rebalancing why
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@@ -257,7 +257,7 @@ const b = {
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},
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effect() {
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b.isModDroneOnDamage = true;
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for (let i = 0; i < 3; i++) {
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for (let i = 0; i < 4; i++) {
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b.drone() //spawn drone
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}
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}
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@@ -696,7 +696,7 @@ const b = {
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if (!b.isModImmuneExplosion && mech.fieldMeter > 0.1) {
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mech.damage(radius * 0.0002);
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} else {
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mech.fieldMeter -= radius * 0.0006
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mech.fieldMeter -= Math.max(radius * 0.0006, 0.1)
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}
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knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass / 30);
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player.force.x += knock.x;
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@@ -1305,34 +1305,33 @@ const b = {
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name: "shotgun", //1
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description: "fire a <strong>burst</strong> of short range bullets<br><em>crouch to reduce recoil</em>",
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ammo: 0,
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ammoPack: 6,
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ammoPack: 8,
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have: false,
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isStarterGun: true,
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fire() {
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mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 50 : 35) * b.modFireRate); // cool down
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mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 55 : 30) * b.modFireRate); // cool down
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b.muzzleFlash(35);
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// mobs.alert(650);
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const side = 11 * b.modBulletSize
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for (let i = 0; i < 9; i++) {
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const side = 13 * b.modBulletSize
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for (let i = 0; i < 11; i++) {
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const me = bullet.length;
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const dir = mech.angle + (Math.random() - 0.5) * (mech.crouch ? 0.22 : 0.7)
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const dir = mech.angle + (Math.random() - 0.5) * (mech.crouch ? 0.35 : 1.1)
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bullet[me] = Bodies.rectangle(mech.pos.x + 35 * Math.cos(mech.angle) + 15 * (Math.random() - 0.5), mech.pos.y + 35 * Math.sin(mech.angle) + 15 * (Math.random() - 0.5), side, side, b.fireAttributes(dir));
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World.add(engine.world, bullet[me]); //add bullet to world
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const SPEED = 40 + Math.random() * 11
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const SPEED = 50 + Math.random() * 10
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Matter.Body.setVelocity(bullet[me], {
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x: SPEED * Math.cos(dir),
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y: SPEED * Math.sin(dir)
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});
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bullet[me].endCycle = game.cycle + 55
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bullet[me].frictionAir = 0.03;
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bullet[me].frictionAir = 0.04;
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bullet[me].do = function () {
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this.force.y += this.mass * 0.001;
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};
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}
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//knock back
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const KNOCK = ((mech.crouch) ? 0.013 : 0.15) * b.modBulletSize * b.modBulletSize
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const KNOCK = ((mech.crouch) ? 0.01 : 0.08) * b.modBulletSize * b.modBulletSize
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player.force.x -= KNOCK * Math.cos(mech.angle)
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player.force.y -= KNOCK * Math.sin(mech.angle) * 0.3 //reduce knock back in vertical direction to stop super jumps
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}
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