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Berserk
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parent
3bdde16881
commit
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@ -1,22 +1,10 @@
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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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),
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],
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energy_cost_per_strike: 0,
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)
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SelfBuff(
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buildup_duration: 0.3,
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cast_duration: 0.2,
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recover_duration: 0.1,
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buff_kind: Reckless,
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buff_strength: 0.5,
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buff_duration: Some(15.0),
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combo_cost: 10,
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energy_cost: 0,
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)
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@ -812,6 +812,8 @@ pub enum CharacterAbility {
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buff_duration: Option<Secs>,
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energy_cost: f32,
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#[serde(default)]
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combo_cost: u32,
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#[serde(default)]
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meta: AbilityMeta,
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},
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SpriteSummon {
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@ -937,7 +939,6 @@ impl CharacterAbility {
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| CharacterAbility::ChargedMelee { energy_cost, .. }
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| CharacterAbility::Shockwave { energy_cost, .. }
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| CharacterAbility::BasicBlock { energy_cost, .. }
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| CharacterAbility::SelfBuff { energy_cost, .. }
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| CharacterAbility::RiposteMelee { energy_cost, .. }
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| CharacterAbility::ComboMelee2 {
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energy_cost_per_strike: energy_cost,
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@ -969,6 +970,11 @@ impl CharacterAbility {
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energy_cost,
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minimum_combo,
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..
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}
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| CharacterAbility::SelfBuff {
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energy_cost,
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combo_cost: minimum_combo,
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..
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} => {
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data.combo.map_or(false, |c| c.counter() >= *minimum_combo)
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&& update.energy.try_change_by(-*energy_cost).is_ok()
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@ -1447,6 +1453,7 @@ impl CharacterAbility {
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ref mut buff_strength,
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buff_duration: _,
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ref mut energy_cost,
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combo_cost: _,
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meta: _,
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} => {
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*buff_strength *= stats.diminished_buff_strength();
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@ -1603,9 +1610,17 @@ impl CharacterAbility {
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0
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}
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},
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FinisherMelee { minimum_combo, .. } | RapidMelee { minimum_combo, .. } => {
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*minimum_combo
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},
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FinisherMelee {
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minimum_combo: combo,
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..
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}
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| RapidMelee {
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minimum_combo: combo,
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..
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}
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| SelfBuff {
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combo_cost: combo, ..
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} => *combo,
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BasicMelee { .. }
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| BasicRanged { .. }
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| RepeaterRanged { .. }
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@ -1618,7 +1633,6 @@ impl CharacterAbility {
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| ChargedRanged { .. }
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| Shockwave { .. }
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| BasicBlock { .. }
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| SelfBuff { .. }
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| ComboMelee2 { .. }
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| DiveMelee { .. }
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| RiposteMelee { .. }
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@ -2657,6 +2671,7 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
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buff_strength,
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buff_duration,
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energy_cost: _,
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combo_cost,
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meta: _,
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} => CharacterState::SelfBuff(self_buff::Data {
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static_data: self_buff::StaticData {
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@ -2666,6 +2681,7 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
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buff_kind: *buff_kind,
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buff_strength: *buff_strength,
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buff_duration: *buff_duration,
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combo_cost: *combo_cost,
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ability_info,
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},
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timer: Duration::default(),
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@ -29,6 +29,7 @@ pub struct StaticData {
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pub buff_strength: f32,
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/// How long buff lasts
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pub buff_duration: Option<Secs>,
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pub combo_cost: u32,
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/// What key is used to press ability
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pub ability_info: AbilityInfo,
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}
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@ -60,6 +61,11 @@ impl CharacterBehavior for Data {
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..*self
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});
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} else {
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// Consume combo
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output_events.emit_server(ServerEvent::ComboChange {
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entity: data.entity,
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change: -(self.static_data.combo_cost as i32),
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});
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// Creates buff
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let buff = Buff::new(
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self.static_data.buff_kind,
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@ -164,6 +164,36 @@ impl Animation for SelfBuffAnimation {
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next.shorts.orientation.rotate_x(move2 * 0.2);
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next.shorts.position += Vec3::new(0.0, move2 * 1.0, 0.0);
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},
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Some("common.abilities.axe.berserk") => {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Movement) => (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 = 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);
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next.control.orientation.rotate_z(move1 * -2.0);
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next.control.orientation.rotate_x(move1 * -3.5);
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next.control.position += Vec3::new(move1 * 14.0, move1 * -6.0, move1 * 15.0);
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next.head.orientation.rotate_x(move2 * 0.6);
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next.chest.orientation.rotate_x(move2 * 0.4);
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},
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_ => {},
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}
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