custom run fixes. mod balance
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@@ -179,7 +179,7 @@ function mobCollisionChecks(event) {
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if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
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// const dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Matter.Vector.magnitude(Matter.Vector.sub(mob[k].velocity, obj.velocity)));
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let dmg = b.dmgScale * (obj.dmg + b.modExtraDmg + 0.15 * obj.mass * Matter.Vector.magnitude(Matter.Vector.sub(mob[k].velocity, obj.velocity)))
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if (b.modIsCrit && !mob[k].seePlayer.recall) dmg *= 6
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if (b.modIsCrit && !mob[k].seePlayer.recall) dmg *= 5
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mob[k].foundPlayer();
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mob[k].damage(dmg);
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obj.onDmg(); //some bullets do actions when they hits things, like despawn
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@@ -187,7 +187,8 @@ function mobCollisionChecks(event) {
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//add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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radius: Math.sqrt(dmg) * 40,
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// radius: Math.sqrt(dmg) * 40,
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radius: Math.log(2 * dmg + 1.1) * 40,
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color: game.playerDmgColor,
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time: game.drawTime
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});
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