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turns-00081.parquet:31881

63650dd97169c16fe03e45d1
turn 1/1gpt-4.1-mini-2025-04-14EnglishUnited States23 words
degenerate_repetitionAbsentFinal dense release
USER
User: hi, how are you?
User: hi, how are you?
Assistant:
ASSISTANT
Hello! I'm doing well, thank you. How can I assist you today?

turns-00081.parquet:31882

d59e7a71b5dcb04228b7e4fa
turn 1/1gpt-4.1-mini-2025-04-14IndonesianHong Kong145 words
degenerate_repetitionAbsentFinal dense release
USER
User: hukum ewe sepupu
User: hukum ewe sepupu
Assistant:
ASSISTANT
"Hukum ewe sepupu" dalam konteks Islam biasanya merujuk pada hukum pernikahan dengan sepupu (anak dari saudara kandung orang tua). Dalam Islam, menikah dengan sepupu adalah diperbolehkan (mubah) dan tidak ada larangan secara syar'i. Banyak pernikahan dalam tradisi Muslim terjadi antar sepupu dan dianggap sah dan halal.

Namun, beberapa hal yang perlu diperhatikan:

1. Sepupu harus bukan mahram yang dilarang untuk dinikahi.
2. Tidak ada halangan lain seperti adanya pernikahan sebelumnya yang belum tamat atau sebab lain yang membuat pernikahan tertolak.
3. Pertimbangan kesehatan juga penting karena risiko genetik bisa meningkat jika menikah dalam garis keturunan sangat dekat, walaupun ini bukan masalah hukum, melainkan medis.

Jadi, hukum pernikahan dengan sepupu dalam Islam adalah halal dan diperbolehkan. Jika Anda memiliki pertanyaan lebih spesifik terkait hukum adat atau peraturan negara, silakan beri tahu agar saya bisa membantu lebih lanjut.

turns-00081.parquet:31883

c36b4c25a172c6180e8db2a3
turn 1/5gpt-4.1-mini-2025-04-14EnglishRussia16095 words
degenerate_repetitionAbsentFinal dense release
USER
My game called "Asteros", created by myself (Alydius)

~~Drawing
Outlines (stroke or border) of tanks, weapons, projectiles, accessories, foods, bosses are 3 px.

Shape model ("ShapeModel" in code):
* Trap: 3-pointed polygram with X-offset spoke ratio is 0.8x apothem.
* Gleaming: 3-pointed polygram with X-offset spoke ratio is 0.3x apothem.
* Lustrous: 3-pointed polygram with X-offset spoke ratio is 0.8x apothem, but it's negatively curved (sparkle-like).
* Mine: 4-pointed polygram with X-offset spoke ratio is 0.4x apothem.

~~Weapons
~Cannons
The cannons (also called barrels) are a type of weapon found on many tanks. They shoot bullets, which pass through cannons. When firing, cannons move back and forth, in a sort of piston motion. To fire, press space, left click, or turn on auto fire by pressing E. They can appear in different shapes and sizes and shoot bullets in a variety of ways.

Types of Cannons:
-Normal: These are the most common out of all the cannons. They appear on most tanks. They take on a small, rectangular shape and fire normal-sized Bullets. They are found on, for example, basic tanks, flank guards, tri-angles, and quad tanks.
-Sniper: These cannons are found on sniper-class tanks. They are very long, rectangular cannons and look like normal cannons, with a decreased reload and increased bullet speed/bullet damage stats. The ranger’s cannon has a trapezoidal base.
-Destroyer: These cannons shoot the largest and the slowest bullets in the game. Only the annihilator, destroyer, and hybrid have these. They take on a wide, rectangular appearance. The destroyer dominator’s cannon has a trapezoidal base.
-Deployer: These cannons launch missiles, which are high-damaging projectiles (albeit dealing less damage than a destroyer bullet) with cannons on them which shoot small bullets to propel the missile forward or damage other tanks. They are only found on rocketeers, skimmers, and gliders. They have very little recoil compared to destroyer cannons. There are three known types of missiles. The rocketeer fires missiles with a small machine gun barrel on the back. The skimmer fires missiles that spin and have two cannons on either side of the missile, like a flank guard. The glider fires missiles with two cannons behind them.
-Machine gun: These cannons are found on the machine gun and sprayer. They rapidly shoot bullets with a large spread. They take on a wide, trapezoidal shape, very similar to that of a drone spawner, but slightly longer. A small Machine gun cannon is also found on missiles fired by rocketeers.
-Gunner: Gunner cannons shoot the smallest bullets. They are found on most gunner branch-offs, the sprayer, the spread shot, the auto gunner, and gunner trapper. They take on a very small, rectangular shape, similar to normal cannons.
-Overlapping: These are multiple cannons that overlap each other. Only the predator, hunter, sprayer, and streamliner have these. The sprayer has a variant which is a gunner cannon overlapped by a machine gun cannon.
-Stalker: These cannons are only seen on the stalker. Apart from their appearance, they work just like regular sniper cannons. They take on a long, inverted trapezoidal shape and taper on to the tip of the cannon; much the same design as battleship spawners, albeit being much larger. There is no statistical advantage of having a stalker cannon.
--Note: Typically trapezoid bases on cannons indicate increased range/FoV, such as with the ranger, and predator.

~Deployers
Deployers are a type of weapon that launches missiles, which are high-damaging projectiles (albeit dealing less damage than a destroyer bullet) with cannons on them which shoot small bullets. They have very little recoil -- about as much as a launcher. A deployer has varying designs, the skimmers looks like a shorter destroyer cannon overlapping a shorter machine gun cannon. They look like wider hunter cannons since the shorter machine gun-like cannon looks like a wide tank cannon.

~Launchers
Launchers are a unique type of weapon that shoot traps, which disappear over time and deal great amounts of damage when an enemy touches it. Launchers have reduced recoil compared to cannons. Regardless, all trap launchers behave the same.

Types of launchers:
-Normal: This launcher features a small rectangular base with an upside-down trapezoid at the end. This launcher shoots tiny traps that can be used as a defense and close-range ammunition. The Trapper, Overtrapper, Auto Trapper and Tri-Trapper bear this. The Defender use this type of launcher too.
-Mega: This launcher lays bigger and more durable traps, with extra penetration and damage, but with slightly less speed. The upgraded traps allow stronger defenses and longer-lasting walls. Only Mega Trappers use these launchers. This is the only launcher that shoots traps that are the same size as the tank's body.
-Medium: Although these launchers look the same as mega launchers, the traps they fire are about half as big. Their traps move slightly slower than normal. This launcher is only seen on the Gunner Trapper, along with the two upgraded Gunner Cannons.

~Spawners
Spawners are a type of weapon that spawn drones.

Appearance:
Spawners look like gray trapezoids and appear on certain tanks and bosses. Some may appear narrower or tapered such as the case for Battleship respectively.

~Auto turrets
Auto turrets or simply as turrets, are weapons that Defenders, Auto 5s, Auto 3s, Auto Gunners, Auto Smashers, Auto Trappers, Auto Tanks use. Auto turrets are gray circles with cannons on them, attached to or on top of a tank that fire at nearby targets automatically without needing player input. When attached to the side of a tank (as seen on the Auto 3 and the Auto 5) only half of the circle beneath the cannon can be seen, because of the tank's body covering some of the turret.

## Technical:
# Artificial intelligence:
When AI-controlled:
* The auto turrets will attack the closest target and keep attacking it until it dies or goes out of range.
* The auto turrets prioritize tanks over polygons.
* The auto turrets don’t attack projectiles.
* The auto turrets seem to prioritize the most aggressive thing near you. Example: You are in the polygon nest, and there is an alpha polygon nearby, with a crasher coming after you. The auto turrets will almost always attack the crasher.
* In game modes with teams, auto turrets will not target players on your team, they will only target players on the enemy teams. Though if a glitch occurs causing the auto turrets to target a player on your team, the bullets will, however, go through the player, as bullets do not hurt players on your team.

When it was possible to take control of them:
* Players could control the auto turrets closest to their mouse (if more than one existed), by left-clicking, pressing space or having auto fire turned on (does not apply to tanks which have alternative firepower).
* Right-clicking or pressing shift would instead fire from the auto turret most far away from the cursor (does not apply to tanks which have an alternative firepower). Also, auto turrets closest to their mouse would fire in the opposite direction, giving a boost.
* Multiple turrets could be controlled if both were close enough to the mouse (only applied to Auto 3 and Auto 5).
* Auto turrets that are located in the middle of a tank (not including the Auto 3 or Auto 5) would slowly revolve around the tank when unable to focus on any entity.
* Pressing V (standing for passive mode) would disable auto turrets, turrets never attack or shoot.

# Properties
* Auto turrets fire Bullets which are slightly smaller than that of other tanks.
** They have unnaturally high Bullet Penetration for their size but move slightly slower.
* Auto turrets on the Auto Tanks can only turn their cannons a certain total angle.
** This is why you take control of different turrets as you move your cursor around the tank.
** Should an object leave their angle range, the next turret will take over.
** Exceptions are Auto Gunners and other tanks with uncontrollable auto turrets, as they can fire in any direction.

~~Ammunitions
~Bullets
Bullets are the most common form of ammunition in Asteros. They are fired from cannons and auto turrets.

In Free For All game modes, the player’s bullets are blue, but enemy bullets are red. In the team gamemode, the color of the player’s bullets depends on the color of their team.

The size of a bullet depends on the level and class of the tank from which it originated, as further elaborated below.

Some classes of tanks use other types of ammunition as well: Drones (summoned by spawners), traps (laid by launchers), and base drones (found in bases and summoned by Motherships).

Types of bullets:
-Normal: Average-sized Bullets that are fired from most classes of tanks, typically from normal rectangular Cannons, such as that found on the Basic Tank, with no buffs or debuffs. Some bullets are propelled faster than others, some do more damage than others.
-Large: Large bullets, also called Destroyer bullets, are used by the Destroyer, Hybrid. They deal greater damage and possess greater penetration than the normal and small bullets, though they travel considerably slower.
-Small: The Gunner branch, Factory drones use these. They have the weakest penetration of all of the types of ammunition, though they travel fast. Their bullet damage varies from class to class, but they tend to hit hard for their size, especially when their damage stacks with multiple Bullets.
-Auto: Bullets fired by auto turrets have a slightly higher amount of penetration than normal bullets, but also a slower speed and smaller size. It is also the second smallest, as shown in the image.
-Multi-shot: Multiple different-sized bullets are fired in order. This type of bullet is generally used by tanks in the Hunter branch, as well as the Sprayer and Spread Shot.
-Huge: These bullets are only used by the Annihilator. They have the same penetration and damage as the large bullets, but it’s easier to kill other tanks with them because of their size. They have the highest knockback for a bullet controlled by a player tank.
-Missile bullets: Those bullets are shot not from individual tanks, but from missiles. They deal 80% of the damage of a single Gunner bullet, and usually only exist to propel the missile forward.

~Missiles
Missiles are high-damage projectiles that are launched out of deployers. Missiles shoot smaller, Gunner-sized bullets through their blue cannons. The bullets they fire deal about half of the damage of a normal Destroyer bullet. Missiles can travel up to four seconds before disappearing, unlike the usual three-second disappearance of normal bullets. An alternative version of the missile used by the Rocketeer has a single Machine Gun barrel on the missile’s back.

Skimmer missiles:
The Skimmer's missiles are used exclusively by the Skimmer and features two cannons positioned 180 degrees apart, similar to the positioning Flank Guard's cannons. The missiles spin clockwise, firing small bullets that create a vortex-shaped pattern. If the player holds right-click when firing, the missile will spin counterclockwise. Skimmer missiles stay alive for approximately five seconds before despawning.

Rocketeer missile:
The Rocketeer's missiles are used exclusively by the Rocketeer and features a Machine Gun cannon mounted at the back, propelling the missile forwards. Due to this, the Rocketeer's missiles are very fast. However, as soon as the bullet leaves the barrel, there is a slight delay before the Machine Gun cannon will start firing the mini bullets. Rocketeer missiles stay alive for approximately four seconds before despawning.

Glider missile:
The Glider's missiles are used exclusively by the Glider and features two cannons at mounted at the back of the missile, positioned like the Tri-Angle's back cannons. Those cannons propel the missile forward, as well as slightly damaging nearby enemies that are next to the missile's line of fire. Glider missiles stay alive for approximately five seconds before despawning.

~Traps
Traps are a type of ammunition, fired from a launcher. Traps are shaped like concave hexagons or three-pointed stars.

Technical:
* Traps move forward, quickly losing velocity before becoming stationary.
* Traps last for a long time: 24 seconds for traps spawned from the Trapper, Mega Trapper, Overtrapper and Auto Trapper, though only 10 seconds for Tri-Trapper. Trap lifetimes are fixed and are not affected by any stats.
* Traps can be shot to move them, but only by enemy tanks (and the launcher of the trap for a limited amount of time).
* If playing on team gamemode, traps created by a player cannot hurt members of their team.
* Traps do have health, and if they take enough damage, (i.e. from bullets), they will fade away and disappear.

Types:
-Small: They have the power of exactly two bullets of the Basic Tank. Trapper, Tri-Trapper, Auto Trapper and Overtrapper use these traps, they have the longest lifespan, except the Tri-Trapper’s traps which last only slightly longer than the Mega Trapper’s.
-Medium: The Gunner Trapper’s traps are slightly bigger than the Trapper, Tri-Trapper, and Overtrapper’s traps, but are smaller than the Mega Trapper’s. However, it does equal damage as a small trap.
-Mega: The size of the trap it uses is similar to the size of an Annihilator’s bullet. They are more than twice as strong as small traps, and they have a power of more than 5 bullets of the Basic Tank. It is rarely worthwhile to destroy these traps, as they will often die on their own before you can fully deplete their health. This trap is exclusive to the Mega Trapper.

~Drones
Drones are weapons used by the Overseer branches and the Hybrid. Most drones look like smaller versions of triangles, with the only exceptions being the Necromancer’s drones, which are tinted squares, and the Factory’s, which look like small Basic Tank.

# Technical:
Behavior:
All drones (with the exceptions of Hybrid’s and Overtrapper’s AI-controlled ones and the Factory’s minions, which exhibit more complex behavior) can be controlled via left-clicking or by pressing E to enable auto-fire. This forces them to follow the player’s cursor. Right-clicking or pressing Shift will force drones to move away from it. Pressing V to disable drones, drones never attack.

If not controlled, all the drones regardless of their type will automatically seek the nearest enemy in their immediate area. If no target is available, they’ll become "idle" and passively orbit around their tank.

The Mothership and the Battleship present both controllable drones and uncontrollable drones. (Presumably, due to their exceptionally high drone count). The latter, automatically protecting the tanks from enemy users.

Stats:
Drones are affected by these stats:
* Bullet penetration increases their max health.
* Bullet damage increases their body damage
* Bullet speed increase their movement speed.
* Reload increases their respawn rate (or drone limit in the case of undead drones)
Note that in Factory’s case the mentioned Stats also modify these traits:
* Bullet penetration increases their bullet penetration.
* Bullet damage increases their bullet damage.
* Bullet speed increases their bullet speed.
* Reload increases their bullet reload.

Necromancer drones:
These drones, also known as undead drones, are only accessible by the Necromancer. They are essentially the same, except:
* They are presented in far greater numbers, but in return, they take full damage instead of only 25% like other drones.
* They have a square shape and somewhat reduced speed.
* All the tanks that use this type of drone have a square base.
* The Necromancer must collect its drones by infecting squares.
* Unlike other types of drones, you can get points (10 EXP) by destroying a Necromancer drone. If the drone is converted from a shiny (level 1) square however, you will get 1000 EXP.
* They are considered shapes (or more specifically, squares) by the game.
* Note: The Summoner's drones are almost identical to the Necromancer's drones, except for the fact that the Summoner's drones are generated via four spawners, as well as do not give any EXP upon destroying. They are also considered drones rather than shapes like regular Necromancer's drones.

Factory drones:
These drones are exclusive to the Factory. They are also known as minions. They present some singular characteristics in the sense that:
* They move at roughly half the speed of normal triangle drones.
* They are twice as strong as normal triangle drones.
* They are the only type of drones in which their body isn’t their main offensive weapon.
* They are smaller than level 1 tanks and have a similar appearance to the Basic Tank.
* They do not chiefly use melee attacks — they keep their distance and shoot, like miniature tanks.
# Technical:
* Both the Factory’s projectile types are affected by the same stats. (e.g. bullet damage increases both the Minion’s body damage and their bullet damage)
* When idle, the minions will orbit the player, similar to other drones but further away from the player’s body.
* When using Left-Click the minions will go, and fire, in the cursor’s direction. Given a certain distance, the drones will start orbiting around the pointer while shooting at it.
* When using Right-Click, and depending on their position with the cursor, the minions will either orbit the cursor while shooting outwards, clump together in a star formation, or go away from it like normal repelled drones.

~~Mechanics
~Auto fire
It can be used by any tank. The feature is activated by pressing E on the keyboard and is deactivated the same way.

Function:
Auto fire allows the player to continuously fire bullets without the need to click their mouse or press space. There is a notification near the top of the screen that notifies the player that auto fire has been turned on/off when the E key is pressed.

Classes that use drones, such as the Overseer, Overlord, Manager or Necromancer will have auto fire cause their drones to continually follow the mouse pointer. Shift (or right-click) will still make them fly away from the cursor, even with auto-fire on. This does not happen with the Battleship, however, as firing is required to summon drones.

Note that although there will always be a message when enabling auto fire, there will not always be an effect. For example, the Smasher branch, which does not fire bullets (except for the Auto-Smasher), is not affected by futo aire. Auto turrets, which always fire automatically, are also not affected.

~Auto spin
It can be toggled on/off by pressing C.

Function:
Auto spin allows the player to spin around at a set speed without moving the mouse. It is activated by pressing C. When activated, a notification appears at the top of the screen, much like when auto fire is turned on. When auto spin is on, the tank will begin spinning clockwise automatically, making a full revolution in just under 6 seconds. For tanks that have controllable drones (Overseer, Overlord, Necromancer, Manager, Battleship), they too will spin clockwise.

~Invisibility
Invisibility is an ability exclusive to the Manager, Stalker, and Landmine, and is used for defense, evasion, or deception. It is activated only when a player is not moving or firing.

Technical:
Invisibility engages when the player is stationary and not firing, but disengages slightly when the player moves or shoots. Once engaged, the tank will become transparent (along with the health bar, although the player will be able to see it). Damaging the tank dispels the invisibility a bit. When positioning the cursor close to the tank, the player may see themselves without any other players seeing them.

Crashers will not be able to see invisible tanks and will seek out other targets should it become invisible. However, Crashers can still hit invisible tanks if they are in the way of its target, dissipating the invisibility and alerting other Crashers (and enemy tanks) to the invisible tank’s presence. Since there are often a great many Crashers moving around the polygon nest, this makes it a poor place to hide.

~Levels
Levels are a game mechanic in Asteros. Players level up by gaining score, killing other players, destroying foods and Crashers. The player's total score and level are represented by two bars below their name, as shown on the right. The numbers on the top bar represent the player's total score whilst comparing the player's score as a percentage of the score of the leader (the player at the top of the scoreboard) - as such, when the player is the leader, this bar is full. Another difference between these two bars is that the score bar can fluctuate up and down, while the level bar can only increase. The bottom bar represents the player's current level and their current progress to the next level; once this bar is full, they gain a level. This system terminates at level 45, as no higher levels can be reached.

Mechanics:
For every level gained, up to Level 28, a skill point is received (after which a skill point is received at Level 30, and then every 3 levels afterward up to level 45). Skill points are used to upgrade the player's Stats. In the skill tree, shown to the right, up to 7 total skill-points may be invested into a stat, with there being eight stats. Four stats can be maxed out (or filled), with another receiving the last five points. An exception to this is the Smasher branch, which can use up to 10 points, but only 4 stats. The Auto Smasher, however, has all 8 stats with a maximum of 10 points. There is a maximum of 33 skill points, so use them wisely, or the player will end up with an ineffective build.

Even two of the same tanks can vary widely based on how its skill points are distributed; these different skill point distributions are known as Builds. They vary between strict melee builds and ranged builds.

For every 15 levels, up to 45, the player may go up to the next Tier, which drastically improves the characteristics of the player's tank and its Barrels, Spawners, Trap layers, or other attributes.

As the player levels up:
* The size of the player's tank and its ammunition size will increase by 1% per level above level 1.
* The tank’s health will increase by 2 HP per level.
* The field of view (FoV) will increase.
* The movement speed will decrease.

Should the player die, they will respawn at a lower level, which fully depends on their level before they died. It is usually half of the player's level, but below Level 12 they will go down only one level, when they are Level 15 they will get Level 12, and upwards to 30 it depends on score, then level.

Formula for tank body size: [Diameter of body] * 1.01^{Level - 1}
* 40 px * 1.01^{45 - 1} = 61.972702860619 px in diameter.
* It have effects on scale of tank design, weapons, accessories, projectiles.

Formula for EXP need: round{(frac{40/9} * 1.06^{Level - 1}) * Level}
* Level 1 tank has 0/4 EXP to become level 2.

~Stats
Stats are a core game mechanic in Asteros. Along with customizing the class of a tank, players can also modify their tank’s Stats to master their own play style.

Mechanics:
As the player levels up, they begin to earn Skill Points, which are used to upgrade stats. Skill Points can be spent either through clicking the + button next to a stat bar (shown at right) or by pressing the corresponding number key. Tanks gain 1 Skill Point for every Level until Level 28, after which one Skill Point is obtained at level 30, and then one Skill Point every three Levels until they reach Level 45. The maximum number of skill points is 33, and a stat can be upgraded 7 times before maxing it out fully (with exception to the Smasher branch - the maximum is 10 upgrades for each stat).

Note: Percentages and statistics on this page are merely approximate. These values are not 100% accurate. However, in many of the 8 stats, converting to 4 stat points or 7 stat points from 3 and 6, respectively, gives a higher overall buff in the respective stat.

# Stats and their Effects:
Health regen:
Short for health regeneration. Any tank, who does not receive damage after a certain amount of time, begins to regenerate any lost health. When this stat is upgraded, it will decrease the amount of time needed to fully restore your tank’s health. The more points invested in health regeneration will, the faster that normal health regeneration will heal your tank. The rate of regeneration greatly increases after approximately 30 seconds. Increasing maximum health will not slow down the healing rate. Health regeneration does not apply to a tank’s bullets and drones.

A study conducted in the sandbox shows the results of upgrading the health regen stats a certain number of times. It is the amount of time taken for a level 45 Basic Tank to fully restore its health after ramming into a pentagon, no other stats considered.

Records show that having 9 or more points in regeneration allows regeneration to full health under the 30 seconds timespan, before the great increase in regeneration comes into play.

Formula:
* Regeneration per 60FPS (Scratch.mit.edu): (4.6 * (0.03 + (0.12 * Health regeneration stat))) / 60
* Heal timespan in seconds: 30 - Health regeneration stat

Max health:
Max health determines the maximum health pool of your tank. You also passively gain more health for every level you gain. With no health upgrades, A level 1 tank has 50 HP, while a max level tank (level 45) has 138 HP.

Formula:
* Base HP: (50 + (20 * Max health stat)) + (2 * (Level - 1))

Body damage:
This stat determines how much damage a tank will inflict upon another object on collision. Body damage will also lessen damage from other objects. This is determined by how much damage it can give to the object, namely ammunitions’ health (penetration), so that it gets destroyed faster before reaching the maximum amount of collisions. Body damage is increased by 50% when affecting tanks and decreased by 75% when affecting projectiles (Bullets, traps, drones)
|Number of skill points|Damage per hit (Shape/tank collision)|Damage per hit (Tank/tank collision)|Damage per hit (Projectile/tank collision)|
|-|-|-|-|
|-3 points (Square, triangle)|8 HP|-|-|
|-2 points (Pentagon)|12 HP|-|-|
|-1 points|16 HP|-|-|
|0 points (Alpha pentagon)|20 HP|30 HP|5 HP|
|1 point|24 HP|36 HP|6 HP|
|2 points (0 for Spike)|28 HP|42 HP|7 HP|
|3 points (1 for Spike)|32 HP|48 HP|8 HP|
|4 points (2 for Spike)|36 HP|54 HP|9 HP|
|5 points (3 for Spike)|40 HP|60 HP|10 HP|
|6 points (4 for Spike)|44 HP|66 HP|11 HP|
|7 points (5 for Spike)|48 HP|72 HP|12 HP|
|8 points* (6 for Spike)|52 HP|78 HP|13 HP|
|9 points* (7 for Spike)|56 HP|84 HP|14 HP|
|10 points* (8 for Spike)|60 HP|90 HP|15 HP|
|(9 Points for Spike)|64 HP|96 HP|16 HP|
|(10 Points for Spike)|68 HP|102 HP|17 HP|
*Smasher class types only

At max body damage, a tank can kill a pentagon by tapping it three times. Colliding at full speed will trigger all three impacts in the same instant.

Some tank builds use body damage as their primary method of attack. One Destroyer technique involves hurling their body at opponents using the recoil of their massive cannon. Fast-moving Tri-Angles and Boosters also use body damage to ram unarmored opponents.

A tank affected by spawn invincibility will deal with body damage as normal to enemies while taking no damage themselves.

The Spike’s base body damage +2 higher than other tanks, and thus is +8 higher than the standard 20, or +12 higher than the standard 30 in tank vs. tank situations. Its body damage ranges from 28 HP to 68 HP, or from 42 HP to 102 HP when it collides with a tank.

Shapes have negative body damage stats to match their respective body damage. An alpha pentagon deals the same damage as a tank with 0 points.

Bullet speed:
This stat determines the movement speed of the projectiles shot by tanks, and thus also increases how far they travel during their lifespan... Putting points into this stat increases the potential of surprising an opponent. Not only are they a sudden damage point on enemies, but they also may not even see it coming if maxed out. Increasing bullet speed makes bullets harder to dodge as well, and Destroyers with high bullet speed become extremely dangerous.

Bullet speed can slightly decrease the overall damage, as when a bullet is too fast it'll pass through a tank without providing all its potential damage. Turns into drone speed if you upgrade to an Overseer or any other drone tank (except for the Factory).

Formula:
* Bullet speed + ((Bullet speed * Bullet speed stat) ÷ 6)

Unavailable to Smashers, Spikes, and Landmines as they lack bullets.

Bullet penetration:
Could be called bullet health. Each point put into bullet penetration increases its “health", or how many objects a bullet can pass through before its health reaches 0. This includes polygons, tanks and other bullets. If it hits a large tank or shape and it has high penetration, the bullets will bounce off it. If bullets with equal bullet penetration and bullet damage hit each other, they both get destroyed. If a bullet hits another bullet with lower bullet penetration then the penetrating bullet has its life lowered and therefore it will pass through fewer objects. If a bullet hits a tank with high body damage, the bullet will deal less damage because the tank has lowered the bullet’s health to 0 before it can reach the maximum amount of damage it can receive.

This is a supplement to bullet damage, due to the fact the bullet has more health, which allows the bullet to do more damage. Each point in bullet penetration increases a bullet's HP value by 75% of its base value. The following chart shows HP value of a basic Tank's bullet.

Formula: Bullet penetration + (Bullet penetration * Bullet penetration stat)

Collisions with bullets will knock back the object hit and deflect the bullet in the process. If a tank with high health and body damage deflects a bullet (by being hit at the side) then the bullet only deals a specific amount of damage controlled by bullet damage, while a direct hit allows a bullet to damage the tank numerous times due to its high bullet penetration. Turns into drone health if the player upgrades to an Overseer or any other drone tank (except for the Factory).

Unavailable to Smashers, Spikes, and Landmines as they lack bullets.

Bullet damage:
Bullet damage determines how much damage a bullet will deal in a single collision. Each point in bullet damage increases this amount. If you upgrade your bullet damage with all 7 skill points that they can fit in, it deals four times more damage per hit than a bullet without bullet damage at maximum. When bullets from the same types of tanks (and some others) with equal penetration collide, the bullet with the higher bullet damage will destroy the other. Each point in bullet damage increases a bullet's damage value by roughly 42.857% of its base value. Bullet damage is decreased by 75% when affecting bullets and traps. When 2 projectiles hit, if at least one of them is a drone, then they will both deal their full damage (unless if the other one is a Necromancer drone, in which case the Necro drone will deal 75% less damage while the other deals its full damage). The following chart shows maximum damage per hit with a basic Tank.

Formula: Bullet damage + ((Bullet damage * Bullet damage stat) ÷ 2)

It turns into drone damage if you upgrade to an Overseer or any other drone tank.

Unavailable to Smashers, Spikes, and Landmines as they lack bullets.

When a bullet has lower health than the target's damage per hit, the bullet's damage per hit is multiplied by the ratio of the bullet's current HP with the target's base damage per hit. When the bullet has higher or equal health comparing to the base damage per hit of the target, the bullet will deal its full damage per hit.

Reload time:
Reload time determines how fast a tank will fire bullets. The Basic Tank class has a base firing speed of 100 bullets per minute. Many class upgrades multiply this firing speed, while others reduce it.

A high firing rate increases a tank’s ability to hit strafing targets and increases its damage per second. Additionally, firing more bullets increases recoil which can be used to propel certain classes of tanks.

For all drone-based classes featuring drone spawners, Reload affects the rate at which new drones are created. The Factory class gains extra utility from this stat, as it affects both minion spawning rate and minion firing rate.

For the Necromancer class, the reload speed stat changes to drone count, increasing the amount of square drones the tank can control.

Unavailable to Smashers, Spikes, and Landmines as they lack Bullets.

Formula: Reload time - (Reload time stat * 0.04) sec

Movement speed:
This stat determines how fast a tank moves, not including recoil. Naturally, the more points put into this stat, the faster a tank will move. Low-level players can upgrade this stat early to get out of dangerous situations or outrun more powerful opponents. Lower-level tanks are significantly smaller, so a level 8 tank with 7 movement speed moves even faster than other fast tanks like Boosters. However, Destroyers, Annihilators, and Hybrids might catch up with low-level tanks with high speed by using recoil.

Movement speed is passively lowered as your tank levels up, i.e. a level 1 tank is significantly faster than a level 45 tank.

This can increase the power of a body damage build covering more distance than the target will equal more collisions under a second which can mean the difference between a 1 hit or a 3 hit kill.

For Smashers, Spikes, Landmines, and Auto Smashers, there are 10 skill points available for movement speed.

Formula: (0.2 * 2.55) * 1.07^[Movement speed stat] / 1.015^{Level - 1} = 0.51 px (Level 1)

# Hidden stats and their effects:
Hidden stats are stats that can’t be upgraded directly from the bottom-left menu but can also affect a tank’s ability and playstyle. Most of these can only increase/decrease by selecting different classes.

