laser delay
laser energy drain and damage now scale with fire delay effects no change for pulse since it already has a fire delay explosion harm to player no longer scales with explosion radius explosion damage will treat all explosions the same as a basic grenade explosion large radius explosions are much safer acetone peroxide 80->70% increased radius, 100->50% increase in harm from explosions CPT only triggers from damage above 1% per game cycle so no trigger from slime hazards or black holes or mob auras level: reactor has a horizontal flipped mode regression gives finalBoss(1.0005), Boss(1.0025), mob(1.05) increased damage taken JUNK tech: return - go back to the intro level, but keep your tech bug fixes
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18
js/mob.js
18
js/mob.js
@@ -115,13 +115,19 @@ const mobs = {
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who.isStunned = true;
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who.status.push({
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effect() {
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who.seePlayer.yes = false;
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who.seePlayer.recall = 0;
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who.seePlayer.position = {
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x: who.position.x + 100 * (Math.random() - 0.5),
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y: who.position.y + 100 * (Math.random() - 0.5)
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if (who.memory !== Infinity) {
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who.seePlayer.yes = false;
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who.seePlayer.recall = 0;
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who.seePlayer.position = {
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x: who.position.x + 100 * (Math.random() - 0.5),
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y: who.position.y + 100 * (Math.random() - 0.5)
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}
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} else {
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Matter.Body.setVelocity(who, {
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x: who.velocity.x * 0.6,
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y: who.velocity.y * 0.6
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});
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}
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// && !who.isBoss
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if (who.velocity.y < 2) who.force.y += who.mass * 0.0004 //extra gravity
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//draw health bar
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