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
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@@ -389,12 +389,10 @@ const m = {
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},
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death() {
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if (tech.isImmortal) { //if player has the immortality buff, spawn on the same level with randomized damage
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//remove immortality tech
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// for (let i = 0; i < tech.tech.length; i++) {
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// if (tech.tech[i].name === "quantum immortality") tech.removeTech(i)
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// }
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simulation.wipe = function() { //set wipe to have trails
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ctx.fillStyle = "rgba(255,255,255,0)";
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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@@ -480,7 +478,7 @@ const m = {
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setMaxHealth() {
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m.maxHealth = m.baseHealth + tech.extraMaxHealth + tech.isFallingDamage //+ tech.bonusHealth
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document.getElementById("health-bg").style.width = `${Math.floor(300*m.maxHealth)}px`
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simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-h'>maxHealth</span> <span class='color-symbol'>=</span> ${m.maxHealth.toFixed(3)}`)
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simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-h'>maxHealth</span> <span class='color-symbol'>=</span> ${m.maxHealth.toFixed(2)}`)
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if (m.health > m.maxHealth) m.health = m.maxHealth;
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m.displayHealth();
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},
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@@ -655,13 +653,12 @@ const m = {
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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}
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}, 3000);
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return;
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} else { //death
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m.health = 0;
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m.energy = 0;
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m.death();
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return;
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}
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return;
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}
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} else {
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dmg *= m.harmReduction()
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@@ -1161,7 +1158,7 @@ const m = {
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const charge = Math.min(m.throwCharge / 5, 1)
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//***** scale throw speed with the first number, 80 *****
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let speed = 80 * charge * Math.min(1, 0.8 / Math.pow(m.holdingTarget.mass, 0.25));
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let speed = 80 * charge * Math.min(0.85, 0.8 / Math.pow(m.holdingTarget.mass, 0.25));
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if (Matter.Query.collides(m.holdingTarget, map).length !== 0) {
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speed *= 0.7 //drop speed by 30% if touching map
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