@almadar/std 16.203.0 → 16.204.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/behaviors/lolo/ui/game/atoms/std-choice-gate.lolo +1 -1
- package/behaviors/lolo/ui/game/atoms/std-fx-narrative.lolo +1 -1
- package/behaviors/lolo/ui/game/atoms/std-fx-particles.lolo +1 -1
- package/behaviors/lolo/ui/game/atoms/std-game-design-sheet.lolo +69 -0
- package/behaviors/lolo/ui/game/atoms/std-gate-lock.lolo +1 -1
- package/behaviors/lolo/ui/game/atoms/std-lives.lolo +1 -1
- package/behaviors/lolo/ui/game/atoms/std-loop-lock.lolo +1 -1
- package/behaviors/lolo/ui/game/atoms/std-objective-flow.lolo +1 -1
- package/behaviors/lolo/ui/game/atoms/std-pad-lock.lolo +1 -1
- package/behaviors/lolo/ui/game/atoms/std-patrol-hazard.lolo +1 -1
- package/behaviors/lolo/ui/game/atoms/std-pickup.lolo +1 -1
- package/behaviors/lolo/ui/game/atoms/std-platformer-body.lolo +1 -1
- package/behaviors/lolo/ui/game/atoms/std-tutorial-overlay.lolo +1 -1
- package/behaviors/lolo/ui/game/atoms/std-velocity-gate.lolo +1 -1
- package/behaviors/registry/ui/game/atoms/std-choice-gate.orb +82 -2
- package/behaviors/registry/ui/game/atoms/std-fx-narrative.orb +1 -1
- package/behaviors/registry/ui/game/atoms/std-fx-particles.orb +82 -2
- package/behaviors/registry/ui/game/atoms/std-game-design-sheet.orb +527 -0
- package/behaviors/registry/ui/game/atoms/std-gate-lock.orb +48 -2
- package/behaviors/registry/ui/game/atoms/std-lives.orb +26 -2
- package/behaviors/registry/ui/game/atoms/std-loop-lock.orb +56 -2
- package/behaviors/registry/ui/game/atoms/std-objective-flow.orb +1 -1
- package/behaviors/registry/ui/game/atoms/std-pad-lock.orb +30 -2
- package/behaviors/registry/ui/game/atoms/std-patrol-hazard.orb +63 -2
- package/behaviors/registry/ui/game/atoms/std-pickup.orb +1 -1
- package/behaviors/registry/ui/game/atoms/std-platformer-body.orb +1 -1
- package/behaviors/registry/ui/game/atoms/std-tutorial-overlay.orb +24 -2
- package/behaviors/registry/ui/game/atoms/std-velocity-gate.orb +75 -2
- package/dist/behaviors/exports-reader.js +2552 -2508
- package/dist/behaviors/functions/index.d.ts +88 -14
- package/dist/behaviors/functions/index.js +2550 -2509
- package/dist/behaviors/index.d.ts +1 -1
- package/dist/behaviors/index.js +2553 -2509
- package/dist/behaviors/query.js +2552 -2508
- package/dist/behaviors-embeddings.hash.json +3 -3
- package/dist/behaviors-embeddings.json +29 -25
- package/dist/behaviors-registry.json +441 -17
- package/dist/index.d.ts +1 -1
- package/dist/index.js +2553 -2509
- package/dist/knob-embeddings.hash.json +3 -3
- package/dist/knob-embeddings.json +1 -1
- package/dist/registry/factory-signatures.json +1 -1
- package/package.json +2 -2
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{
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"$generated": "2026-09-
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"$generated": "2026-09-04T07:20:09.390Z",
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"$source": "tools/almadar-pattern-sync/behaviors",
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"$package": "@almadar/std",
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"totalBehaviors":
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"atoms":
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"totalBehaviors": 462,
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"atoms": 299,
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"molecules": 111,
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"organisms": 52,
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"layers": {
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"UI Patterns":
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"UI Patterns": 449,
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"ML": 13
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"behaviors": {
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"std-fx-particles",
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"std-fx-trail",
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"std-gallery",
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"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gem-rush",
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"std-fx-particles",
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"std-fx-trail",
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"std-gallery",
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"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gem-rush",
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"std-fx-particles",
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"std-fx-trail",
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"std-gallery",
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"std-game-design-sheet",
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"std-gate-lock",
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"std-gallery",
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"std-gate-lock",
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"std-fx-narrative",
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"std-game-design-sheet",
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"std-fx-particles",
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"std-gate-lock",
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"std-fx-trail",
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"std-game-design-sheet",
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"std-gate-lock",
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"std-gold",
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"topic": "ui/game",
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"family": "ui/game",
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"layer": "UI Patterns",
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"description": "Headless choice-gate mechanic for side-view boards: a gate of N labeled option platforms where progress stops until the player commits to an answer. Listens BODY_MOVED and judges a gate when the player stands grounded on one of its option platforms (|dx| <= reachX of the option center, |dy| <= reachY of the gate's option plane — the pad-lock touch pattern): the correct option stamps the gate solved + chosen on the shared entity and emits CHOICE_CORRECT once (a solved gate never judges again, so the path stays open); a wrong option emits CHOICE_WRONG carrying the gate id, the chosen optionId, and the option's world position, so the board can bounce the player back and float the gate's hint (the board owns the bounce — the atom only reports). RESTART unsolves every gate. Renders nothing; boards draw the option platforms and labels from the shared entity (the render authority).",
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"description": "Headless choice-gate mechanic for side-view boards: a gate of N labeled option platforms where progress stops until the player commits to an answer. Listens BODY_MOVED and judges a gate when the player stands grounded on one of its option platforms (|dx| <= reachX of the option center, |dy| <= reachY of the gate's option plane — the pad-lock touch pattern): the correct option stamps the gate solved + chosen on the shared entity and emits CHOICE_CORRECT once (a solved gate never judges again, so the path stays open); a wrong option emits CHOICE_WRONG carrying the gate id, the chosen optionId, and the option's world position, so the board can bounce the player back and float the gate's hint (the board owns the bounce — the atom only reports). RESTART unsolves every gate. Renders nothing; boards draw the option platforms and labels from the shared entity (the render authority). Corresponds to the design-sheet field(s): challenge, agency.",
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"defaultOrbitalName": "ChoiceGateOrbital",
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"statePattern": "active",
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"complexity": {
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"topic": "ui/game",
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"description": "Headless pedagogy→fx translator for game boards and learning shells: turns high-level narrative events into big transient screen-space or world-space text effects consumed by std-fx-particles / fx-overlay. Levels emit NARRATE { text, style } and get a correctly styled, centered (or positioned) floating text burst without hand-rolling particle structs. Tutorials emit TUTORIAL_SHOW and the atom forwards SHOW to a composed std-tutorial-overlay trait. Renders nothing; centralizes the FX vocabulary so every level's teaching text looks and behaves the same.",
