recursive mods, gaurdian mod

This commit is contained in:
landgreen
2020-01-01 18:09:03 -08:00
parent cbdd7f006f
commit 47eeafab08
7 changed files with 375 additions and 207 deletions

View File

@@ -142,7 +142,7 @@ function mobCollisionChecks(event) {
let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * game.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0
mech.damage(dmg);
if (mob[k].onHit) mob[k].onHit(k);
if (b.modAnnihilation && mob[k].dropPowerUp) {
if (b.isModAnnihilation && mob[k].dropPowerUp) {
mob[k].death();
game.drawList.push({
//add dmg to draw queue
@@ -180,7 +180,7 @@ function mobCollisionChecks(event) {
if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
// const dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)));
let dmg = b.dmgScale * (obj.dmg + b.modExtraDmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
if (b.modIsCrit && !mob[k].seePlayer.recall) dmg *= 5
if (b.isModCrit && !mob[k].seePlayer.recall) dmg *= 5
mob[k].foundPlayer();
mob[k].damage(dmg);
obj.onDmg(mob[k]); //some bullets do actions when they hits things, like despawn