Thunderclap

This commit is contained in:
Sam 2024-03-29 14:37:24 -04:00
parent 85e9af4e08
commit caac8025c6
7 changed files with 52 additions and 1 deletions

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@ -216,7 +216,7 @@
((), (Hammer(Upheaval), "common.abilities.hammer.upheaval")),
],
),
// Simple(Hammer(Thunderclap), "common.abilities.hammer.thunderclap"),
Simple(Hammer(Thunderclap), "common.abilities.hammer.thunderclap"),
// Simple(Hammer(SeismicShock), "common.abilities.hammer.seismic_shock"),
Contextualized(
pseudo_id: "common.abilities.hammer.heavy_whorl",

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@ -0,0 +1,17 @@
FinisherMelee(
energy_cost: 0,
buildup_duration: 0.3,
swing_duration: 0.2,
recover_duration: 0.7,
melee_constructor: (
kind: Bash(
damage: 100,
poise: 100,
knockback: 0,
energy_regen: 0,
),
range: 3.0,
angle: 15.0,
),
minimum_combo: 20,
)

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assets/voxygen/element/skills/hammer/thunderclap.png (Stored with Git LFS) Normal file

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@ -440,3 +440,6 @@ common-abilities-hammer-rampart = Rampart
common-abilities-hammer-tenacity = Tenacity
.desc =
Hold yourself strong as you withstand attack after attack, managing to keep attacking all the while.
common-abilities-hammer-thunderclap = Thunderclap
.desc =
Unleash a devastating, adrenaline-fueled overhead strike against your foe.

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@ -507,6 +507,32 @@ impl Animation for FinisherMeleeAnimation {
next.control.orientation.rotate_z(move2 * -1.0);
next.control.position += Vec3::new(-12.0, 0.0, -8.0) * move2;
},
Some("common.abilities.hammer.thunderclap") => {
hammer_start(&mut next, s_a);
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let move1 = move1 * pullback;
let move2 = move2 * pullback;
next.control.orientation.rotate_x(2.4 * move1);
next.control.orientation.rotate_z(move1 * PI / 2.0);
next.control.orientation.rotate_x(-0.6 * move1);
next.control.position += Vec3::new(-8.0, 6.0, 24.0) * move1;
next.chest.orientation.rotate_x(move1 * 0.5);
next.torso.position += Vec3::new(0.0, 0.0, 8.0) * move1;
next.torso.position += Vec3::new(0.0, 0.0, -8.0) * move2;
next.chest.orientation.rotate_x(-1.5 * move2);
next.belt.orientation.rotate_x(0.3 * move2);
next.shorts.orientation.rotate_x(0.6 * move2);
next.control.orientation.rotate_x(-3.0 * move2);
next.control.position += Vec3::new(0.0, 0.0, -16.0) * move2;
},
_ => {},
}

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@ -332,6 +332,7 @@ image_ids! {
hammer_upheaval: "voxygen.element.skills.hammer.upheaval",
hammer_rampart: "voxygen.element.skills.hammer.rampart",
hammer_tenacity: "voxygen.element.skills.hammer.tenacity",
hammer_thunderclap: "voxygen.element.skills.hammer.thunderclap",
// Skilltree Icons
health_plus_skill: "voxygen.element.skills.skilltree.health_plus",
energy_plus_skill: "voxygen.element.skills.skilltree.energy_plus",

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@ -658,6 +658,7 @@ pub fn ability_image(imgs: &img_ids::Imgs, ability_id: &str) -> image::Id {
"common.abilities.hammer.dual_upheaval" => imgs.hammer_upheaval,
"common.abilities.hammer.rampart" => imgs.hammer_rampart,
"common.abilities.hammer.tenacity" => imgs.hammer_tenacity,
"common.abilities.hammer.thunderclap" => imgs.hammer_thunderclap,
// Bow
"common.abilities.bow.charged" => imgs.bow_m1,
"common.abilities.bow.repeater" => imgs.bow_m2,