2022-12-31 07:47:45 +00:00
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package battle
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2023-01-01 07:43:25 +00:00
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type CharacterConfig struct {
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SpeciesId int
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SpeciesName string
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InAirIdleFrameIdxTurningPoint int
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InAirIdleFrameIdxTurnedCycle int
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LayDownFrames int32
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LayDownFramesToRecover int32
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GetUpFrames int32
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GetUpFramesToRecover int32
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JumpingInitVelY int32
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PatternIdToSkillId map[int]int
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}
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2022-12-31 07:47:45 +00:00
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var Characters = map[int]*CharacterConfig{
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0: &CharacterConfig{
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SpeciesId: 0,
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SpeciesName: "MonkGirl",
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InAirIdleFrameIdxTurningPoint: 11,
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InAirIdleFrameIdxTurnedCycle: 1,
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2023-01-01 07:43:25 +00:00
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LayDownFrames: int32(16),
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LayDownFramesToRecover: int32(16),
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2023-01-01 07:43:25 +00:00
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GetUpFrames: int32(33),
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GetUpFramesToRecover: int32(30), // 3 invinsible frames for just-blown-up character to make a comeback
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2023-01-01 07:43:25 +00:00
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JumpingInitVelY: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
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PatternIdToSkillId: map[int]int{
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0: 1, // Atk1
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1: 2, // InAirAtk1
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},
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},
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}
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2023-01-01 07:43:25 +00:00
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var skills = map[int]*Skill{
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1: &Skill{
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RecoveryFrames: int32(34),
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RecoveryFramesOnBlock: int32(34),
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RecoveryFramesOnHit: int32(34),
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ReleaseTriggerType: int32(1),
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Hits: []interface{}{
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&MeleeBullet{
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Bullet: Bullet{
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StartupFrames: int32(5),
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ActiveFrames: int32(10),
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HitStunFrames: int32(18),
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BlockStunFrames: int32(9),
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Damage: int32(5),
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PushbackX: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
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PushbackY: int32(0),
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HitboxOffsetX: int32(float64(12) * WORLD_TO_VIRTUAL_GRID_RATIO),
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HitboxOffsetY: int32(0),
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HitboxSizeX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
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HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
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},
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},
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},
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},
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2: &Skill{
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RecoveryFrames: int32(34),
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RecoveryFramesOnBlock: int32(34),
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RecoveryFramesOnHit: int32(34),
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ReleaseTriggerType: int32(1),
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Hits: []interface{}{
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&MeleeBullet{
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Bullet: Bullet{
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StartupFrames: int32(3),
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ActiveFrames: int32(20),
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HitStunFrames: int32(18),
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BlockStunFrames: int32(9),
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Damage: int32(5),
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PushbackX: int32(float64(6) * WORLD_TO_VIRTUAL_GRID_RATIO),
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PushbackY: int32(0),
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HitboxOffsetX: int32(float64(12) * WORLD_TO_VIRTUAL_GRID_RATIO),
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HitboxOffsetY: int32(0),
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HitboxSizeX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
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HitboxSizeY: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
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},
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},
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},
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},
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}
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