skill solution
This commit is contained in:
parent
e944e0de19
commit
5f9a983cd0
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@ -4,6 +4,7 @@
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{"id":{"name":"draw_sprite_at","path":"scripts/draw_sprite_at/draw_sprite_at.yy",},"order":8,},
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{"id":{"name":"draw_sprite_at","path":"scripts/draw_sprite_at/draw_sprite_at.yy",},"order":8,},
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{"id":{"name":"c_inheritunit","path":"scripts/c_inheritunit/c_inheritunit.yy",},"order":5,},
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{"id":{"name":"c_inheritunit","path":"scripts/c_inheritunit/c_inheritunit.yy",},"order":5,},
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{"id":{"name":"array_sum","path":"scripts/array_sum/array_sum.yy",},"order":7,},
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{"id":{"name":"array_sum","path":"scripts/array_sum/array_sum.yy",},"order":7,},
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{"id":{"name":"c_doenemyai","path":"scripts/c_doenemyai/c_doenemyai.yy",},"order":23,},
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{"id":{"name":"clampneg","path":"scripts/clampneg/clampneg.yy",},"order":8,},
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{"id":{"name":"clampneg","path":"scripts/clampneg/clampneg.yy",},"order":8,},
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{"id":{"name":"array_remove","path":"scripts/array_remove/array_remove.yy",},"order":6,},
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{"id":{"name":"array_remove","path":"scripts/array_remove/array_remove.yy",},"order":6,},
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{"id":{"name":"lerp_angle","path":"scripts/lerp_angle/lerp_angle.yy",},"order":9,},
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{"id":{"name":"lerp_angle","path":"scripts/lerp_angle/lerp_angle.yy",},"order":9,},
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@ -19,6 +20,7 @@
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{"id":{"name":"bint_sort","path":"scripts/bint_sort/bint_sort.yy",},"order":0,},
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{"id":{"name":"bint_sort","path":"scripts/bint_sort/bint_sort.yy",},"order":0,},
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{"id":{"name":"vec2","path":"scripts/vec2/vec2.yy",},"order":0,},
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{"id":{"name":"vec2","path":"scripts/vec2/vec2.yy",},"order":0,},
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{"id":{"name":"array_insert_array","path":"scripts/array_insert_array/array_insert_array.yy",},"order":5,},
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{"id":{"name":"array_insert_array","path":"scripts/array_insert_array/array_insert_array.yy",},"order":5,},
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{"id":{"name":"c_tiledist","path":"scripts/c_tiledist/c_tiledist.yy",},"order":24,},
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{"id":{"name":"draw_percent","path":"scripts/draw_percent/draw_percent.yy",},"order":6,},
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{"id":{"name":"draw_percent","path":"scripts/draw_percent/draw_percent.yy",},"order":6,},
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{"id":{"name":"s_bunnydown","path":"sprites/s_bunnydown/s_bunnydown.yy",},"order":2,},
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{"id":{"name":"s_bunnydown","path":"sprites/s_bunnydown/s_bunnydown.yy",},"order":2,},
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{"id":{"name":"o_flash","path":"objects/o_flash/o_flash.yy",},"order":0,},
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{"id":{"name":"o_flash","path":"objects/o_flash/o_flash.yy",},"order":0,},
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@ -24,7 +24,7 @@ function getView(){
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var _x = global.camerax;
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var _x = global.camerax;
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var _y = global.cameray;
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var _y = global.cameray;
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var half = (7.5*32)+40;
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var half = (7.5*32)+40;
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return matrix_build_lookat(_x,_y+100,100,_x,_y,0,0,0,-1);
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return matrix_build_lookat(_x,_y+180,150,_x,_y,0,0,0,-1);
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}
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}
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function setCam(){
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function setCam(){
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@ -0,0 +1,47 @@
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function c_doenemyai(target) {
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switch target.data.aitype {
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case AI.AFK:
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target.waiting = true;
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break;
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case AI.KILLER:
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var dude = c_findnearestunit(ARMY.US);
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repeat(target.data.mov.val) {
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var guy = c_gettile(target.pos.x, target.pos.y);
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if target.pos.x < dude.x {
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var guy = c_gettile(target.pos.x+1, target.pos.y);
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} else if target.pos.x > dude.x {
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var guy = c_gettile(target.pos.x-1, target.pos.y);
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}
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if target.pos.y < dude.y {
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var guy = c_gettile(target.pos.x+1, target.pos.y);
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} else if target.pos.x > dude.x {
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var guy = c_gettile(target.pos.x-1, target.pos.y);
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}
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if guy.passable {
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c_moveunit(target, guy);
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continue;
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}
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}
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target.waiting = true;
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break;
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case AI.WAITER:
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break;
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case AI.ESCAPER:
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break;
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}
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}
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function c_findnearestunit(alignment) {
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var lowest = new vec2(99, 99);
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var lowestunit = new vec2(99, 99);
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for (i=0; i<array_length(global.units[alignment]); i++) {
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var guy = global.units[alignment][i].pos;
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if (lowest.x + lowest.y < guy.x + guy.y) {
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lowest = guy;
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lowestunit = global.units[alignment][i];
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}
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}
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return
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}
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@ -0,0 +1,12 @@
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{
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"isDnD": false,
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"isCompatibility": false,
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"parent": {
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"name": "Scripts",
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"path": "folders/Scripts.yy",
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},
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"resourceVersion": "1.0",
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"name": "c_doenemyai",
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"tags": [],
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"resourceType": "GMScript",
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}
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@ -41,6 +41,9 @@ function c_loadstageone() {
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bunny = c_inheritunit(18, 7, un.bunny, ARMY.THEM);
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bunny = c_inheritunit(18, 7, un.bunny, ARMY.THEM);
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c_addweapon(bunny, wp[$"iron sword"], true);
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c_addweapon(bunny, wp[$"iron sword"], true);
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bunny = c_inheritunit(19, 13, un.bunny, ARMY.THEM);
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c_addweapon(bunny, wp[$"iron sword"], true);
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var reisen = c_inheritunit(19, 1, un[$"rei'sen"], true, ARMY.THEM);
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var reisen = c_inheritunit(19, 1, un[$"rei'sen"], true, ARMY.THEM);
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c_addweapon(reisen, wp[$"iron sword"], true);
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c_addweapon(reisen, wp[$"iron sword"], true);
