railgun
tech railgun - harpoon charge fires and no longer retracts, get 8x ammo from power ups
railgun has auto-targeting, like harpoon
the aiming graphic is gone
disables filament, reticulum, toggling
unlocks capacitor bank
mobs do 2% less harm to player
player does 0.5% more damage per level
Zeno's paradox removes 1/10 -> 1/12 -> 1/14 (7%) health every 5 seconds
drone gun gets 10% more ammo
harpoon damage reduced by 15%
random bots have a 100% -> 66% chance to match your upgraded bot type
phonon has 1/8 -> 1/9 less ammo than matter wave
Penrose process gain 63 -> 53 energy when wormhole eats blocks
transdimensional spores makes 20% fewer spores when wormhole eats blocks
bugfixes
This commit is contained in:
17
js/spawn.js
17
js/spawn.js
@@ -3532,7 +3532,7 @@ const spawn = {
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me.isBoss = true;
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me.inertia = Infinity; //no rotation
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// me.accelMag = 0.00008 + 0.00007 * simulation.accelScale;
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me.burstFireFreq = 20 + Math.floor(20 * simulation.CDScale)
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me.burstFireFreq = 22 + Math.floor(22 * simulation.CDScale)
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me.burstTotalPhases = 4 + Math.floor(2 / simulation.CDScale)
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me.noFireTotalCycles = 390
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me.frictionStatic = 0;
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@@ -3602,10 +3602,10 @@ const spawn = {
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}
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}
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if (this.phaseCycle > -1) {
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Matter.Body.rotate(this, 0.08)
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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])), -26)
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const velocity = Vector.mult(Vector.normalise(Vector.sub(this.position, this.vertices[i])), -20)
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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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@@ -3683,10 +3683,10 @@ const spawn = {
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// this.isInvulnerable = true
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// this.damageReduction = 0
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} else {
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if (Math.abs(this.velocity.y) < 10) {
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if (Math.abs(this.velocity.y) < 11) {
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Matter.Body.setVelocity(this, { x: this.velocity.x, y: this.velocity.y * 1.03 });
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}
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if (Math.abs(this.velocity.x) < 7) {
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if (Math.abs(this.velocity.x) < 8) {
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Matter.Body.setVelocity(this, { x: this.velocity.x * 1.03, y: this.velocity.y });
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}
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}
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@@ -3729,6 +3729,7 @@ const spawn = {
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me.explodeRange = 200 + 150 * Math.random()
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me.isExploding = false
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me.countDown = Math.ceil(4 * Math.random())
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me.isInvulnerable = true //not actually invulnerable, just prevents block + ice-9 interaction
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// me.onHit = function() {
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// this.isExploding = true
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@@ -3749,9 +3750,9 @@ const spawn = {
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this.death();
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//hit player
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if (Vector.magnitude(Vector.sub(this.position, player.position)) < this.explodeRange) {
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m.damage(0.008 * simulation.dmgScale);
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const DRAIN = 0.08 * (tech.isRadioactiveResistance ? 0.25 : 1)
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if (m.energy > DRAIN) m.energy -= DRAIN
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m.damage(0.01 * simulation.dmgScale * (tech.isRadioactiveResistance ? 0.25 : 1));
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m.energy -= 0.1 * (tech.isRadioactiveResistance ? 0.25 : 1)
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if (m.energy < 0) m.energy = 0
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}
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// mob[i].isInvulnerable = false //make mineBoss not invulnerable ?
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const range = this.explodeRange + 50 //mines get a slightly larger range to explode
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