slasher mob variants
new community training level diamagnetism by Richard0820 it's at the end of the training levels start training by click the top right button at the load screen slasher mob variant with 2 laser swords slasher mob variant with a laser spear suckerBoss pulls in powerUps and makes them orbit better shooterBoss fires faster and larger bullets wormhole 4 -> 5% duplication, and a 10% reduction in energy cost drones fire faster and aim more accurately quenching gives 10% more max health and harm snake tail mobs have 15% less health tungsten carbide properly gives 222 health in addition to the bonus max health
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14
js/player.js
14
js/player.js
@@ -2542,8 +2542,8 @@ const m = {
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fieldUpgrades: [{
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name: "field emitter",
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imageNumber: Math.floor(Math.random() * 23),
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description: `use <strong class='color-f'>energy</strong> to <strong>deflect</strong> mobs
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<br>generate <strong>6</strong> <strong class='color-f'>energy</strong> per second`, // <br><strong>100</strong> max <strong class='color-f'>energy</strong>
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description: `<em>initial field</em><br>use <strong class='color-f'>energy</strong> to <strong>deflect</strong> mobs and <strong>throw</strong> <strong class='color-block'>blocks</strong>
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<br>generate <strong>6</strong> <strong class='color-f'>energy</strong> per second`, // <br><strong>100</strong> max <strong class='color-f'>energy</strong>
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effect: () => {
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m.hold = function () {
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if (m.isHolding) {
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@@ -4174,13 +4174,13 @@ const m = {
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{
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name: "wormhole",
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//<strong class='color-worm'>wormholes</strong> attract <strong class='color-block'>blocks</strong> and power ups<br>
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description: "use <strong class='color-f'>energy</strong> to <strong>tunnel</strong> through a <strong class='color-worm'>wormhole</strong><br><strong>+4%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>generate <strong>6</strong> <strong class='color-f'>energy</strong> per second", //<br>bullets may also traverse <strong class='color-worm'>wormholes</strong>
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description: "use <strong class='color-f'>energy</strong> to <strong>tunnel</strong> through a <strong class='color-worm'>wormhole</strong><br><strong>+5%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>generate <strong>6</strong> <strong class='color-f'>energy</strong> per second", //<br>bullets may also traverse <strong class='color-worm'>wormholes</strong>
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drain: 0,
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effect: function () {
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m.fieldMeterColor = "#bbf" //"#0c5"
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m.eyeFillColor = m.fieldMeterColor
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m.duplicateChance = 0.04
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m.duplicateChance = 0.05
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m.fieldRange = 0
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powerUps.setPowerUpMode(); //needed after adjusting duplication chance
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@@ -4366,7 +4366,7 @@ const m = {
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if (input.field) {
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if (tech.isWormHolePause) {
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const drain = m.fieldRegen + 0.00004
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const drain = m.fieldRegen + 0.000035
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if (m.energy > drain) {
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m.energy -= drain
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if (m.immuneCycle < m.cycle + 1) m.immuneCycle = m.cycle + 1; //player is immune to damage for 1 cycle
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@@ -4400,9 +4400,9 @@ const m = {
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m.grabPowerUp();
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//draw possible wormhole
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if (tech.isWormholeMapIgnore && Matter.Query.ray(map, m.pos, justPastMouse).length !== 0) {
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this.drain = (0.06 + 0.006 * Math.sqrt(mag)) * 2
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this.drain = (0.05 + 0.005 * Math.sqrt(mag)) * 2
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} else {
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this.drain = tech.isFreeWormHole ? 0 : 0.06 + 0.006 * Math.sqrt(mag)
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this.drain = tech.isFreeWormHole ? 0 : 0.05 + 0.005 * Math.sqrt(mag)
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}
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const unit = Vector.perp(Vector.normalise(sub))
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const where = {
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