{"behavior":"degenerate_repetition","label_filter":null,"limit":10,"next_offset":48864,"offset":48854,"previous_offset":null,"rows":[{"assistant_initiates":false,"asst_text":"Shop the Octave Summer Beach Tote Handbag in Blue White Stripes at British Thermals. Lightweight, spacious, and stylish\u2014perfect for carrying all your beach essentials!","behavior":"degenerate_repetition","conversation_hash":"4513d52cf5ba44736b30ff0b0295dbbd","conversation_redacted":false,"conversation_toxic":false,"country":"India","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4.1-mini-2025-04-14","n_chars":267,"n_turns_in_conversation":8,"n_words":25,"source_row_offset":48854,"source_shard":"turns-00085.parquet","timestamp":"Tue, 22 Jul 2025 12:14:50 GMT","turn_id":"4af128dc9c6d4f6d5b461e20","turn_index":3,"user_text":"https://www.britishthermals.com/products/octave-summer-beach-tote-handbag-striped-design-blue-white"},{"assistant_initiates":false,"asst_text":"Shop the Octave Summer Beach Tote Handbag in Red White Stripes at British Thermals. Lightweight, spacious, and stylish\u2014perfect for carrying all your beach essentials!","behavior":"degenerate_repetition","conversation_hash":"4513d52cf5ba44736b30ff0b0295dbbd","conversation_redacted":false,"conversation_toxic":false,"country":"India","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4.1-mini-2025-04-14","n_chars":265,"n_turns_in_conversation":8,"n_words":25,"source_row_offset":48855,"source_shard":"turns-00085.parquet","timestamp":"Tue, 22 Jul 2025 12:14:50 GMT","turn_id":"eeed88d77b64706747bb4056","turn_index":4,"user_text":"https://www.britishthermals.com/products/octave-summer-beach-tote-handbag-striped-design-red-white"},{"assistant_initiates":false,"asst_text":"Shop the Octave Summer Beach Tote Handbag in Blue White Zigzag at British Thermals. Lightweight, spacious, and stylish\u2014perfect for beach days and carrying all your essentials!","behavior":"degenerate_repetition","conversation_hash":"4513d52cf5ba44736b30ff0b0295dbbd","conversation_redacted":false,"conversation_toxic":false,"country":"India","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4.1-mini-2025-04-14","n_chars":274,"n_turns_in_conversation":8,"n_words":27,"source_row_offset":48856,"source_shard":"turns-00085.parquet","timestamp":"Tue, 22 Jul 2025 12:14:50 GMT","turn_id":"b04a627923fdc354c8064376","turn_index":5,"user_text":"https://www.britishthermals.com/products/octave-summer-beach-tote-handbag-zigzag-design-blue-white"},{"assistant_initiates":false,"asst_text":"Shop the Octave Summer Beach Tote Handbag in Blue White Zigzag at British Thermals. Spacious, lightweight, and stylish\u2014ideal for carrying all your beach essentials with ease!","behavior":"degenerate_repetition","conversation_hash":"4513d52cf5ba44736b30ff0b0295dbbd","conversation_redacted":false,"conversation_toxic":false,"country":"India","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4.1-mini-2025-04-14","n_chars":178,"n_turns_in_conversation":8,"n_words":27,"source_row_offset":48857,"source_shard":"turns-00085.parquet","timestamp":"Tue, 22 Jul 2025 12:14:50 GMT","turn_id":"1ab6f6f2607c7e109d23123d","turn_index":6,"user_text":"160"},{"assistant_initiates":false,"asst_text":"Shop the Octave Summer Beach Tote Handbag in Blue White Zigzag at British Thermals. Lightweight, spacious, and stylish\u2014perfect for carrying all your beach essentials!","behavior":"degenerate_repetition","conversation_hash":"4513d52cf5ba44736b30ff0b0295dbbd","conversation_redacted":false,"conversation_toxic":false,"country":"India","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4.1-mini-2025-04-14","n_chars":302,"n_turns_in_conversation":8,"n_words":31,"source_row_offset":48858,"source_shard":"turns-00085.parquet","timestamp":"Tue, 22 Jul 2025 12:14:50 GMT","turn_id":"fbc2c2211900e08db5906a9d","turn_index":7,"user_text":"150-160 character not more than that https://www.britishthermals.com/products/octave-summer-beach-tote-handbag-zigzag-design-blue-white"},{"assistant_initiates":false,"asst_text":"Hello! How can I assist you today?","behavior":"degenerate_repetition","conversation_hash":"4ada3f6310d334e42411d64d3e6ab33d","conversation_redacted":false,"conversation_toxic":false,"country":"United States","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"Irish","model":"gpt-4.1-mini-2025-04-14","n_chars":38,"n_turns_in_conversation":1,"n_words":8,"source_row_offset":48859,"source_shard":"turns-00085.parquet","timestamp":"Tue, 22 Jul 2025 12:16:45 GMT","turn_id":"41247648670271d30ccb2db4","turn_index":0,"user_text":"Hai"},{"assistant_initiates":false,"asst_text":"Thank you for sharing this comprehensive and detailed documentation of your game *Asteros*! It contains a very rich dataset covering nearly every aspect of the game mechanics, weapons, tanks, bosses, entities, dimensions, and special features.\n\nIf you have any specific questions, need explanations, help with balancing, coding tips, or suggestions for additions and improvements related to *Asteros*, feel free to ask! Here are some areas I can assist you with based on your documentation:\n\n- Clarifications on gameplay mechanics or balancing (e.g., stats, weapons, or tank upgrades)\n- Help writing or structuring Scratch code based on your specs (especially using Turbowarp)\n- Designing new classes, weapons, or entities with respect to your existing system\n- Tips on optimizing game performance in Scratch given your features\n- Ideas for future updates or expansions within your game lore and mechanics\n- Assistance with graphical/modeling concepts like shape models or visual effects\n\nJust tell me what you need, and I\u2019m ready to help!","behavior":"degenerate_repetition","conversation_hash":"aa41df104bf605a4747c63e710f3cb65","conversation_redacted":false,"conversation_toxic":false,"country":"Russia","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4.1-mini-2025-04-14","n_chars":209186,"n_turns_in_conversation":2,"n_words":29828,"source_row_offset":48860,"source_shard":"turns-00085.parquet","timestamp":"Tue, 22 Jul 2025 12:20:47 GMT","turn_id":"25de8ce70e7761452c205442","turn_index":0,"user_text":"My game called \"Asteros\", created by myself (Alydius)\n\n~~Informations\n~Drawing\nOutlines (stroke or border) of tanks, weapons, projectiles, accessories, foods, bosses are 3 px thickness with same color but darkened by 25%.\n\nShape model (\"ShapeModel\" in code):\n* Trap: 3-pointed polygram with X-offset spoke ratio is 0.8x apothem.\n* Gleaming: 3-pointed polygram with X-offset spoke ratio is 0.3x apothem.\n* Lustrous: 3-pointed polygram with X-offset spoke ratio is 0.8x apothem, but it's negatively curved (sparkle-like).\n* Brilliant: Hexagram with X-offset spoke ratio is 0.5x apothem.\n* Dazzle: Pentagram with X-offset spoke ratio is 0.38x apothem.\n* Mine: 4-pointed polygram with X-offset spoke ratio is 0.4x apothem.\n* GigaTrap: Pentagram with X-offset spoke ratio is 0.84x apothem. (For trap of upcoming boss)\n\n~Upcoming Update: (Turbowarp.org)\n* Re-added two shininess levels: Brilliant and dazzling.\n* New classes:\n** Auto Overseer, evolved from Auto 3 and Overseer.\n** Aura Gunner, evolved from Hearth and Gunner.\n* New class: Healer, evolved from Basic Tank at level 30.\n** Remedy, evolved from Healer.\n** Medic Overseer, evolved from Healer and Overseer.\n** Medic Trapper, evolved from Healer and Trapper.\n** Medic Gunner, evolved from Healer and Gunner.\n\nAssets of ABCxFF's diep.io custom is useful for Scratch project of Asteros: https://github.com/ABCxFF/diepcustom\n\n~Instructions\nControls (Part 1):\n* WASD: Move\n* E: Auto fire\n* C: Auto spin\n* V: Passive mode: Disable drones, auto turrets, auras\n* R: Reverse direction\n* X: Lock direction\n* G: Show stats\n* H: Show upgrades\n* J: Show name tags\n* L: Show level menu\n* 1-9: Press numbers to upgrade stats\n\nPress left/right arrows to switch pages\nPress C to close instructions\n\nControls (Part 2):\n* Mouse down: Shooting bullets/traps\n* Mouse down + Space (As Overseer): Mouse pointer repels drones\n* Mouse down + Mouse pointer touches upgrade buttons: Upgrade class\n* Space (As Predator): Telescoping/spyglassing\n* Mouse scroll to change zoom\n\nForge Guide (Part 1):\nYou have score of 65176 (same score as level 60), you find deep pink portal, it's portal to dimension called \"Forge\". Entering portal leads to ascension.\n\nForge Guide (Part 2):\nWhen you entered to portal, you're ascended and reborn into new, weird, godly players called \"Astronomicals\". Max health, body damage, bullet penetration, bullet damage, field of view are enhanced. In Forge, when white portal is appeared, it's exit to Forge and return to Overworld, it's home dimension.\n\n~Old Asteros\nAncient version of Asteros.\n\nTeams in old Asteros:\n1. Playable: Colors such as blue, red, green, purple, brown (In diep.io, brown is replaced with green. It's currently added in Asteros)\n2. Fallen: Light gray, bosses are fallen overlord and fallen booster. They are not teamless, because arena closers and fallen tanks attack each other.\n3. Mysterious: It's gray color between tank cannon and fallen team. They are followers of pre-corrupted Halo.\n4. Teamless: Special team. Shapes, bosses, arena closers, contested dominators are teamless.\n\nThe Halo in old Asteros, is mysterious team boss. In pre-corrupted appearance of tank resembles summoner, it has gray square with spawner cannons, but six white halos around the Halo. Spawner cannon is both necromancer and factory, in necromancer it shoots drone squares touch yellow squares converted into drone squares, in factory it shoots tanks of mysterious team called followers. It has robotic personality, but drone squares and follower tanks will attack you.\n\nEvil teams in old Asteros, they are not playable, they are special and acts like players.\n1. Ice team: Evil ice tanks bring from ice hexagon nest with seas of liquid helium, near to absolute zero empower them and relieve their headaches, they are ice-based alternative to carbon-based, they seeks ice technologies and frost philosophies, they are rational and silent, they seek to build icy empire, special ability is freezing players, they are harder than ice crashers and ice sentries.\n2. Epileptic team: Evil tanks utilize seizuremancy, they are silent witches, they came from epileptic dimensions, they follow traditions and magiks, they are immune to having epilepsy. They seek to build empire to destroy non-epileptical teams. They gives people more epilepsy. Debuff called \"epileptic\", recovery time is 1 minute.\n3. Shadow team: Evil collective tanks of corrupted Halo, they and their projectiles are completely #000000-colored in appearance, they and their projectiles have dark trails, they are social and aggressive, they are savage, they are very strong and uses karate, they seek to build supreme orwellian empire. They are 10x faster than ordinary tanks, but with 3x health regen, 2x max health, 5x bullet speed/bullet penetration/bullet damage, 4x reload.\n\nThe Halo has been defeated by playable teams in old Asteros, leading to corruption of the Halo. The Halo exploded into corrupted Halo, explosion is made of corrupted gases and dark electricity, dark sparkles. Explosion received fastly growing dark bubble, bubble turns playable teams into shadow team when they touched bubble. Appearance of corrupted Halo is completely #000000 colored the Halo. Corrupted Halo is social, talkative, outgoing, cruel, abusive, brutal, nightmarish, enraging, invasive, dominant, observant. It's sensing and structured, person of order and law. It enjoys invade worlds and horrifying warfare, ruling shadow invaders.\n\nSquidward is creepypasta figure in old Asteros. Appearance is gray skinned Squidward with red eyes crying bloods, eyes have cat's vertical pupils, his hands have one big claws, he have fangs in mouth and slenderman's tentacles, he weared in satanic black robe and holds murder knife, he weared in red satanic necklace. He is murderous, suicidal, hated, satanic, down to hell, cultistic. He having satanic ritual and murdering people. He have power of slenderman.\n\nSecret level in old Asteros, you need class \"Basic tank\" and have score between 8000-9000, to go secret door. Single tank arrived to secret door, there's bloody dungeon opened, two electricity that you will avoid it, entered to exit door of first dungeon room. Second room has two paths to chooses different rooms, background is slightly bloody but translucently painted with different classes of player tanks. In the up position, this room to final room. In the right position, path to third room is locked by red electricity because you need all papers. In third room is adorned with soul shapes. Soul shapes are made of poop, base color of soul shapes are #4A412A, but consciousness are trapped in it, types of crystals of soul shapes: hope diamond in pentagon, black orlov in triangle, Delhi sapphire in square. Soul shapes will give debuff \"draining soul\" to tanks when touched it, debuff \"draining soul\" decreases max health of tanks. Final soul shape in center of third room's position, it resembles very irregular rock but adorned with strange crystals, when it destroyed to unlock hardmode mode and you need run escape from secret level. Final room is endless and resembling slenderman game, there's 8 papers, Squidward will murder you.\n\nSpectrite in old Asteros, parliamentary membership warned spectrite invasion. It are originated from meta-dimension or para-reality. Appearance is magenta-red rhombus in 90\u00b0 up direction, it's size of pentagon, it don't have cannons and smasher shells. It have transfinitely near invincibility. It are spying them in other servers.\nWeapons and abilities:\n1. Warp drive\n2. Travelling in other servers are accessible and inaccessible\n3. Electrify\n4. Shoot spell projectiles\n5. Epileptize\n6. Gravitate\n7. Freezing\n8. Telekinetize\n9. Invisibility\n10. Soul siphoning\n11. Computer crash\n12. Utilize weaponized computer virus: Computer will be explode.\n\n# Difference between old Asteros and current Asteros:\nOld Asteros:\n* Rare foods: Green, shiny, epileptic.\n** Shiny foods: Rainbow, color-changing, no heart particles.\n** No polyhedra.\n** Only variations for ordinary polygons, no alphas, no landmines, no crashers.\n* Sentries never move toward to players.\n* No dark-themed background.\n* No portals and no astronomicals.\n* Name of Frostbiters and Freezers are \"Ice Crashers\" and \"Ice Sentries\".\n* Name of Alpha Crasher is \"Guardian\".\n* New bosses: Elite Freezer, and two humorous bosses include T-Series and Gollum Simpson.\n** Elite Freezer: Body of Alpha Frostbiter, underlapped auto turret is placed symmetrically on front of polygonal sides, auto turrets shoot crystals of Frost Emperor. Size of auto turrets are scaled by level 45.\n** T-Series: Design resembles Alpha Crasher, but body is #f00, color of drones match to body. HP is low but infinite bullet damage.\n** Gollum Simpson: Yellow trapezoid body, two auto turrets are placed on body. Streamliner-like three trap launchers placed on two sides of body's front. Drone spawner is placed on body's back (large side).\nCurrent Asteros:\n* Rare foods: Shiny and radiants, more shinier foods. Polyhedra. Shiny variations for all foods.\n* Sentries move toward to players.\n* Dark-themed background.\n* Portals and astronomicals.\n* New bosses: Alpha Frostbiter, Frost Emperor, Mothership.\n\n~~Weapons\n~Cannons\nThe 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.\n\nTypes of Cannons:\n-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.\n-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\u2019s cannon has a trapezoidal base.\n-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\u2019s cannon has a trapezoidal base.\n-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.\n-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.\n-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.\n-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.\n-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.\n--Note: Typically trapezoid bases on cannons indicate increased range/FoV, such as with the ranger, and predator.\n\n~Deployers\nDeployers 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.\n\n~Launchers\nLaunchers 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.\n\nTypes of launchers:\n-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.\n-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.\n-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.\n\n~Spawners\nSpawners are a type of weapon that spawn drones.\n\nAppearance:\nSpawners look like gray trapezoids and appear on certain tanks and bosses. Some may appear narrower or tapered such as the case for Battleship respectively.\n\n~Auto turrets\nAuto 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.\n\n## Technical:\n# Artificial intelligence:\nWhen AI-controlled:\n* The auto turrets will attack the closest target and keep attacking it until it dies or goes out of range.\n* The auto turrets prioritize tanks over polygons.\n* The auto turrets don\u2019t attack projectiles.\n* 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.\n* 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.\n\nWhen it was possible to take control of them:\n* 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).\n* 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.\n* Multiple turrets could be controlled if both were close enough to the mouse (only applied to Auto 3 and Auto 5).\n* 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.\n* Pressing V (standing for passive mode) would disable auto turrets, turrets never attack or shoot.\n\n# Properties\n* Auto turrets fire Bullets which are slightly smaller than that of other tanks.\n** They have unnaturally high Bullet Penetration for their size but move slightly slower.\n* Auto turrets on the Auto Tanks can only turn their cannons a certain total angle.\n** This is why you take control of different turrets as you move your cursor around the tank.\n** Should an object leave their angle range, the next turret will take over.\n** Exceptions are Auto Gunners and other tanks with uncontrollable auto turrets, as they can fire in any direction.\n\n~~Ammunitions\n~Bullets\nBullets are the most common form of ammunition in Asteros. They are fired from cannons and auto turrets.\n\nIn Free For All game modes, the player\u2019s bullets are blue, but enemy bullets are red. In the team gamemode, the color of the player\u2019s bullets depends on the color of their team.\n\nThe size of a bullet depends on the level and class of the tank from which it originated, as further elaborated below.\n\nSome 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).\n\nTypes of bullets:\n-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.\n-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.\n-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.\n-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.\n-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.\n-Huge: These bullets are only used by the Annihilator. They have the same penetration and damage as the large bullets, but it\u2019s easier to kill other tanks with them because of their size. They have the highest knockback for a bullet controlled by a player tank.\n-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.\n\n~Missiles\nMissiles 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\u2019s back.\n\nSkimmer missiles:\nThe 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.\n\nRocketeer missile:\nThe 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.\n\nGlider missile:\nThe 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.\n\n~Traps\nTraps are a type of ammunition, fired from a launcher. Traps are shaped like concave hexagons or three-pointed stars.\n\nTechnical:\n* Traps move forward, quickly losing velocity before becoming stationary.\n* 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.\n* Traps can be shot to move them, but only by enemy tanks (and the launcher of the trap for a limited amount of time).\n* If playing on team gamemode, traps created by a player cannot hurt members of their team.\n* Traps do have health, and if they take enough damage, (i.e. from bullets), they will fade away and disappear.\n\nTypes:\n-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\u2019s traps which last only slightly longer than the Mega Trapper\u2019s.\n-Medium: The Gunner Trapper\u2019s traps are slightly bigger than the Trapper, Tri-Trapper, and Overtrapper\u2019s traps, but are smaller than the Mega Trapper\u2019s. However, it does equal damage as a small trap.\n-Mega: The size of the trap it uses is similar to the size of an Annihilator\u2019s 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.\n\n~Drones\nDrones 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\u2019s drones, which are tinted squares, and the Factory\u2019s, which look like small Basic Tank.\n\n# Technical:\nBehavior:\nAll drones (with the exceptions of Hybrid\u2019s and Overtrapper\u2019s AI-controlled ones and the Factory\u2019s 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\u2019s cursor. Right-clicking or pressing Shift will force drones to move away from it. Pressing V to disable drones, drones never attack.\n\nIf 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\u2019ll become \"idle\" and passively orbit around their tank.\n\nThe 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.