.rotate_z(move2_raw * -TAU);
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},
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Some("common.abilities.axe.rising_tide") => {
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let (move1, move2_raw) = match stage_section {
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let (move1, move2) = match stage_section {
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Some(StageSection::Buildup) => (anim_time, 0.0),
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Some(StageSection::Action) => (1.0, anim_time),
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Some(StageSection::Recover) => (1.0, 1.0),
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_ => (0.0, 0.0),
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};
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let move1 = move1 * multi_strike_pullback;
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let move2 = move2_raw * multi_strike_pullback;
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let move2 = move2 * multi_strike_pullback;
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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 =
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@ -1030,14 +1030,14 @@ impl Animation for ComboAnimation {
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next.control.orientation.rotate_z(move2 * -1.0);
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},
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Some("common.abilities.axe.rake") => {
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let (move1, move2_raw) = match stage_section {
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let (move1, move2) = match stage_section {
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Some(StageSection::Buildup) => (anim_time, 0.0),
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Some(StageSection::Action) => (1.0, anim_time),
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Some(StageSection::Recover) => (1.0, 1.0),
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_ => (0.0, 0.0),
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};
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let move1 = move1 * multi_strike_pullback;
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let move2 = move2_raw * multi_strike_pullback;
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let move2 = move2 * multi_strike_pullback;
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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 =
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@ -1062,14 +1062,14 @@ impl Animation for ComboAnimation {
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next.control.position += Vec3::new(move2 * -6.0, move2 * -20.0, move2 * -4.0);
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},
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Some("common.abilities.axe.fracture") => {
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let (move1, move2_raw) = match stage_section {
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let (move1, move2) = match stage_section {
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Some(StageSection::Buildup) => (anim_time, 0.0),
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Some(StageSection::Action) => (1.0, anim_time),
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Some(StageSection::Recover) => (1.0, 1.0),
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_ => (0.0, 0.0),
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};
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let move1 = move1 * multi_strike_pullback;
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let move2 = move2_raw * multi_strike_pullback;
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let move2 = move2 * multi_strike_pullback;
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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 =
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@ -218,6 +218,43 @@ impl Animation for FinisherMeleeAnimation {
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next.control.orientation.rotate_z(move2 * -1.0);
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next.torso.orientation.rotate_z(move2_raw * -4.0 * PI);
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},
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Some("common.abilities.axe.lacerate") => {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let move1 = move1 * pullback;
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let move2_reset = ((move2 - 0.5).abs() - 0.5).abs() * 2.0;
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let move2 = move2 * pullback;
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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 =
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Quaternion::rotation_x(s_a.ahl.3) * 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 =
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Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
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next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
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next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
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* Quaternion::rotation_y(s_a.ac.4)
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* Quaternion::rotation_z(s_a.ac.5 - move1 * PI * 0.75);
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next.chest.orientation.rotate_z(move1 * 1.2);
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next.head.orientation.rotate_z(move1 * -0.7);
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next.shorts.orientation.rotate_z(move1 * -0.9);
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next.belt.orientation.rotate_z(move1 * -0.3);
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next.chest.orientation.rotate_z(move2 * -2.9);
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next.head.orientation.rotate_z(move2 * 1.2);
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next.shorts.orientation.rotate_z(move2 * 2.0);
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next.belt.orientation.rotate_z(move2 * 0.7);
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next.control.orientation.rotate_x(move2_reset * -1.0);
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next.control.orientation.rotate_z(move2 * -5.0);
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next.control.position += Vec3::new(move2 * 17.0, move2 * 3.0, 0.0);
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},
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_ => {},
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}
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