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16 Commits
Author SHA1 Message Date
Warren H 5045f17b94 Release v0.1.16 2026-07-18 2026-07-18 20:50:51 -04:00
Warren H ea5d4550a5 Release v0.1.15 2026-07-18 2026-07-18 20:37:45 -04:00
Warren H 40aa23be46 new help section explaining classes and their mechanics 2026-07-18 12:05:34 -04:00
Warren H 638aef22b2 updated some performance stuff 2026-07-17 15:39:31 -04:00
Warren H 10ff124466 new rpg mode 2026-07-17 12:47:42 -04:00
Warren H de7b59ce77 Release v0.1.14 2026-07-13 2026-07-13 23:19:40 -04:00
Warren H 4b31480bec Release v0.1.13 2026-07-13 2026-07-13 22:50:51 -04:00
Warren H ed34c2503c Release v0.1.12 2026-07-13 2026-07-13 22:41:35 -04:00
Warren H 8e48bb4fb6 Release v0.1.11 2026-07-13 2026-07-13 21:31:36 -04:00
Warren H fb41147197 Release v0.1.10 2026-07-13 2026-07-13 20:47:56 -04:00
Warren H aa9f5eff20 Release v0.1.9 2026-07-13 2026-07-13 19:37:30 -04:00
Warren H 18c416d4d2 Release v0.1.8 2026-07-13 2026-07-13 17:21:10 -04:00
Warren H 77fd434226 Release v0.1.7 2026-07-12 2026-07-12 23:39:57 -04:00
Warren H 122f159b94 Release v0.1.6 2026-07-12 2026-07-12 23:20:15 -04:00
Warren H 35553c18dd Release v0.1.5 2026-07-12 2026-07-12 22:10:12 -04:00
Warren H bef71d391a Release v0.1.4 2026-07-12 2026-07-12 13:49:46 -04:00
964 changed files with 33901 additions and 361943 deletions
+5
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@@ -1,5 +1,8 @@
node_modules/
dist/
data/
backups/
game_assets/
*.tsbuildinfo
vite.config.js
vite.config.d.ts
@@ -7,5 +10,7 @@ vite.config.d.ts
.env
.env.*
!.env.example
/git-token
__pycache__/
*.py[cod]
/public/basis/
+26 -4
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@@ -6,6 +6,13 @@ These requirements apply to every screen, feature, game system, and code change
AYN Thor Android app is the primary product. Browser build is a secondary access path for players without an AYN Thor. Do not weaken the Thor experience to simplify the browser version; provide an adaptive browser fallback instead.
## Game asset workflow
- `game_assets/` is an ignored local source library. Never load or import a runtime asset directly from it.
- When adopting a model, animation, texture, audio file, or other game asset from `game_assets/`, copy it into the tracked `src/assets/game/` runtime library first. Preserve its path relative to `game_assets/`.
- Use `pnpm assets:import <path-within-game_assets>` for the copy. Use `--replace` only to deliberately update an existing runtime copy. Copy required companion files and license/attribution notices with assets that are not self-contained.
- Reference only `src/assets/game/` copies from game code. Keep `game_assets/` as source material for future imports, conversions, and authoring work.
## AYN Thor display and layout targets
Design and test against both physical displays in landscape orientation. Physical panel resolution and Android CSS/layout viewport are different concepts; record and validate both.
@@ -84,14 +91,29 @@ Stable locked 60 FPS is a release requirement, not a best-effort goal.
- Favor algorithms and data layouts that reduce CPU and RAM together. Do not trade a large permanent memory increase for a tiny unmeasured CPU gain.
- Performance fixes must preserve deterministic rules, input responsiveness, visual clarity, and controller accessibility.
## Verification scope
- Verify the changed code and its direct dependencies. Do not run tests, visual QA, or controller checks for unrelated screens or systems by default.
- For a screen change, check that screen's applicable display layouts, browser fallback, and controller path only.
