Tweaks to various stats and earth splitter animation.

This commit is contained in:
Sam 2023-03-11 15:57:56 -05:00
parent 3a3dc0d0f9
commit e962690fb8
6 changed files with 14 additions and 11 deletions

View File

@ -1,13 +1,14 @@
DiveMelee(
energy_cost: 15,
vertical_speed: 5,
buildup_duration: Some(0.1),
movement_duration: 5,
swing_duration: 0.1,
recover_duration: 0.3,
melee_constructor: (
kind: Slash(
damage: 0,
poise: 0,
damage: 5,
poise: 5,
knockback: 0,
energy_regen: 0,
),

View File

@ -4,7 +4,7 @@ ComboMelee2(
(
melee_constructor: (
kind: Slash(
damage: 40,
damage: 30,
poise: 20,
knockback: 10,
energy_regen: 0,

View File

@ -9,7 +9,7 @@ ChargedMelee(
energy_regen: 0,
),
scaled: Some(Slash(
damage: 16,
damage: 12,
poise: 10,
knockback: 0,
energy_regen: 10,

View File

@ -4,7 +4,7 @@ RapidMelee(
recover_duration: 0.4,
melee_constructor: (
kind: Slash(
damage: 15,
damage: 12,
poise: 5,
knockback: 0,
energy_regen: 0,

View File

@ -3,7 +3,7 @@ ComboMelee2(
(
melee_constructor: (
kind: Slash(
damage: 7,
damage: 6,
poise: 10,
knockback: 0,
energy_regen: 10,
@ -21,7 +21,7 @@ ComboMelee2(
(
melee_constructor: (
kind: Slash(
damage: 11,
damage: 9,
poise: 15,
knockback: 0,
energy_regen: 15,

View File

@ -45,16 +45,17 @@ impl Animation for DiveMeleeAnimation {
match ability_id {
Some("common.abilities.sword.cleaving_earth_splitter") => {
let (move1, move2, move3, move4) = match stage_section {
let (move1, move1alt, move2, move3, move4) = match stage_section {
Some(StageSection::Movement) => (
anim_time.min(1.0).powi(2),
(anim_time.min(1.5) / 1.5).powf(1.5),
(1.0 - ground_dist).powi(2),
0.0,
0.0,
),
Some(StageSection::Action) => (1.0, 1.0, anim_time.powf(0.25), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0, 0.0),
Some(StageSection::Action) => (1.0, 1.0, 1.0, anim_time.powf(0.25), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, 1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - move4;
let move1 = move1 * pullback;
@ -69,6 +70,7 @@ impl Animation for DiveMeleeAnimation {
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.torso.orientation.rotate_x(move1alt * -6.28);
next.torso.orientation.rotate_x(move1 * -0.8);
next.control.orientation.rotate_x(move1 * 1.5);