cherenkov radiation

tech: cherenkov radiation - bremsstrahlung damage is increased by 300% over 6 seconds
  bremsstrahlung does 2->3 damage, and also applies to block collisions

tech: nuclear transmutation - radiation sources do 70% more damage and harm

enthalpy now drops heal power ups instead of directly healing you
foam-shot has 13->15 particles, is slower, and less spread

bug fixes
This commit is contained in:
landgreen
2022-05-10 05:44:43 -07:00
parent 127a074b33
commit 5938e06148
11 changed files with 220 additions and 140 deletions

View File

@@ -157,7 +157,7 @@ const mobs = {
who.status.push({
effect() {
if ((simulation.cycle - this.startCycle) % 30 === 0) {
let dmg = m.dmgScale * this.dmg
let dmg = m.dmgScale * this.dmg * tech.radioactiveDamage
who.damage(dmg);
if (who.damageReduction) {
simulation.drawList.push({ //add dmg to draw queue
@@ -1069,9 +1069,11 @@ const mobs = {
dmg *= this.damageReduction
//energy and heal drain should be calculated after damage boosts
if (tech.energySiphon && dmg !== Infinity && this.isDropPowerUp && m.immuneCycle < m.cycle) m.energy += Math.min(this.health, dmg) * tech.energySiphon
if (tech.healthDrain && dmg !== Infinity && this.isDropPowerUp) {
m.addHealth(Math.min(this.health, dmg) * tech.healthDrain)
if (m.health > m.maxHealth) m.health = m.maxHealth
if (tech.healthDrain && dmg !== Infinity && this.isDropPowerUp && Math.random() < tech.healthDrain * Math.min(this.health, dmg)) {
powerUps.spawn(m.pos.x + 20 * (Math.random() - 0.5), m.pos.y + 20 * (Math.random() - 0.5), "heal");
// powerUps.spawn(this.position.x + 20 * (Math.random() - 0.5), this.position.y + 20 * (Math.random() - 0.5), "heal");
// m.addHealth(Math.min(this.health, dmg) * tech.healthDrain)
// if (m.health > m.maxHealth) m.health = m.maxHealth
}
dmg /= Math.sqrt(this.mass)
this.health -= dmg