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
This commit is contained in:
landgreen
2022-05-30 12:28:05 -07:00
parent 779500ce21
commit 06c1285828
12 changed files with 407 additions and 220 deletions

View File

@@ -1,10 +1,11 @@
//main object for spawning things in a level
const spawn = {
nonCollideBossList: ["cellBossCulture", "bomberBoss", "powerUpBoss", "growBossCulture"],
// other bosses: suckerBoss, laserBoss, tetherBoss, mantisBoss, bounceBoss, sprayBoss //these need a particular level to work so they are not included in the random pool
randomBossList: ["shieldingBoss", "orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss",
"powerUpBoss", "powerUpBossBaby", "snakeBoss", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "growBossCulture", "blinkBoss",
"snakeSpitBoss", "laserBombingBoss", "blockBoss", "revolutionBoss", "slashBoss"
// other bosses: suckerBoss, laserBoss, tetherBoss, bounceBoss, sprayBoss //these need a particular level to work so they are not included in the random pool
randomBossList: [
"orbitalBoss", "historyBoss", "shooterBoss", "cellBossCulture", "bomberBoss", "spiderBoss", "launcherBoss", "laserTargetingBoss",
"powerUpBoss", "powerUpBossBaby", "streamBoss", "pulsarBoss", "spawnerBossCulture", "grenadierBoss", "growBossCulture", "blinkBoss",
"snakeBoss", "snakeSpitBoss", "laserBombingBoss", "blockBoss", "revolutionBoss", "slashBoss", "shieldingBoss", "timeSkipBoss"
],
bossTypeSpawnOrder: [], //preset list of boss names calculated at the start of a run by the randomSeed
bossTypeSpawnIndex: 0, //increases as the boss type cycles
@@ -19,7 +20,7 @@ const spawn = {
pickList: ["starter", "starter"],
fullPickList: [
"hopper", "hopper", "hopper",
"slasher", "slasher", "hopper",
"slasher", "slasher", "slasher",
"stabber", "stabber", "stabber",
"springer", "springer", "springer",
"shooter", "shooter",
@@ -2028,7 +2029,6 @@ const spawn = {
me.seePlayerFreq = 300;
const springStiffness = 0.00008; //simulation.difficulty
const springDampening = 0.01;
me.springTarget = {
x: me.position.x,
y: me.position.y
@@ -2055,11 +2055,9 @@ const spawn = {
Composite.add(engine.world, cons[cons.length - 1]);
cons[len2].length = 100 + 1.5 * radius;
me.cons2 = cons[len2];
me.startingDamageReduction = me.damageReduction
me.isInvulnerable = false
me.invulnerabilityCountDown = 0
me.do = function() {
this.checkStatus();
this.gravity();
@@ -2069,7 +2067,6 @@ const spawn = {
ctx.arc(this.cons2.pointA.x, this.cons2.pointA.y, 6, 0, 2 * Math.PI);
ctx.fillStyle = "#222";
ctx.fill();
this.seePlayerCheck()
// this.seePlayerByHistory()
if (this.isInvulnerable) {
@@ -2202,7 +2199,6 @@ const spawn = {
}
}
};
me.onDeath = function() {
this.removeCons();
if (isSpawnBossPowerUp) powerUps.spawnBossPowerUp(this.position.x, this.position.y)
@@ -2215,7 +2211,6 @@ const spawn = {
}
}
};
const sideLength = 80 // distance between each node mob
const nodes = 3
const angle = 2 * Math.PI / nodes
@@ -2255,7 +2250,6 @@ const spawn = {
}
};
}
const stiffness = 0.01
const damping = 0.1
for (let i = 1; i < nodes; ++i) { //attach to center mob
@@ -2287,88 +2281,86 @@ const spawn = {
}
spawn.allowShields = true;
},
timeSkipBoss(x, y, radius = 55) {
mobs.spawn(x, y, 6, radius, '#000');
let me = mob[mob.length - 1];
me.isBoss = true;
// me.stroke = "transparent"; //used for drawSneaker
me.timeSkipLastCycle = 0
me.eventHorizon = 1800; //required for black hole
me.seeAtDistance2 = (me.eventHorizon + 2000) * (me.eventHorizon + 2000); //vision limit is event horizon + 2000
me.accelMag = 0.0004 * simulation.accelScale;
// me.frictionAir = 0.005;
// me.memory = 1600;
// Matter.Body.setDensity(me, 0.02); //extra dense //normal is 0.001 //makes effective life much larger
Matter.Body.setDensity(me, 0.0005 + 0.00018 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
