FILES ----- items\active\weapons\weapon2.lua items\active\weapons\melee\altabilities\broadsword\bladecharge\bladecharge.altability items\active\weapons\melee\altabilities\broadsword\giantsword\giantsword.altability items\active\weapons\melee\altabilities\broadsword\spinslash\spinslash.lua [NEW] items\active\weapons\melee\altabilities\broadsword\spinslash\superspinslash.altability items\active\weapons\melee\altabilities\broadsword\traildash\traildash.altability [NEW] items\active\weapons\melee\altabilities\hammer\groundslam\groundslam.altability [NEW] items\active\weapons\melee\altabilities\hammer\groundslam\groundslam.lua items\active\weapons\melee\altabilities\spear\charge\charge.altability items\active\weapons\melee\altabilities\spear\charge\chargeswoosh.png items\active\weapons\melee\altabilities\spear\spin\spin.altability items\active\weapons\melee\altabilities\spear\spin\spinswoosh.png items\active\weapons\melee\broadsword\commonbroadsword.activeitem items\active\weapons\melee\broadsword\rarebroadsword.activeitem items\active\weapons\melee\hammer\commonhammer.activeitem items\active\weapons\melee\hammer\hammer.animation items\active\weapons\melee\hammer\hammer.lua items\active\weapons\melee\hammer\rarehammer.activeitem items\active\weapons\melee\hammer\uncommonhammer.activeitem [NEW] projectiles\explosions\elementalexplosions\physicalexplosion.projectile projectiles\explosions\elementalwave\physicalshockwave.png projectiles\guns\clouds\smallcloud\smallfirecloud.projectile [NEW] projectiles\unsorted\traildash\default.frames [NEW] projectiles\unsorted\traildash\electrictrail.png [NEW] projectiles\unsorted\traildash\electrictrail.projectile [NEW] projectiles\unsorted\traildash\firetrail.png [NEW] projectiles\unsorted\traildash\firetrail.projectile [NEW] projectiles\unsorted\traildash\icetrail.png [NEW] projectiles\unsorted\traildash\icetrail.projectile [NEW] projectiles\unsorted\traildash\poisontrail.png [NEW] projectiles\unsorted\traildash\poisontrail.projectile [NEW] scripts\interp.lua scripts\poly.lua scripts\util.lua [NEW] sfx\melee\charge_combo1.wav [NEW] sfx\melee\charge_combo2.wav [NEW] sfx\melee\charge_combo3.wav [NEW] sfx\melee\charge_combo4.wav [NEW] sfx\melee\charge_combo5.wav [NEW] sfx\melee\charge_combo6.wav [NEW] sfx\melee\charge_full1.wav [NEW] sfx\melee\charge_full2.wav [NEW] sfx\melee\charge_full3.wav [NEW] sfx\melee\charge_full_hold1.ogg [NEW] sfx\melee\charge_full_hold2.ogg [NEW] sfx\melee\charge_full_swing1.wav [NEW] sfx\melee\charge_full_swing2.wav [NEW] sfx\melee\charge_full_swing3.wav [NEW] sfx\melee\charge_full_swing4.wav [NEW] sfx\melee\charge_up1.wav [NEW] sfx\melee\charge_up10.wav [NEW] sfx\melee\charge_up11.wav [NEW] sfx\melee\charge_up12.wav [NEW] sfx\melee\charge_up13.wav [NEW] sfx\melee\charge_up14.wav [NEW] sfx\melee\charge_up2.wav [NEW] sfx\melee\charge_up3.wav [NEW] sfx\melee\charge_up4.wav [NEW] sfx\melee\charge_up5.wav [NEW] sfx\melee\charge_up6.wav [NEW] sfx\melee\charge_up7.wav [NEW] sfx\melee\charge_up8.wav [NEW] sfx\melee\charge_up9.wav [NEW] sfx\melee\melee_charge_up1.wav [NEW] sfx\melee\melee_full_charge1.wav sfx\melee\spear_twirl_loop.wav sfx\melee\spear_twirl_start.wav sfx\melee\swing_axe_poison2.wav sfx\melee\swing_broadsword_poison3.wav sfx\melee\sword_parry.wav [NEW] sfx\melee\sword_ready.wav DIFFS ----- items\active\weapons\weapon2.lua 135a136,137 > > activeItem.setTwoHandedGrip(stance.twoHanded or false) items\active\weapons\melee\altabilities\broadsword\bladecharge\bladecharge.altability 16c16 < "persistentSound" : "/sfx/tech/tech_particlethrust.wav" --- > "persistentSound" : "/sfx/melee/charge_up13.wav" 22c22 < "immediateSound" : "/sfx/tech/tech_doublejump.wav" --- > "immediateSound" : "/sfx/melee/sword_parry.wav" items\active\weapons\melee\altabilities\broadsword\giantsword\giantsword.altability 