text aliases for adding powerups
text aliases for adding powerups phase field deaggros more cleanly working on ground stomp
This commit is contained in:
@@ -34,6 +34,7 @@ const b = {
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modBlockDmg: null,
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isModPiezo: null,
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isModFastDrones: null,
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isModStomp: null,
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setModDefaults() {
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b.modCount = 0;
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b.modFireRate = 1;
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@@ -66,6 +67,7 @@ const b = {
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b.modCollisionImmuneCycles = 30;
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b.modBlockDmg = 0;
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b.isModPiezo = false;
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b.isModStomp = false;
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mech.Fx = 0.015;
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mech.jumpForce = 0.38;
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mech.maxHealth = 1;
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@@ -84,7 +86,7 @@ const b = {
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}
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},
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mods: [{
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name: "depleted uranium rounds", //0
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name: "depleted uranium rounds",
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description: `your <strong>bullets</strong> are +13% larger<br>increased mass and physical <strong class='color-d'>damage</strong>`,
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count: 0,
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maxCount: 9,
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@@ -96,7 +98,7 @@ const b = {
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}
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},
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{
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name: "fluoroantimonic acid", //1
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name: "fluoroantimonic acid",
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description: "each <strong>bullet</strong> does extra chemical <strong class='color-d'>damage</strong><br>only <strong>active</strong> when you are above <strong>90% health</strong>",
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maxCount: 1,
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count: 0,
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@@ -109,7 +111,7 @@ const b = {
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}
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},
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{
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name: "fracture analysis", //2
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name: "fracture analysis",
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description: "<strong>5x</strong> physical <strong class='color-d'>damage</strong> to unaware enemies<br><em>unaware enemies don't have a health bar</em>",
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maxCount: 1,
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count: 0,
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@@ -121,7 +123,7 @@ const b = {
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}
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},
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{
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name: "kinetic bombardment", //3
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name: "kinetic bombardment",
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description: "do up to 33% more <strong class='color-d'>damage</strong> at a distance<br><em>increase maxes out at about 40 steps away</em>",
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maxCount: 1,
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count: 0,
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@@ -133,7 +135,7 @@ const b = {
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}
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},
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{
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name: "quasistatic equilibrium", //4
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name: "quasistatic equilibrium",
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description: "do extra <strong class='color-d'>damage</strong> at low health<br><em>up to 50% increase when near death</em>",
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maxCount: 1,
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count: 0,
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@@ -145,7 +147,7 @@ const b = {
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}
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},
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{
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name: "high explosives", //15
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name: "high explosives",
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description: "the radius of <strong class='color-e'>explosions</strong> are +25% <strong>larger</strong>",
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maxCount: 3,
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count: 0,
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@@ -157,7 +159,7 @@ const b = {
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}
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},
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{
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name: "electric reactive armour", //15
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name: "electric reactive armour",
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description: "<strong class='color-e'>explosions</strong> drain <strong class='color-f'>energy</strong> instead of doing <strong>harm</strong>",
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maxCount: 1,
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count: 0,
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@@ -169,7 +171,7 @@ const b = {
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}
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},
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{
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name: "auto-loading heuristics", //5
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name: "auto-loading heuristics",
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description: "your <strong>delay</strong> after firing is +14% <strong>shorter</strong>",
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maxCount: 3,
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count: 0,
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@@ -181,7 +183,7 @@ const b = {
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}
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},
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{
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name: "desublimated ammunition", //6
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name: "desublimated ammunition",
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description: "use 50% less <strong>ammo</strong> when <strong>crouching</strong>",
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maxCount: 1,
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count: 0,
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@@ -193,7 +195,7 @@ const b = {
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}
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},
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{
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name: "Lorentzian topology", //7
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name: "Lorentzian topology",
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description: "your <strong>bullets</strong> last +33% <strong>longer</strong>",
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maxCount: 3,
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count: 0,
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@@ -205,7 +207,7 @@ const b = {
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}
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},
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{
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name: "zoospore vector", //8
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name: "zoospore vector",
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description: "enemies discharge <strong style='letter-spacing: 2px;'>spores</strong> on <strong>death</strong><br>+11% chance",
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maxCount: 9,
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count: 0,
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@@ -220,7 +222,7 @@ const b = {
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}
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},
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{
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name: "laser-bot", //10
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name: "laser-bot",
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description: "a bot <strong>defends</strong> the space around you<br>uses a <strong>short range</strong> laser that drains <strong class='color-f'>energy</strong>",
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maxCount: 9,
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count: 0,
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@@ -233,7 +235,7 @@ const b = {
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}
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},
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{
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name: "nail-bot", //11
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name: "nail-bot",
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description: "a bot fires <strong>nails</strong> at targets in line of sight",
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maxCount: 9,
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count: 0,
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@@ -246,7 +248,7 @@ const b = {
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}
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},
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{
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name: "ablative synthesis", //9
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name: "ablative synthesis",
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description: "rebuild your broken parts as <strong>drones</strong><br>chance to occur after being <strong>harmed</strong>",
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maxCount: 1,
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count: 0,
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@@ -261,7 +263,7 @@ const b = {
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}
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},
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{
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name: "bremsstrahlung radiation", //13
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name: "bremsstrahlung radiation",
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description: "when your <strong>field blocks</strong> it also does <strong class='color-d'>damage</strong>",
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maxCount: 9,
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count: 0,
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@@ -273,7 +275,7 @@ const b = {
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}
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},
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{
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name: "entanglement", //16
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name: "entanglement",
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description: "using your first gun reduces <strong>harm</strong><br>scales by <strong>10%</strong> for each gun in your inventory",
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maxCount: 1,
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count: 0,
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@@ -285,7 +287,7 @@ const b = {
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}
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},
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{
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name: "squirrel-cage rotor", //27
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name: "squirrel-cage rotor",
