there has never been a balanced fire emblem, and by god i guarantee you there never will be
This commit is contained in:
parent
337f705dfe
commit
5ba3169744
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@ -58,11 +58,11 @@ matrix_set(matrix_world,worldMat2);
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draw_sprite(s_cursor, 0, -ts.x/2, 0);
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draw_sprite(s_cursor, 0, -ts.x/2, 0);
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var worldMat2 = matrix_build(a.x,a.y-ts.y/2,0,90,0,0,1,1,1);
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var worldMat2 = matrix_build(a.x,a.y-ts.y/2,0,90,0,0,1,1,1);
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matrix_set(matrix_world,worldMat2);
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matrix_set(matrix_world,worldMat2);
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draw_sprite(s_cursor, 0, ts.x/2, 0);
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draw_sprite(s_cursor, 0, ts.x/2-1, 0);
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var worldMat2 = matrix_build(a.x,a.y+ts.y/2,0,90,0,0,1,1,1);
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var worldMat2 = matrix_build(a.x,a.y+ts.y/2,0,90,0,0,1,1,1);
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matrix_set(matrix_world,worldMat2);
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matrix_set(matrix_world,worldMat2);
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draw_sprite(s_cursor, 0, -ts.x/2, 0);
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draw_sprite(s_cursor, 0, -ts.x/2, 0);
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var worldMat2 = matrix_build(a.x,a.y+ts.y/2,0,90,0,0,1,1,1);
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var worldMat2 = matrix_build(a.x,a.y+ts.y/2,0,90,0,0,1,1,1);
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matrix_set(matrix_world,worldMat2);
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matrix_set(matrix_world,worldMat2);
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draw_sprite(s_cursor, 0, ts.x/2, 0);
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draw_sprite(s_cursor, 0, ts.x/2-1, 0);
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matrix_set(matrix_world,worldMat);
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matrix_set(matrix_world,worldMat);
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@ -16,40 +16,43 @@ function c_loadstageone() {
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var bunny = c_inheritunit(19, 3, un[$"Bunny Buddy"], ARMY.THEM);
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var bunny = c_inheritunit(19, 3, un[$"Bunny Buddy"], ARMY.THEM);
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c_addweapon(bunny, wp[$"iron sword"], true);
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c_addweapon(bunny, wp[$"Bayonet"], true);
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bunny = c_inheritunit(17, 2, un[$"Final Bunny"], ARMY.THEM);
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bunny = c_inheritunit(17, 2, un[$"Final Bunny"], ARMY.THEM);
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c_addweapon(bunny, wp[$"iron sword"], true);
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c_addweapon(bunny, wp[$"Bayonet"], true);
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c_addweapon(bunny, wp[$"Glock"], false);
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bunny = c_inheritunit(8, 2, un[$"Forest Bunny"], ARMY.THEM);
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bunny = c_inheritunit(8, 2, un[$"Forest Bunny"], ARMY.THEM);
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c_addweapon(bunny, wp[$"iron sword"], true);
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c_addweapon(bunny, wp[$"Rifle"], true);
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bunny = c_inheritunit(10, 3, un[$"Plains Bunny"], ARMY.THEM);
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bunny = c_inheritunit(10, 3, un[$"Plains Bunny"], ARMY.THEM);
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c_addweapon(bunny, wp[$"iron sword"], true);
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c_addweapon(bunny, wp[$"Rifle"], true);
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bunny = c_inheritunit(12, 4, un[$"Mountain Bunny"], ARMY.THEM);
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bunny = c_inheritunit(12, 4, un[$"Mountain Bunny"], ARMY.THEM);
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c_addweapon(bunny, wp[$"Rifle"], true);
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c_addweapon(bunny, wp[$"iron sword"], true);
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c_addweapon(bunny, wp[$"Bayonet"], true);
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bunny = c_inheritunit(9, 10, un[$"Bunny Forerunner"], ARMY.THEM);
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bunny = c_inheritunit(9, 10, un[$"Bunny Forerunner"], ARMY.THEM);
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c_addweapon(bunny, wp[$"iron sword"], true);
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c_addweapon(bunny, wp[$"Bayonet"], true);
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bunny = c_inheritunit(10, 8, un[$"Bold Bunny"], ARMY.THEM);
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bunny = c_inheritunit(10, 8, un[$"Bold Bunny"], ARMY.THEM);
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c_addweapon(bunny, wp[$"iron sword"], true);
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c_addweapon(bunny, wp[$"Bayonet"], true);
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bunny = c_inheritunit(12, 10, un[$"Admiring Bunny"], ARMY.THEM);
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bunny = c_inheritunit(12, 10, un[$"Admiring Bunny"], ARMY.THEM);
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c_addweapon(bunny, wp[$"iron sword"], true);
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c_addweapon(bunny, wp[$"Bayonet"], true);
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bunny = c_inheritunit(13, 7, un[$"Bunny in the Middle"], ARMY.THEM);
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bunny = c_inheritunit(13, 7, un[$"Bunny in the Middle"], ARMY.THEM);
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c_addweapon(bunny, wp[$"iron sword"], true);
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c_addweapon(bunny, wp[$"Glock"], true);
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bunny = c_inheritunit(16, 12, un.Bnuuy, ARMY.THEM);
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bunny = c_inheritunit(16, 12, un.Bnuuy, ARMY.THEM);
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c_addweapon(bunny, wp[$"iron sword"], true);
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c_addweapon(bunny, wp[$"Glock"], true);
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bunny = c_inheritunit(16, 5, un[$"Bored Bunny"], ARMY.THEM);
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bunny = c_inheritunit(16, 5, un[$"Bored Bunny"], ARMY.THEM);
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c_addweapon(bunny, wp[$"iron sword"], true);
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c_addweapon(bunny, wp[$"Bayonet"], true);
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bunny = c_inheritunit(17, 6, un[$"Veteran Bunny"], ARMY.THEM);
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bunny = c_inheritunit(17, 6, un[$"Veteran Bunny"], ARMY.THEM);
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c_addweapon(bunny, wp[$"iron sword"], true);
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c_addweapon(bunny, wp[$"Rifle"], true);
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bunny = c_inheritunit(18, 7, un[$"Rabbit"], ARMY.THEM);
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bunny = c_inheritunit(18, 7, un[$"Rabbit"], ARMY.THEM);
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c_addweapon(bunny, wp[$"iron sword"], true);
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c_addweapon(bunny, wp[$"Bayonet"], true);
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bunny = c_inheritunit(19, 13, un[$"Sneaky Bunny"], ARMY.THEM);
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bunny = c_inheritunit(19, 13, un[$"Sneaky Bunny"], ARMY.THEM);
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c_addweapon(bunny, wp[$"iron sword"], true);
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c_addweapon(bunny, wp[$"Lunar Machete"], true);
