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Wide wallop
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@ -194,8 +194,7 @@
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Tool(Hammer): (
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guard: Some(Simple(None, "common.abilities.hammer.basic_guard")),
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primary: Simple(None, "common.abilities.hammer.solid_smash"),
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secondary: Simple(None, "common.abilities.hammer.basic_guard"),
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// secondary: Simple(None, "common.abilities.hammer.wide_wallop"),
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secondary: Simple(None, "common.abilities.hammer.wide_wallop"),
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abilities: [
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// Simple(Hammer(ScornfulSwipe), "common.abilities.hammer.scornful_swipe"),
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// Simple(Hammer(Tremor), "common.abilities.hammer.tremor"),
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25
assets/common/abilities/hammer/wide_wallop.ron
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25
assets/common/abilities/hammer/wide_wallop.ron
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@ -0,0 +1,25 @@
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ChargedMelee(
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energy_cost: 0,
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energy_drain: 0,
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melee_constructor: (
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kind: Bash(
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damage: 0,
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poise: 0,
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knockback: 0,
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energy_regen: 0,
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),
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scaled: Some((
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kind: Bash(
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damage: 20,
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poise: 30,
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knockback: 20,
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energy_regen: 30,
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))),
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range: 4.5,
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angle: 15.0,
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),
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charge_duration: 0.6,
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swing_duration: 0.2,
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hit_timing: 0.5,
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recover_duration: 0.5,
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)
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BIN
assets/voxygen/element/skills/hammer/wide_wallop.png
(Stored with Git LFS)
Normal file
BIN
assets/voxygen/element/skills/hammer/wide_wallop.png
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -380,3 +380,6 @@ common-abilities-axe-capsize = Capsize
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common-abilities-hammer-solid_smash = Solid Smash
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.desc =
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A solid smash, that'll hurt
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common-abilities-hammer-wide_wallop = Wide Wallop
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.desc =
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Pull back and send them flying
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@ -1,6 +1,6 @@
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use super::{
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super::{vek::*, Animation},
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CharacterSkeleton, SkeletonAttr,
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hammer_start, twist_back, twist_forward, CharacterSkeleton, SkeletonAttr,
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};
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use common::states::utils::StageSection;
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use core::f32::consts::{PI, TAU};
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@ -262,6 +262,27 @@ impl Animation for ChargeswingAnimation {
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next.control.orientation.rotate_x(move2 * -3.0);
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next.control.position += Vec3::new(0.0, move2 * 8.0, move2 * -30.0);
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},
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Some("common.abilities.hammer.wide_wallop") => {
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hammer_start(&mut next, s_a);
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let (move1, move2, move3, tension) = match stage_section {
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StageSection::Charge => (anim_time.min(1.0), 0.0, 0.0, (anim_time * 7.0).sin()),
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StageSection::Action => (1.0, anim_time, 0.0, 0.0),
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StageSection::Recover => (1.0, 1.0, anim_time, 0.0),
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_ => (0.0, 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.control.orientation.rotate_x(move1 * 1.1 + move2 * 0.6);
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twist_back(&mut next, move1 + tension / 25.0, 1.7, 0.7, 0.3, 1.1);
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next.control.orientation.rotate_y(move1 * -0.8);
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next.control.position += Vec3::new(0.0, 0.0, 6.0) * move1;
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twist_forward(&mut next, move2, 4.8, 1.7, 0.7, 3.2);
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next.control.orientation.rotate_y(move2 * 2.0);
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next.control.orientation.rotate_z(move2 * -1.8);
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},
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_ => {},
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}
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@ -316,6 +316,7 @@ image_ids! {
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axe_capsize: "voxygen.element.skills.axe.capsize",
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// Hammer
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hammer_solid_smash: "voxygen.element.skills.hammer.solid_smash",
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hammer_wide_wallop: "voxygen.element.skills.hammer.wide_wallop",
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// Skilltree Icons
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health_plus_skill: "voxygen.element.skills.skilltree.health_plus",
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energy_plus_skill: "voxygen.element.skills.skilltree.energy_plus",
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@ -620,6 +620,7 @@ pub fn ability_image(imgs: &img_ids::Imgs, ability_id: &str) -> image::Id {
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"common.abilities.axe.capsize" => imgs.axe_capsize,
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// Hammer
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"common.abilities.hammer.solid_smash" => imgs.hammer_solid_smash,
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"common.abilities.hammer.wide_wallop" => imgs.hammer_wide_wallop,
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// Bow
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"common.abilities.bow.charged" => imgs.bow_m1,
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"common.abilities.bow.repeater" => imgs.bow_m2,
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