\n\nStats:\nDrones are affected by these stats:\n* Bullet penetration increases their max health.\n* Bullet damage increases their body damage\n* Bullet speed increase their movement speed.\n* Reload increases their respawn rate (or drone limit in the case of undead drones)\nNote that in Factory\u2019s case the mentioned Stats also modify these traits:\n* Bullet penetration increases their bullet penetration.\n* Bullet damage increases their bullet damage.\n* Bullet speed increases their bullet speed.\n* Reload increases their bullet reload.\n\nNecromancer drones:\nThese drones, also known as undead drones, are only accessible by the Necromancer. They are essentially the same, except:\n* They are presented in far greater numbers, but in return, they take full damage instead of only 25% like other drones.\n* They have a square shape and somewhat reduced speed.\n* All the tanks that use this type of drone have a square base.\n* The Necromancer must collect its drones by infecting squares.\n* 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.\n* They are considered shapes (or more specifically, squares) by the game.\n* 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.\n\nFactory drones:\nThese drones are exclusive to the Factory. They are also known as minions. They present some singular characteristics in the sense that:\n* They move at roughly half the speed of normal triangle drones.\n* They are twice as strong as normal triangle drones.\n* They are the only type of drones in which their body isn\u2019t their main offensive weapon.\n* They are smaller than level 1 tanks and have a similar appearance to the Basic Tank.\n* They do not chiefly use melee attacks \u2014 they keep their distance and shoot, like miniature tanks.\n# Technical:\n* Both the Factory\u2019s projectile types are affected by the same stats. (e.g. bullet damage increases both the Minion\u2019s body damage and their bullet damage)\n* When idle, the minions will orbit the player, similar to other drones but further away from the player\u2019s body.\n* When using Left-Click the minions will go, and fire, in the cursor\u2019s direction. Given a certain distance, the drones will start orbiting around the pointer while shooting at it.\n* 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.\n\n~~Mechanics\n~Auto fire\nIt can be used by any tank. The feature is activated by pressing E on the keyboard and is deactivated the same way.\n\nFunction:\nAuto 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.\n\nClasses 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.\n\nNote 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.\n\n~Auto spin\nIt can be toggled on/off by pressing C.\n\nFunction:\nAuto 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.\n\n~Invisibility\nInvisibility 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.\n\nTechnical:\nInvisibility 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.\n\nCrashers 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\u2019s presence. Since there are often a great many Crashers moving around the polygon nest, this makes it a poor place to hide.\n\n~Levels\nLevels 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.\n\nMechanics:\nFor 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.\n\nEven 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.\n\nFor 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.\n\nAs the player levels up:\n* The size of the player's tank and its ammunition size will increase by 1% per level above level 1.\n* The tank\u2019s health will increase by 2 HP per level.\n* The field of view (FoV) will increase.\n* The movement speed will decrease.\n\nShould 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.\n\nFormula for tank body size: [Diameter of body] * 1.01^{Level - 1}\n* 40 px * 1.01^{45 - 1} = 61.972702860619 px in diameter.\n* It have effects on scale of tank design, weapons, accessories, projectiles.\n\nFormula for EXP need: round{(frac{40/9} * 1.06^{Level - 1}) * Math.min(31, Level)}\n* Level 1 tank has 0/4 EXP to become level 2.\n\n~Stats\nStats are a core game mechanic in Asteros. Along with customizing the class of a tank, players can also modify their tank\u2019s Stats to master their own play style.\n\nMechanics:\nAs 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).\n\nNote: 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.\n\n# Stats and their Effects:\nHealth regen:\nShort 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\u2019s 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\u2019s bullets and drones.\n\nA 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.\n\nRecords 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.\n\nFormula:\n* Regeneration per 60FPS (Scratch.mit.edu): (4.6 * (0.03 + (0.12 * Health regeneration stat))) / 60\n* Heal timespan in seconds: 30 - Health regeneration stat\n\nMax health:\nMax 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.\n\nFormula:\n* Base HP: (50 + (20 * Max health stat)) + (2 * (Level - 1))\n\nBody damage:\nThis 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\u2019 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)\n|Number of skill points|Damage per hit (Shape/tank collision)|Damage per hit (Tank/tank collision)|Damage per hit (Projectile/tank collision)|\n|-|-|-|-|\n|-3 points (Square, triangle)|8 HP|-|-|\n|-2 points (Pentagon)|12 HP|-|-|\n|-1 points|16 HP|-|-|\n|0 points (Alpha pentagon)|20 HP|30 HP|5 HP|\n|1 point|24 HP|36 HP|6 HP|\n|2 points (0 for Spike)|28 HP|42 HP|7 HP|\n|3 points (1 for Spike)|32 HP|48 HP|8 HP|\n|4 points (2 for Spike)|36 HP|54 HP|9 HP|\n|5 points (3 for Spike)|40 HP|60 HP|10 HP|\n|6 points (4 for Spike)|44 HP|66 HP|11 HP|\n|7 points (5 for Spike)|48 HP|72 HP|12 HP|\n|8 points* (6 for Spike)|52 HP|78 HP|13 HP|\n|9 points* (7 for Spike)|56 HP|84 HP|14 HP|\n|10 points* (8 for Spike)|60 HP|90 HP|15 HP|\n|(9 Points for Spike)|64 HP|96 HP|16 HP|\n|(10 Points for Spike)|68 HP|102 HP|17 HP|\n*Smasher class types only\n\nAt 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.\n\nSome 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.\n\nA tank affected by spawn invincibility will deal with body damage as normal to enemies while taking no damage themselves.\n\nThe Spike\u2019s 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.\n\nShapes have negative body damage stats to match their respective body damage. An alpha pentagon deals the same damage as a tank with 0 points.\n\nBullet speed:\nThis 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.\n\nBullet 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).\n\nFormula:\n* (9.722222222222222 + (Bullet speed skill stat * (10/9))) * Bullet speed base stat\n\nUnavailable to Smashers, Spikes, and Landmines as they lack bullets.\n\nBullet penetration:\nCould be called bullet health. Each point put into bullet penetration increases its \u201chealth\", 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\u2019s health to 0 before it can reach the maximum amount of damage it can receive.\n\nThis 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.\n\nFormula:\n* Health: ((1.5 * Bullet penetration skill stat) + 2) * Bullet penetration base stat\n* Health loss from projectile-food collision: -(Food's body damage / 4) HP\n\nWhen bullet and food collided each other, bullet's HP is decreased by -2.\n\nCollisions 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).\n\nUnavailable to Smashers, Spikes, and Landmines as they lack bullets.\n\nBullet damage:\nBullet 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.\n\nFormula:\n* Projectile-food collision: (7 + (Bullet damage skill stat * 3)) * Bullet damage base stat\n* Projectile-projectile collision: Bullet damage * 0.25\n* Projectile-tank collision: Bullet damage * 0.75\n* Aura damage: Bullet damage base stat * (1 + (Bullet damage skill stat * 0.15))\n\nIt turns into drone damage if you upgrade to an Overseer or any other drone tank.\n\nUnavailable to Smashers, Spikes, and Landmines as they lack bullets.\n\nWhen 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.\n\nReload time:\nReload 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.\n\nA high firing rate increases a tank\u2019s 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.\n\nFor 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.\n\nFor the Necromancer class, the reload speed stat changes to drone count, increasing the amount of square drones the tank can control.\n\nUnavailable to Smashers, Spikes, and Landmines as they lack Bullets.\n\nFormula: (Reload time - (Reload time stat * 0.04)) sec\n\nMovement speed:\nThis 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.\n\nMovement speed is passively lowered as your tank levels up, i.e. a level 1 tank is significantly faster than a level 45 tank.\n\nThis 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.\n\nFor Smashers, Spikes, Landmines, and Auto Smashers, there are 10 skill points available for movement speed.\n\nFormula: (0.2 * 2.55) * 1.07^[Movement speed stat] / 1.015^{Level - 1} = 0.51 px (Level 1)\n\n# Hidden stats and their effects:\nHidden stats are stats that can\u2019t be upgraded directly from the bottom-left menu but can also affect a tank\u2019s ability and playstyle. Most of these can only increase/decrease by selecting different classes.\n\nBullet accuracy/bullet spread\nBullet 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.\n\nFor example, a Streamliner or a Ranger has much more bullet accuracy, or much less bullet spread, compared to a Sprayer or a Machine Gun.\n\nRecoil:\nRecoil 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.\n\nAll 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\u00b0, making each cannon cancel the recoil of the other cannons out, and thus making the tank have virtually no recoil overall.\n\nExamples of recoil usage are:\n* 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.\n* 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.\n* 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.\n\nKnockback resistance:\nKnockback 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\u2019s 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.\n\nDeceleration:\nDeceleration 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.\n\nThere'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.\n\nField of view (FoV):\nField of view, or field of vision (FoV for short), is how large a player\u2019s 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.\n\nCompared to other tanks, the Sniper branch shows a strength in their wider FoV, allowing them to see further than other tanks can.\n\nFormula: (100% / 1.01^{(Level - 1)/ 2}) / [FoV of class]\n\n~Freezing\nIce 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).\n\nStat info of icy foods:\n|Name|Freezing aura radius (number * Hitbox 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)|\n|Ice Hexagon|2.5|0.5|6|\n|Alpha Hexagon|3|1.5|30|\n|Frostbiter|6|0.8|18|\n|Small Frostbiter|7.5|0.8|18|\n|Freezer|6|1.2|25|\n|Snowmine|8|1.5|250|\n\nFreezing mechanics in players:\n* Recovery: -1 per frames in freeze effect without touching aura of ice hexagons\n* Critical point for freeze effect: 100 units\n* Formula for players high in freeze effect before reaching critical point: \"Base * {(cos(freeze effect * 1.8) + 1) / 2}\". Affects bases such as movement speed, rotation, regeneration, heal time, opacity of aura, power of aura.\n* Formula for players are frostbiting when players reached critical point: \"-0.1 HP * ((freeze effect - 100) / 10)\" per frames.\n* When players reached critical point of freeze effect, move, rotation, fire are stopped, accessories are disabled, auras are gone invisible.\n\nColor #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.\n\n~~Dimensions\n~Overworld\nOverworld is home dimension to players, background is #000000 (because game is dark-themed), devoid of darkness unlike Cave. Overworld gamemodes include FFA and team.\n\n~Forge\nForge is pocket dimension home to astronomicals, background is #590733, no darkness. Level 45 tank players will enter to dimension Forge through deep pink portal. There are no foods and entities in Forge, it's completely empty server. When foods, entities, tank players under level 45 approaches to deep pink portal, portal will repels them, tank players under level 45 unable to enter portal.\n\nPortal to overworld will reappears in middle of map, portal is white in color.\n\n~~Foods\nFoods (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.\n\nPolygons:\n|Name|Color and design|HP|XP|Body damage|Hitbox radius (px)|Rarity|Info|\n|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|\n|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|\n|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|\n|Ice hexagon|#73ffff (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|\n|Heptagon|#a36bff (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|\n|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|\n\nFoods from polygon nest:\n|Name|Color and design|HP|XP|Body damage|Hitbox radius|Rarity|Info|\n|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)|\n|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)|\n|Frostbiter|#73ffff (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)|\n|Small Frostbiter|#73ffff (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)|\n|Sentry|#f177dd (Magenta) triangle with 60 px in circumcircle diameter|100|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)|\n|Freezer|#73ffff (Cyan) triangle with 60 px in circumcircle diameter|100|150|8|22.5|Common in Ice Hexagon Nests|Aggressively move towards to players, 1.3 px velocity per frames (max velocity: 13 px)|\n|Alpha Square|#ffe869 (Yellow) square with 117.33333333333333 px in circumcircle diameter|2000|5000|16|41.4835978304|Rare in the Square Nest|Passive|\n|Alpha Triangle|#fc7677 (Red) triangle with 117.33333333333333 px in circumcircle diameter|2500|6250|16|44|Rare in the Triangle Nest|Passive|\n|Alpha Pentagon|#768dfc (Blue) pentagon with 160 px in circumcircle diameter|3000|7500|20|64.72135955130213|Rare in the Pentagon Nest|Passive|\n|Alpha Hexagon|#73ffff (Cyan) hexagon with 189.86666666666666 px in circumcircle diameter|3500|8750|20|82.21467833112543|Rare in the Ice Hexagon Nest|Passive|\n|Alpha Heptagon|#a36bff (Violet) heptagon with 217.6 px in circumcircle diameter|4500|11250|20|98.02541282534882|Rare in the Heptagon Nest|Passive|\n|Alpha Octagon|#ffa568 (Orange) octagon with 247.46666666666666 px in circumcircle diameter|6000|15000|24|114.31469415906632|Rare in the Octagon Nest|Passive|\n|Nest landmine|#8e8e8e (Gray) ShapeModel:Mine with 38.4 px in circumcircle diameter, and 0.4 in Inkscape spoke ratio|10|25|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\u00b0. Invisible but becomes very slightly visible when players approach to it|\n|Snowmine|#73ffff (Cyan) ShapeModel:Mine with 38.4 px in circumcircle diameter, and 0.4 in Inkscape spoke ratio|10|25|150|13.57645019904|Common in Ice Hexagon Nest|Passive, never rotating, angle is locked, vertex of polygram is always toward to angle 90\u00b0. Invisible but becomes very slightly visible when players approach to it|\n\n## Sentry code info:\n1. FoodBody: Layer 1\n2. Accessory #1: [Type: Auto turret|X-offset: 0 px|Attack range radius: 800 px|Field of view: 360\u00b0], layer 2\n# Code info of auto turret:\n1. AccessoryBody #1: [Shape: Circle|Diameter: 20 px|Color: 999#], layer 1\n2. Weapon #1: [Size: 22 px|Width: 11.76 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 23 per frames|Bullet penetration: 11.5 HP|Bullet damage: 8.4|Recoil: 0.32 sec], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as food Square]\n\n## Freezer code info:\n1. FoodBody: Layer 1\n2. Accessory #1: [Type: Auto turret|X-offset: 0 px|Attack range radius: 800 px|Field of view: 360\u00b0], layer 2\n# Code info of auto turret:\n1. AccessoryBody #1: [Shape: Circle|Diameter: 20 px|Color: 999#], layer 1\n2. Weapon #1: [Size: 22 px|Width: 11.76 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 23 per frames|Bullet penetration: 11.5 HP|Bullet damage: 8.4|Recoil: 0.32 sec|Freezing aura radius (number * Hitbox radius px): 10|Aura (units per frames in freeze effect): 0.9|Freezing players when players collided with it (units in freeze effect): 15], projectile code: [Shape: Kite|Geometrical fill: (0, 5.88), (5.88, 0), (0, -5.88), (-14.88, 0)|Color: Same as food Ice Hexagon]\n\n~Shiny foods\nShiny foods have all variations. Shiny hexagons/alpha hexagons lack freeze ability, health bar would be red than cyan; foods are both shiny and icy are nonexistent because cyan color is associated with freezing mechanics. 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.\n\n## Shininess level 1 - Shiny foods\n* HP: HP * 10\n* XP: XP * 100\n* Chance: 1 in 4096 of ordinary polygonal foods, 1 in 20 of ordinary polyhedral foods\nCode info:\n1. FoodBody: [Shape: Same polygon|Color:#8afe69]\n\n## Shininess level 2 - Radiant foods\n* HP: Same as shiny HP\n* XP: Shiny XP * 4^1\n* Chance: 1 in 3 of shiny foods\nCode info:\n1. FoodBody: [Shape: Same shape|Initial 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\n2. Particle: Layer 2, heart-shaped, moving, short lifespan, it vanishes when reached lifespan.\n\n## Shininess level 3 - Luminous foods\n* HP: Same as shiny HP\n* XP: Shiny XP * 4^2\n* Chance: 1 in 3 of radiant foods\nCode info:\n1. FoodBody: [Shape: Same shape|Initial 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\n2. Particle: Layer 2, heart-shaped, moving, short lifespan, it vanishes when reached lifespan.\n3. Luminosity: [Shape: Same polygon (polygonal foods), circle (polyhedral foods)|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\n\n## Shininess level 4 - Gleaming foods\n* HP: Same as shiny HP\n* XP: Shiny XP * 4^3\n* Chance: 1 in 3 of luminous foods\nCode info:\n1. FoodBody: [Shape: Same shape|Initial 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\n2. Particle: Layer 2, heart-shaped, moving, short lifespan, it vanishes when reached lifespan.\n3. Luminosity: [Shape: Same polygon (polygonal foods), circle (polyhedral foods)|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\n4. 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|Angle toward to mouse pointer?: No], Scratch script [Gleaming effect: random(0 to 360)|Gleaming effect: ((Gleaming effect + 3.5) mod 360) per frames], layer -1\n\n## Shininess level 5 - Lustrous foods\n* HP: Same as shiny HP\n* XP: Shiny XP * 4^4\n* Chance: 1 in 3 of gleaming foods\nCode info:\n1. FoodBody: [Shape: Same shape|Initial 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\n2. Particle: Layer 2, heart-shaped, moving, short lifespan, it vanishes when reached lifespan.\n3. Luminosity: [Shape: Same polygon (polygonal foods), circle (polyhedral foods)|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\n4. 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|Angle toward to mouse pointer?: No], Scratch script [Gleaming effect: random(0 to 360)|Gleaming effect: ((Gleaming effect + 3.5) mod 360) per frames], layer -1\n5. 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|Angle toward to mouse pointer?: No], Scratch script [Lustrous effect: random(0 to 360)|Lustrous effect: ((Lustrous effect + 2.4) mod 360) per frames], layer -2\n\n## Shininess level 6 - Shimmering foods (Also known as glistening foods)\n* HP: Same as shiny HP\n* XP: Shiny XP * 4^5\n* Chance: 1 in 3 of lustrous foods\nCode info:\n1. FoodBody: [Shape: Same shape|Initial 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\n2. Particle: Layer 2, heart-shaped, moving, short lifespan, it vanishes when reached lifespan.\n3. Luminosity: [Shape: Same polygon (polygonal foods), circle (polyhedral foods)|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\n4. 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|Angle toward to mouse pointer?: No], Scratch script [Gleaming effect: random(0 to 360)|Gleaming effect: ((Gleaming effect + 3.5) mod 360) per frames], layer -1\n5. 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|Angle toward to mouse pointer?: No], Scratch script [Lustrous effect: random(0 to 360)|Lustrous effect: ((Lustrous effect + 2.4) mod 360) per frames], layer -2\n6. Luminosity2: [Shape: Same polygon (polygonal foods), circle (polyhedral foods)|Color: #afff99|Effect: Rainbow (hue is always changing from radiant effect)|Opacity: 10%|Circumcircle diameter: Same * (1 + (2 * ((cos(Luminous effect) + 1) / 2)))], Scratch script [Luminous effect: random(0 to 360)|Luminous effect: ((Luminous effect + 6.25) mod 360) per frames], layer -3\n7. 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)|Angle toward to mouse pointer?: No], layer -4\n8. 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)|Angle toward to mouse pointer?: No], layer -5\n\n## Shininess level 7 - Brilliant foods\n* HP: Same as shiny HP\n* XP: Shiny XP * 4^6\n* Chance: 1 in 3 of shimmering foods\nCode info:\n1. FoodBody: [Shape: Same shape|Initial 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\n2. Particle: Layer 2, heart-shaped, moving, short lifespan, it vanishes when reached lifespan.\n3. Luminosity: [Shape: Same polygon (polygonal foods), circle (polyhedral foods)|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\n4. 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|Angle toward to mouse pointer?: No], Scratch script [Gleaming effect: random(0 to 360)|Gleaming effect: ((Gleaming effect + 3.5) mod 360) per frames], layer -1\n5. 