b.AoEStunEffect(where, range, cycles = 120 + 60 * Math.random())
b.boomBot(position = { x: player.position.x + 50 * (Math.random() -
0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, isConsole =
true)
b.bulletDo()
b.bulletDraw()
b.bulletRemove()
b.clearPermanentBots()
b.convertBotsTo(type)
b.crit(mob, bullet)
b.delayDrones(where, droneCount = 1)
b.drone(where = { x: m.pos.x + 30 * Math.cos(m.angle) + 20 *
(Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 20 *
(Math.random() - 0.5) }, speed = 1)
b.droneRadioactive(where = { x: m.pos.x + 30 * Math.cos(m.angle) + 20 *
(Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 20 *
(Math.random() - 0.5) }, speed = 1)
b.dynamoBot(position = player.position, isConsole = true)
b.explosion(where, radius, color = "rgba(255,25,0,0.6)")
b.explosionRange()
b.extruder()
b.fire()
b.fireAlwaysFire()
b.fireAttributes(dir, rotate = true)
b.fireFloat()
b.fireFlower(where, size)
b.fireNormal()
b.fireNotMove()
b.fireProps(cd, speed, dir, me)
b.fireWithAmmo()
b.fireworks(where, size)
b.flea(where, velocity, radius = 6 + 3 * Math.random() + 10 *
tech.wormSize * Math.random())
b.foam(position, velocity, radius)
b.foamBot(position = { x: player.position.x + 50 * (Math.random() -
0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, isConsole =
true)
b.giveGuns(gun = "random", ammoPacks = 10)
b.grapple(where, angle = m.angle, harpoonSize = 1)
b.grenade()
b.grenadeEnd()
b.harpoon(where, target, angle = m.angle, harpoonSize = 1, isReturn =
false, totalCycles = 35, isReturnAmmo = true, thrust = 0.1)
b.hasBotUpgrade()
b.iceIX(speed = 0, dir = m.angle + Math.PI * 2 * Math.random(), where =
{ x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 *
Math.sin(m.angle) })
b.laser(where = { x: m.pos.x + 20 * Math.cos(m.angle), y: m.pos.y + 20 *
Math.sin(m.angle) }, whereEnd = { x: where.x + 3000 * Math.cos(m.angle),
y: where.y + 3000 * Math.sin(m.angle) }, dmg = tech.laserDamage,
reflections = tech.laserReflections, isThickBeam = false, push = 1)
b.laserBot(position = { x: player.position.x + 50 * (Math.random() -
0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, isConsole =
true)
b.laserMine(position, velocity = { x: 0, y: -8 })
b.mine(where, velocity, angle = 0)
b.missile(where, angle, speed, size = 1)
b.missileBot(position = { x: player.position.x + 50 * (Math.random() -
0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, isConsole =
true)
b.muzzleFlash(radius = 30)
b.nail(pos, velocity, dmg = 1)
b.nailBot(position = { x: player.position.x + 50 * (Math.random() -
0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, isConsole =
true)
b.needle(angle = m.angle)
b.onCollision(event)
b.orbitBot(position = player.position, isConsole = true)
b.outOfAmmo()
b.plasma()
b.plasmaBot(position = { x: player.position.x + 50 * (Math.random() -
0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, isConsole =
true)
b.pulse(charge, angle = m.angle, where = m.pos)
b.randomBot(where = player.position, isKeep = true, isLaser = true)
b.refundAmmo()
b.removeAllGuns()
b.removeBot()
b.removeConsBB(me)
b.removeGun(gunName)
b.respawnBots()
b.setDynamoBotDelay()
b.setFireCD()
b.setFireMethod()
b.setGrenadeMode()
b.soundBot(position = { x: player.position.x + 50 * (Math.random() -
0.5), y: player.position.y + 50 * (Math.random() - 0.5) }, isConsole =
true)
b.spore(where, isFreeze = tech.isSporeFreeze)
b.starburst(where, size)
b.superBall(where, velocity, radius)
