blockBoss
blockBoss: new boss based on work by TheShwarma (3x chance to randomly see blockBoss until next patch) it's over powered, I'll probably nerf it next patch, but I want to get some feedback first on how to nerf it hint: if you kill the boss all the mobBlocks turn back into blocks very very small blocks are slightly limited in how fast they can be thrown they were moving so fast they would miss their target sometimes tech: energy conservation gives 5% energy back (was 6%) tech: arsenal requires at least 3 guns in your inventory tech: active cooling requires at least 2 guns in your inventory several bug fixes
This commit is contained in:
@@ -3080,13 +3080,13 @@ const b = {
|
||||
minDmgSpeed: 2,
|
||||
lookFrequency: 27 + Math.ceil(6 * Math.random()),
|
||||
cd: 0,
|
||||
delay: 80,
|
||||
delay: 70,
|
||||
range: 70 + 3 * b.totalBots(),
|
||||
endCycle: Infinity,
|
||||
classType: "bullet",
|
||||
collisionFilter: {
|
||||
category: cat.bullet,
|
||||
mask: b.totalBots() < 50 ? cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield : cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield //if over 50 bots, they no longer collide with each other
|
||||
mask: b.totalBots() < 50 ? (cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield) : (cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield) //if over 50 bots, they no longer collide with each other
|
||||
},
|
||||
beforeDmg() {},
|
||||
onEnd() {},
|
||||
@@ -5055,7 +5055,7 @@ const b = {
|
||||
|
||||
m.fireCDcycle = Infinity //can't fire until mouse is released
|
||||
const previousCharge = this.charge
|
||||
let smoothRate = (m.crouch ? 0.98 : 0.985) * (0.98 + 0.02 * b.fireCDscale) //small b.fireCDscale = faster shots, b.fireCDscale=1 = normal shot, big b.fireCDscale = slower chot
|
||||
let smoothRate = Math.min(0.998, (m.crouch ? 0.98 : 0.985) * (0.98 + 0.02 * b.fireCDscale)) //small b.fireCDscale = faster shots, b.fireCDscale=1 = normal shot, big b.fireCDscale = slower chot
|
||||
this.charge = this.charge * smoothRate + 1 - smoothRate
|
||||
m.energy += (this.charge - previousCharge) * (tech.isRailEnergyGain ? 1 : -0.33) //energy drain is proportional to charge gained, but doesn't stop normal m.fieldRegen
|
||||
//draw targeting
|
||||
|
||||
Reference in New Issue
Block a user