particle collider
tech: particle collider - in pause menu clicking a tech ejects it (5% chance to lose the power up and convert into energy) (also works on testing without the tech) growBoss no longer goes invulnerable bounceBoss bullets (on reactor map) do 33% less damage move 50% slower, so they don't fill the entire map ground state reworked: reduce passive energy regen by 66%, increase max energy by 200 electronegativity: increase damage by 1% for every 9 -> 8 energy acetone peroxide does 300 -> 200% more self harm from explosions predator renamed parasitism
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@@ -174,7 +174,7 @@ 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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obj.beforeDmg(mob[k]); //some bullets do actions when they hits things, like despawn //forces don't seem to work here
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let dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
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let dmg = m.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
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if (tech.isCrit && mob[k].isStunned) dmg *= 4
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// console.log(dmg)
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mob[k].damage(dmg);
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@@ -195,7 +195,7 @@ function collisionChecks(event) {
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if (obj.classType === "body" && obj.speed > 6) {
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const v = Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity));
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if (v > 9) {
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let dmg = tech.blockDamage * b.dmgScale * v * obj.mass * (tech.isMobBlockFling ? 2.5 : 1) * (tech.isBlockRestitution ? 2.5 : 1);
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let dmg = tech.blockDamage * m.dmgScale * v * obj.mass * (tech.isMobBlockFling ? 2.5 : 1) * (tech.isBlockRestitution ? 2.5 : 1);
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if (mob[k].isShielded) dmg *= 0.7
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// console.log(dmg)
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mob[k].damage(dmg, true);
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