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@ -0,0 +1,3 @@
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function c_tiledist(x1, y1, x2, y2) {
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return new vec2(abs(x1-y2), abs(y1-y2));
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}
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@ -0,0 +1,12 @@
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{
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"isDnD": false,
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"isCompatibility": false,
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"parent": {
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"name": "Scripts",
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"path": "folders/Scripts.yy",
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},
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"resourceVersion": "1.0",
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"name": "c_tiledist",
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"tags": [],
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"resourceType": "GMScript",
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}
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@ -71,7 +71,7 @@ function st_moving() {
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break;
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break;
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default:
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default:
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sprite_index = data.idle;
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sprite_index = data.idle;
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image_xscale = -1;
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//image_xscale = -1;
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break;
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break;
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}
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}
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@ -40,6 +40,15 @@ function divide(val1, val2) {
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function modulo(val1, val2) {
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function modulo(val1, val2) {
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return val1 % val2;
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return val1 % val2;
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}
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}
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function set(val1, val2) {
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return val2;
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}
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function andop(val1, val2) {
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return val1 & val2;
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}
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function orop(val1, val2) {
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return val1 | val2;
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}
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nu stat("hp", "health", "vitality");
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nu stat("hp", "health", "vitality");
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nu stat("str", "strength", "physical power");
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nu stat("str", "strength", "physical power");
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@ -47,3 +56,4 @@ nu stat("def", "defense", "physical defense");
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nu stat("spd", "speed", "avoid and follow-up");
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nu stat("spd", "speed", "avoid and follow-up");
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nu stat("hit", "hit rate", "chance to hit");
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nu stat("hit", "hit rate", "chance to hit");
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nu stat("mov", "movement", "distance travelable");
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nu stat("mov", "movement", "distance travelable");
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nu stat("rng", "range", "distance attackable");
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@ -1,4 +1,10 @@
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global.unitdata = {};
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global.unitdata = {};
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enum AI {
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AFK,
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KILLER,
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WAITER,
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ESCAPER,
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}
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var mydata = {
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var mydata = {
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name: "chara",
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name: "chara",
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@ -7,8 +13,9 @@ var mydata = {
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idle: s_momiji,
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idle: s_momiji,
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up: s_momijiup,
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up: s_momijiup,
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down: s_momijidown,
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down: s_momijidown,
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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(92), st.str.add(20), st.def.add(10), st.spd.add(5), st.mov.add(4), st.hit.add(0)]);
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nu unit(mydata, mydata, [st.hp.add(92), st.str.add(20), st.def.add(10), st.spd.add(5), 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: "kris",
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name: "kris",
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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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aitype: AI.KILLER,
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}
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}
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nu unit(mydata, mydata, [st.hp.add(110), st.str.add(20), st.def.add(10), st.spd.add(5), st.mov.add(4), st.hit.add(0)]);
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nu unit(mydata, mydata, [st.hp.add(110), st.str.add(20), st.def.add(10), st.spd.add(5), 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: "momiji",
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name: "momiji",
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idle: s_momiji,
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idle: s_momiji,
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up: s_momijiup,
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up: s_momijiup,
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down: s_momijidown,
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down: s_momijidown,
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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(30), st.str.add(12), st.def.add(8), st.spd.add(10), st.mov.add(4), st.hit.add(0)]);
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nu unit(mydata, mydata, [st.hp.add(30), st.str.add(12), st.def.add(8), st.spd.add(10), 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: "nitori",
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name: "nitori",
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desc: "",
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desc: "",
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@ -36,8 +45,9 @@ 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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aitype: AI.KILLER,
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}
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}
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nu unit(mydata, mydata, [st.hp.add(34), st.str.add(10), st.def.add(6), st.spd.add(6), st.mov.add(4), st.hit.add(0)]);
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nu unit(mydata, mydata, [st.hp.add(34), st.str.add(10), 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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mydata = {
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name: "bunny",
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name: "bunny",
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desc: "",
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desc: "",
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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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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)]);
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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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mydata = {
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mydata = {
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name: "rei'sen",
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name: "rei'sen",
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desc: "",
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desc: "",
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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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aitype: AI.WAITER,
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}
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}
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nu unit(mydata, mydata, [st.hp.add(40), st.str.add(14), st.def.add(10), st.spd.add(13), st.mov.add(2), st.hit.add(0)]);
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nu unit(mydata, mydata, [st.hp.add(40), st.str.add(14), st.def.add(10), st.spd.add(13), st.mov.add(2), st.hit.add(0), st.rng.add(1)]);
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