superfluidity
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@@ -476,7 +476,7 @@ const mech = {
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if (mod.isDeathAvoid && powerUps.reroll.rerolls) { //&& Math.random() < 0.5
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powerUps.reroll.changeRerolls(-1)
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mech.energy = mech.maxEnergy * 0.5
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mech.energy = mech.maxEnergy * 0.6
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// if (mech.energy < 0.05) mech.energy = 0.05
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mech.immuneCycle = mech.cycle + 120 //disable this.immuneCycle bonus seconds
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game.makeTextLog("<span style='font-size:115%;'> <strong>death</strong> avoided<br><strong>1</strong> <strong class='color-r'>reroll</strong> consumed</span>", 420)
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@@ -505,7 +505,7 @@ const mech = {
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if (mech.health < 0 || isNaN(mech.health)) {
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if (mod.isDeathAvoid && powerUps.reroll.rerolls > 0) { //&& Math.random() < 0.5
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powerUps.reroll.changeRerolls(-1)
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mech.health = mech.maxHealth * 0.5
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mech.health = mech.maxHealth * 0.6
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// if (mech.health < 0.05) mech.health = 0.05
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mech.immuneCycle = mech.cycle + 120 //disable this.immuneCycle bonus seconds
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game.makeTextLog("<span style='font-size:115%;'> <strong>death</strong> avoided<br><strong>1</strong> <strong class='color-r'>reroll</strong> consumed</span>", 420)
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@@ -942,7 +942,7 @@ const mech = {
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y: powerUp[i].velocity.y * 0.11
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});
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if (dist2 < 5000 && !game.isChoosing) { //use power up if it is close enough
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if (mod.isMassEnergy) mech.energy = mech.maxEnergy * 2;
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if (mod.isMassEnergy) mech.energy = mech.maxEnergy * 3;
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Matter.Body.setVelocity(player, { //player knock back, after grabbing power up
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x: player.velocity.x + ((powerUp[i].velocity.x * powerUp[i].mass) / player.mass) * 0.3,
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y: player.velocity.y + ((powerUp[i].velocity.y * powerUp[i].mass) / player.mass) * 0.3
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@@ -1950,7 +1950,7 @@ const mech = {
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y: powerUp[i].velocity.y * 0.11
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});
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if (dist2 < 5000 && !game.isChoosing) { //use power up if it is close enough
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if (mod.isMassEnergy) mech.energy = mech.maxEnergy * 2;
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if (mod.isMassEnergy) mech.energy = mech.maxEnergy * 3;
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powerUp[i].effect();
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Matter.World.remove(engine.world, powerUp[i]);
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powerUp.splice(i, 1);
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