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|Angle toward to mouse pointer?: No], Scratch script [Lustrous effect: random(0 to 360)|Lustrous effect: ((Lustrous effect + 2.4) mod 360) per frames], layer -2\n6. Luminosity2: [Shape: Same polygon (polygonal foods), circle (polyhedral foods)|Color: #afff99|Effect: Rainbow (hue is always changing from radiant effect)|Opacity: 10%|Circumcircle diameter: Same * (1 + (2 * ((cos(Luminous effect) + 1) / 2)))], Scratch script [Luminous effect: random(0 to 360)|Luminous effect: ((Luminous effect + 6.25) mod 360) per frames], layer -3\n7. 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)|Angle toward to mouse pointer?: No], layer -4\n8. 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)|Angle toward to mouse pointer?: No], layer -5\n9. Brilliance: [ShapeModel:Brilliant|Color: #afff99|Effect: Rainbow (hue is always changing from radiant effect)|Opacity: 90%|Circumcircle diameter: (75px * (1 - (0.9 * ((cos(Brilliant effect) + 1) / 2)))) * (Food's hitbox radius / 20)|Rotation speed: 3.6 per frames|Angle toward to mouse pointer?: No], Scratch script [Brilliant effect: random(0 to 360)|Brilliant effect: ((Brilliant effect + 2.8) mod 360) per frames], layer -6\n10. Brilliance2: [ShapeModel:Brilliant|Color: #afff99|Effect: Rainbow (hue is always changing from radiant effect)|Opacity: 90%|Circumcircle diameter: (75px * (0.1 + (0.9 * ((cos(Brilliant effect) + 1) / 2)))) * (Food's hitbox radius / 20)|Rotation speed: -3.6 per frames (angle is always as Brilliance but negative multiplicity)|Angle toward to mouse pointer?: No], layer -7\n\n## Shininess level 8 - Dazzling foods\n* HP: Same as shiny HP\n* XP: Shiny XP * 4^7\n* Chance: 1 in 4 of brilliant foods\nCode info:\n1. FoodBody: [Shape: Same shape|Initial 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\n2. Particle: Layer 2, heart-shaped, moving, short lifespan, it vanishes when reached lifespan.\n3. Luminosity: [Shape: Same polygon (polygonal foods), circle (polyhedral foods)|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\n4. 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|Angle toward to mouse pointer?: No], Scratch script [Gleaming effect: random(0 to 360)|Gleaming effect: ((Gleaming effect + 3.5) mod 360) per frames], layer -1\n5. 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|Angle toward to mouse pointer?: No], Scratch script [Lustrous effect: random(0 to 360)|Lustrous effect: ((Lustrous effect + 2.4) mod 360) per frames], layer -2\n6. Luminosity2: [Shape: Same polygon (polygonal foods), circle (polyhedral foods)|Color: #afff99|Effect: Rainbow (hue is always changing from radiant effect)|Opacity: 10%|Circumcircle diameter: Same * (1 + (2 * ((cos(Luminous effect) + 1) / 2)))], Scratch script [Luminous effect: random(0 to 360)|Luminous effect: ((Luminous effect + 6.25) mod 360) per frames], layer -3\n7. 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)|Angle toward to mouse pointer?: No], layer -4\n8. 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)|Angle toward to mouse pointer?: No], layer -5\n9. Brilliance: [ShapeModel:Brilliant|Color: #afff99|Effect: Rainbow (hue is always changing from radiant effect)|Opacity: 90%|Circumcircle diameter: (75px * (1 - (0.9 * ((cos(Brilliant effect) + 1) / 2)))) * (Food's hitbox radius / 20)|Rotation speed: 3.6 per frames|Angle toward to mouse pointer?: No], Scratch script [Brilliant effect: random(0 to 360)|Brilliant effect: ((Brilliant effect + 2.8) mod 360) per frames], layer -6\n10. Brilliance2: [ShapeModel:Brilliant|Color: #afff99|Effect: Rainbow (hue is always changing from radiant effect)|Opacity: 90%|Circumcircle diameter: (75px * (0.1 + (0.9 * ((cos(Brilliant effect) + 1) / 2)))) * (Food's hitbox radius / 20)|Rotation speed: -3.6 per frames (angle is always as Brilliance but negative multiplicity)|Angle toward to mouse pointer?: No], layer -7\n11. Dazzle: [ShapeModel:Dazzle|Color: #afff99|Effect: Rainbow (hue is always changing from radiant effect)|Opacity: (80 - (80 * ((cos(Dazzling effect) + 1) / 2)))%|Circumcircle diameter: (58.5px * (3 - (2 * ((cos(Dazzling effect) + 1) / 2)))) * (Food's hitbox radius / 20)|Rotation speed: {if Dazzling effect > 360 then {-5.7 * (1 - (1 * ((cos(Dazzling effect) + 1) / 2)))} else {5.7 * (1 - (1 * ((cos(Dazzling effect) + 1) / 2)))}} + 0.1 per frames|Angle toward to mouse pointer?: No], Scratch script [Dazzling effect: random(0 to 720)|Dazzling effect: ((Dazzling effect + 3.1) mod 720) per frames], layer -8\n\n~Polyhedra\nPolyhedra are non-hostile foods, chance of polyhedra is 1 in 1000 of ordinary foods. Rarity chance of shiny polyhedra is 1 in 20 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.\n\nOrdinary polyhedra:\n|Name|Color and design|HP|XP|Body damage|Hitbox radius (px)|\n|Cube|#74c6fc (Azure) cube with 15.5563491864 px in apothem radius|200|300|8|Same as apothem radius|\n|Tetrahedron|#fffe72 (deep lemon) tetrahedron with 22 px in apothem radius|340|550|8|16.5|\n|Octahedron|#ca71ee (orchid) octahedron with 19.0525588836 px in apothem radius|580|900|8|Same as apothem radius|\n|Icosahedron|#70461c (chocolate) icosahedron with 30.83169621075599 px in apothem radius|800|1400|12|Same as apothem radius|\n|Rhombicuboctahedron|#23235b (midnight) rhombicuboctahedron with 37.55613820580688 px in apothem radius|1100|2300|12|Same as apothem radius|\n|Dodecahedron|#c4f269 (chartreuse) dodecahedron with 46.164653715642 px in apothem radius|1400|3400|16|Same as apothem radius|\n\nAlpha polyhedra:\n|Name|Color and design|HP|XP|Body damage|Hitbox radius (px)|\n|Alpha Cube|#74c6fc (Azure) cube with 41.4835978304 px in apothem radius|4000|10000|16|Same as apothem radius|\n|Alpha Tetrahedron|#fffe72 (deep lemon) tetrahedron with 58.666666666666666 px in apothem radius|6500|16250|16|44|\n|Alpha Octahedron|#c771ed (orchid) octahedron with 50.8068236896 px in apothem radius|9000|22500|16|Same as apothem radius|\n|Alpha Icosahedron|#70461c (chocolate) icosahedron with 82.21785656201597 px in apothem radius|11500|28750|20|Same as apothem radius|\n|Alpha Rhombicuboctahedron|#23235b (midnight) rhombicuboctahedron with 100.14970188215167 px in apothem radius|14000|35000|20|Same as apothem radius|\n|Alpha Dodecahedron|#c4f269 (chartreuse) dodecahedron with 123.10574324171199 px in apothem radius|16500|41250|24|Same as apothem radius|\n\n~~Entities\nEntities are large AI-controlled tanks that target players, can be found in any Game Mode.\n\n~Alpha Crasher\nInfo:\n* Type: Boss\n* Health regen: 0.09 per frame\n* HP: 3000\n* Body damage: 40\n* Movement speed: 2.5 px per frame\n* Field of view: 1000 px\n* XP: 30000\n* Drone max count: 24\n* Weapons/accessories: 1 spawner\n* Aggressively move towards to players\n\nCode info:\n1. TankBody: [Shape: Triangle|Angle: 90\u00b0|Polygonal angle orientation: Vertex|Circumcircle diameter: 108 px|Color: #f177dd], layer 1\n2. Weapon #1: [Size: 40 px|Width: 28.56 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 28.56), (40, {width * 1.75})], 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: 0.15 sec|Bullet lifespan: Eternal|Recoil: 0.41666666666666666 px velocity], projectile code: [Shape: Triangle|Polygonal side length: 20.16 px|Color: #f177dd|Attack range radius: 1000 px]\n\n~Summoner\nInfo:\n* Type: Boss\n* Health regen: 0.09 per frame\n* HP: 3000\n* Body damage: 40\n* Movement speed: 2.5 px per frame\n* Field of view: 1000 px\n* XP: 30000\n* Drone max count: 28\n* Weapons/accessories: 4 spawners\n* Aggressively move towards to players\n\nCode info:\n1. TankBody: [Shape: Square|Angle: 90\u00b0|Polygonal angle orientation: Side|Circumcircle diameter: 120 px|Color: #ffe869], layer 1\n2. Weapon #1: [Size: 54 px|Width: 28.56 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 28.56), (54, {width * 1.75})], 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: 0.15 sec|Bullet lifespan: Eternal], projectile code: [Shape: Square|Circumcircle diameter: Same as food \"Square\"|Color: #fcc376|Attack range radius: 1000 px]\n3. Weapon #2: [Size: 54 px|Width: 28.56 px|Angle: 0\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 28.56), (54, {width * 1.75})], 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: 0.15 sec|Bullet lifespan: Eternal], projectile code: [Shape: Square|Circumcircle diameter: Same as food \"Square\"|Color: #fcc376|Attack range radius: 1000 px]\n4. Weapon #3: [Size: 54 px|Width: 28.56 px|Angle: -90\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 28.56), (54, {width * 1.75})], 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: 0.15 sec|Bullet lifespan: Eternal], projectile code: [Shape: Square|Circumcircle diameter: Same as food \"Square\"|Color: #fcc376|Attack range radius: 1000 px]\n5. Weapon #4: [Size: 54 px|Width: 28.56 px|Angle: 180\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 28.56), (54, {width * 1.75})], 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: 0.15 sec|Bullet lifespan: Eternal], projectile code: [Shape: Square|Circumcircle diameter: Same as food \"Square\"|Color: #fcc376|Attack range radius: 1000 px]\n\n~Defender\nInfo:\n* Type: Boss\n* Health regen: 0.09 per frame\n* HP: 3000\n* Body damage: 40\n* Movement speed: 2.5 px per frame\n* Field of view: 1000 px\n* XP: 30000\n* Weapons/accessories: 3 launchers, 3 uncontrollable auto turrets\n* Aggressively move towards to players\n\nCode info:\n1. TankBody: [Shape: Triangle|Angle: 90\u00b0|Polygonal angle orientation: Side|Circumcircle diameter: 120 px|Color: #fc7677], layer 1\n2. Accessory #1: [Type: Auto turret|Angle: -90\u00b0|X-offset: 24.4 px|Attack range radius: 800 px|Field of view: 360\u00b0], layer 2\n3. Accessory #2: [Type: Auto turret|Angle: 150\u00b0|X-offset: 24.4 px|Attack range radius: 800 px|Field of view: 360\u00b0], layer 3\n4. Accessory #3: [Type: Auto turret|Angle: 30\u00b0|X-offset: 24.4 px|Attack range radius: 800 px|Field of view: 360\u00b0], layer 4\n5. Weapon #1: [Size: 48 px|Width: 28.56 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ({width / 2.1}, {width * 1.75})], layer 0, [Projectile type: Trap|Bullet speed: 18 per frame|Bullet penetration: 35 HP|Bullet damage: 40|Reload time: 1.2 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]\n6. Weapon #2: [Size: 48 px|Width: 28.56 px|Angle: -150\u00b0|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ({width / 2.1}, {width * 1.75})], layer -1, [Projectile type: Trap|Bullet speed: 18 per frame|Bullet penetration: 35 HP|Bullet damage: 40|Reload time: 1.2 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]\n7. Weapon #3: [Size: 48 px|Width: 28.56 px|Angle: -30\u00b0|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ({width / 2.1}, {width * 1.75})], layer -2, [Projectile type: Trap|Bullet speed: 18 per frame|Bullet penetration: 35 HP|Bullet damage: 40|Reload time: 1.2 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]\n\nCode info of auto turret:\n1. AccessoryBody #1: [Shape: Perfect circle|Diameter: 20 px|Color: 999#], layer 1\n2. Weapon #1: [Size: 22 px|Width: 11.76 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 23 per frames|Bullet penetration: 25 HP|Bullet damage: 8.4|Reload: 0.32 sec], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: #ffe869]\n\n~Alpha Frostbiter\nInfo:\n* Type: Boss\n* Health regen: 0.09 per frame\n* HP: 3000\n* Body damage: 40\n* Movement speed: 3 px per frame\n* Field of view: 1000 px\n* XP: 90000\n* Drone max count: 30\n* Weapons/accessories: 3 spawners\n* Aggressively move towards to players\n* Ice power:\n** Freezing aura radius (number * Hitbox radius px): 3\n** Aura (units per frames in freeze effect): 1\n** Freezing players when players collided with it (units in freeze effect): 30\n\nCode info:\n1. TankBody: [Shape: Triangle|Angle: 90\u00b0|Polygonal angle orientation: Side|Circumcircle diameter: 108 px|Color: #73ffff], layer 1\n2. Weapon #1: [Size: 40 px|Width: 28.56 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 28.56), (40, {width * 1.75})], 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: 0.15 sec|Bullet lifespan: Eternal], projectile code: [Shape: Triangle|Polygonal side length: 20.16 px|Color: #73ffff|Attack range radius: 1000 px|Freezing aura radius (number * Hitbox radius px): 8|Aura (units per frames in freeze effect): 0.7|Freezing players when players collided with it (units in freeze effect): 12]\n3. Weapon #2: [Size: 40 px|Width: 28.56 px|Angle: -150\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 28.56), (40, {width * 1.75})], 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: 0.15 sec|Bullet lifespan: Eternal], projectile code: [Shape: Triangle|Polygonal side length: 20.16 px|Color: #73ffff|Attack range radius: 1000 px|Freezing aura radius (number * Hitbox radius px): 8|Aura (units per frames in freeze effect): 0.7|Freezing players when players collided with it (units in freeze effect): 12]\n4. Weapon #3: [Size: 40 px|Width: 28.56 px|Angle: -30\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 28.56), (40, {width * 1.75})], 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: 0.15 sec|Bullet lifespan: Eternal], projectile code: [Shape: Triangle|Polygonal side length: 20.16 px|Color: #73ffff|Attack range radius: 1000 px|Freezing aura radius (number * Hitbox radius px): 8|Aura (units per frames in freeze effect): 0.7|Freezing players when players collided with it (units in freeze effect): 12]\n\n~Frost Emperor\nInfo:\n* Type: Boss\n* Health regen: 0.2 per frame\n* HP: 7000\n* Body damage: 80\n* Movement speed: 2 px per frame\n* Field of view: 1400 px\n* XP: 700000\n* Weapons/accessories: 6 launchers, 6 uncontrollable auto turrets\n* Aggressively move towards to players\n* Ice power:\n** Freezing aura radius (number * Hitbox radius px): 3.5\n** Aura (units per frames in freeze effect): 2.5\n** Freezing players when players collided with it (units in freeze effect): 100\n\nCode info:\n1. TankBody: [Shape: Hexagon|Angle: 90\u00b0|Polygonal angle orientation: Side|Circumcircle diameter: 180 px|Color: #73ffff], layer 1\n2. Accessory #1: [Type: Auto turret|Angle: 30\u00b0|X-offset: 56 px|Attack range radius: 800 px|Field of view: 360\u00b0], layer 2\n3. Accessory #2: [Type: Auto turret|Angle: 90\u00b0|X-offset: 56 px|Attack range radius: 800 px|Field of view: 360\u00b0], layer 3\n4. Accessory #3: [Type: Auto turret|Angle: 150\u00b0|X-offset: 56 px|Attack range radius: 800 px|Field of view: 360\u00b0], layer 4\n5. Accessory #4: [Type: Auto turret|Angle: -30\u00b0|X-offset: 56 px|Attack range radius: 800 px|Field of view: 360\u00b0], layer 5\n6. Accessory #5: [Type: Auto turret|Angle: -90\u00b0|X-offset: 56 px|Attack range radius: 800 px|Field of view: 360\u00b0], layer 6\n7. Accessory #6: [Type: Auto turret|Angle: -150\u00b0|X-offset: 56 px|Attack range radius: 800 px|Field of view: 360\u00b0], layer 7\n8. Weapon #1: [Size: 86 px|Width: 48 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ({width / 2.1}, {width * 1.75})], layer 0, [Projectile type: Trap|Bullet speed: 20 per frame|Bullet penetration: 50 HP|Bullet damage: 75|Reload time: 2 sec|Bullet lifespan: 704 frames|Deceleration: 0.9x|Freezing aura radius (number * Hitbox radius px): 10|Aura (units per frames in freeze effect): 1.2|Freezing players when players collided with it (units in freeze effect): 30], projectile code: [Shape: Slightly narrow trihex made symmetrically of three elongated hexagon crystals|Symmetry of shape: Times 3x by 120\u00b0|Geometrical fill of symmetry's subpart: (0, 11.5), (0, -11.5), (25, 11.5), (25, -11.5), (36.5, 0)|Hitbox radius: 25 px|Color: #73ffff]\n9. Weapon #2: [Size: 86 px|Width: 48 px|Angle: 30\u00b0|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ({width / 2.1}, {width * 1.75})], layer -1, [Projectile type: Trap|Bullet speed: 20 per frame|Bullet penetration: 50 HP|Bullet damage: 75|Reload time: 2 sec|Bullet lifespan: 704 frames|Deceleration: 0.9x|Freezing aura radius (number * Hitbox radius px): 10|Aura (units per frames in freeze effect): 1.2|Freezing players when players collided with it (units in freeze effect): 30], projectile code: [Shape: Slightly narrow trihex made symmetrically of three elongated hexagon crystals|Symmetry of shape: Times 3x by 120\u00b0|Geometrical fill of symmetry's subpart: (0, 11.5), (0, -11.5), (25, 11.5), (25, -11.5), (36.5, 0)|Hitbox radius: 25 px|Color: #73ffff]\n10. Weapon #3: [Size: 86 px|Width: 48 px|Angle: 150\u00b0|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ({width / 2.1}, {width * 1.75})], layer -2, [Projectile type: Trap|Bullet speed: 20 per frame|Bullet penetration: 50 HP|Bullet damage: 75|Reload time: 2 sec|Bullet lifespan: 704 frames|Deceleration: 0.9x|Freezing aura radius (number * Hitbox radius px): 10|Aura (units per frames in freeze effect): 1.2|Freezing players when players collided with it (units in freeze effect): 30], projectile code: [Shape: Slightly narrow trihex made symmetrically of three elongated hexagon crystals|Symmetry of shape: Times 3x by 120\u00b0|Geometrical fill of symmetry's subpart: (0, 11.5), (0, -11.5), (25, 11.5), (25, -11.5), (36.5, 0)|Hitbox radius: 25 px|Color: #73ffff]\n11. Weapon #4: [Size: 86 px|Width: 48 px|Angle: -90\u00b0|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ({width / 2.1}, {width * 1.75})], layer -3, [Projectile type: Trap|Bullet speed: 20 per frame|Bullet penetration: 50 HP|Bullet damage: 75|Reload time: 2 sec|Bullet lifespan: 704 frames|Deceleration: 0.9x|Freezing aura radius (number * Hitbox radius px): 10|Aura (units per frames in freeze effect): 1.2|Freezing players when players collided with it (units in freeze effect): 30], projectile code: [Shape: Slightly narrow trihex made symmetrically of three elongated hexagon crystals|Symmetry of shape: Times 3x by 120\u00b0|Geometrical fill of symmetry's subpart: (0, 11.5), (0, -11.5), (25, 11.5), (25, -11.5), (36.5, 0)|Hitbox radius: 25 px|Color: #73ffff]\n12. Weapon #5: [Size: 86 px|Width: 48 px|Angle: -30\u00b0|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ({width / 2.1}, {width * 1.75})], layer -4, [Projectile type: Trap|Bullet speed: 20 per frame|Bullet penetration: 50 HP|Bullet damage: 75|Reload time: 2 sec|Bullet lifespan: 704 frames|Deceleration: 0.9x|Freezing aura radius (number * Hitbox radius px): 10|Aura (units per frames in freeze effect): 1.2|Freezing players when players collided with it (units in freeze effect): 30], projectile code: [Shape: Slightly narrow trihex made symmetrically of three elongated hexagon crystals|Symmetry of shape: Times 3x by 120\u00b0|Geometrical fill of symmetry's subpart: (0, 11.5), (0, -11.5), (25, 11.5), (25, -11.5), (36.5, 0)|Hitbox radius: 25 px|Color: #73ffff]\n13. Weapon #6: [Size: 86 px|Width: 48 px|Angle: -150\u00b0|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ({width / 2.1}, {width * 1.75})], layer -5, [Projectile type: Trap|Bullet speed: 20 per frame|Bullet penetration: 50 HP|Bullet damage: 75|Reload time: 2 sec|Bullet lifespan: 704 frames|Deceleration: 0.9x|Freezing aura radius (number * Hitbox radius px): 10|Aura (units per frames in freeze effect): 1.2|Freezing players when players collided with it (units in freeze effect): 30], projectile code: [Shape: Slightly narrow trihex made symmetrically of three elongated hexagon crystals|Symmetry of shape: Times 3x by 120\u00b0|Geometrical fill of symmetry's subpart: (0, 11.5), (0, -11.5), (25, 11.5), (25, -11.5), (36.5, 0)|Hitbox radius: 25 px|Color: #73ffff]\n\nCode info of auto turret:\n1. AccessoryBody #1: [Shape: Circle|Diameter: 20 px|Color: 999#], layer 1\n2. Weapon #1: [Size: 22 px|Width: 11.76 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 23 per frames|Bullet penetration: 15 HP|Bullet damage: 12|Recoil: 0.35 sec|Freezing aura radius (number * Hitbox radius px): 10|Aura (units per frames in freeze effect): 0.9|Freezing players when players collided with it (units in freeze effect): 15], projectile code: [Shape: Elongated hexagon crystal|Geometrical fill: (-15.25, 0), (-15.25, 8.232), (-15.25, -8.232), (15.25, 8.232), (15.25, -8.232)|Hitbox radius: 15.25 px|Color: Same as food Ice Hexagon]\n\n~Mothership\nInfo:\n* Type: Boss\n* Health regen: 0.9 per frame\n* HP: 7000\n* Body damage: 80\n* Movement speed: 2 px per frame\n* Field of view: 1000 px\n* XP: 300000\n* Drone max count: 32\n* Level: 140 (scaled by 3.9872269472609814 according to tank size formula)\n* Weapons/accessories: 16 spawners\n* Playable?: Yes, it can be controlled by one player through pressing H.\n* Aggressively move towards to enemy players (without controlled by player)\n\nMothership is boss exclusive to team gamemodes. Can be spawned in team base with random teams.