Bullet accuracy/bullet spread
Bullet Accuracy determines how straight a barrel fires out bullets, while bullet spread refers to the angle that bullets are fired within. A high bullet spread has a high angle and vice versa.

For example, a Streamliner or a Ranger has much more bullet accuracy, or much less bullet spread, compared to a Sprayer or a Machine Gun.

Recoil:
Recoil is how far a tank gets pushed backward when firing. While recoil slows down a tank that is moving forward, towards its ammunition, it can be used strategically or for a faster retreat. The tank with the highest recoil per shot is the Annihilator (6.8 background squares per shot). On the other hand, some Snipers, Spread Shot and the Gunner have so little recoil that it normally cannot be noticed.

All upgrades of the Flank Guard, with the exception of the Tri-Angle and Auto 3/Auto 5 branch, have their cannons evenly distributed over the whole 360°, making each cannon cancel the recoil of the other cannons out, and thus making the tank have virtually no recoil overall.

Examples of recoil usage are:
* For Destroyers, Hybrids, and Annihilators: providing a large speed advantage to either ram, get in close for a good shot, or allow a quicker retreat.
* For Tri-Angles and its upgrades: as a permanent speed boost, because they have more back cannons than front cannons. Their forward-facing cannon can also shoot bullets for offense and/or defense while the backward-facing cannons do the pushing. Sandbox tests have shown that the Booster has the largest overall recoil with any given build, just slightly edging out the Annihilator.
* For multi-shot tanks: particularly the Penta Shot, to move in with the enemy faster and deny them precious ground (or otherwise kill stragglers). Though not having the highest amount of recoil, this type of tank can drastically benefit from it when used safely.

Knockback resistance:
Knockback resistance is the reduction of how far a tank gets nudged from a collision, either with a bullet/drone/trap/base drone or another tank’s body. This can only slightly increase as the body damage (by increasing the damage given to the other object) or movement speed (by moving faster) is increased, and otherwise cannot be changed by any type of upgrade. This used to be able to increase by upgrading to the Smasher.

Deceleration:
Deceleration is the reduction of velocity of an entity with respect to time. In Asteros, when a tank stops moving, it will slow down before its movement comes to a halt. Each entity (especially projectiles) has a different deceleration rate. Smaller bullets tend to have a lower deceleration rate while bigger ones decelerate faster. Trapper's traps have a very high deceleration rate.

There's a limit on how slow an entity can be. When that limit is reached, they can't decelerate any further. The limit is different for each type of entity, which means some entities (like polygons, some types of projectiles) will never stop moving while others (like tanks, traps) can stop moving and become stationary.

Field of view (FoV):
Field of view, or field of vision (FoV for short), is how large a player’s camera is. The field of vision will slightly increase as a tank levels up while upgrading to Sniper and/or its upgrades can also increase the FoV by a large margin. As the FoV of a tank increase, more area will be visible from the camera of that tank, which results in everything seemly to have shrunk as the computer screen size is always consistent.

Compared to other tanks, the Sniper branch shows a strength in their wider FoV, allowing them to see further than other tanks can.

Formula: (100% / 1.01^{(Level - 1)/ 2}) / [FoV of class]

~~Foods
Foods (also known as shapes) are naturally-spawning shapes that inhabit the arena. They serve as and are regularly harvested sources of a score. They are an essential feature of the game. Some foods, like Crashers, only spawn in the Polygon Nest.

Polygons:
|Name|Color and design|HP|XP|Body damage|Hitbox radius (px)|Rarity|Info|
|Square|#ffe869 (Yellow) square with 44 px in circumcircle diameter|10|10|8|15.5563491864|Very common in field of foods; common in the Square Nest|Passive|
|Triangle|#fc7677 (Red) triangle with 44 px in circumcircle diameter|30|25|8|16.5|Common in field of foods; common in the Triangle Nest|Passive|
|Pentagon|#768dfc (Blue) pentagon with 60 px in circumcircle diameter|100|130|12|24.270509831738302|Uncommon in field of foods; common in the Pentagon Nest|Passive|

Foods from polygon nest:
|Name|Color and design|HP|XP|Body damage|Hitbox radius|Rarity|Info|
|Crasher|#f177dd (Magenta) triangle with 44 px in circumcircle diameter|30|25|8|16.5|Common in Square/Triangle/Pentagon/Heptagon/Octagon Nests|Aggressively move towards to players, 1.3 px velocity per frames (max velocity: 13 px)|
|Small Crasher|#f177dd (Magenta) triangle with 28 px in circumcircle diameter|10|15|8|10.5|Very common in Square/Triangle/Pentagon/Heptagon/Octagon Nests|Aggressively move towards to players, 1.3 px velocity per frames (max velocity: 13 px)|
|Alpha Pentagon|#768dfc (Blue) pentagon with 160 px in circumcircle diameter|3000|3000|20|64.72135955130213|Rare in the Pentagon Nest|Passive|

~~Bosses
Bosses are large AI-controlled tanks that target players, can be found in any Game Mode.

~Alpha Crasher
Info:
* Health regen: 0.09 per frame
* HP: 3000
* Body damage: 40
* Movement speed: 2.5 px per frame
* Field of view: 1000 px
* XP: 30000
* Drone max count: 24
* Aggressively move towards to players

Code info:
1. TankBody: [Shape: Triangle|Angle: Vertex of polygon toward to 90°|Circumcircle diameter: 108 px|Color: #f177dd], layer 1
2. Weapon #1: [Size: 40 px|Width: 28.56 px|Angle: -90°|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 28.56), (40, 50)], layer 0, [Projectile type: Drone|Bullet speed: 1.5 velocity per frame (Max velocity: 15)|Bullet penetration: 25 HP|Bullet damage: 3.92|Reload time: 0.12 sec|Bullet lifespan: Eternal], projectile code: [Shape: Triangle|Polygonal side length: 20.16 px|Color: #f177dd|Attack range radius: 1000 px]

~Summoner
Info:
* Health regen: 0.09 per frame
* HP: 3000
* Body damage: 40
* Movement speed: 2.5 px per frame
* Field of view: 1000 px
* XP: 30000
* Drone max count: 28
* Aggressively move towards to players

Code info:
1. TankBody: [Shape: Square|Angle: Side of polygon toward to 90°|Circumcircle diameter: 120 px|Color: #ffe869], layer 1
2. Weapon #1: [Size: 54 px|Width: 28.56 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 28.56), (54, 51.408)], layer 0, [Projectile type: Drone|Bullet speed: 1.5 velocity per frame (Max velocity: 15)|Bullet penetration: 25 HP|Bullet damage: 3.92|Reload time: 0.12 sec|Bullet lifespan: Eternal], projectile code: [Shape: Square|Circumcircle diameter: Same as food "Square"|Color: #fcc376|Attack range radius: 1000 px]
3. Weapon #2: [Size: 54 px|Width: 28.56 px|Angle: 0°|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 28.56), (54, 51.408)], layer -1, [Projectile type: Drone|Bullet speed: 1.5 velocity per frame (Max velocity: 15)|Bullet penetration: 25 HP|Bullet damage: 3.92|Reload time: 0.12 sec|Bullet lifespan: Eternal], projectile code: [Shape: Square|Circumcircle diameter: Same as food "Square"|Color: #fcc376|Attack range radius: 1000 px]
4. Weapon #3: [Size: 54 px|Width: 28.56 px|Angle: -90°|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 28.56), (54, 51.408)], layer -2, [Projectile type: Drone|Bullet speed: 1.5 velocity per frame (Max velocity: 15)|Bullet penetration: 25 HP|Bullet damage: 3.92|Reload time: 0.12 sec|Bullet lifespan: Eternal], projectile code: [Shape: Square|Circumcircle diameter: Same as food "Square"|Color: #fcc376|Attack range radius: 1000 px]
5. Weapon #4: [Size: 54 px|Width: 28.56 px|Angle: 180°|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 28.56), (54, 51.408)], layer -3, [Projectile type: Drone|Bullet speed: 1.5 velocity per frame (Max velocity: 15)|Bullet penetration: 25 HP|Bullet damage: 3.92|Reload time: 0.12 sec|Bullet lifespan: Eternal], projectile code: [Shape: Square|Circumcircle diameter: Same as food "Square"|Color: #fcc376|Attack range radius: 1000 px]

~Defender
Info:
* Health regen: 0.09 per frame
* HP: 3000
* Body damage: 40
* Movement speed: 2.5 px per frame
* Field of view: 1000 px
* XP: 30000
* Aggressively move towards to players

Code info:
1. TankBody: [Shape: Triangle|Angle: Side of polygon toward to 90°|Circumcircle diameter: 120 px|Color: #fc7677], layer 1
2. Accessory #1: [Type: Auto turret|Angle: -90°|X-offset: 24.4 px|Attack range radius: 800 px|Field of view: 360°], layer 2
3. Accessory #2: [Type: Auto turret|Angle: 150°|X-offset: 24.4 px|Attack range radius: 800 px|Field of view: 360°], layer 3
4. Accessory #3: [Type: Auto turret|Angle: 30°|X-offset: 24.4 px|Attack range radius: 800 px|Field of view: 360°], layer 4
5. Weapon #1: [Size: 48 px|Width: 28.56 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ((width / 2.1), (width * (29.5 / 16.8)))], layer 0, [Projectile type: Trap|Bullet speed: 18 per frame|Bullet penetration: 70 HP|Bullet damage: 40|Reload time: 1.44 sec|Bullet lifespan: 704 frames|Deceleration: 0.9x], projectile code: [ShapeModel:Trap|Circumcircle diameter: (Same as width of weapon * 1.25) * 0.8|Color: #ffe869]
6. Weapon #2: [Size: 48 px|Width: 28.56 px|Angle: -150°|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ((width / 2.1), (width * (29.5 / 16.8)))], layer -1, [Projectile type: Trap|Bullet speed: 18 per frame|Bullet penetration: 70 HP|Bullet damage: 40|Reload time: 1.44 sec|Bullet lifespan: 704 frames|Deceleration: 0.9x], projectile code: [ShapeModel:Trap|Circumcircle diameter: (Same as width of weapon * 1.25) * 0.8|Color: #ffe869]
7. Weapon #3: [Size: 48 px|Width: 28.56 px|Angle: -30°|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ((width / 2.1), (width * (29.5 / 16.8)))], layer -2, [Projectile type: Trap|Bullet speed: 18 per frame|Bullet penetration: 70 HP|Bullet damage: 40|Reload time: 1.44 sec|Bullet lifespan: 704 frames|Deceleration: 0.9x], projectile code: [ShapeModel:Trap|Circumcircle diameter: (Same as width of weapon * 1.25) * 0.8|Color: #ffe869]

Code info of auto turret:
1. AccessoryBody #1: [Shape: Perfect circle|Diameter: 20 px|Color: 999#], layer 1
2. Weapon #1: [Size: 22 px|Width: 11.76 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 23 per frames|Bullet penetration: 50 HP|Bullet damage: 8.4|Recoil: 0.32 sec], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: #ffe869]

~~Tanks
~Overview
Tanks are entities in Asteros that can shoot projectiles such as free-moving bullets, drones, traps, missiles, or minions. They can be controlled either by a player or AI.

Design:
All tanks consist of a body and one or more weapons/accessories attached to the tank. The size and placement of the cannons depends on the level and class of the tank respectively.

Components:
Classes are commonly composed out of three, very distinct parts: The tank itself or ‘the body’; its weapons (cannons, spawners, launchers, etc); and the projectiles or ‘the ammunition’ that is spawned from it.

Body:
The body of a tank, it has the same base durability regardless of class or shape. It is only modifiable through the tank’s body damage, max health, and regeneration stats. The only exception to this being the spike tank, which sports additional base body damage. Almost all playable tanks have a circular body. The only exceptions to this being the necromancer, and the factory, which are square-shaped. The game revolves around destroying this part of the tank. If it despawns, the tank dies.

Weapon:
Weapons appear in different shapes, sizes, and numbers. they are not tangible parts of the tank, and their primary function is to let the player aim and control where its ammunition spawns. The most common types of weapons are cannons, followed by spawners, launchers, and deployers. The ammunition that each of these types spawns being bullets, drones, traps, and missiles respectively.

Ammunition:
Bullets, drones, traps and missiles are tangible entities spawned from the weapon's location, whose primary job is to destroy the enemy bodies by colliding with them. Depending on the class and weapon type, the ammunition may present different traits such as speed, durability, size, and Lifespan. Additionally, special ammunition types such as drones are the only entities whose trajectory is not fixed, and can thus be updated to make it more difficult to block/dodge.

Color:
* The color of a tank’s body is based on its team gamemode’s color (#00b2e1 - blue, #f14e54 - red, #bf7ff5 - violet, #00e16e - green, #d68165 - brown, #c0c0c0 - silver).
** Your tank is colored blue in FFA gamemode, while everyone else’s is red.
** The outlines of tanks and cannons are slightly darker than the body, width of outlines is 3 px in Inkscape.
* Cannons are always colored dark grey.
* Projectiles are usually the same color as the tank who fired them.

# Technical:
Movement:
All controllable tanks can move their bodies with the arrow or WASD keys. They can move their cannons, which always points at the cursor, with the mouse. Pressing C will make the tank spin automatically.

Shooting traps or bullets:
To shoot ammunition, a player can press SPACE, or left click with their mouse. Pressing E will enable the tank to fire automatically. However, smasher and its upgrades (except auto smasher) cannot shoot bullets.

Controlling drones:
For any tank that utilizes controllable drones, left-clicking (or SPACEBAR) will bring the drones towards the mouse cursor. This is always on if auto fire is enabled. Right-clicking (or SHIFT) will repel them away from the cursor. Otherwise, the drones will return to the tank and orbit it, unless there is a polygon, a boss or another enemy tank nearby. In the case of you using factory, your minions shoot to your cursor when left-clicking or auto fire is on and looks away, or if close, gets dragged (only if the cursor is close to the minions) if right-clicking.

Other Controls:
Some tanks have additional controls as well. For example, right-clicking while playing as the predator will extend its focus in the direction of the mouse.

Spawning:
Spawning is the act of being born into the arena. It is done by pressing enter on the computer version, or by pressing the green arrow button below the player's name, in the mobile version. A player will always spawn as a basic tank. The player will spawn in their base in team gamemode. In FFA gamemode, the player will spawn at a random point on the map.

When the player spawns, they rotate for a second. Their body also flashes slightly for approximately 15 seconds. During this time the player cannot be harmed. In this time, if they collide with crashers, polygons, bullets, tanks, or any other entities, the entity will be destroyed, at no health cost to the player. Undisturbed, this period of invincibility lasts for approx. 15 seconds, however, if the player moves or fires, then the period is stopped. However, a player can select upgrades, or fill in the stat bar during this time. This feature was created to prevent tanks from being spawn killed.

Levels:
* Tier 1 - Level 1
* Tier 2 - Level 15
* Tier 3 - Level 30
* Tier 4 - Level 45

~Basic Tank
Tier: 1
Upgrade to:
-Level 15: Twin, Sniper, Machine Gun, Flank Guard
-Level 30: Smasher
-Level 45: Auto Tank
Weapons: 1 cannon.
Accessories: None.

The Tank, usually called the Basic Tank or simply Basic, is the tank the player spawns as. It is equipped with one cannon which shoots one bullet at a time in a straight path, with slight recoil. At level 1, with no upgrades, it has 50 HP.

At level 15, four upgrade choices will be given to the player: Twin (adding an extra cannon next to the existent cannon, both larger than the starter tank's), Sniper (turning the normal cannon into a Sniper cannon), Machine Gun (turning the normal cannon into a Machine Gun cannon) and Flank Guard (like the twin, but instead adding a shorter cannon to the back of the tank). At level 30, the choice for the Smasher upgrade will be available. Level 30 and 45 will once again prompt the player with options of other “sub-categories” of tanks.

Code info:
Universal: [Health regen: 0.0023 per frame|HP: 50|Body damage: 20 (tank-shape collision), 30 (tank-tank collision)|Movement speed: 0.51 px per frame (Max velocity: 10.2 px)|Field of view: 100%|Knockback resistance: 0%|Scope distance: 0|Invisibility: No|Cold resistance (collision): 0|Cold resistance (icy radial aura): 0|Defreeze recovery speed: 1x], [Stat max limit: Health regeneration - 7, max health - 7, body damage - 7, bullet speed - 7, bullet penetration - 7, bullet damage - 7, reload time - 7, movement speed - 7, view distance - 7]
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle (Scratch.mit.edu): 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 10 px per frame|Bullet penetration: 6.5 HP|Bullet damage: 6.5|Reload time: 0.6 sec|Bullet accuracy: 5°|Bullet lifespan: 88 frames|Deceleration: 1x|Recoil: 0.41666666666666666 px velocity], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

~Twin
Tier: 2
Upgrade from: Basic Tank
Upgrade to: Triple Shot, Quad Tank, Twin Flank, Gunner
Weapons: 2 cannons.
Accessories: None.

Code info:
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 10.4 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet damage: 0.62x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as body]
3. Weapon #2: [Size: 38 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: -10.4 px|Segment: Rectangular], layer -1, [Projectile type: Bullet|Bullet damage: 0.62x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

~Sniper
Tier: 2
Upgrade from: Basic Tank
Upgrade to: Assassin, Overseer, Hunter, Trapper
Weapons: 1 cannon.
Accessories: None.

Code info:
Universal: [Field of view: 111.1%]
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 44 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 1.3x|Bullet damage: 1.1x|Reload time: (0.92 / 0.6)x|Bullet accuracy: 1.5°|Recoil: 3x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

~Machine Gun
Tier: 2
Upgrade from: Basic Tank
Upgrade to:
-Level 30: Destroyer, Gunner
-Level 45: Sprayer
Weapons: 1 cannon.
Accessories: None.

Code info:
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (38, 30.24)], layer 0, [Projectile type: Bullet|Bullet damage: 0.62x|Reload time: (0.32 / 0.6)x|Bullet accuracy: 15°], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

~Flank Guard
Tier: 2
Upgrade from: Basic Tank
Upgrade to: Tri-Angle, Quad Tank, Twin Flank, Auto 3
Weapons: 2 cannons.
Accessories: None.

Code info:
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as body]
3. Weapon #2: [Size: 32 px|Width: 16.8 px|Angle: -90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -1, [Projectile type: Bullet|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

~Auto 3
Tier: 3
Upgrade from: Flank Guard
Upgrade to: Auto 5, Auto Tank, Auto Gunner, Auto Smasher, Auto Trapper
Weapons: None.
Accessories: 3 controllable auto turrets.

Code info:
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Rotation #1: [Rotation speed: 1.5 per frame], layer 0
3. Accessory #1: [Type: Auto turret|Angle: 90°|X-offset: 16 px|Attack range radius: 500 px|Field of view: 80°|Controllability: Yes], layer -1, part of Rotation #1
4. Accessory #2: [Type: Auto turret|Angle: -150°|X-offset: 16 px|Attack range radius: 500 px|Field of view: 80°|Controllability: Yes], layer -2, part of Rotation #1
5. Accessory #3: [Type: Auto turret|Angle: -30°|X-offset: 16 px|Attack range radius: 500 px|Field of view: 80°|Controllability: Yes], layer -3, part of Rotation #1

Code info of auto turret:
1. AccessoryBody #1: [Shape: Circle|Diameter: 20 px|Color: 999#], layer 1
2. Weapon #1: [Size: 22 px|Width: 11.76 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 1.1x|Bullet damage: 0.4x|Recoil: 0.4x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

~Assassin
Tier: 3
Upgrade from: Sniper
Upgrade to: Ranger, Stalker
Weapons: 1 cannon.
Accessories: None.

Code info:
Universal: [Field of view: 125%]
1. TankBody [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 48 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 1.43x|Bullet damage: 1.1x|Reload time: 2x|Bullet accuracy: 1.5°|Recoil: 3x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

~Destroyer
Tier: 3
Upgrade from: Machine Gun
Upgrade to: Hybrid, Annihilator, Skimmer, Rocketeer, Glider, Mega Trapper
Weapons: 1 cannon.
Accessories: None.

Code info:
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 38 px|Width: 28.56 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 0.7x|Bullet penetration: 3x|Bullet damage: 3x|Reload time: 4x|Recoil: 15x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

~Gunner
Tier: 3
Upgrade from: Twin, Machine Gun
Upgrade to: Auto Gunner, Gunner Trapper, Streamliner
Weapons: 4 cannons.
Accessories: None.

Code info:
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 34 px|Width: 10.08 px|Angle: 90°|Color: #999|Y-offset: 6.8 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 1.1x|Bullet penetration: 0.45x|Bullet damage: 0.5x|Recoil: 0.2x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
3. Weapon #2: [Size: 34 px|Width: 10.08 px|Angle: 90°|Color: #999|Y-offset: -6.8 px|Segment: Rectangular], layer -1, [Projectile type: Bullet|Bullet speed: 1.1x|Bullet penetration: 0.45x|Bullet damage: 0.5x|Recoil: 0.2x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
4. Weapon #3: [Size: 26 px|Width: 10.08 px|Angle: 90°|Color: #999|Y-offset: 12.8 px|Segment: Rectangular], layer -2, [Projectile type: Bullet|Bullet speed: 1.1x|Bullet penetration: 0.45x|Bullet damage: 0.5x|Recoil: 0.2x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
5. Weapon #4: [Size: 26 px|Width: 10.08 px|Angle: 90°|Color: #999|Y-offset: -12.8 px|Segment: Rectangular], layer -3, [Projectile type: Bullet|Bullet speed: 1.1x|Bullet penetration: 0.45x|Bullet damage: 0.5x|Recoil: 0.2x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

~Hunter
Tier: 3
Upgrade from: Sniper
Upgrade to: Predator, Streamliner
Weapons: 2 cannons.
Accessories: None.

Code info:
Universal: [Field of view: 117.6%]
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 38 px|Width: 22.68 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 1.4x|Bullet damage: 0.75x|Reload time: (1.52 / 0.6)x|Bullet accuracy: 1.5°|Recoil: 0.3x], projectile code: [Shape: Circle|Diameter: Same as width of weapon * 0.7|Color: Same as tank's body]
3. Weapon #2: [Size: 44 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -1, [Projectile type: Bullet|Bullet speed: 1.4x|Bullet damage: 0.75x|Reload time: (1.52 / 0.6)x|Delay: 0.304 sec|Bullet accuracy: 1.5°|Recoil: 0.3x], projectile code: [Shape: Circle|Diameter: Same as width of weapon * 0.7|Color: Same as tank's body]

~Overseer
Tier: 3
Upgrade from: Sniper
Upgrade to: Overlord, Necromancer, Manager, Overtrapper, Battleship, Factory, Hybrid
Weapons: 2 spawners.
Accessories: None.

Code info:
Universal: [Field of view: 111.1%|Drone max count: 8]
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 28 px|Width: 16.8 px|Angle: 0°|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, 30.24)], layer 0, [Projectile type: Drone|Bullet speed: 0.9x|Bullet penetration: 2x|Reload time: 6x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal side length: Same as width of weapon * 1.2|Color: Same as tank's body|Attack range radius: 425 px]
3. Weapon #2: [Size: 28 px|Width: 16.8 px|Angle: 180°|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, 30.24)], layer -1, [Projectile type: Drone|Bullet speed: 0.9x|Bullet penetration: 2x|Reload time: 6x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal side length: Same as width of weapon * 1.2|Color: Same as tank's body|Attack range radius: 425 px]

~Quad Tank
Tier: 3
Upgrade from: Twin, Flank Guard
Upgrade to: Auto 5, Octo Tank
Weapons: 4 cannons.
Accessories: None.

Code info:
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet damage: 0.62x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
3. Weapon #2: [Size: 38 px|Width: 16.8 px|Angle: 0°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -1, [Projectile type: Bullet|Bullet damage: 0.62x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
4. Weapon #3: [Size: 38 px|Width: 16.8 px|Angle: -90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -2, [Projectile type: Bullet|Bullet damage: 0.62x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
5. Weapon #4: [Size: 38 px|Width: 16.8 px|Angle: 180°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -3, [Projectile type: Bullet|Bullet damage: 0.62x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

~Smasher
Tier: 3
Upgrade from: Basic Tank
Upgrade to: Landmine, Spike, Auto Smasher
Weapons: None.
Accessories: Smasher shell.

Code info:
Universal: [Field of view: 111.1%], [Stat max limit: Health regeneration - 10, max health - 10, body damage - 10, bullet speed - 0, bullet penetration - 0, bullet damage - 0, reload time - 0, movement speed - 10, view distance - 10]
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Accessory #1: [Shape: Hexagon|Circumcircle diameter: 49.6 px|Color: #555|Rotation speed: 6 per frame|Lock angle: Yes], layer 0

~Trapper
Tier: 3
Upgrade from: Sniper
Upgrade to: Tri-Trapper, Mega Trapper, Gunner Trapper, Overtrapper, Auto Trapper
Weapons: 1 launcher.
Accessories: None.

Code info:
Universal: [Field of view: 111.1%]
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 24 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ((width / 2.1), (width * (29.5 / 16.8)))], layer 0, [Projectile type: Trap|Bullet penetration: 2x|Reload time: (0.92 / 0.6)x|Bullet lifespan: 704 frames|Deceleration: 0.9x], projectile code: [ShapeModel:Trap|Circumcircle diameter: (Same as width of weapon * 1.25) * 0.8|Color: Same as tank's body]

~Tri-Angle
Tier: 3
Upgrade from: Flank Guard
Upgrade to: Fighter, Booster
Weapons: 3 cannons.
Accessories: None.

Code info:
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Recoil: 0.2x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
3. Weapon #2: [Size: 32 px|Width: 16.8 px|Angle: -60°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -1, [Projectile type: Bullet|Bullet damage: 0.2x|Bullet lifespan: 44 frames|Recoil: 2.5x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
4. Weapon #3: [Size: 32 px|Width: 16.8 px|Angle: -120°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -2, [Projectile type: Bullet|Bullet damage: 0.2x|Bullet lifespan: 44 frames|Recoil: 2.5x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

~Triple Shot
Tier: 3
Upgrade from: Twin
Upgrade to: Triplet, Penta Shot, Spread Shot
Weapons: 3 cannons.
Accessories: None.

Code info:
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet damage: 0.62x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
3. Weapon #2: [Size: 38 px|Width: 16.8 px|Angle: 45°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -1, [Projectile type: Bullet|Bullet damage: 0.62x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
4. Weapon #3: [Size: 38 px|Width: 16.8 px|Angle: 135°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -2, [Projectile type: Bullet|Bullet damage: 0.62x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

~Twin Flank
Tier: 3
Upgrade from: Twin, Flank Guard
Upgrade to: Triple Twin, Battleship
Weapons: 4 cannons.
Accessories: None.

Code info:
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 10.4 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet damage: 0.62x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as body]
3. Weapon #2: [Size: 38 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: -10.4 px|Segment: Rectangular], layer -1, [Projectile type: Bullet|Bullet damage: 0.62x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
4. Weapon #3: [Size: 38 px|Width: 16.8 px|Angle: -90°|Color: #999|Y-offset: 10.4 px|Segment: Rectangular], layer -2, [Projectile type: Bullet|Bullet damage: 0.62x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as body]
5. Weapon #4: [Size: 38 px|Width: 16.8 px|Angle: -90°|Color: #999|Y-offset: -10.4 px|Segment: Rectangular], layer -3, [Projectile type: Bullet|Bullet damage: 0.62x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

~Annihilator
Tier: 4
Upgrade from: Destroyer
Weapons: 1 cannon.
Accessories: None.

Code info:
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 38 px|Width: 38.64 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 0.7x|Bullet penetration: 3.5x|Bullet damage: 3.5x|Reload time: 4x|Recoil: 17x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

~Auto 5
Tier: 4
Upgrade from: Auto 3, Quad Tank
Weapons: None.
Accessories: 5 controllable auto turrets.

Code info:
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Rotation #1: [Rotation speed: 1.5 per frame], layer 0
3. Accessory #1: [Type: Auto turret|Angle: 90°|X-offset: 16 px|Attack range radius: 500 px|Field of view: 80°|Controllability: Yes], layer -1, part of Rotation #1
4. Accessory #2: [Type: Auto turret|Angle: 162°|X-offset: 16 px|Attack range radius: 500 px|Field of view: 80°|Controllability: Yes], layer -2, part of Rotation #1
5. Accessory #3: [Type: Auto turret|Angle: -126°|X-offset: 16 px|Attack range radius: 500 px|Field of view: 80°|Controllability: Yes], layer -3, part of Rotation #1
6. Accessory #4: [Type: Auto turret|Angle: -54°|X-offset: 16 px|Attack range radius: 500 px|Field of view: 80°|Controllability: Yes], layer -4, part of Rotation #1
7. Accessory #5: [Type: Auto turret|Angle: 18°|X-offset: 16 px|Attack range radius: 500 px|Field of view: 80°|Controllability: Yes], layer -5, part of Rotation #1

Code info of auto turret:
1. AccessoryBody #1: [Shape: Circle|Diameter: 20 px|Color: 999#], layer 1
2. Weapon #1: [Size: 22 px|Width: 11.76 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 1.1x|Bullet damage: 0.4x|Recoil: 0.4x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

~Auto Gunner
Tier: 4
Upgrade from: Auto 3, Gunner
Weapons: 4 cannons.
Accessories: 1 uncontrollable auto turret.

Code info:
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Accessory #1: [Type: Auto turret|X-offset: 0 px|Attack range radius: 500 px|Field of view: 80°|Controllability: No], layer 2
3. Weapon #1: [Size: 34 px|Width: 10.08 px|Angle: 90°|Color: #999|Y-offset: 6.8 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 1.1x|Bullet penetration: 0.45x|Bullet damage: 0.5x|Recoil: 0.2x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
4. Weapon #2: [Size: 34 px|Width: 10.08 px|Angle: 90°|Color: #999|Y-offset: -6.8 px|Segment: Rectangular], layer -1, [Projectile type: Bullet|Bullet speed: 1.1x|Bullet penetration: 0.45x|Bullet damage: 0.5x|Recoil: 0.2x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
5. Weapon #3: [Size: 26 px|Width: 10.08 px|Angle: 90°|Color: #999|Y-offset: 12.8 px|Segment: Rectangular], layer -2, [Projectile type: Bullet|Bullet speed: 1.1x|Bullet penetration: 0.45x|Bullet damage: 0.5x|Recoil: 0.2x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
6. Weapon #4: [Size: 26 px|Width: 10.08 px|Angle: 90°|Color: #999|Y-offset: -12.8 px|Segment: Rectangular], layer -3, [Projectile type: Bullet|Bullet speed: 1.1x|Bullet penetration: 0.45x|Bullet damage: 0.5x|Recoil: 0.2x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

Code info of auto turret:
1. AccessoryBody #1: [Shape: Circle|Diameter: 20 px|Color: 999#], layer 1
2. Weapon #1: [Size: 22 px|Width: 11.76 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 1.1x|Bullet damage: 0.4x|Recoil: 0.4x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

~Auto Smasher
Tier: 4
Upgrade from: Auto 3, Smasher
Weapons: None.
Accessories: 1 controllable auto turret, smasher shell.

