ionization energy
mod: ionization energy - heal power ups give you 4% max energy requires mass-energy equivalence mod: discrete optimization - 50% damage and 50% slow fire rotates requires cloaking field
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24
js/bullet.js
24
js/bullet.js
@@ -92,7 +92,7 @@ const b = {
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},
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fireCD: 1,
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setFireCD() {
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b.fireCD = mod.fireRate * mod.slowFire * mod.rerollHaste / mod.fastTime
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b.fireCD = mod.fireRate * mod.slowFire * mod.rerollHaste * mod.aimDamage / mod.fastTime
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},
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fireAttributes(dir, rotate = true) {
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if (rotate) {
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@@ -439,7 +439,7 @@ const b = {
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//move until you are touching the wall
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Matter.Body.setPosition(this, Vector.add(this.position, Vector.mult(collide[i].normal, 2)))
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}
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break
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}
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}
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} else {
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@@ -694,7 +694,7 @@ const b = {
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// const FRICTION = mod.isFastDrones ? 0.008 : 0.0005
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const dir = mech.angle + 0.4 * (Math.random() - 0.5);
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const RADIUS = (4.5 + 3 * Math.random())
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bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 8, RADIUS, {
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bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle) + Math.random(), mech.pos.y + 30 * Math.sin(mech.angle) + Math.random(), 8, RADIUS, {
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angle: dir,
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inertia: Infinity,
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friction: 0.05,
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@@ -762,19 +762,17 @@ const b = {
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(powerUp[i].name !== "field" || !mod.isDeterminism)
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) {
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//pick up nearby power ups
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if (Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 60000 &&
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!game.isChoosing) {
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if (Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 60000 && !game.isChoosing) {
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powerUps.onPickUp(this.position);
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powerUp[i].effect();
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Matter.World.remove(engine.world, powerUp[i]);
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powerUp.splice(i, 1);
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if (mod.isDroneGrab) {
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this.isImproved = true;
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const SCALE = 3.5
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const SCALE = 3
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Matter.Body.scale(this, SCALE, SCALE);
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this.lookFrequency = 30;
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this.endCycle += 2000
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// this.dmg *= 1.25;
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this.endCycle += 2500
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this.frictionAir = 0
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}
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break;
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@@ -1640,8 +1638,8 @@ const b = {
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name: "shotgun",
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description: "fire a <strong>burst</strong> of short range <strong> bullets</strong> <br><em>crouch to reduce recoil</em>",
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ammo: 0,
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ammoPack: 7,
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defaultAmmoPack: 7,
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ammoPack: 6,
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defaultAmmoPack: 6,
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have: false,
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fire() {
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let knock, spread
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@@ -1658,7 +1656,7 @@ const b = {
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}
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if (mod.isShotgunRecoil) {
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mech.fireCDcycle -= 15
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mech.fireCDcycle -= 0.66 * (45 * b.fireCD)
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player.force.x -= 2 * knock * Math.cos(mech.angle)
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player.force.y -= 2 * knock * Math.sin(mech.angle) //reduce knock back in vertical direction to stop super jumps
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} else {
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@@ -1679,10 +1677,10 @@ const b = {
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x: speed * Math.cos(dir),
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y: speed * Math.sin(dir)
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}
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b.nail(pos, velocity, 1)
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b.nail(pos, velocity, 1.2)
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}
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} else {
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const side = 21
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const side = 22
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for (let i = 0; i < 17; i++) {
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const me = bullet.length;
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const dir = mech.angle + (Math.random() - 0.5) * spread
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