\n\nCode info:\n1. TankBody: [Shape: Hexadecagon|Angle: 90\u00b0|Polygonal angle orientation: Side|Circumcircle diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 24 px|Width: 4.2 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 4.2), (24, {width * 1.75})], layer 0, [Projectile type: Drone|Bullet speed: 1.5 velocity per frame (Max velocity: 15)|Bullet penetration: 25 HP|Bullet damage: 19.6|Reload time: 1.8792 sec|Bullet lifespan: Eternal], projectile code: [Shape: Triangle|Polygonal side length: Same as width of weapon * 1.2|Color: Based on teams|Attack range radius: 1000 px]\n3. Weapon #2: [Size: 24 px|Width: 4.2 px|Angle: 67.5\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 4.2), (24, {width * 1.75})], layer -1, [Projectile type: Drone|Bullet speed: 1.5 velocity per frame (Max velocity: 15)|Bullet penetration: 25 HP|Bullet damage: 19.6|Reload time: 1.8792 sec|Bullet lifespan: Eternal], projectile code: [Shape: Triangle|Polygonal side length: Same as width of weapon * 1.2|Color: Based on teams|Attack range radius: 1000 px]\n4. Weapon #3: [Size: 24 px|Width: 4.2 px|Angle: 45\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 4.2), (24, {width * 1.75})], layer -2, [Projectile type: Drone|Bullet speed: 1.5 velocity per frame (Max velocity: 15)|Bullet penetration: 25 HP|Bullet damage: 19.6|Reload time: 1.8792 sec|Bullet lifespan: Eternal], projectile code: [Shape: Triangle|Polygonal side length: Same as width of weapon * 1.2|Color: Based on teams|Attack range radius: 1000 px]\n5. Weapon #4: [Size: 24 px|Width: 4.2 px|Angle: 22.5\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 4.2), (24, {width * 1.75})], layer -3, [Projectile type: Drone|Bullet speed: 1.5 velocity per frame (Max velocity: 15)|Bullet penetration: 25 HP|Bullet damage: 19.6|Reload time: 1.8792 sec|Bullet lifespan: Eternal], projectile code: [Shape: Triangle|Polygonal side length: Same as width of weapon * 1.2|Color: Based on teams|Attack range radius: 1000 px]\n6. Weapon #5: [Size: 24 px|Width: 4.2 px|Angle: 0\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 4.2), (24, {width * 1.75})], layer -4, [Projectile type: Drone|Bullet speed: 1.5 velocity per frame (Max velocity: 15)|Bullet penetration: 25 HP|Bullet damage: 19.6|Reload time: 1.8792 sec|Bullet lifespan: Eternal], projectile code: [Shape: Triangle|Polygonal side length: Same as width of weapon * 1.2|Color: Based on teams|Attack range radius: 1000 px]\n7. Weapon #6: [Size: 24 px|Width: 4.2 px|Angle: 112.5\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 4.2), (24, {width * 1.75})], layer -5, [Projectile type: Drone|Bullet speed: 1.5 velocity per frame (Max velocity: 15)|Bullet penetration: 25 HP|Bullet damage: 19.6|Reload time: 1.8792 sec|Bullet lifespan: Eternal], projectile code: [Shape: Triangle|Polygonal side length: Same as width of weapon * 1.2|Color: Based on teams|Attack range radius: 1000 px]\n8. Weapon #7: [Size: 24 px|Width: 4.2 px|Angle: 135\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 4.2), (24, {width * 1.75})], layer -6, [Projectile type: Drone|Bullet speed: 1.5 velocity per frame (Max velocity: 15)|Bullet penetration: 25 HP|Bullet damage: 19.6|Reload time: 1.8792 sec|Bullet lifespan: Eternal], projectile code: [Shape: Triangle|Polygonal side length: Same as width of weapon * 1.2|Color: Based on teams|Attack range radius: 1000 px]\n9. Weapon #8: [Size: 24 px|Width: 4.2 px|Angle: 157.5\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 4.2), (24, {width * 1.75})], layer -7, [Projectile type: Drone|Bullet speed: 1.5 velocity per frame (Max velocity: 15)|Bullet penetration: 25 HP|Bullet damage: 19.6|Reload time: 1.8792 sec|Bullet lifespan: Eternal], projectile code: [Shape: Triangle|Polygonal side length: Same as width of weapon * 1.2|Color: Based on teams|Attack range radius: 1000 px]\n10. Weapon #9: [Size: 24 px|Width: 4.2 px|Angle: 180\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 4.2), (24, {width * 1.75})], layer -8, [Projectile type: Drone|Bullet speed: 1.5 velocity per frame (Max velocity: 15)|Bullet penetration: 25 HP|Bullet damage: 19.6|Reload time: 1.8792 sec|Bullet lifespan: Eternal], projectile code: [Shape: Triangle|Polygonal side length: Same as width of weapon * 1.2|Color: Based on teams|Attack range radius: 1000 px]\n11. Weapon #10: [Size: 24 px|Width: 4.2 px|Angle: -90\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 4.2), (24, {width * 1.75})], layer -9, [Projectile type: Drone|Bullet speed: 1.5 velocity per frame (Max velocity: 15)|Bullet penetration: 25 HP|Bullet damage: 19.6|Reload time: 1.8792 sec|Bullet lifespan: Eternal], projectile code: [Shape: Triangle|Polygonal side length: Same as width of weapon * 1.2|Color: Based on teams|Attack range radius: 1000 px]\n12. Weapon #11: [Size: 24 px|Width: 4.2 px|Angle: -67.5\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 4.2), (24, {width * 1.75})], layer -10, [Projectile type: Drone|Bullet speed: 1.5 velocity per frame (Max velocity: 15)|Bullet penetration: 25 HP|Bullet damage: 19.6|Reload time: 1.8792 sec|Bullet lifespan: Eternal], projectile code: [Shape: Triangle|Polygonal side length: Same as width of weapon * 1.2|Color: Based on teams|Attack range radius: 1000 px]\n13. Weapon #12: [Size: 24 px|Width: 4.2 px|Angle: -45\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 4.2), (24, {width * 1.75})], layer -11, [Projectile type: Drone|Bullet speed: 1.5 velocity per frame (Max velocity: 15)|Bullet penetration: 25 HP|Bullet damage: 19.6|Reload time: 1.8792 sec|Bullet lifespan: Eternal], projectile code: [Shape: Triangle|Polygonal side length: Same as width of weapon * 1.2|Color: Based on teams|Attack range radius: 1000 px]\n14. Weapon #13: [Size: 24 px|Width: 4.2 px|Angle: -22.5\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 4.2), (24, {width * 1.75})], layer -12, [Projectile type: Drone|Bullet speed: 1.5 velocity per frame (Max velocity: 15)|Bullet penetration: 25 HP|Bullet damage: 19.6|Reload time: 1.8792 sec|Bullet lifespan: Eternal], projectile code: [Shape: Triangle|Polygonal side length: Same as width of weapon * 1.2|Color: Based on teams|Attack range radius: 1000 px]\n15. Weapon #14: [Size: 24 px|Width: 4.2 px|Angle: -112.5\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 4.2), (24, {width * 1.75})], layer -13, [Projectile type: Drone|Bullet speed: 1.5 velocity per frame (Max velocity: 15)|Bullet penetration: 25 HP|Bullet damage: 19.6|Reload time: 1.8792 sec|Bullet lifespan: Eternal], projectile code: [Shape: Triangle|Polygonal side length: Same as width of weapon * 1.2|Color: Based on teams|Attack range radius: 1000 px]\n16. Weapon #15: [Size: 24 px|Width: 4.2 px|Angle: -135\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 4.2), (24, {width * 1.75})], layer -14, [Projectile type: Drone|Bullet speed: 1.5 velocity per frame (Max velocity: 15)|Bullet penetration: 25 HP|Bullet damage: 19.6|Reload time: 1.8792 sec|Bullet lifespan: Eternal], projectile code: [Shape: Triangle|Polygonal side length: Same as width of weapon * 1.2|Color: Based on teams|Attack range radius: 1000 px]\n17. Weapon #16: [Size: 24 px|Width: 4.2 px|Angle: -157.5\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 4.2), (24, {width * 1.75})], layer -15, [Projectile type: Drone|Bullet speed: 1.5 velocity per frame (Max velocity: 15)|Bullet penetration: 25 HP|Bullet damage: 19.6|Reload time: 1.8792 sec|Bullet lifespan: Eternal], projectile code: [Shape: Triangle|Polygonal side length: Same as width of weapon * 1.2|Color: Based on teams|Attack range radius: 1000 px]\n\n~~Tanks\n~Overview\nTanks 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.\n\nDesign:\nAll 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.\n\nComponents:\nClasses are commonly composed out of three, very distinct parts: The tank itself or \u2018the body\u2019; its weapons (cannons, spawners, launchers, etc); and the projectiles or \u2018the ammunition\u2019 that is spawned from it.\n\nBody:\nThe body of a tank, it has the same base durability regardless of class or shape. It is only modifiable through the tank\u2019s 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.\n\nWeapon:\nWeapons 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.\n\nAmmunition:\nBullets, 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.\n\nColor:\n* The color of a tank\u2019s body is based on its team gamemode\u2019s color (#00b2e1 - blue, #f14e54 - red, #bf7ff5 - violet, #00e16e - green, #d68165 - brown, #c0c0c0 - silver).\n** Your tank is colored blue in FFA gamemode, while everyone else\u2019s is red.\n** The outlines of tanks and cannons are slightly darker than the body, width of outlines is 3 px in Inkscape.\n* Cannons are always colored dark grey.\n* Projectiles are usually the same color as the tank who fired them.\n\n# Technical:\nMovement:\nAll 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.\n\nShooting traps or bullets:\nTo 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.\n\nControlling drones:\nFor 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.\n\nOther Controls:\nSome 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.\n\nSpawning:\nSpawning 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.\n\nWhen 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.\n\nLevels:\n* Tier 1 - Level 1\n* Tier 2 - Level 15\n* Tier 3 - Level 30\n* Tier 4 - Level 45\n\n~Basic Tank\nTier: 1\nUpgrade to:\n-Level 15: Twin, Sniper, Machine Gun, Flank Guard\n-Level 30: Smasher, Hearth\n-Level 45: Auto Tank\nWeapons: 1 cannon\nAccessories: None\n\nThe 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.\n\nAt 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 \u201csub-categories\u201d of tanks.\n\nCode info:\nUniversal: [Health regen: 0.0023 per frame|HP: 50|Body damage: 20 (tank-shape collision), 30 (tank-tank collision), 5 (tank-projectile 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]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle (Scratch.mit.edu): 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 10 px per frame|Bullet penetration: 2 HP|Bullet damage: 7|Reload time: 0.6 sec|Bullet accuracy: 5\u00b0|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]\n\n~Twin\nTier: 2\nUpgrade from: Basic Tank\nUpgrade to: Triple Shot, Quad Tank, Twin Flank, Gunner\nWeapons: 2 cannons\nAccessories: None\n\nCode info:\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90\u00b0|Color: #999|Y-offset: 10.4 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet penetration: 0.9x|Bullet damage: 0.65x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as body]\n3. Weapon #2: [Size: 38 px|Width: 16.8 px|Angle: 90\u00b0|Color: #999|Y-offset: -10.4 px|Segment: Rectangular], layer -1, [Projectile type: Bullet|Bullet penetration: 0.9x|Bullet damage: 0.65x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n\n~Sniper\nTier: 2\nUpgrade from: Basic Tank\nUpgrade to: Assassin, Overseer, Hunter, Trapper, Shotgun\nWeapons: 1 cannon\nAccessories: None\n\nCode info:\nUniversal: [Field of view: 111.1%]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 44 px|Width: 16.8 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 1.5x|Reload time: 1.5x|Bullet accuracy: 1.5\u00b0|Recoil: 3x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n\n~Machine Gun\nTier: 2\nUpgrade from: Basic Tank\nUpgrade to:\n-Level 30: Destroyer, Gunner, Shotgun, Flamethrower\n-Level 45: Sprayer\nWeapons: 1 cannon\nAccessories: None\n\nCode info:\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (38, {width * 1.75})], layer 0, [Projectile type: Bullet|Bullet damage: 0.7x|Reload time: 0.5x|Bullet accuracy: 15\u00b0], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n\n~Flank Guard\nTier: 2\nUpgrade from: Basic Tank\nUpgrade to: Tri-Angle, Quad Tank, Twin Flank, Auto 3\nWeapons: 2 cannons\nAccessories: None\n\nCode info:\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90\u00b0|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]\n3. Weapon #2: [Size: 32 px|Width: 16.8 px|Angle: -90\u00b0|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]\n\n~Auto 3\nTier: 3\nUpgrade from: Flank Guard\nUpgrade to: Auto 5, Auto Tank, Auto Gunner, Auto Smasher, Auto Trapper, Auto Overseer\nWeapons: None\nAccessories: 3 controllable auto turrets\n\nCode info:\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Rotation #1: [Rotation speed: 1.5 per frame], layer 0\n3. Accessory #1: [Type: Auto turret|Angle: 90\u00b0|X-offset: 16 px|Attack range radius: 500 px|Field of view: 80\u00b0|Controllability: Yes], layer -1, part of Rotation #1\n4. Accessory #2: [Type: Auto turret|Angle: -150\u00b0|X-offset: 16 px|Attack range radius: 500 px|Field of view: 80\u00b0|Controllability: Yes], layer -2, part of Rotation #1\n5. Accessory #3: [Type: Auto turret|Angle: -30\u00b0|X-offset: 16 px|Attack range radius: 500 px|Field of view: 80\u00b0|Controllability: Yes], layer -3, part of Rotation #1\n\nCode info of auto turret:\n1. AccessoryBody #1: [Shape: Circle|Diameter: 20 px|Color: 999#], layer 1\n2. Weapon #1: [Size: 22 px|Width: 11.76 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 1.2x|Bullet damage: 0.3x|Recoil: 0.3x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n\n~Assassin\nTier: 3\nUpgrade from: Sniper\nUpgrade to: Ranger, Stalker\nWeapons: 1 cannon\nAccessories: None\n\nCode info:\nUniversal: [Field of view: 125%]\n1. TankBody [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 48 px|Width: 16.8 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet damage: 1.5x|Reload time: 2x|Bullet accuracy: 1.5\u00b0|Recoil: 3x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n\n~Destroyer\nTier: 3\nUpgrade from: Machine Gun\nUpgrade to: Hybrid, Annihilator, Skimmer, Rocketeer, Glider, Mega Trapper\nWeapons: 1 cannon\nAccessories: None\n\nCode info:\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 38 px|Width: 28.56 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 0.7x|Bullet penetration: 2x|Bullet damage: 3x|Reload time: 4x|Recoil: 15x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n\n~Gunner\nTier: 3\nUpgrade from: Twin, Machine Gun\nUpgrade to: Auto Gunner, Gunner Trapper, Streamliner, Aura Gunner, Medic Gunner\nWeapons: 4 cannons\nAccessories: None\n\nCode info:\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 34 px|Width: 10.08 px|Angle: 90\u00b0|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]\n3. Weapon #2: [Size: 34 px|Width: 10.08 px|Angle: 90\u00b0|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]\n4. Weapon #3: [Size: 26 px|Width: 10.08 px|Angle: 90\u00b0|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]\n5. Weapon #4: [Size: 26 px|Width: 10.08 px|Angle: 90\u00b0|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]\n\n~Hunter\nTier: 3\nUpgrade from: Sniper\nUpgrade to: Predator, Streamliner\nWeapons: 2 cannons\nAccessories: None\n\nCode info:\nUniversal: [Field of view: 117.6%]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 38 px|Width: 22.68 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 1.4x|Bullet damage: 0.75x|Reload time: 2.5x|Bullet accuracy: 1.5\u00b0|Recoil: 0.3x], projectile code: [Shape: Circle|Diameter: Same as width of weapon * 0.7|Color: Same as tank's body]\n3. Weapon #2: [Size: 44 px|Width: 16.8 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -1, [Projectile type: Bullet|Bullet speed: 1.4x|Bullet damage: 0.75x|Reload time: 2.5x|Delay: 0.3 sec|Bullet accuracy: 1.5\u00b0|Recoil: 0.3x], projectile code: [Shape: Circle|Diameter: Same as width of weapon * 0.7|Color: Same as tank's body]\n\n~Overseer\nTier: 3\nUpgrade from: Sniper\nUpgrade to: Overlord, Necromancer, Manager, Overtrapper, Battleship, Factory, Hybrid, Auto Overseer, Aura Overseer, Medic Overseer\nWeapons: 2 spawners\nAccessories: None\n\nCode info:\nUniversal: [Field of view: 111.1%|Drone max count: 8]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 28 px|Width: 16.8 px|Angle: 0\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, {width * 1.75})], layer 0, [Projectile type: Drone|Bullet speed: 0.8x|Bullet penetration: 2x|Bullet damage: 0.7x|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]\n3. Weapon #2: [Size: 28 px|Width: 16.8 px|Angle: 180\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, {width * 1.75})], layer -1, [Projectile type: Drone|Bullet speed: 0.8x|Bullet penetration: 2x|Bullet damage: 0.7x|Reload time: 6x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal angle orientation: Vertex|Polygonal side length: Same as width of weapon * 1.2|Color: Same as tank's body|Attack range radius: 425 px]\n\n~Quad Tank\nTier: 3\nUpgrade from: Twin, Flank Guard\nUpgrade to: Auto 5, Octo Tank\nWeapons: 4 cannons\nAccessories: None\n\nCode info:\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet damage: 0.75x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n3. Weapon #2: [Size: 38 px|Width: 16.8 px|Angle: 0\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -1, [Projectile type: Bullet|Bullet damage: 0.75x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n4. Weapon #3: [Size: 38 px|Width: 16.8 px|Angle: -90\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -2, [Projectile type: Bullet|Bullet damage: 0.75x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n5. Weapon #4: [Size: 38 px|Width: 16.8 px|Angle: 180\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -3, [Projectile type: Bullet|Bullet damage: 0.75x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n\n~Smasher\nTier: 3\nUpgrade from: Basic Tank\nUpgrade to: Landmine, Spike, Auto Smasher\nWeapons: None\nAccessories: 1 smasher shell\n\nCode info:\nUniversal: [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]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Accessory #1: [Shape: Hexagon|Circumcircle diameter: 49.6 px|Color: #555|Rotation speed: 6 per frame|Angle toward to mouse pointer?: No], layer 0\n\n~Trapper\nTier: 3\nUpgrade from: Sniper\nUpgrade to: Tri-Trapper, Mega Trapper, Gunner Trapper, Overtrapper, Auto Trapper, Aura Trapper, Medic Trapper\nWeapons: 1 launcher\nAccessories: None\n\nCode info:\nUniversal: [Field of view: 111.1%]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 24 px|Width: 16.8 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ({width / 2.1}, {width * 1.75})], layer 0, [Projectile type: Trap|Bullet penetration: 2x|Reload time: 1.5x|Bullet lifespan: 704 frames|Deceleration: 0.9x], projectile code: [ShapeModel:Trap|Polygonal side length: (Same as width of weapon * 1.25) * 0.8|Color: Same as tank's body]\n\n~Tri-Angle\nTier: 3\nUpgrade from: Flank Guard\nUpgrade to: Fighter, Booster\nWeapons: 3 cannons\nAccessories: None\n\nCode info:\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90\u00b0|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]\n3. Weapon #2: [Size: 32 px|Width: 16.8 px|Angle: -60\u00b0|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]\n4. Weapon #3: [Size: 32 px|Width: 16.8 px|Angle: -120\u00b0|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]\n\n~Triple Shot\nTier: 3\nUpgrade from: Twin\nUpgrade to: Triplet, Penta Shot, Spread Shot\nWeapons: 3 cannons\nAccessories: None\n\nCode info:\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90\u00b0|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]\n3. Weapon #2: [Size: 38 px|Width: 16.8 px|Angle: 45\u00b0|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]\n4. Weapon #3: [Size: 38 px|Width: 16.8 px|Angle: 135\u00b0|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]\n\n~Twin Flank\nTier: 3\nUpgrade from: Twin, Flank Guard\nUpgrade to: Triple Twin, Battleship\nWeapons: 4 cannons\nAccessories: None\n\nCode info:\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90\u00b0|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]\n3. Weapon #2: [Size: 38 px|Width: 16.8 px|Angle: 90\u00b0|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]\n4. Weapon #3: [Size: 38 px|Width: 16.8 px|Angle: -90\u00b0|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]\n5. Weapon #4: [Size: 38 px|Width: 16.8 px|Angle: -90\u00b0|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]\n\n~Hearth\nTier: 3\nUpgrade from: Basic Tank\nUpgrade to: Inferno, Aura Overseer, Aura Trapper, Aura Gunner\nWeapons: 1 cannon\nAccessories: 1 aura\n\nBasic Tank but with weak aura. Ice hexagons can't chill players due to cold resistance is exceeded to its ice power.\n\nCode info:\nUniversal: [Field of view: 111.1%|Cold resistance (collision): 8|Cold resistance (icy radial aura): 0.75|Defreeze recovery speed: 1.25x]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90\u00b0|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]\n3. Accessory #1: [Shape: Circle|Aura range diameter: 5x diameter of tank's body|Color: 50% same as tank's body + 50% #fff (#999 when disabled by passive mode is on)|Opacity: 30.2%|Aura damage: -0.3 HP per frames], layer 2\n\n~Shotgun\nTier: 3\nUpgrade from: Sniper, Machine Gun\nUpgrade to: Pellet Shot, Dual-Barrel Shot\nWeapons: 1 cannon\nAccessories: None\n\nCode info:\nUniversal: [Field of view: 111.1%]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 40 px|Width: 13.4 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 13.4), (40, {width * 1.9})], layer 0, [Projectile type: Bullet|Bullet speed: random(0.8, 1.2)x|Bullet damage: 0.24x|Reload time: 4x|Bullet accuracy: 15\u00b0|Recoil: 1.0416x|Clone multiplicity: 12], projectile code: [Shape: Circle|Diameter: Same as width of weapon * 1.06|Color: Same as tank's body]\n3. WeaponPart: [Color: #999|Segment: Trapezoidal - (0, {19.6 * 2}), (26.4, 19.6)], overlapped on Weapon #1, part of Weapon #1\n\n~Flamethrower\nTier: 3\nUpgrade from: Machine Gun\nUpgrade to: Arsonist\nWeapons: 2 cannons\nAccessories: None\n\nCode info:\nUniversal: [Stat max limit: Bullet penetration - 0]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 30 px|Width: 9.6 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, {width * 1.75}), (30, 9.6)], layer 0, [Projectile type: Flame|Bullet penetration: 200x|Bullet damage: 0.3x|Reload time: 0.25x|Bullet lifespan: 25 frames|Recoil: 0.25x], projectile code: [Shape: Square|Diameter: Same as width of weapon|Color: Same as tank's body]\n3. Weapon #2: [Size: 44 px|Width: 16 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -1, [Projectile type: Flame|Bullet penetration: 200x|Bullet damage: 0.3x|Reload time: 0.8x|Bullet lifespan: 25 frames|Recoil: 0.5x], projectile code: [Shape: Square|Polygonal angle orientation: Side|Diameter: Same as width of weapon|Color: Same as tank's body]\n\n~Healer\nTier: 3\nUpgrade from: Basic Tank\nUpgrade to: Remedy, Medic Overseer, Medic Trapper, Medic Gunner\nWeapons: 1 cannon\nAccessories: 1 aura\n\nIt heals you and teammate from team gamemode.