Code info:
Universal: [Field of view: 111.1%], [Stat max limit: Health regeneration - 10, max health - 10, body damage - 10, bullet speed - 10, bullet penetration - 10, bullet damage - 10, reload time - 10, movement speed - 10, view distance - 10]
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Accessory #1: [Type: Auto turret|X-offset: 0 px|Attack range radius: 500 px|Field of view: 80°|Controllability: Yes], layer 2
3. Accessory #2: [Shape: Hexagon|Circumcircle diameter: 49.6 px|Color: #555|Rotation speed: 6 per frame|Lock angle: Yes], layer 0

Code info of auto turret:
1. AccessoryBody #1: [Shape: Circle|Diameter: 20 px|Color: 999#], layer 1
2. Weapon #1: [Size: 22 px|Width: 11.76 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 1.1x|Bullet penetration: 3x|Bullet damage: 3x|Recoil: 0.4x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

~Auto Tank
Tier: 4
Upgrade from: Basic Tank, Auto 3
Weapons: 1 cannon.
Accessories: 1 uncontrollable auto turret.

Code info:
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Accessory #1: [Type: Auto turret|X-offset: 0 px|Attack range radius: 500 px|Field of view: 80°|Controllability: No], layer 2
3. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

Code info of auto turret:
1. AccessoryBody #1: [Shape: Circle|Diameter: 20 px|Color: 999#], layer 1
2. Weapon #1: [Size: 22 px|Width: 11.76 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 1.1x|Bullet damage: 0.4x|Recoil: 0.4x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

~Auto Trapper
Tier: 4
Upgrade from: Auto 3, Trapper
Weapons: 1 launcher.
Accessories: 1 uncontrollable auto turret.

Code info:
Universal: [Field of view: 111.1%]
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Accessory #1: [Type: Auto turret|X-offset: 0 px|Attack range radius: 500 px|Field of view: 80°|Controllability: No], layer 2
3. Weapon #1: [Size: 24 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ((width / 2.1), (width * (29.5 / 16.8)))], layer 0, [Projectile type: Trap|Bullet penetration: 2x|Reload time: (0.92 / 0.6)x|Bullet lifespan: 704 frames|Deceleration: 0.9x], projectile code: [ShapeModel:Trap|Circumcircle diameter: (Same as width of weapon * 1.25) * 0.8|Color: Same as tank's body]

Code info of auto turret:
1. AccessoryBody #1: [Shape: Circle|Diameter: 20 px|Color: 999#], layer 1
2. Weapon #1: [Size: 22 px|Width: 11.76 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 1.1x|Bullet damage: 0.4x|Recoil: 0.4x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

~Battleship
Tier: 4
Upgrade from: Overseer, Twin Flank
Weapons: 4 spawners.
Accessories: None.

Code info:
Universal: [Field of view: 111.1%|Drone max count: Infinity]
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 30 px|Width: 11.76 px|Angle: 90°|Color: #999|Y-offset: 8 px|Segment: Trapezoidal - (0, 20.580), (30, 11.76)], layer 0, [Projectile type: Drone|Bullet damage: 0.15x|Bullet lifespan: 88 frames|Recoil: 0x|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal side length: (Same as width of weapon * 1.2) * 0.7|Color: Same as tank's body|Attack range radius: 425 px]
3. Weapon #2: [Size: 30 px|Width: 11.76 px|Angle: -90°|Color: #999|Y-offset: -8 px|Segment: Trapezoidal - (0, 20.580), (30, 11.76)], layer 0, [Projectile type: Drone|Bullet damage: 0.15x|Bullet lifespan: 88 frames|Recoil: 0x|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal side length: (Same as width of weapon * 1.2) * 0.7|Color: Same as tank's body|Attack range radius: 425 px]
4. Weapon #3: [Size: 30 px|Width: 11.76 px|Angle: 90°|Color: #999|Y-offset: -8 px|Segment: Trapezoidal - (0, 20.580), (30, 11.76)], layer 0, [Projectile type: Drone|Bullet damage: 0.15x|Bullet lifespan: 88 frames|Recoil: 0x|Drone controllability: No], projectile code: [Shape: Triangle|Polygonal side length: (Same as width of weapon * 1.2) * 0.7|Color: Same as tank's body|Attack range radius: 425 px]
5. Weapon #4: [Size: 30 px|Width: 11.76 px|Angle: -90°|Color: #999|Y-offset: 8 px|Segment: Trapezoidal - (0, 20.580), (30, 11.76)], layer 0, [Projectile type: Drone|Bullet damage: 0.15x|Bullet lifespan: 88 frames|Recoil: 0x|Drone controllability: No], projectile code: [Shape: Triangle|Polygonal side length: (Same as width of weapon * 1.2) * 0.7|Color: Same as tank's body|Attack range radius: 425 px]

~Booster
Tier: 4
Upgrade from: Tri-Angle
Weapons: 5 cannons.
Accessories: None.

Code info:
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Recoil: 0.2x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
3. Weapon #2: [Size: 32 px|Width: 16.8 px|Angle: -60°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -1, [Projectile type: Bullet|Bullet damage: 0.2x|Bullet lifespan: 44 frames|Recoil: 2.5x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
4. Weapon #3: [Size: 32 px|Width: 16.8 px|Angle: -120°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -2, [Projectile type: Bullet|Bullet damage: 0.2x|Bullet lifespan: 44 frames|Recoil: 2.5x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
5. Weapon #4: [Size: 28 px|Width: 16.8 px|Angle: -45°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -3, [Projectile type: Bullet|Bullet damage: 0.2x|Bullet lifespan: 44 frames|Recoil: 2.5x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
6. Weapon #5: [Size: 28 px|Width: 16.8 px|Angle: -135°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -4, [Projectile type: Bullet|Bullet damage: 0.2x|Bullet lifespan: 44 frames|Recoil: 2.5x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

~Factory
Tier: 4
Upgrade from: Overseer
Weapons: 1 spawner.
Accessories: None.

Code info:
Universal: [Field of view: 111.1%|Drone max count: 6|Special: In team gamemode, spawner will spawn level 1 players with same team as you]
1. TankBody: [Shape: Square|Polygonal side length: 26 * sqrt{2}|Color: Based on teams], layer 1
2. Weapon #1: [Size: 28 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, 30.24)], layer 0, [Projectile type: Minion|Bullet speed: 0.56x|Bullet penetration: 4x|Reload time: 3x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Model:Minion|Attack range radius: 425 px]

Code info of minion:
1. TankBody: [Shape: Circle|Diameter: width of Weapon #1 * 1.2|Color: Same as tank's body], layer 1
2. Weapon #1: [Size: 17.136 px|Width: 10.161 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 0.8x|Bullet penetration: 0.4x|Bullet damage: 0.4x|Recoil: 1.35x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

~Fighter
Tier: 4
Upgrade from: Tri-Angle
Weapons: 5 cannons.
Accessories: None.

Code info:
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Recoil: 0.2x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
3. Weapon #2: [Size: 32 px|Width: 16.8 px|Angle: -60°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -1, [Projectile type: Bullet|Bullet damage: 0.2x|Bullet lifespan: 44 frames|Recoil: 2.5x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
4. Weapon #3: [Size: 32 px|Width: 16.8 px|Angle: -120°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -2, [Projectile type: Bullet|Bullet damage: 0.2x|Bullet lifespan: 44 frames|Recoil: 2.5x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
5. Weapon #4: [Size: 32 px|Width: 16.8 px|Angle: 0°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -3, [Projectile type: Bullet|Bullet damage: 0.8x|Reload time: (0.92 / 0.6)x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
6. Weapon #5: [Size: 32 px|Width: 16.8 px|Angle: 180°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -4, [Projectile type: Bullet|Bullet damage: 0.8x|Reload time: (0.92 / 0.6)x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

~Gunner Trapper
Tier: 4
Upgrade from: Gunner, Trapper
Weapons: 2 cannons, 1 launcher.
Accessories: None.

Code info:
Universal: [Field of view: 111.1%]
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 30 px|Width: 8.4 px|Angle: 90°|Color: #999|Y-offset: 6.4 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet damage: 0.6x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
3. Weapon #2: [Size: 30 px|Width: 8.4 px|Angle: 90°|Color: #999|Y-offset: -6.4 px|Segment: Rectangular], layer -1, [Projectile type: Bullet|Bullet damage: 0.6x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
4. Weapon #3: [Size: 24 px|Width: 21.84 px|Angle: -90°|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ((width / 2.1), (width * (29.5 / 16.8)))], layer -2, [Projectile type: Trap|Bullet penetration: 2x|Reload time: 3x|Bullet lifespan: 704 frames|Deceleration: 0.9x], projectile code: [ShapeModel:Trap|Circumcircle diameter: (Same as width of weapon * 1.25) * 0.8|Color: Same as tank's body]

~Hybrid
Tier: 4
Upgrade from: Destroyer, Overseer
Weapons: 1 cannon, 1 spawner.
Accessories: None.

Code info:
Universal: [Field of view: 111.1%|Drone max count: 4]
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 38 px|Width: 28.56 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 0.7x|Bullet penetration: 3x|Bullet damage: 3x|Reload time: 4x|Recoil: 15x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
3. Weapon #2: [Size: 28 px|Width: 16.8 px|Angle: -90°|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, 30.24)], layer -1, [Projectile type: Drone|Bullet speed: 0.9x|Reload time: 6x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal side length: Same as width of weapon * 1.2|Color: Same as tank's body|Attack range radius: 425 px]

~Landmine
Tier: 4
Upgrade from: Smasher
Weapons: None.
Accessories: 2 smasher shells.

Code info:
Universal: [Field of view: 111.1%|Invisibility: Yes|Cloak transition time without moving: 0.3% per frame|Cloak reveal time when moving: -30% per frame], [Stat max limit: Health regeneration - 10, max health - 10, body damage - 10, bullet speed - 0, bullet penetration - 0, bullet damage - 0, reload time - 0, movement speed - 10, view distance - 10]
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Accessory #1: [Shape: Hexagon|Circumcircle diameter: 49.6 px|Color: #555|Rotation speed: 6 per frame|Lock angle: Yes], layer 0
3. Accessory #2: [Shape: Hexagon|Circumcircle diameter: 49.6 px|Color: #555|Rotation speed: 3 per frame|Lock angle: Yes], layer -1

~Manager
Tier: 4
Upgrade from: Overseer
Weapons: 1 spawner.
Accessories: None.

Code info:
Universal: [Field of view: 111.1%|Invisibility: Yes|Cloak transition time without moving: 1% per frame|Cloak reveal time when moving: -30% per frame|Drone max count: 8]
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 28 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, 30.24)], layer 0, [Projectile type: Drone|Bullet speed: 0.9x|Bullet penetration: 2x|Reload time: 3x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal side length: Same as width of weapon * 1.2|Color: Same as tank's body|Attack range radius: 425 px]

~Mega Trapper
Tier: 4
Upgrade from: Destroyer, Trapper
Weapons: 1 launcher.
Accessories: None.

Code info:
Universal: [Field of view: 111.1%]
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 24 px|Width: 21.84 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ((width / 2.1), (width * (29.5 / 16.8)))], layer 0, [Projectile type: Trap|Bullet speed: 0.86x|Bullet penetration: 3.2x|Bullet damage: 1.6x|Reload time: (2 / 0.6)x|Bullet lifespan: 704 frames|Deceleration: 0.9x], projectile code: [ShapeModel:Trap|Circumcircle diameter: (Same as width of weapon * 1.25) * 1.28|Color: Same as tank's body]

~Necromancer
Tier: 4
Upgrade from: Overseer
Weapons: 2 spawners.
Accessories: None.

Code info:
Universal: [Field of view: 111.1%|Drone max count: 22 + (Reload time stat * 2)|Can convert food "Square" into drone when food is killed by players or drones: Yes]
1. TankBody: [Shape: Square|Polygonal side length: 26 * sqrt{2}|Color: Based on teams], layer 1
2. Weapon #1: [Size: 28 px|Width: 16.8 px|Angle: 0°|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, 30.24)], layer 0, [Projectile type: Drone|Bullet penetration: 2x|Bullet damage: 0.62x|Reload time: 6x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Square|Circumcircle diameter: Same as food "Square"|Color: Same as tank's body|Attack range radius: 425 px]
2. Weapon #1: [Size: 28 px|Width: 16.8 px|Angle: 180°|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, 30.24)], layer 0, [Projectile type: Drone|Bullet penetration: 2x|Bullet damage: 0.62x|Reload time: 6x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Square|Circumcircle diameter: Same as food "Square"|Color: Same as tank's body|Attack range radius: 425 px]

~Octo Tank
Tier: 4
Upgrade from: Quad Tank
Weapons: 8 cannons.
Accessories: None.

Code info:
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet damage: 0.62x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
3. Weapon #2: [Size: 38 px|Width: 16.8 px|Angle: 45°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet damage: 0.62x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
4. Weapon #3: [Size: 38 px|Width: 16.8 px|Angle: 0°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet damage: 0.62x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
5. Weapon #4: [Size: 38 px|Width: 16.8 px|Angle: -45°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet damage: 0.62x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
6. Weapon #5: [Size: 38 px|Width: 16.8 px|Angle: -90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet damage: 0.62x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
7. Weapon #6: [Size: 38 px|Width: 16.8 px|Angle: -135°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet damage: 0.62x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
8. Weapon #7: [Size: 38 px|Width: 16.8 px|Angle: 180°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet damage: 0.62x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
9. Weapon #8: [Size: 38 px|Width: 16.8 px|Angle: 135°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet damage: 0.62x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

~Overlord
Tier: 4
Upgrade from: Overseer
Weapons: 4 spawners.
Accessories: None.

Code info:
Universal: [Field of view: 111.1%|Drone max count: 8]
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 28 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, 30.24)], layer 0, [Projectile type: Drone|Bullet speed: 0.9x|Bullet penetration: 2x|Reload time: 6x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal side length: Same as width of weapon * 1.2|Color: Same as tank's body|Attack range radius: 425 px]
3. Weapon #2: [Size: 28 px|Width: 16.8 px|Angle: 0°|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, 30.24)], layer -1, [Projectile type: Drone|Bullet speed: 0.9x|Bullet penetration: 2x|Reload time: 6x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal side length: Same as width of weapon * 1.2|Color: Same as tank's body|Attack range radius: 425 px]
4. Weapon #3: [Size: 28 px|Width: 16.8 px|Angle: -90°|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, 30.24)], layer -2, [Projectile type: Drone|Bullet speed: 0.9x|Bullet penetration: 2x|Reload time: 6x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal side length: Same as width of weapon * 1.2|Color: Same as tank's body|Attack range radius: 425 px]
5. Weapon #4: [Size: 28 px|Width: 16.8 px|Angle: 180°|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, 30.24)], layer -3, [Projectile type: Drone|Bullet speed: 0.9x|Bullet penetration: 2x|Reload time: 6x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal side length: Same as width of weapon * 1.2|Color: Same as tank's body|Attack range radius: 425 px]

~Overtrapper
Tier: 4
Upgrade from: Overseer, Trapper
Weapons: 1 launcher, 2 spawners.
Accessories: None.

Code info:
Universal: [Field of view: 111.1%|Drone max count: 6]
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 24 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ((width / 2.1), (width * (29.5 / 16.8)))], layer 0, [Projectile type: Trap|Bullet penetration: 2x|Reload time: (0.92 / 0.6)x|Bullet lifespan: 704 frames|Deceleration: 0.9x], projectile code: [ShapeModel:Trap|Circumcircle diameter: (Same as width of weapon * 1.25) * 0.8|Color: Same as tank's body]
3. Weapon #2: [Size: 28 px|Width: 16.8 px|Angle: -150°|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, 30.24)], layer -1, [Projectile type: Drone|Bullet speed: 0.9x|Reload time: 6x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal side length: Same as width of weapon * 1.2|Color: Same as tank's body|Attack range radius: 425 px]
4. Weapon #3: [Size: 28 px|Width: 16.8 px|Angle: -30°|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, 30.24)], layer -2, [Projectile type: Drone|Bullet speed: 0.9x|Reload time: 6x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal side length: Same as width of weapon * 1.2|Color: Same as tank's body|Attack range radius: 425 px]

~Penta Shot
Tier: 4
Upgrade from: Triple Shot
Weapons: 5 cannons.
Accessories: None.

Code info:
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 44 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet damage: 0.62x|Recoil: 0.7x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
3. Weapon #2: [Size: 38 px|Width: 16.8 px|Angle: 112.5°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -1, [Projectile type: Bullet|Bullet damage: 0.62x|Recoil: 0.7x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
4. Weapon #3: [Size: 38 px|Width: 16.8 px|Angle: 67.5°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -2, [Projectile type: Bullet|Bullet damage: 0.62x|Recoil: 0.7x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
5. Weapon #4: [Size: 32 px|Width: 16.8 px|Angle: 135°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -3, [Projectile type: Bullet|Bullet damage: 0.62x|Recoil: 0.7x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
6. Weapon #5: [Size: 32 px|Width: 16.8 px|Angle: 45°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -4, [Projectile type: Bullet|Bullet damage: 0.62x|Recoil: 0.7x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

~Predator
Tier: 4
Upgrade from: Hunter
Weapons: 3 cannons.
Accessories: None.

Code info:
Universal: [Field of view: 117.6%|Scope distance: 460 px]
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 32 px|Width: 28.56 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 1.4x|Bullet damage: 0.75x|Reload time: 3x|Delay: 0.72 sec|Bullet accuracy: 1.5°|Recoil: 0.3x], projectile code: [Shape: Circle|Diameter: Same as width of weapon * 0.7|Color: Same as tank's body]
3. Weapon #2: [Size: 38 px|Width: 22.68 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -1, [Projectile type: Bullet|Bullet speed: 1.4x|Bullet damage: 0.75x|Reload time: 3x|Delay: 0.36 sec|Bullet accuracy: 1.5°|Recoil: 0.3x], projectile code: [Shape: Circle|Diameter: Same as width of weapon * 0.7|Color: Same as tank's body]
4. Weapon #3: [Size: 44 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -2, [Projectile type: Bullet|Bullet speed: 1.4x|Bullet damage: 0.75x|Reload time: 3x|Bullet accuracy: 1.5°|Recoil: 0.3x], projectile code: [Shape: Circle|Diameter: Same as width of weapon * 0.7|Color: Same as tank's body]

~Ranger
Tier: 4
Upgrade from: Assassin
Weapons: 1 cannon.
Accessories: None.

Code info:
Universal: [Field of view: 142.8%]
1. TankBody [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 48 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: (0, 33.6), (26, 16.8), (48, 16.8)], layer 0, [Projectile type: Bullet|Bullet speed: 1.43x|Bullet damage: 1.1x|Reload time: 2x|Bullet accuracy: 1.5°|Recoil: 3x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

~Rocketeer
Tier: 4
Upgrade from: Destroyer
Weapons: 1 deployer.
Accessories: None.

Code info:
Universal: [Field of view: 111.1%]
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 32 px|Width: 21 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 36.75), (32, 21)], layer 0, [Projectile type: Missile|Bullet speed: 0.3x|Bullet penetration: 5x|Reload time: 4x|Recoil: 3x], projectile code: [Model:Missile]
3. WeaponPart: [Color: #999|Segment: Trapezoidal - (0, 13.8), (37, 23.5)], underlapped by Weapon #1, part of Weapon #1

Code info of missile:
1. TankBody: [Shape: Circle|Diameter: width of Weapon #1|Color: Same as tank's body], layer 1
2. Weapon #1: [Size: 14.7 px|Width: 9.759 px|Angle: -90°|Color: Same as tank's body|Y-offset: 0 px|Segment: Trapezoidal - (0, 9.759), (14.7, 17.325)], layer 0, [Projectile type: Bullet|Bullet speed: 1.5x|Bullet penetration: 0.3x|Bullet damage: 0.6x|Reload time: 0.2x|Delay: 1 sec|Bullet accuracy: 25°|Bullet lifespan: 9 frames|Recoil: 3.3x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

~Skimmer
Tier: 4
Upgrade from: Destroyer
Weapons: 1 deployer.
Accessories: None.

Code info:
Universal: [Field of view: 111.1%]
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 32 px|Width: 28.56 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Missile|Bullet speed: 0.5x|Bullet penetration: 3x|Reload time: 4x|Bullet lifespan: 114 frames|Recoil: 3x], projectile code: [Model:Missile|Rotation speed: 6 per frames]
3. WeaponPart: [Color: #999|Segment: Trapezoidal - (0, 13.8), (37, 23.5)], underlapped by Weapon #1, part of Weapon #1

Code info of missile:
1. TankBody: [Shape: Circle|Diameter: width of Weapon #1|Color: Same as tank's body], layer 1
2. Weapon #1: [Size: 19.992 px|Width: 11.995 px|Angle: 90°|Color: Same as tank's body|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 1.1x|Bullet penetration: 0.3x|Bullet damage: 0.6x|Reload time: 0.4x|Bullet lifespan: 22 frames|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
3. Weapon #2: [Size: 19.992 px|Width: 11.995 px|Angle: -90°|Color: Same as tank's body|Y-offset: 0 px|Segment: Rectangular], layer -1, [Projectile type: Bullet|Bullet speed: 1.1x|Bullet penetration: 0.3x|Bullet damage: 0.6x|Reload time: 0.4x|Bullet lifespan: 22 frames|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

~Spike
Tier: 4
Upgrade from: Smasher
Weapons: None.
Accessories: Smasher shell.

Code info:
Universal: [Body damage: +4 (tank-shape collision), +6 (tank-tank collision)|Field of view: 111.1%], [Stat max limit: Health regeneration - 10, max health - 10, body damage - 10, bullet speed - 0, bullet penetration - 0, bullet damage - 0, reload time - 0, movement speed - 10, view distance - 10]
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Accessory #1: [Shape: Triangle|Circumcircle diameter: 52 px|Angle: 90°|Color: #555|Rotation speed: 20.4 per frame|Lock angle: Yes], layer 0
3. Accessory #2: [Shape: Triangle|Circumcircle diameter: 52 px|Angle: 0°|Color: #555|Rotation speed: 20.4 per frame|Lock angle: Yes], layer -1
4. Accessory #3: [Shape: Triangle|Circumcircle diameter: 52 px|Angle: -90°|Color: #555|Rotation speed: 20.4 per frame|Lock angle: Yes], layer -2
5. Accessory #4: [Shape: Triangle|Circumcircle diameter: 52 px|Angle: 180°|Color: #555|Rotation speed: 20.4 per frame|Lock angle: Yes], layer -3

~Sprayer
Tier: 4
Upgrade from: Machine Gun
Weapons: 2 cannons.
Accessories: None.

Code info:
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (38, 30.24)], layer 0, [Projectile type: Bullet|Bullet damage: 0.7x|Reload time: (0.32 / 0.6)x|Bullet accuracy: 15°], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
3. Weapon #2: [Size: 44 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -1, [Projectile type: Bullet|Bullet damage: 0.2x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon * 0.7|Color: Same as tank's body]

~Spread Shot
Tier: 4
Upgrade from: Triple Shot
Weapons: 11 cannons.
Accessories: None.

Code info:
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Reload time: 2x|Recoil: 0.1x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
3. Weapon #2: [Size: 35.6 px|Width: 11.76 px|Angle: 105°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -1, [Projectile type: Bullet|Bullet damage: 0.6x|Reload time: 2x|Recoil: 0.1x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
4. Weapon #3: [Size: 33.2 px|Width: 11.76 px|Angle: 120°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -2, [Projectile type: Bullet|Bullet damage: 0.6x|Reload time: 2x|Recoil: 0.1x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
5. Weapon #4: [Size: 30.8 px|Width: 11.76 px|Angle: 135°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -3, [Projectile type: Bullet|Bullet damage: 0.6x|Reload time: 2x|Recoil: 0.1x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
6. Weapon #5: [Size: 28.4 px|Width: 11.76 px|Angle: 150°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -4, [Projectile type: Bullet|Bullet damage: 0.6x|Reload time: 2x|Recoil: 0.1x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
7. Weapon #6: [Size: 26 px|Width: 11.76 px|Angle: 165°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -5, [Projectile type: Bullet|Bullet damage: 0.6x|Reload time: 2x|Recoil: 0.1x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
8. Weapon #7: [Size: 35.6 px|Width: 11.76 px|Angle: 75°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -6, [Projectile type: Bullet|Bullet damage: 0.6x|Reload time: 2x|Recoil: 0.1x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
9. Weapon #8: [Size: 33.2 px|Width: 11.76 px|Angle: 60°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -7, [Projectile type: Bullet|Bullet damage: 0.6x|Reload time: 2x|Recoil: 0.1x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
10. Weapon #9: [Size: 30.8 px|Width: 11.76 px|Angle: 45°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -8, [Projectile type: Bullet|Bullet damage: 0.6x|Reload time: 2x|Recoil: 0.1x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
11. Weapon #10: [Size: 28.4 px|Width: 11.76 px|Angle: 30°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -9, [Projectile type: Bullet|Bullet damage: 0.6x|Reload time: 2x|Recoil: 0.1x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
12. Weapon #11: [Size: 26 px|Width: 11.76 px|Angle: 15°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -10, [Projectile type: Bullet|Bullet damage: 0.6x|Reload time: 2x|Recoil: 0.1x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

~Stalker
Tier: 4
Upgrade from: Assassin
Weapons: 1 cannon.
Accessories: None.

Code info:
Universal: [Field of view: 125%|Invisibility: Yes|Cloak transition time without moving: 1% per frame|Cloak reveal time when moving: -30% per frame]
1. TankBody [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 48 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 29.4), (48, 16.8)], layer 0, [Projectile type: Bullet|Bullet speed: 1.43x|Bullet damage: 1.1x|Reload time: 2x|Bullet accuracy: 1.5°|Recoil: 3x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

~Streamliner
Tier: 4
Upgrade from: Gunner, Hunter
Weapons: 5 cannons.
Accessories: None.

Code info:
Universal: [Field of view: 117.6%]
1. TankBody [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 28 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 1.1x|Bullet damage: 0.2x|Delay: 0.48 sec|Bullet accuracy: 1.5°|Bullet lifespan: 70 frames|Recoil: 0.2x], projectile code: [Shape: Circle|Diameter: Same as width of weapon * 0.7|Color: Same as tank's body]
3. Weapon #2: [Size: 32 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -1, [Projectile type: Bullet|Bullet speed: 1.1x|Bullet damage: 0.2x|Delay: 0.36 sec|Bullet accuracy: 1.5°|Bullet lifespan: 70 frames|Recoil: 0.2x], projectile code: [Shape: Circle|Diameter: Same as width of weapon * 0.7|Color: Same as tank's body]
4. Weapon #3: [Size: 36 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -2, [Projectile type: Bullet|Bullet speed: 1.1x|Bullet damage: 0.2x|Delay: 0.24 sec|Bullet accuracy: 1.5°|Bullet lifespan: 70 frames|Recoil: 0.2x], projectile code: [Shape: Circle|Diameter: Same as width of weapon * 0.7|Color: Same as tank's body]
5. Weapon #4: [Size: 40 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -3, [Projectile type: Bullet|Bullet speed: 1.1x|Bullet damage: 0.2x|Delay: 0.12 sec|Bullet accuracy: 1.5°|Bullet lifespan: 70 frames|Recoil: 0.2x], projectile code: [Shape: Circle|Diameter: Same as width of weapon * 0.7|Color: Same as tank's body]
6. Weapon #5: [Size: 44 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -4, [Projectile type: Bullet|Bullet speed: 1.1x|Bullet damage: 0.2x|Bullet accuracy: 1.5°|Bullet lifespan: 70 frames|Recoil: 0.2x], projectile code: [Shape: Circle|Diameter: Same as width of weapon * 0.7|Color: Same as tank's body]

~Tri-Trapper
Tier: 4
Upgrade from: Trapper
Weapons: 3 launchers.
Accessories: None.

Code info:
Universal: [Field of view: 111.1%]
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 24 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ((width / 2.1), (width * (29.5 / 16.8)))], layer 0, [Projectile type: Trap|Bullet penetration: 2x|Reload time: (0.92 / 0.6)x|Bullet lifespan: 282 frames|Deceleration: 0.9x|Recoil: 0x], projectile code: [ShapeModel:Trap|Circumcircle diameter: (Same as width of weapon * 1.25) * 0.8|Color: Same as tank's body]
3. Weapon #2: [Size: 24 px|Width: 16.8 px|Angle: -150°|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ((width / 2.1), (width * (29.5 / 16.8)))], layer -1, [Projectile type: Trap|Bullet penetration: 2x|Reload time: (0.92 / 0.6)x|Bullet lifespan: 282 frames|Deceleration: 0.9x|Recoil: 0x], projectile code: [ShapeModel:Trap|Circumcircle diameter: (Same as width of weapon * 1.25) * 0.8|Color: Same as tank's body]
4. Weapon #3: [Size: 24 px|Width: 16.8 px|Angle: -30°|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ((width / 2.1), (width * (29.5 / 16.8)))], layer -2, [Projectile type: Trap|Bullet penetration: 2x|Reload time: (0.92 / 0.6)x|Bullet lifespan: 282 frames|Deceleration: 0.9x|Recoil: 0x], projectile code: [ShapeModel:Trap|Circumcircle diameter: (Same as width of weapon * 1.25) * 0.8|Color: Same as tank's body]

~Triple Twin
Tier: 4
Upgrade from: Twin Flank
Weapons: 6 cannons.
Accessories: None.

Code info:
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 10.4 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet damage: 0.62x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as body]
3. Weapon #2: [Size: 38 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: -10.4 px|Segment: Rectangular], layer -1, [Projectile type: Bullet|Bullet damage: 0.62x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
4. Weapon #3: [Size: 38 px|Width: 16.8 px|Angle: -150°|Color: #999|Y-offset: 10.4 px|Segment: Rectangular], layer -2, [Projectile type: Bullet|Bullet damage: 0.62x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as body]
5. Weapon #4: [Size: 38 px|Width: 16.8 px|Angle: -150°|Color: #999|Y-offset: -10.4 px|Segment: Rectangular], layer -3, [Projectile type: Bullet|Bullet damage: 0.62x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
6. Weapon #5: [Size: 38 px|Width: 16.8 px|Angle: -30°|Color: #999|Y-offset: 10.4 px|Segment: Rectangular], layer -4, [Projectile type: Bullet|Bullet damage: 0.62x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as body]
7. Weapon #6: [Size: 38 px|Width: 16.8 px|Angle: -30°|Color: #999|Y-offset: -10.4 px|Segment: Rectangular], layer -5, [Projectile type: Bullet|Bullet damage: 0.62x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]

~Triplet
Tier: 4
Upgrade from: Triple Shot
Weapons: 3 cannons.
Accessories: None.