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var reisen = c_inheritunit(19, 1, un[$"Rei'sen"], true, ARMY.THEM);
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var reisen = c_inheritunit(19, 1, un[$"Rei'sen"], ARMY.THEM);
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c_addweapon(reisen, wp[$"iron sword"], true);
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c_addweapon(reisen, wp[$"Sniper Rifle"], true);
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c_addweapon(reisen, wp[$"Bayonet"], false);
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}
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}
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@ -41,11 +41,13 @@ nu weapon("Microlaser", "special science laser instead of magic!", WPTYPE.SWORD,
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nu weapon("Wrench", "a wrench of a common material", WPTYPE.SWORD, [new statmod(st.str, 9, add), new statmod(st.hit, 60, add)]);
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nu weapon("Wrench", "a wrench of a common material", WPTYPE.SWORD, [new statmod(st.str, 9, add), new statmod(st.hit, 60, add)]);
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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)]);
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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)]);
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nu weapon("Bayonet", "it's out of ammo...", WPTYPE.SWORD, [new statmod(st.str, 9, add), new statmod(st.hit, 80, add)]);
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nu weapon("Bayonet", "it's out of ammo...", WPTYPE.SWORD, [new statmod(st.str, 9, add), new statmod(st.hit, 90, add)]);
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nu weapon("Rifle", "", WPTYPE.SWORD, [new statmod(st.str, 6, add), new statmod(st.hit, 90, add)]);
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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)]);
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nu weapon("Lunar Machete", "sick", WPTYPE.SWORD, [new statmod(st.str, 9, add), new statmod(st.hit, 90, add)]);
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nu weapon("Glock", "gang shit", WPTYPE.SWORD, [new statmod(st.str, 4, add), new statmod(st.hit, 95, add)]);
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nu weapon("Sniper Rifle", "gang shit", WPTYPE.SWORD, [new statmod(st.str, 11, add), new statmod(st.hit, 100, add)]);
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nu weapon("", "", WPTYPE.SWORD, [new statmod(st.str, 6, add), new statmod(st.hit, 90, add)]);
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nu weapon("Bottle", "it was full, just a minute ago...", WPTYPE.SWORD, [new statmod(st.str, 10, add), new statmod(st.hit, 30, add)]);
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nu weapon("", "", WPTYPE.SWORD, [new statmod(st.str, 6, add), new statmod(st.hit, 90, add)]);
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function c_modifierreset(target) {
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function c_modifierreset(target) {
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var dudes = variable_struct_get_names(target.data);
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var dudes = variable_struct_get_names(target.data);
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@ -20,7 +20,7 @@ mydata = {
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face: s_bunnyface,
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face: s_bunnyface,
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aitype: AI.KILLER,
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aitype: AI.KILLER,
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}
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}
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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)]);
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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)]);
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mydata = {
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mydata = {
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name: "Bold Bunny",
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name: "Bold Bunny",
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desc: "",
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desc: "",
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@ -31,7 +31,7 @@ mydata = {
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face: s_bunnyface2,
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face: s_bunnyface2,
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aitype: AI.KILLER,
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aitype: AI.KILLER,
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}
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}
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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)]);
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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)]);
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mydata = {
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mydata = {
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name: "Admiring Bunny",
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name: "Admiring Bunny",
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desc: "",
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desc: "",
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@ -42,7 +42,7 @@ mydata = {
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face: s_bunnyface,
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face: s_bunnyface,
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aitype: AI.KILLER,
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aitype: AI.KILLER,
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}
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}
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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)]);
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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)]);
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mydata = {
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mydata = {
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name: "Bunny in the Middle",
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name: "Bunny in the Middle",
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desc: "",
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desc: "",
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@ -53,7 +53,7 @@ mydata = {
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face: s_bunnyface,
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face: s_bunnyface,
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aitype: AI.KILLER,
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aitype: AI.KILLER,
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}
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}
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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)]);
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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)]);
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mydata = {
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mydata = {
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name: "Forest Bunny",
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name: "Forest Bunny",
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desc: "",
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desc: "",
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face: s_bunnyface,
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face: s_bunnyface,
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aitype: AI.KILLER,
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aitype: AI.KILLER,
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}
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}
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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)]);
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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)]);
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mydata = {
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mydata = {
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name: "Plains Bunny",
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name: "Plains Bunny",
