WIMPs
ice-IX does 15% more damage tech: WIMPs - an indestructible harmful particle slowly chases you spawn 2-3 research at the end of each level experimental mode : WIMPS chase you beating the final boss looks a bit less like death and a bit more like winning also there are some text directions on how to enter endless mode (press T after you win) tech removed: 1-body problem
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@@ -522,7 +522,7 @@ const m = {
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if (tech.isSpeedHarm) dmg *= 1 - Math.min(player.speed * 0.019, 0.60)
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if (tech.isSlowFPS) dmg *= 0.8
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// if (tech.isPiezo) dmg *= 0.85
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if (tech.isHarmReduce && m.fieldUpgrades[m.fieldMode].name === "negative mass field" && m.isFieldActive) dmg *= 0.5
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if (tech.isHarmReduce && input.field && m.fieldCDcycle < m.cycle) dmg *= 0.5
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if (tech.isBotArmor) dmg *= 0.94 ** b.totalBots()
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if (tech.isHarmArmor && m.lastHarmCycle + 600 > m.cycle) dmg *= 0.33;
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if (tech.isNoFireDefense && m.cycle > m.fireCDcycle + 120) dmg *= 0.34
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@@ -986,7 +986,6 @@ const m = {
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m.airSpeedLimit = 125
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m.drop();
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m.holdingMassScale = 0.5;
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m.isFieldActive = false; //only being used by negative mass field
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m.fieldArc = 0.2; //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
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m.calculateFieldThreshold(); //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
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m.isBodiesAsleep = true;
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@@ -1670,7 +1669,6 @@ const m = {
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m.hold = function() {
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m.airSpeedLimit = 125 //5 * player.mass * player.mass
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m.FxAir = 0.016
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m.isFieldActive = false;
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if (m.isHolding) {
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m.drawHold(m.holdingTarget);
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m.holding();
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@@ -1680,7 +1678,6 @@ const m = {
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m.lookForPickUp();
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const DRAIN = 0.00035
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if (m.energy > DRAIN) {
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m.isFieldActive = true; //used with tech.isHarmReduce
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m.airSpeedLimit = 400 // 7* player.mass * player.mass
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m.FxAir = 0.005
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@@ -2986,7 +2983,7 @@ const m = {
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let type = tech.isEnergyNoAmmo ? "heal" : "ammo"
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if (Math.random() < 0.4) {
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type = "heal"
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} else if (Math.random() < 0.3 && !tech.isSuperDeterminism) {
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} else if (Math.random() < 0.23 && !tech.isSuperDeterminism) {
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type = "research"
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}
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powerUps.spawn(mob[k].position.x, mob[k].position.y, type);
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