From 5ba3169744718667f55041b0a5f6230e34f20072 Mon Sep 17 00:00:00 2001 From: the me Date: Mon, 22 Aug 2022 23:03:07 -0700 Subject: [PATCH] there has never been a balanced fire emblem, and by god i guarantee you there never will be --- .../objects/ARTICULATOR/Draw_72.gml | 4 +-- .../scripts/c_loadstageone/c_loadstageone.gml | 35 ++++++++++--------- eastern flames/scripts/weapon/weapon.gml | 10 +++--- .../scripts/x_bunnies/x_bunnies.gml | 24 ++++++------- eastern flames/scripts/x_units/x_units.gml | 13 +++++++ 5 files changed, 52 insertions(+), 34 deletions(-) diff --git a/eastern flames/objects/ARTICULATOR/Draw_72.gml b/eastern flames/objects/ARTICULATOR/Draw_72.gml index b27f661..f1361cd 100644 --- a/eastern flames/objects/ARTICULATOR/Draw_72.gml +++ b/eastern flames/objects/ARTICULATOR/Draw_72.gml @@ -58,11 +58,11 @@ matrix_set(matrix_world,worldMat2); draw_sprite(s_cursor, 0, -ts.x/2, 0); var worldMat2 = matrix_build(a.x,a.y-ts.y/2,0,90,0,0,1,1,1); matrix_set(matrix_world,worldMat2); -draw_sprite(s_cursor, 0, ts.x/2, 0); +draw_sprite(s_cursor, 0, ts.x/2-1, 0); var worldMat2 = matrix_build(a.x,a.y+ts.y/2,0,90,0,0,1,1,1); matrix_set(matrix_world,worldMat2); draw_sprite(s_cursor, 0, -ts.x/2, 0); var worldMat2 = matrix_build(a.x,a.y+ts.y/2,0,90,0,0,1,1,1); matrix_set(matrix_world,worldMat2); -draw_sprite(s_cursor, 0, ts.x/2, 0); +draw_sprite(s_cursor, 0, ts.x/2-1, 0); matrix_set(matrix_world,worldMat); diff --git a/eastern flames/scripts/c_loadstageone/c_loadstageone.gml b/eastern flames/scripts/c_loadstageone/c_loadstageone.gml index 6529440..54001a0 100644 --- a/eastern flames/scripts/c_loadstageone/c_loadstageone.gml +++ b/eastern flames/scripts/c_loadstageone/c_loadstageone.gml @@ -16,40 +16,43 @@ function c_loadstageone() { var bunny = c_inheritunit(19, 3, un[$"Bunny Buddy"], ARMY.THEM); - c_addweapon(bunny, wp[$"iron sword"], true); + c_addweapon(bunny, wp[$"Bayonet"], true); bunny = c_inheritunit(17, 2, un[$"Final Bunny"], ARMY.THEM); - c_addweapon(bunny, wp[$"iron sword"], true); + c_addweapon(bunny, wp[$"Bayonet"], true); + c_addweapon(bunny, wp[$"Glock"], false); bunny = c_inheritunit(8, 2, un[$"Forest Bunny"], ARMY.THEM); - c_addweapon(bunny, wp[$"iron sword"], true); + c_addweapon(bunny, wp[$"Rifle"], true); bunny = c_inheritunit(10, 3, un[$"Plains Bunny"], ARMY.THEM); - c_addweapon(bunny, wp[$"iron sword"], true); + c_addweapon(bunny, wp[$"Rifle"], true); bunny = c_inheritunit(12, 4, un[$"Mountain Bunny"], ARMY.THEM); + c_addweapon(bunny, wp[$"Rifle"], true); - c_addweapon(bunny, wp[$"iron sword"], true); + c_addweapon(bunny, wp[$"Bayonet"], true); bunny = c_inheritunit(9, 10, un[$"Bunny Forerunner"], ARMY.THEM); - c_addweapon(bunny, wp[$"iron sword"], true); + c_addweapon(bunny, wp[$"Bayonet"], true); bunny = c_inheritunit(10, 8, un[$"Bold Bunny"], ARMY.THEM); - c_addweapon(bunny, wp[$"iron