- For a reusable mechanic or domain change, run its focused tests plus direct consumers affected by the change.
- Run viewport, display-layout, and browser-fallback testing only when a change adds or modifies a screen, menu, modal, HUD, overlay, or other UI/layout behavior.
- Combat rules, encounter mechanics, world-space telegraphs, animations, VFX, tuning, and other gameplay-only changes do not require viewport testing unless they also change UI or screen layout.
- Expand to broader regression or full-suite verification only for shared foundations, cross-cutting changes, risky refactors, release validation, or when explicitly requested.
- State what was verified and any deliberately unverified scope in the handoff.
## Definition of done
A screen or mechanic is not complete until:
A screen or UI change is not complete until:
1. Its main-display UI is designed and verified at the approximately `960 x 540` Android CSS/layout viewport, with rendering validated against the `1920 x 1080` physical panel.
2. Its applicable secondary UI is designed and verified at the approximately `620 x 540` Android CSS/layout viewport, with rendering validated against the `1240 x 1080` physical panel.
3. It has a complete single-display browser fallback.
4. Every action is reachable and understandable using only a controller, with no click-to-focus step.
5. Shared game logic is modular, typed, and testable outside the renderer/UI.
6. It introduces no known resource leak, unbounded work, or avoidable hot-path allocation.
7. Representative Thor hardware sustains the locked 60 FPS target, or the change includes measured evidence and an explicit approved exception.
Every code change is not complete until:
1. Shared game logic is modular, typed, and testable outside the renderer/UI.
2. It introduces no known resource leak, unbounded work, or avoidable hot-path allocation.
3. Representative Thor hardware sustains the locked 60 FPS target, or the change includes measured evidence and an explicit approved exception.
Gameplay-only mechanic and domain changes do not inherit the screen/UI viewport requirements above.
+30 -4
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@@ -4,6 +4,17 @@ This game uses the same proven local-Gitea pattern as `testgame`: clone from the
Gitea bare repository on the TrueNAS filesystem, mount that working checkout
into one Node container, and update it with a local Git pull plus app restart.
## What the TrueNAS server does
The `iwanttoheal-mmo` TrueNAS app is the game's live online server. One Node
process serves the browser bundle and authenticated `/api` routes on port `4173`.
The reverse proxy exposes both at `https://iwanttoheal.phenomrom.com`.
SQLite persists accounts, sessions, cloud saves, boss-kill rankings, and
roguelike records under `/app/data/game.db`. The separate data mount survives
container replacement. TrueNAS Gitea remains the source repository used for
deployment; it is not the game database.
## Paths
```text
@@ -13,6 +24,9 @@ Local Gitea bare repository:
Runnable working checkout:
/mnt/usbssds/apps/iwanttoheal-mmo/app
Persistent game data:
/mnt/usbssds/apps/iwanttoheal-mmo/data
Public URL:
https://iwanttoheal.phenomrom.com
@@ -39,7 +53,7 @@ sudo find /mnt -type d -name "i-want-to-heal-mmo.git" -prune -print 2>/dev/null
Clone entirely through the local filesystem:
```sh
sudo mkdir -p /mnt/usbssds/apps/iwanttoheal-mmo
sudo mkdir -p /mnt/usbssds/apps/iwanttoheal-mmo/{app,data}
sudo git config --global --add safe.directory \
/mnt/.ix-apps/app_mounts/gitea/data/git/repositories/phenom/i-want-to-heal-mmo.git
sudo git clone \
@@ -72,8 +86,10 @@ services:
iwanttoheal:
image: node:24-bookworm-slim
command: >-
sh -lc "corepack pnpm install --frozen-lockfile && corepack pnpm run build && corepack pnpm start"
sh -lc "corepack pnpm install --frozen-lockfile && corepack pnpm run db:init && corepack pnpm run build && corepack pnpm start"
environment:
CORS_ORIGINS: "https://iwanttoheal.phenomrom.com,capacitor://localhost,http://localhost"
DATA_DIR: /app/data
HOST: 0.0.0.0
PORT: "4173"
init: true
@@ -82,11 +98,21 @@ services:
restart: unless-stopped
volumes:
- /mnt/usbssds/apps/iwanttoheal-mmo/app:/app
- /mnt/usbssds/apps/iwanttoheal-mmo/data:/app/data
working_dir: /app
```
This game has no server database. Do not add `db:init`, `/app/data`, cookie,
CORS, or proxy environment settings from the older game.