spawn.shield(me, x, y, 1);
// timeSkipBoss(x, y, radius = 55) {
// mobs.spawn(x, y, 6, radius, '#000');
// let me = mob[mob.length - 1];
// me.isBoss = true;
// // me.stroke = "transparent"; //used for drawSneaker
// me.timeSkipLastCycle = 0
// me.eventHorizon = 1800; //required for black hole
// me.seeAtDistance2 = (me.eventHorizon + 2000) * (me.eventHorizon + 2000); //vision limit is event horizon + 2000
// me.accelMag = 0.0004 * simulation.accelScale;
// // me.frictionAir = 0.005;
// // me.memory = 1600;
// // Matter.Body.setDensity(me, 0.02); //extra dense //normal is 0.001 //makes effective life much larger
// Matter.Body.setDensity(me, 0.0005 + 0.00018 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
// spawn.shield(me, x, y, 1);
// me.onDeath = function() {
// //applying forces to player doesn't seem to work inside this method, not sure why
// powerUps.spawnBossPowerUp(this.position.x, this.position.y)
// };
// me.do = function() {
// //keep it slow, to stop issues from explosion knock backs
// if (this.speed > 8) {
// Matter.Body.setVelocity(this, {
// x: this.velocity.x * 0.99,
// y: this.velocity.y * 0.99
// });
// }
// this.seePlayerCheck();
// this.checkStatus();
// this.attraction()
// if (!simulation.isTimeSkipping) {
// const compress = 1
// if (this.timeSkipLastCycle < simulation.cycle - compress &&
// Vector.magnitude(Vector.sub(this.position, player.position)) < this.eventHorizon) {
// this.timeSkipLastCycle = simulation.cycle
// simulation.timeSkip(compress)
// this.fill = `rgba(0,0,0,${0.4+0.6*Math.random()})`
// this.stroke = "#014"
// this.isShielded = false;
// this.isDropPowerUp = true;
// this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob; //can't touch bullets
me.onDeath = function() {
//applying forces to player doesn't seem to work inside this method, not sure why
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
};
me.do = function() {
//keep it slow, to stop issues from explosion knock backs
if (this.speed > 8) {
Matter.Body.setVelocity(this, {
x: this.velocity.x * 0.99,
y: this.velocity.y * 0.99
});
}
this.seePlayerCheck();
this.checkStatus();
this.attraction()
if (!simulation.isTimeSkipping) {
const compress = 1
if (this.timeSkipLastCycle < simulation.cycle - compress &&
Vector.magnitude(Vector.sub(this.position, player.position)) < this.eventHorizon) {
this.timeSkipLastCycle = simulation.cycle
simulation.timeSkip(compress)
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
// ctx.fillStyle = "#fff";
// ctx.globalCompositeOperation = "destination-in"; //in or atop
// ctx.fill();
// ctx.globalCompositeOperation = "source-over";
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
// ctx.clip();
this.fill = `rgba(0,0,0,${0.4+0.6*Math.random()})`
this.stroke = "#014"
this.isShielded = false;
this.isDropPowerUp = true;
this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob; //can't touch bullets
// // ctx.beginPath();
// // ctx.arc(this.position.x, this.position.y, 9999, 0, 2 * Math.PI);
// // ctx.fillStyle = "#000";
// // ctx.fill();
// // ctx.strokeStyle = "#000";
// // ctx.stroke();
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
ctx.fillStyle = "#fff";
ctx.globalCompositeOperation = "destination-in"; //in or atop
ctx.fill();
ctx.globalCompositeOperation = "source-over";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
ctx.clip();
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, 9999, 0, 2 * Math.PI);
// ctx.fillStyle = "#000";
// ctx.fill();
// ctx.strokeStyle = "#000";
// ctx.stroke();
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
// ctx.fillStyle = `rgba(0,0,0,${0.05*Math.random()})`;
// ctx.fill();
// ctx.strokeStyle = "#000";
// ctx.stroke();
} else {
this.isShielded = true;
this.isDropPowerUp = false;
this.seePlayer.recall = false