sword"], true); + c_addweapon(bunny, wp[$"Bayonet"], true); bunny = c_inheritunit(12, 10, un[$"Admiring Bunny"], ARMY.THEM); - c_addweapon(bunny, wp[$"iron sword"], true); + c_addweapon(bunny, wp[$"Bayonet"], true); bunny = c_inheritunit(13, 7, un[$"Bunny in the Middle"], ARMY.THEM); - c_addweapon(bunny, wp[$"iron sword"], true); + c_addweapon(bunny, wp[$"Glock"], true); bunny = c_inheritunit(16, 12, un.Bnuuy, ARMY.THEM); - c_addweapon(bunny, wp[$"iron sword"], true); + c_addweapon(bunny, wp[$"Glock"], true); bunny = c_inheritunit(16, 5, un[$"Bored Bunny"], ARMY.THEM); - c_addweapon(bunny, wp[$"iron sword"], true); + c_addweapon(bunny, wp[$"Bayonet"], true); bunny = c_inheritunit(17, 6, un[$"Veteran Bunny"], ARMY.THEM); - c_addweapon(bunny, wp[$"iron sword"], true); + c_addweapon(bunny, wp[$"Rifle"], true); bunny = c_inheritunit(18, 7, un[$"Rabbit"], ARMY.THEM); - c_addweapon(bunny, wp[$"iron sword"], true); + c_addweapon(bunny, wp[$"Bayonet"], true); bunny = c_inheritunit(19, 13, un[$"Sneaky Bunny"], ARMY.THEM); - c_addweapon(bunny, wp[$"iron sword"], true); + c_addweapon(bunny, wp[$"Lunar Machete"], true); - var reisen = c_inheritunit(19, 1, un[$"Rei'sen"], true, ARMY.THEM); - c_addweapon(reisen, wp[$"iron sword"], true); + var reisen = c_inheritunit(19, 1, un[$"Rei'sen"], ARMY.THEM); + c_addweapon(reisen, wp[$"Sniper Rifle"], true); + c_addweapon(reisen, wp[$"Bayonet"], false); } \ No newline at end of file diff --git a/eastern flames/scripts/weapon/weapon.gml b/eastern flames/scripts/weapon/weapon.gml index c7398e6..5691d97 100644 --- a/eastern flames/scripts/weapon/weapon.gml +++ b/eastern flames/scripts/weapon/weapon.gml @@ -41,11 +41,13 @@ nu weapon("Microlaser", "special science laser instead of magic!", WPTYPE.SWORD, nu weapon("Wrench", "a wrench of a common material", WPTYPE.SWORD, [new statmod(st.str, 9, add), new statmod(st.hit, 60, add)]); nu weapon("Healgun", "heal-ish gun", WPTYPE.SWORD, [new statmod(st.str, 0, add), new statmod(st.str, -1, mult), new statmod(st.hit, 100, add)]); -nu weapon("Bayonet", "it's out of ammo...", WPTYPE.SWORD, [new statmod(st.str, 9, add), new statmod(st.hit, 80, add)]); -nu weapon("Rifle", "", WPTYPE.SWORD, [new statmod(st.str, 6, add), new statmod(st.hit, 90, add)]); +nu weapon("Bayonet", "it's out of ammo...", WPTYPE.SWORD, [new statmod(st.str, 9, add), new statmod(st.hit, 90, add)]); +nu weapon("Rifle", "it has ammo, i guess", WPTYPE.SWORD, [new statmod(st.str, 6, add), new statmod(st.hit, 80, add), new statmod(st.rng, 1, add)]); +nu weapon("Lunar Machete", "sick", WPTYPE.SWORD, [new statmod(st.str, 9, add), new statmod(st.hit, 90, add)]); +nu weapon("Glock", "gang shit", WPTYPE.SWORD, [new statmod(st.str, 4, add), new statmod(st.hit, 95, add)]); +nu weapon("Sniper Rifle", "gang shit", WPTYPE.SWORD, [new statmod(st.str, 11, add), new statmod(st.hit, 100, add)]); -nu weapon("", "", WPTYPE.SWORD, [new