Do not remove the `/app/data` mount or place the SQLite database inside the source
checkout. Back up `/mnt/usbssds/apps/iwanttoheal-mmo/data/game.db` before database
migrations or destructive maintenance.
From the app checkout, create a consistent SQLite backup with:
```sh
DATA_DIR=/mnt/usbssds/apps/iwanttoheal-mmo/data \
BACKUP_DIR=/mnt/usbssds/apps/iwanttoheal-mmo/backups \
corepack pnpm run db:backup
```
The separate volume protects the old app files and data. The YAML still maps
host port `4173`, so the old and MMO apps cannot run simultaneously while both
+74 -18
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@@ -2,16 +2,23 @@
Playable low-poly third-person combat vertical slice for AYN Thor's dual displays.
Offline-first frontend includes three timestamped save slots, optional account sync, local/online overwrite controls, Hunter Profile statistics, boss collection logs, Settings, and PvE/PvP mode entry points.
Offline-first frontend includes three timestamped save slots, TrueNAS accounts
and cloud saves, Hunter Profile statistics, boss and roguelike leaderboards,
boss collection logs, Settings, and PvE/PvP mode entry points. Offline saves
remain playable without an account and can be uploaded after sign-in.
## Run
```bash
pnpm install
pnpm dev:api
# In a second terminal:
pnpm dev
```
The development server listens on `0.0.0.0:4173`.
The Vite development server listens on `0.0.0.0:4173` and proxies `/api` to the
local production/API server on `127.0.0.1:4174`. Both processes use the same
client API contract as TrueNAS.
## Android / AYN Thor test APK
@@ -23,6 +30,10 @@ installable debug APK:
pnpm android:apk
```
Build explicitly against the TrueNAS API with `pnpm android:apk:truenas`.
Native builds also default to `https://iwanttoheal.phenomrom.com` when no API
base override is supplied.
Output is written under `android/app/build/outputs/apk/debug/`. With Android
platform tools and a connected Thor, build and install it with:
@@ -41,12 +52,25 @@ state rather than two independent WebViews.
Complete first-install, local-Gitea clone, YAML, update, and verification steps:
[DEPLOYMENT.md](DEPLOYMENT.md).
The production preview server uses the existing deployment address and port:
The live TrueNAS web server uses the existing deployment address and port:
- Public URL: `https://iwanttoheal.phenomrom.com`
- Host/container port: `4173`
- App directory: `/mnt/usbssds/apps/iwanttoheal-mmo/app`
### Server architecture
TrueNAS is the online production game server. Its Node process serves the browser
application and authenticated `/api` routes on port `4173`; the reverse proxy
exposes both at the public URL above. SQLite data persists at `/app/data/game.db`
through the separate TrueNAS data mount.
The server owns account credentials, 30-day sessions, three cloud-save slots per
account, boss-kill rankings, and roguelike highest-round rankings. Passwords use
scrypt with per-account salts; clients store only opaque session tokens. Local
saves remain available for offline play. Gitea is a separate TrueNAS service used
for source hosting and deployment.
Clone from the TrueNAS-local Gitea bare repository into the app directory, then
deploy `compose.yaml`. The expected source path is:
@@ -54,18 +78,16 @@ deploy `compose.yaml`. The expected source path is:
/mnt/.ix-apps/app_mounts/gitea/data/git/repositories/phenom/i-want-to-heal-mmo.git
```
Compared with the old game configuration:
Current configuration:
- use `corepack pnpm install --frozen-lockfile`, not `npm ci`;
- remove `npm run db:init` because this game has no server database;
- remove `COOKIE_SECURE`, `CORS_ORIGINS`, and `TRUST_PROXY`; the static Vite
preview server does not consume them;
- remove `/app/data`; offline saves live in each player's browser/Android WebView
storage, not on TrueNAS.