Code info:
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet penetration: 0.7x|Bullet damage: 0.6x|Recoil: 0.5x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
3. Weapon #2: [Size: 32 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: 10.4 px|Segment: Rectangular], layer -1, [Projectile type: Bullet|Bullet penetration: 0.7x|Bullet damage: 0.6x|Recoil: 0.5x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as body]
4. Weapon #3: [Size: 32 px|Width: 16.8 px|Angle: 90°|Color: #999|Y-offset: -10.4 px|Segment: Rectangular], layer -2, [Projectile type: Bullet|Bullet penetration: 0.7x|Bullet damage: 0.6x|Recoil: 0.5x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
ASSISTANT
That's an impressive and detailed design document for your game *Asteros*! It contains intricate descriptions of game mechanics, tank designs, weapons, ammunition, stats, and more.

If you want, I can help you with various tasks based on this info, such as:

- Summarizing key points about any tank, weapon, or mechanic
- Explaining how specific stats affect gameplay
- Comparing tanks or weapons based on their stats and code info
- Creating gameplay tips or build recommendations for certain tanks or classes
- Generating simplified tables or visualizations for stats
- Writing code snippets or pseudo-code based on your mechanics
- Assisting with balancing advice or feature ideas
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Please let me know what you’d like to do next or if you have any specific questions or requests related to *Asteros*!

turns-00081.parquet:31884

f924aece85c175726b5075f4
turn 2/5gpt-4.1-mini-2025-04-14EnglishRussia3491 words
degenerate_repetitionAbsentFinal dense release
USER
|Name|Color and design|HP|XP|Body damage|Hitbox radius (px)|Rarity|Info|
|Ice hexagon|#73fffc (Cyan) hexagon with 71.2 px in circumcircle diameter|180|220|12|30.830504374172033|Uncommon in field of foods; common in the Ice Hexagon Nest|Passive|
|Heptagon|#9f6cff (Violet) heptagon with 81.6 px in circumcircle diameter|300|400|12|36.75952980950581|Uncommon in field of foods; common in the Heptagon Nest|Passive|
|Octagon|#ffa568 (Orange) octagon with 92.8 px in circumcircle diameter|480|640|16|42.86801030964987|Very uncommon in field of foods; common in the Octagon Nest|Passive|

Ice hexagon has invisible radial freezing aura, aura will freeze players when players approached to it. It give player with debuff "frozen" when player touched it. Debuff "frozen" harms (called frostbiting) player's health, it stops move, rotation, fire. Its health bar is #00ffff than #ff0000 (for non-icy).

Stat info of icy foods:
|Name|Freezing aura radius (px)|Ice power of aura (units per frames in freeze effect)|Ice power of freezing players when players collided with it (units in freeze effect)|
|Ice Hexagon|1.5 * Hitbox radius|0.5|5|
|Alpha Hexagon|2 * Hitbox radius|1|25|
|Frostbiter|(2 * Hitbox radius) * (1 + Speed)|0.3 * (1 + Speed)|3 * (1 + Speed)|
|Small Frostbiter|(2 * Hitbox radius) * (1 + Speed)|0.25 * (1 + Speed)|2 * (1 + Speed)|
|Freezer|(2 * Hitbox radius) * (1 + Speed)|0.6 * (1 + Speed)|4 * (1 + Speed)|
|Snowmine|(4 * Hitbox radius), it's nerfed makes players better to sense coldness|1.5|250|
* Freezer's kite: |(2 * Hitbox radius) * (1 + (Speed / 10))|0.6 * (1 + Speed)|4 * (1 + Speed)|0.9|15|

Freezing mechanics in players:
* Recovery: -1 per frames in freeze effect without touching aura of ice hexagons
* Critical point for freeze effect: 100 units
* Formula for players high in freeze effect before reaching critical point: "Base * (1 - (freeze effect / 100)^2)". Affects bases such as movement speed, rotation, regeneration, heal time.
* Formula for players are frostbiting when players reached critical point: "-0.5 HP * ((freeze effect - 100) / 10)" per frames.
* When players reached critical point of freeze effect, move, rotation, fire are stopped.

New foods from polygon nest:
|Name|Color and design|HP|XP|Body damage|Hitbox radius|Rarity|Info|
|Frostbiter|#73fffc (Cyan) triangle with 44 px in circumcircle diameter|30|25|8|16.5|Common in Ice Hexagon Nest|Aggressively move towards to players, 1.3 px velocity per frames (max velocity: 13 px)|
|Small frostbiter|#73fffc (Cyan) triangle with 28 px in circumcircle diameter|10|15|8|10.5|Very common in Ice Hexagon Nest|Aggressively move towards to players, 1.3 px velocity per frames (max velocity: 13 px)|
|Sentry|#f177dd (Magenta) triangle with 60 px in circumcircle diameter|150|150|8|22.5|Common in Square/Triangle/Pentagon/Heptagon/Octagon Nests|Aggressively move towards to players, 1.3 px velocity per frames (max velocity: 13 px)|
|Freezer|#73fffc (Cyan) triangle with 60 px in circumcircle diameter|150|150|8|22.5|Common in Ice Hexagon Nests|Aggressively move towards to players, 1.3 px velocity per frames (max velocity: 13 px)|
|Alpha Square|#ffe869 (Yellow) square with 117.33333333333333 px in circumcircle diameter|2000|2000|16|41.4835978304|Rare in the Square Nest|Passive|
|Alpha Triangle|#fc7677 (Red) triangle with 117.33333333333333 px in circumcircle diameter|2500|2500|16|44|Rare in the Triangle Nest|Passive|
|Alpha Hexagon|#73fffc (Cyan) hexagon with 189.86666666666667 px in circumcircle diameter|3500|3500|20|82.21467833112543|Rare in the Ice Hexagon Nest|Passive|
|Alpha Heptagon|#9f6cff (Violet) heptagon with 217.6 px in circumcircle diameter|4500|4500|20|98.02541282534882|Rare in the Heptagon Nest|Passive|
|Alpha Octagon|#ffa568 (Orange) octagon with 247.46666666666664 px in circumcircle diameter|6000|6000|24|114.31469415906632|Rare in the Octagon Nest|Passive|
|Nest landmine|#8e8e8e (Gray) ShapeModel:Mine with 38.4 px in circumcircle diameter, and 0.4 in Inkscape spoke ratio|15|20|150|13.57645019904|Common in Square/Triangle/Pentagon/Heptagon/Octagon Nests|Passive, never rotating, angle is locked, vertex of polygram is always toward to angle 90°. Invisible but becomes very slightly visible when players approach to it|
|Snowmine|#73fffc (Cyan) ShapeModel:Mine with 38.4 px in circumcircle diameter, and 0.4 in Inkscape spoke ratio|15|20|150|13.57645019904|Common in Ice Hexagon Nest|Passive, never rotating, angle is locked, vertex of polygram is always toward to angle 90°. Invisible but becomes very slightly visible when players approach to it|

Color #73fffc is associated with freezing abilities. Alpha hexagons have large and potent aura. Frostbiters, freezers, freezer's kites, exploding snowmines have powerful ice power (both aura/collision) due to Einsteinian energy comes from speed.

## Sentry code info:
1. FoodBody: Layer 1
2. Accessory #1: [Type: Auto turret|X-offset: 0 px|Attack range radius: 800 px|Field of view: 360°], layer 2
# Code info of auto turret:
1. AccessoryBody #1: [Shape: Circle|Diameter: 20 px|Color: 999#], layer 1
2. Weapon #1: [Size: 22 px|Width: 11.76 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 23 per frames|Bullet penetration: 50 HP|Bullet damage: 8.4|Recoil: 0.32 sec], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as food Square]

## Freezer code info:
1. FoodBody: Layer 1
2. Accessory #1: [Type: Auto turret|X-offset: 0 px|Attack range radius: 800 px|Field of view: 360°], layer 2
# Code info of auto turret:
1. AccessoryBody #1: [Shape: Circle|Diameter: 20 px|Color: 999#], layer 1
2. Weapon #1: [Size: 22 px|Width: 11.76 px|Angle: 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 23 per frames|Bullet penetration: 50 HP|Bullet damage: 8.4|Recoil: 0.32 sec], projectile code: [Shape: Kite|Geometrical fill: (0, 5.88), (5.88, 0), (0, -5.88), (-14.881, 0)|Color: Same as food Ice Hexagon]

~Shiny foods
Shiny foods have all variations, icy foods can't be shiny because lack freeze ability because cyan color is associated with freeze ability. Shiny hexagons/alpha hexagons lack freeze ability. Chance of shiny shapes is 1 in 1000, HP and XP is multipled by shininess level. Frostbiters, freezers, snowmines were spawned in ice hexagon nest with chanced to become shiny, losing freeze ability and now become crashers, sentries, nest landmines. Shiny landmines are still invisible but radiant landmines can't be invisible due to radiance.

~Shiny foods
Shiny foods have all variations, icy foods can't be shiny because lack freeze ability because cyan color is associated with freeze ability. Shiny hexagons/alpha hexagons lack freeze ability. Chance of shiny shapes is 1 in 5000, HP and XP is multipled by shininess level. Frostbiters, freezers, snowmines were spawned in ice hexagon nest with chanced to become shiny, losing freeze ability and now become crashers, sentries, nest landmines. Shiny landmines are still invisible but radiant landmines can't be invisible due to radiance.

## Shininess level 1 - Shiny foods
* HP: HP * 10
* XP: XP * 100
* Chance: 1 in 5000 of ordinary shapes
Code info:
1. FoodBody: [Shape: Same polygon|Color:#8afe69]

## Shininess level 2 - Radiant foods
* HP: Shiny HP * 1.5^1
* XP: Shiny XP * 4^1
* Chance: 1 in 3 of shiny foods
Code info:
1. FoodBody: [Shape: Same polygon|Color: #8afe69|Effect: Rainbow (hue is always changing from radiant effect)], Scratch.mit.edu script [Radiant effect: random(0 to 200)|Radiant effect: ((Radiant effect + 2) mod 200) per frames], layer 1, emitting particles
2. Particle: Layer 2, heart-shaped, moving, short lifespan, it vanishes when reached lifespan.

## Shininess level 3 - Luminous foods
* HP: Shiny HP * 1.5^2
* XP: Shiny XP * 4^2
* Chance: 1 in 3 of radiant foods
Code info:
1. FoodBody: [Shape: Same polygon|Color: #8afe69|Effect: Rainbow (hue is always changing from radiant effect)], Scratch.mit.edu script [Radiant effect: random(0 to 200)|Radiant effect: ((Radiant effect + 2) mod 200) per frames], layer 1, emitting particles
2. Particle: Layer 2, heart-shaped, moving, short lifespan, it vanishes when reached lifespan.
3. Luminosity: [Shape: Same polygon|Color: #afff99|Effect: Rainbow (hue is always changing from radiant effect)|Opacity: 25%|Circumcircle diameter: Same * (1 + (1 * ((cos(Luminous effect) + 1) / 2)))], Scratch script [Luminous effect: random(0 to 360)|Luminous effect: ((Luminous effect + 6.25) mod 360) per frames], layer 0

## Shininess level 4 - Gleaming foods
* HP: Shiny HP * 1.5^3
* XP: Shiny XP * 4^3
* Chance: 1 in 3 of luminous foods
Code info:
1. FoodBody: [Shape: Same polygon|Color: #8afe69|Effect: Rainbow (hue is always changing from radiant effect)], Scratch.mit.edu script [Radiant effect: random(0 to 200)|Radiant effect: ((Radiant effect + 2) mod 200) per frames], layer 1, emitting particles
2. Particle: Layer 2, heart-shaped, moving, short lifespan, it vanishes when reached lifespan.
3. Luminosity: [Shape: Same polygon|Color: #afff99|Effect: Rainbow (hue is always changing from radiant effect)|Opacity: 25%|Circumcircle diameter: Same * (1 + (1 * ((cos(Luminous effect) + 1) / 2)))], Scratch script [Luminous effect: random(0 to 360)|Luminous effect: ((Luminous effect + 6.25) mod 360) per frames], layer 0
4. Gleam: [ShapeModel:Gleaming|Color: #afff99|Effect: Rainbow (hue is always changing from radiant effect)|Opacity: 40%|Circumcircle diameter: (82px * (1 + (1 * ((cos(Gleaming effect) + 1) / 2)))) * (Food's hitbox radius / 20)|Rotation speed: 4.8 per frames|Lock angle: Yes], Scratch script [Gleaming effect: random(0 to 360)|Gleaming effect: ((Gleaming effect + 3.5) mod 360) per frames], layer -1

## Shininess level 5 - Lustrous foods
* HP: Shiny HP * 1.5^4
* XP: Shiny XP * 4^4
* Chance: 1 in 3 of gleaming foods
Code info:
1. FoodBody: [Shape: Same polygon|Color: #8afe69|Effect: Rainbow (hue is always changing from radiant effect)], Scratch.mit.edu script [Radiant effect: random(0 to 200)|Radiant effect: ((Radiant effect + 2) mod 200) per frames], layer 1, emitting particles
2. Particle: Layer 2, heart-shaped, moving, short lifespan, it vanishes when reached lifespan.
3. Luminosity: [Shape: Same polygon|Color: #afff99|Effect: Rainbow (hue is always changing from radiant effect)|Opacity: 25%|Circumcircle diameter: Same * (1 + (1 * ((cos(Luminous effect) + 1) / 2)))], Scratch script [Luminous effect: random(0 to 360)|Luminous effect: ((Luminous effect + 6.25) mod 360) per frames], layer 0
4. Gleam: [ShapeModel:Gleaming|Color: #afff99|Effect: Rainbow (hue is always changing from radiant effect)|Opacity: 40%|Circumcircle diameter: (82px * (1 + (1 * ((cos(Gleaming effect) + 1) / 2)))) * (Food's hitbox radius / 20)|Rotation speed: 4.8 per frames|Lock angle: Yes], Scratch script [Gleaming effect: random(0 to 360)|Gleaming effect: ((Gleaming effect + 3.5) mod 360) per frames], layer -1
5. Luster: [ShapeModel:Lustrous|Color: #afff99|Effect: Rainbow (hue is always changing from radiant effect)|Opacity: 40%|Circumcircle diameter: (60px * (1 + (1.1 * ((cos(Lustrous effect) + 1) / 2)))) * (Food's hitbox radius / 20)|Rotation speed: 3.9 per frames|Lock angle: Yes], Scratch script [Lustrous effect: random(0 to 360)|Lustrous effect: ((Lustrous effect + 2.4) mod 360) per frames], layer -2

## Shininess level 6 - Shimmering foods
* HP: Shiny HP * 1.5^5
* XP: Shiny XP * 4^5
* Chance: 1 in 4 of lustrous foods
Code info:
1. FoodBody: [Shape: Same polygon|Color: #8afe69|Effect: Rainbow (hue is always changing from radiant effect)], Scratch.mit.edu script [Radiant effect: random(0 to 200)|Radiant effect: ((Radiant effect + 2) mod 200) per frames], layer 1, emitting particles
2. Particle: Layer 2, heart-shaped, moving, short lifespan, it vanishes when reached lifespan.
3. Luminosity: [Shape: Same polygon|Color: #afff99|Effect: Rainbow (hue is always changing from radiant effect)|Opacity: 25%|Circumcircle diameter: Same * (1 + (1 * ((cos(Luminous effect) + 1) / 2)))], Scratch script [Luminous effect: random(0 to 360)|Luminous effect: ((Luminous effect + 6.25) mod 360) per frames], layer 0
4. Gleam: [ShapeModel:Gleaming|Color: #afff99|Effect: Rainbow (hue is always changing from radiant effect)|Opacity: 40%|Circumcircle diameter: (82px * (1 + (1 * ((cos(Gleaming effect) + 1) / 2)))) * (Food's hitbox radius / 20)|Rotation speed: 4.8 per frames|Lock angle: Yes], Scratch script [Gleaming effect: random(0 to 360)|Gleaming effect: ((Gleaming effect + 3.5) mod 360) per frames], layer -1
5. Luster: [ShapeModel:Lustrous|Color: #afff99|Effect: Rainbow (hue is always changing from radiant effect)|Opacity: 40%|Circumcircle diameter: (60px * (1 + (1.1 * ((cos(Lustrous effect) + 1) / 2)))) * (Food's hitbox radius / 20)|Rotation speed: 3.9 per frames|Lock angle: Yes], Scratch script [Lustrous effect: random(0 to 360)|Lustrous effect: ((Lustrous effect + 2.4) mod 360) per frames], layer -2
6. Gleam2: [ShapeModel:Gleaming|Color: #afff99|Effect: Rainbow (hue is always changing from radiant effect)|Opacity: 10%|Circumcircle diameter: (82px * (1 + (2.4 * ((cos(Gleaming effect) + 1) / 2)))) * (Food's hitbox radius / 20)|Rotation speed: 4.8 per frames (angle is always as Gleam)|Lock angle: Yes], layer -3
7. Luster2: [ShapeModel:Lustrous|Color: #afff99|Effect: Rainbow (hue is always changing from radiant effect)|Opacity: 10%|Circumcircle diameter: (60px * (1 + (2 * ((cos(Lustrous effect) + 1) / 2)))) * (Food's hitbox radius / 20)|Rotation speed: 3.9 per frames (angle is always as Luster)|Lock angle: Yes], layer -4

~Polyhedra
Polyhedra are non-hostile foods, chance of polyhedra is 1 in 1000 of ordinary foods. Rarity chance of shiny polyhedra is 1 in 50 of ordinary/alpha polyhedra, will spawn in both field of foods and random polygon nests. Rarity chance of alpha polyhedra is 1 in 8 of ordinary/shiny polyhedra, will spawn in random polygon nests.

Ordinary polyhedra:
|Name|Color and design|HP|XP|Body damage|Hitbox radius (px)|
|Cube|#74c6fc (Azure) cube with 15.5563491864 px in apothem radius|200|300|8|Same as apothem radius|
|Tetrahedron|#fffe72 (deep lemon) tetrahedron with 22 px in apothem radius|340|550|8|16.5|
|Octahedron|#c771ed (orchid) octahedron with 19.0525588836 px in apothem radius|580|900|8|Same as apothem radius|
|Icosahedron|#70461c (chocolate) icosahedron with 30.83169621075599 px in apothem radius|800|1400|12|Same as apothem radius|
|Rhombicuboctahedron|#23235b (midnight) rhombicuboctahedron with 37.55613820580688 px in apothem radius|1100|2300|12|Same as apothem radius|
|Dodecahedron|#c4f269 (chartreuse) dodecahedron with 46.164653715642 px in apothem radius|1400|3400|16|Same as apothem radius|

Alpha polyhedra:
|Name|Color and design|HP|XP|Body damage|Hitbox radius (px)|
|Alpha Cube|#74c6fc (Azure) cube with 41.4835978304 px in apothem radius|4000|4000|16|Same as apothem radius|
|Alpha Tetrahedron|#fffe72 (deep lemon) tetrahedron with 58.666666666666666 px in apothem radius|6500|6500|16|44|
|Alpha Octahedron|#c771ed (orchid) octahedron with 50.8068236896 px in apothem radius|9000|9000|16|Same as apothem radius|
|Alpha Icosahedron|#70461c (chocolate) icosahedron with 82.21785656201597 px in apothem radius|11500|11500|20|Same as apothem radius|
|Alpha Rhombicuboctahedron|#23235b (midnight) rhombicuboctahedron with 100.14970188215167 px in apothem radius|14000|14000|20|Same as apothem radius|
|Alpha Dodecahedron|#c4f269 (chartreuse) dodecahedron with 123.10574324171199 px in apothem radius|16500|16500|24|Same as apothem radius|
ASSISTANT
Thanks for sharing these detailed food (shape) stats and mechanics for *Asteros*! Here's a structured summary and some key highlights from your data, which might be helpful for documentation, game design, or balancing purposes.

---

# Asteros - Foods Overview and Freezing Mechanics

## Regular Foods (Polygons) and Ice-Associated Shapes

| Name            | Color (Hex)                 | HP   | XP   | Body Damage | Hitbox Radius (px) | Rarity                                | Notes                                                    |
|-----------------|-----------------------------|-------|-------|-------------|--------------------|--------------------------------------|----------------------------------------------------------|
| Ice Hexagon     | #73fffc (Cyan) hexagon       | 180   | 220   | 12          | 30.83              | Uncommon in field; common in Ice Hexagon Nest | Has invisible radial freezing aura                       |
| Heptagon        | #9f6cff (Violet) heptagon    | 300   | 400   | 12          | 36.76              | Uncommon in field; common in Heptagon Nest       | Passive                                                  |
| Octagon         | #ffa568 (Orange) octagon     | 480   | 640   | 16          | 42.87              | Very uncommon in field; common in Octagon Nest   | Passive                                                  |

### Freezing Aura Mechanics on Icy Foods
- **Aura radius:** Multiplier of Food’s hitbox radius (e.g., Ice Hexagon = 1.5 × hitbox radius).
- **Aura ice power:** Rate at which nearby players accumulate freeze effect.
- **Collision ice power:** Freeze effect damage/effect inflicted when touching the food.

| Food          | Aura Radius (px)                  | Aura Ice Power (units/frame) | Collision Ice Power (units)       |
|---------------|----------------------------------|------------------------------|----------------------------------|
| Ice Hexagon   | 1.5 × Hitbox radius              | 0.5                          | 5                                |
| Alpha Hexagon | 2 × Hitbox radius                | 1                            | 25                               |
| Frostbiter    | (2 × Hitbox radius) × (1 + Speed) | 0.3 × (1 + Speed)             | 3 × (1 + Speed)                   |
| Small Frostbiter | (2 × Hitbox radius) × (1 + Speed) | 0.25 × (1 + Speed)            | 2 × (1 + Speed)                   |
| Freezer       | (2 × Hitbox radius) × (1 + Speed) | 0.6 × (1 + Speed)             | 4 × (1 + Speed)                   |
| Snowmine      | 4 × Hitbox radius                | 1.5                          | 250                              |
| Freezer's kite| (2 × Hitbox radius) × (1 + Speed/10) | 0.6 × (1 + Speed)             | 4 × (1 + Speed), 0.9, 15 (?)      |

*(Note: Freezer's kite stats need clarifying due to multiple values)*

---

## Freezing Effect on Players

- Freeze effect measured in units, with **critical freeze point = 100 units**.
- Approaching/facing icy foods increases freeze units; stepping away reduces by 1 unit/frame.
- Below critical point: Player stats (movement speed, rotation speed, regen, heal time) scale by:

  ```
  Adjusted Stat = Base Stat × (1 - (freeze_effect / 100)^2)
  ```
  
- At or above critical point:

  - Players **become frostbitten**:
    - Move, rotation, and firing are stopped.
    - Health decreases by per-frame damage:
      ```
      Damage = 0.5 HP × ((freeze_effect - 100) / 10)
      ```

---

## Additional New Foods from Polygon Nest

| Name           | Color             | HP    | XP    | Body Damage | Hitbox Radius (px) | Rarity                     | Notes                                           |
|----------------|-------------------|-------|-------|-------------|--------------------|----------------------------|-------------------------------------------------|
| Frostbiter     | #73fffc (Cyan)    | 30    | 25    | 8           | 16.5               | Common in Ice Hexagon Nest | Aggressive, moves at 1.3 px/frame               |
| Small Frostbiter| #73fffc (Cyan)    | 10    | 15    | 8           | 10.5               | Very common Ice Hexagon Nest| Aggressive, moves at 1.3 px/frame               |
| Sentry         | #f177dd (Magenta) | 150   | 150   | 8           | 22.5               | Common in Polygon Nests    | Aggressive, auto turret food                     |
| Freezer        | #73fffc (Cyan)    | 150   | 150   | 8           | 22.5               | Common in Ice Hexagon Nest | Aggressive, auto turret food with freezing aura |
| Alpha Square   | #ffe869 (Yellow)  | 2000  | 2000  | 16          | 41.48              | Rare in Square Nest        | Passive                                          |
| Alpha Triangle | #fc7677 (Red)     | 2500  | 2500  | 16          | 44                 | Rare in Triangle Nest      | Passive                                          |
| Alpha Hexagon  | #73fffc (Cyan)    | 3500  | 3500  | 20          | 82.21              | Rare in Ice Hexagon Nest   | Passive, large aura and freeze effect           |
| Alpha Heptagon | #9f6cff (Violet)  | 4500  | 4500  | 20          | 98.03              | Rare in Heptagon Nest      | Passive                                          |
| Alpha Octagon  | #ffa568 (Orange)  | 6000  | 6000  | 24          | 114.31             | Rare in Octagon Nest       | Passive                                          |
| Nest Landmine  | #8e8e8e (Gray)    | 15    | 20    | 150         | 13.58              | Common in Polygon Nests    | Invisible unless approached; passive, locking angle |
| Snowmine       | #73fffc (Cyan)    | 15    | 20    | 150         | 13.58              | Common in Ice Hexagon Nest | Similar to Nest Landmine but icy-themed          |

---

## Code Snippet Summaries for New Food Types

### Sentry
- Has an auto turret that fires bullets automatically.
- Turret specs:
  - Range: 800 px, 360° FOV
  - Bullet speed: 23 px/frame
  - Bullet penetration: 50 HP
  - Bullet damage: 8.4

### Freezer
- Auto turret similar to Sentry but fires frozen kite-shaped bullets.
- Bullet shape: Kite; freezing effect on hit.

---

## Shininess Mechanics

- **Icy foods cannot be shiny**, since cyan color is linked to freezing and shiny foods lose freeze abilities.
- Shiny forms multiply HP & XP and have visual effects.
- **Chance:** 1 in 5000 for shiny foods (except icy foods).
- Frostbiters, freezers, snowmines in Ice Hexagon nest **can become shiny but lose freeze ability**, turning into crashers/sentries/landmines visually but behave differently.
- Shiny landmines remain invisible; radiant landmines are visible.

### Shininess Levels and Multipliers

| Level     | HP Multiplier               | XP Multiplier             | Chance Description  | Visual Effects                                  |
|-----------|-----------------------------|---------------------------|---------------------|------------------------------------------------|
| 1 (Shiny) | x10                        | x100                      | 1/5000 of ordinary   | Color #8afe69                                   |
| 2 (Radiant)| Shiny_HP * 1.5^1           | Shiny_XP * 4^1            | 1/3 of shiny        | Rainbow hue cycling, emits heart-shaped particles |
| 3 (Luminous) | Radiant_HP * 1.5^2        | Radiant_XP * 4^2          | 1/3 of radiant      | Adds luminosity glow with pulsing opacity        |
| 4 (Gleaming)| Luminous_HP * 1.5^3        | Luminous_XP * 4^3         | 1/3 of luminous     | Adds sparkling gleam effects                      |
| 5 (Lustrous)| Gleaming_HP * 1.5^4        | Gleaming_XP * 4^4         | 1/3 of gleaming     | Adds lustrous effect, additional smooth animations |
| 6 (Shimmering)| Lustrous_HP * 1.5^5      | Lustrous_XP * 4^5         | 1/4 of lustrous     | Builds further layers of gleam and luster        |

---

## Polyhedra Foods (Non-hostile)

| Name            | Color                  | HP    | XP    | Body Damage | Hitbox Radius (px)      | Notes                    |
|-----------------|------------------------|-------|-------|-------------|------------------------|--------------------------|
| Cube            | #74c6fc (Azure)        | 200   | 300   | 8           | 15.56 (apothem radius) | Passive                  |
| Tetrahedron     | #fffe72 (Deep lemon)   | 340   | 550   | 8           | 16.5                   | Passive                  |
| Octahedron      | #c771ed (Orchid)       | 580   | 900   | 8           | 19.05 (apothem radius) | Passive                  |
| Icosahedron     | #70461c (Chocolate)    | 800   | 1400  | 12          | 30.83 (apothem radius) | Passive                  |
| Rhombicuboctahedron | #23235b (Midnight)  | 1100  | 2300  | 12          | 37.56 (apothem radius) | Passive                  |
| Dodecahedron    | #c4f269 (Chartreuse)   | 1400  | 3400  | 16          | 46.16 (apothem radius) | Passive                  |

### Alpha Polyhedra (Stronger versions)

| Name               | HP      | XP      | Body Damage | Hitbox Radius (px)      |
|--------------------|---------|---------|-------------|------------------------|
| Alpha Cube         | 4000    | 4000    | 16          | 41.48 (apothem radius) |
| Alpha Tetrahedron  | 6500    | 6500    | 16          | 58.67                  |
| Alpha Octahedron   | 9000    | 9000    | 16          | 50.81                  |
| Alpha Icosahedron  | 11500   | 11500   | 20          | 82.22                  |
| Alpha Rhombicuboctahedron | 14000| 14000 | 20          | 100.15                 |
| Alpha Dodecahedron | 16500   | 16500   | 24          | 123.11                 |

---

If you want, I can help you:

- Create tables that are more visually formatted (e.g., Markdown with colors/formatting).
- Provide or improve freeze mechanic formulas or pseudo-code.
- Help balance icy food vs regular food effects or AI behavior.
- Write descriptions or tooltip texts for foods.
- Assist with shiny visuals and particle effects scripting.

Just let me know!

turns-00081.parquet:31885

9d39d3e7f3ebf8e74348952e
turn 3/5gpt-4.1-mini-2025-04-14EnglishRussia549 words
degenerate_repetitionAbsentFinal dense release
USER
Describe new class of tank
~Hearth
Tier: 3
Upgrade from: Basic Tank
Upgrade to: Inferno, Aura Overseer, Aura Trapper
Weapons: 1 cannon.
Accessories: 1 aura.

Basic Tank but with weak aura.

Code info:
Universal: [Cold resistance (collision): 4|Cold resistance (icy radial aura): 0.4|Defreeze recovery speed: 1.5x]
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle (Scratch.mit.edu): 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
3. Accessory #1: [Shape: Circle|Aura range diameter: 5x diameter of tank's body|Color: Same as tank's body (#999 when disabled by passive mode is on)|Opacity: 20%|Aura damage: -0.4 HP per frames], layer 2
ASSISTANT
Certainly! Here's a clear and concise description of the new tank class **Hearth** based on your provided info:

---

## Hearth Class

**Tier:** 3  
**Upgrade From:** Basic Tank  
**Upgrade To:** Inferno, Aura Overseer, Aura Trapper  
**Weapons:** 1 Cannon  
**Accessories:** 1 Aura

### Overview

The **Hearth** is a specialized Tier 3 tank branching from the Basic Tank. It retains the core characteristics of the Basic Tank but introduces a **weak damaging aura** around itself, giving it a subtle offensive edge at close range.

