blast mines
tech: blast mines - mines stun when they activate laser mines only fire if crouching (so you can fire normal mines when energy is low) mines now includes the radius of the mob when calculating mobs in range so it will detonate from the final boss from farther away mines have a small random chance to detonate from targets up to 40% father away time dilation field drains less energy for the first few seconds, but linearly ramps up energy drain as you stay frozen in time unfreezing time returns you the normal drain rate in half the time to ramp up this should be a buff for all situations, except someone who has a huge external source of energy 360 wave beam has reduced mob slow effect
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@@ -568,7 +568,7 @@ const powerUps = {
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// if (powerUps.research.count) text += `<div class="choose-grid-module" onclick="powerUps.research.use('tech')"><div class="grid-title"><div class="circle-grid research"></div> research <span class="research-select">${powerUps.research.count}</span></div></div>`
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if (tech.isExtraGunField) {
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if (Math.random() > 0.5) {
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if (Math.random() > 0.5 && b.inventory.length < b.guns.length) {
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//bonus gun in tech menu
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let choiceGun = powerUps.gun.pick(b.guns)
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powerUps.gun.choiceLog.push(choiceGun)
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@@ -693,8 +693,8 @@ const powerUps = {
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powerUps.research.currentRerollCount = 0
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if (tech.isTechDamage && who.name === "tech") m.damage(0.11)
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if (tech.isMassEnergy) m.energy += 2;
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if (tech.isMineDrop) {
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if (tech.isLaserMine) {
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if (tech.isMineDrop && b.length < 150) {
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if (tech.isLaserMine && m.crouch) {
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b.laserMine(who.position)
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} else {
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b.mine(who.position, { x: 0, y: 0 }, 0, tech.isMineAmmoBack)
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