engine mods
added more requirements to various mods CPT reversal is more flexible with energy 1.5-5 seconds of rewind drains 66% - 220% energy mod: exothermic process - renamed acute stress response mod: heat engine - reduce max energy by 50 increase damage by 40% mod: Gibbs free energy - gain 5% damage for every 10 energy below 100
This commit is contained in:
26
js/bullet.js
26
js/bullet.js
@@ -852,7 +852,7 @@ const b = {
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if (mod.iceEnergy && !who.shield && !who.isShielded && who.dropPowerUp && who.alive) {
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setTimeout(function() {
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if (!who.alive) {
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mech.energy += mod.iceEnergy * 0.5 * mech.maxEnergy
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mech.energy += mod.iceEnergy
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mech.addHealth(mod.iceEnergy * 0.04)
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}
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}, 10);
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@@ -1255,7 +1255,7 @@ const b = {
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if (isKeep) mod.boomBotCount++;
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}
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},
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nailBot(position = mech.pos) {
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nailBot(position = { x: mech.pos.x + 50 * (Math.random() - 0.5), y: mech.pos.y + 50 * (Math.random() - 0.5) }) {
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const me = bullet.length;
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const dir = mech.angle;
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const RADIUS = (12 + 4 * Math.random())
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@@ -1286,7 +1286,7 @@ const b = {
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onEnd() {},
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do() {
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if (this.lastLookCycle < game.cycle && !mech.isCloak) {
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this.lastLookCycle = game.cycle + 80 - this.isUpgraded * 65
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this.lastLookCycle = game.cycle + (this.isUpgraded ? 15 : 80)
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let target
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for (let i = 0, len = mob.length; i < len; i++) {
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const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
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@@ -1310,7 +1310,7 @@ const b = {
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})
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World.add(engine.world, bullet[me]); //add bullet to world
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},
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foamBot(position = mech.pos) {
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foamBot(position = { x: mech.pos.x + 50 * (Math.random() - 0.5), y: mech.pos.y + 50 * (Math.random() - 0.5) }) {
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const me = bullet.length;
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const dir = mech.angle;
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const RADIUS = (10 + 5 * Math.random())
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@@ -1366,7 +1366,7 @@ const b = {
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})
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World.add(engine.world, bullet[me]); //add bullet to world
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},
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laserBot(position = mech.pos) {
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laserBot(position = { x: mech.pos.x + 50 * (Math.random() - 0.5), y: mech.pos.y + 50 * (Math.random() - 0.5) }) {
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const me = bullet.length;
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const dir = mech.angle;
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const RADIUS = (14 + 6 * Math.random())
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@@ -1443,7 +1443,7 @@ const b = {
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})
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World.add(engine.world, bullet[me]); //add bullet to world
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},
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boomBot(position = mech.pos) {
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boomBot(position = { x: mech.pos.x + 50 * (Math.random() - 0.5), y: mech.pos.y + 50 * (Math.random() - 0.5) }) {
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const me = bullet.length;
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const dir = mech.angle;
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const RADIUS = (7 + 2 * Math.random())
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@@ -1521,7 +1521,7 @@ const b = {
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})
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World.add(engine.world, bullet[me]); //add bullet to world
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},
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plasmaBot(position = mech.pos) {
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plasmaBot(position = { x: mech.pos.x + 50 * (Math.random() - 0.5), y: mech.pos.y + 50 * (Math.random() - 0.5) }) {
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const me = bullet.length;
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const dir = mech.angle;
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const RADIUS = 21
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@@ -2135,8 +2135,8 @@ const b = {
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name: "flechettes",
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description: "fire a volley of <strong class='color-p'>uranium-235</strong> <strong>needles</strong><br>does <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong> over <strong>3</strong> seconds",
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ammo: 0,
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ammoPack: 55,
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defaultAmmoPack: 55,
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ammoPack: 65,
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defaultAmmoPack: 65,
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have: false,
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count: 0, //used to track how many shots are in a volley before a big CD
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lastFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
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@@ -2163,9 +2163,9 @@ const b = {
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this.immuneList.push(who.id)
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who.foundPlayer();
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if (mod.isFastDot) {
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mobs.statusDoT(who, 4, 30)
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mobs.statusDoT(who, 3.78, 30)
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} else {
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mobs.statusDoT(who, 0.66, mod.isSlowDot ? 360 : 180)
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mobs.statusDoT(who, 0.63, mod.isSlowDot ? 360 : 180)
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}
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game.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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@@ -2222,10 +2222,10 @@ const b = {
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makeFlechette(mech.angle - 0.02 - 0.005 * Math.random())
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}
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const CD = (mech.crouch) ? 60 : 30
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const CD = (mech.crouch) ? 50 : 20
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if (this.lastFireCycle + CD < mech.cycle) this.count = 0 //reset count if it cycles past the CD
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this.lastFireCycle = mech.cycle
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if (this.count > ((mech.crouch) ? 7 : 1)) {
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if (this.count > ((mech.crouch) ? 8 : 1)) {
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this.count = 0
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mech.fireCDcycle = mech.cycle + Math.floor(CD * b.fireCD); // cool down
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const who = bullet[bullet.length - 1]
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