working on wave beam balance
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@@ -485,7 +485,7 @@ const b = {
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},
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effect: () => {
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b.isModNoAmmo = true;
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for (let i = 0; i < 6; i++) { // spawn new mods
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for (let i = 0; i < 6; i++) { //if you change the six also change it in Born rule
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powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
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if (Math.random() < b.isModBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
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}
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@@ -516,7 +516,9 @@ const b = {
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return (b.modCount > 6)
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},
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effect: () => {
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for (let i = 0; i < b.modCount; i++) { // spawn new mods
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let count = b.modCount
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if (b.isModNoAmmo) count - 6 //remove the 6 bonus mods when getting rid of leveraged investment
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for (let i = 0; i < count; i++) { // spawn new mods
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powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
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}
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b.setModDefaults(); // remove all mods
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@@ -1549,7 +1551,7 @@ const b = {
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});
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World.add(engine.world, bullet[me]); //add bullet to world
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mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 8 : 4) * b.modFireRate); // cool down
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const SPEED = mech.crouch ? 5.2 : 4.5;
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const SPEED = 8.5;
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Matter.Body.setVelocity(bullet[me], {
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x: SPEED * Math.cos(dir),
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y: SPEED * Math.sin(dir)
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@@ -1561,7 +1563,6 @@ const b = {
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// bullet[me].direction = Vector.perp(bullet[me].velocity)
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// }
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World.add(engine.world, bullet[me]); //add bullet to world
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}
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},
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{
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@@ -1662,7 +1663,8 @@ const b = {
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}
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}
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}
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}, {
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},
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{
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name: "flak",
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description: "fire a cluster of short range projectiles<br><strong class='color-e'>explodes</strong> on contact or after half a second",
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ammo: 0,
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@@ -1706,7 +1708,8 @@ const b = {
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}
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}
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}
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}, {
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},
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{
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name: "grenades", //7
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description: "lob a single bouncy projectile<br><strong class='color-e'>explodes</strong> on contact or after one second",
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ammo: 0,
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@@ -1735,7 +1738,8 @@ const b = {
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this.force.y += this.mass * 0.0025;
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};
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}
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}, {
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},
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{
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name: "vacuum bomb", //8
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description: "fire a bomb that <strong>sucks</strong> before <strong class='color-e'>exploding</strong><br>click left mouse again to <strong>detonate</strong>",
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ammo: 0,
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@@ -1841,7 +1845,8 @@ const b = {
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}
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}
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}
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}, {
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},
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{
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name: "mine", //9
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description: "toss a <strong>proximity</strong> mine that <strong>sticks</strong> to walls<br>fires <strong>nails</strong> at enemies within range",
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ammo: 0,
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