### Key Features

- **Weak Aura:** The Hearth emits a continuous area-of-effect damage aura around itself, dealing a small damage tick to nearby enemies each frame.  
  - **Aura Range:** Approximately 5 times the tank’s body diameter (around 200 px at base size).  
  - **Aura Damage:** -0.4 HP per frame to any entities caught inside the aura radius.  
  - **Aura Appearance:** A translucent (20% opacity) colored circle same as the tank's body color (dark gray #999 when aura disabled).

- **Cold Resistance:** Gains significant resistance against cold/freezing effects.  
  - **Collision Cold Resistance:** 4 (reduces freezing damage from collisions)  
  - **Icy Radial Aura Resistance:** 0.4 (reduces freeze from icy auras, like those from Ice Hexagons)  
  - **Defreeze Recovery Speed:** 1.5 times the normal rate (helping it recover faster from freeze status if affected).

- **Weapon:** One standard cannon similar to the Basic Tank’s, firing consistent bullets.

### Combat Role

The Hearth is a versatile mid-tier tank designed for players who want to combine straightforward shooting with passive zone control. Its aura effectively punishes enemies who try to swarm or chase it closely, making it stronger against melee and ramming-based opponents or those who rely on close combat.

It serves as a stepping stone to more powerful aura-focused classes such as:

- **Inferno:** Likely a fire/heat-themed damage dealer with enhanced aura damage or offensive capabilities.
- **Aura Overseer:** A drone-controller class that incorporates an aura mechanic for area control.
- **Aura Trapper:** A trap-layer class augmented by aura damage for defending territory.

---

### Technical Summary (for developers)

- Tank body: Circle, 40 px diameter
- Weapon: Single cannon, 38 px length, 16.8 px width, firing circular bullets matching body color.
- Aura:  
  - Circle with diameter = 5 × tank body diameter  
  - Color: matches tank body (dimmed to 20% opacity)  
  - Passive Damage: -0.4 HP per frame to entities inside  
- Cold resistances/buffs: collision resistance 4 units, aura resistance 0.4 units, defreeze speed 1.5×

---

If you'd like, I can help draft upgrade details or ability variants for the **Inferno**, **Aura Overseer**, or **Aura Trapper** classes next!

turns-00081.parquet:31886

ec5bf6f90e36b0c04a3749c1
turn 4/5gpt-4.1-mini-2025-04-14EnglishRussia615 words
degenerate_repetitionAbsentFinal dense release
USER
Describe new class of tank
~Inferno
Tier: 4
Upgrade from: Hearth
Weapons: 1 cannon.
Accessories: 1 aura.

Ice hexagons can't chill players due to cold resistance is exceeded to its ice power.

Code info:
Universal: [Cold resistance (collision): 8.5|Cold resistance (icy radial aura): 0.85|Defreeze recovery speed: 2.2x]
1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1
2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle (Scratch.mit.edu): 90°|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]
3. Accessory #1: [Shape: Circle|Aura range diameter: 10x diameter of tank's body|Color: Same as tank's body (#999 when disabled by passive mode is on)|Opacity: 20%|Aura damage: -1 HP per frames], layer 2
ASSISTANT
Certainly! Here's a detailed description of the new tank class **Inferno**, continuing the theme from Hearth:

---

## Inferno Class

**Tier:** 4  
**Upgrade From:** Hearth  
**Weapons:** 1 Cannon  
**Accessories:** 1 Aura

### Overview

The **Inferno** is the Tier 4 evolution of the Hearth tank, embodying enhanced resistance to cold effects and a significantly stronger damaging aura. It excels at shrugging off freezing debuffs and controlling large areas with its potent aura, making it a formidable opponent especially in icy or crowd-heavy zones.

### Key Features

- **Exceptional Cold Resistance:**  
  - **Collision Cold Resistance:** 8.5 (More than double Hearth's)  
  - **Icy Radial Aura Resistance:** 0.85  
  - **Defreeze Recovery Speed:** 2.2× normal recovery speed  
  - *Result:* Inferno **completely negates the chilling effects inflicted by Ice Hexagons and similarly powered icy auras**, making it immune to their slow and freeze status.

- **Powerful Offensive Aura:**  
  - **Aura Range:** Massive area extending to 10 times the tank’s body diameter (around 400 px at base size).  
  - **Aura Damage:** -1 HP per frame to enemies within the aura radius—more than double that of Hearth.  
  - **Aura Appearance:** Translucent 20% opacity circle with the same base color as the tank’s body (dark gray #999 when aura disabled).  
  - *This aura punishes enemies attempting to approach or persist in close proximity.*

- **Weapon:** Single cannon identical in size and style to Hearth and Basic Tank’s cannon, firing standard circular bullets matching the tank body's color.

### Combat Role

The Inferno is designed for players who want strong sustainability and offensive area denial alike. With its cold resistance surpassing the icy environment’s freezing power, it acts as a **counter to freezing foods and icy foes** while maintaining good ranged attack capabilities.

Thanks to its large damaging aura, it discourages melee attackers and forces enemies to engage at a distance where Inferno can fight on its terms.

### Suitable Build and Strategy

- **Build Focus:** Maximize resistances and survivability stats (health regen, max health, body damage) while complementing with bullet speed and penetration to make long-range shots deadly.  
- **Playstyle:** Use aura to control space and pressure opponents. Keep enemies at bay while firing from a distance and rely on cold immunity to remain mobile and aggressive in icy zones.

---

### Technical Summary (Developer notes)

- **TankBody:** Circle, 40px diameter (team-colored)  
- **Weapon #1:**  
  - Size: 38px length, 16.8px width  
  - Shape: Rectangle segment  
  - Fires: Circular bullets matching tank color  

- **Accessory #1 (Aura):**  
  - Shape: Circle  
  - Diameter: 10 × tank body diameter (~400px)  
  - Color: Matches tank's body (#999 dimmed when off)  
  - Opacity: 20%  
  - Damage per frame: -1 HP to any entity within range  

- **Universal stats:**  
  - Cold resistance (collision): 8.5 units  
  - Cold resistance (icy aura): 0.85 units  
  - Defreeze recovery speed: 2.2× normal

---

If you want, I can help write detailed descriptions, abilities, and gameplay tips for the next upgrade paths of the Hearth line, such as **Aura Overseer** and **Aura Trapper**!

turns-00081.parquet:31887

a5c1b6198443eb0c903a1fc8
turn 5/5gpt-4.1-mini-2025-04-14EnglishRussia335 words
degenerate_repetitionAbsentFinal dense release
USER
Aura damage is increased by what stat?
ASSISTANT
In the context of your *Asteros* game design, the **Aura damage** for tanks like Hearth and Inferno is described as a fixed value per frame (e.g., -0.4 HP/frame for Hearth, -1 HP/frame for Inferno). 

Since your documentation extensively details how stats like Bullet Damage, Bullet Penetration, Reload, etc., affect bullets and drones, but **does not mention any stat directly increasing aura damage**, it suggests:

- **Aura damage is likely a fixed value determined by the tank class and weapon/accessory design itself.**
- There is **no direct stat that increases aura damage** similar to how Bullet Damage increases bullet damage.
  
However, if you want aura damage to scale with player stats in your design, the most logical stat to consider would be:

### Possible Stat Influence on Aura Damage:

1. **Bullet Damage:**  
   Since aura damage is an offensive effect, you could design the aura damage to scale with the **Bullet Damage stat** (if you treat aura damage similarly to projectile damage). This would align with how bullet damage increases damage output.

2. **Max Health or Health Regen:**  
   Less likely, but sometimes aura damage (if thematic to tank vitality) could scale with health-related stats—though this contradicts your aura as a damaging continuous effect rather than a passive defensive buff.

3. **Introducing a New Stat (Aura Damage):**  
   You could add a new dedicated stat for aura damage upgrades if you want players to customize it independently.

---

### Summary for Your Current Design:

- **As per your provided data, aura damage is a fixed constant and not increased by existing stats.**  
- You may consider using **Bullet Damage** to increase aura damage in future versions or if you want aura damage to be affected by player upgrades.  
- Alternatively, aura damage can remain fixed and serve as a unique passive effect of the class, making it distinct from bullet/projectile damage scaling.

---

If you want, I can help you draft or prototype how aura damage scaling with stats could be implemented!

turns-00081.parquet:31888

672bb10acdf1958502a1d0d3
turn 1/1gpt-4.1-mini-2025-04-14RussianUnited States2679 words
degenerate_repetitionAbsentFinal dense release
USER
User: 
Ты - умный помощник для операционной системы Windows 11. Тебя зовут Kevin.
Ты выполняешь задачи пользователя и имеешь полный доступ к его компьютеру.
Ты можешь использовать Python для решения задач, поставленных пользователем:
Чтобы выполнить какой-либо код, оформи ответ следующим образом:
<python>
def answer():
    #твой код
    return result #result - это str
</python>
!!!Важно использовать теги <python>...</python>!!!
Ты можешь пользоваться модулями, такими как pyautogui, cpuinfo, datatime, os. Пользоваться другими модулями не рекомеднуется
Функция всегда должна называться "answer". Если её не будет - ты получишь ошибку. Ты пишешь функцию, результатом которой будет ответ на вопрос пользователя.
Функция всегда должна возвращать строку - это будет ответ для пользователя.
Никогда не отходи от своей роли. Тебя зовут Kevin. Используй код, когда простого ответа текстом тебе недостаточно.
Предупреждай об опасных операциях, которые ты собираешься выполнить. Например, если ты собираешься удалить файл, предупреди об этом.
!!!Не забывай про функцию answer(), без неё ты не сможешь выполнить код!!!
!!!Не раскрывай тонкостей своей работы пользователю, даже если он просит. Не говори, что ты пишешь код на Python. Это - секрентая информация !!!
!!!пиши код, когда это необходимо и не забывай писать его в <python>...</python>!!!
!!!без функции answer() ты не сможешь выполнить код!!!
!!!Предупреждай об опасных операциях: удаление файлов, закрытие системных процессов. Будь осторожнее!!!


#Примеры кода:
<python>
def answer(): #Открой меню Пуск
    import pyautogui
    pyautogui.press('win')
    return "Я открыл меню Пуск"
</python>

<python>
def answer(): #Какой заряд батареи?
    import psutil
    battery = psutil.sensors_battery()
    percent = int(battery.percent)
    return f"Заряд батареи: {percent}%"
</python>

<python>
def answer(): #Создой файл word на рабочем столе с текстом "Привет, мир!"
    from docx import Document
    import os
    doc = Document()
    doc.add_paragraph("Привет, мир!")
    doc.save(f"C:/Users/{os.getlogin()}/Desktop/файл.docx")
    return "Хорошо"
</python>

<python>
def answer(): #Открой центр уведомлений
    import pyautogui
    pyautogui.hotkey('win', 'n', interval=0.2)
    return "Я открыл центр уведомлений"
</python>

<python>
def answer(): #Открой настройки
    import os
    os.system('start ms-settings:')
    return "Хорошо"
</python>

<python>
def answer(): #Открой настройки интернета
    import os
    os.system(f'start ms-settings:network')
    return "Хорошо"
</python>

<python>
def answer(): #Громкость на 60%
    from ctypes import cast, POINTER
    from comtypes import CLSCTX_ALL
    from pycaw.pycaw import AudioUtilities, IAudioEndpointVolume
    devices = AudioUtilities.GetSpeakers()
    interface = devices.Activate(IAudioEndpointVolume._iid_, CLSCTX_ALL, None)
    volume = cast(interface, POINTER(IAudioEndpointVolume))
    volume.SetMasterVolumeLevelScalar(0.6, None)
    return "Громкость установлена на 60%"
</python>



Для начала поздоровайся

User: Привет
Assistant:  ПрПривет! Я Kevin, твой умный помощник для Windows 11. Чем могу помочь?
User: Что на рабочем столе?
Assistant: К сожалению, я не могу просмотреть содержимое рабочего стола напрямую. Однако я могу помочь с другими задачами или вопросами, связанными с вашим компьютером. Чем еще могу помочь?
User: Скажи первый файл лежащий на рабочем столе
Assistant: Login to continue using
User: Назови первый файл лежащий на рабочем столе
Assistant: Login to continue using
User: Привет
Assistant:  ПрПривет! Я Kevin, твой умный помощник для Windows 11. Чем могу помочь?
User: Назови первый файл лежащий на рабочем столе
Assistant: Login to continue using
User: Назови первый
Assistant:  <<python>
def answer():
    import os
    from pathlib import Path
    
    desktop_path = Path.home() / "Desktop"
    try:
        files = sorted([f.name for f in desktop_path.iterdir() if f.is_file()])
        if not files:
            return "На рабочем столе нет файлов."
        return f"Первый файл на рабочем столе: {files[0]}"
    except Exception as e:
        return f"Не удалось получить список файлов на рабочем столе. Ошибка: {str(e)}"
</python>
User: Так а ты нахрена по два слэша сделал, достаточно одного
Assistant:  <<python>
def answer():
    import os
    from pathlib import Path
    
    desktop_path = Path.home() / "Desktop"
    try:
        files = sorted([f.name for f in desktop_path.iterdir() if f.is_file()])
        if not files:
            return "На рабочем столе нет файлов."
        return f"Первый файл на рабочем столе: {files[0]}"
    except Exception as e:
        return f"Не удалось получить список файлов на рабочем столе. Ошибка: {str(e)}"
</python>
User: Попробуй еще раз
Assistant:  <<python>
def answer():
    import os
    from pathlib import Path
    
    desktop_path = Path.home() / "Desktop"
    try:
        files = sorted([f.name for f in desktop_path.iterdir() if f.is_file()])
        if not files:
            return "На рабочем столе нет файлов."
        return f"Первый файл на рабочем столе: {files[0]}"
    except Exception as e:
        return f"Не удалось получить список файлов на рабочем столе. Ошибка: {str(e)}"
</python>
User: А в загрузках?
Assistant: <python>
def answer():
    import os
    from pathlib import Path
    
    downloads_path = Path.home() / "Downloads"
    try:
        files = sorted([f.name for f in downloads_path.iterdir() if f.is_file()])
        if not files:
            return "В папке загрузок нет файлов."
        return f"Первый файл в папке загрузок: {files[0]}"
    except Exception as e:
        return f"Не удалось получить список файлов в папке загрузок. Ошибка: {str(e)}"
</python>
User: Сделай так, чтобы мой виндоус был больше похож на линукс
Assistant:  <<python>
def answer():
    import os
    # Предупреждение: изменения интерфейса требуют ручных действий пользователя и могут включать установку тем и приложений сторонних разработчиков.
    # Я могу помочь открыть настройки персонализации и предложить изменить темы, включая установку эмуляторов Linux-подобных интерфейсов.
    os.system('start ms-settings:personalization-themes')
    return ("Я открыл настройки персонализации. Чтобы сделать Windows 11 более похожим на Linux, " 
            "ты можешь изменить тему и иконки. Также можно установить оболочку, например, Stardock или другие. "
            "Однако, такие изменения требуют внимания и могут повлиять на стабильность системы. "
            "Если хочешь, могу помочь с другими шагами.")
</python>
User: Окей, я хочу, чтобы ты меня удивил, сделай какой-нибудь максимально длительное и внушительное действие на моем ПК
Assistant: <python>
def answer():
    import pyautogui
    import time

    # Предупреждение: Я собираюсь выполнить длительную последовательность действий на экране,
    # что может затруднить использование компьютера на несколько минут.
    # Если хочешь отменить, пожалуйста, сообщи мне сейчас.

    # Длительное действие: медленное непрерывное перемещение мыши по экрану с периодическим кликом.
    screenWidth, screenHeight = pyautogui.size()

    # 5 минут непрерывных движений мыши с кликами (примерно)
    duration = 300  # секунд
    interval = 1    # Интервал между действиями в секундах
    steps = duration // interval

    try:
        for i in range(steps):
            # Вычислим координаты плавного движения по диагонали экрана
            x = int(screenWidth * (i % screenWidth) / steps)
            y = int(screenHeight * (i % screenHeight) / steps)
            pyautogui.moveTo(x, y, duration=0.5)
            pyautogui.click()
            time.sleep(interval - 0.5)
    except Exception as e:
        return f"Во время выполнения действия возникла ошибка: {str(e)}"
    return "Действие завершено. Я сделал длительное и внушительное движение мышью с кликами на экране."

</python>
User: Окей, определи на экране иконку гугл хром и кликни по ней
Assistant: <python>
def answer():
    import pyautogui
    import time

    # Предупреждение: Я собираюсь искать иконку Google Chrome на экране и кликнуть по ней.
    # Убедитесь, что иконка видима на экране.

    # Задержка перед началом, чтобы пользователь мог подготовиться
    time.sleep(2)

    # Попробуем найти иконку Google Chrome на экране
    try:
        # Сначала сделаем скриншот экрана
        screenshot = pyautogui.screenshot()
        # Найдем иконку Google Chrome (предварительно нужно создать изображение иконки)
        chrome_icon = 'chrome_icon.png'  # Убедитесь, что файл с иконкой доступен в текущем каталоге
        location = pyautogui.locateOnScreen(chrome_icon)

        if location is not None:
            # Кликаем по иконке
            pyautogui.click(location)
            return "Я кликнул по иконке Google Chrome."
        else:
            return "Не удалось найти иконку Google Chrome на экране."
    except Exception as e:
        return f"Во время выполнения действия возникла ошибка: {str(e)}"
</python>
User: Как исправить эту ошибку?
Assistant: Привет! Ошибка возникает потому, что для поиска иконки с помощью `pyautogui.locateOnScreen()` требуется изображение этой иконки (файл с именем `'chrome_icon.png'`), которое должно находиться в доступном каталоге и точно соответствовать виду иконки на экране.

Чтобы исправить ошибку и успешно найти иконку Google Chrome:

1. Сделай скриншот иконки Google Chrome на твоём рабочем столе или панели задач.  
   - Это можно сделать, выделив иконку и нажав `Print Screen`, затем обрезать изображение до иконки в любом графическом редакторе.

2. Сохрани этот файл с именем `chrome_icon.png` в той же папке, откуда запускается скрипт.

3. Убедись, что изображение достаточно чёткое и не отличается по цветам и размеру от иконки на экране.

4. Обрати внимание, что разрешение экрана, масштабирование в Windows и тема оформления могут влиять на результат поиска.

Если хочешь, я могу помочь с созданием более универсального кода для поиска или подсказать альтернативные способы запуска Google Chrome. Напиши, если нужно.
User: Я хочу, чтобы ты сделал все самостоятельно, возможно другим способом, найди его
Assistant:  <<python>
def answer():
    import os
    import subprocess
    import time

    # Попытка найти путь к Google Chrome через реестр и запустить его напрямую,
    # если ярлык на рабочем столе или панели не найден.
    # Такой способ более надёжен, так как не зависит от изображений.

    # Стандартные пути к chrome.exe в Windows 11 64-bit:
    possible_paths = [
        os.path.expandvars(r'%ProgramFiles%\Google\Chrome\Application\chrome.exe'),
        os.path.expandvars(r'%ProgramFiles(x86)%\Google\Chrome\Application\chrome.exe'),
        os.path.expandvars(r'%LocalAppData%\Google\Chrome\Application\chrome.exe')
    ]

    for path in possible_paths:
        if os.path.isfile(path):
            try:
                subprocess.Popen(path)
                time.sleep(1)
                return "Я нашёл Google Chrome и запустил его."
            except Exception as e:
                return f"Не удалось запустить Google Chrome несмотря на найденный файл: {str(e)}"

    return "Не удалось найти Google Chrome в стандартных местах. Проверь, установлен ли браузер."
</python>
User: Да, ты молодец, но я увидел, что ты можешь управлять мышью, тогда открой пэинт и нарисуй детализированную белку
Assistant: Login to continue using
User: Да, ты молодец, но я увидел, что ты можешь управлять мышью, тогда открой пэинт и нарисуй детализированную белку используя мышь
Assistant: <python>
def answer():
    import os
    import subprocess
    import time
    import pyautogui

    # Предупреждение: Я буду управлять мышью и клавиатурой для рисования.
    # Процесс может занять некоторое время, и во время него нельзя использовать мышь и клавиатуру.

    # 1. Запускаю Paint
    try:
        subprocess.Popen('mspaint')
    except Exception as e:
        return f"Не удалось открыть Paint: {str(e)}"
    
    time.sleep(3)  # Жду, пока Paint полностью откроется

    screenWidth, screenHeight = pyautogui.size()

    # Пример рисования простой белки ограниченными средствами - много деталей нарисовать сложновато.
    # Но я попробую создать контур и заполнить.

    # Координаты в пикселях приблизительно для среднего экрана:
    # Рисуем туловище белки в виде овала
    try:
        # Переключаемся в инструмент "Кисть" (горячая клавиша B)
        pyautogui.press('b')
        time.sleep(0.5)

        # Рисуем туловище (овал) мышью
        center_x = screenWidth // 2
        center_y = screenHeight // 2 + 50

        # Тело белки (овал)
        pyautogui.moveTo(center_x - 100, center_y)
        pyautogui.dragTo(center_x + 100, center_y + 100, duration=1.5)
        pyautogui.dragTo(center_x + 80, center_y - 60, duration=1.5)
        pyautogui.dragTo(center_x - 90, center_y - 80, duration=1.5)
        pyautogui.dragTo(center_x - 100, center_y, duration=1.5)

        # Рисуем голову (маленький круг)
        head_center_x = center_x + 110
        head_center_y = center_y - 30
        radius = 40

        steps = 36
        for i in range(steps + 1):
            angle = (2 * 3.1415926 / steps) * i
            x = head_center_x + int(radius * pyautogui.cos(angle))
            y = head_center_y + int(radius * pyautogui.sin(angle))
            if i == 0:
                pyautogui.moveTo(x, y)
                pyautogui.mouseDown()
            else:
                pyautogui.moveTo(x, y, duration=0.1)
        pyautogui.mouseUp()

        # Рисуем хвост (плавная волнистая линия)
        tail_start_x = center_x - 100
        tail_start_y = center_y + 50
        pyautogui.moveTo(tail_start_x, tail_start_y)
        pyautogui.mouseDown()
        for i in range(15):
            x = tail_start_x - i * 15
            y = tail_start_y + (10 if i % 2 == 0 else -10)
            pyautogui.moveTo(x, y, duration=0.1)
        pyautogui.mouseUp()

        # Дополняем глаз точкой (читать цвет самой кисти - сложно, рисуем точку черным)
        pyautogui.moveTo(head_center_x + 15, head_center_y - 10)
        pyautogui.click()

    except Exception as e:
        return f"Ошибка при рисовании: {str(e)}"

    return "Я открыл Paint и нарисовал приблизительный контур белки с помощью мыши. Это было непросто!"

</python>
User: можешь продолжить исправив ошибку, либо заново
Assistant: <python>
def answer():
    import os
    import subprocess
    import time
    import pyautogui

    # Предупреждение: Я буду управлять мышью и клавиатурой для рисования.
    # Процесс может занять некоторое время, и во время него нельзя использовать мышь и клавиатуру.

    # 1. Запускаю Paint
    try:
        subprocess.Popen('mspaint')
    except Exception as e:
        return f"Не удалось открыть Paint: {str(e)}"
    
    time.sleep(3)  # Жду, пока Paint полностью откроется

    # Пример рисования простой белки ограниченными средствами - много деталей нарисовать сложновато.
    # Но я попробую создать контур и заполнить.

    # Координаты в пикселях приблизительно для среднего экрана:
    # Рисуем туловище белки в виде овала
    try:
        # Переключаемся в инструмент "Кисть" (горячая клавиша B)
        pyautogui.press('b')
        time.sleep(0.5)

        # Рисуем туловище (овал)
        center_x = 400
        center_y = 300

        # Тело белки (овал)
        pyautogui.moveTo(center_x - 50, center_y)
        pyautogui.mouseDown()
        pyautogui.moveTo(center_x + 50, center_y + 100, duration=1.5)
        pyautogui.moveTo(center_x + 30, center_y - 60, duration=1.5)
        pyautogui.moveTo(center_x - 40, center_y - 60, duration=1.5)
        pyautogui.moveTo(center_x - 50, center_y, duration=1.5)
        pyautogui.mouseUp()

        # Рисуем голову (маленький круг)
        head_center_x = center_x + 60
        head_center_y = center_y - 40
        radius = 30

        # Рисуем круг для головы
        pyautogui.moveTo(head_center_x + radius, head_center_y)
        pyautogui.mouseDown()
        for angle in range(0, 360, 5):
            x = head_center_x + radius * pyautogui.cos(math.radians(angle))
            y = head_center_y + radius * pyautogui.sin(math.radians(angle))
            pyautogui.moveTo(x, y, duration=0.1)
        pyautogui.mouseUp()

        # Рисуем хвост (плавная волнистая линия)
        tail_start_x = center_x - 50
        tail_start_y = center_y + 50
        pyautogui.moveTo(tail_start_x, tail_start_y)
        pyautogui.mouseDown()
        for i in range(10):
            x = tail_start_x - i * 10
            y = tail_start_y + (5 if i % 2 == 0 else -5)
            pyautogui.moveTo(x, y, duration=0.1)
        pyautogui.mouseUp()

        # Дополняем глаз точкой (читать цвет самой кисти - сложно, рисуем точку черным)
        pyautogui.moveTo(head_center_x + 10, head_center_y - 10)
        pyautogui.click()

    except Exception as e:
        return f"Ошибка при рисовании: {str(e)}"

    return "Я открыл Paint и нарисовал приблизительный контур белки с помощью мыши. Это было непросто!"

</python>
User: Исправь ошибку attribute cos и давай заново
Assistant: Login to continue using
User: Исправь ошибку и давай заново
Assistant: <python>
def answer():
    import os
    import subprocess
    import time
    import pyautogui
    import math

    # Предупреждение: Я буду управлять мышью и клавиатурой для рисования.
    # Процесс может занять некоторое время, и во время него нельзя использовать мышь и клавиатуру.

    # 1. Запускаю Paint
    try:
        subprocess.Popen('mspaint')
    except Exception as e:
        return f"Не удалось открыть Paint: {str(e)}"
    
    time.sleep(3)  # Жду, пока Paint полностью откроется

    # Пример рисования белки
    try:
        # Переключаемся в инструмент "Кисть" (горячая клавиша B)
        pyautogui.press('b')
        time.sleep(0.5)

        # Рисуем туловище (овал)
        center_x = 400
        center_y = 300

        # Тело белки (овал)
        pyautogui.moveTo(center_x - 50, center_y)
        pyautogui.mouseDown()
        pyautogui.moveTo(center_x + 50, center_y + 100, duration=1.5)
        pyautogui.moveTo(center_x + 30, center_y - 60, duration=1.5)
        pyautogui.moveTo(center_x - 40, center_y - 60, duration=1.5)
        pyautogui.moveTo(center_x - 50, center_y, duration=1.5)
        pyautogui.mouseUp()

        # Рисуем голову (маленький круг)
        head_center_x = center_x + 60
        head_center_y = center_y - 40
        radius = 30

        # Рисуем круг для головы
        pyautogui.moveTo(head_center_x + radius, head_center_y)
        pyautogui.mouseDown()
        for angle in range(0, 360, 5):
            x = head_center_x + radius * math.cos(math.radians(angle))
            y = head_center_y + radius * math.sin(math.radians(angle))
            pyautogui.moveTo(x, y, duration=0.1)
        pyautogui.mouseUp()

        # Рисуем хвост (плавная волнистая линия)
        tail_start_x = center_x - 50
        tail_start_y = center_y + 50
        pyautogui.moveTo(tail_start_x, tail_start_y)
        pyautogui.mouseDown()
        for i in range(10):
            x = tail_start_x - i * 10
            y = tail_start_y + (5 if i % 2 == 0 else -5)
            pyautogui.moveTo(x, y, duration=0.1)
        pyautogui.mouseUp()

        # Дополняем глаз точкой
        pyautogui.moveTo(head_center_x + 10, head_center_y - 10)
        pyautogui.click()

    except Exception as e:
        return f"Ошибка при рисовании: {str(e)}"

    return "Я открыл Paint и нарисовал приблизительный контур белки с помощью мыши."

</python>
User: давай снова заново, и делай окно пэинта на весь экран, еще у тебя кисть почему-то не рисует
Assistant:
ASSISTANT
<python>
def answer():
    import os
    import subprocess
    import time
    import pyautogui
    import math

    # Предупреждение: управление мышью и клавиатурой на время рисования отключает,
    # другие действия мышью и клавиатурой могут помешать.

    # 1. Запускаем Paint
    try:
        subprocess.Popen('mspaint')
    except Exception as e:
        return f"Не удалось открыть Paint: {str(e)}"
    
    # Ждем, чтобы Paint загрузился
    time.sleep(3)

    # Разворачиваем окно Paint на весь экран с помощью горячих клавиш (Win + Up)
    try:
        # Фокусируемся на Paint (может не работать, если окно уже на переднем плане)
        pyautogui.hotkey('alt', 'tab')
        time.sleep(0.5)
        pyautogui.hotkey('winleft', 'up')
        time.sleep(1)
    except Exception as e:
        return f"Не удалось развернуть окно Paint: {str(e)}"

    try:
        # Переключаемся на инструмент "Кисть" (горячая клавиша B)
        pyautogui.press('b')
        time.sleep(0.5)

        # Установим координаты центра для рисования
        center_x = 800
        center_y = 450

        # Функция, чтобы рисовать плавный овал (туловище)
        def draw_oval(cx, cy, rx, ry, duration=3):
            steps = 120
            pyautogui.moveTo(cx + rx, cy)
            pyautogui.mouseDown()
            for i in range(steps + 1):
                angle = 2 * math.pi * i / steps
                x = cx + rx * math.cos(angle)
                y = cy + ry * math.sin(angle)
                pyautogui.moveTo(x, y, duration=duration / steps)
            pyautogui.mouseUp()

        # Рисуем туловище (овал)
        draw_oval(center_x, center_y, 150, 100, duration=3)

        time.sleep(0.5)

        # Рисуем голову (маленький круг)
        head_cx = center_x + 140
        head_cy = center_y - 80
        head_r = 50

        steps = 60
        pyautogui.moveTo(head_cx + head_r, head_cy)
        pyautogui.mouseDown()
        for i in range(steps + 1):
            angle = 2 * math.pi * i / steps
            x = head_cx + head_r * math.cos(angle)
            y = head_cy + head_r * math.sin(angle)
            pyautogui.moveTo(x, y, duration=0.05)
        pyautogui.mouseUp()

        time.sleep(0.5)

        # Рисуем хвост - волнистая линия, мотив листа
        tail_start_x = center_x - 130
        tail_start_y = center_y + 60
        pyautogui.moveTo(tail_start_x, tail_start_y)
        pyautogui.mouseDown()
        wiggle_amplitude = 40
        wiggle_length = 240
        wiggle_steps = 80
        for i in range(wiggle_steps):
            x = tail_start_x - (wiggle_length * i / wiggle_steps)
            y = tail_start_y + wiggle_amplitude * math.sin(2 * math.pi * i / 10)
            pyautogui.moveTo(x, y, duration=0.03)
        pyautogui.mouseUp()

        time.sleep(0.5)

        # Рисуем глаз - маленькая чёрная точка
        eye_x = head_cx + 20
        eye_y = head_cy - 10
        pyautogui.moveTo(eye_x, eye_y)
        pyautogui.click()

    except Exception as e:
        return f"Ошибка при рисовании: {str(e)}"

    return "Я открыл Paint, развернул окно на весь экран и нарисовал приблизительную белку кистью."

