laser and pulse combined, heal effect difficulty balance, custom mode bug fix
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@@ -40,7 +40,6 @@ const powerUps = {
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},
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effect() {
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let heal = ((this.size / 40) ** 2)
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heal /= (0.95 + game.difficulty * 0.01)
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heal = Math.min(mech.maxHealth - mech.health, heal)
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if (b.isModRecursiveHealing) heal *= 2
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mech.addHealth(heal);
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@@ -290,10 +289,10 @@ const powerUps = {
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if (mech.fieldMode === 0) {
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powerUps.spawn(x, y, "field")
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if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "field")
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} else if (Math.random() < 0.5) {
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} else if (Math.random() < 0.55) {
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powerUps.spawn(x, y, "mod")
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if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "mod")
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} else if (Math.random() < 0.3) {
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} else if (Math.random() < 0.2) {
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powerUps.spawn(x, y, "gun")
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if (Math.random() < b.modMoreDrops) powerUps.spawn(x, y, "gun")
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} else if (Math.random() < 0.1) {
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