wormhole
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
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10
js/bullet.js
10
js/bullet.js
@@ -165,12 +165,13 @@ const b = {
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}
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},
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explosion(where, radius) { // typically explode is used for some bullets with .onEnd
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radius *= mod.explosiveRadius
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let dist, sub, knock;
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let dmg = radius * 0.013;
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if (mod.isExplosionHarm) radius *= 1.43 // sqrt(2)radius for 2x more area
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if (mod.isExplosionHarm) radius *= 1.8 // 1/sqrt(2) radius -> area
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if (mod.isSmallExplosion) {
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radius *= 0.5
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dmg *= 1.5
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radius *= 0.8
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dmg *= 1.6
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}
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game.drawList.push({ //add dmg to draw queue
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@@ -197,7 +198,7 @@ const b = {
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if (dist < radius) {
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if (mod.isImmuneExplosion) {
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const mitigate = Math.min(1, Math.max(1 - mech.energy * 0.6, 0))
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const mitigate = Math.min(1, Math.max(1 - mech.energy * 0.7, 0))
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mech.damage(mitigate * radius * (mod.isExplosionHarm ? 0.0004 : 0.0001));
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} else {
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mech.damage(radius * (mod.isExplosionHarm ? 0.0004 : 0.0001));
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@@ -800,7 +801,6 @@ const b = {
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lockedOn: null,
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isFollowMouse: true,
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onDmg(who) {
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console.log(who.alive)
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mobs.statusSlow(who, 60)
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this.endCycle = game.cycle
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if (mod.isHeavyWater) mobs.statusDoT(who, 0.15, 300)
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