This commit is contained in:
Sam 2023-05-20 14:40:56 -04:00
parent 35a05329fc
commit 41f69d28ac
3 changed files with 64 additions and 26 deletions

View File

@ -1,22 +1,23 @@
ComboMelee2(
strikes: [
(
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,
FinisherMelee(
energy_cost: 0,
buildup_duration: 0.4,
swing_duration: 0.2,
recover_duration: 0.5,
melee_constructor: (
kind: Slash(
damage: 50,
poise: 20,
knockback: 0,
energy_regen: 0,
),
],
energy_cost_per_strike: 0,
range: 3.0,
angle: 45.0,
damage_effect: Some(Buff((
kind: Bleeding,
dur_secs: 15.0,
strength: DamageFraction(0.2),
chance: 1.0,
))),
),
minimum_combo: 30,
)

View File

@ -992,14 +992,14 @@ impl Animation for ComboAnimation {
next.torso.orientation.rotate_z(move2_raw * -TAU);
},
Some("common.abilities.axe.rising_tide") => {
let (move1, move2_raw) = match stage_section {
let (move1, move2) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 0.0),
Some(StageSection::Action) => (1.0, anim_time),
Some(StageSection::Recover) => (1.0, 1.0),
_ => (0.0, 0.0),
};
let move1 = move1 * multi_strike_pullback;
let move2 = move2_raw * multi_strike_pullback;
let move2 = move2 * multi_strike_pullback;
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
@ -1030,14 +1030,14 @@ impl Animation for ComboAnimation {
next.control.orientation.rotate_z(move2 * -1.0);
},
Some("common.abilities.axe.rake") => {
let (move1, move2_raw) = match stage_section {
let (move1, move2) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 0.0),
Some(StageSection::Action) => (1.0, anim_time),
Some(StageSection::Recover) => (1.0, 1.0),
_ => (0.0, 0.0),
};
let move1 = move1 * multi_strike_pullback;
let move2 = move2_raw * multi_strike_pullback;
let move2 = move2 * multi_strike_pullback;
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
@ -1062,14 +1062,14 @@ impl Animation for ComboAnimation {
next.control.position += Vec3::new(move2 * -6.0, move2 * -20.0, move2 * -4.0);
},
Some("common.abilities.axe.fracture") => {
let (move1, move2_raw) = match stage_section {
let (move1, move2) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 0.0),
Some(StageSection::Action) => (1.0, anim_time),
Some(StageSection::Recover) => (1.0, 1.0),
_ => (0.0, 0.0),
};
let move1 = move1 * multi_strike_pullback;
let move2 = move2_raw * multi_strike_pullback;
let move2 = move2 * multi_strike_pullback;
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =

View File

@ -218,6 +218,43 @@ impl Animation for FinisherMeleeAnimation {
next.control.orientation.rotate_z(move2 * -1.0);
next.torso.orientation.rotate_z(move2_raw * -4.0 * PI);
},
Some("common.abilities.axe.lacerate") => {
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let move1 = move1 * pullback;
let move2_reset = ((move2 - 0.5).abs() - 0.5).abs() * 2.0;
let move2 = move2 * pullback;
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, s_a.ac.1, s_a.ac.2);
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
* Quaternion::rotation_y(s_a.ac.4)
* Quaternion::rotation_z(s_a.ac.5 - move1 * PI * 0.75);
next.chest.orientation.rotate_z(move1 * 1.2);
next.head.orientation.rotate_z(move1 * -0.7);
next.shorts.orientation.rotate_z(move1 * -0.9);
next.belt.orientation.rotate_z(move1 * -0.3);
next.chest.orientation.rotate_z(move2 * -2.9);
next.head.orientation.rotate_z(move2 * 1.2);
next.shorts.orientation.rotate_z(move2 * 2.0);
next.belt.orientation.rotate_z(move2 * 0.7);
next.control.orientation.rotate_x(move2_reset * -1.0);
next.control.orientation.rotate_z(move2 * -5.0);
next.control.position += Vec3::new(move2 * 17.0, move2 * 3.0, 0.0);
},
_ => {},
}