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- adlet melee tweaks
- fix adlet elder shoot combomelee - adjust trap projectile mass
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f13c3774c0
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@ -1,7 +1,7 @@
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BasicMelee(
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energy_cost: 0,
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buildup_duration: 0.15,
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swing_duration: 0.05,
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swing_duration: 0.55,
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recover_duration: 0.55,
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melee_constructor: (
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kind: Stab(
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@ -10,7 +10,7 @@ BasicMelee(
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knockback: 0,
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energy_regen: 0,
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),
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range: 5,
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range: 3,
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angle: 5,
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),
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ori_modifier: 1.0,
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@ -1,7 +1,7 @@
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BasicMelee(
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energy_cost: 0,
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buildup_duration: 0.4,
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swing_duration: 0.1,
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swing_duration: 0.2,
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recover_duration: 0.45,
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melee_constructor: (
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kind: Stab(
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@ -436,7 +436,7 @@ impl Body {
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Body::IceBomb => 12298.0, // 2.5 m diamter but ice
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Body::LaserBeam => 80000.0,
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Body::AdletSpear => 1.5,
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Body::AdletTrap => 1.2,
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Body::AdletTrap => 10.0,
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};
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Mass(m)
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@ -809,7 +809,7 @@ impl ProjectileConstructor {
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Projectile {
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hit_solid: vec![],
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hit_entity: vec![Effect::Attack(attack), Effect::Vanish],
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time_left: Duration::from_secs(300),
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time_left: Duration::from_secs(10),
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owner,
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ignore_group: true,
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is_sticky: true,
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@ -25,7 +25,7 @@ impl Animation for ComboAnimation {
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(ability_id, stage_section, _ability_info, current_strike, _move_dir): Self::Dependency<'_>,
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anim_time: f32,
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rate: &mut f32,
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_s_a: &SkeletonAttr,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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*rate = 1.0;
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let mut next = (*skeleton).clone();
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@ -58,63 +58,52 @@ impl Animation for ComboAnimation {
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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.main.position = Vec3::new(0.0, 0.0, 0.0);
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next.second.scale = Vec3::one() * 1.0;
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next.main.position = Vec3::new(-s_a.grip.0 + 1.0, s_a.grip.0 * 2.0, 0.0);
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next.second.position = Vec3::new(s_a.grip.0, s_a.grip.0 * 2.0, 0.0);
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next.hand_l.position = Vec3::new(-s_a.grip.0, s_a.grip.0 + 1.0, 0.0);
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next.hand_r.position = Vec3::new(s_a.grip.0, s_a.grip.0 + 1.0, 0.0);
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next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
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next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
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next.main.orientation =
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Quaternion::rotation_x(PI / -3.0) * Quaternion::rotation_z(PI / -4.0);
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next.second.orientation =
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Quaternion::rotation_x(PI / -3.0) * Quaternion::rotation_z(PI / 4.0);
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next.control_l.position = Vec3::new(7.5, -12.0, 5.0);
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next.control_r.position = Vec3::new(-8.0, -12.0, 8.0);
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next.control_l.orientation = Quaternion::rotation_x(PI / 4.0);
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next.control_r.orientation = Quaternion::rotation_x(PI / 4.0);
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next.head.orientation = Quaternion::rotation_x(move1 * -0.2 + move2 * 0.4);
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match strike {
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0 => {
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next.weapon_r.position = Vec3::new(
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10.0 + move1 * 12.0 + move2 * -14.0,
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15.0 + move1 * -6.0 + move2 * 6.0,
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-9.0 + move1 * 4.0 + move2 * -2.0,
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);
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next.weapon_l.position = Vec3::new(-10.0, 12.0, -7.0);
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next.weapon_r.orientation = Quaternion::rotation_x(move2 * 0.5)
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* Quaternion::rotation_z(move1 * -1.5 + move2 * 2.0);
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next.shoulder_l.orientation = Quaternion::rotation_x(0.8);
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next.shoulder_r.orientation = Quaternion::rotation_x(0.8)
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* Quaternion::rotation_y(move1 * -0.9 + move2 * 0.7);
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next.weapon_l.position = Vec3::new(0.0, -8.0, -5.0);
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next.weapon_l.orientation =
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Quaternion::rotation_x(move1 * 0.3 + move2 * -0.2);
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next.weapon_r.orientation =
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Quaternion::rotation_z(move1 * -1.0 + move2 * 1.9);
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next.shoulder_r.orientation = Quaternion::rotation_x(move1 * 1.0)
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* Quaternion::rotation_y(move1 * -0.9 + move2 * 0.9);
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},
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1 => {
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next.weapon_r.position = Vec3::new(10.0, 12.0, -7.0);
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next.weapon_l.position = Vec3::new(
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-10.0 + move1 * -12.0 + move2 * 14.0,
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15.0 + move1 * -6.0 + move2 * 6.0,
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-9.0 + move1 * 4.0 + move2 * -2.0,
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);
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next.weapon_l.orientation = Quaternion::rotation_x(move2 * 0.5)
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* Quaternion::rotation_z(move1 * 1.5 + move2 * -2.0);
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next.shoulder_l.orientation = Quaternion::rotation_x(0.8)
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* Quaternion::rotation_y(move1 * 0.9 + move2 * -0.7);
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next.shoulder_r.orientation = Quaternion::rotation_x(0.8);
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next.weapon_r.position = Vec3::new(0.0, -8.0, -5.0);
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next.weapon_r.orientation =
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Quaternion::rotation_x(move1 * 0.3 + move2 * -0.2);