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"description": "Headless pedagogy→fx translator for game boards and learning shells: turns high-level narrative events into big transient screen-space or world-space text effects consumed by std-fx-particles / fx-overlay. Levels emit NARRATE { text, style } and get a correctly styled, centered (or positioned) floating text burst without hand-rolling particle structs. Tutorials emit TUTORIAL_SHOW and the atom forwards SHOW to a composed std-tutorial-overlay trait. Renders nothing; centralizes the FX vocabulary so every level's teaching text looks and behaves the same. Corresponds to the design-sheet field(s): feedback.",
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"description": "Headless transient-fx mechanic serving BOTH game boards and learning shells: appends spawned particles on BURST — stamping maxTtl (fade envelope) and bornAt (epoch ms, smooth render interpolation) when absent — decays each entry's ttl every tick, drops the dead ones, and clears on RESTART. Name-blind mechanism: the effect-kind vocabulary is consumer-declared (FxPreset tables at the render call sites). Composed onto a [runtime, shared] entity; renders nothing — the board/shell owns the single render authority (draw-fx-layer for space \"world\", fx-overlay for space \"screen\").",
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"description": "Headless transient-fx mechanic serving BOTH game boards and learning shells: appends spawned particles on BURST — stamping maxTtl (fade envelope) and bornAt (epoch ms, smooth render interpolation) when absent — decays each entry's ttl every tick, drops the dead ones, and clears on RESTART. Name-blind mechanism: the effect-kind vocabulary is consumer-declared (FxPreset tables at the render call sites). Composed onto a [runtime, shared] entity; renders nothing — the board/shell owns the single render authority (draw-fx-layer for space \"world\", fx-overlay for space \"screen\"). Corresponds to the design-sheet field(s): feedback, rewards.",
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"defaultOrbitalName": "FxParticlesOrbital",
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"name": "std-game-design-sheet",
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"level": "atom",
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"topic": "ui/game",
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"family": "ui/game",
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"layer": "UI Patterns",
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"description": "Headless game-design metadata authority: every game or level in the std library MUST compose this atom and fill its design sheet before declaring mechanics. The sheet forces the author to state the core loop, challenge, goals, feedback, agency, mechanics, dynamics, engagement drivers, and rewards. The atom owns no rendering and no rules; it is the single source of truth for intent metadata. Domain-specific extensions (e.g., math target or grade level for an educational game) live in the consuming package, not here. Future game atoms (platformer-body, objective-flow, fx-narrative, pickup, gate-lock, etc.) correspond to fields here, and level organisms bind those atoms together while declaring how each field is realized.",
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"defaultOrbitalName": "GameDesignSheetOrbital",
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"statePattern": "active",
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"states": 1,
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"events": 3,
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"transitions": 2
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},
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"defaultEntity": {
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"name": "GameDesignState",
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"persistence": "runtime",
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"fields": [
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{
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"name": "id",
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"type": "string",
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"required": true
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"name": "design",
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"type": "object",
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"default": {}
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},
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{
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"name": "declared",
|
|
149932
|
+
"type": "boolean",
|
|
149933
|
+
"default": false
|
|
149934
|
+
}
|
|
149935
|
+
]
|
|
149936
|
+
},
|
|
149937
|
+
"defaultLabels": {
|
|
149938
|
+
"title": "GameDesignStates",
|
|
149939
|
+
"entitySingular": "GameDesignState",
|
|
149940
|
+
"entityPlural": "GameDesignStates"
|
|
149941
|
+
},
|
|
149942
|
+
"defaultIcons": [],
|
|
149943
|
+
"composableWith": [
|
|
149944
|
+
"dnd-combat",
|
|
149945
|
+
"dnd-dungeon-board",
|
|
149946
|
+
"dnd-dungeon-delver",
|
|
149947
|
+
"dnd-dungeon-gen",
|
|
149948
|
+
"dnd-hero",
|
|
149949
|
+
"dnd-narrator",
|
|
149950
|
+
"std-approval-chain",
|
|
149951
|
+
"std-arcade-board-3d",
|
|
149952
|
+
"std-arcade-flow",
|
|
149953
|
+
"std-arcade-play",
|
|
149954
|
+
"std-area-fill",
|
|
149955
|
+
"std-audio-cue",
|
|
149956
|
+
"std-breakout",
|
|
149957
|
+
"std-brick-breaker",
|
|
149958
|
+
"std-camera-rig",
|
|
149959
|
+
"std-chase-ai",
|
|
149960
|
+
"std-choice-gate",
|
|
149961
|
+
"std-coding-academy",
|
|
149962
|
+
"std-coef-pad",
|
|
149963
|
+
"std-crew-board-2d",
|
|
149964
|
+
"std-curve-fog",
|
|
149965
|
+
"std-dungeon-board-2d",
|
|
149966
|
+
"std-dungeon-combat",
|
|
149967
|
+
"std-evade",
|
|
149968
|
+
"std-evade-chase",
|
|
149969
|
+
"std-flappy",
|
|
149970
|
+
"std-frogger",
|
|
149971
|
+
"std-fx-narrative",
|
|
149972
|
+
"std-fx-particles",
|
|
149973
|
+
"std-fx-trail",
|
|
149974
|
+
"std-gate-lock",
|
|
149975
|
+
"std-gather",
|
|
149976
|
+
"std-gem-rush",
|
|
149977
|
+
"std-gold",
|
|
149978
|
+
"std-gravity-flap",
|
|
149979
|
+
"std-grid-tactics",
|
|
149980
|
+
"std-hero-nav",
|
|
149981
|
+
"std-integration-settings",
|
|
149982
|
+
"std-lane-hazard",
|
|
149983
|
+
"std-learn-scenario",
|
|
149984
|
+
"std-learn-slope-probe",
|
|
149985
|
+
"std-learn-trace-player",
|
|
149986
|
+
"std-lives",
|
|
149987
|
+
"std-loop-lock",
|
|
149988
|
+
"std-market-board-3d",
|
|
149989
|
+
"std-market-flow",
|
|
149990
|
+
"std-mesh-asset-art",
|
|
149991
|
+
"std-motion-body",
|
|
149992
|
+
"std-multi-party-flow",
|
|
149993
|
+
"std-objective-board-3d",
|
|
149994
|
+
"std-objective-flow",
|
|
149995
|
+
"std-objective-reach",
|
|
149996
|
+
"std-pad-lock",
|
|
149997
|
+
"std-patience",
|
|
149998
|
+
"std-patrol-hazard",
|
|
149999
|
+
"std-pickup",
|
|
150000
|
+
"std-platformer-board-2d",
|
|
150001
|
+
"std-platformer-body",
|
|
150002
|
+
"std-pong",
|
|
150003
|
+
"std-pong-rally",
|
|
150004
|
+
"std-production",
|
|
150005
|
+
"std-rating-review",
|
|
150006
|
+
"std-recurrence",
|
|
150007
|
+
"std-round-flow",
|
|
150008
|
+
"std-score",
|
|
150009
|
+
"std-service-accounting",
|
|
150010
|
+
"std-service-arxiv",
|
|
150011
|
+
"std-service-banking",
|
|
150012
|
+
"std-service-calendar",
|
|
150013
|
+
"std-service-calendar-ical",
|
|
150014
|
+
"std-service-cli",
|
|
150015
|
+
"std-service-custom-bearer",
|
|
150016
|
+
"std-service-database",
|
|
150017
|
+
"std-service-deepagent",
|
|
150018
|
+
"std-service-docker",
|
|
150019
|
+
"std-service-drive",
|
|
150020
|
+
"std-service-email",
|
|
150021
|
+
"std-service-esign",
|
|
150022
|
+
"std-service-github",
|
|
150023
|
+
"std-service-iconify",
|
|
150024
|
+
"std-service-llm",
|
|
150025
|
+
"std-service-maps",
|
|
150026
|
+
"std-service-marketplace",
|
|
150027
|
+
"std-service-meta-ads",
|
|
150028
|
+
"std-service-ml",
|
|
150029
|
+
"std-service-oauth",
|
|
150030
|
+
"std-service-otel",
|
|
150031
|
+
"std-service-print",
|
|
150032
|
+
"std-service-push",
|
|
150033
|
+
"std-service-queue",
|
|
150034
|
+
"std-service-redis",
|
|
150035
|
+
"std-service-research-assistant",
|
|
150036
|
+
"std-service-storage",
|
|
150037
|
+
"std-service-stripe",
|
|
150038
|
+
"std-service-twilio",
|
|
150039
|
+
"std-service-webhook",
|
|
150040
|
+
"std-service-wikimedia",
|
|
150041
|
+
"std-service-youtube",
|
|
150042
|
+
"std-simple-rpg",
|
|
150043
|
+
"std-snake",
|
|
150044
|
+
"std-snake-loop",
|
|
150045
|
+
"std-step-flow",
|
|
150046
|
+
"std-survival-board-3d",
|
|
