Rising tide

This commit is contained in:
Sam 2023-05-14 20:43:47 -04:00
parent af0a9ca3a4
commit 8c66bf8f70
3 changed files with 57 additions and 5 deletions

View File

@ -3,7 +3,7 @@ ComboMelee2(
(
melee_constructor: (
kind: Slash(
damage: 4,
damage: 16,
poise: 5,
knockback: 0,
energy_regen: 5,
@ -11,12 +11,13 @@ ComboMelee2(
range: 3.0,
angle: 45.0,
),
buildup_duration: 0.15,
swing_duration: 0.05,
buildup_duration: 0.25,
swing_duration: 0.1,
hit_timing: 0.5,
recover_duration: 0.1,
recover_duration: 0.3,
ori_modifier: 0.6,
additional_combo: 9,
),
],
energy_cost_per_strike: 0,
energy_cost_per_strike: 10,
)

View File

@ -30,6 +30,8 @@ pub struct Strike<T> {
pub movement: StrikeMovement,
/// Adjusts turning rate during the attack
pub ori_modifier: f32,
#[serde(default)]
pub additional_combo: i32,
}
impl Strike<f32> {
@ -42,6 +44,7 @@ impl Strike<f32> {
recover_duration: Duration::from_secs_f32(self.recover_duration),
movement: self.movement,
ori_modifier: self.ori_modifier,
additional_combo: self.additional_combo,
}
}
@ -55,6 +58,7 @@ impl Strike<f32> {
recover_duration: self.recover_duration / stats.speed,
movement: self.movement,
ori_modifier: self.ori_modifier,
additional_combo: self.additional_combo,
}
}
}
@ -160,6 +164,7 @@ impl CharacterBehavior for Data {
data.entity,
strike_data
.melee_constructor
.with_combo(1 + strike_data.additional_combo)
.create_melee(crit_data, tool_stats),
);
} else if self.timer < strike_data.swing_duration {

View File

@ -1005,6 +1005,52 @@ impl Animation for ComboAnimation {
next.control.position += Vec3::new(move2 * 12.0, move2 * 4.0, 0.0);
next.torso.orientation.rotate_z(move2_raw * -TAU);
},
Some("common.abilities.axe.rising_tide") => {
let (move1, move2_raw) = 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),
};
let move1 = move1 * multi_strike_pullback;
let move2 = move2_raw * 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 =
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 * 0.6)
* Quaternion::rotation_y(s_a.ac.4 + move1 * -0.5)
* Quaternion::rotation_z(s_a.ac.5 + move1 * 3.0);
next.chest.orientation = Quaternion::rotation_z(move1 * 0.6);
next.head.orientation = Quaternion::rotation_z(move1 * -0.2);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.3);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.1);
next.chest.orientation.rotate_z(move2 * -1.4);
next.head.orientation.rotate_z(move2 * 0.5);
next.belt.orientation.rotate_z(move2 * 0.7);
next.shorts.orientation.rotate_z(move2 * 0.3);
next.control.orientation.rotate_z(move2 * -2.0);
next.control.position += Vec3::new(move2 * 17.0, 0.0, move2 * 13.0);
next.control.orientation.rotate_x(move2 * 2.0);
next.control.orientation.rotate_y(move2 * -0.8);
next.control.orientation.rotate_z(move2 * -1.0);
},
_ => {},
}
}