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Thunderclap
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85e9af4e08
commit
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@ -216,7 +216,7 @@
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((), (Hammer(Upheaval), "common.abilities.hammer.upheaval")),
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],
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),
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// Simple(Hammer(Thunderclap), "common.abilities.hammer.thunderclap"),
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Simple(Hammer(Thunderclap), "common.abilities.hammer.thunderclap"),
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// Simple(Hammer(SeismicShock), "common.abilities.hammer.seismic_shock"),
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Contextualized(
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pseudo_id: "common.abilities.hammer.heavy_whorl",
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17
assets/common/abilities/hammer/thunderclap.ron
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17
assets/common/abilities/hammer/thunderclap.ron
Normal file
@ -0,0 +1,17 @@
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FinisherMelee(
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energy_cost: 0,
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buildup_duration: 0.3,
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swing_duration: 0.2,
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recover_duration: 0.7,
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melee_constructor: (
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kind: Bash(
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damage: 100,
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poise: 100,
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knockback: 0,
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energy_regen: 0,
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),
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range: 3.0,
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angle: 15.0,
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),
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minimum_combo: 20,
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)
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BIN
assets/voxygen/element/skills/hammer/thunderclap.png
(Stored with Git LFS)
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BIN
assets/voxygen/element/skills/hammer/thunderclap.png
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -440,3 +440,6 @@ common-abilities-hammer-rampart = Rampart
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common-abilities-hammer-tenacity = Tenacity
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.desc =
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Hold yourself strong as you withstand attack after attack, managing to keep attacking all the while.
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common-abilities-hammer-thunderclap = Thunderclap
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.desc =
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Unleash a devastating, adrenaline-fueled overhead strike against your foe.
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@ -507,6 +507,32 @@ impl Animation for FinisherMeleeAnimation {
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next.control.orientation.rotate_z(move2 * -1.0);
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next.control.position += Vec3::new(-12.0, 0.0, -8.0) * move2;
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},
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Some("common.abilities.hammer.thunderclap") => {
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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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next.control.orientation.rotate_x(2.4 * move1);
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next.control.orientation.rotate_z(move1 * PI / 2.0);
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next.control.orientation.rotate_x(-0.6 * move1);
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next.control.position += Vec3::new(-8.0, 6.0, 24.0) * move1;
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next.chest.orientation.rotate_x(move1 * 0.5);
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next.torso.position += Vec3::new(0.0, 0.0, 8.0) * move1;
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next.torso.position += Vec3::new(0.0, 0.0, -8.0) * move2;
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next.chest.orientation.rotate_x(-1.5 * move2);
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next.belt.orientation.rotate_x(0.3 * move2);
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next.shorts.orientation.rotate_x(0.6 * move2);
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next.control.orientation.rotate_x(-3.0 * move2);
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next.control.position += Vec3::new(0.0, 0.0, -16.0) * move2;
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},
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_ => {},
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}
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@ -332,6 +332,7 @@ image_ids! {
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hammer_upheaval: "voxygen.element.skills.hammer.upheaval",
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hammer_rampart: "voxygen.element.skills.hammer.rampart",
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hammer_tenacity: "voxygen.element.skills.hammer.tenacity",
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hammer_thunderclap: "voxygen.element.skills.hammer.thunderclap",
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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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@ -658,6 +658,7 @@ pub fn ability_image(imgs: &img_ids::Imgs, ability_id: &str) -> image::Id {
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"common.abilities.hammer.dual_upheaval" => imgs.hammer_upheaval,
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"common.abilities.hammer.rampart" => imgs.hammer_rampart,
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"common.abilities.hammer.tenacity" => imgs.hammer_tenacity,
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"common.abilities.hammer.thunderclap" => imgs.hammer_thunderclap,
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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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