Faster fielders
Adjust left and right field positions. Bouncy baserunners. Patched npc nil index issue.
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@ -122,6 +122,8 @@ C.ThrowMeterDrainPerSec = 150
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--- how fast the ball can be thrown.
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C.CrankPower = 10
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C.FielderRunMult = 1.3
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C.UserThrowPower = 0.3
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--- How fast baserunners move after a walk
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@ -20,7 +20,7 @@ FielderDanceAnimator.repeatCount = C.DanceBounceCount - 1
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local function newFielder(name, speed)
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return {
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name = name,
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speed = speed,
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speed = speed * C.FielderRunMult,
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}
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end
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@ -33,9 +33,9 @@ function Fielding.new()
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third = newFielder("Third", 40),
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pitcher = newFielder("Pitcher", 30),
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catcher = newFielder("Catcher", 35),
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left = newFielder("Left", 40),
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center = newFielder("C.Center", 40),
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right = newFielder("Right", 40),
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left = newFielder("Left", 50),
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center = newFielder("Center", 50),
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right = newFielder("Right", 50),
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},
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---@type Fielder | nil
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fielderTouchingBall = nil,
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@ -69,9 +69,9 @@ function Fielding:resetFielderPositions(fromOffTheField)
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self.fielders.third.target = utils.xy(C.Screen.W * 0.1, C.Screen.H * 0.48)
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self.fielders.pitcher.target = utils.xy(C.PitcherStartPos.x, C.PitcherStartPos.y)
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self.fielders.catcher.target = utils.xy(C.Screen.W * 0.475, C.Screen.H * 0.92)
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self.fielders.left.target = utils.xy(C.Screen.W * -1, C.Screen.H * -0.2)
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self.fielders.left.target = utils.xy(C.Screen.W * -0.6, C.Screen.H * -0.1)
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self.fielders.center.target = utils.xy(C.Center.x, C.Screen.H * -0.4)
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self.fielders.right.target = utils.xy(C.Screen.W * 2, self.fielders.left.target.y)
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self.fielders.right.target = utils.xy(C.Screen.W * 1.6, self.fielders.left.target.y)
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end
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---@param deltaSeconds number
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@ -34,7 +34,8 @@ function blipper.new(msInterval, image1, image2)
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image2 = image2,
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draw = function(self, disableBlipping, x, y)
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local currentImage = (disableBlipping or self.blinker.on) and self.image2 or self.image1
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currentImage:draw(x, y)
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local offsetY = currentImage == PlayerLowHat and -1 or 0
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currentImage:draw(x, y + offsetY)
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end,
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}
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end
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@ -55,7 +55,7 @@ function Npc:runningSpeed(ball)
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end
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local touchedBase = utils.isTouchingBase(runner1.x, runner1.y)
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if not touchedBase then
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if not touchedBase and runner1.nextBase then
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local distToNext = utils.distanceBetween(runner1.x, runner1.y, runner1.nextBase.x, runner1.nextBase.y)
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local distToPrev = utils.distanceBetween(runner1.x, runner1.y, runner1.prevBase.x, runner1.prevBase.y)
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if distToNext < distToPrev then
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