Roster batch tooling: 6 new fighters from the asset library
- pipeline/batch_roster.py: model + clip-kit per fighter, renders base+torn, packs, hitboxes, tunes, portraits — sequential batch - --strip flag (mesh removal) added; Mixamo pack models turn out hollow under clothes, so this batch ships base+torn; true clothes-off waits on rigging the wardrobegod nude bases (phrtt2, daphne) - tune_fighters: manifests + default finisher timing for raver/chef/ exec/jinx/elva/umbra; getup move tuned - select screen wraps to a 4-per-row grid Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -42,11 +42,13 @@ func _ready() -> void:
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entry.portrait = ImageTexture.create_from_image(img)
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roster.append(entry)
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var total_w: int = roster.size() * (CARD_W + 40) - 40
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var per_row: int = mini(roster.size(), 4)
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var total_w: int = per_row * (CARD_W + 40) - 40
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var x0: float = 640.0 - total_w / 2.0
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for i in roster.size():
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var card := Node2D.new()
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card.position = Vector2(x0 + i * (CARD_W + 40), 220)
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card.position = Vector2(x0 + (i % per_row) * (CARD_W + 40),
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170 + int(i / float(per_row)) * (CARD_H + 60) as float)
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add_child(card)
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var frame := ColorRect.new()
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frame.color = Color("#22252e")
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110
pipeline/batch_roster.py
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110
pipeline/batch_roster.py
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@ -0,0 +1,110 @@
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#!/usr/bin/env python3
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"""Batch-build roster fighters: render (base + torn) -> pack -> hitbox -> tune.
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Each fighter = model + clip kit. Runs sequentially; a fighter appears on the
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select screen as soon as its pack+tune completes. Heartbeat: ~/.jobs/foitin-roster.hb
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"""
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import json
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import os
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import shutil
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import subprocess
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import sys
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import time
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from pathlib import Path
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REPO = Path(__file__).resolve().parent.parent
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BLENDER = "/Applications/Blender.app/Contents/MacOS/Blender"
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M = Path.home() / "Documents/mixamo-animations"
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R = Path.home() / "Documents/foitin_assets/roster"
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HB = Path.home() / ".jobs/foitin-roster.hb"
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HB.parent.mkdir(exist_ok=True)
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SHARED = {
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"walk_f": "Walk Forward Left", "walk_b": "Stepping Backward",
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"jump": "Jump Up", "block": "Standing Block", "crouch": "Standing To Crouch",
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"hit": "Taking Punch", "knockdown": "Death From Right", "dizzy": "Stunned",
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"death": "Standing Death Backward 01", "getup": "Crouch To Stand",
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}
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FIGHTERS = {
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"raver": dict(model="woman_raver_01.fbx", torn="Ch03",
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kit={"idle": "Ready Idle", "jab": "Elbow Punch",
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"straight": "Cross Punch", "kick": "Kicking (1)",
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"special": "Spin Flip Kick", "finisher": "Grab And Slam"}),
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"chef": dict(model="woman_chef_01.fbx", torn="Shirt,Pants",
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kit={"idle": "Bouncing Fight Idle", "jab": "Punching (1)",
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"straight": "Hook Punch", "kick": "Standing Melee Kick",
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"special": "Drop Kick", "finisher": "Standing Melee Attack Downward"}),
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"exec": dict(model="woman_business_01.fbx", torn="Suit,Pants",
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kit={"idle": "Ready Idle", "jab": "Punching",
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"straight": "Hook Punch", "kick": "Roundhouse Kick",
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"special": "Flying Kick", "finisher": "Stabbing"}),
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"jinx": dict(model="woman_casual_02.fbx", torn="Shirt,Pants",
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kit={"idle": "Bouncing Fight Idle", "jab": "Boxing (1)",
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"straight": "Boxing (2)", "kick": "Kicking (3)",
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"special": "Flying Knee Punch Combo", "finisher": "Double Dagger Stab"}),
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"elva": dict(model="monster_elf_01.fbx", torn="Ch34",
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kit={"idle": "Ready Idle", "jab": "Elbow Punching",
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"straight": "Cross Punch", "kick": "Kicking (4)",
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"special": "Butterfly Twirl", "finisher": "Brutal Assassination (1)"}),
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"umbra": dict(model="monster_shadow_f_01.fbx", torn="Ch47",
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kit={"idle": "Bouncing Fight Idle", "jab": "Punching (1)",
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"straight": "Hook Punch", "kick": "Kicking (5)",
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"special": "Armada", "finisher": "Standing Melee Attack Horizontal"}),
