plasma ball damage radius is 2x bigger
  map collisions radius is unchanged
  it no longer pops after hitting mobs
  energy drain is 50% higher

JUNK tech: rule 30

generalist cycles guns with final boss phases
This commit is contained in:
landgreen
2022-05-08 06:39:19 -07:00
parent d74e7b53fe
commit 127a074b33
7 changed files with 108 additions and 53 deletions

View File

@@ -5146,11 +5146,11 @@ const b = {
let knock, spread
if (input.down) {
spread = 0.65
m.fireCDcycle = m.cycle + Math.floor(60 * b.fireCDscale) // cool down
m.fireCDcycle = m.cycle + Math.floor(69 * b.fireCDscale) // cool down
if (tech.isShotgunImmune && m.immuneCycle < m.cycle + Math.floor(60 * b.fireCDscale)) m.immuneCycle = m.cycle + Math.floor(60 * b.fireCDscale); //player is immune to damage for 30 cycles
knock = 0.01
} else {
m.fireCDcycle = m.cycle + Math.floor(47 * b.fireCDscale) // cool down
m.fireCDcycle = m.cycle + Math.floor(53 * b.fireCDscale) // cool down
if (tech.isShotgunImmune && m.immuneCycle < m.cycle + Math.floor(47 * b.fireCDscale)) m.immuneCycle = m.cycle + Math.floor(47 * b.fireCDscale); //player is immune to damage for 30 cycles
spread = 1.3
knock = 0.1
@@ -5496,8 +5496,8 @@ const b = {
name: "matter wave",
description: "emit a <strong>wave packet</strong> of oscillating particles<br>that propagates through <strong>solids</strong>",
ammo: 0,
ammoPack: 120,
defaultAmmoPack: 120,
ammoPack: 115,
defaultAmmoPack: 115,
have: false,
wavePacketCycle: 0,
delay: 40,