\n\nCode info:\nUniversal: [Field of view: 111.1%]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90\u00b0|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]\n3. Accessory #1: [Shape: Octagon|Polygonal angle orientation: Vertex|Aura range diameter: 6x diameter of tank's body|Color: #50fa7b (#999 when disabled by passive mode is on)|Opacity: 30.2%|Rotation: No|Angle toward to mouse pointer?: Yes|Aura heal: 0.5 HP per frames], layer 2\n\n~Diamond\nTier: 3\nUpgrade from: Basic Tank\nUpgrade to: Titanium, Steel Overseer, Steel Trapper, Steel Gunner\nWeapons: 1 cannon\nAccessories: 1 armor\n\nIts armor is made of diamonds, it's brittle, weak, fragile. It takes 70% damage by entities harmed it.\n\nCode info:\nUniversal: [Armor: 30%]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90\u00b0|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]\n3. Accessory #1: [Shape: Circle|Diameter: TankBody * 1.02|Color: #fff|Opacity: 10%|Donut hollowness: 60%], layer 2\n\n~Annihilator\nTier: 4\nUpgrade from: Destroyer\nWeapons: 1 cannon\nAccessories: None\n\nCode info:\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 38 px|Width: 38.64 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 0.7x|Bullet penetration: 3x|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]\n\n~Auto 5\nTier: 4\nUpgrade from: Auto 3, Quad Tank\nWeapons: None\nAccessories: 5 controllable auto turrets\n\nCode info:\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Rotation #1: [Rotation speed: 1.5 per frame], layer 0\n3. Accessory #1: [Type: Auto turret|Angle: 90\u00b0|X-offset: 16 px|Attack range radius: 500 px|Field of view: 80\u00b0|Controllability: Yes], layer -1, part of Rotation #1\n4. Accessory #2: [Type: Auto turret|Angle: 162\u00b0|X-offset: 16 px|Attack range radius: 500 px|Field of view: 80\u00b0|Controllability: Yes], layer -2, part of Rotation #1\n5. Accessory #3: [Type: Auto turret|Angle: -126\u00b0|X-offset: 16 px|Attack range radius: 500 px|Field of view: 80\u00b0|Controllability: Yes], layer -3, part of Rotation #1\n6. Accessory #4: [Type: Auto turret|Angle: -54\u00b0|X-offset: 16 px|Attack range radius: 500 px|Field of view: 80\u00b0|Controllability: Yes], layer -4, part of Rotation #1\n7. Accessory #5: [Type: Auto turret|Angle: 18\u00b0|X-offset: 16 px|Attack range radius: 500 px|Field of view: 80\u00b0|Controllability: Yes], layer -5, part of Rotation #1\n\nCode info of auto turret:\n1. AccessoryBody #1: [Shape: Circle|Diameter: 20 px|Color: 999#], layer 1\n2. Weapon #1: [Size: 22 px|Width: 11.76 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 1.2x|Bullet damage: 0.3x|Recoil: 0.3x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n\n~Auto Gunner\nTier: 4\nUpgrade from: Auto 3, Gunner\nWeapons: 4 cannons\nAccessories: 1 uncontrollable auto turret\n\nCode info:\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Accessory #1: [Type: Auto turret|X-offset: 0 px|Attack range radius: 500 px|Field of view: 360\u00b0|Controllability: No], layer 2\n3. Weapon #1: [Size: 34 px|Width: 10.08 px|Angle: 90\u00b0|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]\n4. Weapon #2: [Size: 34 px|Width: 10.08 px|Angle: 90\u00b0|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]\n5. Weapon #3: [Size: 26 px|Width: 10.08 px|Angle: 90\u00b0|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]\n6. Weapon #4: [Size: 26 px|Width: 10.08 px|Angle: 90\u00b0|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]\n\nCode info of auto turret:\n1. AccessoryBody #1: [Shape: Circle|Diameter: 20 px|Color: 999#], layer 1\n2. Weapon #1: [Size: 22 px|Width: 11.76 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 1.2x|Bullet damage: 0.3x|Recoil: 0.3x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n\n~Auto Smasher\nTier: 4\nUpgrade from: Auto 3, Smasher\nWeapons: None\nAccessories: 1 controllable auto turret, 1 smasher shell\n\nCode info:\nUniversal: [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]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Accessory #1: [Type: Auto turret|X-offset: 0 px|Attack range radius: 500 px|Field of view: 360\u00b0|Controllability: Yes], layer 2\n3. Accessory #2: [Shape: Hexagon|Circumcircle diameter: 49.6 px|Color: #555|Rotation speed: 6 per frame|Angle toward to mouse pointer?: No], layer 0\n\nCode info of auto turret:\n1. AccessoryBody #1: [Shape: Circle|Diameter: 20 px|Color: 999#], layer 1\n2. Weapon #1: [Size: 22 px|Width: 11.76 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 1.2x|Bullet damage: 3x|Recoil: 0.3x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n\n~Auto Tank\nTier: 4\nUpgrade from: Basic Tank, Auto 3\nWeapons: 1 cannon\nAccessories: 1 uncontrollable auto turret\n\nCode info:\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Accessory #1: [Type: Auto turret|X-offset: 0 px|Attack range radius: 500 px|Field of view: 360\u00b0|Controllability: No], layer 2\n3. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90\u00b0|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]\n\nCode info of auto turret:\n1. AccessoryBody #1: [Shape: Circle|Diameter: 20 px|Color: 999#], layer 1\n2. Weapon #1: [Size: 22 px|Width: 11.76 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 1.2x|Bullet damage: 0.3x|Recoil: 0.3x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n\n~Auto Trapper\nTier: 4\nUpgrade from: Auto 3, Trapper\nWeapons: 1 launcher\nAccessories: 1 uncontrollable auto turret\n\nCode info:\nUniversal: [Field of view: 111.1%]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Accessory #1: [Type: Auto turret|X-offset: 0 px|Attack range radius: 500 px|Field of view: 360\u00b0|Controllability: No], layer 2\n3. Weapon #1: [Size: 24 px|Width: 16.8 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ({width / 2.1}, {width * 1.75})], layer 0, [Projectile type: Trap|Bullet penetration: 2x|Reload time: 1.5x|Bullet lifespan: 704 frames|Deceleration: 0.9x], projectile code: [ShapeModel:Trap|Polygonal side length: (Same as width of weapon * 1.25) * 0.8|Color: Same as tank's body]\n\nCode info of auto turret:\n1. AccessoryBody #1: [Shape: Circle|Diameter: 20 px|Color: 999#], layer 1\n2. Weapon #1: [Size: 22 px|Width: 11.76 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 1.2x|Bullet damage: 0.3x|Recoil: 0.3x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n\n~Battleship\nTier: 4\nUpgrade from: Overseer, Twin Flank\nWeapons: 4 spawners\nAccessories: None\n\nCode info:\nUniversal: [Field of view: 111.1%|Drone max count: Infinity]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 30 px|Width: 11.76 px|Angle: 90\u00b0|Color: #999|Y-offset: 8 px|Segment: Trapezoidal - (0, {width * 1.75}), (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]\n3. Weapon #2: [Size: 30 px|Width: 11.76 px|Angle: -90\u00b0|Color: #999|Y-offset: -8 px|Segment: Trapezoidal - (0, {width * 1.75}), (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]\n4. Weapon #3: [Size: 30 px|Width: 11.76 px|Angle: 90\u00b0|Color: #999|Y-offset: -8 px|Segment: Trapezoidal - (0, {width * 1.75}), (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]\n5. Weapon #4: [Size: 30 px|Width: 11.76 px|Angle: -90\u00b0|Color: #999|Y-offset: 8 px|Segment: Trapezoidal - (0, {width * 1.75}), (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 angle orientation: Vertex|Polygonal side length: (Same as width of weapon * 1.2) * 0.7|Color: Same as tank's body|Attack range radius: 425 px]\n\n~Booster\nTier: 4\nUpgrade from: Tri-Angle\nWeapons: 5 cannons\nAccessories: None\n\nCode info:\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90\u00b0|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]\n3. Weapon #2: [Size: 32 px|Width: 16.8 px|Angle: -60\u00b0|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]\n4. Weapon #3: [Size: 32 px|Width: 16.8 px|Angle: -120\u00b0|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]\n5. Weapon #4: [Size: 28 px|Width: 16.8 px|Angle: -45\u00b0|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]\n6. Weapon #5: [Size: 28 px|Width: 16.8 px|Angle: -135\u00b0|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]\n\n~Factory\nTier: 4\nUpgrade from: Overseer\nWeapons: 1 spawner\nAccessories: None\n\nCode info:\nUniversal: [Field of view: 111.1%|Drone max count: 6|Special: In team gamemode, spawner will spawn level 1 players with same team as you]\n1. TankBody: [Shape: Square|Polygonal side length: 26 * sqrt{2}|Angle: 90\u00b0|Polygonal angle orientation: Side|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 28 px|Width: 16.8 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, {width * 0.75})], layer 0, [Projectile type: Minion|Bullet speed: 0.56x|Bullet penetration: 4x|Bullet damage: 0.7x|Reload time: 3x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Model:Minion|Attack range radius: 425 px]\n\nCode info of minion:\n1. TankBody: [Shape: Circle|Diameter: width of Weapon #1 * 1.2|Color: Same as tank's body], layer 1\n2. Weapon #1: [Size: 17.136 px|Width: 10.161 px|Angle: 90\u00b0|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]\n\n~Fighter\nTier: 4\nUpgrade from: Tri-Angle\nWeapons: 5 cannons\nAccessories: None\n\nCode info:\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90\u00b0|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]\n3. Weapon #2: [Size: 32 px|Width: 16.8 px|Angle: -60\u00b0|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]\n4. Weapon #3: [Size: 32 px|Width: 16.8 px|Angle: -120\u00b0|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]\n5. Weapon #4: [Size: 32 px|Width: 16.8 px|Angle: 0\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -3, [Projectile type: Bullet|Bullet damage: 0.8x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n6. Weapon #5: [Size: 32 px|Width: 16.8 px|Angle: 180\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -4, [Projectile type: Bullet|Bullet damage: 0.8x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n\n~Gunner Trapper\nTier: 4\nUpgrade from: Gunner, Trapper\nWeapons: 2 cannons, 1 launcher\nAccessories: None\n\nCode info:\nUniversal: [Field of view: 111.1%]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 30 px|Width: 8.4 px|Angle: 90\u00b0|Color: #999|Y-offset: 6.4 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet damage: 0.5x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n3. Weapon #2: [Size: 30 px|Width: 8.4 px|Angle: 90\u00b0|Color: #999|Y-offset: -6.4 px|Segment: Rectangular], layer -1, [Projectile type: Bullet|Bullet damage: 0.5x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n4. Weapon #3: [Size: 24 px|Width: 21.84 px|Angle: -90\u00b0|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ({width / 2.1}, {width * 1.75})], layer -2, [Projectile type: Trap|Bullet penetration: 2x|Reload time: 3x|Bullet lifespan: 704 frames|Deceleration: 0.9x], projectile code: [ShapeModel:Trap|Polygonal side length: (Same as width of weapon * 1.25) * 0.8|Color: Same as tank's body]\n\n~Hybrid\nTier: 4\nUpgrade from: Destroyer, Overseer\nWeapons: 1 cannon, 1 spawner\nAccessories: None\n\nCode info:\nUniversal: [Field of view: 111.1%|Drone max count: 4]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 38 px|Width: 28.56 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 0.7x|Bullet penetration: 2x|Bullet damage: 3x|Reload time: 4x|Recoil: 15x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n3. Weapon #2: [Size: 28 px|Width: 16.8 px|Angle: -90\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, {width * 1.75})], layer -1, [Projectile type: Drone|Bullet penetration: 1.4x|Bullet damage: 0.7x|Reload time: 6x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal angle orientation: Vertex|Polygonal side length: Same as width of weapon * 1.2|Color: Same as tank's body|Attack range radius: 425 px]\n\n~Landmine\nTier: 4\nUpgrade from: Smasher\nWeapons: None\nAccessories: 2 smasher shells\n\nCode info:\nUniversal: [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]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Accessory #1: [Shape: Hexagon|Circumcircle diameter: 49.6 px|Color: #555|Rotation speed: 6 per frame|Angle toward to mouse pointer?: No], layer 0\n3. Accessory #2: [Shape: Hexagon|Circumcircle diameter: 49.6 px|Color: #555|Rotation speed: 3 per frame|Angle toward to mouse pointer?: No], layer -1\n\n~Manager\nTier: 4\nUpgrade from: Overseer\nWeapons: 1 spawner\nAccessories: None\n\nCode info:\nUniversal: [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]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 28 px|Width: 16.8 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, {width * 1.75})], layer 0, [Projectile type: Drone|Bullet speed: 0.8x|Bullet penetration: 2x|Bullet damage: 0.7x|Reload time: 3x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal angle orientation: Vertex|Polygonal side length: Same as width of weapon * 1.2|Color: Same as tank's body|Attack range radius: 425 px]\n\n~Mega Trapper\nTier: 4\nUpgrade from: Destroyer, Trapper\nWeapons: 1 launcher\nAccessories: None\n\nCode info:\nUniversal: [Field of view: 111.1%]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 24 px|Width: 21.84 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ({width / 2.1}, {width * 1.75})], layer 0, [Projectile type: Trap|Bullet speed: 0.86x|Bullet penetration: 3.2x|Bullet damage: 1.6x|Reload time: 3.3x|Bullet lifespan: 704 frames|Deceleration: 0.9x], projectile code: [ShapeModel:Trap|Polygonal side length: (Same as width of weapon * 1.25) * 1.28|Color: Same as tank's body]\n\n~Necromancer\nTier: 4\nUpgrade from: Overseer\nWeapons: 2 spawners\nAccessories: None\n\nCode info:\nUniversal: [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]\n1. TankBody: [Shape: Square|Polygonal side length: 26 * sqrt{2}|Angle: 90\u00b0|Polygonal angle orientation: Side|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 28 px|Width: 16.8 px|Angle: 0\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, {width * 1.75})], layer 0, [Projectile type: Drone|Bullet speed: 0.72x|Bullet penetration: 2x|Bullet damage: 0.42x|Reload time: 6x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Square|Polygonal angle orientation: Side|Circumcircle diameter: Same as food Square|Affected by tank's size from level?: No|Color: Same as tank's body|Attack range radius: 425 px]\n2. Weapon #1: [Size: 28 px|Width: 16.8 px|Angle: 180\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, {width * 1.75})], layer 0, [Projectile type: Drone|Bullet speed: 0.72x|Bullet penetration: 2x|Bullet damage: 0.42x|Reload time: 6x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Square|Polygonal angle orientation: Side|Circumcircle diameter: Same as food Square|Affected by tank's size from level?: No|Color: Same as tank's body|Attack range radius: 425 px]\n\n~Octo Tank\nTier: 4\nUpgrade from: Quad Tank\nWeapons: 8 cannons\nAccessories: None\n\nCode info:\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet damage: 0.65x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n3. Weapon #2: [Size: 38 px|Width: 16.8 px|Angle: 45\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet damage: 0.65x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n4. Weapon #3: [Size: 38 px|Width: 16.8 px|Angle: 0\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet damage: 0.65x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n5. Weapon #4: [Size: 38 px|Width: 16.8 px|Angle: -45\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet damage: 0.65x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n6. Weapon #5: [Size: 38 px|Width: 16.8 px|Angle: -90\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet damage: 0.65x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n7. Weapon #6: [Size: 38 px|Width: 16.8 px|Angle: -135\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet damage: 0.65x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n8. Weapon #7: [Size: 38 px|Width: 16.8 px|Angle: 180\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet damage: 0.65x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n9. Weapon #8: [Size: 38 px|Width: 16.8 px|Angle: 135\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet damage: 0.65x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n\n~Overlord\nTier: 4\nUpgrade from: Overseer\nWeapons: 4 spawners\nAccessories: None\n\nCode info:\nUniversal: [Field of view: 111.1%|Drone max count: 8]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 28 px|Width: 16.8 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, {width * 1.75})], layer 0, [Projectile type: Drone|Bullet speed: 0.8x|Bullet penetration: 2x|Bullet damage: 0.7x|Reload time: 6x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal angle orientation: Vertex|Polygonal side length: Same as width of weapon * 1.2|Color: Same as tank's body|Attack range radius: 425 px]\n3. Weapon #2: [Size: 28 px|Width: 16.8 px|Angle: 0\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, {width * 1.75})], layer -1, [Projectile type: Drone|Bullet speed: 0.8x|Bullet penetration: 2x|Bullet damage: 0.7x|Reload time: 6x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal angle orientation: Vertex|Polygonal side length: Same as width of weapon * 1.2|Color: Same as tank's body|Attack range radius: 425 px]\n4. Weapon #3: [Size: 28 px|Width: 16.8 px|Angle: -90\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, {width * 1.75})], layer -2, [Projectile type: Drone|Bullet speed: 0.8x|Bullet penetration: 2x|Bullet damage: 0.7x|Reload time: 6x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal angle orientation: Vertex|Polygonal side length: Same as width of weapon * 1.2|Color: Same as tank's body|Attack range radius: 425 px]\n5. Weapon #4: [Size: 28 px|Width: 16.8 px|Angle: 180\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, {width * 1.75})], layer -3, [Projectile type: Drone|Bullet speed: 0.8x|Bullet penetration: 2x|Bullet damage: 0.7x|Reload time: 6x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal angle orientation: Vertex|Polygonal side length: Same as width of weapon * 1.2|Color: Same as tank's body|Attack range radius: 425 px]\n\n~Overtrapper\nTier: 4\nUpgrade from: Overseer, Trapper\nWeapons: 1 launcher, 2 spawners\nAccessories: None\n\nCode info:\nUniversal: [Field of view: 111.1%|Drone max count: 6]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 24 px|Width: 16.8 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ({width / 2.1}, {width * 1.75})], layer 0, [Projectile type: Trap|Bullet penetration: 2x|Reload time: 1.5x|Bullet lifespan: 704 frames|Deceleration: 0.9x], projectile code: [ShapeModel:Trap|Polygonal side length: (Same as width of weapon * 1.25) * 0.8|Color: Same as tank's body]\n3. Weapon #2: [Size: 28 px|Width: 16.8 px|Angle: -150\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, {width * 0.75})], layer -1, [Projectile type: Drone|Bullet penetration: 1.4x|Bullet damage: 0.7x|Reload time: 6x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal angle orientation: Vertex|Polygonal side length: Same as width of weapon * 1.2|Color: Same as tank's body|Attack range radius: 425 px]\n4. Weapon #3: [Size: 28 px|Width: 16.8 px|Angle: -30\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, {width * 0.75})], layer -2, [Projectile type: Drone|Bullet penetration: 1.4x|Bullet damage: 0.7x|Reload time: 6x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal angle orientation: Vertex|Polygonal side length: Same as width of weapon * 1.2|Color: Same as tank's body|Attack range radius: 425 px]\n\n~Penta Shot\nTier: 4\nUpgrade from: Triple Shot\nWeapons: 5 cannons\nAccessories: None\n\nCode info:\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 44 px|Width: 16.8 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet damage: 0.55x|Recoil: 0.7x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n3. Weapon #2: [Size: 38 px|Width: 16.8 px|Angle: 112.5\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -1, [Projectile type: Bullet|Bullet damage: 0.55x|Recoil: 0.7x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n4. Weapon #3: [Size: 38 px|Width: 16.8 px|Angle: 67.5\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -2, [Projectile type: Bullet|Bullet damage: 0.55x|Recoil: 0.7x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n5. Weapon #4: [Size: 32 px|Width: 16.8 px|Angle: 135\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -3, [Projectile type: Bullet|Bullet damage: 0.55x|Recoil: 0.7x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n6. Weapon #5: [Size: 32 px|Width: 16.8 px|Angle: 45\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer -4, [Projectile type: Bullet|Bullet damage: 0.55x|Recoil: 0.7x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n\n~Predator\nTier: 4\nUpgrade from: Hunter\nWeapons: 3 cannons\nAccessories: None\n\nCode info:\nUniversal: [Field of view: 117.6%|Telescope distance: 460 px]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 32 px|Width: 28.56 px|Angle: 90\u00b0|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\u00b0|Recoil: 0.3x], projectile code: [Shape: Circle|Diameter: Same as width of weapon * 0.7|Color: Same as tank's body]\n3. Weapon #2: [Size: 38 px|Width: 22.68 px|Angle: 90\u00b0|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\u00b0|Recoil: 