level clean ups rooftops, office
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@@ -466,7 +466,7 @@ const b = {
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},
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{
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name: "Pauli exclusion",
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description: `unable to <strong>collide</strong> with enemies for <strong>+2</strong> seconds<br>activates after being <strong>harmed</strong> from a collision`,
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description: `unable to <strong>collide</strong> with enemies for <strong>+1</strong> second<br>activates after being <strong>harmed</strong> from a collision`,
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -474,7 +474,7 @@ const b = {
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},
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requires: "",
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effect() {
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b.modCollisionImmuneCycles += 120;
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b.modCollisionImmuneCycles += 60;
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mech.collisionImmune = mech.cycle + b.modCollisionImmuneCycles; //player is immune to collision damage for 30 cycles
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},
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remove() {
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@@ -542,7 +542,7 @@ const b = {
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requires: "",
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effect() {
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b.isModPiezo = true;
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mech.fieldMeter = mech.fieldEnergyMax;
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mech.energy = mech.fieldEnergyMax;
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},
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remove() {
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b.isModPiezo = false;
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@@ -559,7 +559,7 @@ const b = {
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requires: "",
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effect() {
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b.modEnergySiphon += 0.15;
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mech.fieldMeter = mech.fieldEnergyMax
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mech.energy = mech.fieldEnergyMax
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},
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remove() {
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b.modEnergySiphon = 0;
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@@ -592,7 +592,7 @@ const b = {
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requires: "",
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effect() {
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mech.fieldEnergyMax += 0.5
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mech.fieldMeter += 0.5
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mech.energy += 0.5
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},
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remove() {
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mech.fieldEnergyMax = 1;
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@@ -642,7 +642,7 @@ const b = {
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requires: "",
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effect: () => {
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b.isModMassEnergy = true // used in mech.grabPowerUp
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mech.fieldMeter = mech.fieldEnergyMax * 2
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mech.energy = mech.fieldEnergyMax * 2
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},
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remove() {
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b.isModMassEnergy = false;
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@@ -1176,8 +1176,8 @@ const b = {
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if (dist < radius) {
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if (b.isModImmuneExplosion) {
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const drain = Math.max(radius * 0.0006, 0.2)
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if (mech.fieldMeter > drain) {
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mech.fieldMeter -= drain
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if (mech.energy > drain) {
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mech.energy -= drain
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} else {
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mech.damage(radius * 0.0001); //do half damage if have the mod, but out of mana
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}
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@@ -1685,8 +1685,8 @@ const b = {
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}
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//hit target with laser
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if (this.lockedOn && this.lockedOn.alive && mech.fieldMeter > 0.15) {
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mech.fieldMeter -= 0.0014
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if (this.lockedOn && this.lockedOn.alive && mech.energy > 0.15) {
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mech.energy -= 0.0014
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//make sure you can still see vertex
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const DIST = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.position));
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if (DIST - this.lockedOn.radius < this.range + 150 &&
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@@ -2518,13 +2518,13 @@ const b = {
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mob[i].force.y += 1.5 * FORCE.y;
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}
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}
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} else if (mech.fieldMeter > 0.005) { // charging on mouse down
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} else if (mech.energy > 0.005) { // charging on mouse down
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mech.fireCDcycle = Infinity //can't fire until mouse is released
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const lastCharge = this.charge
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let chargeRate = (mech.crouch) ? 0.975 : 0.987
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chargeRate *= Math.pow(b.modFireRate, 0.04)
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this.charge = this.charge * chargeRate + (1 - chargeRate) // this.charge converges to 1
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mech.fieldMeter -= (this.charge - lastCharge) * 0.28 //energy drain is proportional to charge gained, but doesn't stop normal mech.fieldRegen
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mech.energy -= (this.charge - lastCharge) * 0.28 //energy drain is proportional to charge gained, but doesn't stop normal mech.fieldRegen
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//draw targeting
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let best;
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@@ -2649,10 +2649,10 @@ const b = {
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fire() {
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const reflectivity = 1 - 1 / (b.modLaserReflections * 1.5)
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let damage = b.dmgScale * b.modLaserDamage
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if (mech.fieldMeter < b.modLaserFieldDrain) {
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if (mech.energy < b.modLaserFieldDrain) {
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mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy
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} else {
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mech.fieldMeter -= mech.fieldRegen + b.modLaserFieldDrain
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mech.energy -= mech.fieldRegen + b.modLaserFieldDrain
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let best = {
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x: null,
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y: null,
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@@ -2878,8 +2878,8 @@ const b = {
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}
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//use energy to explode
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const energy = 0.3 * Math.min(mech.fieldMeter, 1.75)
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mech.fieldMeter -= energy
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const energy = 0.3 * Math.min(mech.energy, 1.75)
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mech.energy -= energy
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if (best.who) b.explosion(path[1], 1000 * energy)
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mech.fireCDcycle = mech.cycle + Math.floor(60 * b.modFireRate); // cool down
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