diff --git a/assets/common/abilities/sword/heavy_finisher.ron b/assets/common/abilities/sword/heavy_finisher.ron index 27bbf2c7ca..0c5a124bbe 100644 --- a/assets/common/abilities/sword/heavy_finisher.ron +++ b/assets/common/abilities/sword/heavy_finisher.ron @@ -4,13 +4,13 @@ FinisherMelee( swing_duration: 0.1, recover_duration: 0.4, melee_constructor: ( - kind: Slash( + kind: Bash( damage: 20, poise: 30, knockback: 0, energy_regen: 10, ), - scaled: Some(Slash( + scaled: Some(Bash( damage: 0, poise: 20, knockback: 0, diff --git a/voxygen/anim/src/character/finishermelee.rs b/voxygen/anim/src/character/finishermelee.rs index bd82af0115..7992049b5c 100644 --- a/voxygen/anim/src/character/finishermelee.rs +++ b/voxygen/anim/src/character/finishermelee.rs @@ -173,6 +173,43 @@ impl Animation for FinisherMeleeAnimation { next.control.orientation.rotate_x(move2.powf(0.25) * -2.8); next.control.position += Vec3::new(move2 * 12.0, 0.0, move2 * -10.0); }, + Some("common.abilities.sword.heavy_finisher") => { + let (move1, move2, move3) = match stage_section { + Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0), + Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0), + Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)), + _ => (0.0, 0.0, 0.0), + }; + + next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2); + next.hand_l.orientation = + Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4); + next.hand_r.position = Vec3::new( + -s_a.sc.0 + 6.0 + move1.powf(0.5) * -12.0, + -4.0 + move1.powf(0.5) * 3.0, + -2.0, + ); + 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.chest.orientation = Quaternion::rotation_z(move1 * 0.6); + next.head.orientation = Quaternion::rotation_z(move1 * -0.3); + next.shorts.orientation = Quaternion::rotation_z(move1 * -0.4); + next.belt.orientation = Quaternion::rotation_z(move1 * -0.2); + next.control.orientation.rotate_x(move1 * 1.5); + next.control.position += Vec3::new(move1 * 1.0, move1 * 1.0, move1 * 10.0); + next.hand_l.position += Vec3::new(0.0, 0.0, move1.powi(2) * 12.0); + next.hand_r.position += Vec3::new(0.0, 0.0, move1 * 2.0); + + next.chest.orientation.rotate_z(move2 * -0.9); + next.head.orientation.rotate_z(move2 * 0.5); + next.shorts.orientation.rotate_z(move2 * 0.6); + next.belt.orientation.rotate_z(move2 * 0.3); + next.control.orientation.rotate_x(move2 * 0.5); + next.control.position += Vec3::new(0.0, move2 * 12.0, 0.0); + next.control.orientation.rotate_z(move2 * -0.1); + }, _ => {}, }