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next.weapon_l.orientation =
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Quaternion::rotation_z(move1 * 1.0 + move2 * -1.9);
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next.shoulder_l.orientation =
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Quaternion::rotation_x(move1 * 1.0 * move2 * 1.0)
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* Quaternion::rotation_y(move1 * 0.9 + move2 * -0.9);
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},
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2 => {
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next.weapon_l.position = Vec3::new(
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-10.0 + move1 * -12.0 + move2 * 14.0,
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15.0 + move1 * -6.0 + move2 * 6.0,
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-9.0 + move1 * 4.0 + move2 * -2.0,
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);
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next.weapon_r.position = Vec3::new(
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10.0 + move1 * 12.0 + move2 * -14.0,
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15.0 + move1 * -6.0 + move2 * 6.0,
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-9.0 + move1 * 4.0 + move2 * -2.0,
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);
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next.weapon_l.orientation = Quaternion::rotation_x(move2 * 0.5)
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* Quaternion::rotation_z(move1 * 1.5 + move2 * -2.0);
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next.weapon_r.orientation = Quaternion::rotation_x(move2 * 0.5)
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* Quaternion::rotation_z(move1 * -1.5 + move2 * 2.0);
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next.shoulder_l.orientation = Quaternion::rotation_x(0.8)
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* Quaternion::rotation_y(move1 * 0.9 + move2 * -0.7);
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next.shoulder_r.orientation = Quaternion::rotation_x(0.8)
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* Quaternion::rotation_y(move1 * -0.9 + move2 * 0.7);
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next.weapon_l.orientation =
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Quaternion::rotation_z(move1 * 1.0 + move2 * -1.2);
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next.weapon_r.orientation =
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Quaternion::rotation_z(move1 * -1.0 + move2 * 1.2);
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next.shoulder_l.orientation =
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Quaternion::rotation_x(move1 * 1.0 * move2 * 1.0)
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* Quaternion::rotation_y(move1 * 0.9 + move2 * -0.7);
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next.shoulder_r.orientation =
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Quaternion::rotation_x(move1 * 1.0 * move2 * 1.0)
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* Quaternion::rotation_y(move1 * -0.9 + move2 * 0.7);
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},
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_ => {},
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}
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@ -118,6 +118,40 @@ impl Animation for ShootAnimation {
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next.foot_l.orientation = Quaternion::rotation_y(move1 * 0.3 + move2 * -0.3);
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next.foot_r.orientation = Quaternion::rotation_y(move1 * 0.3 + move2 * -0.3);
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},
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Some("common.abilities.adlet.elder.trap") => {
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let (move1base, move2base, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let move1abs = move1base * pullback;
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let move2abs = move2base * pullback;
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next.main.position = Vec3::new(-10.0, -8.0, 12.0);
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next.main.orientation =
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Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
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next.hand_l.position =
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Vec3::new(-s_a.hand.0, s_a.hand.1 + 1.0, s_a.hand.2 + 5.0);
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next.hand_r.position =
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Vec3::new(s_a.hand.0, s_a.hand.1 + 1.0, s_a.hand.2 + 5.0);
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next.hand_r.orientation =
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Quaternion::rotation_x(move1abs * 4.0 + move2abs * -0.7)
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* Quaternion::rotation_y(0.0 + move1abs * -0.7);
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next.hand_l.orientation =
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Quaternion::rotation_x(move1abs * 4.0 + move2abs * -0.7);
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next.hand_r.orientation =
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Quaternion::rotation_x(move1abs * 4.0 + move2abs * -0.7);
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next.shoulder_l.orientation =
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Quaternion::rotation_x(move1abs * 4.0 + move2abs * -0.7);
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next.shoulder_r.orientation =
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Quaternion::rotation_x(move1abs * 4.0 + move2abs * -0.7);
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next.head.orientation =
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Quaternion::rotation_x(move1abs * 0.4 + move2abs * -0.2);
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},
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_ => {},
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},
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Some(ToolKind::Hammer) => match ability_id {
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@ -162,40 +196,6 @@ impl Animation for ShootAnimation {
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next.shoulder_r.orientation =
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Quaternion::rotation_x(move1 * 1.4) * Quaternion::rotation_y(move1 * -0.5);
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},
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Some("common.abilities.adlet.elder.trap") => {
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let (move1base, move2base, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powf(0.25), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let move1abs = move1base * pullback;
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let move2abs = move2base * pullback;
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next.main.position = Vec3::new(-10.0, -8.0, 12.0);
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next.main.orientation =
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Quaternion::rotation_y(2.5) * Quaternion::rotation_z(PI / 2.0);
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next.hand_l.position =
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Vec3::new(-s_a.hand.0, s_a.hand.1 + 1.0, s_a.hand.2 + 5.0);
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next.hand_r.position =
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Vec3::new(s_a.hand.0, s_a.hand.1 + 1.0, s_a.hand.2 + 5.0);
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next.hand_r.orientation =
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Quaternion::rotation_x(move1abs * 4.0 + move2abs * -0.7)
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* Quaternion::rotation_y(0.0 + move1abs * -0.7);
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next.hand_l.orientation =
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Quaternion::rotation_x(move1abs * 4.0 + move2abs * -0.7);
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next.hand_r.orientation =
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Quaternion::rotation_x(move1abs * 4.0 + move2abs * -0.7);
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next.shoulder_l.orientation =
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Quaternion::rotation_x(move1abs * 4.0 + move2abs * -0.7);
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next.shoulder_r.orientation =
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Quaternion::rotation_x(move1abs * 4.0 + move2abs * -0.7);
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next.head.orientation =
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Quaternion::rotation_x(move1abs * 0.4 + move2abs * -0.2);
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},
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_ => {},
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},
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Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
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