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description: "<strong>jump</strong> higher and <strong>move</strong> faster<br>reduced <strong>harm</strong> from <strong>falling</strong> ",
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maxCount: 1,
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count: 0,
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@@ -298,8 +300,20 @@ const b = {
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mech.jumpForce = 0.38 * 1.1;
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}
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},
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// {
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// name: "ground stomp",
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// description: "hard landings release <strong>spores</strong>",
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// maxCount: 1,
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// count: 0,
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// allowed() {
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// return b.modSquirrelFx === 1.2 ? true : false;
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// },
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// effect() {
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// b.isModStomp = true
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// }
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// },
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{
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name: "Pauli exclusion", //12
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name: "Pauli exclusion",
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description: "unable to <strong>collide</strong> with enemies for +2 second<br>activates after being <strong>harmed</strong> from a collision",
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maxCount: 9,
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count: 0,
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@@ -312,7 +326,7 @@ const b = {
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}
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},
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{
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name: "annihilation", //14
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name: "annihilation",
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description: "after <strong>touching</strong> enemies, they are annihilated",
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maxCount: 1,
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count: 0,
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@@ -324,7 +338,7 @@ const b = {
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}
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},
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{
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name: "piezoelectricity", //17
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name: "piezoelectricity",
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description: "<strong>colliding</strong> with enemies fills your <strong class='color-f'>energy</strong>",
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maxCount: 1,
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count: 0,
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@@ -337,7 +351,7 @@ const b = {
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}
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},
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{
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name: "energy conservation", //18
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name: "energy conservation",
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description: "gain <strong class='color-f'>energy</strong> proportional to <strong class='color-d'>damage</strong> done",
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maxCount: 3,
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count: 0,
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@@ -350,7 +364,7 @@ const b = {
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}
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},
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{
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name: "entropy exchange", //19
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name: "entropy exchange",
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description: "<strong class='color-h'>heal</strong> proportional to <strong class='color-d'>damage</strong> done",
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maxCount: 3,
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count: 0,
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@@ -362,7 +376,7 @@ const b = {
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}
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},
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{
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name: "overcharge", //20
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name: "overcharge",
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description: "charge <strong class='color-f'>energy</strong> <strong>+33%</strong> beyond your <strong>maximum</strong>",
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maxCount: 9,
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count: 0,
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@@ -375,7 +389,7 @@ const b = {
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}
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},
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{
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name: "supersaturation", //21
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name: "supersaturation",
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description: "<strong class='color-h'>heal</strong> <strong>+33%</strong> beyond your <strong>max health</strong>",
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maxCount: 9,
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count: 0,
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@@ -388,7 +402,7 @@ const b = {
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}
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},
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{
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name: "recursive healing", //22
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name: "recursive healing",
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description: "<strong class='color-h'>healing</strong> power ups trigger one extra time.",
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maxCount: 9,
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count: 0,
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@@ -400,7 +414,7 @@ const b = {
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}
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},
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{
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name: "mass-energy equivalence", //23
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name: "mass-energy equivalence",
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description: "power ups fill your <strong class='color-f'>energy</strong> and <strong class='color-h'>heal</strong> for +5%",
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maxCount: 1,
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count: 0,
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@@ -413,7 +427,7 @@ const b = {
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}
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},
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{
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name: "quantum immortality", //28
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name: "quantum immortality",
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description: "after <strong>dying</strong>, continue in an <strong>alternate reality</strong><br><em>guns, ammo, field, and mods are randomized</em>",
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maxCount: 1,
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count: 0,
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@@ -425,7 +439,7 @@ const b = {
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}
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},
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{
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name: "Bayesian inference", //25
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name: "Bayesian inference",
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description: "<strong>20%</strong> chance for double <strong>power ups</strong> to drop<br>one fewer <strong>choice</strong> when selecting <strong>power ups</strong>",
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maxCount: 1,
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count: 0,
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@@ -437,7 +451,7 @@ const b = {
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}
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},
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{
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name: "+1 cardinality", //24
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name: "+1 cardinality",
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description: "one extra <strong>choice</strong> when selecting <strong>power ups</strong>",
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maxCount: 1,
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count: 0,
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@@ -449,7 +463,7 @@ const b = {
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}
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},
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{
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name: "Born rule", //26
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name: "Born rule",
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description: "<strong>remove</strong> all current <strong class='color-m'>mods</strong><br>spawn new <strong class='color-m'>mods</strong> to replace them",
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maxCount: 1,
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count: 0,
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@@ -465,7 +479,7 @@ const b = {
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}
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},
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{
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name: "brushless motors", //7
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name: "brushless motors",
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description: "your <strong>drones</strong> accelerate 40% <strong>faster</strong>",
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maxCount: 1,
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count: 0,
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@@ -491,6 +505,12 @@ const b = {
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b.giveMod(newMod)
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}
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} else {
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if (isNaN(index)) { //find index by name
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for (let i = 0; i < b.mods.length; i++) {
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if (index === b.mods[i].name) index = i
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}
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}
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b.mods[index].effect(); //give specific mod
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b.mods[index].count++
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b.modCount++ //used in power up randomization
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@@ -1246,6 +1266,12 @@ const b = {
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b.guns[i].ammo = Math.floor(b.guns[i].ammoPack * ammoPacks);
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}
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} else {
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if (isNaN(gun)) { //find gun by name
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for (let i = 0; i < b.guns.length; i++) {
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if (gun === b.guns[i].name) gun = i
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}
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}
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if (!b.guns[gun].have) b.inventory.push(gun);
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if (b.activeGun === null) b.activeGun = gun //if no active gun switch to new gun
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b.guns[gun].have = true;
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