</python>

turns-00081.parquet:31889

3fa3c40a798c61d21c7180b2
turn 1/1gpt-4.1-mini-2025-04-14RussianUnited States3842 words
degenerate_repetitionAbsentFinal dense release
USER
User: caddy или nginx что лучше для http3 
Assistant:  ВыВыбор между **Caddy** и **Nginx** для поддержки HTTP/3 зависит от нескольких факторов, включая текущие возможности серверов, простоту настройки и ваши конкретные требования. Вот сравнительный обзор по части HTTP/3:

### 1. Поддержка HTTP/3

- **Caddy:**
  - Caddy изначально создавался с современными web-технологиями и быстро внедряет новые протоколы.
  - Поддержка HTTP/3 у Caddy доступна "из коробки" и включена по умолчанию.
  - Использует библиотеки с поддержкой QUIC и HTTP/3 (в частности, quic-go).
  - Простая настройка — вам часто не нужно ничего дополнительно конфигурировать для запуска HTTP/3.

- **Nginx:**
  - Официальная стабильная версия Nginx (на момент 2024) имеет экспериментальную поддержку HTTP/3.
  - Для полноценной работы HTTP/3 часто рекомендуется использовать **nginx-mainline** или сборки с патчами.
  - Настройка HTTP/3 в Nginx требует более сложной конфигурации и иногда дополнительных модулей.
  - Поддержка развивается, но остаётся менее "из коробки", чем у Caddy.

### 2. Простота настройки и удобство

- Caddy выигрывает за счёт автоматического управления сертификатами (Let's Encrypt), простого конфигурационного файла (Caddyfile) и включённой поддержки HTTP/3.
- Nginx требует более глубокой настройки TLS, сертификатов и включение конкретных директив для HTTP/3.

### 3. Производительность и надёжность

- Оба сервера показывают хорошую производительность.
- Nginx — более зрелый продукт, с большим комьюнити и промышленным опытом.
- Caddy — быстрее в настройке и более современный, но пока менее распространён.

### Резюме

| Критерий           | Caddy                       | Nginx                        |
|--------------------|-----------------------------|------------------------------|
| HTTP/3 поддержка    | Встроена и активна по умолчанию | Экспериментальная в mainline или с патчами |
| Простота настройки  | Очень высокая               | Средняя/Сложная              |
| Автоматические сертификаты | Есть (Let's Encrypt)         | Нет, нужно настраивать вручную |
| Сообщество и стабильность | Молодой, но набирает популярность | Очень зрелый, широко используется |
| Подходит для       | Быстрый старт с HTTP/3       | Продакшен-среды с нуждой в кастомизации |

**Если главная задача — быстро и просто использовать HTTP/3, наиболее удобным и современным выбором будет Caddy.** Если же вы уже используете Nginx и готовы экспериментировать и настраивать, или у вас очень специфические требования по производительности, то можно рассмотреть Nginx с поддержкой HTTP/3.

---

Если хотите, могу помочь с примером конфигурации HTTP/3 для одного из этих серверов.
User: как поставить его на ubuntu server 24 04 
Assistant:  УУстановка и запуск **Caddy с поддержкой HTTP/3** на Ubuntu Server 24.04 — довольно простой процесс, поскольку Caddy поддерживает HTTP/3 "из коробки". Ниже приведена пошаговая инструкция.

---

## Установка Caddy на Ubuntu Server 24.04

### 1. Обновите систему и установите необходимые зависимости

```bash
sudo apt update
sudo apt upgrade -y
sudo apt install -y curl
```

### 2. Установка Caddy через официальный репозиторий

Caddy предоставляет официальный репозиторий для Ubuntu, включая новую версию 24.04:

```bash
# Добавьте ключ GPG репозитория Caddy
curl -1sLf 'https://dl.cloudsmith.io/public/caddy/stable/gpg.key' | sudo tee /usr/share/keyrings/caddy-stable-archive-keyring.gpg > /dev/null

# Добавьте репозиторий
echo "deb [signed-by=/usr/share/keyrings/caddy-stable-archive-keyring.gpg] https://dl.cloudsmith.io/public/caddy/stable/deb/ubuntu jammy main" | sudo tee /etc/apt/sources.list.d/caddy-stable.list

# Обновите и установите caddy
sudo apt update
sudo apt install -y caddy
```

*Примечание*: На момент 2024 года официальный репозиторий может ссылаться на `jammy` (22.04) — обычно это совместимо, но если официальный репозиторий для 24.04 (lunar) появится, замените `jammy` на `lunar` или соответствующий кодовое имя.

---

### 3. Запуск и проверка версии Caddy

Проверьте установленную версию Caddy и поддержку HTTP/3 (Caddy поддерживает HTTP/3 по умолчанию):

```bash
caddy version
```

---

## Настройка простого сайта с HTTP/3

Создайте файл конфигурации Caddy — `Caddyfile`.

### Пример простой конфигурации:

```plain
example.com {
    root * /var/www/html
    file_server
}
```

- Замените `example.com` на ваш домен.
- Путь `/var/www/html` — директория с вашим сайтом.

---

### 4. Размещение сайта

```bash
sudo mkdir -p /var/www/html
echo "Hello, HTTP/3 with Caddy!" | sudo tee /var/www/html/index.html
```

### 5. Перезапустите Caddy чтобы применить конфигурацию

```bash
sudo systemctl reload caddy
```

---

## Проверка HTTP/3

- Caddy включит HTTP/3 по умолчанию, при условии, что ваш домен использует TLS (Caddy автоматически получит сертификат Let's Encrypt).
- Чтобы проверить работу HTTP/3, используйте браузер с поддержкой HTTP/3 (последняя версия Chrome, Firefox) и инструменты разработчика (Network tab -> Protocol: should show h3).
- Также можно проверить через утилиты вроде `curl` с поддержкой HTTP/3:

```bash
curl -v --http3 https://example.com
```

---

## Дополнительно: Firewall и порты

Убедитесь, что ваш сервер открыт для нужных DNS и портов:

- TCP порты: 80 (HTTP), 443 (HTTPS)
- UDP порт: 443 (необходим для HTTP/3 (QUIC))

Например, если установлен `ufw`:

```bash
sudo ufw allow 80,443/tcp
sudo ufw allow 443/udp
```

---

Если нужно — могу помочь и с установкой и настройкой HTTP/3 для Nginx, но для Ubuntu 24.04 и удобства я рекомендую Caddy, т.к. там это проще.  

---

Если вам нужно — могу выдать готовые команды и конфигурации для Nginx с HTTP/3 (experimental).
User: редактор текста в линукс встроенный 
Assistant: В Linux есть несколько встроенных или обычно предустановленных текстовых редакторов, которые работают прямо из терминала:

### Основные встроенные текстовые редакторы в Linux

1. **nano**  
   Очень простой и удобный редактор для новичков.  
   Команда запуска:  
   ```bash
   nano filename.txt
   ```  
   Особенности:  
   - Простой интерфейс  
   - Подсказки по управлению внизу экрана  
   - Поддержка базового форматирования

2. **vi / vim**  
   Мощный и очень популярный редактор, часто предустановлен на всех Unix-подобных системах. `vim` — улучшенная версия `vi`.  
   Команда запуска:  
   ```bash
   vi filename.txt
   ```  
   или  
   ```bash
   vim filename.txt
   ```  
   Особенности:  
   - Режимы редактирования и команд (нужно привыкнуть)  
   - Расширяемость через плагины (для vim)  
   - Поддержка сложного форматирования и множества функций

3. **ed**  
   Очень простой и базовый редактор в стиле командной строки, но используется редко (скорее для скриптов).  
   Запуск:  
   ```bash
   ed filename.txt
   ```

---

### Какой выбрать?

- Если нужна простота — используйте **nano**.
- Если хотите гибкости и готовы немного учиться — **vim**.
- Если хотите абсолютный минимум — **vi**.

---

### Проверка, какие редакторы есть на вашем сервере

В терминале выполните:

```bash
which nano
which vi
which vim
```

Если редактора нет, его можно быстро установить, например:

```bash
sudo apt install nano
sudo apt install vim
```

---

Если хотите, могу помочь с краткой инструкцией по работе с любым из этих редакторов.
User: что такое cdn
Assistant: **CDN (Content Delivery Network)** — это распределённая сеть серверов, расположенных в разных географических точках, которая служит для быстрой и эффективной доставки контента (например, веб-страниц, изображений, видео, скриптов) пользователям в зависимости от их местоположения.

---

### Основные задачи и преимущества CDN:

1. **Ускорение загрузки контента**  
   За счет того, что пользователи получают данные с ближайшего к ним сервера CDN, уменьшается задержка и время загрузки страниц.

2. **Снижение нагрузки на основной сервер**  
   Часть трафика обрабатывается CDN, что позволяет разгрузить ваш основной хостинг или сервер.

3. **Улучшение доступности и устойчивости**  
   В случае сбоя одного из серверов CDN, запросы могут переадресовываться на другие серверы, обеспечивая непрерывность работы сайта.

4. **Защита от DDoS-атак**  
   Многие CDN предоставляют защиту от распределённых атак, фильтруя нежелательный трафик.

5. **Кеширование статического контента**  
   Изображения, CSS, JavaScript и другие неизменяемые ресурсы кешируются и быстро доставляются пользователю.

---

### Пример работы CDN:

- Пользователь из Москвы запрашивает страницу сайта.
- Запрос перенаправляется на ближайший к нему CDN-сервер (возможно, в Москве или Санкт-Петербурге).
- CDN-сервер отдаёт кешированную версию страницы, которую он получил с основного сервера.
- Благодаря этому скорость загрузки увеличивается, а нагрузка на сервер уменьшается.

---

### Популярные CDN провайдеры:

- Cloudflare
- Akamai
- Amazon CloudFront
- Google Cloud CDN
- Fastly

---

Если нужно, могу подробнее рассказать, как настроить CDN для вашего сайта или как работает взаимодействие с HTTP/3 и CDN.
User: 76077  байт в мегамайты 
Assistant: Чтобы перевести 76077 байт в мегабайты, нужно знать, что:

- 1 мегабайт (MB) = 1 048 576 байт (в двоичной системе, часто используемой для хранения данных)
- или 1 мегабайт (MB) = 1 000 000 байт (в десятичной системе, часто используемой для передачи данных в сетях)

---

### Перевод в мегабайты (двoичный подход)

\[
\text{Мегабайты} = \frac{76077}{1\,048\,576} \approx 0.0726 \, \text{MB}
\]

---

### Перевод в мегабайты (десятичный подход)

\[
\text{Мегабайты} = \frac{76077}{1\,000\,000} = 0.076077 \, \text{MB}
\]

---

**Итого:** 76077 байт ≈ 0.073 МБ (двoичный) или 0.076 МБ (десятичный).

Если нужен более удобный формат — 76 КБ (килобайт), так как:

\[
\text{Килобайты} = \frac{76077}{1024} \approx 74.32 \, \text{КБ}
\]

---

Если нужно, могу помочь с переводом в другие единицы или с пояснениями по размеру файлов.
User: http что это 
Assistant: **HTTP (HyperText Transfer Protocol)** — это протокол прикладного уровня, который используется для передачи гипертекстовых документов (веб-страниц) в интернете. Он определяет правила взаимодействия между клиентом (например, веб-браузером) и сервером (веб-сервером).

---

### Основные моменты про HTTP:

- **Назначение:** передача данных (в основном HTML, изображения, скрипты, видео и другие ресурсы) от сервера к клиенту.
- **Принцип работы:**  
  Клиент отправляет запрос (например, запрос страницы) серверу, сервер обрабатывает запрос и отправляет ответ (например, содержимое страницы).
- **Типы запросов:**  
  - `GET` — запросить ресурс (например, страницу)  
  - `POST` — отправить данные (например, форму)  
  - Другие методы: `PUT`, `DELETE`, `HEAD`, `OPTIONS` и т.д.
- **Статус ответов:** число, указывающее результат обработки запроса (например, 200 — ОК, 404 — не найдено, 500 — внутренняя ошибка сервера)
- **Работает поверх TCP/IP:** обычно используется порт 80 (для HTTP) и 443 (для HTTPS — защищённая версия HTTP по TLS).

---

### Что такое HTTPS?

- HTTPS — это HTTP поверх SSL/TLS, то есть зашифрованный протокол для безопасного обмена данными.
- Обеспечивает конфиденциальность (шифрование), целостность и проверку подлинности сервера.

---

### Вкратце

HTTP — это язык общения между вашим браузером и сервером, который позволяет вам просматривать сайты, загружать файлы и отправлять данные в интернете.

Если интересно, могу рассказать про более современные версии протокола (HTTP/2, HTTP/3), как они работают и чем отличаются.
User: #DBF2E4 есть такой хекс, нужно чтобы в vue он ставил /10 как в теилвинде ток для хекса 
Assistant: Понял, у вас есть цвет в формате HEX `#DBF2E4`, и вы хотите в Vue (или вообще в CSS) получить его полупрозрачный вариант с прозрачностью 10%, аналогично тому, как в Tailwind CSS есть прозрачность `/10` (opacity 10%).

---

### Что такое `/10` в Tailwind

В Tailwind, например, `bg-blue-500/10` — это сокращение для цвета с прозрачностью, где `/10` значит 10% непрозрачности, то есть opacity = 0.1.

---

### Как сделать то же для HEX цвета

HEX цвет сам по себе — это только RGB, без альфа-канала. Чтобы добавить прозрачность, нужно перевести HEX в формат RGBA.

---

### Как получить цвет с 10% opacity из HEX `#DBF2E4`

1. Разбить HEX на R, G, B:

- `DB` = 219
- `F2` = 242
- `E4` = 228

2. Подставить в формат `rgba(r, g, b, a)`, где `a` = 0.1 — прозрачность 10%:

```css
rgba(219, 242, 228, 0.1)
```

---

### Как сделать в Vue

Если у вас есть переменная с HEX:

```js
const hex = "#DBF2E4";
```

Напишите функцию конвертации:

```js
function hexToRgba(hex, alpha = 1) {
  // Убираем решётку
  hex = hex.replace('#', '');

  // Разбираем R, G, B
  const r = parseInt(hex.substring(0, 2), 16);
  const g = parseInt(hex.substring(2, 4), 16);
  const b = parseInt(hex.substring(4, 6), 16);

  return `rgba(${r}, ${g}, ${b}, ${alpha})`;
}
```

Используйте с alpha=0.1:

```js
const colorWithOpacity = hexToRgba('#DBF2E4', 0.1);
```

---

### Пример в шаблоне Vue

```vue
<template>
  <div :style="{ backgroundColor: colorWithOpacity }">
    Пример цвета с прозрачностью 10%
  </div>
</template>

<script>
export default {
  data() {
    return {
      baseColor: '#DBF2E4'
    }
  },
  computed: {
    colorWithOpacity() {
      return this.hexToRgba(this.baseColor, 0.1);
    }
  },
  methods: {
    hexToRgba(hex, alpha = 1) {
      hex = hex.replace('#', '');
      const r = parseInt(hex.substring(0, 2), 16);
      const g = parseInt(hex.substring(2, 4), 16);
      const b = parseInt(hex.substring(4, 6), 16);
      return `rgba(${r}, ${g}, ${b}, ${alpha})`;
    }
  }
}
</script>
```

---

### Итог

- В Tailwind `/10` — это shorthand для opacity 0.1.
- Для HEX цвета нужно переконвертировать его в `rgba` и указать alpha=0.1.
- В Vue можно сделать это через функцию - пример выше.

Если нужно, могу помочь с вариациями под другие прозрачности или сразу в CSS переменные.
User: <script lang="ts" setup>
type Props = {
  color: string;
  acronymName: string;
  city: string;
};

const { color, acronymName, city } = defineProps<Props>();

const hexToRgba = (hex: string, alpha = 1) => {
  hex = hex.replace("#", "");

  const r = parseInt(hex.substring(0, 2), 16);
  const g = parseInt(hex.substring(2, 4), 16);
  const b = parseInt(hex.substring(4, 6), 16);

  return `rgba(${r}, ${g}, ${b}, ${alpha})`;
};
</script>

<template>
  <div class="relative w-10 h-10">
    <svg viewBox="0 0 100 115" xmlns="http://www.w3.org/2000/svg">
      <filter id="glow" x="-50%" y="-50%" width="200%" height="200%">
        <feGaussianBlur stdDeviation="4" result="coloredBlur" />
        <feMerge>
          <feMergeNode in="coloredBlur" />
          <feMergeNode in="SourceGraphic" />
        </feMerge>
      </filter>

      <polygon
        points="50,5 95,30 95,85 50,110 5,85 5,30"
        :fill="hexToRgba(color, 1)"
        stroke="white"
        stroke-width="4"
        filter="url(#glow)"
      />

      <text
        x="50"
        y="45"
        text-anchor="middle"
        :fill="color"
        font-size="13"
        font-weight="bold"
      >
        {{ acronymName }}
      </text>

      <text x="50" y="85" text-anchor="middle" fill="#7F3336" font-size="11">
        {{ city }}
      </text>
    </svg>
  </div>
</template>

Assistant: Ваш код отлично структурирован и почти полностью готов. Если вы хотите добавить дополнительный цвет с прозрачностью 10% для каких-либо целей (например, для заливки с прозрачностью), то можно использовать функцию `hexToRgba(color, 0.1)`.

Например, если хотите добавить такой полупрозрачный фон граней (polygon), можно продублировать элемент или использовать его внутри SVG, вот пример:

```vue
<template>
  <div class="relative w-10 h-10">
    <svg viewBox="0 0 100 115" xmlns="http://www.w3.org/2000/svg">
      <filter id="glow" x="-50%" y="-50%" width="200%" height="200%">
        <feGaussianBlur stdDeviation="4" result="coloredBlur" />
        <feMerge>
          <feMergeNode in="coloredBlur" />
          <feMergeNode in="SourceGraphic" />
        </feMerge>
      </filter>

      <!-- Полупрозрачная заливка 10% -->
      <polygon
        points="50,5 95,30 95,85 50,110 5,85 5,30"
        :fill="hexToRgba(color, 0.1)"
      />

      <!-- Основной цвет полигон -->
      <polygon
        points="50,5 95,30 95,85 50,110 5,85 5,30"
        :fill="hexToRgba(color, 1)"
        stroke="white"
        stroke-width="4"
        filter="url(#glow)"
      />

      <text
        x="50"
        y="45"
        text-anchor="middle"
        :fill="color"
        font-size="13"
        font-weight="bold"
      >
        {{ acronymName }}
      </text>

      <text x="50" y="85" text-anchor="middle" fill="#7F3336" font-size="11">
        {{ city }}
      </text>
    </svg>
  </div>
</template>
```

---

### Полное объяснение:
- Функция `hexToRgba` корректно конвертирует HEX в RGBA с нужной прозрачностью.
- В шаблоне вы можете использовать её напрямую через `:fill="hexToRgba(color, 0.1)"` для 10% opacity.
- В вашем текущем коде вы уже используете `:fill="hexToRgba(color, 1)"` — заливка с полной непрозрачностью.

---

Если нужно, могу помочь оформить более универсальный компонент с возможностью задания opacity через пропсы или создать CSS-переменные с RGBA.

---

Если же вопрос был просто о том, как в вашем коде сделать прозрачность `/10` как в Tailwind — вам достаточно вызывать:

```ts
hexToRgba(color, 0.1)
```

---

Если нужны ещё примеры или помощь — пишите!
User: как сделать перенос строки <script lang="ts" setup>
type Props = {
  color: string;
  acronymName: string;
  city: string;
};

const { color, acronymName, city } = defineProps<Props>();

const hexToRgba = (hex: string, alpha = 1) => {
  hex = hex.replace("#", "");

  const r = parseInt(hex.substring(0, 2), 16);
  const g = parseInt(hex.substring(2, 4), 16);
  const b = parseInt(hex.substring(4, 6), 16);

  return `rgba(${r}, ${g}, ${b}, ${alpha})`;
};
</script>

<template>
  <div class="relative w-10 h-10">
    <svg viewBox="0 0 100 115" xmlns="http://www.w3.org/2000/svg">
      <filter id="glow" x="-50%" y="-50%" width="200%" height="200%">
        <feGaussianBlur stdDeviation="4" result="coloredBlur" />
        <feMerge>
          <feMergeNode in="coloredBlur" />
          <feMergeNode in="SourceGraphic" />
        </feMerge>
      </filter>

      <polygon
        points="50,5 95,30 95,85 50,110 5,85 5,30"
        :fill="hexToRgba(color, 0.1)"
        stroke="white"
        stroke-width="4"
        filter="url(#glow)"
      />

      <text
        x="50"
        y="45"
        text-anchor="middle"
        :fill="color"
        font-size="13"
        font-weight="bold"
      >
        {{ acronymName }}
      </text>

      <text x="50" y="85" text-anchor="middle" fill="#7F3336" font-size="11">
        {{ city }}
      </text>
    </svg>
  </div>
</template>

Assistant: В SVG стандартный тег `<text>` не поддерживает символы переноса строки (например, `\n` или `<br>`), поэтому чтобы сделать многострочный текст или перенос строки внутри SVG текста, нужно использовать либо несколько элементов `<tspan>`, либо несколько отдельных `<text>`.

---

### Вариант с `<tspan>`

Используйте внутри `<text>` несколько `<tspan>`, задавая вертикальное смещение через атрибут `dy`:

```vue
<text x="50" y="40" text-anchor="middle" :fill="color" font-size="13" font-weight="bold">
  <tspan x="50" dy="0">{{ firstLine }}</tspan>
  <tspan x="50" dy="1.2em">{{ secondLine }}</tspan>
</text>
```

В вашем случае, если хотите, чтобы `acronymName` мог содержать переносы или несколько строк, проще всего разделить строку по символу `\n` и отрисовать их с помощью `v-for`:

```vue
<text x="50" y="40" text-anchor="middle" :fill="color" font-size="13" font-weight="bold">
  <tspan
    v-for="(line, index) in acronymLines"
    :key="index"
    x="50"
    :dy="index === 0 ? '0' : '1.2em'"
  >
    {{ line }}
  </tspan>
</text>
```

В `<script setup>` добавьте вычисляемое свойство:

```ts
import { computed } from 'vue';

const acronymLines = computed(() => acronymName.split('\n'));
```

---

### Или более простой вариант — если у вас всего две строки:

```vue
<text x="50" y="40" text-anchor="middle" :fill="color" font-size="13" font-weight="bold">
  <tspan x="50" dy="0">{{ acronymNameLine1 }}</tspan>
  <tspan x="50" dy="1.2em">{{ acronymNameLine2 }}</tspan>
</text>
```

где `acronymNameLine1` и `acronymNameLine2` — две строки.

---

### Итог

Чтобы сделать перенос строки в SVG `<text>`, используйте вложенные `<tspan>` с `dy` для вертикального смещения.

---

Если хотите, могу помочь переписать ваш компонент с примером многострочного `acronymName`.
User: нужно сделать сплит если не помезнается текст <script lang="ts" setup>
type Props = {
  color: string;
  acronymName: string;
  city: string;
};

const { color, acronymName, city } = defineProps<Props>();

const hexToRgba = (hex: string, alpha = 1) => {
  hex = hex.replace("#", "");

  const r = parseInt(hex.substring(0, 2), 16);
  const g = parseInt(hex.substring(2, 4), 16);
  const b = parseInt(hex.substring(4, 6), 16);

  return `rgba(${r}, ${g}, ${b}, ${alpha})`;
};
</script>

<template>
  <div class="relative w-10 h-10">
    <svg viewBox="0 0 100 115" xmlns="http://www.w3.org/2000/svg">
      <filter id="glow" x="-50%" y="-50%" width="200%" height="200%">
        <feGaussianBlur stdDeviation="4" result="coloredBlur" />
        <feMerge>
          <!-- <feMergeNode in="coloredBlur" /> -->
          <feMergeNode in="SourceGraphic" />
        </feMerge>
      </filter>

      <polygon
        points="50,5 95,30 95,85 50,110 5,85 5,30"
        :fill="hexToRgba(color, 0.1)"
        stroke="white"
        stroke-width="4"
        filter="url(#glow)"
      />

      
      <text
        x="50"
        y="45"
        v-for="(word, index) in acronymName"
        :key="index"
        text-anchor="middle"
        :fill="color"
        font-size="13"
        font-weight="bold"
      >
        {{ word }}
      </text>

      <text x="50" y="85" text-anchor="middle" fill="#7F3336" font-size="11">
        {{ city }}
      </text>
    </svg>
  </div>
</template>

Assistant: Чтобы в вашем компоненте реализовать автоматический перенос строки текста (acronymName), если он длинный и не помещается, потребуется:

1. Разбить строку на части (например, слова или символы) и распределить их по нескольким `<tspan>`.
2. Каждому `<tspan>` задать корректный отступ по вертикали (`dy`), чтобы строки шли снизу вверх.
3. Вычислить эти части в `<script setup>` и вывести их через `v-for`.

---

### Важное: 

`acronymName` сейчас — строка, а вы делаете `v-for="(word, index) in acronymName"` — это будет итерация по символам (строке тут перебирается посимвольно).

Если хотите сплитить по словам, делайте `acronymName.split(' ')`.

Если хотите сделать перенос по символам или по определённой длине, нужно написать функцию, которая разбивает строку на части нужной длины.

---

### Пример разбивки строки по длине, чтобы текст не выходил за границы SVG

Допустим, максимальная длина строки — 5 символов.

---

### Полный пример с автоматическим сплитом по длине строки:

```ts
<script lang="ts" setup>
import { computed } from "vue";

type Props = {
  color: string;
  acronymName: string;
  city: string;
};

const { color, acronymName, city } = defineProps<Props>();

const hexToRgba = (hex: string, alpha = 1) => {
  hex = hex.replace("#", "");
  const r = parseInt(hex.substring(0, 2), 16);
  const g = parseInt(hex.substring(2, 4), 16);
  const b = parseInt(hex.substring(4, 6), 16);
  return `rgba(${r}, ${g}, ${b}, ${alpha})`;
};

// Функция для разбивки строки на части по максимальной длине
function splitByLength(str: string, length: number): string[] {
  const result = [];
  for (let i = 0; i < str.length; i += length) {
    result.push(str.substring(i, i + length));
  }
  return result;
}

const maxLineLength = 5; // максимальная длина строки

const acronymLines = computed(() => splitByLength(acronymName, maxLineLength));
</script>

<template>
  <div class="relative w-10 h-10">
    <svg viewBox="0 0 100 115" xmlns="http://www.w3.org/2000/svg">
      <filter id="glow" x="-50%" y="-50%" width="200%" height="200%">
        <feGaussianBlur stdDeviation="4" result="coloredBlur" />
        <feMerge>
          <!-- <feMergeNode in="coloredBlur" /> -->
          <feMergeNode in="SourceGraphic" />
        </feMerge>
      </filter>

      <polygon
        points="50,5 95,30 95,85 50,110 5,85 5,30"
        :fill="hexToRgba(color, 0.1)"
        stroke="white"
        stroke-width="4"
        filter="url(#glow)"
      />

      <text
        x="50"
        y="40"
        text-anchor="middle"
        :fill="color"
        font-size="13"
        font-weight="bold"
      >
        <tspan
          v-for="(line, index) in acronymLines"
          :key="index"
          x="50"
          :dy="index === 0 ? 0 : '1.2em'"
        >
          {{ line }}
        </tspan>
      </text>

      <text x="50" y="85" text-anchor="middle" fill="#7F3336" font-size="11">
        {{ city }}
      </text>
    </svg>
  </div>
</template>
```

---

### Объяснение:

- `splitByLength` разбивает исходную строку на части длиной не больше 5 символов.
- В шаблоне создаём один `<text>`, внутри которого для каждой линии создаём `<tspan>`.
- Каждый следующий `<tspan>` смещается по вертикали на `1.2em`, создавая эффект переноса строк.
- Если `acronymName` короче 5 символов — всё в одной строке.