150047
|
+
"std-survival-flow",
|
|
150048
|
+
"std-svg-asset-art",
|
|
150049
|
+
"std-tactics-board-2d",
|
|
150050
|
+
"std-tactics-board-3d",
|
|
150051
|
+
"std-tutorial-autodemo",
|
|
150052
|
+
"std-tutorial-overlay",
|
|
150053
|
+
"std-velocity-gate",
|
|
150054
|
+
"std-wizard",
|
|
150055
|
+
"std-worldmap-board-2d",
|
|
150056
|
+
"std-xp",
|
|
150057
|
+
"std-zone-card",
|
|
150058
|
+
"ui-action-palette",
|
|
150059
|
+
"ui-action-tile",
|
|
150060
|
+
"ui-arcade-board-3d",
|
|
150061
|
+
"ui-canvas",
|
|
150062
|
+
"ui-canvas-2d",
|
|
150063
|
+
"ui-choice-button",
|
|
150064
|
+
"ui-city-board-3d",
|
|
150065
|
+
"ui-control-button",
|
|
150066
|
+
"ui-control-grid",
|
|
150067
|
+
"ui-dialogue-bubble",
|
|
150068
|
+
"ui-draw-fx-layer",
|
|
150069
|
+
"ui-draw-group",
|
|
150070
|
+
"ui-draw-mesh",
|
|
150071
|
+
"ui-draw-shape",
|
|
150072
|
+
"ui-draw-shape-layer",
|
|
150073
|
+
"ui-draw-sprite",
|
|
150074
|
+
"ui-draw-sprite-layer",
|
|
150075
|
+
"ui-draw-text",
|
|
150076
|
+
"ui-draw-text-layer",
|
|
150077
|
+
"ui-game-audio-cue",
|
|
150078
|
+
"ui-game-audio-toggle",
|
|
150079
|
+
"ui-game-hud",
|
|
150080
|
+
"ui-game-menu",
|
|
150081
|
+
"ui-game-shell",
|
|
150082
|
+
"ui-health-bar",
|
|
150083
|
+
"ui-hex-strategy-board-3d",
|
|
150084
|
+
"ui-holiday-board-3d",
|
|
150085
|
+
"ui-market-board-3d",
|
|
150086
|
+
"ui-nature-survival-board-3d",
|
|
150087
|
+
"ui-score-display",
|
|
150088
|
+
"ui-sequence-bar",
|
|
150089
|
+
"ui-space-station-board",
|
|
150090
|
+
"ui-stat-badge",
|
|
150091
|
+
"ui-state-graph",
|
|
150092
|
+
"ui-state-json-view",
|
|
150093
|
+
"ui-timer-display",
|
|
150094
|
+
"ui-topdown-dungeon-board",
|
|
150095
|
+
"ui-trait-slot",
|
|
150096
|
+
"ui-visual-novel-board"
|
|
150097
|
+
],
|
|
150098
|
+
"connectableEvents": [
|
|
150099
|
+
"RESTART",
|
|
150100
|
+
"DESIGN_DECLARED"
|
|
150101
|
+
],
|
|
150102
|
+
"eventPayloads": {},
|
|
150103
|
+
"exposure": "palette",
|
|
150104
|
+
"provenance": "generated",
|
|
150105
|
+
"traits": [
|
|
150106
|
+
{
|
|
150107
|
+
"name": "GameDesignSheet",
|
|
150108
|
+
"orbital": "GameDesignSheetOrbital",
|
|
150109
|
+
"role": "reactor",
|
|
150110
|
+
"emittedEvents": [
|
|
150111
|
+
"DESIGN_DECLARED"
|
|
150112
|
+
],
|
|
150113
|
+
"listenedEvents": [],
|
|
150114
|
+
"overridableConfigKeys": [
|
|
150115
|
+
{
|
|
150116
|
+
"key": "design",
|
|
150117
|
+
"type": "GameDesign",
|
|
150118
|
+
"default": {
|
|
150119
|
+
"agency": "",
|
|
150120
|
+
"challenge": "",
|
|
150121
|
+
"coreLoop": "",
|
|
150122
|
+
"dynamics": [],
|
|
150123
|
+
"engagement": [],
|
|
150124
|
+
"feedback": "",
|
|
150125
|
+
"goals": [],
|
|
150126
|
+
"mechanics": [],
|
|
150127
|
+
"rewards": []
|
|
150128
|
+
},
|
|
150129
|
+
"label": "Design Sheet",
|
|
150130
|
+
"description": "Required game-design metadata. All string/array fields must be non-empty for a finished level; empty defaults fail validation until the author fills them in.",
|
|
150131
|
+
"tier": "domain",
|
|
150132
|
+
"properties": {
|
|
150133
|
+
"agency": {
|
|
150134
|
+
"name": "agency",
|
|
150135
|
+
"required": true,
|
|
150136
|
+
"type": "string"
|
|
150137
|
+
},
|
|
150138
|
+
"challenge": {
|
|
150139
|
+
"name": "challenge",
|
|
150140
|
+
"required": true,
|
|
150141
|
+
"type": "string"
|
|
150142
|
+
},
|
|
150143
|
+
"coreLoop": {
|
|
150144
|
+
"name": "coreLoop",
|
|
150145
|
+
"required": true,
|
|
150146
|
+
"type": "string"
|
|
150147
|
+
},
|
|
150148
|
+
"dynamics": {
|
|
150149
|
+
"name": "dynamics",
|
|
150150
|
+
"required": true,
|
|
150151
|
+
"type": "array",
|
|
150152
|
+
"items": {
|
|
150153
|
+
"type": "string"
|
|
150154
|
+
}
|
|
150155
|
+
},
|
|
150156
|
+
"engagement": {
|
|
150157
|
+
"name": "engagement",
|
|
150158
|
+
"required": true,
|
|
150159
|
+
"type": "array",
|
|
150160
|
+
"items": {
|
|
150161
|
+
"type": "string"
|
|
150162
|
+
}
|
|
150163
|
+
},
|
|
150164
|
+
"feedback": {
|
|
150165
|
+
"name": "feedback",
|
|
150166
|
+
"required": true,
|
|
150167
|
+
"type": "string"
|
|
150168
|
+
},
|
|
150169
|
+
"goals": {
|
|
150170
|
+
"name": "goals",
|
|
150171
|
+
"required": true,
|
|
150172
|
+
"type": "array",
|
|
150173
|
+
"items": {
|
|
150174
|
+
"type": "string"
|
|
150175
|
+
}
|
|
150176
|
+
},
|
|
150177
|
+
"mechanics": {
|
|
150178
|
+
"name": "mechanics",
|
|
150179
|
+
"required": true,
|
|
150180
|
+
"type": "array",
|
|
150181
|
+
"items": {
|
|
150182
|
+
"type": "string"
|
|
150183
|
+
}
|
|
150184
|
+
},
|
|
150185
|
+
"rewards": {
|
|
150186
|
+
"name": "rewards",
|
|
150187
|
+
"required": true,
|
|
150188
|
+
"type": "array",
|
|
150189
|
+
"items": {
|
|
150190
|
+
"type": "string"
|
|
150191
|
+
}
|
|
150192
|
+
}
|
|
150193
|
+
}
|
|
150194
|
+
}
|
|
150195
|
+
],
|
|
150196
|
+
"capabilities": [],
|
|
150197
|
+
"ticks": [],
|
|
150198
|
+
"rendersUi": false,
|
|
150199
|
+
"category": "lifecycle",
|
|
150200
|
+
"entityRebindable": true,
|
|
150201
|
+
"linkedEntity": "GameDesignState",
|
|
150202
|
+
"entityContract": {
|
|
150203
|
+
"requires": [],
|
|
150204
|
+
"provides": [
|
|
150205
|
+
"declared",
|
|
150206
|
+
"design"
|
|
150207
|
+
]
|
|
150208
|
+
},
|
|
150209
|
+
"transitionEvents": [
|
|
150210
|
+
"INIT",
|
|
150211
|
+
"RESTART"
|
|
150212
|
+
],
|
|
150213
|
+
"events": [
|
|
150214
|
+
{
|
|
150215
|
+
"name": "DESIGN_DECLARED",
|
|
150216
|
+
"direction": "emit",
|
|
150217
|
+
"description": "The compiled game-design sheet is emitted once on INIT and again on RESTART so organism-level authorities, analytics, or tutorial overlays can react to it.",
|
|
150218
|
+
"tier": "domain"
|
|
150219
|
+
},
|
|
150220
|
+
{
|
|
150221
|
+
"name": "INIT",
|
|
150222
|
+
"direction": "listen"
|
|
150223
|
+
},
|
|
150224
|
+
{
|
|
150225
|
+
"name": "RESTART",
|
|
150226
|
+
"direction": "listen"
|
|
150227
|
+
}
|
|
150228
|
+
],
|
|
150229
|
+
"definerKnobs": []
|
|
150230
|
+
}
|
|
150231
|
+
],
|
|
150232
|
+
"factoryPath": "behaviors/functions/ui/game/atoms/std-game-design-sheet.ts",
|
|
150233
|
+
"roles": [
|
|
150234
|
+
"reactor"
|
|
150235
|
+
],
|
|
150236
|
+
"sourceValid": true
|
|
150237
|
+
},
|
|
149884
150238
|
"std-gate-lock": {
|
|
149885
150239
|
"name": "std-gate-lock",
|
|
149886
150240
|
"level": "atom",
|
|
149887
150241
|
"topic": "ui/game",
|
|
149888
150242
|
"family": "ui/game",
|
|
149889
150243
|
"layer": "UI Patterns",
|
|
149890
|
-
"description": "Headless collectible-gate mechanic: doors that stay shut until the player's collected total reaches their cost. Listens COLLECT (the board's running total — stars, coins, keys) and flips every door whose cost is met, stamping open on the shared door rows and emitting GATE_OPENED for the first newly opened door (the shared entity is the render authority for the rest). While a closed door's rect contains the player it emits GATE_BLOCKED once per approach — re-arming only after the player steps out — so the board can answer with a PLACE back and a locked fx. RESTART re-locks every door and zeroes the total. Renders nothing; boards draw closed doors as bars/walls and open ones as gaps.",
|
|
150244
|
+
"description": "Headless collectible-gate mechanic: doors that stay shut until the player's collected total reaches their cost. Listens COLLECT (the board's running total — stars, coins, keys) and flips every door whose cost is met, stamping open on the shared door rows and emitting GATE_OPENED for the first newly opened door (the shared entity is the render authority for the rest). While a closed door's rect contains the player it emits GATE_BLOCKED once per approach — re-arming only after the player steps out — so the board can answer with a PLACE back and a locked fx. RESTART re-locks every door and zeroes the total. Renders nothing; boards draw closed doors as bars/walls and open ones as gaps. Corresponds to the design-sheet field(s): challenge, rewards.",
|
|
149891
150245
|
"defaultOrbitalName": "GateLockOrbital",
|
|
149892
150246
|
"statePattern": "active",
|
|
149893
150247
|
"complexity": {
|
|
@@ -149954,6 +150308,7 @@
|
|
|
149954
150308
|
"std-fx-narrative",
|
|
149955
150309
|
"std-fx-particles",
|
|
149956
150310
|
"std-fx-trail",
|
|
150311
|
+
"std-game-design-sheet",
|
|
149957
150312
|
"std-gather",
|
|
149958
150313
|
"std-gem-rush",
|
|
149959
150314
|
"std-gold",
|
|
@@ -150307,6 +150662,7 @@
|
|
|
150307
150662
|
"std-fx-narrative",
|
|
150308
150663
|
"std-fx-particles",
|
|
150309
150664
|
"std-fx-trail",
|
|
150665
|
+
"std-game-design-sheet",
|
|
150310
150666
|
"std-gate-lock",
|
|
150311
150667
|
"std-gem-rush",
|
|
150312
150668
|
"std-gold",
|
|
@@ -150742,6 +151098,7 @@
|
|
|
150742
151098
|
"std-fx-narrative",