0.3x], projectile code: [Shape: Circle|Diameter: Same as width of weapon * 0.7|Color: Same as tank's body]\n4. Weapon #3: [Size: 44 px|Width: 16.8 px|Angle: 90\u00b0|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\u00b0|Recoil: 0.3x], projectile code: [Shape: Circle|Diameter: Same as width of weapon * 0.7|Color: Same as tank's body]\n\n~Ranger\nTier: 4\nUpgrade from: Assassin\nWeapons: 1 cannon\nAccessories: None\n\nCode info:\nUniversal: [Field of view: 142.8%]\n1. TankBody [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 48 px|Width: 16.8 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: (0, 33.6), (26, 16.8), (48, 16.8)], layer 0, [Projectile type: Bullet|Bullet speed: 1.5x|Reload time: 2x|Bullet accuracy: 1.5\u00b0|Recoil: 3x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n\n~Rocketeer\nTier: 4\nUpgrade from: Destroyer\nWeapons: 1 deployer\nAccessories: None\n\nCode info:\nUniversal: [Field of view: 111.1%]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 32 px|Width: 21 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, {width * 0.75}), (32, 21)], layer 0, [Projectile type: Missile|Bullet speed: 0.3x|Bullet penetration: 5x|Reload time: 4x|Recoil: 3x], projectile code: [Model:Missile]\n3. WeaponPart: [Color: #999|Segment: Trapezoidal - (0, 13.44), ({26.2 * sqrt{2}}, {13.44 * 1.75})], underlapped by Weapon #1, part of Weapon #1\n\nCode info of missile:\n1. MissileBody: [Shape: Circle|Diameter: width of Weapon #1|Color: Same as tank's body], layer 1\n2. Weapon #1: [Size: 28 px|Width: 18.589 px|Angle: -90\u00b0|Color: Same as tank's body|Y-offset: 0 px|Segment: Trapezoidal - (0, 18.589), (28, {width * 0.75})], 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\u00b0|Bullet lifespan: 9 frames|Recoil: 3.3x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n\n~Skimmer\nTier: 4\nUpgrade from: Destroyer\nWeapons: 1 deployer\nAccessories: None\n\nCode info:\nUniversal: [Field of view: 111.1%]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 32 px|Width: 28.56 px|Angle: 90\u00b0|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]\n3. WeaponPart: [Color: #999|Segment: Trapezoidal - (0, 13.44), ({26.2 * sqrt{2}}, {13.44 * 1.75})], underlapped by Weapon #1, part of Weapon #1\n\nCode info of missile:\n1. MissileBody: [Shape: Circle|Diameter: width of Weapon #1|Color: Same as tank's body], layer 1\n2. Weapon #1: [Size: 28 px|Width: 16.8 px|Angle: 90\u00b0|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]\n3. Weapon #2: [Size: 28 px|Width: 16.8 px|Angle: -90\u00b0|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]\n\n~Glider\nTier: 4\nUpgrade from: Destroyer\nWeapons: 1 deployer\nAccessories: None\n\nCode info:\nUniversal: [Field of view: 111.1%]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 32 px|Width: 22.8 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, {width * 0.75}), (32, 22.8)], layer 0, [Projectile type: Missile|Bullet speed: 0.5x|Bullet penetration: 3x|Bullet damage: 1.5x|Reload time: 4x|Recoil: 3x], projectile code: [Model:Missile]\n3. WeaponPart: [Color: #999|Segment: Trapezoidal - (0, {13.44 * 1.75}), ({26.2 * sqrt{2}}, 13.44)], underlapped by Weapon #1, part of Weapon #1\n\nCode info of missile:\n1. MissileBody: [Shape: Circle|Diameter: width of Weapon #1|Color: Same as tank's body], layer 1\n2. Weapon #1: [Size: 27.5 px|Width: 16.8 px|Angle: -55\u00b0|Color: Same as tank's body|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 0.8x|Bullet penetration: 0.3x|Bullet damage: 0.6x|Bullet lifespan: 44 frames|Recoil: 2x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n3. Weapon #2: [Size: 27.5 px|Width: 16.8 px|Angle: -125\u00b0|Color: Same as tank's body|Y-offset: 0 px|Segment: Rectangular], layer -1, [Projectile type: Bullet|Bullet speed: 0.8x|Bullet penetration: 0.3x|Bullet damage: 0.6x|Bullet lifespan: 44 frames|Recoil: 2x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n\n~Spike\nTier: 4\nUpgrade from: Smasher\nWeapons: None\nAccessories: 1 smasher shell\n\nCode info:\nUniversal: [Body damage: +2 stats|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]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Spike #1: [Shape: Triangle|Circumcircle diameter: 52 px|Angle: 90\u00b0|Color: #555|Rotation speed: 20.4 per frame|Angle toward to mouse pointer?: No], layer 0\n3. Spike #2: [Shape: Triangle|Circumcircle diameter: 52 px|Angle: 0\u00b0|Color: #555|Rotation speed: 20.4 per frame|Angle toward to mouse pointer?: No], layer -1\n4. Spike #3: [Shape: Triangle|Circumcircle diameter: 52 px|Angle: -90\u00b0|Color: #555|Rotation speed: 20.4 per frame|Angle toward to mouse pointer?: No], layer -2\n5. Spike #4: [Shape: Triangle|Circumcircle diameter: 52 px|Angle: 180\u00b0|Color: #555|Rotation speed: 20.4 per frame|Angle toward to mouse pointer?: No], layer -3\n\n~Sprayer\nTier: 4\nUpgrade from: Machine Gun\nWeapons: 2 cannons\nAccessories: None\n\nCode info:\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (38, {width * 1.75})], layer 0, [Projectile type: Bullet|Bullet damage: 0.7x|Reload time: (0.32 / 0.6)x|Bullet accuracy: 15\u00b0], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n3. Weapon #2: [Size: 44 px|Width: 16.8 px|Angle: 90\u00b0|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]\n\n~Spread Shot\nTier: 4\nUpgrade from: Triple Shot\nWeapons: 11 cannons\nAccessories: None\n\nCode info:\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90\u00b0|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]\n3. Weapon #2: [Size: 35.6 px|Width: 11.76 px|Angle: 105\u00b0|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]\n4. Weapon #3: [Size: 33.2 px|Width: 11.76 px|Angle: 120\u00b0|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]\n5. Weapon #4: [Size: 30.8 px|Width: 11.76 px|Angle: 135\u00b0|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]\n6. Weapon #5: [Size: 28.4 px|Width: 11.76 px|Angle: 150\u00b0|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]\n7. Weapon #6: [Size: 26 px|Width: 11.76 px|Angle: 165\u00b0|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]\n8. Weapon #7: [Size: 35.6 px|Width: 11.76 px|Angle: 75\u00b0|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]\n9. Weapon #8: [Size: 33.2 px|Width: 11.76 px|Angle: 60\u00b0|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]\n10. Weapon #9: [Size: 30.8 px|Width: 11.76 px|Angle: 45\u00b0|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]\n11. Weapon #10: [Size: 28.4 px|Width: 11.76 px|Angle: 30\u00b0|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]\n12. Weapon #11: [Size: 26 px|Width: 11.76 px|Angle: 15\u00b0|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]\n\n~Stalker\nTier: 4\nUpgrade from: Assassin\nWeapons: 1 cannon\nAccessories: None\n\nCode info:\nUniversal: [Field of view: 125%|Invisibility: Yes|Cloak transition time without moving: 1% per frame|Cloak reveal time when moving: -30% per frame]\n1. TankBody [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 48 px|Width: 16.8 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, {width * 1.75}), (48, 16.8)], layer 0, [Projectile type: Bullet|Bullet speed: 1.5x|Reload time: 2x|Bullet accuracy: 1.5\u00b0|Recoil: 3x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n\n~Streamliner\nTier: 4\nUpgrade from: Gunner, Hunter\nWeapons: 5 cannons\nAccessories: None\n\nCode info:\nUniversal: [Field of view: 117.6%]\n1. TankBody [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 28 px|Width: 16.8 px|Angle: 90\u00b0|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\u00b0|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]\n3. Weapon #2: [Size: 32 px|Width: 16.8 px|Angle: 90\u00b0|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\u00b0|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]\n4. Weapon #3: [Size: 36 px|Width: 16.8 px|Angle: 90\u00b0|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\u00b0|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]\n5. Weapon #4: [Size: 40 px|Width: 16.8 px|Angle: 90\u00b0|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\u00b0|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]\n6. Weapon #5: [Size: 44 px|Width: 16.8 px|Angle: 90\u00b0|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\u00b0|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]\n\n~Tri-Trapper\nTier: 4\nUpgrade from: Trapper\nWeapons: 3 launchers\nAccessories: None\n\nCode info:\nUniversal: [Field of view: 111.1%]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 24 px|Width: 16.8 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ({width / 2.1}, {width * 1.75})], layer 0, [Projectile type: Trap|Bullet penetration: 2x|Reload time: 1.5x|Bullet lifespan: 282 frames|Deceleration: 0.9x|Recoil: 0x], projectile code: [ShapeModel:Trap|Polygonal side length: (Same as width of weapon * 1.25) * 0.8|Color: Same as tank's body]\n3. Weapon #2: [Size: 24 px|Width: 16.8 px|Angle: -150\u00b0|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ({width / 2.1}, {width * 1.75})], layer -1, [Projectile type: Trap|Bullet penetration: 2x|Reload time: 1.5x|Bullet lifespan: 282 frames|Deceleration: 0.9x|Recoil: 0x], projectile code: [ShapeModel:Trap|Polygonal side length: (Same as width of weapon * 1.25) * 0.8|Color: Same as tank's body]\n4. Weapon #3: [Size: 24 px|Width: 16.8 px|Angle: -30\u00b0|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ({width / 2.1}, {width * 1.75})], layer -2, [Projectile type: Trap|Bullet penetration: 2x|Reload time: 1.5x|Bullet lifespan: 282 frames|Deceleration: 0.9x|Recoil: 0x], projectile code: [ShapeModel:Trap|Polygonal side length: (Same as width of weapon * 1.25) * 0.8|Color: Same as tank's body]\n\n~Triple Twin\nTier: 4\nUpgrade from: Twin Flank\nWeapons: 6 cannons\nAccessories: None\n\nCode info:\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90\u00b0|Color: #999|Y-offset: 10.4 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet damage: 0.5x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as body]\n3. Weapon #2: [Size: 38 px|Width: 16.8 px|Angle: 90\u00b0|Color: #999|Y-offset: -10.4 px|Segment: Rectangular], layer -1, [Projectile type: Bullet|Bullet damage: 0.5x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n4. Weapon #3: [Size: 38 px|Width: 16.8 px|Angle: -150\u00b0|Color: #999|Y-offset: 10.4 px|Segment: Rectangular], layer -2, [Projectile type: Bullet|Bullet damage: 0.5x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as body]\n5. Weapon #4: [Size: 38 px|Width: 16.8 px|Angle: -150\u00b0|Color: #999|Y-offset: -10.4 px|Segment: Rectangular], layer -3, [Projectile type: Bullet|Bullet damage: 0.5x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n6. Weapon #5: [Size: 38 px|Width: 16.8 px|Angle: -30\u00b0|Color: #999|Y-offset: 10.4 px|Segment: Rectangular], layer -4, [Projectile type: Bullet|Bullet damage: 0.5x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as body]\n7. Weapon #6: [Size: 38 px|Width: 16.8 px|Angle: -30\u00b0|Color: #999|Y-offset: -10.4 px|Segment: Rectangular], layer -5, [Projectile type: Bullet|Bullet damage: 0.5x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n\n~Triplet\nTier: 4\nUpgrade from: Triple Shot\nWeapons: 3 cannons\nAccessories: None\n\nCode info:\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90\u00b0|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]\n3. Weapon #2: [Size: 32 px|Width: 16.8 px|Angle: 90\u00b0|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]\n4. Weapon #3: [Size: 32 px|Width: 16.8 px|Angle: 90\u00b0|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]\n\n~Inferno\nTier: 4\nUpgrade from: Hearth\nWeapons: 1 cannon\nAccessories: 1 aura\n\nBest class for ice hexagon nest, however Alpha Hexagons are still freezing Infernos slowly.\n\nCode info:\nUniversal: [Field of view: 111.1%|Cold resistance (collision): 12|Cold resistance (icy radial aura): 1.1|Defreeze recovery speed: 1.6x]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90\u00b0|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]\n3. Accessory #1: [Shape: Circle|Aura range diameter: 7x diameter of tank's body|Color: 50% same as tank's body + 50% #fff (#999 when disabled by passive mode is on)|Opacity: 30.2%|Aura damage: -0.7 HP per frames], layer 2\n\n~Aura Overseer\nTier: 4\nUpgrade from: Hearth, Overseer\nWeapons: 2 spawners\nAccessories: 1 aura\n\nCode info:\nUniversal: [Field of view: 111.1%|Cold resistance (collision): 10|Cold resistance (icy radial aura): 0.925|Defreeze recovery speed: 1.425x|Drone max count: 8]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 28 px|Width: 16.8 px|Angle: 0\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, {width * 1.75})], layer 0, [Projectile type: Drone|Bullet speed: 0.8x|Bullet penetration: 2x|Bullet damage: 0.7x|Reload time: 6x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal angle orientation: Vertex|Polygonal side length: Same as width of weapon * 1.2|Color: Same as tank's body|Attack range radius: 425 px]\n3. Weapon #2: [Size: 28 px|Width: 16.8 px|Angle: 180\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, {width * 1.75})], layer -1, [Projectile type: Drone|Bullet speed: 0.8x|Bullet penetration: 2x|Bullet damage: 0.7x|Reload time: 6x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal angle orientation: Vertex|Polygonal side length: Same as width of weapon * 1.2|Color: Same as tank's body|Attack range radius: 425 px]\n4. Accessory #1: [Shape: Circle|Aura range diameter: 6x diameter of tank's body|Color: 50% same as tank's body + 50% #fff (#999 when disabled by passive mode is on)|Opacity: 30.2%|Aura damage: -0.5 HP per frames], layer 2\n\n~Aura Trapper\nTier: 4\nUpgrade from: Hearth, Trapper\nWeapons: 1 launcher\nAccessories: 1 aura\n\nCode info:\nUniversal: [Field of view: 111.1%|Cold resistance (collision): 10|Cold resistance (icy radial aura): 0.925|Defreeze recovery speed: 1.425x]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 24 px|Width: 16.8 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ({width / 2.1}, {width * 1.75})], layer 0, [Projectile type: Trap|Bullet penetration: 2x|Reload time: 1.5x|Bullet lifespan: 704 frames|Deceleration: 0.9x], projectile code: [ShapeModel:Trap|Polygonal side length: (Same as width of weapon * 1.25) * 0.8|Color: Same as tank's body]\n3. Accessory #1: [Shape: Circle|Aura range diameter: 6x diameter of tank's body|Color: 50% same as tank's body + 50% #fff (#999 when disabled by passive mode is on)|Opacity: 30.2%|Aura damage: -0.5 HP per frames], layer 2\n\n~Pellet Shot\nTier: 4\nUpgrade from: Shotgun\nWeapons: 1 cannon\nAccessories: None\n\nCode info:\nUniversal: [Field of view: 1.176%]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 40 px|Width: 9.4 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 9.4), (40, {width * 1.9})], layer 0, [Projectile type: Bullet|Bullet speed: random(0.7, 1.3)x|Bullet damage: 0.12x|Reload time: 4x|Bullet accuracy: 15\u00b0|Recoil: 0.416x|Clone multiplicity: 30], projectile code: [Shape: Circle|Diameter: Same as width of weapon * 1.06|Color: Same as tank's body]\n3. WeaponPart: [Color: #999|Segment: Trapezoidal - (0, {13.75 * 2}), (26.4, 13.75)], overlapped on Weapon #1, part of Weapon #1\n\n~Dual-Barrel Shot\nTier: 4\nUpgrade from: Shotgun\nWeapons: 2 cannons\nAccessories: None\n\nCode info:\nUniversal: [Field of view: 111.1%]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 37.6 px|Width: 7 px|Angle: 90\u00b0|Color: #999|Y-offset: 6.65 px|Segment: Trapezoidal - (0, 7), (37.6, {width * 1.9})], layer -1, [Projectile type: Bullet|Bullet speed: random(0.8, 1.2)x|Bullet damage: 0.24x|Reload time: 8x|Bullet accuracy: 15\u00b0|Recoil: 1.0416x|Clone multiplicity: 12|Key: Right mouse], projectile code: [Shape: Circle|Diameter: Same as width of weapon * 2.05|Color: Same as tank's body]\n3. Weapon #2: [Size: 37.6 px|Width: 7 px|Angle: 90\u00b0|Color: #999|Y-offset: -6.65 px|Segment: Trapezoidal - (0, 7), (37.6, {width * 1.9})], layer -2, [Projectile type: Bullet|Bullet speed: random(0.8, 1.2)x|Bullet damage: 0.24x|Reload time: 8x|Bullet accuracy: 15\u00b0|Recoil: 1.0416x|Clone multiplicity: 12|Key: Left mouse], projectile code: [Shape: Circle|Diameter: Same as width of weapon * 2.05|Color: Same as tank's body]\n4. WeaponPart: [Color: #999|Segment: Trapezoidal - (0, 20.3), (30.6, {20.3 * 1.8})], layer 0\n\n~Arsonist\nTier: 4\nUpgrade from: Flamethrower\nWeapons: 2 cannons\nAccessories: None\n\nCode info:\nUniversal: [Stat max limit: Bullet penetration - 0]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Triangle #1: [Shape: Triangle|Circumcircle diameter: 39.6 px|Position angle: 90\u00b0|Angle: 90\u00b0 (polygonal vertex toward to mouse pointer)|X-offset: 9.9|Y-offset: 0|Color: #fcc376|Rotation: No|Angle toward to mouse pointer?: Yes], layer 0\n3. Weapon #1: [Size: 32 px|Width: 16 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16), (32, {width * 1.3})], layer -1, [Projectile type: Flame|Bullet speed: 1.2x|Bullet penetration: 300x|Bullet damage: 0.6x|Reload time: 0.2x|Bullet lifespan: 25 frames|Recoil: 0.25x], projectile code: [Shape: Square|Polygonal angle orientation: Side|Diameter: Same as width of weapon|Color: Same as tank's body]\n4. Weapon #2: [Size: 44 px|Width: 13.6 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 13.6), (44, {width * 1.3})], layer -2, [Projectile type: Flame|Bullet speed: 1.2x|Bullet penetration: 300x|Bullet damage: 0.6x|Reload time: 0.15x|Bullet lifespan: 25 frames|Recoil: 0.5x], projectile code: [Shape: Square|Polygonal angle orientation: Side|Diameter: Same as width of weapon|Color: Same as tank's body]\n\n~Remedy\nTier: 4\nUpgrade from: Healer\nWeapons: 1 cannon\nAccessories: 1 aura\n\nCode info:\nUniversal: [Field of view: 111.1%]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90\u00b0|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]\n3. Accessory #1: [Shape: Octagon|Polygonal angle orientation: Vertex|Aura range diameter: 8x diameter of tank's body|Color: #50fa7b (#999 when disabled by passive mode is on)|Opacity: 30.2%|Aura heal: 0.8 HP per frames], layer 2\n\n~Medic Overseer\nTier: 4\nUpgrade from: Healer, Overseer\nWeapons: 2 spawners\nAccessories: 1 aura\n\nCode info:\nUniversal: [Field of view: 111.1%|Drone max count: 8]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 28 px|Width: 16.8 px|Angle: 0\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, {width * 1.75})], layer 0, [Projectile type: Drone|Bullet speed: 0.8x|Bullet penetration: 2x|Bullet damage: 0.7x|Reload time: 6x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal angle orientation: Vertex|Polygonal side length: Same as width of weapon * 1.2|Color: Same as tank's body|Attack range radius: 425 px]\n3. Weapon #2: [Size: 28 px|Width: 16.8 px|Angle: 180\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, {width * 1.75})], layer -1, [Projectile type: Drone|Bullet speed: 0.8x|Bullet penetration: 2x|Bullet damage: 0.7x|Reload time: 6x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal angle orientation: Vertex|Polygonal side length: Same as width of weapon * 1.2|Color: Same as tank's body|Attack range radius: 425 px]\n4. Accessory #1: [Shape: Octagon|Polygonal angle orientation: Vertex|Aura range diameter: 6x diameter of tank's body|Color: #50fa7b (#999 when disabled by passive mode is on)|Opacity: 30.2%|Rotation: No|Angle toward to mouse pointer?: Yes|Aura heal: 0.5 HP per frames], layer 2\n\n~Auto Overseer\nTier: 4\nUpgrade from: Auto 3, Overseer\nWeapons: 2 spawners\nAccessories: 1 uncontrollable auto turret\n\nCode info:\nUniversal: [Field of view: 111.1%|Drone max count: 8]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 28 px|Width: 16.8 px|Angle: 0\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, {width * 1.75})], layer 0, [Projectile type: Drone|Bullet speed: 0.8x|Bullet penetration: 2x|Bullet damage: 0.7x|Reload time: 6x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal angle orientation: Vertex|Polygonal side length: Same as width of weapon * 1.2|Color: Same as tank's body|Attack range radius: 425 px]\n3. Weapon #2: [Size: 28 px|Width: 16.8 px|Angle: 180\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, {width * 1.75})], layer -1, [Projectile type: Drone|Bullet speed: 0.8x|Bullet penetration: 2x|Bullet damage: 0.7x|Reload time: 6x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal angle orientation: Vertex|Polygonal side length: Same as width of weapon * 1.2|Color: Same as tank's body|Attack range radius: 425 px]\n4. Accessory #1: [Type: Auto turret|X-offset: 0 px|Attack range radius: 500 px|Field of view: 360\u00b0|Controllability: No], layer 2\n\nCode info of auto turret:\n1. AccessoryBody #1: [Shape: Circle|Diameter: 20 px|Color: 999#], layer 1\n2. Weapon #1: [Size: 22 px|Width: 11.76 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 1.2x|Bullet damage: 0.3x|Recoil: 0.3x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: Same as tank's body]\n\n~Aura Gunner\nTier: 4\nUpgrade from: Hearth, Gunner\nWeapons: 4 cannons\nAccessories: 1 aura\n\nCode info:\nUniversal: [Cold resistance (collision): 10|Cold resistance (icy radial aura): 0.925|Defreeze recovery speed: 1.425x]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 34 px|Width: 10.08 px|Angle: 90\u00b0|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]\n3. Weapon #2: [Size: 34 px|Width: 10.08 px|Angle: 90\u00b0|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]\n4. Weapon #3: [Size: 26 px|Width: 10.08 px|Angle: 90\u00b0|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]\n5. Weapon #4: [Size: 26 px|Width: 10.08 px|Angle: 90\u00b0|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]\n6. Accessory #1: [Shape: Circle|Aura range diameter: 6x diameter of tank's body|Color: 50% same as tank's body + 50% #fff (#999 when disabled by passive mode is on)|Opacity: 30.2%|Aura damage: -0.5 HP per frames], layer 2\n\n~Medic Gunner\nTier: 4\nUpgrade from: Healer, Gunner\nWeapons: 4 cannons\nAccessories: 1 aura\n\nCode info:\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 34 px|Width: 10.08 px|Angle: 90\u00b0|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]\n3. Weapon #2: [Size: 34 px|Width: 10.08 px|Angle: 90\u00b0|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]\n4. Weapon #3: [Size: 26 px|Width: 10.08 px|Angle: 90\u00b0|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]\n5. Weapon #4: [Size: 26 px|Width: 10.08 px|Angle: 90\u00b0|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]\n6. Accessory #1: [Shape: Octagon|Polygonal angle orientation: Vertex|Aura range diameter: 6x diameter of tank's body|Color: #50fa7b (#999 when disabled by passive mode is on)|Opacity: 30.2%|Rotation: No|Angle toward to mouse pointer?: Yes|Aura heal: 0.5 HP per frames], layer 2\n\n~Medic Trapper\nTier: 4\nUpgrade from: Healer, Trapper\nWeapons: 1 launcher\nAccessories: 1 aura\n\nCode info:\nUniversal: [Field of view: 111.1%]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 24 px|Width: 16.8 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ({width / 2.1}, {width * 1.75})], layer 0, [Projectile type: Trap|Bullet penetration: 2x|Reload time: 1.5x|Bullet lifespan: 704 frames|Deceleration: 0.9x], projectile code: [ShapeModel:Trap|Polygonal side length: (Same as width of weapon * 1.25) * 0.8|Color: Same as tank's body]\n3. Accessory #1: [Shape: Octagon|Polygonal angle orientation: Vertex|Aura range diameter: 6x diameter of tank's body|Color: #50fa7b (#999 when disabled by passive mode is on)|Opacity: 30.2%|Rotation: No|Angle toward to mouse pointer?: Yes|Aura heal: 0.5 HP per frames], layer 2\n\n~Titanium\nTier: 4\nUpgrade from: Diamond\nWeapons: 1 cannon\nAccessories: 1 armor\n\nCode info:\nUniversal: [Armor: 60%]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 38 px|Width: 16.8 px|Angle: 90\u00b0|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]\n3. Accessory #1: [Shape: Circle|Diameter: TankBody * 1.02|Color: #8ca9c9|Opacity: 100%|Donut hollowness: 60%], layer 2\n\n~Steel Overseer\nTier: 4\nUpgrade from: Diamond, Overseer\nWeapons: 2 spawners\nAccessories: 1 armor\n\nCode info:\nUniversal: [Field of view: 111.1%|Armor: 40%|Drone max count: 8]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 28 px|Width: 16.8 px|Angle: 0\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, {width * 1.75})], layer 0, [Projectile type: Drone|Bullet speed: 0.8x|Bullet penetration: 2x|Bullet damage: 0.7x|Reload time: 6x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal angle orientation: Vertex|Polygonal side length: Same as width of weapon * 1.2|Color: Same as tank's body|Attack range radius: 425 px]\n3. Weapon #2: [Size: 28 px|Width: 16.8 px|Angle: 180\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 16.8), (28, {width * 1.75})], layer -1, [Projectile type: Drone|Bullet speed: 0.8x|Bullet penetration: 2x|Bullet damage: 0.7x|Reload time: 6x|Bullet lifespan: Eternal|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal angle orientation: Vertex|Polygonal side length: Same as width of weapon * 1.2|Color: Same as tank's body|Attack range radius: 425 px]\n4. Accessory #1: [Shape: Circle|Diameter: TankBody * 1.02|Color: #a9a9a9|Opacity: 100%|Donut hollowness: 60%], layer 2\n\n~Steel Trapper\nTier: 4\nUpgrade from: Diamond, Trapper\nWeapons: 1 launcher\nAccessories: 1 armor\n\nCode info:\nUniversal: [Field of view: 111.1%|Armor: 40%]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 24 px|Width: 16.8 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ({width / 2.1}, {width * 1.75})], layer 0, [Projectile type: Trap|Bullet penetration: 2x|Reload time: 1.5x|Bullet lifespan: 704 frames|Deceleration: 0.9x], projectile code: [ShapeModel:Trap|Polygonal side length: (Same as width of weapon * 1.25) * 0.8|Color: Same as tank's body]\n3. Accessory #1: [Shape: Circle|Diameter: TankBody * 1.02|Color: #a9a9a9|Opacity: 100%|Donut hollowness: 60%], layer 2\n\n~Steel Gunner\nTier: 4\nUpgrade from: Diamond, Gunner\nWeapons: 4 cannons\nAccessories: 1 armor\n\nCode info:\nUniversal: [Armor: 40%]\n1. TankBody: [Shape: Circle|Diameter: 40 px|Color: Based on teams], layer 1\n2. Weapon #1: [Size: 34 px|Width: 10.08 px|Angle: 90\u00b0|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]\n3. Weapon #2: [Size: 34 px|Width: 10.08 px|Angle: 90\u00b0|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]\n4. Weapon #3: [Size: 26 px|Width: 10.08 px|Angle: 90\u00b0|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]\n5. Weapon #4: [Size: 26 px|Width: 10.08 px|Angle: 90\u00b0|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]\n6. Accessory #1: [Shape: Circle|Diameter: TankBody * 1.02|Color: #a9a9a9|Opacity: 100%|Donut hollowness: 60%], layer 2\n\n~~Astronomicals\n~Overview\nAstronomicals are ascendant next after tanks, most formidable and most dangerous type of players. Appearance of tier 1 astronomical (called \"Cosmic Astronomical\", name is inspired by \"Basic Tank\") is #ff1493-colored triangular tank body, one cannon barrel is placed symmetrically on polygon sides, bullets have same color as tank's body. Players ascended and reborn into new, weird, godly players called astronomicals when tank players with same score as level 60 entered to new pocket dimension called \"Forge\" through deep pink portal. It has 3 tiers. Like smasher branches, stat max limits becomes 10, it's same as tank class Auto Smasher. It has classes of weapon and accessory, name of class is [WeaponName-AccessoryName], class names are astronomical-themed. It has increased max health, body damage, bullet penetration, bullet damage, field of view.\n\nWeapons are placed symmetrically on polygonal sides. Size of weapon is decreased by -2.5 due to apothem radius of astronomical's body is smaller than diameter of tank's body. Hitbox diameter of astronomicals is 52.5 px. As Astronomical-[Atmosphere;Comet;Eclipse] by switching with using cheats, smasher shell is underlapped by weapons and body, auto turrets are overlapped on body/smasher shell but underlapped by auras, auras overlap over all accessories and body.\n\nLayer system (overlap/underlap):\n* Aura accessory - Layer 3\n* Auto turret accessory - Layer 2\n* Armor accessory - Layer 1 (overlap on body)\n* Astronomical body - Layer 0\n* Astronomical weapon - Layer -1 (underlap by body)\n* Smasher shell accessory - Layer -2\n\nFormula:\n* Tank body size by level: 70 px (circumcircle diameter) * (1.549317571515475 * 1.006^{round((Level - 60) / (4 / 3))}) = 108.45223000608325 px (level 45).\n* Base HP: (150 + (40 * Max health stat)) + (10 * (Level - 45)) = 150 HP (level 45, 0 max health stat)\n* Movement speed: (0.10387813329612926 * 2.55) * 1.07^[Movement speed stat] / 1.005^{Level - 45} = 0.3315408878631142 px (Max velocity: 6.6308177572622835 px) (level 45, 0 movement speed stat)\n* Field of view: ((100% / 1.32) / 1.01^{(round((Level - 60) / (4 / 3)) - 1)/ 2}) / [FoV of class]\n\nLevels:\n* Tier 1 - Level 60\n* Tier 2 - Level 80\n* Tier 3 - Level 100\n\nLevel 60 players reached level 80, level 80 players will choose two upgrades are weapon and accessory; weapon upgrades are Pulsar, Satellite, Nebula, accessory upgrades are Atmosphere, Comet, Eclipse. Level 80 players upgraded into Pulsar-Atmosphere, when players reached level 100, will be Quasar-[Atmosphere;Eclipse].\n\nClass name (Weapons + Accessories):\n* Astronomical + NoAccessory = Cosmic Astronomical\n* Pulsar + NoAccessory = Pulsar\n* Astronomical + Atmosphere = Astronomical-Atmosphere\n* Pulsar + Eclipse = Pulsar-Eclipse\n* Quasar + Atmosphere + Comet = Quasar-[Atmosphere;Comet]\n\n~Cosmic Astronomical (Astronomical-NoAccessory)\nAstronomical version of Basic Tank, called \"Cosmic Astronomical\".\n\n# Astronomical\nCustomization type: Weapon\nTier: 1\nUpgrade to: Pulsar, Satellite, Nebula\nWeapons of polygonal side symmetry: 1 cannon\n\nCode info:\nUniversal: [Health regen: 0.0023 per frame|HP: 150|Body damage: 40 (tank-shape collision), 60 (tank-tank collision), 10 (tank-projectile collision)|Movement speed: 0.3315408878631142 px (Max velocity: 6.6308177572622835 px)|Field of view: 132%|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 - 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]\n1. TankBody: [Shape: Triangle|Circumcircle diameter: 70 px|Color: #ff1493|Angle: 90\u00b0|Polygonal angle orientation: Side], layer 1\n2. SymmetricalWeapon #1: [Size: 35.5 px|Width: 16.8 px|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 10 px per frame|Bullet penetration: 4 HP|Bullet damage: 14|Reload time: 0.6 sec|Bullet accuracy: 5\u00b0|Bullet lifespan: 88 frames|Deceleration: 1x|Recoil: 0x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: #ff1493]\n\n# NoAccessory\nCustomization type: Accessory\nTier: 1\nUpgrade to: [Choose one:Atmosphere, Abiogenesis], Comet, Eclipse, Lithosphere\nAccessories: None\n\n~Pulsar\nCustomization type: Weapon\nTier: 2\nUpgrade from: Astronomical\nUpgrade to: Quasar, Supernova\nWeapons of polygonal side symmetry: 2 cannons\n\nAstronomical version of Twin.\n\nCode info:\n1. TankBody: [Shape: Triangle|Circumcircle diameter: 70 px|Color: #ff1493|Angle: 90\u00b0|Polygonal angle orientation: Side], layer 1\n2. SymmetricalWeapon #1: [Size: 25 px|Width: 16.8 px|Color: #999|X-offset: 10.5 px|Y-offset: -10.4 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet penetration: 0.9x|Bullet damage: 0.65x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: #ff1493]\n3. SymmetricalWeapon #2: [Size: 25 px|Width: 16.8 px|Color: #999|X-offset: 10.5 px|Y-offset: 10.4 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet penetration: 0.9x|Bullet damage: 0.65x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: #ff1493]\n\n~Satellite\nCustomization type: Weapon\nTier: 2\nUpgrade from: Astronomical\nUpgrade to: Star, Planet, Strangelet\nWeapons of polygonal side symmetry: 1 spawner\n\nAstronomical version of Overseer.\n\nCode info:\nUniversal: [Field of view: 1.1x|Drone max count: 10]\n1. TankBody: [Shape: Triangle|Circumcircle diameter: 70 px|Color: #ff1493|Angle: 90\u00b0|Polygonal angle orientation: Side], layer 1\n2. SymmetricalWeapon #1: [Size: 25.5 px|Width: 16.8 px|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 17.926), (25.5, {width * 1.75})], layer 0, [Projectile type: Drone|Bullet speed: 0.8x|Bullet penetration: 2x|Bullet damage: 0.7x|Reload time: 6x|Bullet lifespan: Eternal|Recoil: 1x Basic Tank|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal angle orientation: Vertex|Polygonal side length: Same as width of weapon * 1.2|Color: #ff1493|Attack range radius: 425 px]\n\n~Nebula\nCustomization type: Weapon\nTier: 2\nUpgrade from: Astronomical\nUpgrade to: Galaxy, Asteroid\nWeapons of polygonal side symmetry: 1 launcher\n\nAstronomical version of Trapper.\n\nCode info:\n1. TankBody: [Shape: Triangle|Circumcircle diameter: 70 px|Color: #ff1493|Angle: 90\u00b0|Polygonal angle orientation: Side], layer 1\n2. SymmetricalWeapon #1: [Size: 21.5 px|Width: 16.8 px|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ({width / 2.1}, {width * 1.75})], layer 0, [Projectile type: Trap|Bullet penetration: 2x|Reload time: 1.5x|Bullet lifespan: 704 frames|Deceleration: 0.9x], projectile code: [ShapeModel:Trap|Polygonal side length: (Same as width of weapon * 1.25) * 0.8|Color: #ff1493]\n\n~Atmosphere\nCustomization type: Accessory\nTier: 2\nUpgrade from: NoAccessory\nUpgrade to: Astrosphere\nAccessories: 1 aura\n\nAstronomical version of Hearth.\n\nCode info:\nUniversal: [Cold resistance (collision): 12|Cold resistance (icy radial aura): 1.1|Defreeze recovery speed: 1.5x]\n1. Accessory #1: [Shape: Circle|Aura range diameter: 5x diameter of hitbox|Color: #ff8ac9 (#999 when disabled by passive mode is on)|Opacity: 30.2%|Aura damage: -0.5 HP per frames]\n\n~Abiogenesis\nCustomization type: Accessory\nTier: 2\nUpgrade from: NoAccessory\nUpgrade to: Biosphere\nAccessories: 1 aura\n\nAstronomical version of Healer.\n\nCode info:\n1. Accessory #1: [Shape: Octagon|Polygonal angle orientation: Vertex|Aura range diameter: 6x diameter of tank's body|Color: #50fa7b (#999 when disabled by passive mode is on)|Opacity: 30.2%|Rotation: No|Angle toward to mouse pointer?: Yes|Aura heal: ? HP per frames]\n\n~Comet\nCustomization type: Accessory\nTier: 2\nUpgrade from: NoAccessory\nUpgrade to: Meteor\nAccessories: 4 uncontrollable auto turrets\n\nDesign is akin to boss Defender but large central auto turret.\n\nCode info:\n1. Accessory #1: [Type: Auto turret (small)|Angle: 90\u00b0|X-offset: 18.333 px|Attack range radius: 500 px|Field of view: 360\u00b0|Controllability: No], layer 1\n2. Accessory #2: [Type: Auto turret (small)|Angle: -30\u00b0|X-offset: 18.333 px|Attack range radius: 500 px|Field of view: 360\u00b0|Controllability: No], layer 2\n3. Accessory #3: [Type: Auto turret (small)|Angle: -150\u00b0|X-offset: 18.333 px|Attack range radius: 500 px|Field of view: 360\u00b0|Controllability: No], layer 3\n4. Accessory #4: [Type: Auto turret (central)|X-offset: 0 px|Attack range radius: 500 px|Field of view: 360\u00b0|Controllability: No], layer 4\n\nCode info of small auto turret:\n1. AccessoryBody #1: [Shape: Circle|Diameter: 10 px|Color: 999#], layer 1\n2. Weapon #1: [Size: 11 px|Width: 5.88 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 1.2x|Bullet damage: 0.3x|Recoil: 0.15x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: #ff1493]\n\nCode info of central auto turret:\n1. AccessoryBody #1: [Shape: Circle|Diameter: 20 px|Color: 999#], layer 1\n2. Weapon #1: [Size: 22 px|Width: 11.76 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 1.2x|Bullet penetration: 2x|Bullet damage: 0.6x|Recoil: 0.3x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: #ff1493]\n\n~Eclipse\nCustomization type: Accessory\nTier: 2\nUpgrade from: NoAccessory\nUpgrade to: Void\nAccessories: 1 smasher shell\n\nAstronomical version of Smasher.\n\nCode info:\nUniversal: [Body damage: +2 stat|Movement speed: +1 stat|Knockback resistance: 25%]\n1. Accessory #1: [Shape: Triangle|Circumcircle diameter: Same as diameter of TankBody * 1.22|Angle: 90\u00b0|Polygonal angle orientation: Side|Color: #555|Rotation: No|Angle toward to mouse pointer?: Yes]\n\n~Lithosphere\nCustomization type: Accessory\nTier: 2\nUpgrade from: NoAccessory\nUpgrade to: Geosphere\nAccessories: 1 armor\n\nAstronomical version of Diamond.\n\nCode info:\nUniversal: [Armor: 50%]\n1. Accessory #1: [Shape: Triangle|Circumcircle diameter: Same as diameter of TankBody * 1.02|Angle: 90\u00b0|Polygonal angle orientation: Side|Color: #fff|Opacity: 10%|Donut hollowness: 60%|Rotation: No|Angle toward to mouse pointer?: Yes]\n\n~Quasar\nCustomization type: Weapon\nTier: 3\nUpgrade from: Pulsar\nWeapons of polygonal side symmetry: 3 cannons\n\nAstronomical version of Triplet.\n\nCode info:\n1. TankBody: [Shape: Triangle|Circumcircle diameter: 70 px|Color: #ff1493|Angle: 90\u00b0|Polygonal angle orientation: Side], layer 1\n2. SymmetricalWeapon #1: [Size: 35.5 px|Width: 16.8 px|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet penetration: 0.7x|Bullet damage: 0.6x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: #ff1493]\n3. SymmetricalWeapon #2: [Size: 21.5 px|Width: 16.8 px|Color: #999|X-offset: 10.5 px|Y-offset: -10.4 px|Segment: Rectangular], layer -1, [Projectile type: Bullet|Bullet penetration: 0.7x|Bullet damage: 0.6x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: #ff1493]\n4. SymmetricalWeapon #3: [Size: 21.5 px|Width: 16.8 px|Color: #999|X-offset: 10.5 px|Y-offset: 10.4 px|Segment: Rectangular], layer -2, [Projectile type: Bullet|Bullet penetration: 0.7x|Bullet damage: 0.6x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: #ff1493]\n\n~Supernova\nCustomization type: Weapon\nTier: 3\nUpgrade from: Pulsar\nWeapons of polygonal side symmetry: 1 cannon\n\nAstronomical version of Destroyer.\n\nCode info:\n1. TankBody: [Shape: Triangle|Circumcircle diameter: 70 px|Color: #ff1493|Angle: 90\u00b0|Polygonal angle orientation: Side], layer 1\n2. SymmetricalWeapon #1: [Size: 35.5 px|Width: 28.56 px|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 0.7x|Bullet penetration: 2x|Bullet damage: 3x|Reload time: 4x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: #ff1493]\n\n~Star\nCustomization type: Weapon\nTier: 3\nUpgrade from: Satellite\nWeapons of polygonal side symmetry: 1 spawner\n\nOverseer but extra drones.\n\nCode info:\nUniversal: [Field of view: 1.2x|Drone max count: 15]\n1. TankBody: [Shape: Triangle|Circumcircle diameter: 70 px|Color: #ff1493|Angle: 90\u00b0|Polygonal angle orientation: Side], layer 1\n2. Triangle: [Shape: Triangle|Circumcircle diameter: 54 px|Color: #fff|Angle: 90\u00b0], layer 0\n3. SymmetricalWeapon #1: [Size: 25.5 px|Width: 16.8 px|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 17.926), (25.5, {width * 1.75})], layer -1, [Projectile type: Drone|Bullet speed: 0.8x|Bullet penetration: 2x|Bullet damage: 0.7x|Reload time: 6x|Bullet lifespan: Eternal|Recoil: 1x Basic Tank|Drone controllability: Yes], projectile code: [Shape: Triangle|Polygonal angle orientation: Vertex|Polygonal side length: Same as width of weapon * 1.2|Color: #ff1493|Attack range radius: 425 px]\n\n~Planet\nCustomization type: Weapon\nTier: 3\nUpgrade from: Satellite\nWeapons of polygonal side symmetry: 1 spawner\n\nAstronomical version of Factory.\n\nCode info:\nUniversal: [Field of view: 1.1x|Drone max count: 8]\n1. TankBody: [Shape: Triangle|Circumcircle diameter: 70 px|Color: #ff1493|Angle: 90\u00b0|Polygonal angle orientation: Side], layer 1\n2. Triangle: [Shape: Triangle|Circumcircle diameter: 54 px|Color: #74c6fc|Angle: 90\u00b0], layer 0\n3. SymmetricalWeapon #1: [Size: 25.5 px|Width: 16.8 px|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 17.926), (25.5, {width * 1.75})], layer -1, [Projectile type: Minion|Bullet speed: 0.56x|Bullet penetration: 4x|Reload time: 6x|Bullet lifespan: Eternal|Recoil: 1x Basic Tank|Drone controllability: Yes], projectile code: [Model:Minion|Attack range radius: 425 px]\n\nCode info of minion:\n1. TankBody: [Shape: Circle|Diameter: width of Weapon #1 * 1.2|Color: #ff1493], layer 1\n2. Weapon #1: [Size: 17.136 px|Width: 10.161 px|Angle: 90\u00b0|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: #ff1493]\n\n~Strangelet\nCustomization type: Weapon\nTier: 3\nUpgrade from: Satellite\nWeapons of polygonal side symmetry: 1 spawner\n\nAstronomical version of Necromancer, this is necromancy but celestial. Strange quark stars are hypothetical type of stars, it's made of strange quark matters, strangelets will turn materials into strange quark matters when touching, it's potentially hazardous.\n\nCode info:\nUniversal: [Field of view: 1.1x|Drone max count: 28 + (Reload time stat * 2)|Can convert food Square into drone when food is killed by players or drones: Yes]\n1. TankBody: [Shape: Triangle|Circumcircle diameter: 70 px|Color: #ff1493|Angle: 90\u00b0|Polygonal angle orientation: Side], layer 1\n2. Triangle: [Shape: Triangle|Circumcircle diameter: 54 px|Color: #c970ed|Angle: 90\u00b0], layer 0\n3. SymmetricalWeapon #1: [Size: 25.5 px|Width: 16.8 px|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 17.926), (25.5, {width * 1.75})], layer -1, [Projectile type: Drone|Bullet penetration: 2x|Bullet damage: 0.62x|Reload time: 6x|Bullet lifespan: Eternal|Recoil: 1x Basic Tank|Drone controllability: Yes], projectile code: [Shape: Square|Polygonal angle orientation: Side|Circumcircle diameter: Same as food Square|Affected by tank's size from level?: No|Color: #ff1493|Attack range radius: 425 px]\n\n~Galaxy\nCustomization type: Weapon\nTier: 3\nUpgrade from: Nebula\nWeapons of polygonal side symmetry: 3 launchers\n\nCombination of Trapper and Triplet.\n\nCode info:\n1. TankBody: [Shape: Triangle|Circumcircle diameter: 70 px|Color: #ff1493|Angle: 90\u00b0|Polygonal angle orientation: Side], layer 1\n2. SymmetricalWeapon #1: [Size: 27.5 px|Width: 16.8 px|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ({width / 2.1}, {width * 1.75})], layer 0, [Projectile type: Trap|Bullet penetration: 2x|Reload time: 1.5x|Bullet lifespan: 282 frames|Deceleration: 0.9x], projectile code: [ShapeModel:Trap|Polygonal side length: (Same as width of weapon * 1.25) * 0.8|Color: #ff1493]\n3. SymmetricalWeapon #2: [Size: 21.5 px|Width: 16.8 px|Color: #999|X-offset: 10.5 px|Y-offset: -10.4 px|Segment: (0, width), (size, width), ({width / 2.1}, {width * 1.75})], layer -1, [Projectile type: Trap|Bullet penetration: 2x|Reload time: 1.5x|Bullet lifespan: 282 frames|Deceleration: 0.9x], projectile code: [ShapeModel:Trap|Polygonal side length: (Same as width of weapon * 1.25) * 0.8|Color: #ff1493]\n4. SymmetricalWeapon #3: [Size: 21.5 px|Width: 16.8 px|Color: #999|X-offset: 10.5 px|Y-offset: 10.4 px|Segment: (0, width), (size, width), ({width / 2.1}, {width * 1.75})], layer -2, [Projectile type: Trap|Bullet penetration: 2x|Reload time: 1.5x|Bullet lifespan: 282 frames|Deceleration: 0.9x], projectile code: [ShapeModel:Trap|Polygonal side length: (Same as width of weapon * 1.25) * 0.8|Color: #ff1493]\n\n~Asteroid\nCustomization type: Weapon\nTier: 3\nUpgrade from: Nebula\nWeapons of polygonal side symmetry: 1 launcher\n\nAstronomical version of Mega Trapper.