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Skull bash
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parent
9a6cb01da3
commit
daea14f8e5
@ -2,21 +2,21 @@ ComboMelee2(
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strikes: [
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strikes: [
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(
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(
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melee_constructor: (
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melee_constructor: (
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kind: Slash(
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kind: Bash(
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damage: 4,
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damage: 15,
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poise: 5,
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poise: 50,
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knockback: 0,
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knockback: 0,
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energy_regen: 5,
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energy_regen: 0,
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),
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),
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range: 3.0,
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range: 3.0,
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angle: 45.0,
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angle: 45.0,
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),
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),
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buildup_duration: 0.15,
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buildup_duration: 0.3,
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swing_duration: 0.05,
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swing_duration: 0.1,
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hit_timing: 0.5,
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hit_timing: 0.5,
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recover_duration: 0.1,
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recover_duration: 0.3,
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ori_modifier: 0.6,
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ori_modifier: 0.6,
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),
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),
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],
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],
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energy_cost_per_strike: 0,
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energy_cost_per_strike: 10,
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)
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)
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@ -1098,6 +1098,43 @@ impl Animation for ComboAnimation {
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next.control.orientation.rotate_z(move2 * -3.5);
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next.control.orientation.rotate_z(move2 * -3.5);
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next.control.position += Vec3::new(move2 * 14.0, move2 * 6.0, 0.0);
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next.control.position += Vec3::new(move2 * 14.0, move2 * 6.0, 0.0);
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},
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},
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Some("common.abilities.axe.skull_bash") => {
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let (move1, move2) = match stage_section {
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Some(StageSection::Buildup) => (anim_time, 0.0),
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Some(StageSection::Action) => (1.0, anim_time),
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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.ahl.0, s_a.ahl.1, s_a.ahl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
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next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
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next.hand_r.orientation =
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Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
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next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
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next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
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* Quaternion::rotation_y(s_a.ac.4)
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* Quaternion::rotation_z(s_a.ac.5 - move1 * PI * 0.75);
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next.control.orientation.rotate_x(move1 * -2.0);
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next.chest.orientation.rotate_z(move1 * 0.8);
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next.head.orientation.rotate_z(move1 * -0.3);
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next.shorts.orientation.rotate_z(move1 * -0.5);
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next.belt.orientation.rotate_z(move1 * -0.1);
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next.control.orientation.rotate_y(move1 * -0.6);
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next.control.position += Vec3::new(move1 * 6.0, move1 * -2.0, 0.0);
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next.chest.orientation.rotate_z(move2 * -1.7);
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next.head.orientation.rotate_z(move2 * 0.9);
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next.shorts.orientation.rotate_z(move2 * 1.1);
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next.belt.orientation.rotate_z(move2 * 0.5);
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next.control.orientation.rotate_x(move2 * -1.8);
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next.control.position += Vec3::new(move2 * 9.0, move2 * 2.0, move2 * -5.0);
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},
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_ => {},
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_ => {},
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}
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}
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}
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}
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