lore chapters: 3,4
2 more lore chapters (5 total now) entering testing mode makes a sound now reduced the requirements and frequency for many tech so that they may show up in "less optimal" situations I hope this will increase build variety and also give more value to making good tech choices countless bug fixes and wording fixes mobs have a new trait mob[i].damageReduction
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@@ -226,6 +226,7 @@ const mobs = {
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alive: true,
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index: i,
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health: tech.mobSpawnWithHealth,
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damageReduction: 1,
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showHealthBar: true,
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accelMag: 0.001 * simulation.accelScale,
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cd: 0, //game cycle when cooldown will be over
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@@ -1015,12 +1016,12 @@ const mobs = {
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dmg *= tech.damageFromTech()
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//mobs specific damage changes
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if (tech.isFarAwayDmg) dmg *= 1 + Math.sqrt(Math.max(500, Math.min(3000, this.distanceToPlayer())) - 500) * 0.0067 //up to 50% dmg at max range of 3500
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if (this.shield) dmg *= 0.075
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if (this.isBoss) dmg *= 0.25
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// if (this.shield) dmg *= 0.075
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// if (this.isBoss) dmg *= 0.25
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dmg *= this.damageReduction
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//energy and heal drain should be calculated after damage boosts
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if (tech.energySiphon && dmg !== Infinity && this.isDropPowerUp && m.immuneCycle < m.cycle) m.energy += Math.min(this.health, dmg) * tech.energySiphon
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if (tech.healthDrain && dmg !== Infinity && this.isDropPowerUp) {
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m.addHealth(Math.min(this.health, dmg) * tech.healthDrain)
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if (m.health > m.maxHealth) m.health = m.maxHealth
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