foam wall collisions, Bayesian one choice
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10
js/mobs.js
10
js/mobs.js
@@ -953,8 +953,14 @@ const mobs = {
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if (b.isModFarAwayDmg) dmg *= 1 + Math.sqrt(Math.max(500, Math.min(3000, this.distanceToPlayer())) - 500) * 0.0067 //up to 50% dmg at max range of 3500
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//energy and heal drain should be calculated after damage boosts
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if (b.modEnergySiphon && dmg !== Infinity) mech.energy += Math.min(this.health, dmg) * b.modEnergySiphon
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if (b.modHealthDrain && dmg !== Infinity) mech.addHealth(Math.min(this.health, dmg) * b.modHealthDrain)
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if (b.modEnergySiphon && dmg !== Infinity) {
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mech.energy += Math.min(this.health, dmg) * b.modEnergySiphon
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if (mech.energy > mech.maxEnergy) mech.energy = mech.maxEnergy
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}
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if (b.modHealthDrain && dmg !== Infinity) {
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mech.addHealth(Math.min(this.health, dmg) * b.modHealthDrain)
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if (mech.health > mech.maxHealth) mech.health = mech.maxHealth
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}
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this.health -= dmg
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//this.fill = this.color + this.health + ')';
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this.onDamage(dmg); //custom damage effects
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