propagator
tech: propagator - 67% damage, lose 1/2 second of time when a mob dies timeSkipBoss is back, maybe it will not cause bugs this time immune to harm unless player is inside horizon player loses time when inside horizon snake bosses are immune to harm until your remove their tail mob shields are 30% stronger time dilation: retrocausality automatically grabs power ups eternalism 50->40% damage paradigm shift 10->16% chance to get a research when ejecting tech reaction inhibitor 11->13% mob health reduction recycling 1->0.5% health for 5 seconds up to 2.5% per mob kill at normal max health bug fixes
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14
js/bullet.js
14
js/bullet.js
@@ -2109,10 +2109,10 @@ const b = {
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onEnd() {},
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do() {
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if (this.endCycle < simulation.cycle + 1) this.isWave = false
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if (Matter.Query.point(map, this.position).length) { //check if inside map
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if (Matter.Query.point(map, this.position).length) { //check if inside map //|| Matter.Query.point(body, this.position).length
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this.isBranch = true;
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this.do = () => { if (this.endCycle < simulation.cycle + 1) this.isWave = false }
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} else { //check if inside a body
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} else { //check if inside a mob
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for (let i = 0, len = mob.length; i < len; i++) {
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const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position))
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const radius = mob[i].radius + tech.extruderRange / 2
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@@ -2387,14 +2387,14 @@ const b = {
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}
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if (tech.isLaserPush) { //push mobs away
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const index = path.length - 1
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Matter.Body.setVelocity(best.who, { x: best.who.velocity.x * 0.94, y: best.who.velocity.y * 0.94 });
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const force = Vector.mult(Vector.normalise(Vector.sub(path[index], path[Math.max(0, index - 1)])), 0.006 * push * Math.min(6, best.who.mass))
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Matter.Body.setVelocity(best.who, { x: best.who.velocity.x * 0.95, y: best.who.velocity.y * 0.95 });
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const force = Vector.mult(Vector.normalise(Vector.sub(path[index], path[Math.max(0, index - 1)])), 0.005 * push * Math.min(6, best.who.mass))
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Matter.Body.applyForce(best.who, path[index], force)
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}
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} else if (tech.isLaserPush && best.who.classType === "body") {
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const index = path.length - 1
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Matter.Body.setVelocity(best.who, { x: best.who.velocity.x * 0.94, y: best.who.velocity.y * 0.94 });
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const force = Vector.mult(Vector.normalise(Vector.sub(path[index], path[Math.max(0, index - 1)])), 0.006 * push * Math.min(6, best.who.mass))
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Matter.Body.setVelocity(best.who, { x: best.who.velocity.x * 0.95, y: best.who.velocity.y * 0.95 });
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const force = Vector.mult(Vector.normalise(Vector.sub(path[index], path[Math.max(0, index - 1)])), 0.005 * push * Math.min(6, best.who.mass))
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Matter.Body.applyForce(best.who, path[index], force)
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}
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};
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@@ -6996,7 +6996,7 @@ const b = {
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x: 7.5 * Math.cos(m.angle - Math.PI / 2),
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y: 7.5 * Math.sin(m.angle - Math.PI / 2)
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}
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const dmg = 0.66 * tech.laserDamage // 3.5 * 0.55 = 200% more damage
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const dmg = 0.70 * tech.laserDamage // 3.5 * 0.55 = 200% more damage
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const where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }
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const eye = {
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x: m.pos.x + 15 * Math.cos(m.angle),
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