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Defensive stance skill abilities.
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parent
c23139d501
commit
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@ -3,37 +3,28 @@ ComboMelee2(
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(
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melee_constructor: (
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kind: Slash(
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damage: 5,
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damage: 16,
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poise: 0,
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knockback: 0,
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energy_regen: 5,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.15,
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swing_duration: 0.05,
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hit_timing: 0.5,
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recover_duration: 0.1,
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ori_modifier: 0.6,
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),
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(
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melee_constructor: (
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kind: Slash(
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damage: 10,
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poise: 0,
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knockback: 0,
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energy_regen: 7.5,
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),
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range: 3.0,
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range: 6.0,
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angle: 45.0,
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),
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buildup_duration: 0.1,
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swing_duration: 0.1,
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hit_timing: 0.5,
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recover_duration: 0.2,
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hit_timing: 0.6,
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recover_duration: 0.4,
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movement: (
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buildup: None,
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swing: None,
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recover: Some(Reverse(1.5)),
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),
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ori_modifier: 0.6,
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),
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],
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energy_cost_per_strike: 0,
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)
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energy_cost_per_strike: 10,
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meta: (
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init_event: Some(EnterStance(Sword(Defensive))),
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),
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)
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@ -1,39 +1,19 @@
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ComboMelee2(
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strikes: [
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(
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melee_constructor: (
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kind: Slash(
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damage: 5,
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poise: 0,
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knockback: 0,
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energy_regen: 5,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.15,
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swing_duration: 0.05,
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hit_timing: 0.5,
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recover_duration: 0.1,
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ori_modifier: 0.6,
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RiposteMelee(
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energy_cost: 20,
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buildup_duration: 0.3,
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swing_duration: 0.2,
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recover_duration: 0.3,
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melee_constructor: (
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kind: Slash(
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damage: 25,
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poise: 0,
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knockback: 0,
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energy_regen: 5,
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),
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(
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melee_constructor: (
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kind: Slash(
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damage: 10,
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poise: 0,
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knockback: 0,
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energy_regen: 7.5,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.1,
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swing_duration: 0.1,
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hit_timing: 0.5,
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recover_duration: 0.2,
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ori_modifier: 0.6,
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),
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],
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energy_cost_per_strike: 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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meta: (
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init_event: Some(EnterStance(Sword(Defensive))),
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),
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)
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@ -283,6 +283,41 @@ impl Animation for ComboAnimation {
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next.control.position += Vec3::new(move2 * -10.0, move2 * 2.0, 0.0);
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}
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},
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Some("common.abilities.sword.defensive_disengage") => {
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let (move1, move2) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(2)),
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Some(StageSection::Recover) => (1.0, 1.0),
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_ => (0.0, 0.0),
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};
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let move1 = move1 * multi_strike_pullback;
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let move2 = move2 * multi_strike_pullback;
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position =
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
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next.chest.orientation = Quaternion::rotation_z(move1 * 0.7);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.3);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.4);
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next.foot_l.position += Vec3::new(0.0, move1 * -4.0, 0.0);
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next.chest.orientation.rotate_z(move2 * -1.5);
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next.head.orientation.rotate_z(move2 * 0.9);
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next.belt.orientation.rotate_z(move2 * 0.4);
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next.shorts.orientation.rotate_z(move2 * 1.0);
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next.control.orientation.rotate_y(move2 * -1.6);
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next.control
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.orientation
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.rotate_z(move1 * 0.3 + move2 * -1.5);
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next.control.position += Vec3::new(move2 * 12.0, 0.0, 0.0);
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},
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Some("common.abilities.sword.offensive_combo") => {
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let (move1, move2) = if strike == current_strike {
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match stage_section {
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@ -716,41 +751,6 @@ impl Animation for ComboAnimation {
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_ => {},
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}
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},
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Some("common.abilities.sword.defensive_retreat") => {
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let (move1, move2) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(2)),
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Some(StageSection::Recover) => (1.0, 1.0),
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_ => (0.0, 0.0),
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};
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let move1 = move1 * multi_strike_pullback;
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let move2 = move2 * multi_strike_pullback;
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position =
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
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next.chest.orientation = Quaternion::rotation_z(move1 * 0.7);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.3);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.4);
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next.foot_l.position += Vec3::new(0.0, move1 * -4.0, 0.0);
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next.chest.orientation.rotate_z(move2 * -1.5);
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next.head.orientation.rotate_z(move2 * 0.9);
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next.belt.orientation.rotate_z(move2 * 0.4);
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next.shorts.orientation.rotate_z(move2 * 1.0);
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next.control.orientation.rotate_y(move2 * -1.6);
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next.control
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.orientation
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.rotate_z(move1 * 0.3 + move2 * -1.5);
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next.control.position += Vec3::new(move2 * 12.0, 0.0, 0.0);
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},
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Some("common.abilities.sword.parrying_combo") => {
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let (move1, move2) = if strike == current_strike {
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match stage_section {
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@ -31,7 +31,7 @@ impl Animation for RiposteMeleeAnimation {
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next.off_weapon_trail = true;
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match ability_id {
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Some("common.abilities.sword.parrying_riposte") => {
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Some("common.abilities.sword.defensive_riposte") => {
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0),
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