this.fill = "transparent"
this.stroke = "transparent"
this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.mob; //can't touch bullets
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
ctx.fillStyle = `rgba(0,0,0,${0.05*Math.random()})`;
ctx.fill();
}
}
}
},
// // ctx.beginPath();
// // ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
// // ctx.fillStyle = `rgba(0,0,0,${0.05*Math.random()})`;
// // ctx.fill();
// // ctx.strokeStyle = "#000";
// // ctx.stroke();
// } else {
// this.isShielded = true;
// this.isDropPowerUp = false;
// this.seePlayer.recall = false
// this.fill = "transparent"
// this.stroke = "transparent"
// this.collisionFilter.mask = cat.player | cat.map | cat.body | cat.mob; //can't touch bullets
// ctx.beginPath();
// ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
// ctx.fillStyle = `rgba(0,0,0,${0.05*Math.random()})`;
// ctx.fill();
// }
// }
// }
// },
beamer(x, y, radius = 15 + Math.ceil(Math.random() * 15)) {
mobs.spawn(x, y, 4, radius, "rgb(255,0,190)");
let me = mob[mob.length - 1];
@@ -3931,7 +3923,7 @@ const spawn = {
me.isBoss = true;
Matter.Body.setDensity(me, 0.001); //normal is 0.001
me.inertia = Infinity;
me.damageReduction = 0.04 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.damageReduction = 0.06 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.startingDamageReduction = me.damageReduction
me.isInvulnerable = false
me.frictionAir = 0.01
@@ -3974,8 +3966,8 @@ const spawn = {
const unit = Vector.sub(player.position, this.position)
Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(unit), 0.1));
} else {
if (Math.abs(this.velocity.y) < 9) Matter.Body.setVelocity(this, { x: this.velocity.x, y: this.velocity.y * 1.02 });
if (Math.abs(this.velocity.x) < 6.5) Matter.Body.setVelocity(this, { x: this.velocity.x * 1.02, y: this.velocity.y });
if (Math.abs(this.velocity.y) < 10) Matter.Body.setVelocity(this, { x: this.velocity.x, y: this.velocity.y * 1.02 });
if (Math.abs(this.velocity.x) < 7) Matter.Body.setVelocity(this, { x: this.velocity.x * 1.02, y: this.velocity.y });
}
if (this.isInvulnerable) {
@@ -5138,7 +5130,7 @@ const spawn = {
me.maxCycles = 110;
me.frictionStatic = 0;
me.friction = 0;
me.frictionAir = 0.5;
me.frictionAir = 1;
// me.homePosition = { x: x, y: y };
spawn.shield(me, x, y, 1);
spawn.spawnOrbitals(me, radius + 50 + 200 * Math.random())
@@ -5153,7 +5145,7 @@ const spawn = {
};
me.damageReduction = 0.35 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.do = function() {
// this.armor();
Matter.Body.rotate(this, 0.003) //gently spin around
this.checkStatus();
ctx.beginPath(); //draw cycle timer
ctx.moveTo(this.vertices[this.vertices.length - 1].x, this.vertices[this.vertices.length - 1].y)
@@ -5186,6 +5178,73 @@ const spawn = {
}
};
},
timeSkipBoss(x, y, radius = 50) {
mobs.spawn(x, y, 15, radius, "rgb(150, 150, 255)");
let me = mob[mob.length - 1];
me.isBoss = true;
me.eventHorizon = 0; //set in mob loop
me.frictionStatic = 0;
me.friction = 0;
me.frictionAir = 0.004;
me.accelMag = 0.0001 + 0.00003 * simulation.accelScale
spawn.shield(me, x, y, 1);
spawn.spawnOrbitals(me, radius + 50 + 100 * Math.random(), true)
Matter.Body.setDensity(me, 0.003); //extra dense //normal is 0.001 //makes effective life much larger
me.damageReduction = 0.07 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.startingDamageReduction = me.damageReduction
me.isInvulnerable = false
me.onDeath = function() {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
// requestAnimationFrame(() => { simulation.timePlayerSkip(120) }); //wrapping in animation frame prevents errors, probably
};
me.onDamage = function() {
//find side of mob closest to player
//causes lag for foam,laser too many seekers //maybe scale chance with dmg
