Defensive stance skill abilities.

This commit is contained in:
Sam 2022-11-26 15:44:19 -05:00
parent c23139d501
commit d544010c05
4 changed files with 68 additions and 97 deletions

View File

@ -3,37 +3,28 @@ ComboMelee2(
(
melee_constructor: (
kind: Slash(
damage: 5,
damage: 16,
poise: 0,
knockback: 0,
energy_regen: 5,
),
range: 3.0,
angle: 45.0,
),
buildup_duration: 0.15,
swing_duration: 0.05,
hit_timing: 0.5,
recover_duration: 0.1,
ori_modifier: 0.6,
),
(
melee_constructor: (
kind: Slash(
damage: 10,
poise: 0,
knockback: 0,
energy_regen: 7.5,
),
range: 3.0,
range: 6.0,
angle: 45.0,
),
buildup_duration: 0.1,
swing_duration: 0.1,
hit_timing: 0.5,
recover_duration: 0.2,
hit_timing: 0.6,
recover_duration: 0.4,
movement: (
buildup: None,
swing: None,
recover: Some(Reverse(1.5)),
),
ori_modifier: 0.6,
),
],
energy_cost_per_strike: 0,
)
energy_cost_per_strike: 10,
meta: (
init_event: Some(EnterStance(Sword(Defensive))),
),
)

View File

@ -1,39 +1,19 @@
ComboMelee2(
strikes: [
(
melee_constructor: (
kind: Slash(
damage: 5,
poise: 0,
knockback: 0,
energy_regen: 5,
),
range: 3.0,
angle: 45.0,
),
buildup_duration: 0.15,
swing_duration: 0.05,
hit_timing: 0.5,
recover_duration: 0.1,
ori_modifier: 0.6,
RiposteMelee(
energy_cost: 20,
buildup_duration: 0.3,
swing_duration: 0.2,
recover_duration: 0.3,
melee_constructor: (
kind: Slash(
damage: 25,
poise: 0,
knockback: 0,
energy_regen: 5,
),
(
melee_constructor: (
kind: Slash(
damage: 10,
poise: 0,
knockback: 0,
energy_regen: 7.5,
),
range: 3.0,
angle: 45.0,
),
buildup_duration: 0.1,
swing_duration: 0.1,
hit_timing: 0.5,
recover_duration: 0.2,
ori_modifier: 0.6,
),
],
energy_cost_per_strike: 0,
)
range: 4.0,
angle: 20.0,
),
meta: (
init_event: Some(EnterStance(Sword(Defensive))),
),
)

View File

@ -283,6 +283,41 @@ impl Animation for ComboAnimation {
next.control.position += Vec3::new(move2 * -10.0, move2 * 2.0, 0.0);
}
},
Some("common.abilities.sword.defensive_disengage") => {
let (move1, move2) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
Some(StageSection::Action) => (1.0, anim_time.powi(2)),
Some(StageSection::Recover) => (1.0, 1.0),
_ => (0.0, 0.0),
};
let move1 = move1 * multi_strike_pullback;
let move2 = move2 * multi_strike_pullback;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation = Quaternion::rotation_z(move1 * 0.7);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.3);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
next.head.orientation = Quaternion::rotation_z(move1 * -0.4);
next.foot_l.position += Vec3::new(0.0, move1 * -4.0, 0.0);
next.chest.orientation.rotate_z(move2 * -1.5);
next.head.orientation.rotate_z(move2 * 0.9);
next.belt.orientation.rotate_z(move2 * 0.4);
next.shorts.orientation.rotate_z(move2 * 1.0);
next.control.orientation.rotate_y(move2 * -1.6);
next.control
.orientation
.rotate_z(move1 * 0.3 + move2 * -1.5);
next.control.position += Vec3::new(move2 * 12.0, 0.0, 0.0);
},
Some("common.abilities.sword.offensive_combo") => {
let (move1, move2) = if strike == current_strike {
match stage_section {
@ -716,41 +751,6 @@ impl Animation for ComboAnimation {
_ => {},
}
},
Some("common.abilities.sword.defensive_retreat") => {
let (move1, move2) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
Some(StageSection::Action) => (1.0, anim_time.powi(2)),
Some(StageSection::Recover) => (1.0, 1.0),
_ => (0.0, 0.0),
};
let move1 = move1 * multi_strike_pullback;
let move2 = move2 * multi_strike_pullback;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation = Quaternion::rotation_z(move1 * 0.7);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.3);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
next.head.orientation = Quaternion::rotation_z(move1 * -0.4);
next.foot_l.position += Vec3::new(0.0, move1 * -4.0, 0.0);
next.chest.orientation.rotate_z(move2 * -1.5);
next.head.orientation.rotate_z(move2 * 0.9);
next.belt.orientation.rotate_z(move2 * 0.4);
next.shorts.orientation.rotate_z(move2 * 1.0);
next.control.orientation.rotate_y(move2 * -1.6);
next.control
.orientation
.rotate_z(move1 * 0.3 + move2 * -1.5);
next.control.position += Vec3::new(move2 * 12.0, 0.0, 0.0);
},
Some("common.abilities.sword.parrying_combo") => {
let (move1, move2) = if strike == current_strike {
match stage_section {

View File

@ -31,7 +31,7 @@ impl Animation for RiposteMeleeAnimation {
next.off_weapon_trail = true;
match ability_id {
Some("common.abilities.sword.parrying_riposte") => {
Some("common.abilities.sword.defensive_riposte") => {
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0),