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