b.targetedBall(position, num = 1, speed = 42 + 12 * Math.random(), range
= 1200, isRandomAim = true)
b.targetedBlock(who, speed = 50 - Math.min(20, who.mass * 2), range =
1600)
b.targetedFoam(position, num = 1, speed = 21 + 7 * Math.random(), range
= 1200, isRandomAim = true)
b.targetedNail(position, num = 1, speed = 40 + 10 * Math.random(), range
= 1200, isRandomAim = true, damage = 1.4)
b.totalBots()
b.worm(where, isFreeze = tech.isSporeFreeze)
b.zeroBotCount()
spawn.MACHO(x = m.pos.x, y = m.pos.y)
spawn.WIMP(x = level.exit.x + tech.wimpCount * 200 * (Math.random() -
0.5), y = level.exit.y + tech.wimpCount * 200 * (Math.random() - 0.5))
spawn.beamer(x, y, radius = 15 + Math.ceil(Math.random() * 15))
spawn.beetleBoss(x, y, radius = 50)
spawn.blinkBoss(x, y)
spawn.blockBoss(x, y, radius = 60)
spawn.blockDoor(x, y, blockSize = 60)
spawn.blockGroup(x, y, num = 3 + Math.random() * 8)
spawn.blockGroupMob(x, y, radius = 25 + Math.floor(Math.random() * 20))
spawn.blockMob(x, y, host, growCycles = 60)
spawn.bodyRect(x, y, width, height, chance = 1, properties = { friction:
0.05, frictionAir: 0.001 })
spawn.bodyVertex(x, y, vector, properties)
spawn.bomb(x, y, radius = 9, sides = 5)
spawn.bomberBoss(x, y, radius = 88)
spawn.boost(x, y, height = 1000)
spawn.bounceBoss(x, y, radius = 80, isSpawnBossPowerUp = true)
spawn.bounceBullet(x, y, velocity = { x: 0, y: 0 }, radius = 11, sides =
6)
spawn.bullet(x, y, radius = 9, sides = 0)
spawn.cellBoss(x, y, radius = 20, cellID)
spawn.cellBossCulture(x, y, radius = 20, num = 5)
spawn.constrain2AdjacentMobs(nodes, stiffness, loop = false, damping =
0)
spawn.constrainAllMobCombos(nodes, stiffness)
spawn.constraintBB(bodyIndexA, bodyIndexB, stiffness)
spawn.constraintPB(x, y, bodyIndex, stiffness)
spawn.debris(x, y, width, number = Math.floor(2 + Math.random() * 9))
spawn.dragonFlyBoss(x, y, radius = 42)
spawn.exploder(x, y, radius = 40 + Math.ceil(Math.random() * 50))
spawn.finalBoss(x, y, radius = 300)
spawn.flutter(x, y, radius = 20 + 6 * Math.random())
spawn.focuser(x, y, radius = 30 + Math.ceil(Math.random() * 10))
spawn.ghoster(x, y, radius = 50 + Math.ceil(Math.random() * 90))
spawn.grenade(x, y, lifeSpan = 90 + Math.ceil(60 /
simulation.accelScale), pulseRadius = Math.min(550, 250 +
simulation.difficulty * 3), size = 3)
spawn.grenadier(x, y, radius = 35 + Math.ceil(Math.random() * 20))
spawn.grenadierBoss(x, y, radius = 95)
spawn.groupShield(targets, x, y, radius, stiffness = 0.4)
spawn.growBoss(x, y, radius, buffID)
spawn.growBossCulture(x, y, radius = 17, nodes = 12 + Math.min(10,
simulation.difficulty * 0.25))
spawn.grower(x, y, radius = 15)
spawn.historyBoss(x, y, radius = 30)
spawn.hopBullet(x, y, radius = 10 + Math.ceil(Math.random() * 8))
spawn.hopMomBoss(x, y, radius = 120)
spawn.hopper(x, y, radius = 30 + Math.ceil(Math.random() * 30))
spawn.laser(x, y, radius = 30)
spawn.laserBombingBoss(x, y, radius = 80)
spawn.laserBoss(x, y, radius = 30)
spawn.laserTargetingBoss(x, y, radius = 80)
spawn.launcher(x, y, radius = 30 + Math.ceil(Math.random() * 40))
spawn.launcherBoss(x, y, radius = 90, isSpawnBossPowerUp = true)
spawn.launcherOne(x, y, radius = 30 + Math.ceil(Math.random() * 40))
spawn.mantisBoss(x, y, radius = 35, isSpawnBossPowerUp = true)
spawn.mapRect(x, y, width, height, properties)
spawn.mapRectNow(x, y, width, height, properties, isRedrawMap = true)
spawn.mapVertex(x, y, vector, properties)
spawn.mapVertexNow