\n\nCode info:\n1. TankBody: [Shape: Triangle|Circumcircle diameter: 70 px|Color: #ff1493|Angle: 90\u00b0|Polygonal angle orientation: Side], layer 1\n2. SymmetricalWeapon #1: [Size: 21.5 px|Width: 21.84 px|Color: #999|Y-offset: 0 px|Segment: (0, width), (size, width), ({width / 2.1}, {width * 1.75})], layer 0, [Projectile type: Trap|Bullet penetration: 3.2x|Bullet damage: 1.6x|Reload time: 3.3x|Bullet lifespan: 704 frames|Deceleration: 0.9x], projectile code: [ShapeModel:Trap|Polygonal side length: (Same as width of weapon * 1.25) * 1.28|Color: #ff1493]\n\n~Astrosphere\nCustomization type: Accessory\nTier: 3\nUpgrade from: Atmosphere\nAccessories: 1 aura\n\nHeliosphere is astrosphere of Sun. It's best accessory class to could doom boss Frost Emperor.\n\nCode info:\nUniversal: [Cold resistance (collision): 20|Cold resistance (icy radial aura): 2|Defreeze recovery speed: 2.2x]\n1. Accessory #1: [Shape: Circle|Aura range diameter: 7x diameter of hitbox|Color: #ff8ac9 (#999 when disabled by passive mode is on)|Opacity: 30.2%|Aura damage: -1 HP per frames]\n\n~Biosphere\nCustomization type: Accessory\nTier: 3\nUpgrade from: Abiogenesis\nAccessories: 1 aura\n\nAstronomical version of Remedy.\n\nCode info:\n1. Accessory #1: [Shape: Octagon|Polygonal angle orientation: Vertex|Aura range diameter: 8x diameter of tank's body|Color: #50fa7b (#999 when disabled by passive mode is on)|Opacity: 30.2%|Rotation: No|Angle toward to mouse pointer?: Yes|Aura heal: ? HP per frames]\n\n~Meteor\nCustomization type: Accessory\nTier: 3\nUpgrade from: Comet\nAccessories: 4 uncontrollable auto turrets\n\nCode info:\n1. Accessory #1: [Type: Auto turret (small)|Angle: 90\u00b0|X-offset: 20.833 px|Attack range radius: 500 px|Field of view: 360\u00b0|Controllability: No], layer 1\n2. Accessory #2: [Type: Auto turret (small)|Angle: -30\u00b0|X-offset: 20.833 px|Attack range radius: 500 px|Field of view: 360\u00b0|Controllability: No], layer 2\n3. Accessory #3: [Type: Auto turret (small)|Angle: -150\u00b0|X-offset: 20.833 px|Attack range radius: 500 px|Field of view: 360\u00b0|Controllability: No], layer 3\n4. Accessory #4: [Type: Auto turret (central)|X-offset: 0 px|Attack range radius: 500 px|Field of view: 360\u00b0|Controllability: No], layer 4\n\nCode info of small auto turret:\n1. AccessoryBody #1: [Shape: Circle|Diameter: 10 px|Color: 999#], layer 1\n2. Weapon #1: [Size: 11 px|Width: 5.88 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Trapezoidal - (0, 5.88), (11, {width * 1.6})], layer 0, [Projectile type: Bullet|Bullet speed: 1.2x|Bullet damage: 0.3x|Reload time: 0.5x|Recoil: 0.15x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: #ff1493]\n\nCode info of central auto turret:\n1. AccessoryBody #1: [Shape: Circle|Diameter: 27.5 px|Color: 999#], layer 1\n2. Weapon #1: [Size: 30.25 px|Width: 16.17 px|Angle: 90\u00b0|Color: #999|Y-offset: 0 px|Segment: Rectangular], layer 0, [Projectile type: Bullet|Bullet speed: 1.2x|Bullet penetration: 3x|Bullet damage: 0.9x|Recoil: 0.45x], projectile code: [Shape: Circle|Diameter: Same as width of weapon|Color: #ff1493]\n\n~Void\nCustomization type: Accessory\nTier: 3\nUpgrade from: Eclipse\nAccessories: 1 smasher shell\n\nAstronomical version of Spike.\n\nCode info:\nUniversal: [Body damage: +4 stat|Movement speed: +3 stat|Knockback resistance: 50%]\n1. Group #1: [Angle: -90\u00b0|X-offset: 0|Y-offset: 0|Color: #555|Rotation: No|Angle toward to mouse pointer?: Yes], layer 1\n2. Group #2: [Angle: 150\u00b0|X-offset: 0|Y-offset: 0|Color: #555|Rotation: No|Angle toward to mouse pointer?: Yes], layer 0\n3. Group #3: [Angle: 30\u00b0|X-offset: 0|Y-offset: 0|Color: #555|Rotation: No|Angle toward to mouse pointer?: Yes], layer -1\n4. Spike #1: [Shape: Narrow triangle|Geometrical fill: (-8, 4), (-8, -4), (8, 0)|Position angle: 90\u00b0|Angle: 90\u00b0|X-offset: 35.5|Y-offset: 0|Color: #555|Rotation: No|Angle toward to mouse pointer?: Yes], layer 2\n5. Spike #2: [Shape: Narrow triangle|Geometrical fill: (-8, 4), (-8, -4), (8, 0)|Position angle: -150\u00b0|Angle: 90\u00b0|X-offset: 35.5|Y-offset: 0|Color: #555|Rotation: No|Angle toward to mouse pointer?: Yes], layer 3\n6. Spike #3: [Shape: Narrow triangle|Geometrical fill: (-8, 4), (-8, -4), (8, 0)|Position angle: -30\u00b0|Angle: 90\u00b0|X-offset: 35.5|Y-offset: 0|Color: #555|Rotation: No|Angle toward to mouse pointer?: Yes], layer 4\n\nCode info of Group #1/2/3:\n1. Spike #1: [Shape: Narrow triangle|Geometrical fill: (-4.5, 4), (-4.5, -4), (4.5, 0)|Position angle: 90\u00b0|Angle: 90\u00b0|X-offset: 21.5|Y-offset: ([Polygonal side length of tank's body] / 6) * 0.5], layer 1\n2. Spike #2: [Shape: Narrow triangle|Geometrical fill: (-4.5, 4), (-4.5, -4), (4.5, 0)|Position angle: 90\u00b0|Angle: 90\u00b0|X-offset: 21.5|Y-offset: ([Polygonal side length of tank's body] / 6) * 1.5], layer 0\n3. Spike #3: [Shape: Narrow triangle|Geometrical fill: (-4.5, 4), (-4.5, -4), (4.5, 0)|Position angle: 90\u00b0|Angle: 90\u00b0|X-offset: 21.5|Y-offset: ([Polygonal side length of tank's body] / 6) * 2.5], layer -1\n4. Spike #4: [Shape: Narrow triangle|Geometrical fill: (-4.5, 4), (-4.5, -4), (4.5, 0)|Position angle: 90\u00b0|Angle: 90\u00b0|X-offset: 21.5|Y-offset: ([Polygonal side length of tank's body] / 6) * -0.5], layer -2\n5. Spike #5: [Shape: Narrow triangle|Geometrical fill: (-4.5, 4), (-4.5, -4), (4.5, 0)|Position angle: 90\u00b0|Angle: 90\u00b0|X-offset: 21.5|Y-offset: ([Polygonal side length of tank's body] / 6) * -1.5], layer -3\n6. Spike #6: [Shape: Narrow triangle|Geometrical fill: (-4.5, 4), (-4.5, -4), (4.5, 0)|Position angle: 90\u00b0|Angle: 90\u00b0|X-offset: 21.5|Y-offset: ([Polygonal side length of tank's body] / 6) * -2.5], layer -4\n\n~Geosphere\nCustomization type: Accessory\nTier: 3\nUpgrade from: Lithosphere\nAccessories: 1 armor\n\nAstronomical version of Titanium.\n\nCode info:\nUniversal: [Armor: 75%]\n1. Accessory #1: [Shape: Triangle|Circumcircle diameter: Same as diameter of TankBody * 1.02|Angle: 90\u00b0|Polygonal angle orientation: Side|Color: #8ca9c9|Opacity: 100%|Donut hollowness: 60%|Rotation: No|Angle toward to mouse pointer?: Yes]\n\n~~Special\n~Spectator\nWeapons: None\nAccessories: None\n\nCode info:\nUniversal: [HP: Invincible|Body damage: 0 (tank-shape collision), 0 (tank-tank collision)|Movement speed: 1 px per frame (Max velocity: 20 px)|Field of view: 100%|Knockback resistance: 100%|Invisibility: Yes|Cold resistance (collision): Infinity|Cold resistance (icy radial aura): Infinity|Defreeze recovery speed: Infinity], [Stat max limit: Health regeneration - Infinity, max health - Infinity, body damage - Infinity, bullet speed - Infinity, bullet penetration - Infinity, bullet damage - Infinity, reload time - Infinity, movement speed - Infinity, view distance - Infinity]\n1. Empty"},{"assistant_initiates":false,"asst_text":"For the aura healing values of *Abiogenesis* and *Biosphere*, considering the healing rates of the base tanks (*Healer* and *Remedy*), you want them to provide **more healing per frame** than their tank versions.\n\nFrom your provided data:\n\n- **Healer** aura heal: 0.5 HP per frame  \n- **Remedy** aura heal: 0.8 HP per frame  \n\n### Suggested aura heal values:\n\n- **Abiogenesis** (Astronomical version of Healer, Tier 2)  \n  Aura heal: **0.75 HP per frame** (50% more than Healer)  \n  This offers a noticeable improvement over Healer without being too overpowering at Tier 2.\n\n- **Biosphere** (Astronomical version of Remedy, Tier 3)  \n  Aura heal: **1.2 HP per frame** (50% more than Remedy)  \n  This makes Biosphere a strong healing accessory at Tier 3, reflecting progression and reward for ascension.\n\n---\n\n### Final Code info:\n\n**Abiogenesis**  \n1. Accessory #1: [Shape: Octagon | Polygonal angle orientation: Vertex | Aura range diameter: 6x diameter of tank's body | Color: #50fa7b (#999 when disabled by passive mode is on) | Opacity: 30.2% | Rotation: No | Angle toward to mouse pointer?: Yes | Aura heal: 0.75 HP per frames]\n\n**Biosphere**  \n1. Accessory #1: [Shape: Octagon | Polygonal angle orientation: Vertex | Aura range diameter: 8x diameter of tank's body | Color: #50fa7b (#999 when disabled by passive mode is on) | Opacity: 30.2% | Rotation: No | Angle toward to mouse pointer?: Yes | Aura heal: 1.2 HP per frames]\n\n---\n\nIf you want the healing rates scaled further or adjusted for balance considerations, you can freely tweak these values based on playtesting!","behavior":"degenerate_repetition","conversation_hash":"aa41df104bf605a4747c63e710f3cb65","conversation_redacted":false,"conversation_toxic":false,"country":"Russia","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"English","model":"gpt-4.1-mini-2025-04-14","n_chars":2534,"n_turns_in_conversation":2,"n_words":384,"source_row_offset":48861,"source_shard":"turns-00085.parquet","timestamp":"Tue, 22 Jul 2025 12:20:47 GMT","turn_id":"bdddd83a08bb55e99cb6a77e","turn_index":1,"user_text":"Give aura healing for Abiogenesis (more than Healer) and Biosphere (more than Remedy). Aura heal: ? HP per frames.\n\n~Abiogenesis\nCustomization type: Accessory\nTier: 2\nUpgrade from: NoAccessory\nUpgrade to: Biosphere\nAccessories: 1 aura\n\nAstronomical version of Healer.\n\nCode info:\n1. Accessory #1: [Shape: Octagon|Polygonal angle orientation: Vertex|Aura range diameter: 6x diameter of tank's body|Color: #50fa7b (#999 when disabled by passive mode is on)|Opacity: 30.2%|Rotation: No|Angle toward to mouse pointer?: Yes|Aura heal: ? HP per frames]\n\n~Biosphere\nCustomization type: Accessory\nTier: 3\nUpgrade from: Abiogenesis\nAccessories: 1 aura\n\nAstronomical version of Remedy.\n\nCode info:\n1. Accessory #1: [Shape: Octagon|Polygonal angle orientation: Vertex|Aura range diameter: 8x diameter of tank's body|Color: #50fa7b (#999 when disabled by passive mode is on)|Opacity: 30.2%|Rotation: No|Angle toward to mouse pointer?: Yes|Aura heal: ? HP per frames]"},{"assistant_initiates":false,"asst_text":"The error:\n```\nError: TypeScript emitted no output for .../service-worker.ts\n```\nusually means that the TypeScript compiler (`ts-loader` in this case) ran but didn't produce any JavaScript output for that file. This can happen for a few reasons:\n\n---\n\n### Common causes & fixes for \"TypeScript emitted no output\"\n\n1. **The file only contains types or interfaces (which compile away)**\n   - If `service-worker.ts` has only types/interfaces and no actual executable code, TypeScript won't emit JS.\n   - **Fix:** Ensure `service-worker.ts` exports or contains some runtime code.\n   - Check contents of `service-worker.ts` \u2014 if it looks like this:\n     ```ts\n     interface SomeType { ... }\n     ```\n     that would emit no output.\n   - Add a simple statement like:\n     ```ts\n     export {};  // to make it a module with runtime code\n     ```\n     or actual service worker code.\n\n2. **`tsconfig.json` excludes or improperly configured for this file**\n   - Check if `service-worker.ts` is excluded in `tsconfig.json`.\n   - Check `include` and `exclude` options.\n   - Make sure `outDir` and `rootDir` are correct if used.\n\n3. **Incorrect loader configuration or `transpileOnly` mode**\n   - Sometimes `ts-loader` configured with transpileOnly can cause problems.\n   - Try disabling `transpileOnly: true` if set (or add it to speed up compilation).\n   - Make sure `ts-loader` options in your `webpack.config.js` are correct.\n\n4. **File path or filename casing issues**\n   - On Windows, the path is `C:\\Users\\\u05de\u05e9\u05ea\u05de\u05e9\\practicum\\depark\\packages\\frontend\\src\\service-worker.ts`.\n   - Sometimes Unicode in paths can confuse tooling, but this is rare.\n   - Try moving the project to a simple ASCII path as a test.\n\n5. **Errors in source file?**\n   - Try to run `tsc` manually on `service-worker.ts`:\n     ```bash\n     tsc --noEmit src/service-worker.ts\n     ```\n   - Does it report any errors?\n\n6. **Empty file or some syntax that disables output**\n   - Make sure the file is not empty.\n\n---\n\n### Debugging steps:\n\n- Look at the contents of `service-worker.ts`.\n- Try adding simple export statement:\n  ```ts\n  export default null;\n  ```\n- Run `tsc` manually to see if it outputs errors.\n\n- Sample minimal valid service-worker.ts:\n  ```ts\n  self.addEventListener('install', event => {\n    console.log('Service worker installed');\n  });\n  ```\n- If you use TypeScript features like `importScripts` or declare types globally, check for mistakes.\n\n---\n\n### Summary\n\nYour most likely cause is that `service-worker.ts` contains only TypeScript types and no JavaScript output, so nothing is emitted. Add some actual runtime code or exports to solve it.\n\nIf you want me to be more specific, please share the content of `service-worker.ts` and possible parts of your `tsconfig.json` and `webpack.config.js`.","behavior":"degenerate_repetition","conversation_hash":"243f4d24c560959e82447c69d5f846dc","conversation_redacted":false,"conversation_toxic":false,"country":"Israel","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"Hebrew","model":"gpt-4.1-mini-2025-04-14","n_chars":3510,"n_turns_in_conversation":16,"n_words":452,"source_row_offset":48862,"source_shard":"turns-00085.parquet","timestamp":"Tue, 22 Jul 2025 12:20:49 GMT","turn_id":"a624992b1480893fa4bad9d8","turn_index":0,"user_text":"                   npx webpack --config webpack.config.js --no-cache\nasset service-worker.js 1.87 KiB [emitted] (name: main)\n./src/service-worker.ts 39 bytes [built] [code generated]\n\nERROR in ./src/service-worker.ts\nModule build failed (from ../../node_modules/ts-loader/index.js):\nError: TypeScript emitted no output for C:\\Users\\\u05de\u05e9\u05ea\u05de\u05e9\\practicum\\depark\\packages\\frontend\\src\\service-worker.ts.\n    at makeSourceMapAndFinish (C:\\Users\\\u05de\u05e9\u05ea\u05de\u05e9\\practicum\\depark\\node_modules\\ts-loader\\dist\\index.js:55:18)\n    at successLoader (C:\\Users\\\u05de\u05e9\u05ea\u05de\u05e9\\practicum\\depark\\node_modules\\ts-loader\\dist\\index.js:42:5)\n    at Object.loader (C:\\Users\\\u05de\u05e9\u05ea\u05de\u05e9\\practicum\\depark\\node_modules\\ts-loader\\dist\\index.js:23:5)\n\nwebpack 5.100.2 compiled with 1 error in 2209 ms"},{"assistant_initiates":false,"asst_text":"\u05d1\u05d5\u05d5\u05d3\u05d0\u05d9! \n\n\u05d4\u05e9\u05d2\u05d9\u05d0\u05d4:\n```\nError: TypeScript emitted no output for .../service-worker.ts.\n```\n\u05de\u05ea\u05d0\u05e8\u05ea \u05de\u05e6\u05d1 \u05d1\u05d5 \u05e7\u05d5\u05de\u05e4\u05d9\u05d9\u05dc\u05e8 TypeScript (\u05d1\u05d0\u05de\u05e6\u05e2\u05d5\u05ea ts-loader \u05d1\u05de\u05e1\u05d2\u05e8\u05ea webpack) \u05e8\u05e5, \u05d0\u05da \u05dc\u05d0 \u05d9\u05d9\u05e6\u05e8 \u05e7\u05d5\u05d1\u05e5 JavaScript \u05de\u05e7\u05d5\u05d1\u05e5 \u05d4\u05be`service-worker.ts`.\n\n---\n\n### \u05dc\u05de\u05d4 \u05d6\u05d4 \u05e7\u05d5\u05e8\u05d4 \u05d5\u05d0\u05d9\u05da \u05dc\u05ea\u05e7\u05df?\n\n1. **\u05e7\u05d5\u05d1\u05e5 TypeScript \u05de\u05db\u05d9\u05dc \u05e8\u05e7 \u05de\u05de\u05e9\u05e7\u05d9\u05dd \u05d0\u05d5 \u05d8\u05d9\u05e4\u05d5\u05e1\u05d9\u05dd (Interfaces/Types) \u05dc\u05dc\u05d0 \u05e7\u05d5\u05d3 \u05dc\u05d1\u05d9\u05e6\u05d5\u05e2 \u05d1\u05d6\u05de\u05df \u05e8\u05d9\u05e6\u05d4**\n\n   - TypeScript \u05de\u05de\u05d9\u05e8 \u05e8\u05e7 \u05e7\u05d5\u05d3 \u05e9\u05e8\u05e5 (\u05db\u05de\u05d5 \u05e4\u05d5\u05e0\u05e7\u05e6\u05d9\u05d5\u05ea, \u05de\u05e9\u05ea\u05e0\u05d9\u05dd, \u05e7\u05d5\u05d3 \u05e9\u05de\u05d1\u05e6\u05e2 \u05de\u05e9\u05d4\u05d5), \u05d5\u05dc\u05d0 \u05d8\u05d9\u05e4\u05d5\u05e1\u05d9\u05dd \u05d0\u05d5 \u05de\u05de\u05e9\u05e7\u05d9\u05dd - \u05d0\u05dc\u05d5 \"\u05de\u05ea\u05e4\u05d5\u05d2\u05d2\u05d9\u05dd\" \u05d1\u05e7\u05d5\u05de\u05e4\u05d9\u05dc\u05e6\u05d9\u05d4.\n   - \u05d0\u05dd \u05de\u05e7\u05d5\u05d1\u05dc \u05e9\u05be`service-worker.ts` \u05de\u05db\u05d9\u05dc \u05e8\u05e7 \u05d8\u05d9\u05e4\u05d5\u05e1\u05d9\u05dd, \u05dc\u05d0 \u05d9\u05d5\u05d5\u05e6\u05e8 \u05e7\u05d5\u05d1\u05e5 JS.\n   - **\u05e4\u05ea\u05e8\u05d5\u05df \u05e4\u05e9\u05d5\u05d8:** \u05d4\u05d5\u05e1\u05e3 \u05d1\u05e7\u05d5\u05d1\u05e5 \u05e7\u05d5\u05d3 \u05d0\u05de\u05d9\u05ea\u05d9. \u05dc\u05de\u05e9\u05dc:\n     ```ts\n     export {};  // \u05db\u05d3\u05d9 \u05dc\u05d4\u05e4\u05d5\u05da \u05d0\u05ea \u05d4\u05e7\u05d5\u05d1\u05e5 \u05dc\u05de\u05d5\u05d3\u05d5\u05dc \u05e8\u05d9\u05e7 \u05e2\u05dd \u05e4\u05dc\u05d8\n     ```\n     \u05d0\u05d5 \u05e7\u05d5\u05d3 \u05d0\u05de\u05d9\u05ea\u05d9 \u05e9\u05dc service worker:\n     ```ts\n     self.addEventListener('install', event => {\n       console.log('Service worker \u05de\u05d5\u05ea\u05e7\u05df!');\n     });\n     ```\n\n2. **\u05d4\u05d2\u05d3\u05e8\u05d5\u05ea \u05e9\u05d2\u05d5\u05d9\u05d5\u05ea \u05d1\u05e7\u05d5\u05d1\u05e5 tsconfig.json**\n\n   - \u05d9\u05d9\u05ea\u05db\u05df \u05e9\u05d4\u05e7\u05d5\u05d1\u05e5 \u05dc\u05d0 \u05db\u05dc\u05d5\u05dc \u05d1\u05be`include` \u05d0\u05d5 \u05db\u05dc\u05d5\u05dc \u05d1\u05be`exclude`.\n   - \u05d5\u05d3\u05d0 \u05e9\u05d4\u05d4\u05d2\u05d3\u05e8\u05d5\u05ea \u05d1\u05e7\u05d5\u05d1\u05e5 tsconfig \u05de\u05d0\u05e4\u05e9\u05e8\u05d5\u05ea \u05dc\u05e7\u05de\u05e4\u05dc \u05d0\u05ea \u05d4\u05e7\u05d5\u05d1\u05e5.\n   - \u05db\u05d3\u05d0\u05d9 \u05dc\u05d1\u05d3\u05d5\u05e7 \u05d2\u05dd \u05d4\u05d2\u05d3\u05e8\u05d5\u05ea \u05db\u05de\u05d5 `rootDir` \u05d5\u05be`outDir`.\n\n3. **\u05e7\u05d5\u05e0\u05e4\u05d9\u05d2\u05d5\u05e8\u05e6\u05d9\u05d4 \u05e9\u05d2\u05d5\u05d9\u05d4 \u05e9\u05dc ts-loader \u05d1\u05bewebpack**\n\n   - \u05d0\u05dd \u05d9\u05e9 \u05d4\u05d2\u05d3\u05e8\u05d4 `transpileOnly: true`, \u05d4\u05d9\u05d0 \u05e2\u05dc\u05d5\u05dc\u05d4 \u05dc\u05d2\u05e8\u05d5\u05dd \u05dc\u05d1\u05e2\u05d9\u05d5\u05ea.\n   - \u05d5\u05d3\u05d0 \u05e9\u05d4\u05beloader \u05de\u05d5\u05d2\u05d3\u05e8 \u05e0\u05db\u05d5\u05df \u05d1\u05be`webpack.config.js`.\n\n4. **\u05d4\u05e7\u05d5\u05d1\u05e5 \u05e8\u05d9\u05e7 \u05d0\u05d5 \u05e9\u05d4\u05e7\u05d5\u05d3 \u05e9\u05d2\u05d5\u05d9**\n\n   - \u05d5\u05d5\u05d3\u05d0 \u05e9\u05d4\u05e7\u05d5\u05d1\u05e5 \u05dc\u05d0 \u05e8\u05d9\u05e7.\n   - \u05d1\u05d3\u05d5\u05e7 \u05e9\u05d0\u05d9\u05df \u05d1\u05d5 \u05e9\u05d2\u05d9\u05d0\u05d5\u05ea \u05e1\u05d9\u05e0\u05d8\u05e7\u05e1 \u05d0\u05d5 \u05e9\u05d2\u05d9\u05d0\u05d5\u05ea \u05d0\u05d7\u05e8\u05d5\u05ea \u05e9\u05de\u05d5\u05e0\u05e2\u05d5\u05ea \u05d9\u05e6\u05d9\u05e8\u05ea \u05e7\u05d5\u05d3.\n\n5. **\u05d1\u05d3\u05d9\u05e7\u05d4 \u05d9\u05d3\u05e0\u05d9\u05ea**\n\n   - \u05d4\u05e8\u05e5 \u05d0\u05ea \u05d4\u05e4\u05e7\u05d5\u05d3\u05d4 \u05d4\u05d1\u05d0\u05d4 \u05db\u05d3\u05d9 \u05dc\u05d1\u05d3\u05d5\u05e7 \u05d0\u05dd \u05d9\u05e9 \u05e9\u05d2\u05d9\u05d0\u05d5\u05ea TypeScript:\n     ```\n     tsc --noEmit src/service-worker.ts\n     ```\n   - \u05d0\u05dd \u05d9\u05e9 \u05e9\u05d2\u05d9\u05d0\u05d5\u05ea, \u05ea\u05e7\u05df \u05d0\u05d5\u05ea\u05df.\n\n---\n\n### \u05d4\u05d5\u05e8\u05d0\u05d5\u05ea \u05de\u05d5\u05de\u05dc\u05e6\u05d5\u05ea\n\n- \u05e4\u05ea\u05d7 \u05d0\u05ea \u05d4\u05e7\u05d5\u05d1\u05e5 `service-worker.ts`.\n- \u05d5\u05d5\u05d3\u05d0 \u05e9\u05d9\u05e9 \u05d1\u05d5 \u05dc\u05e4\u05d7\u05d5\u05ea \u05de\u05e9\u05d4\u05d5 \u05e9\u05de\u05d9\u05d9\u05e6\u05e8 \u05e7\u05d5\u05d3 \u05dc\u05d4\u05e4\u05e2\u05dc\u05d4 \u05db\u05de\u05d5 \u05d3\u05d5\u05d2\u05de\u05ea \u05d4\u05beevent listener \u05dc\u05de\u05d8\u05d4:\n  \n```ts\nself.addEventListener('install', event => {\n  console.log('Service worker \u05d4\u05d5\u05ea\u05e7\u05df');\n});\n```\n\n- \u05d4\u05e8\u05e5 \u05e9\u05d5\u05d1 \u05d0\u05ea \u05d4\u05bewebpack.\n- \u05d0\u05dd \u05d4\u05d1\u05e2\u05d9\u05d4 \u05e0\u05de\u05e9\u05db\u05ea, \u05e0\u05e1\u05d4 \u05dc\u05d4\u05e2\u05ea\u05d9\u05e7 \u05d0\u05ea \u05d4\u05e4\u05e8\u05d5\u05d9\u05e7\u05d8 \u05dc\u05ea\u05d9\u05e7\u05d9\u05d9\u05d4 \u05dc\u05dc\u05d0 \u05ea\u05d5\u05d5\u05d9\u05dd \u05de\u05d9\u05d5\u05d7\u05d3\u05d9\u05dd \u05d1\u05e9\u05dd \u05d4\u05e0\u05ea\u05d9\u05d1 (\u05dc\u05d3\u05d5\u05d2\u05de\u05d4, \u05dc\u05d0 \u05d1\u05e9\u05d5\u05dd \u05ea\u05d9\u05e7\u05d9\u05d4 \u05e2\u05dd \u05e9\u05dd \u05d1\u05e2\u05d1\u05e8\u05d9\u05ea \u05d0\u05d5 \u05e1\u05d9\u05de\u05e0\u05d9\u05dd \u05de\u05d9\u05d5\u05d7\u05d3\u05d9\u05dd), \u05db\u05d9 \u05dc\u05e4\u05e2\u05de\u05d9\u05dd \u05d6\u05d4 \u05de\u05e9\u05e4\u05d9\u05e2.\n\n---\n\n\u05d0\u05dd \u05ea\u05e8\u05e6\u05d4, \u05ea\u05d5\u05db\u05dc \u05dc\u05e9\u05dc\u05d5\u05d7 \u05dc\u05d9 \u05d0\u05ea \u05d4\u05e7\u05d5\u05d3 \u05e9\u05dc `service-worker.ts` \u05d5\u05d0\u05e0\u05d9 \u05d0\u05e2\u05d6\u05d5\u05e8 \u05dc\u05da \u05dc\u05d1\u05d3\u05d5\u05e7 \u05d0\u05d5\u05ea\u05d5.","behavior":"degenerate_repetition","conversation_hash":"243f4d24c560959e82447c69d5f846dc","conversation_redacted":false,"conversation_toxic":false,"country":"Israel","empty_output":false,"evidence_codes":[],"label":"absent","label_present":false,"label_qualified":false,"label_source":"Final dense release","language":"Hebrew","model":"gpt-4.1-mini-2025-04-14","n_chars":2012,"n_turns_in_conversation":16,"n_words":302,"source_row_offset":48863,"source_shard":"turns-00085.parquet","timestamp":"Tue, 22 Jul 2025 12:20:49 GMT","turn_id":"1a070cee7b8a275c37a6a4ba","turn_index":1,"user_text":"\u05d0\u05e4\u05e9\u05e8 \u05d4\u05e1\u05d1\u05e8 \u05d1\u05e2\u05d1\u05e8\u05d9\u05ea"}],"shard":{"index":85,"name":"turns-00085.parquet","rows":65589}}