// const where = Vector.add(this.position, Vector.mult(Vector.normalise(Vector.sub(m.pos, this.position)), this.radius + 10))
// spawn.seeker(where.x, where.y); //give the bullet a rotational velocity as if they were attached to a vertex
};
me.do = function() {
this.seePlayerByHistory();
this.attraction();
this.checkStatus();
this.eventHorizon = 950 + 170 * Math.sin(simulation.cycle * 0.005)
if (!simulation.isTimeSkipping) {
if (Vector.magnitude(Vector.sub(this.position, m.pos)) < this.eventHorizon) {
this.attraction();
this.damageReduction = this.startingDamageReduction
this.isInvulnerable = false
if (!(simulation.cycle % 15)) requestAnimationFrame(() => {
simulation.timePlayerSkip(8)
simulation.loop(); //ending with a wipe and normal loop fixes some very minor graphical issues where things are draw in the wrong locations
}); //wrapping in animation frame prevents errors, probably
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
ctx.fillStyle = "#fff";
ctx.globalCompositeOperation = "destination-in"; //in or atop
ctx.fill();
ctx.globalCompositeOperation = "source-over";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI);
// ctx.stroke();
ctx.clip();
} else {
this.damageReduction = 0
this.isInvulnerable = true
//prevents other things from being drawn later on in the draw cycle
requestAnimationFrame(() => {
simulation.camera();
ctx.beginPath(); //gets rid of already draw shapes
ctx.arc(this.position.x, this.position.y, this.eventHorizon, 0, 2 * Math.PI, false); //part you can't see
ctx.fillStyle = color.background;
ctx.fill();
ctx.restore();
})
}
}
};
},
streamBoss(x, y, radius = 110) {
mobs.spawn(x, y, 5, radius, "rgb(245,180,255)");
let me = mob[mob.length - 1];
@@ -5412,10 +5471,14 @@ const spawn = {
mobs.spawn(x + mag * Math.cos(angle), y + mag * Math.sin(angle), 8, radius, color1); //"rgb(55,170,170)"
let me = mob[mob.length - 1];
me.isBoss = true;
me.accelMag = 0.0001 + 0.0002 * Math.sqrt(simulation.accelScale)
me.accelMag = 0.0003 + 0.0002 * Math.sqrt(simulation.accelScale)
me.memory = 250;
me.laserRange = 500;
Matter.Body.setDensity(me, 0.0022 + 0.00022 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.startingDamageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.damageReduction = 0
me.isInvulnerable = true
me.onDeath = function() {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
for (let i = 0; i < mob.length; i++) { //wake up tail mobs
@@ -5428,9 +5491,7 @@ const spawn = {
};
me.canFire = false;
me.closestVertex1 = 0;
// me.closestVertex2 = 1;
me.cycle = 0
me.damageReduction = 0.2 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.do = function() {
// this.armor();
this.seePlayerByHistory()
@@ -5439,7 +5500,7 @@ const spawn = {
this.cycle++
if (this.seePlayer.recall && ((this.cycle % 10) === 0)) {
if (this.canFire) {
if (this.cycle > 120) {
if (this.cycle > 100) {
this.cycle = 0
this.canFire = false
// Matter.Body.setAngularVelocity(this, 0.1)
@@ -5450,7 +5511,7 @@ const spawn = {
}
spawn.seeker(this.vertices[this.closestVertex1].x, this.vertices[this.closestVertex1].y, 6)
Matter.Body.setDensity(mob[mob.length - 1], 0.000001); //normal is 0.001
const velocity = Vector.mult(Vector.normalise(Vector.sub(this.position, this.vertices[this.closestVertex1])), -10)
const velocity = Vector.mult(Vector.normalise(Vector.sub(this.position, this.vertices[this.closestVertex1])), -13)
Matter.Body.setVelocity(mob[mob.length - 1], {
x: this.velocity.x + velocity.x,
y: this.velocity.y + velocity.y
@@ -5482,14 +5543,29 @@ const spawn = {
// }
}
}
if (this.isInvulnerable) {
ctx.beginPath();
let vertices = this.vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.lineWidth = 20;
ctx.strokeStyle = "rgba(255,255,255,0.7)";
ctx.stroke();
}
};
//extra space to give head room
angle -= 0.1
mag -= 10
let previousTailID = 0
