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Balance weapons and monsters
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30
constants.h
30
constants.h
@ -422,13 +422,13 @@
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*/
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*/
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uint16_t SFG_monsterAttributeTable[SFG_MONSTERS_TOTAL] =
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uint16_t SFG_monsterAttributeTable[SFG_MONSTERS_TOTAL] =
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{
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{
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/* spider */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_FIREBALL,40,120,2),
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/* spider */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_FIREBALL,40,61,2),
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/* destr. */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_FIREBALL_BULLET,50,130,3),
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/* destr. */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_FIREBALL_BULLET,165,170,3),
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/* warrior */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_MELEE,255,70,1),
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/* warrior */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_MELEE,255,40,1),
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/* plasma */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_PLASMA,55,92,1),
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/* plasma */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_PLASMA,55,92,1),
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/* ender */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_FIREBALL_BULLET,75,255,3),
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/* ender */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_FIREBALL_BULLET,75,255,3),
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/* turret */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_BULLET,32,50,0),
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/* turret */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_BULLET,32,23,0),
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/* explod. */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_EXPLODE,255,60,1)
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/* explod. */ SFG_MONSTER_ATTRIBUTE(SFG_MONSTER_ATTACK_EXPLODE,255,36,1)
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};
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};
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// ----------------------------
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// ----------------------------
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@ -476,20 +476,20 @@ uint16_t SFG_monsterAttributeTable[SFG_MONSTERS_TOTAL] =
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*/
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*/
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SFG_PROGRAM_MEMORY uint8_t SFG_weaponAttributeTable[SFG_WEAPONS_TOTAL] =
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SFG_PROGRAM_MEMORY uint8_t SFG_weaponAttributeTable[SFG_WEAPONS_TOTAL] =
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{
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{
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/* knife */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_MELEE,1,650),
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/* knife */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_MELEE,1,650), // DPS: 6.2
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/* shotgun */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_BULLET,2,1400),
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/* shotgun */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_BULLET,2,1400), // DPS: 11.4
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/* m. gun */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_BULLET,1,700),
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/* m. gun */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_BULLET,1,700), // DPS: 11.4
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/* r. laun. */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_FIREBALL,1,850),
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/* r. laun. */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_FIREBALL,1,850), // DPS: 28.2
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/* plasma */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_PLASMA,1,600),
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/* plasma */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_PLASMA,1,550), // DPS: 32.7
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/* solution */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_PLASMA,4,1050)
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/* solution */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_PLASMA,4,1050) // DPS: 85.7
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};
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};
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SFG_PROGRAM_MEMORY uint8_t SFG_attackDamageTable[SFG_WEAPON_FIRE_TYPES_TOTAL] =
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SFG_PROGRAM_MEMORY uint8_t SFG_attackDamageTable[SFG_WEAPON_FIRE_TYPES_TOTAL] =
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{
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{
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/* melee */ 7,
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/* melee */ 4,
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/* bullet */ 10,
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/* bullet */ 8,
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/* explostion (fireball) */ 17,
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/* explostion (fireball) */ 24,
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/* plasma */ 17
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/* plasma */ 18
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};
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};
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#define SFG_PROJECTILE_EXPLOSION 0
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#define SFG_PROJECTILE_EXPLOSION 0
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@ -26,9 +26,8 @@
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#define SFG_LOG(str) puts(str);
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#define SFG_LOG(str) puts(str);
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#define SFG_START_LEVEL 6
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#define SFG_START_LEVEL 6
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#define SFG_UNLOCK_DOOR 1
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#define SFG_IMMORTAL 1
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#define SFG_IMMORTAL 1
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#define SFG_UNLOCK_DOOR 1
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// #define SFG_UNLOCK_DOOR 1
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#define SFG_REVEAL_MAP 1
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#define SFG_REVEAL_MAP 1
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#define SFG_INFINITE_AMMO 1
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#define SFG_INFINITE_AMMO 1
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