stun and burn balance
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@@ -89,7 +89,7 @@ const b = {
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},
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{
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name: "fluoroantimonic acid",
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description: "each <strong>bullet</strong> does instant <strong class='color-d'>damage</strong><br><strong>active</strong> when you are above <strong>80%</strong> base health",
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description: "each <strong>bullet</strong> does instant <strong class='color-p'>acid</strong> <strong class='color-d'>damage</strong><br><strong>active</strong> when you are above <strong>80%</strong> base health",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -1459,7 +1459,7 @@ const b = {
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mob[i].force.y += knock.y;
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radius *= 0.93 //reduced range for each additional explosion target
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damageScale *= 0.8 //reduced damage for each additional explosion target
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// mobs.statusBlind(mob[i])
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mobs.statusStun(mob[i])
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// if (isBurn) mobs.statusBurn(mob[i], 0.4) // (2.2) * 1.3 * 30/180 // 6 ticks (3 seconds)
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} else if (!mob[i].seePlayer.recall && dist < alertRange) {
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mob[i].locatePlayer();
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@@ -1720,7 +1720,7 @@ const b = {
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friction: 0,
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frictionAir: 0.025,
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thrust: b.isModFastSpores ? 0.0008 : 0.0004,
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dmg: 0, //2.2, //damage done in addition to the damage from momentum
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dmg: 2.2, //damage done in addition to the damage from momentum
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classType: "bullet",
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collisionFilter: {
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category: cat.bullet,
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@@ -1728,8 +1728,8 @@ const b = {
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},
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endCycle: game.cycle + Math.floor((660 + Math.floor(Math.random() * 240)) * b.isModBulletsLastLonger),
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minDmgSpeed: 0,
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onDmg(who) {
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mobs.statusPoison(who, 0.5, 180) // (2.2) * 1.3 * 30/180 // 6 ticks (3 seconds)
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onDmg() {
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// mobs.statusPoison(who, 0.5, 180) // (2.2) * 1.3 * 30/180 // 6 ticks (3 seconds)
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this.endCycle = 0; //bullet ends cycle after doing damage
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},
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onEnd() {},
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@@ -2104,8 +2104,6 @@ const b = {
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isEasyToAim: false,
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fire() {
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const me = bullet.length;
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b.muzzleFlash(15);
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// if (Math.random() > 0.2) mobs.alert(500);
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const dir = mech.angle + (Math.random() - 0.5) * ((mech.crouch) ? 0.03 : 0.1);
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bullet[me] = Bodies.rectangle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20 * b.modBulletSize, 6 * b.modBulletSize, b.fireAttributes(dir));
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b.fireProps(mech.crouch ? 8 : 4, mech.crouch ? 52 : 38, dir, me); //cd , speed
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@@ -2114,8 +2112,15 @@ const b = {
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bullet[me].frictionAir = mech.crouch ? 0.007 : 0.01;
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if (b.isModIceCrystals) {
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bullet[me].onDmg = function (who) {
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if (!who.shield) mobs.statusSlow(who, 60)
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mobs.statusSlow(who, 60)
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};
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//ice muzzleFlash
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ctx.fillStyle = "rgb(0,100,255)";
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ctx.beginPath();
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ctx.arc(mech.pos.x + 35 * Math.cos(mech.angle), mech.pos.y + 35 * Math.sin(mech.angle), 15, 0, 2 * Math.PI);
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ctx.fill();
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} else {
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b.muzzleFlash(15);
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}
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bullet[me].do = function () {
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this.force.y += this.mass * 0.0005;
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@@ -2163,7 +2168,7 @@ const b = {
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name: "super balls", //2
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description: "fire <strong>four</strong> balls in a wide arc<br>balls <strong>bounce</strong> with no momentum loss",
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ammo: 0,
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ammoPack: 10,
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ammoPack: 12,
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have: false,
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num: 5,
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isStarterGun: true,
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@@ -2198,10 +2203,10 @@ const b = {
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},
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{
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name: "fléchettes", //3
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description: "fire a <strong>precise</strong> volley of <strong>high velocity</strong> needles<br>needles deliver <strong class='color-p'>chemical</strong> damage over 3 seconds",
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description: "fire a <strong>precise</strong> volley of <strong>high velocity</strong> needles<br>needles deliver <strong class='color-p'>chemical</strong> <strong class='color-d'>damage</strong> over 3 seconds",
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ammo: 0,
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ammoPack: 22,
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defaultAmmoPack: 22,
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ammoPack: 23,
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defaultAmmoPack: 23,
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have: false,
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isStarterGun: true,
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isEasyToAim: false,
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@@ -2222,14 +2227,16 @@ const b = {
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function makeFlechette(angle = mech.angle) {
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const me = bullet.length;
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bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(mech.angle), mech.pos.y + 40 * Math.sin(mech.angle), 45 * b.modBulletSize, 1.4 * b.modBulletSize, b.fireAttributes(angle));
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Matter.Body.setDensity(bullet[me], 0.0001); //0.001 is normal
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// Matter.Body.setDensity(bullet[me], 0.0001); //0.001 is normal
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bullet[me].endCycle = game.cycle + 180;
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bullet[me].dmg = 0;
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bullet[me].onDmg = function (who) {
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if (b.isModDotFlechette) {
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mobs.statusPoison(who, 0.38, 360) // (2.3) * 2 / 14 ticks (2x damage over 7 seconds)
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} else {
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mobs.statusPoison(who, 0.38, 180) // (2.3) / 6 ticks (3 seconds)
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if (!who.isShielded) {
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if (b.isModDotFlechette) {
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mobs.statusPoison(who, 0.33, 360) // (2.3) * 2 / 14 ticks (2x damage over 7 seconds)
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} else {
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mobs.statusPoison(who, 0.33, 180) // (2.3) / 6 ticks (3 seconds)
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}
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}
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};
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@@ -2590,7 +2597,7 @@ const b = {
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},
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{
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name: "spores", //10
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description: "fire <strong>sporangiums</strong> that discharge <strong class='color-p' style='letter-spacing: 2px;'>spores</strong><br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> do <strong class='color-d'>damage</strong> over <strong>3</strong> seconds",
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description: "fire a <strong>sporangium</strong> that discharges <strong class='color-p' style='letter-spacing: 2px;'>spores</strong>",
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ammo: 0,
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ammoPack: (game.difficultyMode > 3) ? 3 : 4,
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have: false,
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