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8 Commits
Author SHA1 Message Date
TrèsAbhi f3ed687f00 Merge branch 'main' into fixes 2026-04-04 20:13:35 -05:00
TrèsAbhi e37575148c feat: logs 2026-04-04 20:13:25 -05:00
TrèsAbhi 2df9979f08 fix: armor highlghting in equalizer 2026-04-04 20:10:40 -05:00
TrèsAbhi c8ce26d6a7 Merge pull request #233 from karelpak1/fix-hp-equalizer 2026-04-04 19:52:21 -05:00
TrèsAbhi 898fd4bbf6 feat: simplify 2026-04-04 19:51:56 -05:00
GonnaHetzMe 744f7195dd fix: hp fix in Equalize 2026-04-05 02:14:09 +02:00
TrèsAbhi bc4f51846d Update tankCharacteristics.ts 2026-04-03 23:21:50 -05:00
TrèsAbhi ab8dc131b8 fix: don't build protos on setup 2026-04-03 22:18:39 -05:00
5 changed files with 21 additions and 12 deletions

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@@ -0,0 +1,8 @@
# BlitzKit 1.30.1
Thank you to [GonnaHetzMe](https://github.com/karelpak1) for your contributions this update.
## Fixes
- [GonnaHetzMe] Tank hit points in Equalizer mode is now accurate to the game
- Armor highlighting now reflects the actual thicknesses of tanks in Equalizer mode
+2 -2
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@@ -1,6 +1,6 @@
{
"name": "blitzkit",
"version": "1.30.0",
"version": "1.30.1",
"license": "BlitzKit License",
"private": true,
"scripts": {
@@ -35,7 +35,7 @@
"build:reviews": "cd packages/scripts && bun build:reviews",
"build:ids": "cd packages/scripts && bun build:ids",
"prunestrings": "cd packages/scripts && bun prunestrings",
"setup": "bun install && bun run build:prisma && bun run build:protos && bun run build:proxyclient",
"setup": "bun install && bun run build:prisma && bun run build:proxyclient",
"patchnotes": "cd packages/scripts && bun run patchnotes"
},
"type": "module",
@@ -144,10 +144,6 @@ export function PrimaryArmorSceneComponent({
Duel.state.antagonist.tank.equipment_preset,
equipment,
);
const equalize =
(Duel.state.equalize
? Duel.state.antagonist.tank.equalizer?.penetration
: undefined) ?? 1;
material.uniforms.penetration.value =
penetration *
@@ -156,8 +152,7 @@ export function PrimaryArmorSceneComponent({
Duel.state.equalize,
shell.type,
Duel.state.antagonist.tank.equalizer,
) *
equalize;
);
if (!noInvalidate) invalidate();
}
@@ -27,6 +27,8 @@ import { defaultEqualizer } from "./tankToDuelMember";
export type TankCharacteristics = ReturnType<typeof tankCharacteristics>;
export type TankCharacteristicsKey = keyof TankCharacteristics;
const EQUALIZER_HEALTH_EPSILON = 50;
export function tankCharacteristics(
{
tank,
@@ -176,8 +178,7 @@ export function tankCharacteristics(
({ distance }) => distance >= assaultDistance,
)?.factor ?? 0)
: 1;
const moduleDamageCoefficient =
coefficient([hasTungsten, 0.15]) * equalizer.damage;
const moduleDamageCoefficient = coefficient([hasTungsten, 0.15]);
const reloadCoefficient =
(coefficient([hasGunRammer, -0.05]) *
coefficient([true, degressiveStat(loaderMastery)])) /
@@ -506,7 +507,13 @@ export function tankCharacteristics(
hullTraverseCoefficient *
(track.resistance_hard / softTerrainCoefficientRaw) *
(stockWeight / weightKg);
const health = (tank.health + turret.health) * healthCoefficient;
let health = (tank.health + turret.health) * healthCoefficient;
if (equalize) {
health =
EQUALIZER_HEALTH_EPSILON * Math.round(health / EQUALIZER_HEALTH_EPSILON);
}
const fireChance = engine.fire_chance * fireChanceCoefficient;
const viewRange = turret.view_range * viewRangeCoefficient;
const camouflageStill = tank.camouflage_still * camouflageCoefficientStill;
@@ -5,4 +5,3 @@ import ToolLayout from "../../layouts/ToolLayout.astro";
---
<ToolLayout locale={locales.default} tool={tools.api} />