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Tweaks to various stats and earth splitter animation.
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@ -1,13 +1,14 @@
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DiveMelee(
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energy_cost: 15,
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vertical_speed: 5,
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buildup_duration: Some(0.1),
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movement_duration: 5,
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swing_duration: 0.1,
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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: 0,
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poise: 0,
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damage: 5,
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poise: 5,
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knockback: 0,
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energy_regen: 0,
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),
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@ -4,7 +4,7 @@ ComboMelee2(
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(
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melee_constructor: (
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kind: Slash(
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damage: 40,
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damage: 30,
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poise: 20,
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knockback: 10,
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energy_regen: 0,
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@ -9,7 +9,7 @@ ChargedMelee(
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energy_regen: 0,
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),
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scaled: Some(Slash(
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damage: 16,
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damage: 12,
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poise: 10,
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knockback: 0,
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energy_regen: 10,
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@ -4,7 +4,7 @@ RapidMelee(
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recover_duration: 0.4,
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melee_constructor: (
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kind: Slash(
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damage: 15,
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damage: 12,
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poise: 5,
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knockback: 0,
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energy_regen: 0,
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@ -3,7 +3,7 @@ ComboMelee2(
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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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damage: 6,
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poise: 10,
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knockback: 0,
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energy_regen: 10,
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@ -21,7 +21,7 @@ ComboMelee2(
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(
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melee_constructor: (
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kind: Slash(
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damage: 11,
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damage: 9,
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poise: 15,
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knockback: 0,
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energy_regen: 15,
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@ -45,16 +45,17 @@ impl Animation for DiveMeleeAnimation {
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match ability_id {
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Some("common.abilities.sword.cleaving_earth_splitter") => {
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let (move1, move2, move3, move4) = match stage_section {
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let (move1, move1alt, move2, move3, move4) = match stage_section {
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Some(StageSection::Movement) => (
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anim_time.min(1.0).powi(2),
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(anim_time.min(1.5) / 1.5).powf(1.5),
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(1.0 - ground_dist).powi(2),
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0.0,
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0.0,
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),
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Some(StageSection::Action) => (1.0, 1.0, anim_time.powf(0.25), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time.powi(4)),
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_ => (0.0, 0.0, 0.0, 0.0),
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Some(StageSection::Action) => (1.0, 1.0, 1.0, anim_time.powf(0.25), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, 1.0, 1.0, anim_time.powi(4)),
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_ => (0.0, 0.0, 0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move4;
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let move1 = move1 * pullback;
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@ -69,6 +70,7 @@ impl Animation for DiveMeleeAnimation {
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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.torso.orientation.rotate_x(move1alt * -6.28);
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next.torso.orientation.rotate_x(move1 * -0.8);
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next.control.orientation.rotate_x(move1 * 1.5);
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