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Crippling stance required abilities
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parent
c3026d388a
commit
fed96b2e15
@ -3,37 +3,21 @@ 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: 5,
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knockback: 0,
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energy_regen: 5,
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),
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range: 3.0,
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angle: 45.0,
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damage_effect: Some(BuffsVulnerable(1.0, Bleeding)),
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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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recover_duration: 0.15,
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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: 20,
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)
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@ -3,37 +3,21 @@ 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: 5,
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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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damage_effect: Some(BuffsVulnerable(2.0, Crippled)),
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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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buildup_duration: 0.2,
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swing_duration: 0.15,
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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: 25,
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)
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@ -366,8 +366,6 @@ impl SkillSet {
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if !self.skill_groups.contains_key(&skill_group_kind) {
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self.skill_groups
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.insert(skill_group_kind, SkillGroup::new(skill_group_kind));
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} else {
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warn!("Tried to unlock already known skill group");
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}
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}
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@ -735,95 +735,93 @@ impl Animation for ComboAnimation {
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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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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powf(0.5)),
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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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Some("common.abilities.sword.crippling_bloody_gash") => {
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let (move1, move2) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powf(0.5)),
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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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let move2_slow = move2.powf(0.5);
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let move1 = move1 * multi_strike_pullback;
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let move2 = move2 * multi_strike_pullback;
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let move2_slow = move2_slow * multi_strike_pullback;
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match strike {
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0 => {
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let s1_move1_hack = if current_strike == 1 { move1 } else { 0.0 };
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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 + move1 * -12.0,
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-4.0 + move1 * 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 + 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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* Quaternion::rotation_z(move1 * -0.2 + s1_move1_hack * 3.2);
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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 =
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position =
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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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 =
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Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(move1 * -0.2);
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next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
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next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
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next.foot_l.orientation = Quaternion::identity();
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next.foot_r.orientation = Quaternion::identity();
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next.chest.orientation = Quaternion::rotation_z(move1 * -0.4);
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next.head.orientation = Quaternion::rotation_z(move1 * 0.1);
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next.belt.orientation = Quaternion::rotation_z(move1 * 0.1);
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next.control.orientation.rotate_y(move1 * 2.1);
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next.control.orientation.rotate_z(move1 * -0.4);
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next.control.position += Vec3::new(move1 * 8.0, 0.0, move1 * 3.0);
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next.chest.orientation = Quaternion::rotation_z(move1 * 1.2);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.7);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.4);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.9);
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next.control.orientation.rotate_x(move1 * 0.4);
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next.foot_r.position += Vec3::new(0.0, move1 * 2.0, 0.0);
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next.foot_l.orientation.rotate_z(move1 * 0.6);
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next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
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next.foot_l.position += Vec3::new(0.0, move1 * -4.0, 0.0);
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next.control.orientation.rotate_y(move1 * -1.4);
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next.chest.orientation.rotate_y(move1 * -0.3);
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next.belt.orientation.rotate_y(move1 * 0.3);
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next.shorts.orientation.rotate_y(move1 * 0.35);
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next.belt.position += Vec3::new(move1 * -1.0, 0., 0.0);
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next.shorts.position += Vec3::new(move1 * -2.0, move1 * 0.0, 0.0);
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next.control.position += Vec3::new(0.0, 0.0, move1 * 4.0);
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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.belt.orientation.rotate_z(move2 * -0.5);
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next.control.orientation.rotate_y(move2 * -0.9);
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next.control.orientation.rotate_z(move2 * 2.7);
