block
"block" is now styled text blocking with a shield is now called deflecting added 100% block damage buffs to flywheel and inelastic collision restitution now spawns 2 power ups (up from 1) about 75 edits to tech requirement text
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@@ -187,8 +187,8 @@ function collisionChecks(event) {
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if (obj.classType === "body" && obj.speed > 6) {
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const v = Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity));
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if (v > 9) {
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let dmg = 0.075 * b.dmgScale * v * obj.mass * tech.throwChargeRate;
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if (mob[k].isShielded) dmg *= 0.6
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let dmg = 0.075 * b.dmgScale * v * obj.mass * (tech.throwChargeRate) * (tech.isBlockHarm ? 2 : 1) * (tech.isMobBlockFling ? 2 : 1);
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if (mob[k].isShielded) dmg *= 0.7
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mob[k].damage(dmg, true);
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if (tech.isBlockPowerUps && !mob[k].alive && mob[k].isDropPowerUp && m.throwCycle > m.cycle) {
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let type = tech.isEnergyNoAmmo ? "heal" : "ammo"
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@@ -197,8 +197,7 @@ function collisionChecks(event) {
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} else if (Math.random() < 0.4 && !tech.isSuperDeterminism) {
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type = "research"
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}
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powerUps.spawn(mob[k].position.x, mob[k].position.y, type);
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// for (let i = 0, len = Math.ceil(2 * Math.random()); i < len; i++) {}
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for (let i = 0; i < 2; i++) powerUps.spawn(mob[k].position.x, mob[k].position.y, type);
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}
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const stunTime = dmg / Math.sqrt(obj.mass)
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