- run `pnpm db:init` before starting the production server;
- mount `/mnt/usbssds/apps/iwanttoheal-mmo/data` at `/app/data`;
- keep `CORS_ORIGINS` configured for the public site and Capacitor host;
- keep the source checkout and persistent data in separate mounts.
The existing reverse proxy can keep forwarding the public hostname to port
`4173`. Add server data and authentication environment variables only when an
actual sync API is introduced.
The existing reverse proxy forwards the public hostname to port `4173`, including
all `/api` routes.
## Publish updates to Gitea
@@ -75,8 +97,16 @@ The repository target is:
https://git.whoagland.com/phenom/i-want-to-heal-mmo.git
```
The Mac publisher is configured with the Gitea release token. `GITEA_TOKEN` can
optionally override it for one run. Publish from `main`:
Create `git-token` in the repository root. Paste only the Gitea token into it:
```text
gitea_token_value_goes_here
```
Do not add quotes or a `GITEA_TOKEN=` prefix. The exact `/git-token` path is
Git-ignored. Restrict local file access with `chmod 600 git-token`. The publisher
reads it automatically. `GITEA_TOKEN` remains available as an optional override.
Publish from `main` normally:
```bash
pnpm publish:gitea -- --message "Describe the update"
@@ -109,18 +139,44 @@ outside the repository.
- `WASD` / left stick: move
- `Q` and `E` / D-pad: cycle party target
- `1``6`: cast Smite, Renew, Shield, Purify, Radiance, Flash Heal
- Gamepad: `X`, `Y`, `B`, `A`, `LB`, `RB` map to those abilities
- Gamepad: PlayStation ``, ``, ``, ``, `L1`, `R1` map to those abilities
- `M`: tactical map
- `I`: inventory and item tooltip
- `Enter` / Start: begin or reset encounter
- `Enter` / `START`: begin or reset encounter
Touch controls on lower display support party targeting, ability casting, map, and inventory.
## Prototype scope
## Character model rollout and rollback
Healer characters use the modular `Rig_Medium` renderer by default. Version 1 composes
head, upper body, lower body, headwear, back item, main hand, and offhand slots while
continuing to use Aelia's shared animation set.
Load a hunter, then open **Appearance Lab** from the main menu. The upper display shows
the real in-game healer renderer with idle, walk, and cast previews. The lower display
selects healer class and cycles every available part. **Save look** persists the current
class, **Reset** restores its authored default, and **Cancel** discards drafts. **Compare
legacy** shows the previous whole-character model without deleting the modular selection.
Some source assets currently fuse related pieces, so version 1 exposes honest combined
slots such as face + hair, shirt + arms, and pants + shoes. These can split into finer
customization slots when compatible rigged assets are added.
The previous whole-GLB renderer remains intact during rollout. Use either rollback:
```text
?characterModels=legacy
VITE_CHARACTER_MODEL_MODE=legacy
```
The query changes one browser/app launch. The environment variable produces a legacy
build. Remove the switch to return to modular rendering.
