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Cross cut
This commit is contained in:
parent
d64c155115
commit
e73236819a
@ -3,37 +3,38 @@ 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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poise: 0,
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damage: 6,
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poise: 3,
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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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range: 3.0,
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angle: 45.0,
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range: 3.5,
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angle: 50.0,
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),
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buildup_duration: 0.15,
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buildup_duration: 0.1,
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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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recover_duration: 0.2,
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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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damage: 6,
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poise: 3,
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knockback: 0,
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energy_regen: 7.5,
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energy_regen: 0,
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),
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range: 3.0,
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angle: 45.0,
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range: 3.5,
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angle: 50.0,
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),
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buildup_duration: 0.1,
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swing_duration: 0.1,
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swing_duration: 0.05,
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hit_timing: 0.5,
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recover_duration: 0.2,
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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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energy_cost_per_strike: 0,
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energy_cost_per_strike: 7.5,
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auto_progress: true,
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)
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@ -3,37 +3,38 @@ 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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poise: 0,
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damage: 10,
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poise: 3,
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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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range: 3.0,
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angle: 45.0,
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range: 3.5,
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angle: 50.0,
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),
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buildup_duration: 0.15,
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swing_duration: 0.05,
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swing_duration: 0.1,
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hit_timing: 0.5,
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recover_duration: 0.1,
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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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melee_constructor: (
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kind: Slash(
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damage: 10,
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poise: 0,
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poise: 3,
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knockback: 0,
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energy_regen: 7.5,
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energy_regen: 0,
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),
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range: 3.0,
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angle: 45.0,
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range: 3.5,
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angle: 50.0,
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),
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buildup_duration: 0.1,
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buildup_duration: 0.15,
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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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recover_duration: 0.1,
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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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energy_cost_per_strike: 7.5,
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auto_progress: true,
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)
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@ -3,37 +3,40 @@ 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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poise: 0,
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damage: 10,
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poise: 3,
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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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range: 3.0,
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angle: 45.0,
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range: 3.5,
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angle: 60.0,
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multi_target: Some(Normal),
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),
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buildup_duration: 0.15,
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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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recover_duration: 0.1,
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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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melee_constructor: (
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kind: Slash(
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damage: 10,
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poise: 0,
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poise: 3,
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knockback: 0,
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energy_regen: 7.5,
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energy_regen: 0,
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),
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range: 3.0,
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angle: 45.0,
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range: 3.5,
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angle: 60.0,
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multi_target: Some(Normal),
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),
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buildup_duration: 0.1,
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buildup_duration: 0.15,
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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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recover_duration: 0.1,
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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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energy_cost_per_strike: 7.5,
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auto_progress: true,
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)
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@ -3,37 +3,50 @@ 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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poise: 0,
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damage: 7,
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poise: 3,
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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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range: 3.0,
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angle: 45.0,
