added flechette dot mod, and wave beam buff

This commit is contained in:
landgreen
2020-03-07 19:02:55 -08:00
parent d13c4e1ca8
commit 2aebc0c650
7 changed files with 157 additions and 75 deletions

View File

@@ -138,9 +138,12 @@ function collisionChecks(event) {
mech.collisionImmuneCycle = mech.cycle + b.modCollisionImmuneCycles; //player is immune to collision damage for 30 cycles
mob[k].foundPlayer();
let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * game.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0
if (b.isModPiezo) {
mech.energy = mech.fieldEnergyMax;
dmg *= 0.9
}
mech.damage(dmg);
if (mob[k].onHit) mob[k].onHit(k);
if (b.isModPiezo) mech.energy = mech.fieldEnergyMax;
if (b.isModAnnihilation && mob[k].dropPowerUp && !mob[k].isShielded) {
mob[k].death();
game.drawList.push({
@@ -193,17 +196,19 @@ function collisionChecks(event) {
return;
}
//mob + body collisions
if (obj.classType === "body" && obj.speed > 5) {
if (obj.classType === "body" && obj.speed > 6) {
const v = Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity));
if (v > 8) {
let dmg = b.dmgScale * (v * Math.sqrt(obj.mass) * 0.07);
if (v > 9) {
let dmg = b.dmgScale * (v * obj.mass * 0.07);
if (b.isModCrit && !mob[k].seePlayer.recall && !mob[k].shield) dmg *= 5
if (mob[k].isShielded) dmg *= 0.5
mob[k].damage(dmg, true);
if (mob[k].distanceToPlayer2() < 1000000) mob[k].foundPlayer();
game.drawList.push({
//add dmg to draw queue
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
radius: Math.sqrt(dmg) * 40,
radius: Math.log(2 * dmg + 1.1) * 40,
color: game.playerDmgColor,
time: game.drawTime
});