mod superposition stuns mobs in phase field, stun bug fixes

This commit is contained in:
landgreen
2020-04-05 10:35:09 -07:00
parent e66538820e
commit 51cf02f6d5
8 changed files with 79 additions and 87 deletions

View File

@@ -926,7 +926,7 @@ const b = {
},
{
name: "super ball",
description: "fire one <strong>large</strong> super <strong>ball</strong><br>that <strong>stuns</strong> mobs for <strong>2</strong> second",
description: "fire one <strong>large</strong> super <strong>ball</strong><br>that <strong>stuns</strong> mobs for <strong>3</strong> second",
maxCount: 1,
count: 0,
allowed() {
@@ -1338,7 +1338,7 @@ const b = {
},
{
name: "renormalization",
description: "<strong>phase decoherence field</strong> has <strong>3x visibility</strong><br>and <strong>1/3</strong> <strong class='color-f'>energy</strong> drain when <strong>firing</strong>",
description: "<strong>phase decoherence field</strong> has <strong>3x visibility</strong><br>and <strong>3x</strong> less <strong class='color-f'>energy</strong> drain when <strong>firing</strong>",
maxCount: 1,
count: 0,
allowed() {
@@ -1353,8 +1353,9 @@ const b = {
}
},
{
name: "quantum dissipation",
description: "<strong>phase decoherence field</strong> uses <strong class='color-f'>energy</strong> to <br><strong class='color-d'>damage</strong> unshielded <strong>mobs</strong> that you <strong>overlap</strong>",
name: "superposition",
// description: "<strong>phase decoherence field</strong> applies a <strong>stun</strong><br> to unshielded <strong>mobs</strong> for <strong>2</strong> seconds",
description: "apply a <strong>4</strong> second <strong>stun</strong> to unshielded <strong>mobs</strong><br>that <strong>overlap</strong> with <strong>phase decoherence field</strong>",
maxCount: 1,
count: 0,
allowed() {
@@ -1362,10 +1363,10 @@ const b = {
},
requires: "phase decoherence field",
effect() {
b.isModPhaseFieldDamage = true;
b.superposition = true;
},
remove() {
b.isModPhaseFieldDamage = false;
b.superposition = false;
}
},
],
@@ -2478,7 +2479,7 @@ const b = {
this.force.y += this.mass * 0.001;
};
bullet[me].onDmg = function (who) {
mobs.statusStun(who, 120) // (2.3) * 2 / 14 ticks (2x damage over 7 seconds)
mobs.statusStun(who, 180) // (2.3) * 2 / 14 ticks (2x damage over 7 seconds)
};
} else {
b.muzzleFlash(20);