## Current game scope
- Five-member AI party with Disc Priest healer
- Animated Druid healer, Knight tank, Ranger, Rogue, and Mage party models
- One animated boss: Bulldrome, using the Bull model at 180% of its original prototype scale
- Animated bosses using canonical tracked game models
- Telegraph, charge, 0.75-second knockdown, and return-to-tank behavior
- Three-charge cycle into a five-second stack marker and 300-damage shared pounce
- Tank pressure, party-wide Cinder Nova, dispellable Ember Brand
@@ -20,7 +20,7 @@ import java.util.HashSet;
import java.util.Map;
import java.util.Set;
/** Routes every Thor controller event into one JavaScript input service. */
/** Routes every Thor controller event into one JavaScript input service without WebView focus. */
public abstract class ControllerBridgeActivity extends BridgeActivity {
private static final float AXIS_DEAD_ZONE = 0.45f;
private static final long REPEAT_THROTTLE_MS = 55L;
@@ -43,9 +43,6 @@ public abstract class ControllerBridgeActivity extends BridgeActivity {
getWindow().setAttributes(attributes);
if (bridge != null && bridge.getWebView() != null) {
bridge.getWebView().setOverScrollMode(View.OVER_SCROLL_NEVER);
bridge.getWebView().setFocusable(true);
bridge.getWebView().setFocusableInTouchMode(true);
bridge.getWebView().requestFocus();
}
enterImmersiveMode();
}
@@ -60,22 +57,6 @@ public abstract class ControllerBridgeActivity extends BridgeActivity {
public void onResume() {
super.onResume();
enterImmersiveMode();
if (bridge != null && bridge.getWebView() != null) bridge.getWebView().requestFocus();
}
@Override
public void onWindowFocusChanged(boolean hasFocus) {
super.onWindowFocusChanged(hasFocus);
if (hasFocus) enterImmersiveMode();
else clearHeldControllerState();
}
@Override
public boolean dispatchTouchEvent(MotionEvent event) {
if (event.getActionMasked() == MotionEvent.ACTION_DOWN && bridge != null) {
bridge.getWebView().requestFocus();
}
return super.dispatchTouchEvent(event);
}
@Override
@@ -102,7 +83,9 @@ public abstract class ControllerBridgeActivity extends BridgeActivity {
float leftStickX = event.getAxisValue(MotionEvent.AXIS_X);
float leftStickY = event.getAxisValue(MotionEvent.AXIS_Y);
dispatchNativeControllerMotion(leftStickX, leftStickY);
float rightStickX = controllerAxisValue(event, MotionEvent.AXIS_Z, MotionEvent.AXIS_RX);
float rightStickY = controllerAxisValue(event, MotionEvent.AXIS_RZ, MotionEvent.AXIS_RY);
dispatchNativeControllerMotion(leftStickX, leftStickY, rightStickX, rightStickY);
Set<String> currentTokens = new HashSet<>();
addAxisTokens(currentTokens, event.getAxisValue(MotionEvent.AXIS_HAT_X), "Button14", "Button15");
@@ -150,29 +133,35 @@ public abstract class ControllerBridgeActivity extends BridgeActivity {
if (value >= AXIS_DEAD_ZONE) tokens.add(positive);
}
private float controllerAxisValue(MotionEvent event, int primaryAxis, int fallbackAxis) {
InputDevice device = event.getDevice();
if (device != null && device.getMotionRange(primaryAxis) != null) {
return event.getAxisValue(primaryAxis);
}
return event.getAxisValue(fallbackAxis);
}
private void dispatchNativeControllerToken(String token, boolean repeat) {
if (bridge == null || bridge.getWebView() == null) return;
String script =
"window.dispatchEvent(new CustomEvent('iwt-native-controller',"
+ "{detail:{token:'" + token + "',repeat:" + repeat + "}}));";
bridge.getWebView().post(() -> {