|
|
150743
151099
|
"std-fx-particles",
|
|
150744
151100
|
"std-fx-trail",
|
|
151101
|
+
"std-game-design-sheet",
|
|
150745
151102
|
"std-gate-lock",
|
|
150746
151103
|
"std-gather",
|
|
150747
151104
|
"std-gem-rush",
|
|
@@ -151015,6 +151372,7 @@
|
|
|
151015
151372
|
"std-fx-narrative",
|
|
151016
151373
|
"std-fx-particles",
|
|
151017
151374
|
"std-fx-trail",
|
|
151375
|
+
"std-game-design-sheet",
|
|
151018
151376
|
"std-gate-lock",
|
|
151019
151377
|
"std-gather",
|
|
151020
151378
|
"std-gem-rush",
|
|
@@ -151451,6 +151809,7 @@
|
|
|
151451
151809
|
"std-fx-narrative",
|
|
151452
151810
|
"std-fx-particles",
|
|
151453
151811
|
"std-fx-trail",
|
|
151812
|
+
"std-game-design-sheet",
|
|
151454
151813
|
"std-gate-lock",
|
|
151455
151814
|
"std-gather",
|
|
151456
151815
|
"std-gem-rush",
|
|
@@ -151802,7 +152161,7 @@
|
|
|
151802
152161
|
"topic": "ui/game",
|
|
151803
152162
|
"family": "ui/game",
|
|
151804
152163
|
"layer": "UI Patterns",
|
|
151805
|
-
"description": "Headless lives + checkpoint authority for boards with stakes: owns lives, the current respawn point, and nothing else. DAMAGE (call sites rename their hazard sources — BODY_HAZARD, BODY_FELL, PATROL_HIT — onto it) costs one life, respecting an invulnerability window so overlapping hazards can't chain-drain; losing a life emits LIFE_LOST plus RESPAWN with the current checkpoint (boards route RESPAWN to the body authority's PLACE), and losing the last emits GAME_OVER instead. Checkpoints advance automatically: BODY_MOVED crossing a configured checkpoint's atX moves the respawn point forward and emits CHECKPOINT_REACHED once per checkpoint (tracked by furthest atX reached, so checkpoints are ordered along the run). RESTART reseeds lives and respawn to the spawn. Renders nothing — HUDs read lives off the shared entity.",
|
|
152164
|
+
"description": "Headless lives + checkpoint authority for boards with stakes: owns lives, the current respawn point, and nothing else. DAMAGE (call sites rename their hazard sources — BODY_HAZARD, BODY_FELL, PATROL_HIT — onto it) costs one life, respecting an invulnerability window so overlapping hazards can't chain-drain; losing a life emits LIFE_LOST plus RESPAWN with the current checkpoint (boards route RESPAWN to the body authority's PLACE), and losing the last emits GAME_OVER instead. Checkpoints advance automatically: BODY_MOVED crossing a configured checkpoint's atX moves the respawn point forward and emits CHECKPOINT_REACHED once per checkpoint (tracked by furthest atX reached, so checkpoints are ordered along the run). RESTART reseeds lives and respawn to the spawn. Renders nothing — HUDs read lives off the shared entity. Corresponds to the design-sheet field(s): challenge, feedback.",
|
|
151806
152165
|
"defaultOrbitalName": "LivesOrbital",
|
|
151807
152166
|
"statePattern": "active",
|
|
151808
152167
|
"complexity": {
|
|
@@ -151883,6 +152242,7 @@
|
|
|
151883
152242
|
"std-fx-narrative",
|
|
151884
152243
|
"std-fx-particles",
|
|
151885
152244
|
"std-fx-trail",
|
|
152245
|
+
"std-game-design-sheet",
|
|
151886
152246
|
"std-gate-lock",
|
|
151887
152247
|
"std-gather",
|
|
151888
152248
|
"std-gem-rush",
|
|
@@ -152184,7 +152544,7 @@
|
|
|
152184
152544
|
"topic": "ui/game",
|
|
152185
152545
|
"family": "ui/game",
|
|
152186
152546
|
"layer": "UI Patterns",
|
|
152187
|
-
"description": "Headless winding-lock mechanic: locks that open only after the player travels a full revolution around their anchor. Listens BODY_MOVED and, while the player stays within a radial band of a lock's ring, accumulates the wrapped angular delta of their position into swept (radians, signed — either direction counts); when |swept| reaches turns × 2π the lock flips unlocked and emits LOOP_UNLOCKED once. Entering the band reseeds the angle so leaving and returning never jumps the sweep; progress is kept across exits, so a revolution can be completed in stages. RESTART re-locks every lock. Renders nothing; boards draw the ring/chest and read swept from the shared entity (the render authority).",
|
|
152547
|
+
"description": "Headless winding-lock mechanic: locks that open only after the player travels a full revolution around their anchor. Listens BODY_MOVED and, while the player stays within a radial band of a lock's ring, accumulates the wrapped angular delta of their position into swept (radians, signed — either direction counts); when |swept| reaches turns × 2π the lock flips unlocked and emits LOOP_UNLOCKED once. Entering the band reseeds the angle so leaving and returning never jumps the sweep; progress is kept across exits, so a revolution can be completed in stages. RESTART re-locks every lock. Renders nothing; boards draw the ring/chest and read swept from the shared entity (the render authority). Corresponds to the design-sheet field(s): challenge, rewards.",
|
|
152188
152548
|
"defaultOrbitalName": "LoopLockOrbital",
|
|
152189
152549
|
"statePattern": "active",
|
|
152190
152550
|
"complexity": {
|
|
@@ -152245,6 +152605,7 @@
|
|
|
152245
152605
|
"std-fx-narrative",
|
|
152246
152606
|
"std-fx-particles",
|
|
152247
152607
|
"std-fx-trail",
|
|
152608
|
+
"std-game-design-sheet",
|
|
152248
152609
|
"std-gate-lock",
|
|
152249
152610
|
"std-gather",
|
|
152250
152611
|
"std-gem-rush",
|
|
@@ -152576,6 +152937,7 @@
|
|
|
152576
152937
|
"std-fx-narrative",
|
|
152577
152938
|
"std-fx-particles",
|
|
152578
152939
|
"std-fx-trail",
|
|
152940
|
+
"std-game-design-sheet",
|
|
152579
152941
|
"std-gate-lock",
|
|
152580
152942
|
"std-gather",
|
|
152581
152943
|
"std-gem-rush",
|
|
@@ -152867,6 +153229,7 @@
|
|
|
152867
153229
|
"std-fx-narrative",
|
|
152868
153230
|
"std-fx-particles",
|
|
152869
153231
|
"std-fx-trail",
|
|
153232
|
+
"std-game-design-sheet",
|
|
152870
153233
|
"std-gate-lock",
|
|
152871
153234
|
"std-gather",
|
|
152872
153235
|
"std-gold",
|
|
@@ -153114,6 +153477,7 @@
|
|
|
153114
153477
|
"std-fx-narrative",
|
|
153115
153478
|
"std-fx-particles",
|
|
153116
153479
|
"std-fx-trail",
|
|
153480
|
+
"std-game-design-sheet",
|
|
153117
153481
|
"std-gate-lock",
|
|
153118
153482
|
"std-gather",
|
|
153119
153483
|
"std-gem-rush",
|
|
@@ -153455,7 +153819,7 @@
|
|
|
153455
153819
|
"topic": "ui/game",
|
|
153456
153820
|
"family": "ui/game",
|
|
153457
153821
|
"layer": "UI Patterns",
|
|
153458
|
-
"description": "Headless win/lose authority for objective boards: owns only result. Listens PROGRESS (objectivesLeft + movesLeft) and sets result to won when every objective is reached, lost when the move budget runs out first, else none. Renders nothing.",
|
|
153822
|
+
"description": "Headless win/lose authority for objective boards: owns only result. Listens PROGRESS (objectivesLeft + movesLeft) and sets result to won when every objective is reached, lost when the move budget runs out first, else none. Renders nothing. Corresponds to the design-sheet field(s): goals, feedback.",
|
|
153459
153823
|
"defaultOrbitalName": "ObjectiveFlowOrbital",
|
|
153460
153824
|
"statePattern": "active",
|
|
153461
153825
|
"complexity": {
|
|
@@ -153516,6 +153880,7 @@
|
|
|
153516
153880
|
"std-fx-narrative",
|
|
153517
153881
|
"std-fx-particles",
|
|
153518
153882
|
"std-fx-trail",
|
|
153883
|
+
"std-game-design-sheet",
|
|
153519
153884
|
"std-gate-lock",
|
|
153520
153885
|
"std-gather",
|
|
153521
153886
|
"std-gem-rush",
|
|
@@ -153813,6 +154178,7 @@
|
|
|
153813
154178
|
"std-fx-narrative",
|
|
153814
154179
|
"std-fx-particles",
|
|
153815
154180
|
"std-fx-trail",
|
|
154181
|
+
"std-game-design-sheet",
|
|
153816
154182
|
"std-gate-lock",
|
|
153817
154183
|
"std-gather",
|
|
153818
154184
|
"std-gem-rush",
|
|
@@ -154192,7 +154558,7 @@
|
|
|
154192
154558
|
"topic": "ui/game",
|
|
154193
154559
|
"family": "ui/game",
|
|
154194
154560
|
"layer": "UI Patterns",
|
|
154195
|
-
"description": "Headless pad-lock mechanic: floor pads that light when the player steps on them, completing a set when every pad is lit. Listens BODY_MOVED and lights any unlit live pad the player's rect touches (|dx| <= reachX, |dy| <= reachY of the pad center); a lit pad stays lit. Pads may carry a group number (grp 0 = ungrouped, always live): when groups are used, only pads of the lowest uncompleted group are live — pads of later groups refuse to light until the current group finishes, so one sum must be finished before the next. When a group completes the trait emits PAD_GROUP_COMPLETED once for it (first newly completed group reports; the shared entity carries the rest); when every pad in the set is lit it stamps completed and emits PAD_SET_COMPLETED once. The lowest uncompleted group is stamped on the shared entity as currentGrp so boards can pulse exactly the live pads (0 = no group open / ungrouped pads). RESTART unlights every pad and resets the set. Renders nothing; boards draw the pads and read lit from the shared entity (the render authority).",