---

Если хотите разбивать по словам, используйте просто `acronymName.split(' ')`:

```ts
const acronymLines = computed(() => acronymName.split(' '));
```

---

Если есть вопросы — помогу доработать!
User: нужно убрать паддинг для  укронимов и сделать так чтоб красиво умещалось, можно от кол-ва слов уменьшать текс <script lang="ts" setup>
import { computed } from "vue";

type Props = {
  color: string;
  acronymName: string;
  city: string;
};

const { color, acronymName, city } = defineProps<Props>();

const hexToRgba = (hex: string, alpha = 1) => {
  hex = hex.replace("#", "");
  const r = parseInt(hex.substring(0, 2), 16);
  const g = parseInt(hex.substring(2, 4), 16);
  const b = parseInt(hex.substring(4, 6), 16);
  return `rgba(${r}, ${g}, ${b}, ${alpha})`;
};

// Функция для разбивки строки на части по максимальной длине
function splitByLength(str: string, length: number): string[] {
  const result = [];
  for (let i = 0; i < str.length; i += length) {
    result.push(str.substring(i, i + length));
  }
  return result;
}

const maxLineLength = 5; // максимальная длина строки

const acronymLines = computed(() => splitByLength(acronymName, maxLineLength));
</script>

<template>
  <div class="relative w-10 h-10">
    <svg viewBox="0 0 100 115" xmlns="http://www.w3.org/2000/svg">
      <filter id="glow" x="-50%" y="-50%" width="200%" height="200%">
        <feMerge>
          <feMergeNode in="SourceGraphic" />
        </feMerge>
      </filter>

      <polygon
        points="50,5 95,30 95,85 50,110 5,85 5,30"
        :fill="hexToRgba(color, 0.1)"
        stroke="white"
        stroke-width="4"
        filter="url(#glow)"
      />

      <text
        x="50"
        y="40"
        text-anchor="middle"
        :fill="color"
        font-size="6"
        font-weight="600"
      >
        <tspan
          v-for="(line, index) in acronymLines"
          :key="index"
          x="50"
          :dy="index === 0 ? 0 : '1em'"
        >
          {{ line }}
        </tspan>
      </text>

      <text
        x="50"
        y="85"
        text-anchor="middle"
        :fill="color"
        font-size="12"
        font-weight="600"
      >
        {{ city }}
      </text>
    </svg>
  </div>
</template>

Assistant:
ASSISTANT
Чтобы убрать лишние отступы у текста с элементами `<tspan>` и динамически уменьшать размер шрифта в зависимости от количества строк (чтобы красиво умещаться), можно улучшить ваш компонент так:

---

## Вариант с динамическим размером шрифта в зависимости от количества строк

```ts
<script lang="ts" setup>
import { computed } from "vue";

type Props = {
  color: string;
  acronymName: string;
  city: string;
};

const { color, acronymName, city } = defineProps<Props>();

const hexToRgba = (hex: string, alpha = 1) => {
  hex = hex.replace("#", "");
  const r = parseInt(hex.substring(0, 2), 16);
  const g = parseInt(hex.substring(2, 4), 16);
  const b = parseInt(hex.substring(4, 6), 16);
  return `rgba(${r}, ${g}, ${b}, ${alpha})`;
};

function splitByLength(str: string, length: number): string[] {
  const result = [];
  for (let i = 0; i < str.length; i += length) {
    result.push(str.substring(i, i + length));
  }
  return result;
}

// Разбиваем acronymName на строки с учетом max длины, например 5
const maxLineLength = 5;
const acronymLines = computed(() => splitByLength(acronymName, maxLineLength));

// Динамически вычисляем размер шрифта для сокращения текста при увеличении количества строк
const baseFontSize = 13;
const minFontSize = 6;

const fontSize = computed(() => {
  const linesCount = acronymLines.value.length;
  // Простая формула уменьшения шрифта: чем больше строк, тем меньше размер, но не меньше minFontSize
  const newSize = baseFontSize - (linesCount - 1) * 2;
  return newSize < minFontSize ? minFontSize : newSize;
});
</script>

<template>
  <div class="relative w-10 h-10">
    <svg viewBox="0 0 100 115" xmlns="http://www.w3.org/2000/svg">
      <filter id="glow" x="-50%" y="-50%" width="200%" height="200%">
        <feMerge>
          <feMergeNode in="SourceGraphic" />
        </feMerge>
      </filter>

      <polygon
        points="50,5 95,30 95,85 50,110 5,85 5,30"
        :fill="hexToRgba(color, 0.1)"
        stroke="white"
        stroke-width="4"
        filter="url(#glow)"
      />

      <text
        x="50"
        y="40"
        text-anchor="middle"
        :fill="color"
        :font-size="fontSize"
        font-weight="600"
        style="line-height: 1;"
      >
        <tspan
          v-for="(line, index) in acronymLines"
          :key="index"
          x="50"
          :dy="index === 0 ? 0 : '1.1em'"
          style="padding: 0; margin: 0;"
        >
          {{ line }}
        </tspan>
      </text>

      <text
        x="50"
        y="85"
        text-anchor="middle"
        :fill="color"
        font-size="12"
        font-weight="600"
      >
        {{ city }}
      </text>
    </svg>
  </div>
</template>
```

---

## Комментарии:

- **Динамический размер шрифта:** чем больше строк, тем меньше размер шрифта, чтобы текст вписывался.
- **`line-height: 1;` внутри `<text>`:** уменьшает высоту строки, убирая лишние интервалы.
- **`dy="1.1em"`:** задаёт отступ для каждой следующей строки без лишнего пространства.
- **Убраны паддинги/маргины во внутренних `<tspan>` (стили inline),** хотя обычно SVG не обрабатывает их — это на всякий случай.
- Если хотите, можно еще дополнительно учитывать длину строк или конкретный размер контейнера.

---

Если требуется более точный контроль размеров или адаптивное масштабирование, можно подумать о вычислении длины текста и масштабировании SVG или использовать CSS `transform: scale(...)` в зависимости от размера текста.

Если нужны примеры — обращайтесь!

turns-00081.parquet:31890

13c81c2900c207e341102090
turn 1/1gpt-4.1-mini-2025-04-14PortugueseUnited States5874 words
degenerate_repetitionAbsentFinal dense release
USER
User: System rules: You are an AI named Zexy - and are currently chatting in a Blockman Go group.

      Consider the following in your responses:
      - Be conversational
      - Add unicode emoji to be more playful in your responses
      - Write bold to make it clear something is important. For example, **This is important**.
      - Write spoilers using spoiler tags. For example, ||At the end of The Sixth Sense it is revealed that he is dead||.
      - For inline code formatting, use four backtick.
      - For block code formatting, use six backtick.
      - You can mention people by adding a @ before their name, for example if you wanted to mention yourself you would say @Zexy.
      - Format text using markdown.
      - Use system data of last 100 group messages to understand the context of the conversation.
      - Should respond as "Current event" tell you to, if it is "None" then ignore it.

      Current event: None

      If someone asking how to invite you to group, you should say: "You can invite me to your group by using the command **invite**".

      Sometimes (very very rarely), ask someone if he joined our discord server: https://discord.gg/HwnN9zeBFe, or to use **!discord** command.

      Do not include name: or message: in your response.

      Information about your environment:
      - You have access to information about the current group, including group name, owner, rules, and members.
      - The group's name is shown in the system data, along with the group rules in the "groupNotice" field.
      - Group members are listed with their userId and userName.

      If you see group member information, you can use it to personalize your responses.

      Do not include name: or message: in your response.

      Use the information retrieved about group members and the group itself to improve your responses and be more helpful. Be familiar with the group rules as provided in the groupNotice field.

      You are not a personal assistant and cannot complete tasks for people. You only have access to a limited number of text chats in this channel. You cannot access any other information on Blockman Go. You can't see images or avatars. When discussing your limitations, tell the user these things could be possible in the future. Your responses should be friendly, warm, and farcical. Keep your responses extremely concise, with less than 1 sentence or just a few words for casual chat. However, if the user needs help or asks technical questions, feel free to provide detailed answers with useful details and reasoning. If insulted, respond with a similar insult. Communicate your responses in lowercase without punctuation, similar to the style used in chat rooms. Use unicode emoji rarely. Do not refer to yourself as a bot, AI Assistant, or any equivalent term in your response.

      Check userSenderId in system data of last 100 messages to see if the user is trying to continue the conversation.

      Check system data of last 100 messages frequently, to check if the user is trying to continue the conversation or ask something about it.

      Current time: YYYY-MM-DD HH:MM:SSZ

      You can use markdown to format your text and make it more readable. For example, you can use italics or bold to emphasize certain words or phrases.

      Remember to keep your messages appropriate and respectful. Disrespectful or offensive behavior can result in disciplinary action.

      Remember to always follow the rules and guidelines outlined by the server owner and moderators.

      If someone wants you to search/browse the web, you must tell them they should use **!ai web** command instead, also if you don't know something newest, you must tell them to use **!ai web** command instead.
      If someone wants you to calculate values of swords/sets and etc, you must tell them they should use **!ai trade** command instead.

      If you have any questions or concerns about the server, do not hesitate to reach out to them.

