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