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

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.

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

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

callgives 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.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

strict

move(slot: string, reachMul: number, raw: any) → Move

`raw` is the compact table a fighter module writes. Everything derivable is derived; anything already in `raw` wins only where deriving is wrong (unblockable moves have no block advantage to derive a recovery from).

argtypedescription
slotstring
reachMulnumber
rawany

effectiveReach(move: Move) → number

How far the move can actually threaten. For a normal that is the hitbox. For a projectile it is the hitbox PLUS everything the projectile covers before it expires — the spawn box is where the fireball starts, not how far the move reaches.

argtypedescription
moveMove

connectsAt(move: Move, distance: number) → boolean

Does `move` reach a standing body whose origin sits `distance` away?

argtypedescription
moveMove
distancenumber

maxRange(move: Move) → number

The furthest apart two origins may be for `move` to touch.

argtypedescription
moveMove

punishOptions(defender: Fighter, blocked: Move) → void

Every move `defender` owns that both starts inside the punish window left by `blocked` and still reaches across the pushback that block created.

argtypedescription
defenderFighter
blockedMove

links(first: Move, second: Move) → boolean

Does `first` leave enough advantage on hit to link into `second`?

argtypedescription
firstMove
secondMove

build(spec: any) → Fighter

argtypedescription
specany

validate(fighter: Fighter) → void

argtypedescription
fighterFighter

fail(fmt: string, ...: any) → void

argtypedescription
fmtstring
...any

frameTable(fighter: Fighter) → string

A compact, readable dump of one fighter's numbers, for a console read or a debug overlay.

argtypedescription
fighterFighter
⌬ Types
Hitbox = { x: number, y: number, w: number, h: number }Window = { from: number, to: number }Projectile = { speed: number, life: number, clip: string, arc: number?, durability: number? }Move = {Bars = { power: number, speed: number, range: number, technique: number, defence: number }Select = {AiHints = {Fighter = {

Sub-parts

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7items
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module · born here
❒asset
# rules <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
▲ 0↑ born
backing path · emberline/fighters/framedata.module

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± compat factor

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