package battle type SkillMapperType func(patternId int, currPlayerDownsync *PlayerDownsync) int type CharacterConfig struct { SpeciesId int SpeciesName string InAirIdleFrameIdxTurningPoint int InAirIdleFrameIdxTurnedCycle int LayDownFrames int32 LayDownFramesToRecover int32 GetUpInvinsibleFrames int32 GetUpFramesToRecover int32 Speed int32 JumpingInitVelY int32 JumpingFramesToRecover int32 // Not used yet DashingEnabled bool OnWallEnabled bool WallJumpingFramesToRecover int32 WallJumpingInitVelX int32 WallJumpingInitVelY int32 WallSlidingVelY int32 InertiaFramesToRecover int32 SkillMapper SkillMapperType } var Characters = map[int]*CharacterConfig{ 0: &CharacterConfig{ SpeciesId: 0, SpeciesName: "MonkGirl", InAirIdleFrameIdxTurningPoint: 11, InAirIdleFrameIdxTurnedCycle: 1, LayDownFrames: int32(16), LayDownFramesToRecover: int32(16), GetUpInvinsibleFrames: int32(10), GetUpFramesToRecover: int32(27), Speed: int32(float64(2.1) * WORLD_TO_VIRTUAL_GRID_RATIO), JumpingInitVelY: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO), JumpingFramesToRecover: int32(2), InertiaFramesToRecover: int32(9), DashingEnabled: true, OnWallEnabled: true, WallJumpingFramesToRecover: int32(8), // 8 would be the minimum for an avg human WallJumpingInitVelX: int32(float64(2.8) * WORLD_TO_VIRTUAL_GRID_RATIO), // Default is "appeared facing right", but actually holding ctrl against left WallJumpingInitVelY: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO), WallSlidingVelY: int32(float64(-1) * WORLD_TO_VIRTUAL_GRID_RATIO), SkillMapper: func(patternId int, currPlayerDownsync *PlayerDownsync) int { if 1 == patternId { if 0 == currPlayerDownsync.FramesToRecover { if currPlayerDownsync.InAir { return 255 } else { return 1 } } else { // Now that "0 < FramesToRecover", we're only able to fire any skill if it's a cancellation if skillConfig, existent1 := skills[int(currPlayerDownsync.ActiveSkillId)]; existent1 { switch v := skillConfig.Hits[currPlayerDownsync.ActiveSkillHit].(type) { case *MeleeBullet: if v.Bullet.CancellableStFrame <= currPlayerDownsync.FramesInChState && currPlayerDownsync.FramesInChState < v.Bullet.CancellableEdFrame { if nextSkillId, existent2 := v.Bullet.CancelTransit[patternId]; existent2 { return nextSkillId } } } } } } else if 3 == patternId { if 0 == currPlayerDownsync.FramesToRecover && !currPlayerDownsync.InAir { return 15 } } else if 5 == patternId { // Dashing is already constrained by "FramesToRecover & CapturedByInertia" in "deriveOpPattern" if !currPlayerDownsync.InAir { return 12 } } // By default no skill can be fired return NO_SKILL }, }, 1: &CharacterConfig{ SpeciesId: 1, SpeciesName: "KnifeGirl", InAirIdleFrameIdxTurningPoint: 9, InAirIdleFrameIdxTurnedCycle: 1, LayDownFrames: int32(16), LayDownFramesToRecover: int32(16), GetUpInvinsibleFrames: int32(10), GetUpFramesToRecover: int32(27), Speed: int32(float64(2.2) * WORLD_TO_VIRTUAL_GRID_RATIO), // I don't know why "2.2" is so special that it throws a compile error JumpingInitVelY: int32(float64(7.5) * WORLD_TO_VIRTUAL_GRID_RATIO), JumpingFramesToRecover: int32(2), InertiaFramesToRecover: int32(9), DashingEnabled: true, OnWallEnabled: true, WallJumpingFramesToRecover: int32(8), // 8 would be the minimum for an avg human WallJumpingInitVelX: int32(float64(2.8) * WORLD_TO_VIRTUAL_GRID_RATIO), // Default is "appeared facing right", but actually holding ctrl against left WallJumpingInitVelY: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO), WallSlidingVelY: int32(float64(-1) * WORLD_TO_VIRTUAL_GRID_RATIO), SkillMapper: func(patternId int, currPlayerDownsync *PlayerDownsync) int { if 1 == patternId { if 0 == currPlayerDownsync.FramesToRecover { if currPlayerDownsync.InAir { return 256 } else { return 4 } } else { // Now that "0 < FramesToRecover", we're only able to fire any skill if it's a cancellation if skillConfig, existent1 := skills[int(currPlayerDownsync.ActiveSkillId)]; existent1 { switch v := skillConfig.Hits[currPlayerDownsync.ActiveSkillHit].