Added Heavy Hit and Cutter animations

This commit is contained in:
Vidal committed 2026-02-02 00:52:43 -03:00
1 parent 0369b6de83
commit b74149d98d
6 files changed
+1600 -4

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@@ -61,6 +61,8 @@ public class AbilityCutter extends Ability implements IAbilityCutter {
this.telegraphType = TelegraphType.CONE;
this.windUpSound = "random.bow";
this.activeSound = "random.break";
this.windUpAnimationName = "Ability_Cutter_Windup";
this.activeAnimationName = "Ability_Cutter_Active";
}
@Override
@@ -37,6 +37,8 @@ public class AbilityHeavyHit extends Ability implements IAbilityHeavyHit {
this.showTelegraph = false;
this.windUpSound = "random.anvil_use";
this.activeSound = "random.anvil_land";
this.windUpAnimationName = "Ability_HeavyHit_Windup";
this.activeAnimationName = "Ability_HeavyHit_Active";
}
@Override
@@ -75,14 +77,13 @@ public class AbilityHeavyHit extends Ability implements IAbilityHeavyHit {
if (wasHit) {
applyEffects(target);
}
// Heavy Hit is instant
signalCompletion();
}
@Override
public void onActiveTick(EntityLivingBase caster, EntityLivingBase target, World world, int tick) {
// Heavy Hit is instant, no active tick needed
// Just enough delay to see the active animation
if (tick == 10)
signalCompletion();
}
@Override