16c16 < "persistentSound" : "/sfx/tech/tech_particlethrust.wav" --- > "persistentSound" : "/sfx/melee/charge_combo3.wav" 25c25 < "immediateSound" : "/sfx/tech/tech_doublejump.wav" --- > "immediateSound" : "/sfx/melee/charge_full3.wav" 31c31,34 < "mode" : "loop" --- > "mode" : "loop", > "properties" : { > "persistentSound" : "/sfx/melee/charge_full_hold2.ogg" > } items\active\weapons\melee\altabilities\broadsword\spinslash\spinslash.lua 23c23,31 < while util.parallel(slash, function() mcontroller.controlModifiers({runningSuppressed = true}) end) do --- > local movement = function() > mcontroller.controlModifiers({runningSuppressed = true}) > > if self.hover then > mcontroller.controlApproachYVelocity(self.hoverYSpeed, self.hoverForce) > end > end > > while util.parallel(slash, movement) do 50c58 < animator.setAnimationState("spinSwoosh", "fire") --- > animator.setAnimationState("spinSwoosh", "fire", true) items\active\weapons\melee\altabilities\broadsword\traildash\traildash.altability 66c66 < "trailInterval" : 2.0, --- > "trailInterval" : 1.0, 72,75c72,75 < "fire" : "smallfirecloud", < "ice" : "smallicecloud", < "electric" : "smallelectriccloud", < "poison" : "smallpoisoncloud" --- > "fire" : "firetrail", > "ice" : "icetrail", > "electric" : "electrictrail", > "poison" : "poisontrail" items\active\weapons\melee\altabilities\spear\charge\charge.altability 71,74c71,74 < [1.15, 0, 0.05, [255, 255, 150, 180]], < [1.15, 0, 0.07, [255, 255, 185, 180]], < [1.15, 0, 0.09, [255, 255, 215, 180]], < [1.15, 0, 0.12, [255, 255, 255, 180]] --- > [1.15, 0, 0.05, [255, 255, 150, 50]], > [1.15, 0, 0.07, [255, 255, 185, 50]], > [1.15, 0, 0.09, [255, 255, 215, 50]], > [1.15, 0, 0.12, [255, 255, 255, 50]] 76c76 < "dashLightning" : [1, 0, 0.12, [255, 255, 255, 180]], --- > "dashLightning" : [1, 0, 0.12, [255, 255, 255, 50]], items\active\weapons\melee\altabilities\spear\spin\spin.altability 51a52 > "damageSourceKind" : "spear", items\active\weapons\melee\broadsword\commonbroadsword.activeitem 98c98,99 < "/items/active/weapons/melee/altabilities/broadsword/spinslash/spinslash.altability" --- > "/items/active/weapons/melee/altabilities/broadsword/spinslash/spinslash.altability", > "/items/active/weapons/melee/altabilities/broadsword/spinslash/superspinslash.altability" items\active\weapons\melee\broadsword\rarebroadsword.activeitem 105,108c105,108 < //"/items/active/weapons/melee/altabilities/broadsword/giantsword/giantsword.altability", < //"/items/active/weapons/melee/altabilities/broadsword/travelingslash/travelingslash.altability", < //"/items/active/weapons/melee/altabilities/generic/blinkexplosion/blinkexplosion.altability", < //"/items/active/weapons/melee/altabilities/generic/blinkslash/blinkslash.altability", --- > "/items/active/weapons/melee/altabilities/broadsword/giantsword/giantsword.altability", > "/items/active/weapons/melee/altabilities/broadsword/travelingslash/travelingslash.altability", > "/items/active/weapons/melee/altabilities/generic/blinkexplosion/blinkexplosion.altability", > "/items/active/weapons/melee/altabilities/generic/blinkslash/blinkslash.altability", items\active\weapons\melee\hammer\commonhammer.activeitem 44c44 < "duration" : 0.4, --- > "duration" : 0.8, 55,57c55,58 < "hammerAngleRange" : 20, < "hammerDropRange" : 60, < "hammerBounceRange" : 5, --- > "windupHammerAngle" : 0, > "dropHammerAngle" : 60, > "bounceHammerAngle" : 55, > 87c88 < "nameGenerator" : "hammernames.config:nameGen", --- > "nameGenerator" : "hammernames.config:nameGen", 108,109c109,111 < "/items/active/weapons/melee/altabilities/hammer/uppercut/uppercut.altability", < "/items/active/weapons/melee/altabilities/hammer/shockwave/physicalshockwave.altability" --- > //"/items/active/weapons/melee/altabilities/hammer/uppercut/uppercut.altability", > //"/items/active/weapons/melee/altabilities/hammer/shockwave/physicalshockwave.altability", > "/items/active/weapons/melee/altabilities/hammer/groundslam/groundslam.altability" items\active\weapons\melee\hammer\hammer.animation 28c28 < "groundImpactPoly" : [ [1, 2], [1, 0.5], [2, 0.5], [2, 2] ] --- > "groundImpactPoly" : [ [1, 1.75], [1, 0.0], [2, 0.0], [2, 1.75] ] items\active\weapons\melee\hammer\hammer.lua 3a4 > require "/scripts/interp.lua" 45c46 < self.weapon.relativeArmRotation, self.weapon.relativeWeaponRotation = self:windupRotation(windupProgress) --- > self.weapon.relativeWeaponRotation, self.weapon.relativeArmRotation = self:windupAngle(windupProgress) 61c62 < self.weapon.relativeArmRotation, self.weapon.relativeWeaponRotation = self:windupRotation(windupProgress) --- > self.weapon.relativeWeaponRotation, self.weapon.relativeArmRotation = self:windupAngle(windupProgress) 106,115c107,116 < function HammerSmash:windupRotation(progress) < local armRotation = util.toRadians(self.stances.windup.windupBaseAngle) + math.sin(progress * 1.57) * util.toRadians(self.stances.windup.windupAngleRange) < local hammerAngle = self.stances.windup.idleHammerAngle + (1 - progress * 0.7) * self.stances.windup.hammerAngleRange < if progress > 0.85 then < hammerAngle = self.stances.windup.hammerDropRange - math.sin(((progress - 0.85) / 0.15) * 3.14) * self.stances.windup.hammerBounceRange < elseif progress > 0.7 then < hammerAngle = ((progress - 0.7) / 0.15) * self.stances.windup.hammerDropRange < end < local weaponRotation = util.toRadians(hammerAngle) < return armRotation, weaponRotation --- > function HammerSmash:windupAngle(ratio) > local weaponRotation = interp.ranges(ratio, { > {0.7, interp.linear, util.toRadians(self.stances.windup.idleHammerAngle), self.stances.windup.windupHammerAngle}, > {0.85, interp.linear, self.stances.windup.windupHammerAngle, self.stances.windup.dropHammerAngle}, > {0.925, interp.sin, self.stances.windup.dropHammerAngle, self.stances.windup.bounceHammerAngle}, > {1.0, interp.reverse(interp.sin), self.stances.windup.dropHammerAngle, self.stances.windup.bounceHammerAngle} > }) > local armRotation = interp.sin(ratio, self.stances.windup.windupBaseAngle, self.stances.windup.windupBaseAngle + self.stances.windup.windupAngleRange) > > return util.toRadians(weaponRotation), util.toRadians(armRotation) items\active\weapons\melee\hammer\rarehammer.activeitem 51c51 < "duration" : 0.4, --- > "duration" : 0.8, 62,64c62,65 < "hammerAngleRange" : 20, < "hammerDropRange" : 60, < "hammerBounceRange" : 5, --- > "windupHammerAngle" : 0, > "dropHammerAngle" : 60, > "bounceHammerAngle" : 55, > items\active\weapons\melee\hammer\uncommonhammer.activeitem 45c45 < "duration" : 0.4, --- > "duration" : 0.8, 56,58c56,59 < "hammerAngleRange" : 20, < "hammerDropRange" : 60, < "hammerBounceRange" : 5, --- > "windupHammerAngle" : 0, > "dropHammerAngle" : 60, > "bounceHammerAngle" : 55, > projectiles\guns\clouds\smallcloud\smallfirecloud.projectile 12c12 < "emitters" : [ "smallfirecloud" ], --- > "emitters" : [ "flames" ], scripts\poly.lua 18a19,27 > end > > function poly.center(points) > local center = {0,0} > for _,point in pairs(points) do > center = vec2.add(center, point) > end > center = vec2.div(center, #points) > return center scripts\util.lua 311a312,314 > function util.setDebug(debug) > self.debug = debug > end 328c331 < world.debugLine(current, poly[i], "red") --- > world.debugLine(current, poly[i], color) 331c334 < world.debugLine(current, poly[1], "red") --- > world.debugLine(current, poly[1], color)