custom run difficulty scaling
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@@ -895,7 +895,7 @@ const mech = {
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pushMass(who) {
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const speed = Vector.magnitude(Vector.sub(who.velocity, player.velocity))
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const fieldBlockCost = 0.03 + Math.sqrt(who.mass) * speed * 0.003 //0.012
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if (mech.fieldMeter > fieldBlockCost * 0.6) { //shield needs at least some of the cost to block
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if (mech.fieldMeter > fieldBlockCost * 0.2) { //shield needs at least some of the cost to block
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mech.fieldMeter -= fieldBlockCost * mech.fieldShieldingScale;
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if (mech.fieldMeter < 0) mech.fieldMeter = 0;
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mech.drawHold(who);
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