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degrading spawner faction spitters
This commit is contained in:
parent
a910db6448
commit
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@ -1,11 +1,12 @@
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---------------------------------------------------------------------------------------------------
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Version: 0.16.19
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Date: 2. 05. 2018
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Date: 2. 09. 2018
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Features:
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- Blockable projectiles, most projectiles will be stop by walls and other objects
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- Rocket launches now agitate biters
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Improvements:
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- Switched linear tier generation from rounding using ceiling to nearest number
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- Spawner faction spitters now degrade when attacking and check buildability for units to prevent infinite biter masses when attacking
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Bugfixes:
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- Added check for null group (https://github.com/veden/Rampant/issues/16)
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@ -365,6 +365,329 @@ buildUnits(
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SPAWNER_UNIT_TIERS
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)
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buildUnits(
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{
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name = "spawner-worm-drone",
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attributes = {
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followsPlayer = false
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},
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attack = {
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checkBuildability = true,
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softSmokeName = softSmoke
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},
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death = function (attack, attributes)
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return {
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{
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type = "cluster",
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cluster_count = attack.clusters,
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distance = attack.clusterDistance,
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distance_deviation = 3,
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action_delivery =
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{
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type = "projectile",
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projectile = createCapsuleProjectile("spawner-drone-sub" .. attributes.tier,
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attack,
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"spawner-biter" .. attributes.tier .. "-rampant"),
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direction_deviation = 0.6,
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starting_speed = 0.25,
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max_range = attack.range,
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starting_speed_deviation = 0.3
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}
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}
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}
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end,
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scales = {
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[1] = 0.5,
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[2] = 0.5,
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[3] = 0.6,
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[4] = 0.6,
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[5] = 0.7,
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[6] = 0.7,
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[7] = 0.8,
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[8] = 0.8,
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[9] = 0.9,
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[10] = 0.9
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},
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resistances = {},
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type = "drone",
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attackName = "spawner-drone",
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tint = {r=1, g=0, b=1, a=1},
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pTint = {r=1, g=0, b=1, a=1},
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sTint = {r=1, g=0, b=1, a=1},
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dTint = {r=1, g=0, b=1, a=1}
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},
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function (attack)
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return {
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type = "projectile",
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ammo_category = "bullet",
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cooldown = attack.cooldown or 20,
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projectile_center = {0, 1},
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projectile_creation_distance = 0.6,
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range = attack.range or 15,
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sound = biterAttackSounds(),
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ammo_type =
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{
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category = "bullet",
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action =
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{
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type = "direct",
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action_delivery =
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{
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type = "instant",
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damage = { damage = 0, damageType = "acid" }
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}
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}
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}
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}
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end,
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{
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{
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type = "attribute",
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name = "health",
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[1] = 100,
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[2] = 100,
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[3] = 110,
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[4] = 110,
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[5] = 120,
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[6] = 120,
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[7] = 130,
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[8] = 130,
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[9] = 140,
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[10] = 140
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},
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{
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type = "attack",
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name = "startingSpeed",
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[1] = 0.25,
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[2] = 0.25,
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[3] = 0.27,
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[4] = 0.27,
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[5] = 0.29,
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[6] = 0.29,
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[7] = 0.31,
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[8] = 0.31,
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[9] = 0.33,
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[10] = 0.33
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},
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{
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type = "attack",
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name = "clusterDistance",
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[1] = 3,
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[2] = 3,
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[3] = 4,
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[4] = 4,
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[5] = 5,
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[6] = 5,
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[7] = 6,
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[8] = 6,
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[9] = 7,
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[10] = 7
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},
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{
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type = "attack",
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name = "clusters",
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min = 2,
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[1] = 5,
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[2] = 5,
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[3] = 6,
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[4] = 6,
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[5] = 7,
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[6] = 7,
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[7] = 8,
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[8] = 8,
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[9] = 9,
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[10] = 9
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},
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{
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type = "attack",
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name = "cooldown",
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[1] = 100,
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[2] = 100,
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[3] = 97,
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[4] = 97,
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[5] = 95,
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[6] = 95,
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[7] = 93,
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[8] = 93,
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[9] = 90,
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[10] = 90
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},
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{
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type = "attribute",
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name = "ttl",
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[1] = 400,
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[2] = 400,
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[3] = 450,
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[4] = 450,
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[5] = 500,
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[6] = 500,
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[7] = 550,
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[8] = 550,
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[9] = 600,
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[10] = 600
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},
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{
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type = "attack",
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name = "damage",
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[1] = 2,
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[2] = 4,
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[3] = 7,
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[4] = 13,
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[5] = 15,
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[6] = 18,
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[7] = 22,
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[8] = 28,
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[9] = 35,
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[10] = 40
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},
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{
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type = "attribute",
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name = "healing",
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[1] = 0.01,
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[2] = 0.01,
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[3] = 0.015,
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[4] = 0.02,
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[5] = 0.05,
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[6] = 0.075,
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[7] = 0.1,
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[8] = 0.12,
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[9] = 0.14,
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[10] = 0.16
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},
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{
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type = "attribute",
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name = "movement",
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[1] = 0.01,
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[2] = 0.01,
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[3] = 0.02,
