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Add remaining hitpoint values
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@@ -10,10 +10,13 @@ import type {
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import { hpDivided } from "./utils";
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import weaponParams from "./weapon-params.json";
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const PLACEHOLDER_HP = 1000;
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const WAVE_BREAKER_HP = 400;
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const SPRINKER_HP = 100;
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const RAINMAKER_HP = 1000;
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const SPLAT_BRELLA_SHIELD_HP = 500;
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const BOOYAH_BOMB_ARMOR_HP = 470;
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const BEAKON_HP = 120;
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const TORPEDO_HP = 20;
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export const objectHitPoints = (abilityPoints: AbilityPoints): HitPoints => {
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const Wsb_Shield = subStats({
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@@ -38,7 +41,7 @@ export const objectHitPoints = (abilityPoints: AbilityPoints): HitPoints => {
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invariant(GreatBarrier_WeakPoint);
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return {
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BulletUmbrellaCanopyNormal: PLACEHOLDER_HP, // ?? needs defaults
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BulletUmbrellaCanopyNormal: SPLAT_BRELLA_SHIELD_HP,
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BulletUmbrellaCanopyWide: hpDivided(
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weaponParams.mainWeapons[6010].CanopyHP
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),
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@@ -46,14 +49,14 @@ export const objectHitPoints = (abilityPoints: AbilityPoints): HitPoints => {
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weaponParams.mainWeapons[6020].CanopyHP
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),
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Wsb_Shield,
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Bomb_TorpedoBullet: PLACEHOLDER_HP, // ??
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Bomb_TorpedoBullet: TORPEDO_HP,
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Chariot: hpDivided(weaponParams.specialWeapons[CRAB_TANK_ID].ArmorHP),
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Gachihoko_Barrier: RAINMAKER_HP,
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GreatBarrier_Barrier,
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GreatBarrier_WeakPoint,
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NiceBall_Armor: PLACEHOLDER_HP, // ??
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NiceBall_Armor: BOOYAH_BOMB_ARMOR_HP, // ??
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ShockSonar: WAVE_BREAKER_HP,
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Wsb_Flag: PLACEHOLDER_HP, // ??
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Wsb_Flag: BEAKON_HP,
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Wsb_Sprinkler: SPRINKER_HP,
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};
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};
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