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range: 3.5,
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angle: 50.0,
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damage_effect: Some(Buff((
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kind: Bleeding,
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dur_secs: 8.0,
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strength: DamageFraction(0.25),
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chance: 0.25,
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))),
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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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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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melee_constructor: (
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kind: Slash(
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damage: 7,
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poise: 3,
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knockback: 0,
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energy_regen: 0,
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),
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range: 3.5,
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angle: 50.0,
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damage_effect: Some(Buff((
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kind: Bleeding,
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dur_secs: 8.0,
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strength: DamageFraction(0.25),
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chance: 0.25,
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))),
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),
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buildup_duration: 0.15,
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swing_duration: 0.1,
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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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energy_cost_per_strike: 0,
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energy_cost_per_strike: 7.5,
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auto_progress: true,
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)
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@ -3,37 +3,44 @@ 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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poise: 0,
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damage: 8,
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poise: 3,
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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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range: 3.0,
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angle: 45.0,
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range: 3.5,
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angle: 50.0,
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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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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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melee_constructor: (
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kind: Slash(
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damage: 8,
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poise: 3,
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knockback: 0,
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energy_regen: 0,
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),
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range: 3.5,
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angle: 50.0,
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),
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buildup_duration: 0.15,
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swing_duration: 0.1,
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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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energy_cost_per_strike: 0,
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energy_cost_per_strike: 7.5,
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auto_progress: true,
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meta: (
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capabilities: (
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// When in buildup, attack can get cancelled into parry
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bits: 0b00100000,
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),
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),
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)
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@ -3,37 +3,38 @@ 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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poise: 0,
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damage: 15,
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poise: 3,
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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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range: 3.0,
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angle: 45.0,
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range: 3.5,
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angle: 50.0,
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),
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buildup_duration: 0.15,
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swing_duration: 0.05,
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buildup_duration: 0.2,
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swing_duration: 0.1,
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hit_timing: 0.5,
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recover_duration: 0.1,
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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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melee_constructor: (
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kind: Slash(
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damage: 10,
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poise: 0,
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damage: 15,
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poise: 3,
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knockback: 0,
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energy_regen: 7.5,
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energy_regen: 0,
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),
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range: 3.0,
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angle: 45.0,
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range: 3.5,
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angle: 50.0,
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),
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buildup_duration: 0.1,
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buildup_duration: 0.2,
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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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energy_cost_per_strike: 7.5,
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auto_progress: true,
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)
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@ -661,6 +661,80 @@ impl Animation for ComboAnimation {
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next.control.orientation.rotate_x(move2 * -2.9);
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next.control.position += Vec3::new(move2 * 7.0, move2 * -3.0, move2 * -15.0);
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},
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Some(
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"common.abilities.sword.basic_cross_cut"
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| "common.abilities.sword.heavy_cross_cut"
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| "common.abilities.sword.agile_cross_cut"
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| "common.abilities.sword.defensive_cross_cut"
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| "common.abilities.sword.crippling_cross_cut"
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| "common.abilities.sword.cleaving_cross_cut",
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) => {
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let (move1, move2) = if strike == current_strike {