(type) { case *MeleeBullet: if v.Bullet.CancellableStFrame <= currPlayerDownsync.FramesInChState && currPlayerDownsync.FramesInChState < v.Bullet.CancellableEdFrame { if nextSkillId, existent2 := v.Bullet.CancelTransit[patternId]; existent2 { return nextSkillId } } } } } } else if 3 == patternId { if 0 == currPlayerDownsync.FramesToRecover && !currPlayerDownsync.InAir { return 16 } } else if 5 == patternId { // Air dash allowed for this character // Dashing is already constrained by "FramesToRecover & CapturedByInertia" in "deriveOpPattern" return 13 } // By default no skill can be fired return NO_SKILL }, }, 4096: &CharacterConfig{ SpeciesId: 4096, SpeciesName: "Monk", InAirIdleFrameIdxTurningPoint: 42, InAirIdleFrameIdxTurnedCycle: 2, LayDownFrames: int32(14), LayDownFramesToRecover: int32(14), GetUpInvinsibleFrames: int32(8), GetUpFramesToRecover: int32(30), Speed: int32(float64(1.8) * WORLD_TO_VIRTUAL_GRID_RATIO), JumpingInitVelY: int32(float64(7.8) * WORLD_TO_VIRTUAL_GRID_RATIO), JumpingFramesToRecover: int32(2), InertiaFramesToRecover: int32(9), DashingEnabled: true, OnWallEnabled: false, SkillMapper: func(patternId int, currPlayerDownsync *PlayerDownsync) int { if 1 == patternId { if 0 == currPlayerDownsync.FramesToRecover { if currPlayerDownsync.InAir { return 257 } else { return 7 } } else { // Now that "0 < FramesToRecover", we're only able to fire any skill if it's a cancellation if skillConfig, existent1 := skills[int(currPlayerDownsync.ActiveSkillId)]; existent1 { switch v := skillConfig.Hits[currPlayerDownsync.ActiveSkillHit].(type) { case *MeleeBullet: if v.Bullet.CancellableStFrame <= currPlayerDownsync.FramesInChState && currPlayerDownsync.FramesInChState < v.Bullet.CancellableEdFrame { if nextSkillId, existent2 := v.Bullet.CancelTransit[patternId]; existent2 { return nextSkillId } } } } } } else if 2 == patternId { if 0 == currPlayerDownsync.FramesToRecover && !currPlayerDownsync.InAir { return 11 } } else if 3 == patternId { if 0 == currPlayerDownsync.FramesToRecover && !currPlayerDownsync.InAir { return 10 } } else if 5 == patternId { // Dashing is already constrained by "FramesToRecover & CapturedByInertia" in "deriveOpPattern" if !currPlayerDownsync.InAir { return 14 } } // By default no skill can be fired return NO_SKILL }, }, } var skills = map[int]*Skill{ 1: &Skill{ RecoveryFrames: int32(30), RecoveryFramesOnBlock: int32(30), RecoveryFramesOnHit: int32(30), ReleaseTriggerType: int32(1), BoundChState: ATK_CHARACTER_STATE_ATK1, Hits: []interface{}{ &MeleeBullet{ Bullet: &BulletConfig{ StartupFrames: int32(7), ActiveFrames: int32(22), HitStunFrames: int32(13), BlockStunFrames: int32(9), Damage: int32(5), SelfLockVelX: int32(float64(0.1) * WORLD_TO_VIRTUAL_GRID_RATIO), SelfLockVelY: NO_LOCK_VEL, PushbackVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO), PushbackVelY: int32(0), HitboxOffsetX: int32(float64(12) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxOffsetY: int32(0), HitboxSizeX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), CancellableStFrame: int32(13), CancellableEdFrame: int32(30), CancelTransit: map[int]int{ 1: 2, }, BlowUp: false, ExplosionFrames: 9, SpeciesId: int32(1), }, }, }, }, 2: &Skill{ RecoveryFrames: int32(36), RecoveryFramesOnBlock: int32(36), RecoveryFramesOnHit: int32(36), ReleaseTriggerType: int32(1), BoundChState: ATK_CHARACTER_STATE_ATK2, Hits: []interface{}{ &MeleeBullet{ Bullet: &BulletConfig{ StartupFrames: int32(18), ActiveFrames: int32(18), HitStunFrames: int32(18), BlockStunFrames: int32(9), Damage: int32(5), SelfLockVelX: int32(float64(0.1) * WORLD_TO_VIRTUAL_GRID_RATIO), SelfLockVelY: NO_LOCK_VEL, PushbackVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO), PushbackVelY: int32(0), HitboxOffsetX: int32(float64(18) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxOffsetY: int32(0), HitboxSizeX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), CancellableStFrame: int32(22), CancellableEdFrame: int32(36), CancelTransit: map[int]int{ 1: 3, }, BlowUp: false, ExplosionFrames: 9, SpeciesId: int32(1), }, }, }, }, 3: &Skill{ RecoveryFrames: int32(50), RecoveryFramesOnBlock: int32(50), RecoveryFramesOnHit: int32(50), ReleaseTriggerType: int32(1), BoundChState: ATK_CHARACTER_STATE_ATK3, Hits: []interface{}{ &MeleeBullet{ Bullet: &BulletConfig{ StartupFrames: int32(8), ActiveFrames: int32(30), HitStunFrames: MAX_INT32, BlockStunFrames: int32(9), Damage: int32(10), SelfLockVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO), SelfLockVelY: int32(float64(5) * WORLD_TO_VIRTUAL_GRID_RATIO), PushbackVelX: int32(float64(2) * WORLD_TO_VIRTUAL_GRID_RATIO), PushbackVelY: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxOffsetX: int32(float64(16) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxOffsetY: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), BlowUp: true, ExplosionFrames: 9, SpeciesId: int32(1), }, }, }, }, 4: &Skill{ RecoveryFrames: int32(30), RecoveryFramesOnBlock: int32(30), RecoveryFramesOnHit: int32(30), ReleaseTriggerType: int32(1), BoundChState: ATK_CHARACTER_STATE_ATK1, Hits: []interface{}{ &MeleeBullet{ Bullet: &BulletConfig{ StartupFrames: int32(7), ActiveFrames: int32(22), HitStunFrames: int32(13), BlockStunFrames: int32(9), Damage: int32(5), SelfLockVelX: int32(float64(0.1) * WORLD_TO_VIRTUAL_GRID_RATIO), SelfLockVelY: NO_LOCK_VEL, PushbackVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO), PushbackVelY: int32(0), HitboxOffsetX: int32(float64(12) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxOffsetY: int32(0), HitboxSizeX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), CancellableStFrame: int32(13), CancellableEdFrame: int32(30), CancelTransit: map[int]int{ 1: 5, }, BlowUp: false, ExplosionFrames: 15, SpeciesId: int32(2), }, }, }, }, 5: &Skill{ RecoveryFrames: int32(36), RecoveryFramesOnBlock: int32(36), RecoveryFramesOnHit: int32(36), ReleaseTriggerType: int32(1), BoundChState: ATK_CHARACTER_STATE_ATK2, Hits: []interface{}{ &MeleeBullet{ Bullet: &BulletConfig{ StartupFrames: int32(18), ActiveFrames: int32(18), HitStunFrames: int32(18), BlockStunFrames: int32(9), Damage: int32(5), SelfLockVelX: int32(float64(0.1) * WORLD_TO_VIRTUAL_GRID_RATIO), SelfLockVelY: NO_LOCK_VEL, PushbackVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO), PushbackVelY: int32(0), HitboxOffsetX: int32(float64(18) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxOffsetY: int32(0), HitboxSizeX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), CancellableStFrame: int32(23), CancellableEdFrame: int32(36), CancelTransit: map[int]int{ 1: 6, }, BlowUp: false, ExplosionFrames: 15, SpeciesId: int32(2), }, }, }, }, 6: &Skill{ RecoveryFrames: int32(45), RecoveryFramesOnBlock: int32(45), RecoveryFramesOnHit: int32(45), ReleaseTriggerType: int32(1), BoundChState: ATK_CHARACTER_STATE_ATK3, Hits: []interface{}{ &MeleeBullet{ Bullet: &BulletConfig{ StartupFrames: int32(8), ActiveFrames: int32(28), HitStunFrames: MAX_INT32, BlockStunFrames: int32(9), Damage: int32(10), SelfLockVelX: NO_LOCK_VEL, SelfLockVelY: NO_LOCK_VEL, PushbackVelX: int32(float64(2) * WORLD_TO_VIRTUAL_GRID_RATIO), PushbackVelY: int32(float64(3) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxOffsetX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxOffsetY: int32(0), HitboxSizeX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), BlowUp: true, ExplosionFrames: 15, SpeciesId: int32(2), }, }, }, }, 7: &Skill{ RecoveryFrames: int32(30), RecoveryFramesOnBlock: int32(30), RecoveryFramesOnHit: int32(30), ReleaseTriggerType: int32(1), BoundChState: ATK_CHARACTER_STATE_ATK1, Hits: []interface{}{ &MeleeBullet{ Bullet: &BulletConfig{ StartupFrames: int32(7), ActiveFrames: int32(22), HitStunFrames: int32(13), BlockStunFrames: int32(9), Damage: int32(5), SelfLockVelX: NO_LOCK_VEL, SelfLockVelY: NO_LOCK_VEL, PushbackVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO), PushbackVelY: int32(0), HitboxOffsetX: int32(float64(12) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxOffsetY: int32(0), HitboxSizeX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), CancellableStFrame: int32(13), CancellableEdFrame: int32(30), CancelTransit: map[int]int{ 1: 8, }, BlowUp: false, ExplosionFrames: 9, SpeciesId: int32(1), }, }, }, }, 8: &Skill{ RecoveryFrames: int32(36), RecoveryFramesOnBlock: int32(36), RecoveryFramesOnHit: int32(36), ReleaseTriggerType: int32(1), BoundChState: ATK_CHARACTER_STATE_ATK2, Hits: []interface{}{ &MeleeBullet{ Bullet: &BulletConfig{ StartupFrames: int32(18), ActiveFrames: int32(18), HitStunFrames: int32(18), BlockStunFrames: int32(9), Damage: int32(5), SelfLockVelX: int32(float64(0.1) * WORLD_TO_VIRTUAL_GRID_RATIO), SelfLockVelY: NO_LOCK_VEL, PushbackVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO), PushbackVelY: int32(0), HitboxOffsetX: int32(float64(18) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxOffsetY: int32(0), HitboxSizeX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), CancellableStFrame: int32(22), CancellableEdFrame: int32(36), CancelTransit: map[int]int{ 1: 9, }, BlowUp: false, ExplosionFrames: 9, SpeciesId: int32(1), }, }, }, }, 9: &Skill{ RecoveryFrames: int32(40), RecoveryFramesOnBlock: int32(40), RecoveryFramesOnHit: int32(40), ReleaseTriggerType: int32(1), BoundChState: ATK_CHARACTER_STATE_ATK3, Hits: []interface{}{ &MeleeBullet{ Bullet: &BulletConfig{ StartupFrames: int32(7), ActiveFrames: int32(30), HitStunFrames: MAX_INT32, BlockStunFrames: int32(9), Damage: int32(10), SelfLockVelX: int32(float64(1) * WORLD_TO_VIRTUAL_GRID_RATIO), SelfLockVelY: NO_LOCK_VEL, PushbackVelX: int32(float64(2) * WORLD_TO_VIRTUAL_GRID_RATIO), PushbackVelY: int32(float64(4) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxOffsetX: int32(float64(10) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxOffsetY: int32(0), HitboxSizeX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), BlowUp: true, ExplosionFrames: 9, SpeciesId: int32(1), }, }, }, }, 10: &Skill{ RecoveryFrames: int32(38), RecoveryFramesOnBlock: int32(38), RecoveryFramesOnHit: int32(38), ReleaseTriggerType: int32(1), BoundChState: ATK_CHARACTER_STATE_ATK4, Hits: []interface{}{ &FireballBullet{ Speed: int32(float64(6) * WORLD_TO_VIRTUAL_GRID_RATIO), Bullet: &BulletConfig{ StartupFrames: int32(10), ActiveFrames: MAX_INT32, HitStunFrames: int32(15), BlockStunFrames: int32(9), Damage: int32(22), SelfLockVelX: NO_LOCK_VEL, SelfLockVelY: NO_LOCK_VEL, PushbackVelX: int32(float64(2) * WORLD_TO_VIRTUAL_GRID_RATIO), PushbackVelY: int32(0), HitboxOffsetX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxOffsetY: int32(float64(10) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeX: int32(float64(64) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeY: int32(float64(48) * WORLD_TO_VIRTUAL_GRID_RATIO), BlowUp: false, ExplosionFrames: 30, SpeciesId: int32(1), }, }, }, }, 11: &Skill{ RecoveryFrames: int32(60), RecoveryFramesOnBlock: int32(60), RecoveryFramesOnHit: int32(60), ReleaseTriggerType: int32(1), BoundChState: ATK_CHARACTER_STATE_ATK5, Hits: []interface{}{ &MeleeBullet{ Bullet: &BulletConfig{ StartupFrames: int32(3), ActiveFrames: int32(25), HitStunFrames: MAX_INT32, BlockStunFrames: int32(9), Damage: int32(35), SelfLockVelX: int32(float64(1) * WORLD_TO_VIRTUAL_GRID_RATIO), SelfLockVelY: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO), PushbackVelX: int32(float64(2) * WORLD_TO_VIRTUAL_GRID_RATIO), PushbackVelY: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxOffsetX: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxOffsetY: int32(0), HitboxSizeX: int32(float64(40) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeY: int32(float64(64) * WORLD_TO_VIRTUAL_GRID_RATIO), BlowUp: true, ExplosionFrames: 15, SpeciesId: int32(3), }, }, }, }, 12: &Skill{ RecoveryFrames: int32(10), RecoveryFramesOnBlock: int32(10), RecoveryFramesOnHit: int32(10), ReleaseTriggerType: int32(1), BoundChState: ATK_CHARACTER_STATE_DASHING, Hits: []interface{}{ &MeleeBullet{ Bullet: &BulletConfig{ StartupFrames: int32(3), ActiveFrames: int32(0), HitStunFrames: int32(0), BlockStunFrames: int32(0), Damage: int32(0), SelfLockVelX: int32(float64(6) * WORLD_TO_VIRTUAL_GRID_RATIO), SelfLockVelY: int32(0), PushbackVelX: NO_LOCK_VEL, PushbackVelY: NO_LOCK_VEL, HitboxOffsetX: int32(0), HitboxOffsetY: int32(0), HitboxSizeX: int32(0), HitboxSizeY: int32(0), BlowUp: false, }, }, }, }, 13: &Skill{ RecoveryFrames: int32(12), RecoveryFramesOnBlock: int32(12), RecoveryFramesOnHit: int32(12), ReleaseTriggerType: int32(1), BoundChState: ATK_CHARACTER_STATE_DASHING, Hits: []interface{}{ &MeleeBullet{ Bullet: &BulletConfig{ StartupFrames: int32(3), ActiveFrames: int32(0), HitStunFrames: int32(0), BlockStunFrames: int32(0), Damage: int32(0), SelfLockVelX: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO), SelfLockVelY: int32(0), PushbackVelX: NO_LOCK_VEL, PushbackVelY: NO_LOCK_VEL, HitboxOffsetX: int32(0), HitboxOffsetY: int32(0), HitboxSizeX: int32(0), HitboxSizeY: int32(0), BlowUp: false, }, }, }, }, 14: &Skill{ RecoveryFrames: int32(8), RecoveryFramesOnBlock: int32(8), RecoveryFramesOnHit: int32(8), ReleaseTriggerType: int32(1), BoundChState: ATK_CHARACTER_STATE_DASHING, Hits: []interface{}{ &MeleeBullet{ Bullet: &BulletConfig{ StartupFrames: int32(4), ActiveFrames: int32(0), HitStunFrames: MAX_INT32, BlockStunFrames: int32(0), Damage: int32(0), SelfLockVelX: int32(float64(5) * WORLD_TO_VIRTUAL_GRID_RATIO), SelfLockVelY: int32(0), PushbackVelX: NO_LOCK_VEL, PushbackVelY: NO_LOCK_VEL, HitboxOffsetX: int32(0), HitboxOffsetY: int32(0), HitboxSizeX: int32(0), HitboxSizeY: int32(0), BlowUp: false, }, }, }, }, 15: &Skill{ RecoveryFrames: int32(48), RecoveryFramesOnBlock: int32(48), RecoveryFramesOnHit: int32(48), ReleaseTriggerType: int32(1), BoundChState: ATK_CHARACTER_STATE_ATK4, Hits: []interface{}{ &FireballBullet{ Speed: int32(float64(4) * WORLD_TO_VIRTUAL_GRID_RATIO), Bullet: &BulletConfig{ StartupFrames: int32(12), ActiveFrames: MAX_INT32, HitStunFrames: int32(15), BlockStunFrames: int32(9), Damage: int32(18), SelfLockVelX: NO_LOCK_VEL, SelfLockVelY: NO_LOCK_VEL, PushbackVelX: