duplication mods
all bot upgrade mods are improved by about 33% mod superdeterminism - spawns 6 mods (was 3) mod: futures exchange - canceling power ups increases duplication chance by 4% mod: monte carlo experiment - spawn 2 mods, but you have a 50% chance to lose a random mod requires duplication mods, not available in custom mod: exchange symmetry - spawn 1 mod with double your normal duplication chance requires duplication mods, not available in custom
This commit is contained in:
16
js/bullet.js
16
js/bullet.js
@@ -1324,7 +1324,7 @@ const b = {
|
||||
restitution: 0.6 * (1 + 0.5 * Math.random()),
|
||||
dmg: 0, // 0.14 //damage done in addition to the damage from momentum
|
||||
minDmgSpeed: 2,
|
||||
lookFrequency: 60 + Math.floor(17 * Math.random()) - 10 * mod.isFoamBotUpgrade,
|
||||
lookFrequency: 60 + Math.floor(17 * Math.random()) - 20 * mod.isFoamBotUpgrade,
|
||||
cd: 0,
|
||||
delay: 100,
|
||||
acceleration: 0.005 * (1 + 0.5 * Math.random()),
|
||||
@@ -1383,7 +1383,7 @@ const b = {
|
||||
lookFrequency: 40 + Math.floor(7 * Math.random()),
|
||||
drainThreshold: mod.isEnergyHealth ? 0.5 : 0.15,
|
||||
acceleration: 0.0015 * (1 + 0.3 * Math.random()),
|
||||
range: 700 * (1 + 0.1 * Math.random()) + 250 * mod.isLaserBotUpgrade,
|
||||
range: 700 * (1 + 0.1 * Math.random()) + 300 * mod.isLaserBotUpgrade,
|
||||
followRange: 150 + Math.floor(30 * Math.random()),
|
||||
offPlayer: {
|
||||
x: 0,
|
||||
@@ -1437,7 +1437,7 @@ const b = {
|
||||
//hit target with laser
|
||||
if (this.lockedOn && this.lockedOn.alive && mech.energy > this.drainThreshold) {
|
||||
mech.energy -= 0.0012 * mod.isLaserDiode
|
||||
b.laser(this.vertices[0], this.lockedOn.position, b.dmgScale * (0.06 + 0.1 * this.isUpgraded))
|
||||
b.laser(this.vertices[0], this.lockedOn.position, b.dmgScale * (0.06 + 0.15 * this.isUpgraded))
|
||||
}
|
||||
}
|
||||
})
|
||||
@@ -1459,7 +1459,7 @@ const b = {
|
||||
minDmgSpeed: 0,
|
||||
lookFrequency: 43 + Math.floor(7 * Math.random()),
|
||||
acceleration: 0.005 * (1 + 0.5 * Math.random()),
|
||||
range: 500 * (1 + 0.1 * Math.random()) + 250 * mod.isBoomBotUpgrade,
|
||||
range: 500 * (1 + 0.1 * Math.random()) + 350 * mod.isBoomBotUpgrade,
|
||||
endCycle: Infinity,
|
||||
classType: "bullet",
|
||||
collisionFilter: {
|
||||
@@ -1470,7 +1470,7 @@ const b = {
|
||||
explode: 0,
|
||||
beforeDmg() {
|
||||
if (this.lockedOn) {
|
||||
const explosionRadius = Math.min(170 + 170 * this.isUpgraded, Vector.magnitude(Vector.sub(this.position, mech.pos)) - 30)
|
||||
const explosionRadius = Math.min(170 + 200 * this.isUpgraded, Vector.magnitude(Vector.sub(this.position, mech.pos)) - 30)
|
||||
if (explosionRadius > 60) {
|
||||
this.explode = explosionRadius
|
||||
//
|
||||
@@ -1760,7 +1760,7 @@ const b = {
|
||||
})
|
||||
for (let i = 0; i < q.length; i++) {
|
||||
mobs.statusStun(q[i], 180)
|
||||
const dmg = 0.5 * b.dmgScale * (this.isUpgraded ? 2 : 1) * (mod.isCrit ? 4 : 1)
|
||||
const dmg = 0.5 * b.dmgScale * (this.isUpgraded ? 2.5 : 1) * (mod.isCrit ? 4 : 1)
|
||||
q[i].damage(dmg);
|
||||
q[i].foundPlayer();
|
||||
game.drawList.push({ //add dmg to draw queue
|
||||
@@ -1927,7 +1927,7 @@ const b = {
|
||||
},
|
||||
{
|
||||
name: "shotgun",
|
||||
description: "fire a <strong>burst</strong> of short range <strong> bullets</strong> <br><em>crouch to reduce recoil</em>",
|
||||
description: "fire a <strong>burst</strong> of short range <strong> bullets</strong>",
|
||||
ammo: 0,
|
||||
ammoPack: 5.5,
|
||||
defaultAmmoPack: 5.5,
|
||||
@@ -2218,7 +2218,7 @@ const b = {
|
||||
},
|
||||
{
|
||||
name: "wave beam",
|
||||
description: "emit a <strong>sine wave</strong> of oscillating particles<br>that can propagate <strong>through solids</strong>",
|
||||
description: "emit a <strong>sine wave</strong> of oscillating particles<br>propagates through <strong>walls</strong>",
|
||||
ammo: 0,
|
||||
ammoPack: 70,
|
||||
have: false,
|
||||
|
||||
Reference in New Issue
Block a user