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match stage_section {
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Some(StageSection::Buildup) => {
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(((anim_time.max(0.4) - 0.4) * 1.5).powf(0.5), 0.0)
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},
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Some(StageSection::Action) => (1.0, (anim_time.min(0.4) * 2.5).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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} else {
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(1.0, 1.0)
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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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match strike {
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0 => {
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let fast1 = move1.min(0.2) * 5.0;
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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 = Quaternion::rotation_x(s_a.shl.3)
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* Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position = Vec3::new(
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-s_a.sc.0 + 6.0 + fast1 * -12.0,
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-4.0 + fast1 * 3.0,
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-2.0,
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);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + fast1 * 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.control.position +=
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Vec3::new(move1 * 3.0, move1 * 4.0, move1 * 8.0);
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next.control.orientation.rotate_x(move1 * 1.0);
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next.control.orientation.rotate_z(move1 * -0.4);
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next.chest.orientation = Quaternion::rotation_z(move1 * 0.3);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.25);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
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next.chest.orientation.rotate_z(move2 * -0.8);
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next.head.orientation.rotate_z(move2 * 0.5);
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next.shorts.orientation.rotate_z(move2 * 0.4);
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next.belt.orientation.rotate_z(move2 * 0.2);
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next.control.orientation.rotate_x(move2 * -1.9);
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next.control.orientation.rotate_z(move2 * 0.1);
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next.control.position +=
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Vec3::new(move2 * 4.0, move2 * 2.0, move2 * -9.0);
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},
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1 => {
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next.control.position +=
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Vec3::new(move1 * 3.0, move1 * -2.0, move1 * 9.0);
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next.control.orientation.rotate_x(move1 * 1.6);
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next.control.orientation.rotate_z(move1 * 0.9);
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next.control.orientation.rotate_y(move1 * 0.6);
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next.chest.orientation.rotate_z(move2 * 1.1);
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next.head.orientation.rotate_z(move2 * -0.6);
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next.shorts.orientation.rotate_z(move2 * -0.8);
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next.belt.orientation.rotate_z(move2 * -0.2);
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next.control.position += Vec3::new(move2 * -6.0, 0.0, move2 * -7.0);
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next.control.orientation.rotate_x(move2 * -2.1);
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next.control.orientation.rotate_z(move2 * 0.4);
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},
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_ => {},
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}
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},
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Some("common.abilities.sword.cleaving_combo") => {
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let (move1, move2) = if strike == current_strike {
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match stage_section {
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@ -922,73 +996,6 @@ impl Animation for ComboAnimation {
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next.control.orientation.rotate_x(move2 * 0.5);
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next.control.position += Vec3::new(move2 * 7.0, 0.0, move2 * 6.0);
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},
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Some("common.abilities.sword.heavy_combo") => {
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let (move1, move2) = if strike == current_strike {
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match stage_section {
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Some(StageSection::Buildup) => {
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(((anim_time.max(0.4) - 0.4) * 1.5).powf(0.5), 0.0)
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},
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Some(StageSection::Action) => (1.0, (anim_time.min(0.4) * 2.5).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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} else {
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(1.0, 1.0)
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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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match strike {
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0 => {
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let fast1 = move1.min(0.2) * 5.0;
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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 = Quaternion::rotation_x(s_a.shl.3)
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* Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position = Vec3::new(
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-s_a.sc.0 + 6.0 + fast1 * -12.0,
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-4.0 + fast1 * 3.0,
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-2.0,
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);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + fast1 * 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.control.position +=
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Vec3::new(move1 * 3.0, move1 * 4.0, move1 * 8.0);
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next.control.orientation.rotate_x(move1 * 1.0);
|
||||
next.control.orientation.rotate_z(move1 * -0.4);
|
||||
next.chest.orientation = Quaternion::rotation_z(move1 * 0.3);
|
||||
next.head.orientation = Quaternion::rotation_z(move1 * -0.25);
|
||||
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.2);
|
||||
next.belt.orientation = Quaternion::rotation_z(move1 * -0.1);
|
||||
|
||||
next.chest.orientation.rotate_z(move2 * -0.8);
|
||||
next.head.orientation.rotate_z(move2 * 0.5);
|
||||
next.shorts.orientation.rotate_z(move2 * 0.4);
|
||||
next.belt.orientation.rotate_z(move2 * 0.2);
|
||||
next.control.orientation.rotate_x(move2 * -1.9);
|
||||
next.control.orientation.rotate_z(move2 * 0.1);
|
||||
next.control.position +=
|
||||
Vec3::new(move2 * 4.0, move2 * 2.0, move2 * -9.0);
|
||||
},
|
||||
1 => {
|
||||
next.control.position +=
|
||||
Vec3::new(move1 * 3.0, move1 * -2.0, move1 * 9.0);
|
||||
next.control.orientation.rotate_x(move1 * 1.6);
|
||||
next.control.orientation.rotate_z(move1 * 0.9);
|
||||
next.control.orientation.rotate_y(move1 * 0.6);
|
||||
|
||||
next.chest.orientation.rotate_z(move2 * 1.1);
|
||||
next.head.orientation.rotate_z(move2 * -0.6);
|
||||
next.shorts.orientation.rotate_z(move2 * -0.8);
|
||||
next.belt.orientation.rotate_z(move2 * -0.2);
|
||||
next.control.position += Vec3::new(move2 * -6.0, 0.0, move2 * -7.0);
|
||||
next.control.orientation.rotate_x(move2 * -2.1);
|
||||
next.control.orientation.rotate_z(move2 * 0.4);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
},
|
||||
Some("common.abilities.sword.mobility_combo") => {
|
||||
let (move1, move2) = if strike == current_strike {
|
||||
match stage_section {
|
||||
|
Loading…
Reference in New Issue
Block a user