builds, drone balance, recursive heal mod fixed

This commit is contained in:
landgreen
2019-12-02 05:24:43 -08:00
parent 65977ce5aa
commit 349a6cf211
5 changed files with 61 additions and 46 deletions

View File

@@ -100,7 +100,7 @@ const b = {
},
{
name: "ceramic plating",
description: "<strong>immune</strong> to <strong class='color-e'>explosions</strong> and enemy fields",
description: "<strong>immune</strong> to <strong class='color-e'>explosions</strong><br> <strong>immune</strong> to enemy field effects",
have: false, //5
effect: () => {
b.isModAoEImmunity = true; //good for guns with explosions
@@ -167,6 +167,7 @@ const b = {
description: "<strong class='color-h'>healing</strong> power ups bring you to <strong>full health</strong>",
have: false, //13
effect: () => { // good with ablative synthesis, melee builds
b.isModFullHeal = true
}
},
{
@@ -174,7 +175,6 @@ const b = {
description: "<strong>launch blocks</strong> at much higher speeds<br>carry more massive blocks",
have: false, //14
effect: () => { // good with guns that run out of ammo
b.isModFullHeal = true
mech.throwChargeRate = 4;
mech.throwChargeMax = 150;
mech.holdingMassScale = 0.05; //can hold heavier blocks with lower cost to jumping
@@ -200,7 +200,7 @@ const b = {
},
{
name: "kinetic bombardment",
description: "do extra <strong class='color-d'>damage</strong> from farther away<br><em>up to 50% increase at about 30 steps away</em>",
description: "do extra <strong class='color-d'>damage</strong> from a distance<br><em>up to 50% increase at about 30 steps away</em>",
have: false, //17
effect: () => { // good with annihilation, melee builds
b.isModFarAwayDmg = true; //used in mob.damage()
@@ -224,7 +224,7 @@ const b = {
},
{
name: "monogamy",
description: "equipping your first gun reduces <strong class='color-d'>damage</strong> taken<br>scales by <strong>7%</strong> for each gun in your inventory",
description: "using your first gun reduces <strong class='color-d'>damage</strong> taken<br>scales by <strong>7%</strong> for each gun in your inventory",
have: false, //20
effect: () => { // good with long term planning
b.isModMonogamy = true
@@ -1563,9 +1563,9 @@ const b = {
friction: 0.05,
frictionAir: 0.0005,
restitution: 1,
dmg: 0.14 + b.modExtraDmg, //damage done in addition to the damage from momentum
lookFrequency: 79 + Math.floor(37 * Math.random()),
endCycle: game.cycle + Math.floor((960 + 360 * Math.random()) * b.isModBulletsLastLonger),
dmg: 0.13 + b.modExtraDmg, //damage done in addition to the damage from momentum
lookFrequency: 83 + Math.floor(41 * Math.random()),
endCycle: game.cycle + Math.floor((900 + 360 * Math.random()) * b.isModBulletsLastLonger),
classType: "bullet",
collisionFilter: {
category: 0x000100,
@@ -1641,7 +1641,7 @@ const b = {
}
}
})
b.fireProps(mech.crouch ? 19 : 15, mech.crouch ? 35 : 1, dir, me); //cd , speed
b.fireProps(mech.crouch ? 14 : 10, mech.crouch ? 40 : 1, dir, me); //cd , speed
b.drawOneBullet(bullet[me].vertices);
}
},