/* Shared ISOLDE moves (heron-leg lancer knight mecha, aether lance): player and AI use the same rules. */ (() => { 'use strict'; const balance = { cooldowns:{skill1:3,skill2:6,ultimate:18}, castTime:.5, lanceDamage:16, basicRefund:.05 }; const names = ['LANCE LINE','SKY PIERCER','STILT CHARGE','SKYFALL LANCES']; // The lance gives a long, straight chain; reach sits inside the measured lance point (157/131/184 px in emitters.json). const combo = [ {damage:6,knockback:80,reach:140,duration:.38,hitAt:.5}, {damage:8,knockback:105,reach:115,duration:.44,hitAt:.5}, {damage:12,knockback:210,reach:165,duration:.56,hitAt:.55} ]; // Sky Piercer: an ice bolt fired from the raised lance on a rising line (`rise` = vertical/horizontal speed ratio), // leaving at chest height (`y` px above the feet). It still catches a grounded rival within about 240 px and a // jumping rival much farther away: an anti-air poke. const piercer = { speed:900, rise:.25, y:105 }; // Skyfall Lances: three giant ice lances dive from the sky 0.38 s apart (inside the 0.42 s hurt stun). Each one is // aimed at the rival's feet when it is called and takes `flight` s to land, with a small shatter where it lands. // A standing rival takes all three (48); keep moving to make them land behind you. const skyfall = { cutinDuration:.78, calls:[.8,1.18,1.56], flight:.55, height:520, back:260, shatter:70, size:170, duration:2.4 }; 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:16,duration:.5,knockback:130,projectile:true,speed:piercer.speed,range:240,hitAt:.55}; // Stilt Charge: a long, fast lance-first charge on the springy heron legs. if(name==='skill2')return {name,type:name,damage:24,duration:.72,knockback:300,reach:150,dash:560,hitAt:.58}; return {name:'ultimate',type:'ultimate',duration:balance.castTime,damage:0,hitAt:1}; } 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; if(name!=='attack')a.cooldowns[name]=balance.cooldowns[name]; a.action={...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.Isolde={balance,names,combo,piercer,skyfall,move,start,refund}; })();