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Retaliate
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commit
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@ -199,7 +199,7 @@
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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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Simple(Hammer(VigorousBash), "common.abilities.hammer.vigorous_bash"),
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// Simple(Hammer(Retaliate), "common.abilities.hammer.retaliate"),
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Simple(Hammer(Retaliate), "common.abilities.hammer.retaliate"),
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// Simple(Hammer(SpineCracker), "common.abilities.hammer.spine_cracker"),
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// Simple(Hammer(Breach), "common.abilities.hammer.breach"),
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// Contextualized(
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17
assets/common/abilities/hammer/retaliate.ron
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17
assets/common/abilities/hammer/retaliate.ron
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@ -0,0 +1,17 @@
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RiposteMelee(
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energy_cost: 10,
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buildup_duration: 0.4,
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swing_duration: 0.1,
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recover_duration: 0.2,
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block_strength: 5.0,
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melee_constructor: (
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kind: Bash(
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damage: 20,
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poise: 30,
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knockback: 10,
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energy_regen: 0,
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),
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range: 4.0,
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angle: 20.0,
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),
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)
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BIN
assets/voxygen/element/skills/hammer/heavy_whorl.png
(Stored with Git LFS)
BIN
assets/voxygen/element/skills/hammer/heavy_whorl.png
(Stored with Git LFS)
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BIN
assets/voxygen/element/skills/hammer/intercept.png
(Stored with Git LFS)
BIN
assets/voxygen/element/skills/hammer/intercept.png
(Stored with Git LFS)
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BIN
assets/voxygen/element/skills/hammer/retaliate.png
(Stored with Git LFS)
Normal file
BIN
assets/voxygen/element/skills/hammer/retaliate.png
(Stored with Git LFS)
Normal file
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@ -404,3 +404,6 @@ common-abilities-hammer-intercept = Intercept
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common-abilities-hammer-dual_intercept = Intercept
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.desc =
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Charge forward with your hammers throwing your weight behind your strike.
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common-abilities-hammer-retaliate = Retaliate
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.desc =
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After blocking an attack, retaliate with a heavy strike back.
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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::{AbilityInfo, StageSection};
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@ -27,6 +27,7 @@ impl Animation for RiposteMeleeAnimation {
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next.main.orientation = Quaternion::rotation_z(0.0);
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next.second.position = Vec3::new(0.0, 0.0, 0.0);
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next.second.orientation = Quaternion::rotation_z(0.0);
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if matches!(stage_section, Some(StageSection::Action)) {
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next.main_weapon_trail = true;
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next.off_weapon_trail = true;
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@ -78,6 +79,29 @@ impl Animation for RiposteMeleeAnimation {
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next.control.position +=
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Vec3::new(move2_slow * 11.0, move2_slow * -4.0, move2_slow * -6.0);
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},
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Some("common.abilities.hammer.retaliate") => {
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hammer_start(&mut next, s_a);
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let (move1, move2, 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 = move2 * pullback;
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twist_back(&mut next, move1, 0.6, 0.2, 0.0, 0.3);
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next.control.orientation.rotate_x(move1 * 1.5);
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next.control.orientation.rotate_y(move1 * 0.4);
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next.control.position += Vec3::new(0.0, 0.0, 16.0) * move1;
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twist_forward(&mut next, move2, 2.1, 0.6, 0.4, 0.9);
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next.control.orientation.rotate_y(move2 * 2.0);
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next.control.orientation.rotate_x(move2 * -2.5);
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next.control.orientation.rotate_z(move2 * -0.6);
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next.control.position += Vec3::new(6.0, -10.0, -14.0) * move2;
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},
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_ => {},
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}
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@ -322,6 +322,7 @@ image_ids! {
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hammer_vigorous_bash: "voxygen.element.skills.hammer.vigorous_bash",
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hammer_heavy_whorl: "voxygen.element.skills.hammer.heavy_whorl",
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hammer_intercept: "voxygen.element.skills.hammer.intercept",
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hammer_retaliate: "voxygen.element.skills.hammer.retaliate",
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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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@ -631,6 +631,7 @@ pub fn ability_image(imgs: &img_ids::Imgs, ability_id: &str) -> image::Id {
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"common.abilities.hammer.dual_heavy_whorl" => imgs.hammer_heavy_whorl,
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"common.abilities.hammer.intercept" => imgs.hammer_intercept,
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"common.abilities.hammer.dual_intercept" => imgs.hammer_intercept,
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"common.abilities.hammer.retaliate" => imgs.hammer_retaliate,
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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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