buffBoss
buffBoss: group of mobs that buff their group after they die this boss maybe unbalanced in some situations, let me know (get them all low on health before you start killing them) complex spin-statistics gives 1.5/7 harm immunity (was 1/7) also tech frequency was halved tech fermions is now on by default: thrown blocks can collide with intangible mobs pilot wave uses 5% more energy for balance
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@@ -1135,7 +1135,7 @@ const m = {
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b.pulse(50 * Math.pow(m.holdingTarget.mass, 0.25), m.angle)
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} else { //normal throw
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//bullet-like collisions
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m.holdingTarget.collisionFilter.category = tech.isBlockBullets ? cat.bullet : cat.body;
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m.holdingTarget.collisionFilter.category = cat.bullet
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m.holdingTarget.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield;
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//check every second to see if player is away from thrown body, and make solid
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const solid = function(that) {
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@@ -2322,7 +2322,7 @@ const m = {
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// },
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{
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name: "pilot wave",
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description: "use <strong class='color-f'>energy</strong> to push <strong class='color-block'>blocks</strong> with your mouse<br>field <strong>radius</strong> decreases out of <strong>line of sight</strong><br><strong class='color-f'>energy</strong> drain scales with <strong>mass</strong>",
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description: "use <strong class='color-f'>energy</strong> to push <strong class='color-block'>blocks</strong> with your mouse<br><strong class='color-block'>blocks</strong> can <strong>collide</strong> with <strong>intangible</strong> mobs<br>field <strong>radius</strong> decreases out of <strong>line of sight</strong>",
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effect: () => {
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m.fieldPhase = 0;
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m.fieldPosition = {
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@@ -2431,7 +2431,7 @@ const m = {
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for (let i = 0, len = body.length; i < len; ++i) {
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if (Vector.magnitude(Vector.sub(body[i].position, m.fieldPosition)) < m.fieldRadius && !body[i].isNotHoldable) {
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const DRAIN = speed * body[i].mass * 0.000013 // * (1 + m.energy * m.energy) //drain more energy when you have more energy
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const DRAIN = speed * body[i].mass * 0.000015 // * (1 + m.energy * m.energy) //drain more energy when you have more energy
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if (m.energy > DRAIN) {
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m.energy -= DRAIN;
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Matter.Body.setVelocity(body[i], velocity); //give block mouse velocity
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@@ -2442,7 +2442,7 @@ const m = {
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const unit = Vector.mult(Vector.normalise(sub), body[i].mass * tech.pilotForce * Vector.magnitude(sub))
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body[i].force.x += unit.x
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body[i].force.y += unit.y - body[i].mass * simulation.g //remove gravity effects
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if (tech.isBlockBullets && body[i].collisionFilter.category !== cat.bullet) body[i].collisionFilter.category = cat.bullet;
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if (body[i].collisionFilter.category !== cat.bullet) body[i].collisionFilter.category = cat.bullet;
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} else {
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m.fieldCDcycle = m.cycle + 120;
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m.fieldOn = false
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