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
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18
js/player.js
18
js/player.js
@@ -1332,11 +1332,16 @@ const m = {
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}
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const unit = Vector.normalise(Vector.sub(player.position, who.position))
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if (tech.blockDmg) {
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who.damage(tech.blockDmg * m.dmgScale, true)
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Matter.Body.setVelocity(who, { x: 0.5 * who.velocity.x, y: 0.5 * who.velocity.y });
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if (tech.isBlockRadiation && !who.isShielded && !who.isMobBullet) {
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mobs.statusDoT(who, tech.blockDmg * m.dmgScale * 4 / 12, 360) //200% increase -> x (1+2) //over 7s -> 360/30 = 12 half seconds -> 3/12
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} else {
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who.damage(tech.blockDmg * m.dmgScale, true)
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}
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//draw electricity
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const step = 40
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ctx.beginPath();
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for (let i = 0, len = 1.3 * tech.blockDmg; i < len; i++) {
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for (let i = 0, len = 0.8 * tech.blockDmg; i < len; i++) {
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let x = m.pos.x - 20 * unit.x;
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let y = m.pos.y - 20 * unit.y;
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ctx.moveTo(x, y);
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@@ -1659,10 +1664,15 @@ const m = {
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}
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}
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if (tech.blockDmg) { //electricity
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mob[i].damage(tech.blockDmg * m.dmgScale)
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Matter.Body.setVelocity(mob[i], { x: 0.5 * mob[i].velocity.x, y: 0.5 * mob[i].velocity.y });
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if (tech.isBlockRadiation && !mob[i].isShielded && !mob[i].isMobBullet) {
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mobs.statusDoT(mob[i], tech.blockDmg * m.dmgScale * 4 / 12, 360) //200% increase -> x (1+2) //over 7s -> 360/30 = 12 half seconds -> 3/12
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} else {
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mob[i].damage(tech.blockDmg * m.dmgScale)
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}
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const step = 40
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ctx.beginPath();
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for (let i = 0, len = 1.3 * tech.blockDmg; i < len; i++) {
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for (let i = 0, len = 0.8 * tech.blockDmg; i < len; i++) {
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let x = m.fieldPosition.x - 20 * unit.x;
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let y = m.fieldPosition.y - 20 * unit.y;
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ctx.moveTo(x, y);
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