bridge.getWebView().requestFocus();
bridge.getWebView().evaluateJavascript(script, null);
});
bridge.getWebView().post(() -> bridge.getWebView().evaluateJavascript(script, null));
}
private void dispatchNativeControllerMotion(float x, float y) {
private void dispatchNativeControllerMotion(float moveX, float moveY, float lookX, float lookY) {
if (bridge == null || bridge.getWebView() == null) return;
String script =
"window.dispatchEvent(new CustomEvent('iwt-native-controller-motion',"
+ "{detail:{x:" + x + ",y:" + y + "}}));";
+ "{detail:{moveX:" + moveX + ",moveY:" + moveY
+ ",lookX:" + lookX + ",lookY:" + lookY + "}}));";
bridge.getWebView().post(() -> bridge.getWebView().evaluateJavascript(script, null));
}
private void clearHeldControllerState() {
activeMotionTokens.clear();
lastMotionDispatchAt.clear();
dispatchNativeControllerMotion(0.0f, 0.0f);
dispatchNativeControllerMotion(0.0f, 0.0f, 0.0f, 0.0f);
if (bridge == null || bridge.getWebView() == null) return;
bridge.getWebView().post(() -> bridge.getWebView().evaluateJavascript(
"window.dispatchEvent(new Event('iwt-native-controller-reset'));",
+4 -1
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@@ -2,8 +2,10 @@ services:
iwanttoheal:
image: node:24-bookworm-slim
command: >-
sh -lc "corepack pnpm install --frozen-lockfile && corepack pnpm run build && corepack pnpm start"
sh -lc "corepack pnpm install --frozen-lockfile && corepack pnpm run db:init && corepack pnpm run build && corepack pnpm start"
environment:
CORS_ORIGINS: "https://iwanttoheal.phenomrom.com,capacitor://localhost,http://localhost"
DATA_DIR: /app/data
HOST: 0.0.0.0
PORT: "4173"
init: true
@@ -12,4 +14,5 @@ services:
restart: unless-stopped
volumes:
- /mnt/usbssds/apps/iwanttoheal-mmo/app:/app
- /mnt/usbssds/apps/iwanttoheal-mmo/data:/app/data
working_dir: /app
+142
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@@ -0,0 +1,142 @@
PRAGMA foreign_keys = ON;
PRAGMA journal_mode = WAL;
CREATE TABLE IF NOT EXISTS accounts (
id INTEGER PRIMARY KEY,
username TEXT NOT NULL,
canonical_username TEXT NOT NULL UNIQUE,
password_hash TEXT NOT NULL,
password_salt TEXT NOT NULL,
created_at TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP
);
CREATE TABLE IF NOT EXISTS sessions (
id INTEGER PRIMARY KEY,
account_id INTEGER NOT NULL REFERENCES accounts(id) ON DELETE CASCADE,
token_hash TEXT NOT NULL UNIQUE,
expires_at TEXT NOT NULL,
created_at TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP
);
CREATE INDEX IF NOT EXISTS sessions_token_hash_idx ON sessions(token_hash);
CREATE INDEX IF NOT EXISTS sessions_expires_at_idx ON sessions(expires_at);
CREATE TABLE IF NOT EXISTS hunter_saves (
account_id INTEGER NOT NULL REFERENCES accounts(id) ON DELETE CASCADE,
slot_id INTEGER NOT NULL CHECK (slot_id BETWEEN 1 AND 3),
hunter_name TEXT NOT NULL,
save_json TEXT NOT NULL,
updated_at TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP,
PRIMARY KEY (account_id, slot_id)
);
CREATE TABLE IF NOT EXISTS boss_kill_records (
account_id INTEGER NOT NULL REFERENCES accounts(id) ON DELETE CASCADE,
slot_id INTEGER NOT NULL CHECK (slot_id BETWEEN 1 AND 3),
boss_id TEXT NOT NULL,
kills INTEGER NOT NULL DEFAULT 0 CHECK (kills >= 0),
updated_at TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP,
PRIMARY KEY (account_id, slot_id, boss_id),
FOREIGN KEY (account_id, slot_id) REFERENCES hunter_saves(account_id, slot_id) ON DELETE CASCADE
);