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}
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def hb(msg: str) -> None:
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HB.write_text(f"{time.strftime('%H:%M:%S')} {msg}\n")
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print(msg, flush=True)
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def render(char: Path, clips: str, out: Path, torn: str | None) -> None:
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cmd = [BLENDER, "-b", "--python", str(REPO / "pipeline/render_moves.py"), "--",
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"--char", str(char), "--clips", clips, "--out", str(out),
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"--step", "3", "--rotz", "155", "--max-frames", "160"]
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if torn:
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cmd += ["--torn", torn]
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subprocess.run(cmd, capture_output=True, text=True, check=False)
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def build(cid: str, cfg: dict) -> None:
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moves = dict(SHARED)
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moves.update(cfg["kit"])
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clips = ",".join(str(M / f"{c}.fbx") for c in moves.values())
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out = REPO / "renders" / cid
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if out.exists():
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shutil.rmtree(out)
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hb(f"{cid}: render base ({len(moves)} clips)")
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render(R / cfg["model"], clips, out, None)
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hb(f"{cid}: render torn")
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render(R / cfg["model"], clips, out, cfg["torn"])
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# clip-name dirs -> move-name dirs (both states)
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stem_to_move = {c.lower(): m for m, c in moves.items()}
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for d in sorted(os.listdir(out)):
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base, _, state = d.partition("@")
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if base in stem_to_move:
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new = stem_to_move[base] + (("@" + state) if state else "")
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os.rename(out / d, out / new)
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hb(f"{cid}: pack + hitbox + tune")
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subprocess.run([str(REPO / ".venv/bin/python"), str(REPO / "pipeline/pack_character.py"),
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str(out)], capture_output=True, check=False)
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subprocess.run([str(REPO / ".venv/bin/python"), str(REPO / "pipeline/autohitbox.py"),
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str(REPO / "characters" / cid)], capture_output=True, check=False)
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subprocess.run([str(REPO / ".venv/bin/python"), str(REPO / "tools/tune_fighters.py"),
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cid], capture_output=True, check=False)
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# portrait from idle frame 0 (alpha-bbox head crop)
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subprocess.run([str(REPO / ".venv/bin/python"), str(REPO / "tools/make_portrait.py"),
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cid], capture_output=True, check=False)
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hb(f"{cid}: DONE")
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if __name__ == "__main__":
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targets = sys.argv[1:] or list(FIGHTERS)
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for cid in targets:
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build(cid, FIGHTERS[cid])
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hb("ALL DONE")
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@ -42,6 +42,9 @@ def parse_args():
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help="comma list of mesh-name substrings to tear (punch alpha "
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"holes in their textures); output dirs get an @torn suffix")
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ap.add_argument("--torn-seed", type=int, default=7)
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ap.add_argument("--strip", default="",
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help="comma list of mesh-name substrings to REMOVE (clothes "
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"knocked off); output dirs get an @stripped suffix")
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ap.add_argument("--attach", default="",
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help="gear to bone-attach, ';'-separated entries of "
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"glb|Bone|scale|dx,dy,dz|rx,ry,rz (offsets in bone space, "
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@ -286,6 +289,14 @@ def main():
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if args.torn:
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tear_clothing(objs, args.torn, args.torn_seed)
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variant_suffix = "@torn"
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if args.strip:
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keys = [k.strip().lower() for k in args.strip.split(",") if k.strip()]
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for o in list(objs):
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if o.type == "MESH" and any(k in o.name.lower() for k in keys):
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print("STRIPPED", o.name)
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objs.remove(o)
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bpy.data.objects.remove(o, do_unlink=True)
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variant_suffix = "@stripped"
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if args.attach:
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attach_gear(arm, args.attach)
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variant_suffix = "@geared"
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27
tools/make_portrait.py
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27
tools/make_portrait.py
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#!/usr/bin/env python3
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"""Select-screen portrait: alpha-bbox head/torso crop of idle frame 0."""
