acid mod only active when above 90% health
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@@ -175,7 +175,7 @@ function collisionChecks(event) {
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//mob + bullet collisions
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if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
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// const dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)));
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let dmg = b.dmgScale * (obj.dmg + b.modExtraDmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
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let dmg = b.dmgScale * (obj.dmg + b.modAcidDmg * b.isModAcidDmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
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if (b.isModCrit && !mob[k].seePlayer.recall && !mob[k].shield) dmg *= 5
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mob[k].foundPlayer();
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mob[k].damage(dmg);
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@@ -193,7 +193,7 @@ function collisionChecks(event) {
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if (obj.classType === "body" && obj.speed > 5) {
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const v = Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity));
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if (v > 8) {
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let dmg = b.dmgScale * (b.modExtraDmg + v * Math.sqrt(obj.mass) * 0.07);
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let dmg = b.dmgScale * (b.modAcidDmg * b.isModAcidDmg + v * Math.sqrt(obj.mass) * 0.07);
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mob[k].damage(dmg);
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if (mob[k].distanceToPlayer2() < 1000000) mob[k].foundPlayer();
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game.drawList.push({
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