diffuse beam optimizations
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34
js/tech.js
34
js/tech.js
@@ -2092,6 +2092,23 @@ const tech = {
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tech.isAoESlow = false
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}
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},
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{
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name: "radioactive contamination",
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description: "after a mob or shield <strong>dies</strong>,<br> leftover <strong class='color-p'>radiation</strong> <strong>spreads</strong> to a nearby mob",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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allowed() {
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return tech.haveGunCheck("flechettes") || tech.isNailPoison || tech.isWormholeDamage || tech.isNeutronBomb
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},
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requires: "radiation damage source",
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effect() {
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tech.isRadioactive = true
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},
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remove() {
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tech.isRadioactive = false
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}
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},
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{
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name: "anti-shear topology",
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description: "some <strong>bullets</strong> last <strong>30% longer</strong><br><em style = 'font-size: 83%'>drones, spores, missiles, foam, wave, neutron</em>",
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@@ -2452,23 +2469,6 @@ const tech = {
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tech.isFlechetteExplode = false
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}
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},
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{
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name: "radioactive contamination",
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description: "after a mob or shield <strong>dies</strong>,<br> leftover <strong class='color-p'>radiation</strong> <strong>spreads</strong> to a nearby mob",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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allowed() {
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return tech.haveGunCheck("flechettes") || tech.isNailPoison || tech.isWormholeDamage || tech.isNeutronBomb
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},
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requires: "radiation damage source",
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effect() {
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tech.isRadioactive = true
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},
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remove() {
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tech.isRadioactive = false
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}
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},
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{
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name: "piercing needles",
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description: "<strong>needles</strong> penetrate <strong>mobs</strong> and <strong>blocks</strong><br>potentially hitting <strong>multiple</strong> targets",
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