ionization energy
mod: ionization energy - heal power ups give you 4% max energy requires mass-energy equivalence mod: discrete optimization - 50% damage and 50% slow fire rotates requires cloaking field
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@@ -172,8 +172,8 @@ function collisionChecks(event) {
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y: mob[k].velocity.y - 8 * Math.sin(angle)
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});
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if (mod.isAnnihilation && !mob[k].shield && !mob[k].isShielded && mech.energy > 0.33) {
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mech.energy -= 0.33
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if (mod.isAnnihilation && !mob[k].shield && !mob[k].isShielded && mech.energy > 0.34 * mech.maxEnergy) {
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mech.energy -= 0.33 * mech.maxEnergy
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mech.immuneCycle = 0; //player doesn't go immune to collision damage
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mob[k].death();
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game.drawList.push({
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@@ -200,8 +200,7 @@ 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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let dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
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// console.log(mob[k].seePlayer.recall)
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if (mod.isCrit && mob[k].isStunned) dmg *= 5
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if (mod.isCrit && mob[k].isStunned) dmg *= 4
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mob[k].foundPlayer();
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mob[k].damage(dmg);
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obj.onDmg(mob[k]); //some bullets do actions when they hits things, like despawn //forces don't seem to work here
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