pilot wave is a bit slower
spammable methods of energy generation no longer work while immune to damage rail-gun, flip-flop, dynamo-bots, ice-IX, energy siphon pilot wave follows the mouse a bit slower (I think this is actually a buff, because blocks stay in the field better) a newly clicked pilot wave now begins at the player, not the mouse (this is just because it looks cool) tech: many worlds, now only spawns 1 tech (use to spawn a heal, ammo, research too)
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@@ -1947,7 +1947,7 @@ const b = {
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mobs.statusSlow(who, 180)
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this.endCycle = simulation.cycle
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// if (tech.isHeavyWater) mobs.statusDoT(who, 0.15, 300)
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if (tech.iceEnergy && !who.shield && !who.isShielded && who.isDropPowerUp && who.alive) {
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if (tech.iceEnergy && !who.shield && !who.isShielded && who.isDropPowerUp && who.alive && m.immuneCycle < m.cycle) {
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setTimeout(function() {
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if (!who.alive) {
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m.energy += tech.iceEnergy * 0.8
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@@ -2497,7 +2497,7 @@ const b = {
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//check for damage
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if (!m.isBodiesAsleep) {
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if (!((m.cycle + this.phase) % 30)) { //twice a second
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if (Vector.magnitude(Vector.sub(this.position, player.position)) < 250) { //give energy
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if (Vector.magnitude(Vector.sub(this.position, player.position)) < 250 && m.immuneCycle < m.cycle) { //give energy
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Matter.Body.setAngularVelocity(this, this.spin)
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if (this.isUpgraded) {
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m.energy += 0.11
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@@ -4164,7 +4164,7 @@ const b = {
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}
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if (tech.isCapacitor) {
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if (m.energy > 0.16 || tech.isRailEnergyGain) {
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if ((m.energy > 0.16 || tech.isRailEnergyGain) && m.immuneCycle < m.cycle) {
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m.energy += 0.16 * (tech.isRailEnergyGain ? 6 : -1)
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m.fireCDcycle = m.cycle + Math.floor(30 * b.fireCD);
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const me = bullet.length;
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@@ -4345,7 +4345,7 @@ const b = {
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let smoothRate = 0.98 * (m.crouch ? 0.99 : 1) * (0.98 + 0.02 * b.fireCD) //small b.fireCD = faster shots, b.fireCD=1 = normal shot, big b.fireCD = slower chot
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this.charge = this.charge * smoothRate + 1 * (1 - smoothRate)
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if (tech.isRailEnergyGain) {
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m.energy += (this.charge - previousCharge) * 2 //energy drain is proportional to charge gained, but doesn't stop normal m.fieldRegen
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if (m.immuneCycle < m.cycle) m.energy += (this.charge - previousCharge) * 2 //energy drain is proportional to charge gained, but doesn't stop normal m.fieldRegen
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} else {
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m.energy -= (this.charge - previousCharge) * 0.33 //energy drain is proportional to charge gained, but doesn't stop normal m.fieldRegen
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}
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