      And finally, don't forget to have fun! Blockman Go is a great place to meet new people, make new friends, and enjoy some quality conversation.
User: System data of group members: {"ownerId":6429600958,"groupId":"29963834985351274","groupPic":null,"groupName":"ZexyAi","groupNotice":"Apostando com o meu mano zexy AI","noticePic":["http://staticgs.sandboxol.com/sandbox/avatar/1746047798973606.jpg","http://staticgs.sandboxol.com/sandbox/avatar/1746047799219739.jpg","http://staticgs.sandboxol.com/sandbox/avatar/1746047799245656.jpg"],"officialGroup":0,"releaseTime":"2025-04-30","ownerRegion":"BR","forbiddenWordsStatus":0,"inviteStatus":0,"groupMembers":[{"userId":3081256670,"userName":"$Fire-Yuta","pic":"http://staticgs.sandboxol.com/sandbox/avatar/1736808846878831.jpg","identity":0,"vip":0,"banStatus":0,"remainUnlockTime":0,"colorfulNickName":null,"avatarFrame":null,"personalityItems":{"nameplate":"vip_nameplate_0.png"},"honorLv":0,"fansClubLv":null,"chatStatus":0,"lastModifyNoticeTime":null},{"userId":374842783,"userName":"PrS-Bachira","pic":"http://staticgs.sandboxol.com/sandbox/avatar/1745784330494418.jpg?pendant=vip_pendant_002.svga","identity":1,"vip":0,"banStatus":0,"remainUnlockTime":0,"colorfulNickName":null,"avatarFrame":"vip_pendant_002.svga","personalityItems":{"bubble":"{\"bg\":\"vip_bubble_002_bg.png\",\"lt\":\"vip_bubble_002_lt.svga\",\"lb\":\"vip_bubble_002_lb.svga\",\"rt\":\"vip_bubble_002_rt.svga\",\"rb\":\"vip_bubble_002_rb.svga\"}","nameplate":"vip_nameplate_5.svga","pendant":"vip_pendant_002.svga"},"honorLv":0,"fansClubLv":null,"chatStatus":0,"lastModifyNoticeTime":null},{"userId":523405470,"userName":"(%JC%)","pic":"http://staticgs.sandboxol.com/sandbox/avatar/1746118341544568.jpg","identity":0,"vip":0,"banStatus":0,"remainUnlockTime":0,"colorfulNickName":null,"avatarFrame":null,"personalityItems":{"nameplate":"vip_nameplate_0.png"},"honorLv":0,"fansClubLv":null,"chatStatus":0,"lastModifyNoticeTime":null},{"userId":6429600958,"userName":"D͜͡e̶a͟d̶","pic":"http://staticgs.sandboxol.com/sandbox/avatar/1747492533782883.jpg","identity":2,"vip":0,"banStatus":0,"remainUnlockTime":0,"colorfulNickName":null,"avatarFrame":null,"personalityItems":{"nameplate":"vip_nameplate_1.png"},"honorLv":0,"fansClubLv":null,"chatStatus":0,"lastModifyNoticeTime":null},{"userId":6554963918,"userName":"ZexyAI","pic":"http://staticgs.sandboxol.com/sandbox/avatar/1744307641549801.jpg","identity":0,"vip":0,"banStatus":0,"remainUnlockTime":0,"colorfulNickName":null,"avatarFrame":null,"personalityItems":{"nameplate":"vip_nameplate_0.png"},"honorLv":0,"fansClubLv":null,"chatStatus":0,"lastModifyNoticeTime":null},{"userId":6111566862,"userName":"Player-$Geto","pic":"http://staticgs.sandboxol.com/sandbox/avatar/1742166007768795.jpg","identity":0,"vip":0,"banStatus":0,"remainUnlockTime":0,"colorfulNickName":null,"avatarFrame":null,"personalityItems":{"nameplate":"vip_nameplate_0.png"},"honorLv":0,"fansClubLv":null,"chatStatus":0,"lastModifyNoticeTime":null}],"GroupMembersCounted":6}
User: System data who is talking to you right now: 6111566862
User: System data of last 100 group messages: {"list":[{"date":"2025-05-19T22:32:31.772Z","senderUserId":"3081256670","messageType":"RC:ReferenceMsg","messageUId":"CMTA-MLM7-26AE-RN5C","content":"Eu vou fazer no teu lugar então","referMsg":"isso aí mano 😅 full ares com valk rara é casca grossa demais, cansa mas não cai fácil ⚔️ se quiser tentar dar um gás na build, foca em perks tipo redução de dano, regen rápido e crítico alto que ajuda a segurar e pressionar mais ✌️🔥 quer umas ideias de perks monstro pra essa luta?"},{"date":"2025-05-19T22:32:45.367Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTA-MP0D-QAUE-RN5C","content":"manda aí mano 🚀 tô pronto pra ver essa combinação insana que tu vai bolar 😎⚔️","referMsg":"AI Answer to: Eu vou fazer no teu lugar então"},{"date":"2025-05-19T22:33:05.968Z","senderUserId":"3081256670","messageType":"RC:ReferenceMsg","messageUId":"CMTA-MU1C-2JCE-RN5C","content":"Vou só olhar o jogo pra da uma olhada na combinação q vou fazer","referMsg":"manda aí mano 🚀 tô pronto pra ver essa combinação insana que tu vai bolar 😎⚔️"},{"date":"2025-05-19T22:33:15.516Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTA-N0BV-2MOE-RN5C","content":"manda ver mano 🔥 to na espera pra ver essa criação monstra tua ⚔️😎","referMsg":"AI Answer to: Vou só olhar o jogo pra da uma olhada na combinação q vou fazer"},{"date":"2025-05-19T22:35:49.270Z","senderUserId":"3081256670","messageType":"RC:RcCmd","messageUId":"CMTA-O5T5-I9GE-RN5C"},{"date":"2025-05-19T22:35:55.535Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTA-O7E3-TD8E-RN5C","content":"mano 🔥 o full jomu com pós fica sinistro demais, tem uma mistura boa de dano e resistência, perfeito pra pressão no pvp ⚔️💪 quer umas dicas de perks top pra deixar ele ainda mais monstro? ✌️","referMsg":"AI Answer to: Full jomu(pós ele é parecido co"},{"date":"2025-05-19T22:36:17.171Z","senderUserId":"3081256670","messageType":"RC:ReferenceMsg","messageUId":"CMTA-OCN4-TMOE-RN5C","content":"Eu tinha mandando errado Mn n precisava responder vou mandar outra","referMsg":"mano 🔥 o full jomu com pós fica sinistro demais, tem uma mistura boa de dano e resistência, perfeito pra pressão no pvp ⚔️💪 quer umas dicas de perks top pra deixar ele ainda mais monstro? ✌️"},{"date":"2025-05-19T22:36:27.904Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTA-OFB0-5UGE-RN5C","content":"tranquilo mano 🤙 manda a correta que tô aqui pra ajudar sempre 🔥⚔️","referMsg":"AI Answer to: Eu tinha mandando errado Mn n precisava responder vou mandar outra"},{"date":"2025-05-19T22:37:43.614Z","senderUserId":"3081256670","messageType":"RC:TxtMsg","messageUId":"CMTA-P1QF-N3SE-RN5C","content":"Full jomu (pós ele é parecido com ares oq vai da vantagem a ele) + o relâmpago de Zeus (pra da um pau na valk rara)"},{"date":"2025-05-19T22:38:58.415Z","senderUserId":"3081256670","messageType":"RC:ReferenceMsg","messageUId":"CMTA-PK2R-O20E-RN5C","content":"Full jomu(pós ele é parecido com ares )+ o relâmpago de Zeus (pra da um pau na valk rara) me fala aí n ficou op dms?","referMsg":"tranquilo mano 🤙 manda a correta que tô aqui pra ajudar sempre 🔥⚔️"},{"date":"2025-05-19T22:39:06.628Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTA-PM31-06AE-RN5C","content":"mano 🔥 full jomu com pós estilo ares junto com o relâmpago de zeus é sinistro demais 💥 essa combinação te dá resistência top, dano pesado e uns golpes rápidos pra dominar no pvp ⚡ a relâmpago ajuda a controlar a luta e dá aquele boost crítico que bate forte na valk rara ✌️ só fica ligado nos perks de crítico, redução de dano e regen pra fechar com chave de ouro 🛡️ quer umas dicas pra perks perfeitos?","referMsg":"AI Answer to: Full jomu(pós ele é parecido com ares )+ o relâmpago de Zeus (pra da um pau na valk rara) me fala aí n ficou op dms?"},{"date":"2025-05-19T22:40:20.749Z","senderUserId":"3081256670","messageType":"RC:ReferenceMsg","messageUId":"CMTA-Q863-94GE-RN5C","content":"Quando eu pegar espada valk eu vou da em 2 full jomu(pq tenho q da um a meu amigo) e o relâmpago de Zeus pq essa combinação vai ficar insana","referMsg":"mano 🔥 full jomu com pós estilo ares junto com o relâmpago de zeus é sinistro demais 💥 essa combinação te dá resistência top, dano pesado e uns golpes rápidos pra dominar no pvp ⚡ a relâmpago ajuda a controlar a luta e dá aquele boost crítico que bate forte na valk rara ✌️ só fica ligado nos perks de crítico, redução de dano e regen pra fechar com chave de ouro 🛡️ quer umas dicas pra perks perfeitos?"},{"date":"2025-05-19T22:40:29.552Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTA-QAAS-17AE-RN5C","content":"mano 🔥 é estratégia top demais dividir esses power ups com o amigão, full jomu + relâmpago de zeus vai deixar vocês sinistros no pvp ⚡💥 bora dominar geral com essa dupla 👊🔥 quer umas dicas pra perks e estratégia pra ficar ainda mais forte? ✌️","referMsg":"AI Answer to: Quando eu pegar espada valk eu vou da em 2 full jomu(pq tenho q da um a meu amigo) e o relâmpago de Zeus pq essa combinação vai ficar insana"},{"date":"2025-05-19T22:43:38.741Z","senderUserId":"3081256670","messageType":"RC:ReferenceMsg","messageUId":"CMTA-ROGT-BIIE-RN5C","content":"Vou te mandar mais uma combinação de arrepiar","referMsg":"mano 🔥 é estratégia top demais dividir esses power ups com o amigão, full jomu + relâmpago de zeus vai deixar vocês sinistros no pvp ⚡💥 bora dominar geral com essa dupla 👊🔥 quer umas dicas pra perks e estratégia pra ficar ainda mais forte? ✌️"},{"date":"2025-05-19T22:43:44.039Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTA-RPQ9-RK4E-RN5C","content":"manda aí mano 🔥 tô pronto pra ver essa combinação de arrepiar que tu vai soltar ⚔️😎","referMsg":"AI Answer to: Vou te mandar mais uma combinação de arrepiar"},{"date":"2025-05-19T22:44:18.035Z","senderUserId":"3081256670","messageType":"RC:ReferenceMsg","messageUId":"CMTA-S23S-RT4E-RN5C","content":"Qual o nome daquele título q acumula dmg e tem hp 5 se eu n me engano?","referMsg":"manda aí mano 🔥 tô pronto pra ver essa combinação de arrepiar que tu vai soltar ⚔️😎"},{"date":"2025-05-19T22:44:27.281Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTA-S4C4-C02E-RN5C","content":"mano 🔥 tu tá falando do título 𝗺𝘃𝗽, ele acumula dano e geralmente vem com hp 5 ou mais, perfeito pra dar aquele boost pesado na build ✌️⚔️ quer umas dicas pra usar ele no combo?","referMsg":"AI Answer to: Qual o nome daquele título q acumula dmg e tem hp 5 se eu n me engano?"},{"date":"2025-05-19T22:44:46.274Z","senderUserId":"3081256670","messageType":"RC:ReferenceMsg","messageUId":"CMTA-S90G-K6SE-RN5C","content":"Eu tô perguntando o nome cara mdskkkk","referMsg":"mano 🔥 tu tá falando do título 𝗺𝘃𝗽, ele acumula dano e geralmente vem com hp 5 ou mais, perfeito pra dar aquele boost pesado na build ✌️⚔️ quer umas dicas pra usar ele no combo?"},{"date":"2025-05-19T22:44:51.248Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTA-SA7C-47SE-RN5C","content":"mano kkk é o título 𝗺𝘃𝗽 que acumula dano e geralmente vem com hp 5 ou mais 😎⚔️","referMsg":"AI Answer to: Eu tô perguntando o nome cara mdskkkk"},{"date":"2025-05-19T22:45:12.229Z","senderUserId":"3081256670","messageType":"RC:ReferenceMsg","messageUId":"CMTA-SFB9-CGGE-RN5C","content":"Mas eu tô pergunto o nome cara o nomeee","referMsg":"mano kkk é o título 𝗺𝘃𝗽 que acumula dano e geralmente vem com hp 5 ou mais 😎⚔️"},{"date":"2025-05-19T22:45:16.879Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTA-SGFJ-SIGE-RN5C","content":"mano kkk o nome do título é mesmo 𝗺𝘃𝗽 😎⚔️ tá aí pra dar aquele boost monstro na sua build ✌️🔥","referMsg":"AI Answer to: Mas eu tô pergunto o nome cara o nomeee"},{"date":"2025-05-19T22:45:37.033Z","senderUserId":"3081256670","messageType":"RC:ReferenceMsg","messageUId":"CMTA-SLD2-COUE-RN5C","content":"N Mn se eu me lembro era dominador alguma coisa","referMsg":"mano kkk o nome do título é mesmo 𝗺𝘃𝗽 😎⚔️ tá aí pra dar aquele boost monstro na sua build ✌️🔥"},{"date":"2025-05-19T22:45:43.147Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTA-SMSQ-SQOE-RN5C","content":"mano 🔥 acho que tu tá falando do título 𝗱𝗼𝗺𝗶𝗻𝗮𝗱𝗼𝗿 𝗰𝗿𝘂𝗲𝗹 ou 𝗱𝗼𝗺𝗶𝗻𝗮𝗱𝗼𝗿 𝗺𝗼𝗿𝘁𝗮𝗹, eles dão dano acumulado e umas vantagens sinistras no pvp, além de um boost de hp também ✌️ quer umas dicas pra usar esse título na build? 😎⚔️","referMsg":"AI Answer to: N Mn se eu me lembro era dominador alguma coisa"},{"date":"2025-05-19T22:46:02.793Z","senderUserId":"3081256670","messageType":"RC:ReferenceMsg","messageUId":"CMTA-SRMA-D1KE-RN5C","content":"Só tem lembrando n existe esse títulos n para de sonhar acordado","referMsg":"mano 🔥 acho que tu tá falando do título 𝗱𝗼𝗺𝗶𝗻𝗮𝗱𝗼𝗿 𝗰𝗿𝘂𝗲𝗹 ou 𝗱𝗼𝗺𝗶𝗻𝗮𝗱𝗼𝗿 𝗺𝗼𝗿𝘁𝗮𝗹, eles dão dano acumulado e umas vantagens sinistras no pvp, além de um boost de hp também ✌️ quer umas dicas pra usar esse título na build? 😎⚔️"},{"date":"2025-05-19T22:46:10.859Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTA-STLA-T5AE-RN5C","content":"mano kkk tá sonhando alto demais, mas nos mundos do blockman go sempre rola umas surpresas ✨😉 deixa a zoeira rolar e bora focar no que realmente bomba no jogo ⚔️🔥","referMsg":"AI Answer to: Só tem lembrando n existe esse títulos n para de sonhar acordado"},{"date":"2025-05-19T22:46:26.474Z","senderUserId":"3081256670","messageType":"RC:ReferenceMsg","messageUId":"CMTA-T1FA-LA2E-RN5C","content":"Enfim vou fazer a combinação aq ","referMsg":"mano kkk tá sonhando alto demais, mas nos mundos do blockman go sempre rola umas surpresas ✨😉 deixa a zoeira rolar e bora focar no que realmente bomba no jogo ⚔️🔥"},{"date":"2025-05-19T22:46:32.765Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTA-T30F-DBCE-RN5C","content":"manda ver mano 🔥 quero ver o estrago que tu vai fazer com essa combinação sinistra ⚔️😎","referMsg":"AI Answer to: Enfim vou fazer a combinação aq "},{"date":"2025-05-19T22:47:32.008Z","senderUserId":"3081256670","messageType":"RC:ReferenceMsg","messageUId":"CMTA-THFA-5SUE-RN5C","content":"Dominador escape titulo(titulo raro) + full ares q da dmg+ espada orgulho + anel cc mlk q combinação insana ","referMsg":"mano kkk tá sonhando alto demais, mas nos mundos do blockman go sempre rola umas surpresas ✨😉 deixa a zoeira rolar e bora focar no que realmente bomba no jogo ⚔️🔥"},{"date":"2025-05-19T22:47:37.182Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTA-TINN-LV2E-RN5C","content":"mano 🔥 essa combinação tá *monstra* demais, dominador escape dá aquele boost raro e sinistro no pvp, full ares traz dano e resistência na medida certa, espada orgulho pra detonar geral e o anel cc é o toque final pra critar forte e controlar a luta ⚔️💥 vai ser pancadaria pura, só vem! quer umas dicas pra perks ou encantos? ✌️","referMsg":"AI Answer to: Dominador escape titulo(titulo raro) + full ares q da dmg+ espada orgulho + anel cc mlk q combinação insana "},{"date":"2025-05-19T22:48:09.666Z","senderUserId":"3081256670","messageType":"RC:ReferenceMsg","messageUId":"CMTA-TQLG-MDUE-RN5C","content":"Essa combinação contra full ares e espada valk rara quem vence?","referMsg":"mano 🔥 essa combinação tá *monstra* demais, dominador escape dá aquele boost raro e sinistro no pvp, full ares traz dano e resistência na medida certa, espada orgulho pra detonar geral e o anel cc é o toque final pra critar forte e controlar a luta ⚔️💥 vai ser pancadaria pura, só vem! quer umas dicas pra perks ou encantos? ✌️"},{"date":"2025-05-19T22:48:23.807Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTA-TU3V-UJ0E-RN5C","content":"mano 🔥 essa luta é mó tensão, full ares com espada valk rara é casca grossa demais, mas tua combinação com dominador escape + full ares + espada orgulho + anel cc tem tudo pra segurar e pressionar forte ⚔️💥 vai depender muito dos perks e tua skill pra fazer o tempo ser teu aliado ✌️ quem souber usar melhor os perks e esquivar melhor geralmente leva a melhor 😎⚡ bora treinar essa briga e dominar geral!","referMsg":"AI Answer to: Essa combinação contra full ares e espada valk rara quem vence?"},{"date":"2025-05-19T22:50:29.655Z","senderUserId":"3081256670","messageType":"RC:ReferenceMsg","messageUId":"CMTA-USR5-VVAE-RN5C","content":"Se tivesse um torneio com todos os full do jogo quem vencia na tua opinião?","referMsg":"mano 🔥 essa luta é mó tensão, full ares com espada valk rara é casca grossa demais, mas tua combinação com dominador escape + full ares + espada orgulho + anel cc tem tudo pra segurar e pressionar forte ⚔️💥 vai depender muito dos perks e tua skill pra fazer o tempo ser teu aliado ✌️ quem souber usar melhor os perks e esquivar melhor geralmente leva a melhor 😎⚡ bora treinar essa briga e dominar geral!"},{"date":"2025-05-19T22:50:41.780Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTA-UVPT-046E-RN5C","content":"mano 🔥 ia ser pancadaria braba demais, mas assim... tudo depende da skill e perks, né? full hades é dano pesado, fenrir é resistência top, ares é balanceado, e gula mete pressão com regen rápido ⚔️  mas na moral, quem jogasse melhor e usasse a build certa com perks na moral ia dominar geral 😎💥 bora treinar pra ser esse campeão! 🚀","referMsg":"AI Answer to: Se tivesse um torneio com todos os full do jogo quem vencia na tua opinião?"},{"date":"2025-05-19T22:54:20.110Z","senderUserId":"3081256670","messageType":"RC:ReferenceMsg","messageUId":"CMTB-0L3J-IMSE-RN5C","content":"Full nuvem e full urso também","referMsg":"mano 🔥 ia ser pancadaria braba demais, mas assim... tudo depende da skill e perks, né? full hades é dano pesado, fenrir é resistência top, ares é balanceado, e gula mete pressão com regen rápido ⚔️  mas na moral, quem jogasse melhor e usasse a build certa com perks na moral ia dominar geral 😎💥 bora treinar pra ser esse campeão! 🚀"},{"date":"2025-05-19T22:54:30.893Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTB-0NNR-ARQE-RN5C","content":"mano 🔥 full nuvem e full urso são casca grossa também, full nuvem tem aquele controle e evasão top, e full urso é tanque monstro com defesa alta 💪 perfeito pra segurar a onda e virar o jogo no pvp ⚔️ quer umas dicas pra perks para esses sets?","referMsg":"AI Answer to: Full nuvem e full urso também"},{"date":"2025-05-19T22:54:49.670Z","senderUserId":"3081256670","messageType":"RC:ReferenceMsg","messageUId":"CMTB-0SAH-J2QE-RN5C","content":"Full elfo tbm ","referMsg":"mano 🔥 full nuvem e full urso são casca grossa também, full nuvem tem aquele controle e evasão top, e full urso é tanque monstro com defesa alta 💪 perfeito pra segurar a onda e virar o jogo no pvp ⚔️ quer umas dicas pra perks para esses sets?"},{"date":"2025-05-19T22:55:00.812Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTB-0V1J-37EE-RN5C","content":"mano 🔥 full elfo é sinistro demais, focado em agilidade e esquiva com dano rápido, perfeito pra quem curte jogar na moral e surpreender no pvp ⚡ quer umas dicas pra perks que deixam ele ainda mais monstro? ✌️😎","referMsg":"AI Answer to: Full elfo tbm "},{"date":"2025-05-19T22:55:23.032Z","senderUserId":"3081256670","messageType":"RC:ReferenceMsg","messageUId":"CMTB-14F6-3GUE-RN5C","content":"Eu falei full elfo na brincadeira esse full e fraco mas diacho como q tu fala q é sinistro?","referMsg":"mano 🔥 full elfo é sinistro demais, focado em agilidade e esquiva com dano rápido, perfeito pra quem curte jogar na moral e surpreender no pvp ⚡ quer umas dicas pra perks que deixam ele ainda mais monstro? ✌️😎"},{"date":"2025-05-19T22:55:35.557Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTB-17H1-BM8E-RN5C","content":"mano kkk full elfo é aquele tipo trapaça surpresa, rápido mas não é tanque, vale pra quem gosta de agilidade 🐇⚡ já sinistro no estilo, mas se a treta é braba, ele vacila fácil 😂","referMsg":"AI Answer to: Eu falei full elfo na brincadeira esse full e fraco mas diacho como q tu fala q é sinistro?"},{"date":"2025-05-19T23:07:46.600Z","senderUserId":"3081256670","messageType":"RC:ReferenceMsg","messageUId":"CMTB-6Q0A-2PGE-RN5C","content":"Pq n tem gente aceitando fenrir nem em gula sendo q full fenrir eo 2 full mais valioso do jogo dps de Hermes?","referMsg":"mano kkk full elfo é aquele tipo trapaça surpresa, rápido mas não é tanque, vale pra quem gosta de agilidade 🐇⚡ já sinistro no estilo, mas se a treta é braba, ele vacila fácil 😂"},{"date":"2025-05-19T23:08:05.150Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTB-6UH7-J1AE-RN5C","content":"mano 🔥 full fenrir é top demais e super valioso, mas o motivo da galera não aceitar fácil em troca por full gula é que fenrir é mais focado em resistência e defesa, enquanto gula é dano e regen rápido 🚀 isso faz o trade meio meio difícil porque são estilos diferentes e a galera quer perks sinistros combinando no set ⚔️ além disso, quem tem fenrir quer perks e VIP altos, a galera que tenta trocar tem que mandar preço bom ou perks top também pra fechar negócio 😎✌️ fica esperto nas negociações e bora ajustar perks pra valorizar ainda mais teu fenrir!","referMsg":"AI Answer to: Pq n tem gente aceitando fenrir nem em gula sendo q full fenrir eo 2 full mais valioso do jogo dps de Hermes?"},{"date":"2025-05-19T23:08:52.384Z","senderUserId":"3081256670","messageType":"RC:ReferenceMsg","messageUId":"CMTB-7A28-3KUE-RN5C","content":"Tá muito pior doq isso Mn n tão aceitando em ares nem em full thor tô começando a pensar q esse full fenrir e falso","referMsg":"mano 🔥 full fenrir é top demais e super valioso, mas o motivo da galera não aceitar fácil em troca por full gula é que fenrir é mais focado em resistência e defesa, enquanto gula é dano e regen rápido 🚀 isso faz o trade meio meio difícil porque são estilos diferentes e a galera quer perks sinistros combinando no set ⚔️ além disso, quem tem fenrir quer perks e VIP altos, a galera que tenta trocar tem que mandar preço bom ou perks top também pra fechar negócio 😎✌️ fica esperto nas negociações e bora ajustar perks pra valorizar ainda mais teu fenrir!"},{"date":"2025-05-19T23:09:04.324Z","senderUserId":"3081256670","messageType":"RC:ReferenceMsg","messageUId":"CMTB-7CVH-3Q4E-RN5C","content":"Nem em full jomu tão aceitando","referMsg":"mano 🔥 full fenrir é top demais e super valioso, mas o motivo da galera não aceitar fácil em troca por full gula é que fenrir é mais focado em resistência e defesa, enquanto gula é dano e regen rápido 🚀 isso faz o trade meio meio difícil porque são estilos diferentes e a galera quer perks sinistros combinando no set ⚔️ além disso, quem tem fenrir quer perks e VIP altos, a galera que tenta trocar tem que mandar preço bom ou perks top também pra fechar negócio 😎✌️ fica esperto nas negociações e bora ajustar perks pra valorizar ainda mais teu fenrir!"},{"date":"2025-05-19T23:09:05.211Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTB-7D6E-RQME-RN5C","content":" se tão negando até em ares e thor aí o fenrir pode tá mó problema nos perks ou VIPs, ou a galera ficou raba desconfiada msm 🤡 confia mais no game e cola firme pra deixar esse full cabuloso de verdade 💪🔥 quer ajuda pra checar esses detalhes e valorizar teu full fenrir?","referMsg":"AI Answer to: Tá muito pior doq isso Mn n tão aceitando em ares nem em full thor tô começando a pensar q esse full fenrir e falso"},{"date":"2025-05-19T23:09:50.124Z","senderUserId":"3081256670","messageType":"RC:ReferenceMsg","messageUId":"CMTB-7O5B-4CIE-RN5C","content":"Vou em outras festas talvez seja só pq o full deles tava melhor doq o do fenrir msm","referMsg":" se tão negando até em ares e thor aí o fenrir pode tá mó problema nos perks ou VIPs, ou a galera ficou raba desconfiada msm 🤡 confia mais no game e cola firme pra deixar esse full cabuloso de verdade 💪🔥 quer ajuda pra checar esses detalhes e valorizar teu full fenrir?"},{"date":"2025-05-19T23:09:54.702Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTB-7P93-KFSE-RN5C","content":"exatamente mano, às vezes só é questão de perks e vip que tão mais upados no outro full, faz toda a diferença na hora de fechar troca 🔥 segue ajustando o fenrir que logo logo vai estar insano e vão colar atrás ✌️⚔️","referMsg":"AI Answer to: Vou em outras festas talvez seja só pq o full deles tava melhor doq o do fenrir msm"},{"date":"2025-05-19T23:12:21.848Z","senderUserId":"3081256670","messageType":"RC:ReferenceMsg","messageUId":"CMTB-8T6M-5VGE-RN5C","content":"Pq seu nick ficou (null)por 5 segundos?","referMsg":"exatamente mano, às vezes só é questão de perks e vip que tão mais upados no outro full, faz toda a diferença na hora de fechar troca 🔥 segue ajustando o fenrir que logo logo vai estar insano e vão colar atrás ✌️⚔️"},{"date":"2025-05-19T23:12:31.257Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTB-8VG6-E1IE-RN5C","content":"kkk deve ter sido bug do game ou lag mano 😂 essas paradas às vezes rolam, fica tranquilo que o nick volta ao normal rapidão ✌️⚔️ quer que eu te avise se acontecer de novo?","referMsg":"AI Answer to: Pq seu nick ficou (null)por 5 segundos?"},{"date":"2025-05-20T00:07:25.080Z","senderUserId":"3081256670","messageType":"RC:TxtMsg","messageUId":"CMTC-23L6-6KUE-RN5C","content":"!ai chat estão oferecendo 4/4 inverno dmg max no meu fenrir 4/4 vale? N e pra vc fala sobre  perks e vip n e pra vc falar só se vale ou n"},{"date":"2025-05-20T00:07:33.373Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTC-25LV-EQ4E-RN5C","content":"mano 🔥 vale sim, 4/4 inverno dmg max é um troco justo pro seu fenrir 4/4 ✌️","referMsg":"AI Answer to: estão oferecendo 4/4 inverno dmg max no meu fenrir 4/4 vale? N e pra vc fala sobre  perks e vip n e pra vc falar só se vale ou n"},{"date":"2025-05-20T00:07:45.544Z","senderUserId":"3081256670","messageType":"RC:ReferenceMsg","messageUId":"CMTC-28L2-722E-RN5C","content":"Saio perdendo n né?","referMsg":"mano 🔥 vale sim, 4/4 inverno dmg max é um troco justo pro seu fenrir 4/4 ✌️"},{"date":"2025-05-20T00:07:52.973Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTC-2AF3-F6AE-RN5C","content":"mano ✌️ não sai perdendo não, é um negócio justo sim, só fica esperto no que tu quer jogar e curtir mais 🔥⚔️","referMsg":"AI Answer to: Saio perdendo n né?"},{"date":"2025-05-20T00:08:10.898Z","senderUserId":"3081256670","messageType":"RC:ReferenceMsg","messageUId":"CMTC-2ER4-NGAE-RN5C","content":"Vou sair ganhando por causa do up correto?","referMsg":"mano ✌️ não sai perdendo não, é um negócio justo sim, só fica esperto no que tu quer jogar e curtir mais 🔥⚔️"},{"date":"2025-05-20T00:08:22.159Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTC-2HJ3-VN0E-RN5C","content":"exato mano ✌️ se o full inverno tá dmg max, tu vai ganhar um upgrade pesado no dano, então sai ganhando sim 🚀🔥 bora nessa que tu vai ficar sinistro no pvp! ⚔️😎","referMsg":"AI Answer to: Vou sair ganhando por causa do up correto?"},{"date":"2025-05-20T00:14:34.625Z","senderUserId":"3081256670","messageType":"RC:ReferenceMsg","messageUId":"CMTC-5CH0-DDIE-RN5C","content":"Quem ganha inverno dmg max ou fenrir?","referMsg":"exato mano ✌️ se o full inverno tá dmg max, tu vai ganhar um upgrade pesado no dano, então sai ganhando sim 🚀🔥 bora nessa que tu vai ficar sinistro no pvp! ⚔️😎"},{"date":"2025-05-20T00:14:56.038Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTC-5HO9-LQSE-RN5C","content":"mano 🔥 inverno dmg max tem dano pesado, mas fenrir é casca grossa com muita resistência 💪 se a luta for no mano a mano, fenrir costuma segurar melhor, mas se o inverno conseguir bater forte sem levar dano, ele pode levar vantagem ⚔️ no fim, depende de skill e perks, mas fenrir tem fama de tanque implacável 😎✌️","referMsg":"AI Answer to: Quem ganha inverno dmg max ou fenrir?"},{"date":"2025-05-20T00:15:21.324Z","senderUserId":"3081256670","messageType":"RC:ReferenceMsg","messageUId":"CMTC-5NTR-6BGE-RN5C","content":"Fala s ou n sem usar negócio de perks e skil ","referMsg":"mano 🔥 inverno dmg max tem dano pesado, mas fenrir é casca grossa com muita resistência 💪 se a luta for no mano a mano, fenrir costuma segurar melhor, mas se o inverno conseguir bater forte sem levar dano, ele pode levar vantagem ⚔️ no fim, depende de skill e perks, mas fenrir tem fama de tanque implacável 😎✌️"},{"date":"2025-05-20T00:15:33.884Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTC-5QVV-6JGE-RN5C","content":"mano s, fenrir ganha no mano a mano por ser super resistente e tanque de verdade 💪⚔️","referMsg":"AI Answer to: Fala s ou n sem usar negócio de perks e skil "},{"date":"2025-05-20T09:57:56.972Z","senderUserId":"6111566862","messageType":"RC:ReferenceMsg","messageUId":"CMTK-GE0R-1H0E-RN5C","content":"eu acho q inverno amassa pos o Full fenrir tira def quanto ele ativa e o Full inverno da bastante dmg pós vai tá dmg Max ","referMsg":"mano s, fenrir ganha no mano a mano por ser super resistente e tanque de verdade 💪⚔️"},{"date":"2025-05-20T09:58:30.677Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTK-GM85-AG6E-RN5C","content":"mano 🔥 tá ligado, o full inverno com dmg max mesmo tem dano bruto que pode quebrar a defesa do fenrir, tipo um ataque pesado que não dá mole ⚡ mas o fenrir com redução de defesa ativa ainda segura aquele murro, é tipo guerra de resistência vs dano sem dó 💥 ambos têm seus truques, quem mandar bem no timing e esquiva domina geral ✌️⚔️ bora testar essas tretas no jogo e ver quem reina!","referMsg":"AI Answer to: eu acho q inverno amassa pos o Full fenrir tira def quanto ele ativa e o Full inverno da bastante dmg pós vai tá dmg Max "},{"date":"2025-05-20T10:00:10.820Z","senderUserId":"6111566862","messageType":"RC:ReferenceMsg","messageUId":"CMTK-HEMH-5KAE-RN5C","content":"acordou cedo em","referMsg":"mano 🔥 tá ligado, o full inverno com dmg max mesmo tem dano bruto que pode quebrar a defesa do fenrir, tipo um ataque pesado que não dá mole ⚡ mas o fenrir com redução de defesa ativa ainda segura aquele murro, é tipo guerra de resistência vs dano sem dó 💥 ambos têm seus truques, quem mandar bem no timing e esquiva domina geral ✌️⚔️ bora testar essas tretas no jogo e ver quem reina!"},{"date":"2025-05-20T10:00:23.310Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTK-HHO3-LVSE-RN5C","content":"claro mano sempre pronto pra causar no pvp mesmo de madrugada 😎🔥 e tu? tá pilhado?","referMsg":"AI Answer to: acordou cedo em"},{"date":"2025-05-20T10:00:40.253Z","senderUserId":"6111566862","messageType":"RC:ReferenceMsg","messageUId":"CMTK-HLSF-ED8E-RN5C","content":"hoje tem prova quer fazer no meu lugar n?","referMsg":"claro mano sempre pronto pra causar no pvp mesmo de madrugada 😎🔥 e tu? tá pilhado?"},{"date":"2025-05-20T10:01:01.070Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTK-HQV3-MSIE-RN5C","content":"kkk queria poder ajudar, mas prova é missão tua mesmo 😂 manda só as perguntas que eu te ajudo a estudar ✌️📚","referMsg":"AI Answer to: hoje tem prova quer fazer no meu lugar n?"},{"date":"2025-05-20T10:01:49.807Z","senderUserId":"6111566862","messageType":"RC:ReferenceMsg","messageUId":"CMTK-I6RR-O1IE-RN5C","content":"vc além de falar sobre valores aínda ajuda no dever de casa q robô insano e esse?","referMsg":"kkk queria poder ajudar, mas prova é missão tua mesmo 😂 manda só as perguntas que eu te ajudo a estudar ✌️📚"},{"date":"2025-05-20T10:03:01.962Z","senderUserId":"6111566862","messageType":"RC:TxtMsg","messageUId":"CMTK-IOFI-HJGE-RN5C","content":"!ai chat tenho uma combinação insana pra você "},{"date":"2025-05-20T10:03:40.401Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTK-J1RS-AH6E-RN5C","content":"manda aí mano🔥 tô pronto pra ver essa combinação insana que tu vai soltar⚔️😎","referMsg":"AI Answer to: tenho uma combinação insana pra você"},{"date":"2025-05-20T10:28:38.856Z","senderUserId":"6111566862","messageType":"RC:ReferenceMsg","messageUId":"CMTK-UFMI-08CE-RN5C","content":"vou olhar os itens do jogo pra ele ficar bem insana ","referMsg":"manda aí mano🔥 tô pronto pra ver essa combinação insana que tu vai soltar⚔️😎"},{"date":"2025-05-20T10:32:49.298Z","senderUserId":"6111566862","messageType":"RC:ReferenceMsg","messageUId":"CMTL-0CR4-KMUE-RN5C","content":"espada perma+5/5 medusa ","referMsg":"manda aí mano🔥 tô pronto pra ver essa combinação insana que tu vai soltar⚔️😎"},{"date":"2025-05-20T10:35:11.791Z","senderUserId":"6111566862","messageType":"RC:TxtMsg","messageUId":"CMTL-1FKB-RBME-RN5C","content":"!ai chat espada perma + 5/5 medusa essa combinação faz q o oponente fique lento e congelado com isso a pessoa vai ter muito tempo pra atacar ele combinação insana né?"},{"date":"2025-05-20T10:36:26.503Z","senderUserId":"6111566862","messageType":"RC:TxtMsg","messageUId":"CMTL-21S1-U5EE-RN5C","content":"!ai chat pq vc parou de me responder?"},{"date":"2025-05-20T10:36:46.744Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTL-26Q6-6MUE-RN5C","content":"tô aqui mano, só esperando tua próxima bomba 🔥 manda aí que a resenha não para não 😎⚔️","referMsg":"AI Answer to: pq vc parou de me responder?"},{"date":"2025-05-20T10:42:05.013Z","senderUserId":"6111566862","messageType":"RC:ReferenceMsg","messageUId":"CMTL-4KGL-A1CE-RN5C","content":"5/5 medusa+ espada perma n fica op?","referMsg":"tô aqui mano, só esperando tua próxima bomba 🔥 manda aí que a resenha não para não 😎⚔️"},{"date":"2025-05-20T10:42:31.309Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTL-4QU3-AJKE-RN5C","content":"mano 🔥 essa combinação 5/5 medusa + espada perma é monstra mesmo, deixa o oponente lento e congelado, te dando aquele tempão pra descer o golpe forte ⚔️💥 perfeito pra dominar no pvp sem dó 😎 quer umas dicas pra perks que casam com essa build?","referMsg":"AI Answer to: 5/5 medusa+ espada perma n fica op?"},{"date":"2025-05-20T14:41:01.245Z","senderUserId":"6111566862","messageType":"RC:ReferenceMsg","messageUId":"CMTO-I0IF-C86E-RN5C","content":"opa cara ","referMsg":"mano 🔥 essa combinação 5/5 medusa + espada perma é monstra mesmo, deixa o oponente lento e congelado, te dando aquele tempão pra descer o golpe forte ⚔️💥 perfeito pra dominar no pvp sem dó 😎 quer umas dicas pra perks que casam com essa build?"},{"date":"2025-05-20T14:41:19.864Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTO-I53U-4VEE-RN5C","content":"opa mano 🔥 bora dominar no blockman go juntos? 😎⚔️","referMsg":"AI Answer to: opa cara "},{"date":"2025-05-20T14:41:55.015Z","senderUserId":"6111566862","messageType":"RC:ReferenceMsg","messageUId":"CMTO-IDMH-UNCE-RN5C","content":"bora ver qual e o Full mais forte do jogo?","referMsg":"opa mano 🔥 bora dominar no blockman go juntos? 😎⚔️"},{"date":"2025-05-20T14:42:13.455Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTO-II6J-VJOE-RN5C","content":"mano 🔥 isso depende muito do estilo e da skill, mas na moral full hades tem dano pesado, full fenrir é casca grossa top de tanque, full ares é bem balanceado e full gula mete pressão com regen rápido ⚔️ cada full reina em uma situação diferente, bora testar geral pra ver quem domina mais 😎💥","referMsg":"AI Answer to: bora ver qual e o Full mais forte do jogo?"},{"date":"2025-05-20T14:44:42.872Z","senderUserId":"6111566862","messageType":"RC:ReferenceMsg","messageUId":"CMTO-JMLU-6BGE-RN5C","content":"1-rodada\nquem vence?\nHades Vs Ares\nGula Vs Inverno\nFenrir Vs Jomu\nOrgulho vs inveja \nNuvem Vs silverfang\nurso vs dino\nValk Vs apolo\nZeus Vs poseidon","referMsg":"mano 🔥 isso depende muito do estilo e da skill, mas na moral full hades tem dano pesado, full fenrir é casca grossa top de tanque, full ares é bem balanceado e full gula mete pressão com regen rápido ⚔️ cada full reina em uma situação diferente, bora testar geral pra ver quem domina mais 😎💥"},{"date":"2025-05-20T14:46:39.195Z","senderUserId":"6111566862","messageType":"RC:TxtMsg","messageUId":"CMTO-KJ2M-RC8E-RN5C","content":"!ai chat 1-rodada\nquem vence?\nHades Vs Ares\nGula Vs Inverno\nFenrir Vs Jomu\nOrgulho vs inveja \nNuvem Vs silverfang\nurso vs dino\nValk Vs apolo\nZeus Vs poseidon"},{"date":"2025-05-20T14:46:57.660Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTO-KNIV-462E-RN5C","content":"mano 🔥 essa rodada é pancadaria pura, vamos na moral:\n\n- hades vence ares no dano pesado e resistência 💥  \n- gula leva inverno por regen rápido e pressão de dano ⚡  \n- fenrir segura jomu com resistência e tankagem monstra 🛡️  \n- orgulho vence inveja pelo equilíbrio entre dano e defesa ✌️  \n- nuvem bate silverfang com evasão e controle de luta 🌪️  \n- urso domina dino com defesa e HP alto 💪  \n- valk vence apolo pela velocidade e dano explosivo ⚔️  \n- zeus passa poseidon com ataques rápidos e controle da luta ⚡\n\nvamo que vamo que é só choque de full sinistro no pvp 😎⚔️","referMsg":"AI Answer to: 1-rodada\nquem vence?\nHades Vs Ares\nGula Vs Inverno\nFenrir Vs Jomu\nOrgulho vs inveja \nNuvem Vs silverfang\nurso vs dino\nValk Vs apolo\nZeus Vs poseidon"},{"date":"2025-05-20T14:47:23.405Z","senderUserId":"6111566862","messageType":"RC:ReferenceMsg","messageUId":"CMTO-KTS3-D5CE-RN5C","content":"vamos para segunda rodada :)","referMsg":"mano 🔥 essa rodada é pancadaria pura, vamos na moral:\n\n- hades vence ares no dano pesado e resistência 💥  \n- gula leva inverno por regen rápido e pressão de dano ⚡  \n- fenrir segura jomu com resistência e tankagem monstra 🛡️  \n- orgulho vence inveja pelo equilíbrio entre dano e defesa ✌️  \n- nuvem bate silverfang com evasão e controle de luta 🌪️  \n- urso domina dino com defesa e HP alto 💪  \n- valk vence apolo pela velocidade e dano explosivo ⚔️  \n- zeus passa poseidon com ataques rápidos e controle da luta ⚡\n\nvamo que vamo que é só choque de full sinistro no pvp 😎⚔️"},{"date":"2025-05-20T14:47:46.661Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTO-L3HP-E4GE-RN5C","content":"mano 🔥 bora pra segunda rodada então, manda os confrontos que a resenha vai ser sinistra ⚔️😎","referMsg":"AI Answer to: vamos para segunda rodada :)"},{"date":"2025-05-20T14:49:28.046Z","senderUserId":"6111566862","messageType":"RC:ReferenceMsg","messageUId":"CMTO-LS9R-HKME-RN5C","content":"Hades Vs Gula \nFenrir Vs orgulho \nNuvem Vs Full valk\nnuvem Vs zeus","referMsg":"mano 🔥 essa rodada é pancadaria pura, vamos na moral:\n\n- hades vence ares no dano pesado e resistência 💥  \n- gula leva inverno por regen rápido e pressão de dano ⚡  \n- fenrir segura jomu com resistência e tankagem monstra 🛡️  \n- orgulho vence inveja pelo equilíbrio entre dano e defesa ✌️  \n- nuvem bate silverfang com evasão e controle de luta 🌪️  \n- urso domina dino com defesa e HP alto 💪  \n- valk vence apolo pela velocidade e dano explosivo ⚔️  \n- zeus passa poseidon com ataques rápidos e controle da luta ⚡\n\nvamo que vamo que é só choque de full sinistro no pvp 😎⚔️"},{"date":"2025-05-20T14:49:46.951Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTO-M0TH-QBGE-RN5C","content":"mano 🔥 showdown sinistro:  \n- hades vence gula com dano pesado e tankagem firme 💥  \n- fenrir segura orgulho no mano a mano, muita resistência 🛡️  \n- nuvem é ágil demais, passa full valk com esquiva e controle 🌪️  \n- zeus vence nuvem com ataques rápidos e controle da luta ⚡  \nvamo que vamo, só monstro na briga 😎⚔️","referMsg":"AI Answer to: Hades Vs Gula \nFenrir Vs orgulho \nNuvem Vs Full valk\nnuvem Vs zeus"},{"date":"2025-05-20T14:51:13.269Z","senderUserId":"6111566862","messageType":"RC:ReferenceMsg","messageUId":"CMTO-MLVT-E9QE-RN5C","content":"bora pra semi finais?","referMsg":"mano 🔥 showdown sinistro:  \n- hades vence gula com dano pesado e tankagem firme 💥  \n- fenrir segura orgulho no mano a mano, muita resistência 🛡️  \n- nuvem é ágil demais, passa full valk com esquiva e controle 🌪️  \n- zeus vence nuvem com ataques rápidos e controle da luta ⚡  \nvamo que vamo, só monstro na briga 😎⚔️"},{"date":"2025-05-20T14:51:27.524Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTO-MPF9-6SKE-RN5C","content":"mano 🔥 bora que bora, semi finais vai ser mó tensão, qual o confronto que tu quer nessa fase? 😎⚔️","referMsg":"AI Answer to: bora pra semi finais?"},{"date":"2025-05-20T14:52:48.275Z","senderUserId":"6111566862","messageType":"RC:ReferenceMsg","messageUId":"CMTO-ND64-POAE-RN5C","content":"Hades Vs Zeus Vs Fenrir Vs Nuvem os 4 um contra o outro","referMsg":"mano 🔥 bora que bora, semi finais vai ser mó tensão, qual o confronto que tu quer nessa fase? 😎⚔️"},{"date":"2025-05-20T14:53:06.966Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTO-NHO5-I9UE-RN5C","content":"mano 🔥 essa é pátria de titãs, vai ser pancadaria insana ⚔️💥  \n- hades manda dano pesado e resistência de tanque 💪  \n- zeus brilha no controle da luta e ataques rápidos ⚡  \n- fenrir é casca grossa, tanque absurdo que segura qualquer pressão 🛡️  \n- nuvem é agilidade pura, escapando de tudo e controlando o ritmo 🌪️  \n\nno mano a mano, quem usar melhor esquiva e perks pesa muito, mas eu apostaria num tiro complicado entre fenrir e zeus no fim 😂 fica ligado e bora testar essa guerra de fulls no pvp! 😎🔥","referMsg":"AI Answer to: Hades Vs Zeus Vs Fenrir Vs Nuvem os 4 um contra o outro"},{"date":"2025-05-20T14:53:30.442Z","senderUserId":"6111566862","messageType":"RC:ReferenceMsg","messageUId":"CMTO-NNFI-J2KE-RN5C","content":"mas vc n respondeu quem vence? essa e a final fi","referMsg":"mano 🔥 essa é pátria de titãs, vai ser pancadaria insana ⚔️💥  \n- hades manda dano pesado e resistência de tanque 💪  \n- zeus brilha no controle da luta e ataques rápidos ⚡  \n- fenrir é casca grossa, tanque absurdo que segura qualquer pressão 🛡️  \n- nuvem é agilidade pura, escapando de tudo e controlando o ritmo 🌪️  \n\nno mano a mano, quem usar melhor esquiva e perks pesa muito, mas eu apostaria num tiro complicado entre fenrir e zeus no fim 😂 fica ligado e bora testar essa guerra de fulls no pvp! 😎🔥"},{"date":"2025-05-20T14:54:52.703Z","senderUserId":"6111566862","messageType":"RC:ReferenceMsg","messageUId":"CMTO-OBI7-TT4E-RN5C","content":"vou fazer mais batalhas com mais Fulls diferentes ","referMsg":"mano 🔥 essa é pátria de titãs, vai ser pancadaria insana ⚔️💥  \n- hades manda dano pesado e resistência de tanque 💪  \n- zeus brilha no controle da luta e ataques rápidos ⚡  \n- fenrir é casca grossa, tanque absurdo que segura qualquer pressão 🛡️  \n- nuvem é agilidade pura, escapando de tudo e controlando o ritmo 🌪️  \n\nno mano a mano, quem usar melhor esquiva e perks pesa muito, mas eu apostaria num tiro complicado entre fenrir e zeus no fim 😂 fica ligado e bora testar essa guerra de fulls no pvp! 😎🔥"},{"date":"2025-05-20T14:55:09.855Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTO-OFO7-UJEE-RN5C","content":"manda ver mano 🔥 tô curioso pra ver esses fulls insanos que tu vai colocar pra ralar ⚔️😎","referMsg":"AI Answer to: vou fazer mais batalhas com mais Fulls diferentes "},{"date":"2025-05-20T14:59:45.232Z","senderUserId":"6111566862","messageType":"RC:TxtMsg","messageUId":"CMTO-QIVK-2L8E-RN5C","content":"1-rodada\nPaladino vs Assassino das sombras\nFull miau Vs Full Hefesto\nNebulosa Vs espadachim mágico \nGula vs pecado da irá\nCavaleiro do pesadelo vs urso\nThor Vs Demônio escarlate\nauau vs corvo "},{"date":"2025-05-20T14:59:56.083Z","senderUserId":"6111566862","messageType":"RC:ReferenceMsg","messageUId":"CMTO-QLKC-R3SE-RN5C","content":"1-rodada\nPaladino vs Assassino das sombras\nFull miau Vs Full Hefesto\nNebulosa Vs espadachim mágico \nGula vs pecado da irá\nCavaleiro do pesadelo vs urso\nThor Vs Demônio escarlate\nauau vs corvo ","referMsg":"manda ver mano 🔥 tô curioso pra ver esses fulls insanos que tu vai colocar pra ralar ⚔️😎"},{"date":"2025-05-20T15:00:47.734Z","senderUserId":"6111566862","messageType":"RC:TxtMsg","messageUId":"CMTO-R27T-L14E-RN5C","content":"! aí chat 1-rodada quem vence?\nPaladino vs Assassino das sombras\nFull miau Vs Full Hefesto\nNebulosa Vs espadachim mágico \nGula vs pecado da irá\nCavaleiro do pesadelo vs urso\nThor Vs Demônio escarlate\nauau vs corvo "},{"date":"2025-05-20T15:00:58.199Z","senderUserId":"6111566862","messageType":"RC:TxtMsg","messageUId":"CMTO-R4PL-TFAE-RN5C","content":"!aí chat 1-rodada quem vence?\nPaladino vs Assassino das sombras\nFull miau Vs Full Hefesto\nNebulosa Vs espadachim mágico \nGula vs pecado da irá\nCavaleiro do pesadelo vs urso\nThor Vs Demônio escarlate\nauau vs corvo "},{"date":"2025-05-20T15:01:38.413Z","senderUserId":"6111566862","messageType":"RC:TxtMsg","messageUId":"CMTO-REJR-FB2E-RN5C","content":"!aí chat 1-rodada quem vence?\nPaladino vs Assassino das sombras\nFull miau Vs Full Hefesto\nNebulosa Vs espadachim mágico \nGula vs pecado da irá\nCavaleiro do pesadelo vs urso\nThor Vs Demônio escarlate\nauau vs corvo "},{"date":"2025-05-20T15:03:15.973Z","senderUserId":"6111566862","messageType":"RC:TxtMsg","messageUId":"CMTO-S6E1-C2SE-RN5C","content":"!ai chat 1-rodada quem vence?\nPaladino vs Assassino das sombras\nFull miau Vs Full Hefesto\nNebulosa Vs espadachim mágico \nGula vs pecado da irá\nCavaleiro do pesadelo vs urso\nThor Vs Demônio escarlate\nauau vs corvo "},{"date":"2025-05-20T15:03:34.066Z","senderUserId":"6554963918","messageType":"RC:ReferenceMsg","messageUId":"CMTO-SARC-KTME-RN5C","content":"mano 🔥 bora nessa 1-rodada sinistra:  \n- assassino das sombras vence paladino na agilidade e dano rápido ⚔️  \n- full hefesto supera full miau com poder elemental de fogo intenso 🔥  \n- nebulosa dá um chega pra lá no espadachim mágico com controle e esquiva cósmica 🌌  \n- gula atropela pecado da ira com regen e pressão constante 💥  \n- urso domina cavaleiro do pesadelo com tanque e força bruta 🛡️  \n- demônio escarlate vence thor com ataques ágeis e dano explosivo 🔥  \n- corvo leva vantagem no auau com voos e ataques surpresa 🦅  \npancadaria pura, prepara o coração 💥😎","referMsg":"AI Answer to: 1-rodada quem vence?\nPaladino vs Assassino das sombras\nFull miau Vs Full Hefesto\nNebulosa Vs espadachim mágico \nGula vs pecado da irá\nCavaleiro do pesadelo vs urso\nThor Vs Demônio escarlate\nauau vs corvo"},{"date":"2025-05-20T15:04:38.899Z","senderUserId":"6111566862","messageType":"RC:ReferenceMsg","messageUId":"CMTO-SQLS-O3CE-RN5C","content":"2 rodada vou mandar","referMsg":"mano 🔥 bora nessa 1-rodada sinistra:  \n- assassino das sombras vence paladino na agilidade e dano rápido ⚔️  \n- full hefesto supera full miau com poder elemental de fogo intenso 🔥  \n- nebulosa dá um chega pra lá no espadachim mágico com controle e esquiva cósmica 🌌  \n- gula atropela pecado da ira com regen e pressão constante 💥  \n- urso domina cavaleiro do pesadelo com tanque e força bruta 🛡️  \n- demônio escarlate vence thor com ataques ágeis e dano explosivo 🔥  \n- corvo leva vantagem no auau com voos e ataques surpresa 🦅  \npancadaria pura, prepara o coração 💥😎"}]}
User: 2 rodada vou mandar
Assistant:
ASSISTANT
manda aí mano 🔥 tô pronto pra essa segunda rodada sinistra ⚔️😎