|
|
154561
|
+
"description": "Headless pad-lock mechanic: floor pads that light when the player steps on them, completing a set when every pad is lit. Listens BODY_MOVED and lights any unlit live pad the player's rect touches (|dx| <= reachX, |dy| <= reachY of the pad center); a lit pad stays lit. Pads may carry a group number (grp 0 = ungrouped, always live): when groups are used, only pads of the lowest uncompleted group are live — pads of later groups refuse to light until the current group finishes, so one sum must be finished before the next. When a group completes the trait emits PAD_GROUP_COMPLETED once for it (first newly completed group reports; the shared entity carries the rest); when every pad in the set is lit it stamps completed and emits PAD_SET_COMPLETED once. The lowest uncompleted group is stamped on the shared entity as currentGrp so boards can pulse exactly the live pads (0 = no group open / ungrouped pads). RESTART unlights every pad and resets the set. Renders nothing; boards draw the pads and read lit from the shared entity (the render authority). Corresponds to the design-sheet field(s): challenge, mechanics.",
|
|
154196
154562
|
"defaultOrbitalName": "PadLockOrbital",
|
|
154197
154563
|
"statePattern": "active",
|
|
154198
154564
|
"complexity": {
|
|
@@ -154268,6 +154634,7 @@
|
|
|
154268
154634
|
"std-fx-narrative",
|
|
154269
154635
|
"std-fx-particles",
|
|
154270
154636
|
"std-fx-trail",
|
|
154637
|
+
"std-game-design-sheet",
|
|
154271
154638
|
"std-gate-lock",
|
|
154272
154639
|
"std-gather",
|
|
154273
154640
|
"std-gem-rush",
|
|
@@ -154610,6 +154977,7 @@
|
|
|
154610
154977
|
"std-fx-narrative",
|
|
154611
154978
|
"std-fx-particles",
|
|
154612
154979
|
"std-fx-trail",
|
|
154980
|
+
"std-game-design-sheet",
|
|
154613
154981
|
"std-gate-lock",
|
|
154614
154982
|
"std-gather",
|
|
154615
154983
|
"std-gem-rush",
|
|
@@ -154973,7 +155341,7 @@
|
|
|
154973
155341
|
"topic": "ui/game",
|
|
154974
155342
|
"family": "ui/game",
|
|
154975
155343
|
"layer": "UI Patterns",
|
|
154976
|
-
"description": "Headless patrol-hazard mechanic for side-view boards: moves each configured patrol back and forth along its [x0, x1] beat at its own speed (33ms tick, ping-pong with clamped turnarounds; a patrol declaring waveAmp/wavePeriod also bobs vertically — cy = y + waveAmp·sin(2πt/wavePeriod from a per-row time accumulator — and the hit test and render read cy, so a waveAmp of 0 keeps the flat beat), tracks the player position off the body authority's BODY_MOVED, and emits PATROL_HIT once per contact — a per-patrol hit flag re-arms only after the player separates, so damage rules stay sparse (when two patrols connect on the same tick the first reports; the other reports on the next tick). Patrols live on a [runtime, shared] entity for the render layer (boards draw them as markers/sprites); damage, lives, and respawn stay downstream (std-lives) — this atom simulates, it never judges. Renders nothing.",
|
|
155344
|
+
"description": "Headless patrol-hazard mechanic for side-view boards: moves each configured patrol back and forth along its [x0, x1] beat at its own speed (33ms tick, ping-pong with clamped turnarounds; a patrol declaring waveAmp/wavePeriod also bobs vertically — cy = y + waveAmp·sin(2πt/wavePeriod from a per-row time accumulator — and the hit test and render read cy, so a waveAmp of 0 keeps the flat beat), tracks the player position off the body authority's BODY_MOVED, and emits PATROL_HIT once per contact — a per-patrol hit flag re-arms only after the player separates, so damage rules stay sparse (when two patrols connect on the same tick the first reports; the other reports on the next tick). Patrols live on a [runtime, shared] entity for the render layer (boards draw them as markers/sprites); damage, lives, and respawn stay downstream (std-lives) — this atom simulates, it never judges. Renders nothing. Corresponds to the design-sheet field(s): challenge, dynamics.",
|
|
154977
155345
|
"defaultOrbitalName": "PatrolHazardOrbital",
|
|
154978
155346
|
"statePattern": "active",
|
|
154979
155347
|
"complexity": {
|
|
@@ -155044,6 +155412,7 @@
|
|
|
155044
155412
|
"std-fx-narrative",
|
|
155045
155413
|
"std-fx-particles",
|
|
155046
155414
|
"std-fx-trail",
|
|
155415
|
+
"std-game-design-sheet",
|
|
155047
155416
|
"std-gate-lock",
|
|
155048
155417
|
"std-gather",
|
|
155049
155418
|
"std-gem-rush",
|
|
@@ -155355,7 +155724,7 @@
|
|
|
155355
155724
|
"topic": "ui/game",
|
|
155356
155725
|
"family": "ui/game",
|
|
155357
155726
|
"layer": "UI Patterns",
|
|
155358
|
-
"description": "Headless side-view collectible authority — the platformer twin of grid std-gather. Listens BODY_MOVED and, when the player touches an uncollected feature (|dx| <= reachX, |dy| <= reachY of the feature center — the coef-pad touch idiom minus the grounded requirement, so airborne pickups work), stamps it collected on the shared entity and emits PICKED once per item (id, kind, position, glyph, message) plus COLLECT{total} with the running count (the event std-gate-lock already consumes). When every feature is collected it emits PICKUP_SET_COMPLETED once. RESTART re-arms every feature and zeroes the count. kind is board-defined vocabulary (star, boost, …) — this atom reports, boards judge. Renders nothing; boards draw the features and read collected from the shared entity.",
|
|
155727
|
+
"description": "Headless side-view collectible authority — the platformer twin of grid std-gather. Listens BODY_MOVED and, when the player touches an uncollected feature (|dx| <= reachX, |dy| <= reachY of the feature center — the coef-pad touch idiom minus the grounded requirement, so airborne pickups work), stamps it collected on the shared entity and emits PICKED once per item (id, kind, position, glyph, message) plus COLLECT{total} with the running count (the event std-gate-lock already consumes). When every feature is collected it emits PICKUP_SET_COMPLETED once. RESTART re-arms every feature and zeroes the count. kind is board-defined vocabulary (star, boost, …) — this atom reports, boards judge. Renders nothing; boards draw the features and read collected from the shared entity. Corresponds to the design-sheet field(s): rewards.",
|
|
155359
155728
|
"defaultOrbitalName": "PickupOrbital",
|
|
155360
155729
|
"statePattern": "active",
|
|
155361
155730
|
"complexity": {
|
|
@@ -155427,6 +155796,7 @@
|
|
|
155427
155796
|
"std-fx-narrative",
|
|
155428
155797
|
"std-fx-particles",
|
|
155429
155798
|
"std-fx-trail",
|
|
155799
|
+
"std-game-design-sheet",
|
|
155430
155800
|
"std-gate-lock",
|
|
155431
155801
|
"std-gather",
|
|
155432
155802
|
"std-gem-rush",
|
|
@@ -155711,7 +156081,7 @@
|
|
|
155711
156081
|
"topic": "ui/game",
|
|
155712
156082
|
"family": "ui/game",
|
|
155713
156083
|
"layer": "UI Patterns",
|
|
155714
|
-
"description": "Headless run/jump platformer-physics authority: the SOLE writer of body + fell + hazardId + goalId on side-view boards. Where std-motion-body owns free 2D drift (no collision), this atom owns the platformer contract: every 33ms physics tick it integrates gravity into the body's vertical velocity, steps position in per-second units, and collides the body rect against the config platforms with one-way semantics — a body moving in the gravity direction that overlaps a ground/platform tile lands on its anti-gravity face (vy zeroed, grounded set), while a body moving against gravity passes through, so jumping up through a platform and walking up a staircase both just work. The sign of gravity IS the vertical convention: positive pulls toward +y (screen boards, y down — sprite canvases), negative toward −y (math canvases, y up); jumps always fire against it. Intents: STEER sets horizontal velocity (dir −1/0/1 × moveSpeed, hold-to-run: keydown steers, keyup steers 0), JUMP kicks vertical velocity when grounded, PLACE teleports (spawns, hazard respawns), RESTART reseeds. Emits BODY_MOVED every tick for the render layer (boards that don't subscribe pay nothing), plus the sparse rule signals a board needs to score: BODY_JUMPED, BODY_LANDED (with impact speed), BODY_HAZARD (once per hazard entry, re-arms on exit), BODY_GOAL (same arming), BODY_FELL (once per fall past killY, re-armed by PLACE/RESTART). Drift regions: config.driftRegions lists axis-aligned rects each carrying a constant acceleration (ax, ay) applied with the same 0.033s dt whenever the body's center is inside (empty list = zero behavior change). Curve skating: when config.skate is on and the grounded body comes within skateSnap of the config.skateCurve surface, the body rides the curve — y snaps to the interpolated surface and tangential gravity (g·slope/(1+slope²)) accelerates vx, and the vertical velocity is the tangential projection (s = vx·cos θ, vy = s·sin θ — no discontinuous jumps at sample boundaries), so the body slides downhill along the graph itself and launches ballistically off its ends; jumping kicks free. Sparse BODY_SKATE_START/BODY_SKATE_END signals fire on engage/disengage so boards can layer fx. Lives, score, and win/lose stay downstream — this atom simulates, it never judges. Renders nothing.",
