foam balance
beating the final boss automatically increases the difficulty mode for this run and future runs some foam balancing, mostly buffs standing wave harmonics gets 15% harm reduction again
This commit is contained in:
19
js/bullet.js
19
js/bullet.js
@@ -3298,7 +3298,7 @@ const b = {
|
||||
lookFrequency: 60 + Math.floor(7 * Math.random()),
|
||||
drain: tech.isLaserDiode * tech.laserFieldDrain,
|
||||
isArmed: false,
|
||||
torqueMagnitude: (Math.random() > 0.5 ? 1 : -1) * 0.000003,
|
||||
torqueMagnitude: 0.000003 * (Math.round(Math.random()) ? 1 : -1),
|
||||
range: 1500,
|
||||
endCycle: Infinity,
|
||||
classType: "bullet",
|
||||
@@ -3329,8 +3329,7 @@ const b = {
|
||||
) {
|
||||
this.do = this.laserSpin
|
||||
this.endCycle = simulation.cycle + 300
|
||||
this.torqueMagnitude *= 2
|
||||
this.torque += this.inertia * this.torqueMagnitude * 30 //spin
|
||||
// if (this.angularSpeed < 0.01) this.torque += this.inertia * this.torqueMagnitude * 5 //spin
|
||||
this.isArmed = true
|
||||
}
|
||||
}
|
||||
@@ -3555,21 +3554,21 @@ const b = {
|
||||
name: "foam",
|
||||
description: "spray bubbly foam that <strong>sticks</strong> to mobs<br><strong class='color-s'>slows</strong> mobs and does <strong class='color-d'>damage</strong> over time",
|
||||
ammo: 0,
|
||||
ammoPack: 30,
|
||||
ammoPack: 35,
|
||||
have: false,
|
||||
fire() {
|
||||
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 20 : 6) * b.fireCD); // cool down
|
||||
const radius = (mech.crouch ? 10 + 5 * Math.random() : 4 + 6 * Math.random()) + (tech.isAmmoFoamSize && this.ammo < 200) * 9
|
||||
const radius = (mech.crouch ? 10 + 5 * Math.random() : 4 + 6 * Math.random()) + (tech.isAmmoFoamSize && this.ammo < 300) * 12
|
||||
const SPEED = 18 - radius * 0.4;
|
||||
const dir = mech.angle + 0.2 * (Math.random() - 0.5)
|
||||
const position = {
|
||||
x: mech.pos.x + 30 * Math.cos(mech.angle),
|
||||
y: mech.pos.y + 30 * Math.sin(mech.angle)
|
||||
}
|
||||
const SPEED = 19 - radius * 0.5;
|
||||
const velocity = {
|
||||
x: SPEED * Math.cos(dir),
|
||||
y: SPEED * Math.sin(dir)
|
||||
}
|
||||
const position = {
|
||||
x: mech.pos.x + 30 * Math.cos(mech.angle),
|
||||
y: mech.pos.y + 30 * Math.sin(mech.angle)
|
||||
}
|
||||
b.foam(position, velocity, radius)
|
||||
}
|
||||
},
|
||||
|
||||
Reference in New Issue
Block a user