coupling tech
tech: crystallography - convert all your research into 0.25 coupling per research tech: residual dipolar coupling - cancelling field gun or tech gives +0.5 coupling tech: fine-structure constant - +6 coupling, eject this tech if you take damage coupling for cloaking field now gives +33% ambush damage tech: ambush removed coupling for time dilation now gives +25% longer time dilation effect about +2 seconds coupling tech isn't well balanced yet, so give me feedback non-unitary operator renamed to Hilbert space bug fixes
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22
js/spawn.js
22
js/spawn.js
@@ -743,7 +743,7 @@ const spawn = {
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vertexCollision(where, look, body);
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if (!m.isCloak) vertexCollision(where, look, [playerBody, playerHead]);
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if (best.who && (best.who === playerBody || best.who === playerHead) && m.immuneCycle < m.cycle) {
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if (m.immuneCycle < m.cycle + 60 + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + 60 + tech.collisionImmuneCycles; //player is immune to damage extra time
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if (m.immuneCycle < m.cycle + 60 + m.collisionImmuneCycles) m.immuneCycle = m.cycle + 60 + m.collisionImmuneCycles; //player is immune to damage extra time
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m.damage(dmg);
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simulation.drawList.push({ //add dmg to draw queue
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x: best.x,
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@@ -1639,7 +1639,7 @@ const spawn = {
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me.collisionFilter.category = cat.mobBullet;
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me.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet;
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me.onHit = function() {
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this.explode(this.mass * 2);
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this.explode(this.mass);
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};
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me.do = function() {
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this.gravity();
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@@ -3160,7 +3160,7 @@ const spawn = {
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// //check damage
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// const hitPlayer = Matter.Query.ray([player], this.position, wing, radius)
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// if (hitPlayer.length && m.immuneCycle < m.cycle) {
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// m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage
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// m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage
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// m.damage(0.02 * simulation.dmgScale);
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// }
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@@ -3411,7 +3411,7 @@ const spawn = {
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}
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//damage player if in range
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if (Vector.magnitude(Vector.sub(player.position, this.fireTarget)) < this.pulseRadius && m.immuneCycle < m.cycle) {
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m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage
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m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage
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m.damage(0.045 * simulation.dmgScale);
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}
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simulation.drawList.push({ //add dmg to draw queue
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@@ -3532,7 +3532,7 @@ const spawn = {
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}
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//damage player if in range
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if (Vector.magnitude(Vector.sub(player.position, this.fireTarget)) < this.pulseRadius && m.immuneCycle < m.cycle) {
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m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage
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m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage
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m.damage(0.03 * simulation.dmgScale);
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}
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simulation.drawList.push({ //add dmg to draw queue
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@@ -3747,7 +3747,7 @@ const spawn = {
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vertexCollision(where, look, body);
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if (!m.isCloak) vertexCollision(where, look, [playerBody, playerHead]);
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if (best.who && (best.who === playerBody || best.who === playerHead) && m.immuneCycle < m.cycle) {
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m.immuneCycle = m.cycle + tech.collisionImmuneCycles + 60; //player is immune to damage for an extra second
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m.immuneCycle = m.cycle + m.collisionImmuneCycles + 60; //player is immune to damage for an extra second
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const dmg = 0.14 * simulation.dmgScale;
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m.damage(dmg);
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simulation.drawList.push({ //add dmg to draw queue
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@@ -3999,7 +3999,7 @@ const spawn = {
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vertexCollision(where, look, map);
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if (!m.isCloak) vertexCollision(where, look, [playerBody, playerHead]);
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if (best.who && (best.who === playerBody || best.who === playerHead) && m.immuneCycle < m.cycle) {
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m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for an extra second
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m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for an extra second
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m.damage(this.swordDamage);
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simulation.drawList.push({ //add dmg to draw queue
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x: best.x,
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@@ -4625,7 +4625,7 @@ const spawn = {
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vertexCollision(where, look, map);
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if (!m.isCloak) vertexCollision(where, look, [playerBody, playerHead]);
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if (best.who && (best.who === playerBody || best.who === playerHead) && m.immuneCycle < m.cycle) {
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m.immuneCycle = m.cycle + tech.collisionImmuneCycles + 60; //player is immune to damage for an extra second
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m.immuneCycle = m.cycle + m.collisionImmuneCycles + 60; //player is immune to damage for an extra second
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m.damage(this.swordDamage);
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simulation.drawList.push({ //add dmg to draw queue
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x: best.x,
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@@ -4749,7 +4749,7 @@ const spawn = {
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vertexCollision(where, look, map);
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if (!m.isCloak) vertexCollision(where, look, [playerBody, playerHead]);
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if (best.who && (best.who === playerBody || best.who === playerHead) && m.immuneCycle < m.cycle) {
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m.immuneCycle = m.cycle + tech.collisionImmuneCycles + 60; //player is immune to damage for an extra second
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m.immuneCycle = m.cycle + m.collisionImmuneCycles + 60; //player is immune to damage for an extra second
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m.damage(this.swordDamage);
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simulation.drawList.push({ //add dmg to draw queue
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x: best.x,
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@@ -5540,7 +5540,7 @@ const spawn = {
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me.onDeath = function() {
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//damage player if in range
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if (Vector.magnitude(Vector.sub(player.position, this.position)) < pulseRadius && m.immuneCycle < m.cycle) {
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m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage
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m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage
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m.damage(0.015 * simulation.dmgScale);
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}
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simulation.drawList.push({ //add dmg to draw queue
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@@ -6358,7 +6358,7 @@ const spawn = {
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Matter.Body.setPosition(this, Vector.add(Vector.add(who.position, who.velocity), Vector.mult(orbit, radius))) //bullets move with player
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//damage player
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if (Matter.Query.collides(this, [player]).length > 0 && !(m.isCloak && tech.isIntangible) && m.immuneCycle < m.cycle) {
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m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
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m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for 30 cycles
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const dmg = 0.03 * simulation.dmgScale
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m.damage(dmg);
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simulation.drawList.push({ //add dmg to draw queue
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