throwing blocks are buffed

thrown blocks can damage intangible mobs for a couple seconds after they are thrown
  they are set to act like bullets for a few seconds after being thrown
all blocks do 50% more damage to mobs and 50% longer stun
blocks do more damage vs. shielded mobs  (damage penalty is 40%, was 66%))
mass driver - damage increase set to 200% (up from 100%)
negative mass field can lift blocks twice as heavy as before with little movement reduction

tech: flywheel - when mobs die their body is spun and flung at nearby mobs
  requires mass driver, no other mob death tech
This commit is contained in:
landgreen
2021-04-19 19:45:57 -07:00
parent ef63dc5494
commit 43568616fd
9 changed files with 84 additions and 43 deletions

View File

@@ -1073,10 +1073,7 @@ const mobs = {
}
if (tech.isBotSpawnerReset) {
for (let i = 0, len = bullet.length; i < len; i++) {
if (bullet[i].botType && bullet[i].endCycle !== Infinity) {
console.log(bullet[i].endCycle)
bullet[i].endCycle = simulation.cycle + 660 //10 seconds and 1 extra second for fun
}
if (bullet[i].botType && bullet[i].endCycle !== Infinity) bullet[i].endCycle = simulation.cycle + 660 //10 seconds and 1 extra second for fun
}
}
if (Math.random() < tech.botSpawner) {
@@ -1199,9 +1196,13 @@ const mobs = {
};
shrink(body[len], 7 + 4 * Math.random())
}
Matter.World.remove(engine.world, this);
mob.splice(i, 1);
if (tech.isMobBlockFling) b.targetedBlock(body[body.length - 1], true)
} else {
Matter.World.remove(engine.world, this);
mob.splice(i, 1);
}
Matter.World.remove(engine.world, this);
mob.splice(i, 1);
}
});
mob[i].alertRange2 = Math.pow(mob[i].radius * 3 + 550, 2);