diff --git a/assets/common/abilities/sword/crippling_combo.ron b/assets/common/abilities/sword/crippling_combo.ron index 2477213a8f..6e67ed84a2 100644 --- a/assets/common/abilities/sword/crippling_combo.ron +++ b/assets/common/abilities/sword/crippling_combo.ron @@ -41,7 +41,7 @@ ComboMelee2( ))), ), buildup_duration: 0.3, - swing_duration: 0.1, + swing_duration: 0.15, hit_timing: 0.5, recover_duration: 0.3, ori_modifier: 0.6, diff --git a/assets/common/abilities/sword/offensive_combo.ron b/assets/common/abilities/sword/offensive_combo.ron index 375c51dc94..164d93b769 100644 --- a/assets/common/abilities/sword/offensive_combo.ron +++ b/assets/common/abilities/sword/offensive_combo.ron @@ -58,7 +58,7 @@ ComboMelee2( ), ], is_stance: true, - energy_cost_per_strike: 0, + energy_cost_per_strike: 5, meta: ( kind: Some(Sword(Offensive)), ), diff --git a/voxygen/anim/src/character/combomelee.rs b/voxygen/anim/src/character/combomelee.rs index f527f9ad69..167b790734 100644 --- a/voxygen/anim/src/character/combomelee.rs +++ b/voxygen/anim/src/character/combomelee.rs @@ -251,6 +251,67 @@ impl Animation for ComboAnimation { next.control.orientation.rotate_x(move3 * 1.4); next.control.position += Vec3::new(move3 * -9.0, 0.0, 0.0); }, + Some("common.abilities.sword.crippling_combo") => { + let (move1, move2, move3) = if strike == current_strike { + match stage_section { + Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), + Some(StageSection::Action) => (1.0, anim_time, 0.0), + Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)), + _ => (0.0, 0.0, 0.0), + } + } else { + (1.0, 1.0, 0.0) + }; + + match strike { + 0 => { + next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2); + next.hand_l.orientation = Quaternion::rotation_x(s_a.shl.3) + * Quaternion::rotation_y(s_a.shl.4); + next.hand_r.position = Vec3::new( + -s_a.sc.0 + 6.0 + move1 * -12.0, + -4.0 + move1 * 3.0, + -2.0, + ); + next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5); + next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2); + next.control.orientation = Quaternion::rotation_x(s_a.sc.3) + * Quaternion::rotation_z(move1 * PI / 2.0); + + next.foot_r.position += Vec3::new(0.0, move1 * -3.0, 0.0); + next.foot_r.orientation.rotate_z(move1 * -1.2); + next.chest.orientation = Quaternion::rotation_z(move1 * -1.3); + next.head.orientation = Quaternion::rotation_z(move1 * 0.7); + next.belt.orientation = Quaternion::rotation_z(move1 * 0.4); + next.shorts.orientation = Quaternion::rotation_z(move1 * 0.8); + next.control.orientation.rotate_y(move1 * -1.5); + next.control.orientation.rotate_z(move1 * 0.0); + next.control.position += Vec3::new(move1 * 12.0, 0.0, 0.0); + + next.chest.orientation.rotate_z(move2 * 1.2); + next.head.orientation.rotate_z(move2 * -0.7); + next.belt.orientation.rotate_z(move2 * -0.3); + next.shorts.orientation.rotate_z(move2 * -0.8); + next.foot_r.orientation.rotate_z(move2 * 1.2); + next.foot_r.orientation.rotate_x(move2 * -0.6); + next.control.orientation.rotate_z(move2 * -1.2); + next.control.position += Vec3::new(0.0, move2 * 4.0, move2 * 3.0); + }, + 1 => { + next.control.orientation.rotate_y(move1 * -2.0); + next.chest.orientation.rotate_z(move1 * -0.4 + move2 * -1.4); + next.control + .orientation + .rotate_z(move1 * 0.3 + move2 * -1.2); + next.head.orientation.rotate_z(move1 * 0.2 + move2 * 0.7); + next.belt.orientation.rotate_z(move2 * 0.3); + next.shorts.orientation.rotate_z(move1 * 0.2 + move2 * 0.7); + next.chest.orientation.rotate_y(move1 * -0.3); + next.foot_r.orientation.rotate_z(move2 * -1.5); + }, + _ => {}, + } + }, _ => {}, } }