/* Shared BRO WO moves (stocky safari ranger, fists and oil-palm trees): player and AI use the same rules. */ (() => { 'use strict'; const balance = { cooldowns:{skill1:4,skill2:9,ultimate:24}, castTime:.5, basicRefund:.05 }; const names = ['TINJU SAFARI','POHON SAWIT','JOGET GEMOY','HUTAN SAWIT']; // Safari chain: a quick jab, a wide hook, then a heavy shoulder smash with big knockback. Reach sits inside the measured // fist tip (82/82/97 px in BROWO_METRICS.emitters). const combo = [ {damage:6,knockback:80,reach:105,duration:.34,hitAt:.5}, {damage:8,knockback:110,reach:105,duration:.38,hitAt:.5}, {damage:12,knockback:220,reach:120,duration:.5,hitAt:.58} ]; // Pohon Sawit: BRO WO slams a palm on the floor and an oil-palm erupts `ahead` px in front; everything inside `radius` // px of that spot on the floor is hit. He does not need to touch the rival; a jump above 150 px clears it. const tree = { ahead:190, radius:90 }; // Joget Gemoy: a long cheerful dance. `pulses` leaf bursts, `gap` s apart from `first`; every burst that reaches a rival // inside `radius` stuns them (for gap + stunExtra s), deals `pulseDamage`, and refreshes a poison that drains `poisonDps` // HP per second for `poisonTime` s without interrupting them. const dance = { radius:150, pulses:5, first:.12, gap:.3, pulseDamage:3, stunExtra:.5, poisonDps:2.5, poisonTime:6, duration:1.7, loops:3 }; // Hutan Sawit (ultimate), seconds from the cast. The camera dives onto BRO WO under a dark screen (zoom to `zoomIn`), // holds, then `treeCount` palms erupt in a rapid run toward the rival (`treeDamage` each) while the rival is held in place. // At `giantAt` one giant palm rises (`giantRise`), leans back (`giantHold`) and is brought down on the rival (`slam`), // dealing `giantDamage` and a knockdown. Afterwards BRO WO rampages (see `rage`). const forest = { cutinDuration:.78, zoomIn:.45, lockAt:.3, treesAt:1.45, treeCount:10, treeGap:.11, treeDamage:3, giantAt:2.85, giantRise:.55, giantHold:.3, slam:.16, giantDamage:40, tail:.55 }; forest.release = forest.giantAt + forest.giantRise + forest.giantHold + forest.slam; forest.duration = forest.release + forest.tail; // Mengamuk: for `duration` s after the ultimate BRO WO is stronger, longer-reaching and faster, and his three specials are // replaced (skills 1 and 2 are refreshed with their own cooldowns, the ultimate is usable once and ends the rampage): // skill1 TRUK KATERING - a delivery truck crosses the whole stage at `speed` px/s, hits once (`damage`, knockdown). // skill2 HUTAN TERBAKAR - `palms` palms catch fire in a row ahead; each burns an area for `life` s at `dps` HP/s. // ultimate TORNADO API SAWIT - a fire tornado hunts the rival, holds and burns them, then explodes. const rage = { duration:10, damageMul:1.4, speedMul:1.25, reachAdd:25 }; const rageNames = ['TINJU API','TRUK KATERING','HUTAN TERBAKAR','TORNADO API SAWIT']; const rageBalance = { cooldowns:{skill1:5,skill2:8,ultimate:999} }; const truck = { speed:1250, damage:24, tall:120, size:360 }; const fire = { palms:5, first:130, gap:105, radius:70, ignite:8, dps:6, life:3.6, delay:.09 }; // Tornado, seconds from the cast: the camera dives on BRO WO (`spawnAt`), the tornado is born and then chases the rival at // `chase` px/s for `life` s; inside `radius` the rival is held, pulled to its core and burned for `tickDamage` every `tick` s. // It ends in an explosion (`blast`, knockdown) and the rampage ends with it. const tornado = { cutinDuration:.78, spawnAt:.85, life:3.6, chase:330, radius:150, tick:.22, tickDamage:4, blast:30, tail:.6 }; tornado.duration = tornado.spawnAt + tornado.life + tornado.tail; function move(name,index=1) { if(name==='attack')return {name:`attack${index}`,type:'attack',index,...combo[index-1]}; if(name==='skill1')return {name,type:name,damage:18,duration:.62,knockback:210,tree:true,reach:tree.ahead+tree.radius,hitAt:.55}; if(name==='skill2')return {name,type:name,damage:0,duration:dance.duration,knockback:0,dance:true,loops:dance.loops,reach:dance.radius,hitAt:.04}; return {name:'ultimate',type:'ultimate',duration:balance.castTime,damage:0,hitAt:1}; } // While `a.bwRage` is set (the game keeps it in step with the rampage) the three specials are the rage versions. function rmove(name) { if(name==='skill1')return {name,type:name,damage:truck.damage,duration:.6,knockback:320,truck:true,rage:true,reach:900,hitAt:.5}; if(name==='skill2')return {name,type:name,damage:fire.ignite,duration:.62,knockback:120,fire:true,rage:true,reach:fire.first+fire.gap*fire.palms,hitAt:.55}; return {name:'ultimate',type:'ultimate',duration:balance.castTime,damage:0,hitAt:1,rage:true}; } function start(a,name,index=1) { if(a.action||a.state==='hurt'||a.state==='down'||a.state==='recover')return false; if(name!=='attack'&&a.cooldowns[name]>0)return false; const rg=!!a.bwRage&&name!=='attack'; if(name!=='attack')a.cooldowns[name]=rg?rageBalance.cooldowns[name]:balance.cooldowns[name]; a.action={...(rg?rmove(name):move(name,index)),t:0,fired:false,queued:0};a.state=a.action.name;a.stateTime=0;return true; } function refund(a) {for(const name of Object.keys(balance.cooldowns))a.cooldowns[name]=Math.max(0,a.cooldowns[name]-balance.cooldowns[name]*balance.basicRefund);} window.Browo={balance,names,combo,tree,dance,forest,rage,rageNames,rageBalance,truck,fire,tornado,move,rmove,start,refund}; })();