CREATE INDEX IF NOT EXISTS boss_kill_rank_idx
ON boss_kill_records (boss_id, kills DESC, updated_at ASC);
CREATE TABLE IF NOT EXISTS roguelike_records (
account_id INTEGER NOT NULL REFERENCES accounts(id) ON DELETE CASCADE,
slot_id INTEGER NOT NULL CHECK (slot_id BETWEEN 1 AND 3),
highest_round INTEGER NOT NULL DEFAULT 0 CHECK (highest_round >= 0),
updated_at TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP,
PRIMARY KEY (account_id, slot_id),
FOREIGN KEY (account_id, slot_id) REFERENCES hunter_saves(account_id, slot_id) ON DELETE CASCADE
);
CREATE INDEX IF NOT EXISTS roguelike_rank_idx
ON roguelike_records (highest_round DESC, updated_at ASC);
CREATE TABLE IF NOT EXISTS rogue_trials_endless_records (
account_id INTEGER NOT NULL REFERENCES accounts(id) ON DELETE CASCADE,
slot_id INTEGER NOT NULL CHECK (slot_id BETWEEN 1 AND 3),
highest_boss_kills INTEGER NOT NULL DEFAULT 0 CHECK (highest_boss_kills >= 0),
updated_at TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP,
PRIMARY KEY (account_id, slot_id),
FOREIGN KEY (account_id, slot_id) REFERENCES hunter_saves(account_id, slot_id) ON DELETE CASCADE
);
CREATE INDEX IF NOT EXISTS rogue_trials_endless_rank_idx
ON rogue_trials_endless_records (highest_boss_kills DESC, updated_at ASC);
CREATE TABLE IF NOT EXISTS hockey_healing_records (
account_id INTEGER NOT NULL REFERENCES accounts(id) ON DELETE CASCADE,
slot_id INTEGER NOT NULL CHECK (slot_id BETWEEN 1 AND 3),
highest_returns INTEGER NOT NULL DEFAULT 0 CHECK (highest_returns >= 0),
duration_seconds REAL NOT NULL DEFAULT 0 CHECK (duration_seconds >= 0),
updated_at TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP,
PRIMARY KEY (account_id, slot_id),
FOREIGN KEY (account_id, slot_id) REFERENCES hunter_saves(account_id, slot_id) ON DELETE CASCADE
);
CREATE INDEX IF NOT EXISTS hockey_healing_rank_idx
ON hockey_healing_records (highest_returns DESC, duration_seconds DESC, updated_at ASC);
CREATE TABLE IF NOT EXISTS hockey_pvp_records (
account_id INTEGER NOT NULL REFERENCES accounts(id) ON DELETE CASCADE,
slot_id INTEGER NOT NULL CHECK (slot_id BETWEEN 1 AND 3),
wins INTEGER NOT NULL DEFAULT 0 CHECK (wins >= 0),
losses INTEGER NOT NULL DEFAULT 0 CHECK (losses >= 0),
boss_kills INTEGER NOT NULL DEFAULT 0 CHECK (boss_kills >= 0),
updated_at TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP,
PRIMARY KEY (account_id, slot_id),
FOREIGN KEY (account_id, slot_id) REFERENCES hunter_saves(account_id, slot_id) ON DELETE CASCADE
);
CREATE INDEX IF NOT EXISTS hockey_pvp_wins_rank_idx
ON hockey_pvp_records (wins DESC, losses ASC, updated_at ASC);
CREATE INDEX IF NOT EXISTS hockey_pvp_boss_kills_rank_idx
ON hockey_pvp_records (boss_kills DESC, wins DESC, updated_at ASC);
CREATE TABLE IF NOT EXISTS blockbreaker_records (
account_id INTEGER NOT NULL REFERENCES accounts(id) ON DELETE CASCADE,
slot_id INTEGER NOT NULL CHECK (slot_id BETWEEN 1 AND 3),
highest_bricks INTEGER NOT NULL DEFAULT 0 CHECK (highest_bricks >= 0),
bricks_achieved_at TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP,
longest_seconds REAL NOT NULL DEFAULT 0 CHECK (longest_seconds >= 0),
time_achieved_at TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP,
highest_score INTEGER NOT NULL DEFAULT 0 CHECK (highest_score >= 0),
score_achieved_at TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP,
updated_at TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP,