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desc: "",
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desc: "",
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@ -75,7 +75,7 @@ mydata = {
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face: s_bunnyface,
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face: s_bunnyface,
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aitype: AI.KILLER,
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aitype: AI.KILLER,
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}
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}
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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)]);
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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)]);
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mydata = {
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mydata = {
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name: "Mountain Bunny",
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name: "Mountain Bunny",
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desc: "",
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desc: "",
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@ -86,7 +86,7 @@ mydata = {
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face: s_bunnyface,
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face: s_bunnyface,
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aitype: AI.KILLER,
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aitype: AI.KILLER,
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}
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}
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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)]);
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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)]);
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mydata = {
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mydata = {
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name: "Bunny Buddy",
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name: "Bunny Buddy",
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desc: "",
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desc: "",
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@ -97,7 +97,7 @@ mydata = {
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face: s_bunnyface,
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face: s_bunnyface,
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aitype: AI.KILLER,
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aitype: AI.KILLER,
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}
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}
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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)]);
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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)]);
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mydata = {
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mydata = {
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name: "Final Bunny",
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name: "Final Bunny",
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desc: "",
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desc: "",
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@ -108,7 +108,7 @@ mydata = {
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face: s_bunnyface2,
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face: s_bunnyface2,
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aitype: AI.KILLER,
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aitype: AI.KILLER,
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}
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}
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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)]);
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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)]);
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mydata = {
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mydata = {
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name: "Bored Bunny",
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name: "Bored Bunny",
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@ -139,7 +139,7 @@ mydata = {
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idle: s_bunny,
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idle: s_bunny,
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up: s_bunnyup,
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up: s_bunnyup,
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down: s_bunnydown,
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down: s_bunnydown,
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face: s_bunnyface2,
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face: s_bunnyface,
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aitype: AI.WAITER,
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aitype: AI.WAITER,
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}
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}
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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)]);
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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)]);
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@ -153,7 +153,7 @@ mydata = {
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face: s_bunnyface,
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face: s_bunnyface,
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aitype: AI.WAITER,
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aitype: AI.WAITER,
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}
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}
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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)]);
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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)]);
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mydata = {
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mydata = {
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name: "Sneaky Bunny",
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name: "Sneaky Bunny",
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desc: "",
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desc: "",
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@ -164,7 +164,7 @@ mydata = {
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face: s_bunnyface2,
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face: s_bunnyface2,
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aitype: AI.ESCAPER,
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aitype: AI.ESCAPER,
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}
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}
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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)]);
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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)]);
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mydata = {
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mydata = {
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@ -54,3 +54,16 @@ mydata = {
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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)]);
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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)]);
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mydata = {
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name: "Kotohime",
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desc: "",
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skills: [],
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idle: s_takane,
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up: s_takaneup,
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down: s_takanedown,
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face: s_talkane,
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aitype: AI.KILLER,
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}
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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)]);
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Loading…
Reference in New Issue