|
|
156084
|
+
"description": "Headless run/jump platformer-physics authority: the SOLE writer of body + fell + hazardId + goalId on side-view boards. Where std-motion-body owns free 2D drift (no collision), this atom owns the platformer contract: every 33ms physics tick it integrates gravity into the body's vertical velocity, steps position in per-second units, and collides the body rect against the config platforms with one-way semantics — a body moving in the gravity direction that overlaps a ground/platform tile lands on its anti-gravity face (vy zeroed, grounded set), while a body moving against gravity passes through, so jumping up through a platform and walking up a staircase both just work. The sign of gravity IS the vertical convention: positive pulls toward +y (screen boards, y down — sprite canvases), negative toward −y (math canvases, y up); jumps always fire against it. Intents: STEER sets horizontal velocity (dir −1/0/1 × moveSpeed, hold-to-run: keydown steers, keyup steers 0), JUMP kicks vertical velocity when grounded, PLACE teleports (spawns, hazard respawns), RESTART reseeds. Emits BODY_MOVED every tick for the render layer (boards that don't subscribe pay nothing), plus the sparse rule signals a board needs to score: BODY_JUMPED, BODY_LANDED (with impact speed), BODY_HAZARD (once per hazard entry, re-arms on exit), BODY_GOAL (same arming), BODY_FELL (once per fall past killY, re-armed by PLACE/RESTART). Drift regions: config.driftRegions lists axis-aligned rects each carrying a constant acceleration (ax, ay) applied with the same 0.033s dt whenever the body's center is inside (empty list = zero behavior change). Curve skating: when config.skate is on and the grounded body comes within skateSnap of the config.skateCurve surface, the body rides the curve — y snaps to the interpolated surface and tangential gravity (g·slope/(1+slope²)) accelerates vx, and the vertical velocity is the tangential projection (s = vx·cos θ, vy = s·sin θ — no discontinuous jumps at sample boundaries), so the body slides downhill along the graph itself and launches ballistically off its ends; jumping kicks free. Sparse BODY_SKATE_START/BODY_SKATE_END signals fire on engage/disengage so boards can layer fx. Lives, score, and win/lose stay downstream — this atom simulates, it never judges. Renders nothing. Corresponds to the design-sheet field(s): mechanics, dynamics.",
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"defaultOrbitalName": "PlatformerBodyOrbital",
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"statePattern": "active",
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"complexity": {
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@@ -155811,6 +156181,7 @@
|
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155811
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"std-fx-narrative",
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155812
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"std-fx-particles",
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|
"std-fx-trail",
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+
"std-game-design-sheet",
|
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|
"std-gate-lock",
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155815
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|
"std-gather",
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"std-gem-rush",
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@@ -156439,6 +156810,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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+
"std-game-design-sheet",
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|
"std-gate-lock",
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"std-gather",
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"std-gold",
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@@ -156745,6 +157117,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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+
"std-game-design-sheet",
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|
"std-gate-lock",
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"std-gather",
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"std-gold",
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@@ -157010,6 +157383,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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|
"std-fx-trail",
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+
"std-game-design-sheet",
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|
"std-gate-lock",
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"std-gather",
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"std-gold",
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@@ -157271,6 +157645,7 @@
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"std-fx-narrative",
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|
"std-fx-particles",
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|
"std-fx-trail",
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+
"std-game-design-sheet",
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|
"std-gate-lock",
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"std-gather",
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|
"std-gem-rush",
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@@ -157551,6 +157926,7 @@
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|
"std-fx-narrative",
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|
"std-fx-particles",
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|
"std-fx-trail",
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+
"std-game-design-sheet",
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|
"std-gate-lock",
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"std-gather",
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|
"std-gold",
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@@ -157787,6 +158163,7 @@
|
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"std-fx-narrative",
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|
"std-fx-particles",
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|
"std-fx-trail",
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+
"std-game-design-sheet",
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|
"std-gate-lock",
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|
"std-gather",
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"std-gold",
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@@ -158043,7 +158420,7 @@
|
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|
"topic": "ui/game",
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|
"family": "ui/game",
|
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|
"layer": "UI Patterns",
|
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158046
|
-
"description": "Tutorial modal with live-demo steps for game boards and learning shells: a paged overlay — title, a live previewTrait frame playing the mechanic via std-tutorial-autodemo (a bare game canvas, no shell chrome), one line of body copy, a step counter, and Back / Next / Skip — composed entirely from registered render types (stack + text + button + trait frame) into the overlay slot, so no new UI component is needed. autoShow opens it on INIT for first-time players; a board's help button re-opens it any time via SHOW (which rewinds to step one). DISMISS (or finishing the last step) marks the run done, clears the overlay, and emits TUTORIAL_DONE so the board can unpause or log. Steps are pure config — a board teaches a new mechanic by adding one { id, title, body, demoId } row plus a previewTrait binding.",
|
|
158423
|
+