spawn.mapVertexNow(x, y, vector, properties, isRedrawMap = true)
spawn.mine(x, y)
spawn.mineBoss(x, y, radius = 120, isSpawnBossPowerUp = true)
spawn.orbital(who, radius, phase, speed)
spawn.orbitalBoss(x, y, radius = 70)
spawn.powerUpBoss(x, y, vertices = 9, radius = 130)
spawn.powerUpBossBaby(x, y, vertices = 9, radius = 60)
spawn.pulsar(x, y, radius = 40)
spawn.pulsarBoss(x, y, radius = 90, isNonCollide = false)
spawn.randomGroup(x, y, chance = 1)
spawn.randomLevelBoss(x, y, options = [])
spawn.randomMob(x, y, chance = 1)
spawn.randomSmallMob(x, y, num =
Math.max(Math.min(Math.round(Math.random() * simulation.difficulty *
0.2), 4), 0), size = 16 + Math.ceil(Math.random() * 15), chance = 1)
spawn.revolutionBoss(x, y, radius = 70)
spawn.secondaryBossChance(x, y)
spawn.seeker(x, y, radius = 8, sides = 6)
spawn.setSpawnList()
spawn.shield(target, x, y, chance = Math.min(0.02 +
simulation.difficulty * 0.005, 0.2) + tech.duplicationChance(),
isExtraShield = false)
spawn.shieldingBoss(x, y, radius = 200)
spawn.shooter(x, y, radius = 25 + Math.ceil(Math.random() * 50))
spawn.shooterBoss(x, y, radius = 110, isSpawnBossPowerUp = true)
spawn.slashBoss(x, y, radius = 80)
spawn.slasher(x, y, radius = 33 + Math.ceil(Math.random() * 30))
spawn.slasher2(x, y, radius = 33 + Math.ceil(Math.random() * 30))
spawn.slasher3(x, y, radius = 33 + Math.ceil(Math.random() * 30))
spawn.snakeBody(x, y, radius = 10)
spawn.snakeSpitBoss(x, y, radius = 50)
spawn.sneakBoss(x, y, radius = 70)
spawn.sneaker(x, y, radius = 15 + Math.ceil(Math.random() * 10))
spawn.sniper(x, y, radius = 35 + Math.ceil(Math.random() * 30))
spawn.sniperBullet(x, y, radius = 9, sides = 5)
spawn.spawnBuilding(x, y, w, h, leftDoor, rightDoor, walledSide)
spawn.spawnChance(chance)
spawn.spawnOrbitals(who, radius, chance = Math.min(0.25 +
simulation.difficulty * 0.005))
spawn.spawnStairs(x, y, num, w, h, stepRight)
spawn.spawner(x, y, radius = 55 + Math.ceil(Math.random() * 50))
spawn.spawnerBoss(x, y, radius, spawnID)
spawn.spawnerBossCulture(x, y, radius = 50, num = 8 + Math.min(20,
simulation.difficulty * 0.4))
spawn.spawns(x, y, radius = 15)
spawn.spiderBoss(x, y, radius = 60 + Math.ceil(Math.random() * 10))
spawn.spinner(x, y, radius = 30 + Math.ceil(Math.random() * 35))
spawn.sprayBoss(x, y, radius = 40, isSpawnBossPowerUp = true)
spawn.springer(x, y, radius = 20 + Math.ceil(Math.random() * 35))
spawn.stabber(x, y, radius = 25 + Math.ceil(Math.random() * 12),
spikeMax = 7)
spawn.starter(x, y, radius = Math.floor(15 + 20 * Math.random()))
spawn.streamBoss(x, y, radius = 110)
spawn.striker(x, y, radius = 14 + Math.ceil(Math.random() * 25))
spawn.sucker(x, y, radius = 30 + Math.ceil(Math.random() * 25))
spawn.suckerBoss(x, y, radius = 25)
spawn.tetherBoss(x, y, constraint, radius = 90)
spawn.timeBoss(x, y, radius = 50, isSpawnBossPowerUp = true)
spawn.timeSkipBoss(x, y, radius = 50)
spawn.wireFoot()
spawn.wireFootLeft()
spawn.wireHead()
spawn.wireKnee()
spawn.wireKneeLeft()
spawn.zombie(x, y, radius, sides, color)
tech.addJunkTechToPool(percent)
tech.countJunkTech()
tech.damageFromTech()
tech.duplicationChance()
tech.giveRandomJUNK()
tech.giveTech(index = 'random')
tech.hasEsplosiveDamageCheck()
tech.haveGunCheck(name, needActive = true)
tech.maxDuplicationEvent()
tech.removeJunkTechFromPool()
tech.removeTech(index = 'random')
tech.setBotTechFrequency(f = 0)
tech.setCheating()
tech.setTechFrequency(name, frequency)
tech.setupAllTech()