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

mag

Something for every range.

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

MAG — ALL-ROUNDER

Something for every range.

The yardstick. Every other fighter's numbers are a deliberate departure from hers.

Health 1000 · walk 0.042/frame (186 frames to cross the visible stage) · dash 2.07 units in 18 · jump arc 2.40 · weight 1.00 · reach x1.00 · meter gain x1.00

Frame data

── MAG (ALL-ROUNDER) ── health 1000 · walk 0.042 · reach x1.00 · weight 1.00
  slot        s/a/r      dmg  lvl        blk    hit   reach  desc
  lightS       5/ 3/ 9    34  high          +1     +9    0.94  Spanner Jab
  mediumS      8/ 4/17    72  high          -5     +4    1.20  Wrench Hook
  heavyS      13/ 5/26   118  high         -12     +4    1.40  Cable Swing
  lightC       5/ 3/ 9    28  low           +0     +9    0.90  Low Jab
  mediumC      8/ 4/17    64  low           -6     +3    1.20  Boot Scrape
  heavyC      11/ 4/28    92  low          -15     -1    1.42  Rail Sweep
  lightA       5/ 6/ 3    32  overhead      +4    +12    0.92  Air Jab
  mediumA      7/ 7/ 5    68  overhead      +3    +13    1.14  Air Kick
  heavyA       9/ 8/ 8   104  overhead      +2    +15    1.26  Diving Elbow
  throw        4/ 2/22   140  unblockable   +0     +0    0.90  Cable Cinch
  special1    13/ 4/19    80  high          -6     +0   13.62* CINDERBOLT
  special2     4/12/29   130  high         -24     -6    0.96  UPDRAFT
  special3    11/ 8/17    96  high          -9     +2    1.35  RAILRUSH
  super        6/10/41   340  high         -28     -4    1.50  OVERDRIVE
  * 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

CINDERBOLT — 236+A. A fistful of furnace-light thrown flat — 12.6 units, the whole screen. 13f, and -6 if you throw it in someone's face.

UPDRAFT — 623+A. A rising uppercut trailing sparks. Invulnerable frames 1-5, so it answers a jump-in on reaction — and -24 blocked, so a wrong one loses the round.

RAILRUSH — [4]6+A. Shoulder-first slide down the rail, 2.4 units of travel. -9, but the block pushes you 0.42 out — only a long arm punishes it.

OVERDRIVE — 236236+HEAVY. She opens the cable and dumps the whole charge into one punch. Invulnerable 1-8 — it goes through a fireball.

On the select screen

Magritte Voll — THE RAIL ENGINEER

A rail engineer's daughter in a scorched ember-red coat, welding goggles pushed up on her forehead and a length of hot cable at her hip. She fights clean and honest. If you do not know what to do, she has a button for it.

Difficulty 2/5 · power 3 · speed 3 · range 3 · technique 3 · defence 4

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

Interface

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conforms to

zero/source-extract/v2

strict

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module · born here
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# 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/mag.module

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