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:
10
js/mob.js
10
js/mob.js
@@ -157,7 +157,7 @@ const mobs = {
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who.status.push({
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effect() {
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if ((simulation.cycle - this.startCycle) % 30 === 0) {
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let dmg = m.dmgScale * this.dmg
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let dmg = m.dmgScale * this.dmg * tech.radioactiveDamage
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who.damage(dmg);
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if (who.damageReduction) {
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simulation.drawList.push({ //add dmg to draw queue
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@@ -1069,9 +1069,11 @@ const mobs = {
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dmg *= this.damageReduction
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//energy and heal drain should be calculated after damage boosts
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if (tech.energySiphon && dmg !== Infinity && this.isDropPowerUp && m.immuneCycle < m.cycle) m.energy += Math.min(this.health, dmg) * tech.energySiphon
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if (tech.healthDrain && dmg !== Infinity && this.isDropPowerUp) {
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m.addHealth(Math.min(this.health, dmg) * tech.healthDrain)
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if (m.health > m.maxHealth) m.health = m.maxHealth
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if (tech.healthDrain && dmg !== Infinity && this.isDropPowerUp && Math.random() < tech.healthDrain * Math.min(this.health, dmg)) {
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powerUps.spawn(m.pos.x + 20 * (Math.random() - 0.5), m.pos.y + 20 * (Math.random() - 0.5), "heal");
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// powerUps.spawn(this.position.x + 20 * (Math.random() - 0.5), this.position.y + 20 * (Math.random() - 0.5), "heal");
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// m.addHealth(Math.min(this.health, dmg) * tech.healthDrain)
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// if (m.health > m.maxHealth) m.health = m.maxHealth
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}
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dmg /= Math.sqrt(this.mass)
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this.health -= dmg
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