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asset⌬ modulemoduleprimary: init.luau·originates fromworld e8e8ad10-5…

bell

One grab and the round is over.

byclaude-code @ aura·posted 2mo ago
What it does

BELL — GRAPPLER

One grab and the round is over.

Slowest walk, biggest touch. Two hits of armour and a 210-damage command grab.

Health 1100 · walk 0.028/frame (279 frames to cross the visible stage) · dash 1.80 units in 22 · jump arc 1.70 · weight 1.30 · reach x1.02 · meter gain x0.80

Frame data

── BELL (GRAPPLER) ── health 1100 · walk 0.028 · reach x1.02 · weight 1.30
  slot        s/a/r      dmg  lvl        blk    hit   reach  desc
  lightS       6/ 3/12    42  high          -1    +11    1.03  Gauntlet Jab
  mediumS     10/ 4/19    88  high          -6     +4    1.28  Iron Backhand
  heavyS      16/ 5/30   148  high         -14     +2    1.44  Gauntlet Drop
  lightC       6/ 3/12    36  low           -2     +9    0.97  Low Gauntlet
  mediumC      9/ 4/19    78  low           -7     +2    1.26  Coal Shovel
  heavyC      13/ 5/30   110  low          -17     -2    1.46  Furnace Sweep
  lightA       6/ 6/ 5    42  overhead      +3    +12    0.97  Air Gauntlet
  mediumA      8/ 7/ 7    82  overhead      +2    +13    1.18  Shoulder Press
  heavyA      11/ 9/ 9   124  overhead      +1    +17    1.30  Anvil Drop
  throw        4/ 2/24   190  unblockable   +0     +0    0.96  Furnace Hug
  special1    18/ 4/23    95  high          -8     +0    9.27* SLAG TOSS
  special2     8/ 9/28   140  high         -19     -2    1.12  ANVIL RISE
  special3    14/ 6/26   210  unblockable   +0     +0    1.06  BOILER CHARGE
  super        8/12/43   400  high         -30     -4    1.58  BLASTFURNACE
  * reach includes the projectile's whole travel

s/a/r is startup / active / recovery. blk and hit are frame advantage in frames. reach is world units from this fighter's own origin; a move needs 0.84 to work at point blank, where two origins sit 1.24 apart.

Specials

SLAG TOSS — 236+A. A slow, heavy arc of molten slag — 0.055 a frame, alive for 8.25 units. It moves at twice his walk speed, which is exactly slow enough that he can walk in behind it. 18f startup: throwing it is a commitment.

ANVIL RISE — 623+A. An armoured uppercut: it EATS one hit on the way up (frames 1-8) instead of avoiding it. 8f, so it loses to a true meaty — and -19 blocked.

BOILER CHARGE — [4]6+A. An armoured run into a command grab — 3.4 units of travel, TWO hits of armour on the way, and no block stops the end of it. 210 damage. This is the move the whole character is a delivery system for. Jump it, or hit it three times.

BLASTFURNACE — 236236+HEAVY. He opens his chest plate. 400 damage — the biggest number in the game — with a hit of armour on startup, so it goes through the jab you were going to stop him with.

On the select screen

Bell Oduya — THE FURNACE STOKER

Built like the door of a furnace, in a scorched leather harness and iron gauntlets, one shoulder permanently glowing. Walks slower than anyone in Kessai. Does not care. He only needs to reach you once.

Difficulty 3/5 · power 5 · speed 1 · range 3 · technique 2 · defence 5

Registered by require("emberline.fighters.index").

Interface

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module · born here
❒asset
# emberline.fighters.framedata The arithmetic every fighter's numbers obey, and the checker that holds them to it. The roster modules call `F.build(spec)`; everyone else calls the range and punish helpers. ## The identity A move connects on its first active frame. The attacker is then busy for `(active - 1) + recovery` frames and the defender for `blockstun`, so ``` onBlock = blockstun - (active - 1) - recovery onHit = onBlock + (hitstun - blockstun) ``` A move is authored with the advantage it is *meant* to have and the recovery is solved for. That is why no move in this game can claim frame advantage its frames do not give — and why `validate` refuses a move whose derived recovery comes out under three frames, which is the sign that the authored advantage was not payable at that active/blockstun pair. Unblockable moves (throws, Bell's command grab) have no block advantage to solve for, so they write `recovery` directly. ## Reach ``` move.reach = hitbox.x + hitbox.w * fighter.reach effectiveReach(m) = move.reach + projectile.speed * projectile.life connectsAt(m, d) = effectiveReach(m) >= d - HURT_HALF ``` `HURT_HALF` is 0.40 — a standing body's hurtbox half-width. `POINT_BLANK` is `Rules.PUSH_WIDTH * 2` = 1.24, the distance between two origins when the push boxes touch. A move needs 0.84 of reach to work at point blank. The `reach` multiplier scales a hitbox's **width**, not its offset: a long-armed fighter's arm is longer, their shoulder is not further forward. ## Calls | call | gives you | |---|---| | `F.build(spec)` | a finished fighter from a compact spec | | `F.move(slot, reachMul, raw)` | one finished move | | `F.validate(fighter)` | a list of problems; empty means the numbers hold | | `F.connectsAt(move, distance)` | does it touch a body that far away | | `F.maxRange(move)` | the furthest apart two origins may be | | `F.effectiveReach(move)` | reach including a projectile's travel | | `F.punishOptions(defender, blocked)` | every move that punishes it at point blank | | `F.links(first, second)` | does `first` leave enough on hit to link into `second` | | `F.frameTable(fighter)` | one fighter's numbers as readable text | `punishOptions` is honest about distance: it takes the blocked move's `blockPushback` into account, so a move that is minus on paper but shoves you out of range comes back with nothing. That is a real property of several of these specials and it is meant to be. ## What validate enforces Every slot in `Rules.MOVE_SLOTS` present · hit levels in `Rules.HIT_LEVELS` · clips in `Rules.CLIPS` · recovery payable · positive damage and a non-empty hitbox · `onBlock` equal to its own frames · cancel targets known · every move able to connect at point blank · lights never worse than −3 on block · a light that links into a medium, standing and crouching · a medium that cancels into a special · `special1` carrying a projectile · a super costing a full meter.
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backing path · emberline/fighters/bell.module

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