metastability
tech: metastability - 20% dup chance, but duplicated powers up eventually explode nerfed tech: electric reactive armor 6% (was 7%) explosion damage reduction for every 10 energy you currently have
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10
js/mob.js
10
js/mob.js
@@ -155,10 +155,10 @@ const mobs = {
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}
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},
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statusDoT(who, tickDamage, cycles = 180) {
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if (!who.isShielded && !m.isBodiesAsleep && who.alive) {
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if (!who.isShielded && who.alive) {
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who.status.push({
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effect() {
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if ((simulation.cycle - this.startCycle) % 30 === 0) {
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if ((simulation.cycle - this.startCycle) % 30 === 0 && !m.isBodiesAsleep) {
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let dmg = b.dmgScale * this.dmg
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who.damage(dmg);
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simulation.drawList.push({ //add dmg to draw queue
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@@ -169,10 +169,6 @@ const mobs = {
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time: simulation.drawTime
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});
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}
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// if (true) {
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// //check for nearby mobs
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// }
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},
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endEffect() {},
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dmg: tickDamage,
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@@ -1090,7 +1086,7 @@ const mobs = {
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bullet[bullet.length - 1].endCycle = simulation.cycle + 660 //10 seconds and 1 extra second for fun
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this.leaveBody = false; // no body since it turned into the bot
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}
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} else if (tech.isShieldAmmo && this.shield && !this.isBonusShield) {
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} else if (tech.isShieldAmmo && this.shield && !this.isExtraShield) {
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let type = tech.isEnergyNoAmmo ? "heal" : "ammo"
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if (Math.random() < 0.4) {
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type = "heal"
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