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:
16
js/tech.js
16
js/tech.js
@@ -306,9 +306,9 @@
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return b.inventory.length > 0
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return b.inventory.length > 2
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},
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requires: "at least 1 gun",
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requires: "at least 3 guns",
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effect() {
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tech.isDamageForGuns = true;
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},
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@@ -324,9 +324,9 @@
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return b.inventory.length > 0
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return b.inventory.length > 1
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},
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requires: "at least 1 gun",
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requires: "at least 2 guns",
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effect() {
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tech.isFireRateForGuns = true;
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b.setFireCD();
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@@ -2405,7 +2405,7 @@
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},
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{
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name: "energy conservation",
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description: "<strong>6%</strong> of <strong class='color-d'>damage</strong> done recovered as <strong class='color-f'>energy</strong>",
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description: "<strong>5%</strong> of <strong class='color-d'>damage</strong> done recovered as <strong class='color-f'>energy</strong>",
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maxCount: 9,
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count: 0,
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frequency: 1,
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@@ -2415,7 +2415,7 @@
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},
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requires: "",
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effect() {
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tech.energySiphon += 0.06;
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tech.energySiphon += 0.05;
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},
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remove() {
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tech.energySiphon = 0;
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@@ -5053,7 +5053,7 @@
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},
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remove() {
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tech.laserFieldDrain = 0.002;
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tech.laserDamage = 0.16; //used in check on pulse: tech.laserDamage === 0.15
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tech.laserDamage = 0.16; //used in check on pulse: tech.laserDamage === 0.16
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tech.laserColor = "#f00"
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tech.laserColorAlpha = "rgba(255, 0, 0, 0.5)"
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}
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@@ -5219,7 +5219,7 @@
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.haveGunCheck("laser") && tech.laserReflections < 3 && !tech.isWideLaser && tech.laserDamage === 0.15
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return tech.haveGunCheck("laser") && tech.laserReflections < 3 && !tech.isWideLaser && tech.laserDamage === 0.16
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},
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requires: "laser gun, not specular reflection, diffuse, free-electron laser",
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effect() {
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