"description": "Tutorial modal with live-demo steps for game boards and learning shells: a paged overlay — title, a live previewTrait frame playing the mechanic via std-tutorial-autodemo (a bare game canvas, no shell chrome), one line of body copy, a step counter, and Back / Next / Skip — composed entirely from registered render types (stack + text + button + trait frame) into the overlay slot, so no new UI component is needed. autoShow opens it on INIT for first-time players; a board's help button re-opens it any time via SHOW (which rewinds to step one). DISMISS (or finishing the last step) marks the run done, clears the overlay, and emits TUTORIAL_DONE so the board can unpause or log. Steps are pure config — a board teaches a new mechanic by adding one { id, title, body, demoId } row plus a previewTrait binding. Corresponds to the design-sheet field(s): feedback, agency.",
|
|
158047
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|
"defaultOrbitalName": "TutorialOverlayOrbital",
|
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|
"statePattern": "idle",
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|
"complexity": {
|
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@@ -158095,6 +158472,7 @@
|
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|
"std-fx-narrative",
|
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158096
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|
"std-fx-particles",
|
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|
"std-fx-trail",
|
|
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|
+
"std-game-design-sheet",
|
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|
"std-gate-lock",
|
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|
"std-gather",
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|
"std-gold",
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@@ -158378,7 +158756,7 @@
|
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|
"topic": "ui/game",
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|
"family": "ui/game",
|
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|
"layer": "UI Patterns",
|
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158381
|
-
"description": "Headless velocity-gate mechanic: gates that open only when the player crosses them inside a speed band, optionally in a required direction, optionally sustained for a dwell. Listens BODY_MOVED and, per closed gate, tests the player's rect (padded by reachMargin), their speed against [minSpeed, maxSpeed], and their horizontal direction against dir (0 = either). Instant gates (dwellMs 0) open on the first passing cross; dwell gates (dwellMs > 0) accumulate ~33ms per passing move and open once held reaches dwellMs — a failing move resets the hold. The first newly opened gate emits VELOCITY_GATE_OPENED (the shared entity carries the rest). Entering a closed INSTANT gate while NOT passing emits VELOCITY_GATE_DENIED once per approach — re-arming only after the player steps out — so the board can answer with a PLACE back and a hint fx; dwell gates never deny (a hot entry is fine — coming to rest inside is the point), a failed hold simply resets. RESTART re-closes every gate. Renders nothing; boards draw the gate band/chest and read open/held from the shared entity (the render authority).",
|
|
158759
|
+
"description": "Headless velocity-gate mechanic: gates that open only when the player crosses them inside a speed band, optionally in a required direction, optionally sustained for a dwell. Listens BODY_MOVED and, per closed gate, tests the player's rect (padded by reachMargin), their speed against [minSpeed, maxSpeed], and their horizontal direction against dir (0 = either). Instant gates (dwellMs 0) open on the first passing cross; dwell gates (dwellMs > 0) accumulate ~33ms per passing move and open once held reaches dwellMs — a failing move resets the hold. The first newly opened gate emits VELOCITY_GATE_OPENED (the shared entity carries the rest). Entering a closed INSTANT gate while NOT passing emits VELOCITY_GATE_DENIED once per approach — re-arming only after the player steps out — so the board can answer with a PLACE back and a hint fx; dwell gates never deny (a hot entry is fine — coming to rest inside is the point), a failed hold simply resets. RESTART re-closes every gate. Renders nothing; boards draw the gate band/chest and read open/held from the shared entity (the render authority). Corresponds to the design-sheet field(s): challenge, mechanics.",
|
|
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|
"defaultOrbitalName": "VelocityGateOrbital",
|
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|
"statePattern": "active",
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158384
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|
"complexity": {
|
|
@@ -158439,6 +158817,7 @@
|
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158439
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|
"std-fx-narrative",
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|
"std-fx-particles",
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|
"std-fx-trail",
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|
+
"std-game-design-sheet",
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|
"std-gate-lock",
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158443
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|
"std-gather",
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158444
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|
"std-gem-rush",
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@@ -158807,6 +159186,7 @@
|
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|
"std-fx-narrative",
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|
"std-fx-particles",
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|
"std-fx-trail",
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|
+
"std-game-design-sheet",
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|
"std-gate-lock",
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158811
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|
"std-gather",
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|
"std-gold",
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@@ -159125,6 +159505,7 @@
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|
"std-fx-narrative",
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|
"std-fx-particles",
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|
"std-fx-trail",
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|
+
"std-game-design-sheet",
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|
"std-gate-lock",
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|
"std-gather",
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|
"std-gem-rush",
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@@ -159429,6 +159810,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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|
"std-fx-trail",
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+
"std-game-design-sheet",
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|
"std-gate-lock",
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|
"std-gather",
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|
"std-gold",
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@@ -159957,6 +160339,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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|
+
"std-game-design-sheet",
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|
"std-gate-lock",
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"std-gather",
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"std-gold",
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@@ -160525,6 +160908,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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+
"std-game-design-sheet",
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|
"std-gate-lock",
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"std-gather",
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"std-gold",
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@@ -161061,6 +161445,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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+
"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gold",
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@@ -161865,6 +162250,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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|
"std-fx-trail",
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|
+
"std-game-design-sheet",
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"std-gate-lock",
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@@ -162260,6 +162646,7 @@
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+
"std-game-design-sheet",
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"std-gather",
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|
"std-gold",
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@@ -162648,6 +163035,7 @@
