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