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[4] = 0.02,
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[5] = 0.03,
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[6] = 0.03,
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[7] = 0.04,
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[8] = 0.04,
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[9] = 0.05,
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[10] = 0.05
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},
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{
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type = "attribute",
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name = "distancePerFrame",
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[1] = 0.013,
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[2] = 0.013,
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[3] = 0.014,
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[4] = 0.014,
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[5] = 0.015,
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[6] = 0.015,
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[7] = 0.016,
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[8] = 0.016,
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[9] = 0.017,
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[10] = 0.017
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},
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{
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type = "attack",
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name = "rangeFromPlayer",
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[1] = 10,
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[2] = 10,
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[3] = 11,
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[4] = 11,
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[5] = 12,
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[6] = 12,
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[7] = 13,
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[8] = 13,
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[9] = 14,
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[10] = 14
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},
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{
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type = "attack",
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name = "range",
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[1] = 10,
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[2] = 10,
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[3] = 11,
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[4] = 11,
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[5] = 12,
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[6] = 12,
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[7] = 13,
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[8] = 13,
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[9] = 14,
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[10] = 14
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},
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{
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type = "attack",
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name = "radius",
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[1] = 1.2,
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[2] = 1.3,
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[3] = 1.4,
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[4] = 1.5,
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[5] = 1.6,
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[6] = 1.7,
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[7] = 1.8,
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[8] = 1.9,
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[9] = 2.0,
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[10] = 2.5
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},
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{
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type = "attack",
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name = "particleVerticalAcceleration",
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[1] = 0.01,
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[2] = 0.01,
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[3] = 0.02,
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[4] = 0.02,
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[5] = 0.03,
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[6] = 0.03,
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[7] = 0.04,
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[8] = 0.04,
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[9] = 0.05,
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[10] = 0.05
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},
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{
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type = "attack",
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name = "particleHoizontalSpeed",
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[1] = 0.6,
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[2] = 0.6,
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[3] = 0.7,
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[4] = 0.7,
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[5] = 0.8,
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[6] = 0.8,
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[7] = 0.9,
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[8] = 0.9,
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[9] = 1,
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[10] = 1
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},
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{
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type = "attack",
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name = "particleHoizontalSpeedDeviation",
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[1] = 0.0025,
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[2] = 0.0025,
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[3] = 0.0024,
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[4] = 0.0024,
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[5] = 0.0023,
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[6] = 0.0023,
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[7] = 0.0022,
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[8] = 0.0022,
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[9] = 0.0021,
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[10] = 0.0021
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}
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},
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SPAWNER_UNIT_VARIATIONS,
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SPAWNER_UNIT_TIERS
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)
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-- spawner units
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buildUnits(
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{
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@ -607,14 +930,14 @@ buildUnitSpawner(
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attack = {
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type = "projectile",
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softSmokeName = softSmoke,
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directionOnly = true,
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sourceEffect = function (attributes)
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return
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{
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type = "area",
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radius = 10.0,
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action_delivery = {
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{
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type = "damage",
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damage = {amount = attributes.damage or 5, type = attributes.damageType or "physical"}
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affects_target = true,
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damage = {amount = attributes.healthDamage or 5, type = attributes.damageType or "physical"}
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}
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}
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end
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@ -634,7 +957,7 @@ buildUnitSpawner(
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[9] = 1.3,
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[10] = 1.4
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},
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attackName = "spawner-drone",
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attackName = "spawner-worm-drone",
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tint = {r=1, g=0, b=1, a=1},
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pTint = {r=1, g=0, b=1, a=1},
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sTint = {r=1, g=0, b=1, a=1}
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@ -1085,12 +1408,21 @@ buildUnitSpawner(
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}
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},
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function (attributes)
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return createProjectileAttack(attributes,
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createCapsuleProjectile(attributes.name,
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attributes,
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attributes.name .. "-drone-rampant"),
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spitterattackanimation(attributes.scale, attributes.tint))
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function (attack, attributes)
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local divider
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if attributes.health < 100 then
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divider = 3
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elseif attributes.health < 1000 then
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divider = 5
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else
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divider = 7
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end
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attack.healthDamage = attributes.health / divider
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return createProjectileAttack(attack,
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createCapsuleProjectile(attack.name,
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attack,
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attack.name .. "-drone-rampant"),
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spitterattackanimation(attack.scale, attack.tint))
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end,
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{
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@ -291,13 +291,13 @@ function swarmUtils.buildUnits(template, attackGenerator, upgradeTable, variatio
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unit.attributes.corpse = makeSpitterCorpse(unit)
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entity = makeSpitter(unit.name,
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unit.attributes,
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attackGenerator(unit.attack),
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attackGenerator(unit.attack, unit.attributes),
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unit.resistances)
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elseif (unit.type == "biter") then
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unit.attributes.corpse = makeBiterCorpse(unit)
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entity = makeBiter(unit.name,
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unit.attributes,
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attackGenerator(unit.attack),
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attackGenerator(unit.attack, unit.attributes),
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unit.resistances)
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elseif (unit.type == "drone") then
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entity = makeDrone(unit.name,
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@ -200,6 +200,7 @@ function droneUtils.createCapsuleProjectile(name, attributes, entityName)
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action_delivery =
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{
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type = "instant",
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source_effects = attributes.sourceEffect and attributes.sourceEffect(attributes),
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target_effects =
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{
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{
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@ -218,9 +219,9 @@ function droneUtils.createCapsuleProjectile(name, attributes, entityName)
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}
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}
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if attributes.sourceEffect then
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actions[#actions+1] = attributes.sourceEffect(attributes)
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end
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-- if attributes.sourceEffect then
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-- actions[#actions+1] = attributes.sourceEffect(attributes)
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-- end
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local cap = {
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type = "projectile",
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