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Riptide
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parent
41f69d28ac
commit
42e804578e
@ -170,7 +170,13 @@
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),
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Simple(Axe(Furor), "common.abilities.axe.furor"),
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Simple(Axe(Fracture), "common.abilities.axe.fracture"),
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Simple(Axe(Lacerate), "common.abilities.axe.lacerate"),
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Contextualized(
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pseudo_id: "common.abilities.axe.lacerate",
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abilities: [
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([Combo(50)], (Axe(Riptide), "common.abilities.axe.riptide")),
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([], (Axe(Lacerate), "common.abilities.axe.lacerate")),
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],
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),
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Simple(Axe(SkullBash), "common.abilities.axe.skull_bash"),
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Simple(Axe(Sunder), "common.abilities.axe.sunder"),
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Simple(Axe(Plunder), "common.abilities.axe.plunder"),
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@ -6,7 +6,7 @@ FinisherMelee(
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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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poise: 5,
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knockback: 0,
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energy_regen: 0,
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),
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@ -1,22 +1,24 @@
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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: 0.2,
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swing_duration: 0.4,
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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: 60,
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poise: 5,
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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: 360.0,
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multi_target: Some(Normal),
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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: 50,
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)
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@ -3,7 +3,7 @@ use super::{
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CharacterSkeleton, SkeletonAttr,
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};
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use common::states::utils::{AbilityInfo, StageSection};
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use core::f32::consts::PI;
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use core::f32::consts::{PI, TAU};
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pub struct FinisherMeleeAnimation;
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impl Animation for FinisherMeleeAnimation {
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@ -255,6 +255,44 @@ impl Animation for FinisherMeleeAnimation {
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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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Some("common.abilities.axe.riptide") => {
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let (move1, move2_raw, 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_raw - 0.5).abs() - 0.5).abs() * 2.0;
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let move2 = move2_raw * 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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next.torso.orientation.rotate_z(move2_raw * -TAU)
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},
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_ => {},
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}
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