Commit Graph

66 Commits

Author SHA1 Message Date
Joshua Barretto
3e0f5295c0 Added CharacterActivity, made NPCs look at the player when speaking to them 2023-04-09 19:25:57 +01:00
Sam
610d47f787 Effect power now affects more than just poise 2023-03-21 20:16:55 -04:00
Sam
7365fcb530 Rolls cancel recover at the cost of additional energy, sitting ends active stances. 2023-03-21 20:03:15 -04:00
Sam
b376228d45 Primary and secondary abilities can now be contextual. BasicStance character state added. 2023-03-21 19:38:15 -04:00
Imbris
b644ff7668 fmt 2023-03-11 08:06:46 -05:00
flo
bf81ffc029 frost_gigas 2023-02-15 00:10:37 +00:00
Marcel Märtens
0ab7a2543e fix clippy errors 2022-11-28 14:08:11 +01:00
Sam
0fe073fcdc Addressed feedback from testing 2022-10-27 20:07:10 -04:00
Sam
8d3567b6b2 Made combo melee more ergonomic to use when it is a stance 2022-10-27 20:06:59 -04:00
Sam
a2242b28f4 If you were in a stance when you used an ability, return to that stance after the ability is complete. 2022-10-27 20:06:56 -04:00
Sam
057b1a4ad6 Added capability for attacks to be interrupted by dodging or blocking 2022-10-27 20:06:29 -04:00
Sam
1e0dfe003d Rolling can now only interrupt abilities when in buildup 2022-10-27 20:06:28 -04:00
Sam
17258975fc Combo melee 2 state 2022-10-27 20:06:26 -04:00
Bryant Deters
b2bd43f4d3 Sneak with weapons drawn 2021-10-18 14:53:55 -05:00
Imbris
457ed6ac64 Remove per entity VecDeque's of events from character StateUpdate and instead pass in external Vecs that can be pushed to (saves significant time not allocating for VecDeque::new) 2021-10-15 01:23:00 -04:00
Sam
0e5e2b46f2 Changed energy to internally use an integer with a high resolution, and externally to use a float. 2021-09-23 14:11:09 -04:00
Snowram
5838a84568 Consolidates projectile offsets into utils 2021-09-22 03:05:57 +02:00
Snowram
9c2ce83430 Set projectile offsets in states instead of globally 2021-09-22 01:07:09 +02:00
Sam
9e5744f3ee Entities will now attempt to orient towards the sprite they are interacting with. 2021-08-31 13:37:36 -04:00
Sam
be8b12845a Added buff strength stat to weapons. 2021-07-11 12:50:38 -05:00
Sam
509461763b Added energy efficiency stat to weapons. Made ability modification by tool stats exhaustive. 2021-07-06 22:54:23 -05:00
Adam Whitehurst
6b1351bdc3 feat: impl attack speed modifier 2021-05-30 12:39:30 -07:00
Avi Weinstock
7a97fbb5cf Add zoom scaling as well as FOV scaling to ChargedRanged, and restore the old zoom afterwards. 2021-05-26 09:34:08 -04:00
Avi Weinstock
4d7828ec94 Make the camera zoom as the bow (or any ChargedRanged attack) is charging. 2021-05-26 09:34:07 -04:00
Sam
3f16d15bbb Reworked bow 2021-05-22 12:33:20 -05:00
Avi Weinstock
e4cda4309e Add DamageKind, and make piercing damage partially ignore damage resistence.
- Tweak bow/staff M1 stats.
2021-05-06 17:39:06 -04:00
jshipsey
c01fd86f44 ori fixes 2021-04-25 22:02:30 -04:00
Ludvig Böklin
762c68cfbb Basic fluid dynamics and physical properties for entities 2021-04-20 17:38:19 +02:00
Sam
356bb5baee If roll input remains held, allows you to keep rolling and stay in roll state.
You can now jump to interrupt the recovery portion of roll.
Jumping out of roll slightly increases jump strength.
2021-03-22 18:47:13 -04:00
Sam
ecff675cc4 Wielding now works again
Rolling now resumes combo states correctly again
Cleanup
2021-03-14 17:26:55 -04:00
Sam
ac6e192db4 Completely purged old method of inputs 2021-03-14 17:26:55 -04:00
Sam
be27289a7f Inputs remain in queue while active, allowing interrupts and queued inputs to be more cleanly handled 2021-03-14 17:26:54 -04:00
Sam
b5d501199d Secondary input now fully functional 2021-03-14 17:26:53 -04:00
Sam
c13e84aff5 Aura duration separated from cast duration in aura state
Healing beam now requires combo > 0 to enter character state
Removed last vestiges of old sceptre abilities
Combo extended to most other attacks
Cast aura state renamed to basic aura
2021-03-09 18:02:00 -05:00
Avi Weinstock
d8f0a1c426 Add critical chance and critical multiplier stats to weapons. 2021-03-08 23:27:25 -05:00
Avi Weinstock
22fcc6417c Make fireworks recursively shoot more fireworks (95% average replication). 2021-03-06 14:05:51 -05:00
Sam
411b4083b1 Added 1h hammers.
Fixed audio tests.
2021-02-19 17:30:24 -05:00
Sam
18309fe4c6 Added AbilityInfo struct to attack states 2021-02-19 17:30:24 -05:00
Pascal Fuhrmann
9f7637ab21 Converted combat states and other semi-combat-related to use float-values instead of integers to prevent more casts 2021-02-05 01:39:12 +00:00
Sam
be8df9aef6 Addressed comments. 2021-02-02 16:08:09 -05:00
Sam
af982ec0bb Changed knockback to be an effect on the overall attack, rather than a damage. 2021-02-02 13:07:07 -05:00
Sam
59ce8c6843 Projectiles now use attacks. 2021-02-02 13:06:57 -05:00
Sam
78a2459e6d Changed knockback from an enum to a struct. 2021-02-02 13:06:30 -05:00
Sam
662a08defc Implemented bow skill tree. 2021-01-19 08:07:02 -05:00
Sam
490915d384 Modified how most abilites that could scale were scaled. 2020-12-07 22:00:24 -06:00
Marcel Märtens
add7922653 Move Systems out of common into common_sys
This requires to move `State` into a own crate called `common_state` which depends on `common` and `common_sys`
2020-12-01 13:44:07 +01:00
Sam
c00720fb44 Swapped bool values, only_roll changed to attack_interrupts. 2020-11-20 11:54:56 -06:00
Sam
e62960e75d Rolling can now interrupt any attack. 2020-11-20 11:30:48 -06:00
Sam
770aaf6b93 Added projectile constructor. Removed a bunch of cloning. 2020-11-12 21:24:32 -06:00
Sam
abf7301a89 Changed how buffs were constructed on projectiles. 2020-11-12 21:24:32 -06:00