for (let i = 0; i < nodes; ++i) {
angle -= 0.15 + i * 0.008
mag -= 5
spawn.snakeBody(x + mag * Math.cos(angle), y + mag * Math.sin(angle), 20);
if (i === 0) mob[mob.length - 1].snakeHeadID = me.id
mob[mob.length - 1].previousTailID = previousTailID
previousTailID = mob[mob.length - 1].id
}
this.constrain2AdjacentMobs(nodes, Math.random() * 0.06 + 0.01);
@@ -5530,36 +5606,46 @@ const spawn = {
mobs.spawn(x + mag * Math.cos(angle), y + mag * Math.sin(angle), 8, radius, color1); //"rgb(55,170,170)"
let me = mob[mob.length - 1];
me.isBoss = true;
me.accelMag = 0.00077 * simulation.accelScale;
me.accelMag = 0.0004 + 0.0003 * Math.sqrt(simulation.accelScale)
me.memory = 250;
me.laserRange = 500;
Matter.Body.setDensity(me, 0.00165 + 0.00011 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
me.startingDamageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.damageReduction = 0
me.isInvulnerable = true
me.onDeath = function() {
powerUps.spawnBossPowerUp(this.position.x, this.position.y)
for (let i = 0; i < mob.length; i++) { //wake up tail mobs
if (mob[i].isSnakeTail && mob[i].alive) {
mob[i].isSnakeTail = false;
mob[i].do = mob[i].doActive
// mob[i].removeConsBB();
}
}
};
me.damageReduction = 0.25 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.do = function() {
// this.armor();
this.seePlayerByHistory()
this.checkStatus();
this.attraction();
this.harmZone();
if (this.isInvulnerable) {
ctx.beginPath();
let vertices = this.vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1; j < vertices.length; j++) ctx.lineTo(vertices[j].x, vertices[j].y);
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.lineWidth = 20;
ctx.strokeStyle = "rgba(255,255,255,0.7)";
ctx.stroke();
}
};
//extra space to give head room
angle -= 0.1
mag -= 10
let previousTailID = 0
for (let i = 0; i < nodes; ++i) {
angle -= 0.15 + i * 0.008
mag -= 5
spawn.snakeBody(x + mag * Math.cos(angle), y + mag * Math.sin(angle), 20);
if (i === 0) mob[mob.length - 1].snakeHeadID = me.id
mob[mob.length - 1].previousTailID = previousTailID
previousTailID = mob[mob.length - 1].id
}
this.constrain2AdjacentMobs(nodes, Math.random() * 0.06 + 0.01);
for (let i = mob.length - 1, len = i - nodes; i > len; i--) { //set alternating colors
@@ -5595,23 +5681,23 @@ const spawn = {
let me = mob[mob.length - 1];
me.collisionFilter.mask = cat.bullet | cat.player | cat.mob //| cat.body
me.accelMag = 0.0006 * simulation.accelScale;
me.leaveBody = false;
me.leaveBody = Math.random() < 0.33 ? true : false;
me.showHealthBar = false;
me.isDropPowerUp = false;
// Matter.Body.setDensity(me, 0.00004); //normal is 0.001
Matter.Body.setDensity(me, 0.003); //normal is 0.001
me.frictionAir = 0.015;
me.isSnakeTail = true;
me.stroke = "transparent"
me.onDeath = function() {
// if (this.isSnakeTail) { //wake up tail mobs
// for (let i = 0; i < mob.length; i++) {
// if (mob[i].isSnakeTail && mob[i].alive) {
// mob[i].isSnakeTail = false;
// mob[i].do = mob[i].doActive
// mob[i].removeConsBB();
// }
// }
// }
setTimeout(() => {
for (let i = 0, len = mob.length; i < len; i++) {
if (this.id === mob[i].previousTailID && mob[i].alive) mob[i].death()
if (this.snakeHeadID === mob[i].id) {
mob[i].isInvulnerable = false
mob[i].damageReduction = mob[i].startingDamageReduction
}
}
}, 150);
};
me.do = function() {
this.checkStatus();
@@ -5666,7 +5752,7 @@ const spawn = {
me.stroke = "rgb(220,220,255)";
Matter.Body.setDensity(me, 0.00001) //very low density to not mess with the original mob's motion
me.shield = true;
me.damageReduction = 0.075 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.damageReduction = 0.05 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
me.isUnblockable = true
me.isExtraShield = isExtraShield //this prevents spamming with tech.isShieldAmmo
me.collisionFilter.category = cat.mobShield