I can't believe I made this either...
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export const ENEMIES = {
old_man_judo: {
id: "old_man_judo", name: "Old Man Judo", maxHp: 40,
avatar: "assets/avatars/13.png", // Young person with cap
background: "assets/backgrounds/terrace.png",
ai: (turn) => turn % 3 === 0 ? { type: "block", value: 6 } : { type: "attack", value: turn % 2 === 0 ? 7 : 8 }
},
beastco: {
id: "beastco", name: "Beastco", maxHp: 35,
avatar: "assets/avatars/2.png", // Dizzy/confused character
background: "assets/backgrounds/throne room.png",
ai: (turn) => ({ type: "attack", value: 4 }),
},
codegirl: {
id: "codegirl", name: "Codegirl", maxHp: 50,
avatar: "assets/avatars/codegirl.png", // Warrior with conflicted expression
background: "assets/backgrounds/terrace.png", // Repeat background
ai: (turn) => turn % 4 === 0 ? { type: "heal", value: 8 } : { type: "attack", value: 8 },
onHeal: (ctx) => {
ctx.enemy.hp = Math.min(ctx.enemy.maxHp, ctx.enemy.hp + 8);
ctx.log("Codegirl resolves the merge conflict and heals 8 HP!");
}
},
lowkeyabu: {
id: "lowkeyabu", name: "LowKeyAbu", maxHp: 85,
avatar: "assets/avatars/7.png", // Powerful demon/witch
background: "assets/backgrounds/castle.png", // Repeat background
ai: (turn) => turn % 3 === 1 ? { type: "debuff", value: 1 } : { type: "attack", value: 10 },
onDebuff: (ctx) => ctx.applyVulnerable(ctx.player, 1)
},
nightshadedude: {
id: "nightshadedude", name: "Nightshadedude", maxHp: 120,
avatar: "assets/avatars/11.png", // Powerful demon/witch
background: "assets/backgrounds/dead forest.png", // Repeat background
ai: (turn) => turn % 3 === 1 ? { type: "debuff", value: 1 } : { type: "attack", value: 14 },
onDebuff: (ctx) => ctx.applyVulnerable(ctx.player, 1)
},
defyusall: {
id: "defyusall", name: "Defyusall", maxHp: 65,
avatar: "assets/avatars/15.png", // Elusive character
background: "assets/backgrounds/castle.png",
ai: (turn) => turn % 3 === 0 ? { type: "block", value: 8 } : { type: "attack", value: 10 },
},
lithium: {
id: "lithium", name: "Lithium", maxHp: 55,
avatar: "assets/avatars/19.png", // Scholar/mage with glasses
background: "assets/backgrounds/dead forest.png",
ai: (turn) => (turn % 2 === 0) ? { type: "debuff", value: 1 } : { type: "attack", value: 12 },
onDebuff: (ctx) => ctx.applyWeak(ctx.player, 1)
},
teej: {
id: "teej", name: "Teej", maxHp: 120,
avatar: "assets/avatars/boss_birthday_bug.png", // Demanding/angry character
background: "assets/backgrounds/throne room.png", // Repeat background - fitting for boss
ai: (turn) => {
const cyc = turn % 4;
if (cyc === 1) return { type: "debuff", value: 1 }; // Weak player
if (cyc === 2) return { type: "attack", value: 18 }; // Big hit
if (cyc === 3) return { type: "block", value: 0 }; // Crash → heal
return { type: "attack", value: 22 }; // Burst
},
onBlock: (ctx) => { ctx.enemy.hp = Math.min(ctx.enemy.maxHp, ctx.enemy.hp + 8); ctx.log("Teej crashes and reboots, healing 8 HP!"); }
},
// ACT 2 ENEMIES - Harder versions
teej: {
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 ? 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: 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: 13 },
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)]);
}
},
david: {
id: "david", name: "David", maxHp: 90,
avatar: "assets/avatars/david.jpg",
background: "assets/backgrounds/castle.png",
ai: (turn) => {
const cyc = turn % 3;
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."); }
},
dax: {
id: "dax", name: "Dax", maxHp: 150,
avatar: "assets/avatars/dax.jpg",
background: "assets/backgrounds/throne room.png",
ai: (turn) => {
const cyc = turn % 5;
if (cyc === 1) return { type: "debuff", value: 2 };
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: 20 };
},
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)]);
},
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)]);
}
},
taylor: {
id: "taylor", name: "Taylor Otwell", maxHp: 200,
avatar: "assets/avatars/taylor.jpg",
background: "assets/backgrounds/throne room.png",
ai: (turn) => {
const cyc = turn % 6;
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: 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: 35 }; // Nova dashboard strike
},
onDebuff: (ctx) => {
if (ctx.enemy.hp < ctx.enemy.maxHp / 2) {
ctx.applyWeak(ctx.player, 3);
ctx.applyVulnerable(ctx.player, 2);
ctx.log("Taylor unleashes a devastating Laravel package!");
} else {
ctx.applyWeak(ctx.player, 2);
ctx.applyVulnerable(ctx.player, 2);
ctx.log("Taylor rewrites your code with elegant Laravel solutions!");
}
},
onBlock: (ctx) => {
const heal = 20;
ctx.enemy.hp = Math.min(ctx.enemy.maxHp, ctx.enemy.hp + heal);
ctx.log("Taylor optimizes with Laravel Octane, healing " + heal + " HP!");
}
},
dhh: {
id: "dhh", name: "DHH", maxHp: 300,
avatar: "assets/avatars/dhh.jpg",
background: "assets/backgrounds/throne room.png",
ai: (turn) => {
const cyc = turn % 6;
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: 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: 30 }; // Another strong attack
},
onDebuff: (ctx) => {
if (ctx.enemy.hp < ctx.enemy.maxHp / 2) {
ctx.applyWeak(ctx.player, 3);
ctx.applyVulnerable(ctx.player, 2);
ctx.log("DHH unleashes a Twitter rant about your code quality!");
} else {
ctx.applyWeak(ctx.player, 2);
ctx.applyVulnerable(ctx.player, 2);
ctx.log("DHH criticizes your architecture decisions!");
}
},
onBlock: (ctx) => {
const heal = ctx.enemy.hp < ctx.enemy.maxHp / 3 ? 20 : 15;
ctx.enemy.hp = Math.min(ctx.enemy.maxHp, ctx.enemy.hp + heal);
ctx.log(`DHH refactors the codebase with Ruby on Rails, healing ${heal} HP!`);
}
}
};