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:
10
js/player.js
10
js/player.js
@@ -1145,14 +1145,14 @@ const m = {
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m.fieldCDcycle = m.cycle + 15;
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m.isHolding = false;
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//bullet-like collisions
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m.holdingTarget.collisionFilter.category = cat.body; //cat.bullet;
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m.holdingTarget.collisionFilter.category = cat.bullet; //cat.body;
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m.holdingTarget.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield;
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//check every second to see if player is away from thrown body, and make solid
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const solid = function(that) {
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const dx = that.position.x - player.position.x;
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const dy = that.position.y - player.position.y;
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if (dx * dx + dy * dy > 10000 && that !== m.holdingTarget) {
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// that.collisionFilter.category = cat.body; //make solid
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that.collisionFilter.category = cat.body; //make solid
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that.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet; //can hit player now
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} else {
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setTimeout(solid, 25, that);
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@@ -1650,14 +1650,14 @@ const m = {
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},
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{
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name: "negative mass field",
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description: "use <strong class='color-f'>energy</strong> to nullify <strong style='letter-spacing: 7px;'>gravity</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>50%</strong><br><strong>blocks</strong> held by the field have a lower <strong>mass</strong>",
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description: "use <strong class='color-f'>energy</strong> to nullify <strong style='letter-spacing: 7px;'>gravity</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>55%</strong><br><strong>blocks</strong> held by the field have a lower <strong>mass</strong>",
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fieldDrawRadius: 0,
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effect: () => {
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m.fieldFire = true;
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m.holdingMassScale = 0.03; //can hold heavier blocks with lower cost to jumping
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m.holdingMassScale = 0.01; //can hold heavier blocks with lower cost to jumping
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m.fieldMeterColor = "#333"
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m.eyeFillColor = m.fieldMeterColor
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m.fieldHarmReduction = 0.5;
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m.fieldHarmReduction = 0.55;
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m.fieldDrawRadius = 0;
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m.hold = function() {
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