statmod(st.str, 6, add), new statmod(st.hit, 90, add)]); -nu weapon("", "", WPTYPE.SWORD, [new statmod(st.str, 6, add), new statmod(st.hit, 90, add)]); +nu weapon("Bottle", "it was full, just a minute ago...", WPTYPE.SWORD, [new statmod(st.str, 10, add), new statmod(st.hit, 30, add)]); function c_modifierreset(target) { var dudes = variable_struct_get_names(target.data); diff --git a/eastern flames/scripts/x_bunnies/x_bunnies.gml b/eastern flames/scripts/x_bunnies/x_bunnies.gml index 2749a39..5d862d4 100644 --- a/eastern flames/scripts/x_bunnies/x_bunnies.gml +++ b/eastern flames/scripts/x_bunnies/x_bunnies.gml @@ -20,7 +20,7 @@ mydata = { face: s_bunnyface, aitype: AI.KILLER, } -nu unit(mydata, mydata, [st.hp.add(25), st.str.add(9), st.def.add(7), st.spd.add(7), st.mov.add(4), st.hit.add(0), st.rng.add(1)]); +nu unit(mydata, mydata, [st.hp.add(28), st.str.add(7), st.def.add(6), st.spd.add(9), st.mov.add(4), st.hit.add(0), st.rng.add(1)]); mydata = { name: "Bold Bunny", desc: "", @@ -31,7 +31,7 @@ mydata = { face: s_bunnyface2, aitype: AI.KILLER, } -nu unit(mydata, mydata, [st.hp.add(25), st.str.add(9), st.def.add(7), st.spd.add(7), st.mov.add(4), st.hit.add(0), st.rng.add(1)]); +nu unit(mydata, mydata, [st.hp.add(22), st.str.add(5), st.def.add(5), st.spd.add(7), st.mov.add(4), st.hit.add(0), st.rng.add(1)]); mydata = { name: "Admiring Bunny", desc: "", @@ -42,7 +42,7 @@ mydata = { face: s_bunnyface, aitype: AI.KILLER, } -nu unit(mydata, mydata, [st.hp.add(25), st.str.add(9), st.def.add(7), st.spd.add(7), st.mov.add(4), st.hit.add(0), st.rng.add(1)]); +nu unit(mydata, mydata, [st.hp.add(22), st.str.add(5), st.def.add(5), st.spd.add(7), st.mov.add(4), st.hit.add(0), st.rng.add(1)]); mydata = { name: "Bunny in the Middle", desc: "", @@ -53,7 +53,7 @@ mydata = { face: s_bunnyface, aitype: AI.KILLER, } -nu unit(mydata, mydata, [st.hp.add(25), st.str.add(9), st.def.add(7), st.spd.add(7), st.mov.add(4), st.hit.add(0), st.rng.add(1)]); +nu unit(mydata, mydata, [st.hp.add(27), st.str.add(7), st.def.add(7), st.spd.add(7), st.mov.add(4), st.hit.add(0), st.rng.add(1)]); mydata = { name: "Forest Bunny", desc: "", @@ -64,7 +64,7 @@ mydata = { face: s_bunnyface, aitype: AI.KILLER, } -nu unit(mydata, mydata, [st.hp.add(25), st.str.add(9), st.def.add(7), st.spd.add(7), st.mov.add(4), st.hit.add(0), st.rng.add(1)]); +nu unit(mydata, mydata, [st.hp.add(25), st.str.add(6), st.def.add(7), st.spd.add(6), st.mov.add(4), st.hit.add(0), st.rng.add(1)]); mydata = { name: "Plains Bunny", desc: "", @@ -75,7 +75,7 @@ mydata = { face: s_bunnyface, aitype: AI.KILLER, } -nu unit(mydata, mydata, [st.hp.add(25), st.str.add(9), st.def.add(7), st.spd.add(7), st.mov.add(4), st.hit.add(0), st.rng.add(1)]); +nu unit(mydata, mydata, [st.hp.add(25), st.str.add(6), st.def.add(7), st.spd.add(6), st.mov.add(4), st.hit.add(0), st.rng.add(1)]); mydata = { name: "Mountain Bunny", desc: "", @@ -86,7 +86,7 @@ mydata = { face: s_bunnyface, aitype: AI.KILLER, } -nu unit(mydata, mydata, [st.hp.add(25), st.str.add(9), st.def.add(7), st.spd.add(7), st.mov.add(4), st.hit.add(0), st.rng.add(1)]); +nu unit(mydata, mydata, [st.hp.add(25), st.str.add(6), st.def.add(7), st.spd.add(6), st.mov.add(4), st.hit.add(0), st.rng.add(1)]); mydata = { name: "Bunny Buddy", desc: "", @@ -97,7 +97,7 @@ mydata = { face: s_bunnyface, aitype: AI.KILLER, } -nu unit(mydata, mydata, [st.hp.add(25), st.str.add(9), st.def.add(7), st.spd.add(7), st.mov.add(4), st.hit.add(0), st.rng.add(1)]); +nu unit(mydata, mydata, [st.hp.add(20), st.str.add(4), st.def.add(10), st.spd.add(9), st.mov.add(4), st.hit.add(0), st.rng.add(1)]); mydata = { name: "Final Bunny", desc: "", @@ -108,7 +108,7 @@ mydata = { face: s_bunnyface2, aitype: AI.KILLER, } -nu unit(mydata, mydata, [st.hp.add(25), st.str.add(9), st.def.add(7), st.spd.add(7), st.mov.add(4), st.hit.add(0), st.rng.add(1)]); +nu unit(mydata, mydata, [st.hp.add(30), st.str.add(10), st.def.add(4), st.spd.add(9), st.mov.add(4), st.hit.add(0), st.rng.add(1)]); mydata = { name: "Bored Bunny", @@ -139,7 +139,7 @@ mydata = { idle: s_bunny, up: s_bunnyup, down: s_bunnydown, - face: s_bunnyface2, + face: s_bunnyface, aitype: AI.WAITER, } nu unit(mydata, mydata, [st.hp.add(20), st.str.add(8), st.def.add(8), st.spd.add(10), st.mov.add(0), st.hit.add(0), st.rng.add(1)]); @@ -153,7 +153,7 @@ mydata = { face: s_bunnyface, aitype: AI.WAITER, } -nu unit(mydata, mydata, [st.hp.add(20), st.str.add(8), st.def.add(8), st.spd.add(10), st.mov.add(0), st.hit.add(0), st.rng.add(1)]); +nu unit(mydata, mydata, [st.hp.add(27), st.str.add(7), st.def.add(7), st.spd.add(7), st.mov.add(4), st.hit.add(0), st.rng.add(1)]); mydata = { name: "Sneaky Bunny", desc: "", @@ -164,7 +164,7 @@ mydata = { face: s_bunnyface2, aitype: AI.ESCAPER, } -nu unit(mydata, mydata, [st.hp.add(20), st.str.add(6), st.def.add(4), st.spd.add(15), st.mov.add(3), st.hit.add(0), st.rng.add(1)]); +nu unit(mydata, mydata, [st.hp.add(18), st.str.add(6), st.def.add(4), st.spd.add(15), st.mov.add(4), st.hit.add(0), st.rng.add(1)]); mydata = { diff --git a/eastern flames/scripts/x_units/x_units.gml b/eastern flames/scripts/x_units/x_units.gml index 6f53889..ad9808a 100644 --- a/eastern flames/scripts/x_units/x_units.gml +++ b/eastern flames/scripts/x_units/x_units.gml @@ -54,3 +54,16 @@ mydata = { nu unit(mydata, mydata, [st.hp.add(27), st.str.add(7), st.def.add(6), st.spd.add(6), st.mov.add(4), st.hit.add(0), st.rng.add(1)]); +mydata = { + name: "Kotohime", + desc: "", + skills: [], + idle: s_takane, + up: s_takaneup, + down: s_takanedown, + face: s_talkane, + aitype: AI.KILLER, +} +nu unit(mydata, mydata, [st.hp.add(20), st.str.add(4), st.def.add(2), st.spd.add(11), st.mov.add(5), st.hit.add(0), st.rng.add(1)]); + +