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import sys
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from pathlib import Path
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import numpy as np
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from PIL import Image
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REPO = Path(__file__).resolve().parent.parent
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for cid in sys.argv[1:]:
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src = REPO / "characters" / cid / "moves/idle/frames/0000.png"
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if not src.exists():
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print(f"skip {cid}: no idle frame")
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continue
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img = Image.open(src)
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a = np.array(img.split()[-1])
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rows = np.where(a.max(axis=1) > 32)[0]
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cols = np.where(a.max(axis=0) > 32)[0]
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top, bot, l, r = rows[0], rows[-1], cols[0], cols[-1]
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h = int((bot - top) * 0.45)
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cx = (l + r) // 2
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crop = img.crop((max(cx - h // 2, 0), top, min(cx + h // 2, img.width), top + h))
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bg = Image.new("RGBA", (160, 160), (24, 26, 32, 255))
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bg.alpha_composite(crop.resize((160, 160), Image.LANCZOS))
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bg.save(REPO / "characters" / cid / "portrait.png")
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print(f"portrait {cid}")
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@ -25,6 +25,7 @@ TUNE = {
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"lose": dict(total=110, root_motion_frames=[]),
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"dizzy": dict(total=90, loop=True, root_motion_frames=[]),
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"death": dict(total=150, root_motion_frames=[]),
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"getup": dict(total=30, root_motion_frames=[]),
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"block": dict(total=24, root_motion_frames=[]),
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"hit": dict(total=24, root_motion_frames=[]),
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"knockdown": dict(total=60, hurtboxes={"default": [[-70, -70, 150, 70]]}),
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@ -46,6 +47,11 @@ TUNE = {
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hitboxes={"16-24": [[35, -330, 115, 80]]}),
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}
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# default finisher timing for new fighters — refine per character after seeing
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DEFAULT_FINISHER = dict(total=220, startup=78, active=[82, 96], damage=0,
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finisher=True, hitstun=0, blockstun=0, pushback=0,
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hitboxes={"82-96": [[0, -320, 170, 300]]})
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# per-character move overrides merged after the global TUNE
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CHAR_TUNE = {
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"kachujin": {
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@ -58,8 +64,26 @@ CHAR_TUNE = {
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finisher=True, hitstun=0, blockstun=0, pushback=0,
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hitboxes={"80-94": [[0, -320, 170, 300]]}),
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},
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"raver": {"finisher": DEFAULT_FINISHER},
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"chef": {"finisher": DEFAULT_FINISHER},
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"exec": {"finisher": DEFAULT_FINISHER},
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"jinx": {"finisher": DEFAULT_FINISHER},
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"elva": {"finisher": DEFAULT_FINISHER},
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"umbra": {"finisher": DEFAULT_FINISHER},
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}
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def _roster_manifest(cid, name, health, walk, back, jump, color):
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return {
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"id": cid, "name": name, "health": health,
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"walk_speed": walk, "back_speed": back, "jump_velocity": jump,
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"color": color, "sprite_scale": 1.25,
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"wardrobe": {"states": ["base", "torn"], "tear_below_hp": 0.35},
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"normals": {"P": "jab", "6P": "straight", "K": "kick"},
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"command_moves": [{"motion": [2, 3, 6], "button": "P", "move": "special"}],
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"finisher": {"motion": [2, 3, 6], "button": "K", "move": "finisher"},
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}
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MANIFESTS = {
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"kachujin": {
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"id": "kachujin", "name": "KACHUJIN", "health": 1000,
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@ -79,6 +103,12 @@ MANIFESTS = {
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"command_moves": [{"motion": [2, 3, 6], "button": "P", "move": "special"}],
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"finisher": {"motion": [2, 3, 6], "button": "K", "move": "finisher"},
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},
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"raver": _roster_manifest("raver", "RAVER", 900, 3.9, 3.0, -14.0, "#3ec0e8"),
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"chef": _roster_manifest("chef", "CHEF", 1100, 3.0, 2.4, -13.0, "#e8e0d0"),
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"exec": _roster_manifest("exec", "EXEC", 950, 3.5, 2.8, -13.5, "#2e4a8a"),
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"jinx": _roster_manifest("jinx", "JINX", 1000, 3.6, 2.8, -13.5, "#e05070"),
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"elva": _roster_manifest("elva", "ELVA", 900, 3.8, 3.1, -14.5, "#58c060"),
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"umbra": _roster_manifest("umbra", "UMBRA", 1200, 3.1, 2.5, -13.0, "#503a70"),
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}
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