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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.crippling_eviscerate") => {
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let (move1, move2) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powf(0.5)),
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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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let move1 = move1 * multi_strike_pullback;
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let move2 = move2 * multi_strike_pullback;
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next.chest.orientation.rotate_z(move2 * -2.3);
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next.head.orientation.rotate_z(move2 * 1.5);
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next.belt.orientation.rotate_z(move2 * 1.2);
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next.shorts.orientation.rotate_z(move2 * 2.2);
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next.shorts.orientation.rotate_x(move2 * 0.5);
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next.belt.orientation.rotate_y(move2 * -0.3);
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next.belt.orientation.rotate_x(move2 * 0.3);
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next.belt.position += Vec3::new(0.0, move2 * -1.0, move2 * -1.0);
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next.shorts.position += Vec3::new(move2 * 0.5, move2 * 0.0, 0.0);
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next.control.orientation.rotate_z(move2 * -1.8);
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next.control.position += Vec3::new(move2 * 14.0, 0.0, 0.0);
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},
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1 => {
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next.chest.position += Vec3::new(0.0, move1 * 5.0, 0.0);
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next.foot_l.position +=
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Vec3::new(0.0, move1 * 3.0 + move2_slow * 6.0, 0.0);
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next.foot_r.position += Vec3::new(0.0, move1 * -2.0, 0.0);
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next.foot_r.orientation.rotate_x(move1 * -0.2);
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next.shorts.orientation.rotate_z(move1 * -0.8);
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next.shorts.orientation.rotate_x(move1 * 0.3);
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next.belt.orientation.rotate_z(move1 * -0.3);
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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 =
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position =
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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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 =
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Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(move1 * 3.0);
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next.chest.orientation.rotate_z(move2 * 2.5);
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next.head.orientation.rotate_z(move2 * -2.0);
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next.belt.orientation.rotate_z(move2 * -0.9);
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next.shorts.orientation.rotate_z(move2 * -2.1);
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next.shorts.orientation.rotate_y(move2 * 0.5);
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next.shorts.orientation.rotate_x(move2 * 0.3);
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next.belt.orientation.rotate_y(move2 * 0.2);
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next.belt.position += Vec3::new(0.0, 0.0, move2 * 1.0);
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next.control.orientation.rotate_z(move2 * 0.9);
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next.control.position += Vec3::new(move2 * -14.0, 0.0, 0.0);
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},
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_ => {},
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}
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next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
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next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
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next.foot_l.orientation = Quaternion::identity();
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next.foot_r.orientation = Quaternion::identity();
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next.chest.orientation = Quaternion::rotation_z(move1 * 1.2);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.7);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.4);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.9);
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next.control.orientation.rotate_x(move1 * 0.4);
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next.foot_r.position += Vec3::new(0.0, move1 * 2.0, 0.0);
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next.foot_l.orientation.rotate_z(move1 * 0.6);
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next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
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next.foot_l.position += Vec3::new(0.0, move1 * -4.0, 0.0);
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next.control.orientation.rotate_y(move1 * -1.4);
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next.chest.orientation.rotate_y(move1 * -0.3);
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next.belt.orientation.rotate_y(move1 * 0.3);
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next.shorts.orientation.rotate_y(move1 * 0.35);
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next.belt.position += Vec3::new(move1 * -1.0, 0., 0.0);
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next.shorts.position += Vec3::new(move1 * -2.0, move1 * 0.0, 0.0);
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next.control.position += Vec3::new(0.0, 0.0, move1 * 4.0);
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next.chest.orientation.rotate_z(move2 * -2.3);
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next.head.orientation.rotate_z(move2 * 1.5);
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next.belt.orientation.rotate_z(move2 * 1.2);
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next.shorts.orientation.rotate_z(move2 * 2.2);
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next.shorts.orientation.rotate_x(move2 * 0.5);
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next.belt.orientation.rotate_y(move2 * -0.3);
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next.belt.orientation.rotate_x(move2 * 0.3);
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next.belt.position += Vec3::new(0.0, move2 * -1.0, move2 * -1.0);
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next.shorts.position += Vec3::new(move2 * 0.5, move2 * 0.0, 0.0);
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next.control.orientation.rotate_z(move2 * -1.8);
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next.control.position += Vec3::new(move2 * 14.0, 0.0, 0.0);
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},
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Some("common.abilities.sword.defensive_combo") => {
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let (move1, move2) = if strike == current_strike {
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