diff --git a/src/data/enemies.js b/src/data/enemies.js index dfc7d9d..b66f7b4 100644 --- a/src/data/enemies.js +++ b/src/data/enemies.js @@ -54,29 +54,29 @@ export const ENEMIES = { id: "teej", name: "Teej", maxHp: 65, avatar: "assets/avatars/teej.jpg", background: "assets/backgrounds/castle.png", - ai: (turn) => turn % 3 === 0 ? { type: "debuff", value: 2 } : { type: "attack", value: turn % 2 === 0 ? 7 : 9 }, + ai: (turn) => turn % 3 === 0 ? { type: "debuff", value: 2 } : { type: "attack", value: turn % 2 === 0 ? 12 : 14 }, onDebuff: (ctx) => ctx.applyWeak(ctx.player, 2) }, begin: { id: "begin", name: "Begin", maxHp: 80, avatar: "assets/avatars/begin.jpg", background: "assets/backgrounds/dead forest.png", - ai: (turn) => (turn % 2 === 0) ? { type: "attack", value: 7 } : { type: "block", value: 8 } + ai: (turn) => (turn % 2 === 0) ? { type: "attack", value: 16 } : { type: "block", value: 12 } }, adam: { id: "adam", name: "Adam Elmore", maxHp: 70, avatar: "assets/avatars/adam.jpg", background: "assets/backgrounds/terrace.png", ai: (turn) => turn % 4 === 0 ? { type: "debuff", value: 1 } : { type: "attack", value: 8 }, - onDebuff: (ctx) => { - ctx.applyVulnerable(ctx.player, 1); + onDebuff: (ctx) => { + ctx.applyVulnerable(ctx.player, 1); const debuffLines = [ "Adam: 'Okay, so here's the thing - your architecture is gonna cost you a fortune.'", "Adam: 'Let me show you why serverless is the way to go here...'", "Adam: 'This is exactly why you need to think about cold starts.'", "Adam: 'I'm gonna walk you through why this approach won't scale.'" ]; - ctx.log(debuffLines[Math.floor(Math.random() * debuffLines.length)]); + ctx.log(debuffLines[Math.floor(Math.random() * debuffLines.length)]); } }, david: { @@ -85,8 +85,8 @@ export const ENEMIES = { background: "assets/backgrounds/castle.png", ai: (turn) => { const cyc = turn % 3; - if (cyc === 0) return { type: "attack", value: 9 }; - if (cyc === 1) return { type: "attack", value: 9 }; + if (cyc === 0) return { type: "attack", value: 11 }; + if (cyc === 1) return { type: "attack", value: 11 }; return { type: "debuff", value: 1 }; }, onDebuff: (ctx) => { ctx.flags.nextTurnEnergyPenalty = (ctx.flags.nextTurnEnergyPenalty || 0) + 1; ctx.log("David schedules another meeting! Lose 1 energy next turn."); } @@ -98,45 +98,45 @@ export const ENEMIES = { ai: (turn) => { const cyc = turn % 5; if (cyc === 1) return { type: "debuff", value: 2 }; - if (cyc === 2) return { type: "attack", value: 8 }; - if (cyc === 3) return { type: "block", value: 8 }; - if (cyc === 4) return { type: "attack", value: 10 }; + if (cyc === 2) return { type: "attack", value: 25 }; + if (cyc === 3) return { type: "block", value: 15 }; + if (cyc === 4) return { type: "attack", value: 30 }; return { type: "attack", value: 10 }; }, - onDebuff: (ctx) => { - ctx.applyWeak(ctx.player, 2); - ctx.applyVulnerable(ctx.player, 1); + onDebuff: (ctx) => { + ctx.applyWeak(ctx.player, 2); + ctx.applyVulnerable(ctx.player, 1); const debuffLines = [ "Dax: 'This is actually insane. Like, why would you even do this?'", "Dax: 'Bro, this code is literally unhinged. I'm rewriting everything.'", "Dax: 'I'm not even joking, this is the worst thing I've ever seen.'", "Dax: 'This is so cursed. I can't even look at this anymore.'" ]; - ctx.log(debuffLines[Math.floor(Math.random() * debuffLines.length)]); + ctx.log(debuffLines[Math.floor(Math.random() * debuffLines.length)]); }, - onBlock: (ctx) => { - ctx.enemy.hp = Math.min(ctx.enemy.maxHp, ctx.enemy.hp + 12); + onBlock: (ctx) => { + ctx.enemy.hp = Math.min(ctx.enemy.maxHp, ctx.enemy.hp + 12); const healLines = [ "Dax: 'Actually, let me just rebuild this from scratch in 5 minutes.'", "Dax: 'Hold on, I'm gonna ship a fix real quick.' *heals 12 HP*", "Dax: 'This is actually trivial to fix. Watch this.' *optimizes everything*", "Dax: 'I literally just rewrote your entire stack while you weren't looking.'" ]; - ctx.log(healLines[Math.floor(Math.random() * healLines.length)]); + ctx.log(healLines[Math.floor(Math.random() * healLines.length)]); } }, taylor: { id: "taylor", name: "Taylor Otwell", maxHp: 200, - avatar: "assets/avatars/taylor.jpg", + avatar: "assets/avatars/taylor.jpg", background: "assets/backgrounds/throne room.png", ai: (turn) => { const cyc = turn % 6; - if (cyc === 0) return { type: "attack", value: 8 }; // Eloquent attack + if (cyc === 0) return { type: "attack", value: 22 }; // Eloquent attack if (cyc === 1) return { type: "debuff", value: 2 }; // Artisan command - if (cyc === 2) return { type: "attack", value: 10 }; // Forge deployment - if (cyc === 3) return { type: "block", value: 10 }; // Laravel shield + if (cyc === 2) return { type: "attack", value: 28 }; // Forge deployment + if (cyc === 3) return { type: "block", value: 25 }; // Laravel shield if (cyc === 4) return { type: "debuff", value: 3 }; // Composer update - return { type: "attack", value: 15 }; // Nova dashboard strike + return { type: "attack", value: 35 }; // Nova dashboard strike }, onDebuff: (ctx) => { if (ctx.enemy.hp < ctx.enemy.maxHp / 2) { @@ -157,16 +157,16 @@ export const ENEMIES = { }, dhh: { id: "dhh", name: "DHH", maxHp: 300, - avatar: "assets/avatars/dhh.jpg", + avatar: "assets/avatars/dhh.jpg", background: "assets/backgrounds/throne room.png", ai: (turn) => { const cyc = turn % 6; - if (cyc === 0) return { type: "attack", value: 8 }; // Baseline attack + if (cyc === 0) return { type: "attack", value: 15 }; // Baseline attack if (cyc === 1) return { type: "debuff", value: 2 }; // Debuff turn - if (cyc === 2) return { type: "attack", value: 12 }; // Heavy hitting attack - if (cyc === 3) return { type: "block", value: 10 }; // Defense + heal + if (cyc === 2) return { type: "attack", value: 20 }; // Heavy hitting attack + if (cyc === 3) return { type: "block", value: 20 }; // Defense + heal if (cyc === 4) return { type: "debuff", value: 1 }; // Follow-up debuff - return { type: "attack", value: 15 }; // Another strong attack + return { type: "attack", value: 30 }; // Another strong attack }, onDebuff: (ctx) => { if (ctx.enemy.hp < ctx.enemy.maxHp / 2) {