int32(float64(3) * WORLD_TO_VIRTUAL_GRID_RATIO), PushbackVelY: int32(0), HitboxOffsetX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxOffsetY: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeX: int32(float64(48) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), BlowUp: false, ExplosionFrames: 30, SpeciesId: int32(2), }, }, }, }, 16: &Skill{ RecoveryFrames: int32(60), RecoveryFramesOnBlock: int32(60), RecoveryFramesOnHit: int32(60), ReleaseTriggerType: int32(1), BoundChState: ATK_CHARACTER_STATE_ATK4, Hits: []interface{}{ &FireballBullet{ Speed: int32(float64(4) * WORLD_TO_VIRTUAL_GRID_RATIO), Bullet: &BulletConfig{ StartupFrames: int32(16), ActiveFrames: MAX_INT32, HitStunFrames: MAX_INT32, BlockStunFrames: int32(9), Damage: int32(30), SelfLockVelX: NO_LOCK_VEL, SelfLockVelY: NO_LOCK_VEL, PushbackVelX: int32(float64(3) * WORLD_TO_VIRTUAL_GRID_RATIO), PushbackVelY: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxOffsetX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxOffsetY: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeX: int32(float64(48) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), BlowUp: true, ExplosionFrames: 30, SpeciesId: int32(3), }, }, }, }, 255: &Skill{ RecoveryFrames: int32(30), RecoveryFramesOnBlock: int32(30), RecoveryFramesOnHit: int32(30), ReleaseTriggerType: int32(1), BoundChState: ATK_CHARACTER_STATE_INAIR_ATK1, Hits: []interface{}{ &MeleeBullet{ Bullet: &BulletConfig{ StartupFrames: int32(3), ActiveFrames: int32(20), HitStunFrames: int32(18), BlockStunFrames: int32(9), Damage: int32(5), SelfLockVelX: NO_LOCK_VEL, SelfLockVelY: NO_LOCK_VEL, PushbackVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO), PushbackVelY: int32(0), HitboxOffsetX: int32(float64(12) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxOffsetY: int32(0), HitboxSizeX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeY: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO), BlowUp: false, ExplosionFrames: 9, SpeciesId: int32(1), }, }, }, }, 256: &Skill{ RecoveryFrames: int32(20), RecoveryFramesOnBlock: int32(20), RecoveryFramesOnHit: int32(20), ReleaseTriggerType: int32(1), BoundChState: ATK_CHARACTER_STATE_INAIR_ATK1, Hits: []interface{}{ &MeleeBullet{ Bullet: &BulletConfig{ StartupFrames: int32(3), ActiveFrames: int32(10), HitStunFrames: int32(15), BlockStunFrames: int32(9), Damage: int32(5), SelfLockVelX: NO_LOCK_VEL, SelfLockVelY: NO_LOCK_VEL, PushbackVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO), PushbackVelY: int32(0), HitboxOffsetX: int32(float64(12) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxOffsetY: int32(0), HitboxSizeX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeY: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO), BlowUp: false, ExplosionFrames: 15, SpeciesId: int32(2), }, }, }, }, 257: &Skill{ RecoveryFrames: int32(30), RecoveryFramesOnBlock: int32(30), RecoveryFramesOnHit: int32(30), ReleaseTriggerType: int32(1), BoundChState: ATK_CHARACTER_STATE_INAIR_ATK1, Hits: []interface{}{ &MeleeBullet{ Bullet: &BulletConfig{ StartupFrames: int32(4), ActiveFrames: int32(20), HitStunFrames: int32(9), BlockStunFrames: int32(5), Damage: int32(5), SelfLockVelX: NO_LOCK_VEL, SelfLockVelY: NO_LOCK_VEL, PushbackVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO), PushbackVelY: int32(0), HitboxOffsetX: int32(float64(12) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxOffsetY: int32(0), HitboxSizeX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO), HitboxSizeY: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO), BlowUp: false, ExplosionFrames: 9, SpeciesId: int32(1), }, }, }, }, }