laserLayer
mob: laserLayer - leaves behind lasers that persist for a few seconds
ghoster mobs do 66% less damage, but they eject your ammo
grappling hook tech rupture renamed swarf
fires several nails at nearby mobs, not explosions
grappling hook 6->9 energy per second
CIWS 18->10 energy
reel +40->75 energy reeling blocks
wormhole 5->7% duplication
cloaking no longer drains energy, this fixes a can't cloak bug
dazzler no longer drains energy
dazzler range reduced by 15%
dazzler stuns for 3->2 seconds
zero point energy 100->166 max energy
expansion 40->77 max energy
annihilation -33% of max energy -> 10 energy
dynamical systems is no longer a field tech 35->30 damage
tessellation is no longer a field tech 50->35 defense
yield stress removed
topological defect 80->111% damage
brittle 80->111% damage
commodities exchange 6-12 -> 10-14 power ups
heat engine 50->40% damage
flame test grenades clusters explode 40% faster
alternator uses 10->0% energy for harpoon
finally made a shared vertexCollision function
this might cause some bugs with laser-like effects...
This commit is contained in:
@@ -229,8 +229,8 @@ function collisionChecks(event) {
|
||||
y: mob[k].velocity.y - 8 * Math.sin(angle)
|
||||
});
|
||||
|
||||
if (tech.isAnnihilation && !mob[k].shield && !mob[k].isShielded && !mob[k].isBoss && mob[k].isDropPowerUp && m.energy > 0.34 * m.maxEnergy && mob[k].damageReduction > 0) {
|
||||
m.energy -= 0.33 * Math.max(m.maxEnergy, m.energy) //0.33 * m.energy
|
||||
if (tech.isAnnihilation && !mob[k].shield && !mob[k].isShielded && !mob[k].isBoss && mob[k].isDropPowerUp && m.energy > 0.1 && mob[k].damageReduction > 0) {
|
||||
m.energy -= 0.1 //* Math.max(m.maxEnergy, m.energy) //0.33 * m.energy
|
||||
if (m.immuneCycle === m.cycle + m.collisionImmuneCycles) m.immuneCycle = 0; //player doesn't go immune to collision damage
|
||||
mob[k].death();
|
||||
simulation.drawList.push({ //add dmg to draw queue
|
||||
|
||||
Reference in New Issue
Block a user