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|
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"std-fx-particles",
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+
"std-game-design-sheet",
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|
"std-gate-lock",
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"std-gather",
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"std-gold",
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@@ -163215,6 +163603,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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|
"std-fx-trail",
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|
+
"std-game-design-sheet",
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|
"std-gate-lock",
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"std-gather",
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|
"std-gold",
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@@ -163547,6 +163936,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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+
"std-game-design-sheet",
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"std-gather",
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@@ -164134,6 +164524,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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|
"std-fx-trail",
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|
+
"std-game-design-sheet",
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|
"std-gate-lock",
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|
"std-gather",
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|
"std-gold",
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@@ -164503,6 +164894,7 @@
|
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|
"std-fx-narrative",
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|
"std-fx-particles",
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|
"std-fx-trail",
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|
+
"std-game-design-sheet",
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|
"std-gate-lock",
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|
"std-gather",
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|
"std-gold",
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@@ -165118,6 +165510,7 @@
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"std-fx-narrative",
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|
"std-fx-particles",
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"std-fx-trail",
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+
"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gold",
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@@ -166185,6 +166578,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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+
"std-game-design-sheet",
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"std-gather",
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@@ -166984,6 +167378,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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|
+
"std-game-design-sheet",
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|
"std-gate-lock",
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"std-gather",
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"std-gold",
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gold",
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@@ -167906,6 +168302,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gold",
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@@ -168236,6 +168633,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gold",
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@@ -168540,6 +168938,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gold",
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@@ -168817,6 +169216,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gold",
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@@ -169259,6 +169659,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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+
"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gold",
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@@ -169679,6 +170080,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gold",
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@@ -170104,6 +170506,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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+
"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gold",
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@@ -170549,6 +170952,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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+
"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gold",
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@@ -170883,6 +171287,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gold",
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@@ -171477,6 +171882,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gold",
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@@ -171916,6 +172322,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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+
"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gold",
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@@ -172221,6 +172628,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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+
"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gold",
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@@ -172509,6 +172917,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gold",
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@@ -172856,6 +173265,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gold",
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@@ -173775,6 +174185,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gem-rush",
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@@ -175523,6 +175934,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gem-rush",
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@@ -177682,6 +178094,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gem-rush",
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@@ -180584,6 +180997,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gem-rush",
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@@ -182936,6 +183350,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gem-rush",
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@@ -184808,6 +185223,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gem-rush",
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@@ -186870,6 +187286,7 @@
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gem-rush",
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gem-rush",
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gem-rush",
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"std-fx-narrative",
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"std-fx-particles",
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"std-fx-trail",
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"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gold",
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@@ -208189,6 +208610,7 @@
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"std-frogger",
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"std-fx-particles",
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"std-fx-trail",
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"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gem-rush",
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@@ -209280,6 +209702,7 @@
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"std-frogger",
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"std-fx-particles",
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"std-fx-trail",
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"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gem-rush",
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@@ -211882,6 +212305,7 @@
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"std-fx-particles",
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"std-fx-trail",
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"std-game-clock",
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"std-game-design-sheet",
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"std-gate-lock",
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"std-gather",
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"std-gem-rush",
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