Crippling stance required abilities

This commit is contained in:
Sam 2022-12-19 12:37:29 -05:00
parent c3026d388a
commit fed96b2e15
4 changed files with 91 additions and 127 deletions

View File

@ -3,37 +3,21 @@ ComboMelee2(
(
melee_constructor: (
kind: Slash(
damage: 5,
poise: 0,
damage: 15,
poise: 5,
knockback: 0,
energy_regen: 5,
),
range: 3.0,
angle: 45.0,
damage_effect: Some(BuffsVulnerable(1.0, Bleeding)),
),
buildup_duration: 0.15,
swing_duration: 0.05,
hit_timing: 0.5,
recover_duration: 0.1,
ori_modifier: 0.6,
),
(
melee_constructor: (
kind: Slash(
damage: 10,
poise: 0,
knockback: 0,
energy_regen: 7.5,
),
range: 3.0,
angle: 45.0,
),
buildup_duration: 0.1,
swing_duration: 0.1,
hit_timing: 0.5,
recover_duration: 0.2,
recover_duration: 0.15,
ori_modifier: 0.6,
),
],
energy_cost_per_strike: 0,
energy_cost_per_strike: 20,
)

View File

@ -3,37 +3,21 @@ ComboMelee2(
(
melee_constructor: (
kind: Slash(
damage: 5,
poise: 0,
damage: 15,
poise: 5,
knockback: 0,
energy_regen: 5,
energy_regen: 0,
),
range: 3.0,
angle: 45.0,
damage_effect: Some(BuffsVulnerable(2.0, Crippled)),
),
buildup_duration: 0.15,
swing_duration: 0.05,
hit_timing: 0.5,
recover_duration: 0.1,
ori_modifier: 0.6,
),
(
melee_constructor: (
kind: Slash(
damage: 10,
poise: 0,
knockback: 0,
energy_regen: 7.5,
),
range: 3.0,
angle: 45.0,
),
buildup_duration: 0.1,
swing_duration: 0.1,
buildup_duration: 0.2,
swing_duration: 0.15,
hit_timing: 0.5,
recover_duration: 0.2,
ori_modifier: 0.6,
),
],
energy_cost_per_strike: 0,
energy_cost_per_strike: 25,
)

View File

@ -366,8 +366,6 @@ impl SkillSet {
if !self.skill_groups.contains_key(&skill_group_kind) {
self.skill_groups
.insert(skill_group_kind, SkillGroup::new(skill_group_kind));
} else {
warn!("Tried to unlock already known skill group");
}
}