PRIMARY KEY (account_id, slot_id),
FOREIGN KEY (account_id, slot_id) REFERENCES hunter_saves(account_id, slot_id) ON DELETE CASCADE
);
CREATE INDEX IF NOT EXISTS blockbreaker_bricks_rank_idx
ON blockbreaker_records (highest_bricks DESC, bricks_achieved_at ASC, account_id ASC, slot_id ASC);
CREATE INDEX IF NOT EXISTS blockbreaker_time_rank_idx
ON blockbreaker_records (longest_seconds DESC, time_achieved_at ASC, account_id ASC, slot_id ASC);
CREATE INDEX IF NOT EXISTS blockbreaker_score_rank_idx
ON blockbreaker_records (highest_score DESC, score_achieved_at ASC, account_id ASC, slot_id ASC);
CREATE TABLE IF NOT EXISTS aether_assault_records (
account_id INTEGER NOT NULL REFERENCES accounts(id) ON DELETE CASCADE,
slot_id INTEGER NOT NULL CHECK (slot_id BETWEEN 1 AND 3),
highest_score INTEGER NOT NULL DEFAULT 0 CHECK (highest_score >= 0),
wave_at_best INTEGER NOT NULL DEFAULT 0 CHECK (wave_at_best >= 0),
duration_at_best REAL NOT NULL DEFAULT 0 CHECK (duration_at_best >= 0),
score_achieved_at TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP,
updated_at TEXT NOT NULL DEFAULT CURRENT_TIMESTAMP,
PRIMARY KEY (account_id, slot_id),
FOREIGN KEY (account_id, slot_id) REFERENCES hunter_saves(account_id, slot_id) ON DELETE CASCADE
);
CREATE INDEX IF NOT EXISTS aether_assault_rank_idx
ON aether_assault_records (
highest_score DESC,
wave_at_best DESC,
score_achieved_at ASC,
account_id ASC,
slot_id ASC
);
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# Blender3D MTL File: Rathalos.blend
# Material Count: 3
newmtl Rathalos2_em002_BM_02.png
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newmtl Rathalos1_em002_BM_01.png
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Ks 0.500000 0.500000 0.500000
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d 1.000000
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map_Kd em002_BM_01.png
newmtl Rathalos3_em002_BM_03.png
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KayKit : Character Animations (1.1)
Created/distributed by Kay Lousberg (www.kaylousberg.com)
Creation date: 10/12/2025 09:00
------------------------------
License: (Creative Commons Zero, CC0)
http://creativecommons.org/publicdomain/zero/1.0/
This content is free to use in personal, educational and commercial projects.
You can support me by purchasing an asset pack at the EXTRA or SOURCE tiers, leaving a donation/tip on itch.io, or joining my Patreon.
If you wish to credit me you can do so by crediting "Kay Lousberg, www.kaylousberg.com" (this is not mandatory)
------------------------------
This asset pack is here thanks to all the wonderful people who support KayKit on Patreon and those who buy EXTRA or SOURCE packs on itch.io.
And a big, special thank you to my Super Supporters on Patreon:
- Brian McBarron
- Silva
- Joseph Preston
- Leon Burkhardt
- NickyBHobbying
- Emilia
- Darren Laing
- Magic Pig Games
- Lennart Steinke
- OWSC
- tenthtonman
- Ducain23
- flo-bit
- Jezzy Sukaemi
- Martyn Rushton
- Joe
- estee
- Gustavo
- AngyZinn
- Alex Cea
- Matthew A
- Stephen Williams
- Wenpu Ng
- Kevin
- Legionof Light
- Dazusu
- Arnaud Schlupp
- JB
- Neil Castle
- Cedrico Serbruyns
- ovenaut
- Pawel Jarosz
------------------------------
Patreon: http://patreon.com/kaylousberg
Follow here for updates:
http://twitter.com/KayLousberg
https://mastodon.gamedev.place/@Kay
http://twitter.com/KayLousberg
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