ideal gas law
ideal gas law - lose all your current foam ammo; foam gun gets 1200% more ammo from ammo power ups pressure vessel - has 25% more charges produced as you hold slashBoss is a bit slower and has a bit longer between slashes reactor SprayBoss: slower to fire, slower to move, smaller bullets, fewer in number just a tiny nerf though bug fixes
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18
js/spawn.js
18
js/spawn.js
@@ -3556,8 +3556,8 @@ const spawn = {
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let me = mob[mob.length - 1];
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me.isBoss = true;
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me.inertia = Infinity; //no rotation
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me.burstFireFreq = 18 + Math.floor(14 * simulation.CDScale)
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me.burstTotalPhases = 3 + Math.floor(2 / simulation.CDScale)
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me.burstFireFreq = 22 + Math.floor(15 * simulation.CDScale)
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me.burstTotalPhases = 3.5 + Math.floor(1.5 / simulation.CDScale)
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me.frictionStatic = 0;
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me.friction = 0;
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me.frictionAir = 0;
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@@ -3605,8 +3605,8 @@ const spawn = {
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if (this.speed < 0.01) {
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Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(Vector.sub(player.position, this.position)), 0.1));
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} else {
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if (Math.abs(this.velocity.y) < 13) Matter.Body.setVelocity(this, { x: this.velocity.x, y: this.velocity.y * 1.07 });
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if (Math.abs(this.velocity.x) < 10) Matter.Body.setVelocity(this, { x: this.velocity.x * 1.07, y: this.velocity.y });
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if (Math.abs(this.velocity.y) < 12) Matter.Body.setVelocity(this, { x: this.velocity.x, y: this.velocity.y * 1.07 });
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if (Math.abs(this.velocity.x) < 9) Matter.Body.setVelocity(this, { x: this.velocity.x * 1.07, y: this.velocity.y });
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}
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}
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me.burstFire = function() {
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@@ -3640,8 +3640,8 @@ const spawn = {
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if (this.phaseCycle > -1) {
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Matter.Body.rotate(this, 0.02)
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for (let i = 0, len = this.vertices.length; i < len; i++) { //fire a bullet from each vertex
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spawn.sniperBullet(this.vertices[i].x, this.vertices[i].y, 8, 4);
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const velocity = Vector.mult(Vector.normalise(Vector.sub(this.position, this.vertices[i])), -20)
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spawn.sniperBullet(this.vertices[i].x, this.vertices[i].y, 6, 4);
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const velocity = Vector.mult(Vector.normalise(Vector.sub(this.position, this.vertices[i])), -17)
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Matter.Body.setVelocity(mob[mob.length - 1], {
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x: velocity.x,
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y: velocity.y
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@@ -3929,9 +3929,9 @@ const spawn = {
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me.damageReduction = 0.1 / (tech.isScaleMobsWithDuplication ? 1 + tech.duplicationChance() : 1)
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me.startingDamageReduction = me.damageReduction
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me.isInvulnerable = false
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me.frictionAir = 0.01
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me.frictionAir = 0.02
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me.seeAtDistance2 = 1000000;
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me.accelMag = 0.001 + 0.0003 * simulation.accelScale;
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me.accelMag = 0.0004 + 0.00015 * simulation.accelScale;
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Matter.Body.setDensity(me, 0.0005); //normal is 0.001
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me.collisionFilter.mask = cat.bullet | cat.player | cat.body | cat.map
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me.memory = Infinity;
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@@ -3939,7 +3939,7 @@ const spawn = {
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me.lockedOn = null;
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me.torqueMagnitude = 0.00024 * me.inertia * (Math.random() > 0.5 ? -1 : 1);
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me.delay = 60 + 60 * simulation.CDScale;
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me.delay = 70 + 70 * simulation.CDScale;
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me.cd = 0;
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me.swordRadius = 0;
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me.swordVertex = 1
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