sat map balance, wording drone mod
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@@ -146,14 +146,25 @@ const b = {
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},
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{
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name: "high explosives", //15
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description: "the radius of <strong class='color-e'>explosions</strong> are +20% <strong>larger</strong><br>immune to <strong>harm</strong> from <strong class='color-e'>explosions</strong>",
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description: "the radius of <strong class='color-e'>explosions</strong> are +25% <strong>larger</strong>",
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maxCount: 3,
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count: 0,
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allowed() {
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return true
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},
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effect: () => {
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b.modExplosionRadius += 0.2;
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b.modExplosionRadius += 0.25;
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}
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},
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{
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name: "electric reactive armour", //15
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description: "<strong class='color-e'>explosions</strong> drain <strong class='color-f'>energy</strong> instead of doing <strong>harm</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return (b.modExplosionRadius > 1) ? true : false;
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},
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effect: () => {
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b.isModImmuneExplosion = true;
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}
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},
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@@ -454,7 +465,7 @@ const b = {
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}
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},
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{
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name: "accelerated drones", //7
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name: "brushless motors", //7
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description: "your <strong>drones</strong> accelerate 50% <strong>faster</strong>",
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maxCount: 1,
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count: 0,
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@@ -660,8 +671,13 @@ const b = {
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//player damage and knock back
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sub = Vector.sub(where, player.position);
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dist = Vector.magnitude(sub);
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if (dist < radius) {
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if (!b.isModImmuneExplosion) mech.damage(radius * 0.0002);
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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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}
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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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player.force.y += knock.y;
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