mods ejected from Bayesian statistics can't duplicate

the power up boss moves faster, has less health,
  it will eject one of your mods after a collision
  and two health power ups

mod ammonium nitrate: increase explosion damage and area by 25%
  also other explosion mods have been rebalanced (damage buffed, but self damage is also higher)

field: wormhole - teleport around, bullets teleport too, blocks and power ups get sucked in
  mobs don't do much in worm hole yet, but that is coming with future mods
This commit is contained in:
landgreen
2020-10-17 17:29:44 -07:00
parent 858fa5fb24
commit 4187645757
11 changed files with 434 additions and 118 deletions

View File

@@ -165,12 +165,13 @@ const b = {
}
},
explosion(where, radius) { // typically explode is used for some bullets with .onEnd
radius *= mod.explosiveRadius
let dist, sub, knock;
let dmg = radius * 0.013;
if (mod.isExplosionHarm) radius *= 1.43 // sqrt(2)radius for 2x more area
if (mod.isExplosionHarm) radius *= 1.8 // 1/sqrt(2) radius -> area
if (mod.isSmallExplosion) {
radius *= 0.5
dmg *= 1.5
radius *= 0.8
dmg *= 1.6
}
game.drawList.push({ //add dmg to draw queue
@@ -197,7 +198,7 @@ const b = {
if (dist < radius) {
if (mod.isImmuneExplosion) {
const mitigate = Math.min(1, Math.max(1 - mech.energy * 0.6, 0))
const mitigate = Math.min(1, Math.max(1 - mech.energy * 0.7, 0))
mech.damage(mitigate * radius * (mod.isExplosionHarm ? 0.0004 : 0.0001));
} else {
mech.damage(radius * (mod.isExplosionHarm ? 0.0004 : 0.0001));
@@ -800,7 +801,6 @@ const b = {
lockedOn: null,
isFollowMouse: true,
onDmg(who) {
console.log(who.alive)
mobs.statusSlow(who, 60)
this.endCycle = game.cycle
if (mod.isHeavyWater) mobs.statusDoT(who, 0.15, 300)