View File

@ -735,95 +735,93 @@ impl Animation for ComboAnimation {
_ => {},
}
},
Some("common.abilities.sword.cleaving_combo") => {
let (move1, move2) = if strike == current_strike {
match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
Some(StageSection::Action) => (1.0, anim_time.powf(0.5)),
Some(StageSection::Recover) => (1.0, 1.0),
_ => (0.0, 0.0),
}
} else {
(1.0, 1.0)
Some("common.abilities.sword.crippling_bloody_gash") => {
let (move1, move2) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
Some(StageSection::Action) => (1.0, anim_time.powf(0.5)),
Some(StageSection::Recover) => (1.0, 1.0),
_ => (0.0, 0.0),
};
let move2_slow = move2.powf(0.5);
let move1 = move1 * multi_strike_pullback;
let move2 = move2 * multi_strike_pullback;
let move2_slow = move2_slow * multi_strike_pullback;
match strike {
0 => {
let s1_move1_hack = if current_strike == 1 { move1 } else { 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 * -12.0,
-4.0 + move1 * 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)
* Quaternion::rotation_z(move1 * -0.2 + s1_move1_hack * 3.2);
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 * -12.0, -4.0 + move1 * 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) * Quaternion::rotation_z(move1 * -0.2);
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_l.orientation = Quaternion::identity();
next.foot_r.orientation = Quaternion::identity();
next.chest.orientation = Quaternion::rotation_z(move1 * -0.4);
next.head.orientation = Quaternion::rotation_z(move1 * 0.1);
next.belt.orientation = Quaternion::rotation_z(move1 * 0.1);
next.control.orientation.rotate_y(move1 * 2.1);
next.control.orientation.rotate_z(move1 * -0.4);
next.control.position += Vec3::new(move1 * 8.0, 0.0, move1 * 3.0);
next.chest.orientation = Quaternion::rotation_z(move1 * 1.2);
next.head.orientation = Quaternion::rotation_z(move1 * -0.7);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.4);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.9);
next.control.orientation.rotate_x(move1 * 0.4);
next.foot_r.position += Vec3::new(0.0, move1 * 2.0, 0.0);
next.foot_l.orientation.rotate_z(move1 * 0.6);
next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
next.foot_l.position += Vec3::new(0.0, move1 * -4.0, 0.0);
next.control.orientation.rotate_y(move1 * -1.4);
next.chest.orientation.rotate_y(move1 * -0.3);
next.belt.orientation.rotate_y(move1 * 0.3);
next.shorts.orientation.rotate_y(move1 * 0.35);
next.belt.position += Vec3::new(move1 * -1.0, 0., 0.0);
next.shorts.position += Vec3::new(move1 * -2.0, move1 * 0.0, 0.0);
next.control.position += Vec3::new(0.0, 0.0, move1 * 4.0);
next.chest.orientation.rotate_z(move2 * 1.1);
next.head.orientation.rotate_z(move2 * -0.6);
next.belt.orientation.rotate_z(move2 * -0.5);
next.control.orientation.rotate_y(move2 * -0.9);
next.control.orientation.rotate_z(move2 * 2.7);
next.control.position += Vec3::new(move2 * -7.0, 0.0, move2 * 6.0);
},
Some("common.abilities.sword.crippling_eviscerate") => {
let (move1, move2) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
Some(StageSection::Action) => (1.0, anim_time.powf(0.5)),
Some(StageSection::Recover) => (1.0, 1.0),
_ => (0.0, 0.0),
};
let move1 = move1 * multi_strike_pullback;
let move2 = move2 * multi_strike_pullback;
next.chest.orientation.rotate_z(move2 * -2.3);
next.head.orientation.rotate_z(move2 * 1.5);
next.belt.orientation.rotate_z(move2 * 1.2);
next.shorts.orientation.rotate_z(move2 * 2.2);
next.shorts.orientation.rotate_x(move2 * 0.5);
next.belt.orientation.rotate_y(move2 * -0.3);
next.belt.orientation.rotate_x(move2 * 0.3);
next.belt.position += Vec3::new(0.0, move2 * -1.0, move2 * -1.0);
next.shorts.position += Vec3::new(move2 * 0.5, move2 * 0.0, 0.0);
next.control.orientation.rotate_z(move2 * -1.8);
next.control.position += Vec3::new(move2 * 14.0, 0.0, 0.0);
},
1 => {
next.chest.position += Vec3::new(0.0, move1 * 5.0, 0.0);
next.foot_l.position +=
Vec3::new(0.0, move1 * 3.0 + move2_slow * 6.0, 0.0);
next.foot_r.position += Vec3::new(0.0, move1 * -2.0, 0.0);
next.foot_r.orientation.rotate_x(move1 * -0.2);
next.shorts.orientation.rotate_z(move1 * -0.8);
next.shorts.orientation.rotate_x(move1 * 0.3);
next.belt.orientation.rotate_z(move1 * -0.3);
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 * -12.0, -4.0 + move1 * 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) * Quaternion::rotation_z(move1 * 3.0);
next.chest.orientation.rotate_z(move2 * 2.5);
next.head.orientation.rotate_z(move2 * -2.0);
next.belt.orientation.rotate_z(move2 * -0.9);
next.shorts.orientation.rotate_z(move2 * -2.1);
next.shorts.orientation.rotate_y(move2 * 0.5);
next.shorts.orientation.rotate_x(move2 * 0.3);
next.belt.orientation.rotate_y(move2 * 0.2);
next.belt.position += Vec3::new(0.0, 0.0, move2 * 1.0);
next.control.orientation.rotate_z(move2 * 0.9);
next.control.position += Vec3::new(move2 * -14.0, 0.0, 0.0);
},
_ => {},
}
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
next.foot_l.orientation = Quaternion::identity();
next.foot_r.orientation = Quaternion::identity();
next.chest.orientation = Quaternion::rotation_z(move1 * 1.2);
next.head.orientation = Quaternion::rotation_z(move1 * -0.7);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.4);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.9);
next.control.orientation.rotate_x(move1 * 0.4);
next.foot_r.position += Vec3::new(0.0, move1 * 2.0, 0.0);
next.foot_l.orientation.rotate_z(move1 * 0.6);
next.chest.position += Vec3::new(0.0, move1 * -2.0, 0.0);
next.foot_l.position += Vec3::new(0.0, move1 * -4.0, 0.0);
next.control.orientation.rotate_y(move1 * -1.4);
next.chest.orientation.rotate_y(move1 * -0.3);
next.belt.orientation.rotate_y(move1 * 0.3);
next.shorts.orientation.rotate_y(move1 * 0.35);
next.belt.position += Vec3::new(move1 * -1.0, 0., 0.0);
next.shorts.position += Vec3::new(move1 * -2.0, move1 * 0.0, 0.0);
next.control.position += Vec3::new(0.0, 0.0, move1 * 4.0);
next.chest.orientation.rotate_z(move2 * -2.3);
next.head.orientation.rotate_z(move2 * 1.5);
next.belt.orientation.rotate_z(move2 * 1.2);
next.shorts.orientation.rotate_z(move2 * 2.2);
next.shorts.orientation.rotate_x(move2 * 0.5);
next.belt.orientation.rotate_y(move2 * -0.3);
next.belt.orientation.rotate_x(move2 * 0.3);
next.belt.position += Vec3::new(0.0, move2 * -1.0, move2 * -1.0);
next.shorts.position += Vec3::new(move2 * 0.5, move2 * 0.0, 0.0);
next.control.orientation.rotate_z(move2 * -1.8);
next.control.position += Vec3::new(move2 * 14.0, 0.0, 0.0);
},
Some("common.abilities.sword.defensive_combo") => {
let (move1, move2) = if strike == current_strike {