duplication animation
blackhole mobs can no longer see past stealth adding dup chance has graphics now bug fixes
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14
js/player.js
14
js/player.js
@@ -2027,7 +2027,7 @@ const m = {
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},
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{
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name: "time dilation",
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description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 1px;'>stop time</strong><br><strong>move</strong> and <strong>fire</strong> while time is stopped<br>mobs do <strong>50%</strong> <strong class='color-harm'>harm</strong> while time is stopped",
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description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 1px;'>stop time</strong><br>while time is stopped you can <strong>move</strong> and <strong>fire</strong><br>and <strong>collisions</strong> do <strong>50%</strong> less <strong class='color-harm'>harm</strong>",
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effect: () => {
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// m.fieldMeterColor = "#000"
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m.fieldFire = true;
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@@ -2108,7 +2108,7 @@ const m = {
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},
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{
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name: "metamaterial cloaking", //"weak photonic coupling" "electromagnetically induced transparency" "optical non-coupling" "slow light field" "electro-optic transparency"
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description: "when not firing activate a <strong class='color-cloaked'>cloaking</strong> effect<br><strong>+333%</strong> <strong class='color-d'>damage</strong> if a mob hasn't recently <strong>died</strong><br>mobs do <strong>50%</strong> <strong class='color-harm'>harm</strong> while you're <strong class='color-cloaked'>cloaked</strong>",
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description: "when not firing activate a <strong class='color-cloaked'>cloaking</strong> effect<br><strong>+333%</strong> <strong class='color-d'>damage</strong> if a mob hasn't recently <strong>died</strong><br><strong>collisions</strong> do <strong>50%</strong> less <strong class='color-harm'>harm</strong> when <strong class='color-cloaked'>cloaked</strong>",
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effect: () => {
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m.fieldFire = true;
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m.fieldMeterColor = "#333";
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@@ -2156,12 +2156,12 @@ const m = {
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}
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if (tech.isCloakStun) { //stun nearby mobs after exiting cloak
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let isMobsAround = false
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const stunRange = m.fieldDrawRadius * 1.4
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const drain = 0.1
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const stunRange = m.fieldDrawRadius * 1.5
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const drain = 0.15
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const stunTime = 180
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if (m.energy > drain) {
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (Vector.magnitude(Vector.sub(mob[i].position, m.pos)) < stunRange && Matter.Query.ray(map, mob[i].position, m.pos).length === 0) {
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if (Vector.magnitude(Vector.sub(mob[i].position, m.pos)) < stunRange && Matter.Query.ray(map, mob[i].position, m.pos).length === 0 && !mob[i].isBadTarget) {
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isMobsAround = true
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mobs.statusStun(mob[i], stunTime)
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}
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@@ -2172,7 +2172,7 @@ const m = {
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x: m.pos.x,
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y: m.pos.y,
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radius: stunRange,
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color: "hsla(0,50%,100%,0.8)",
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color: "hsla(0,50%,100%,0.7)",
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time: 7
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});
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}
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@@ -2213,7 +2213,7 @@ const m = {
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let inPlayer = Matter.Query.region(mob, player.bounds)
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if (inPlayer.length > 0) {
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for (let i = 0; i < inPlayer.length; i++) {
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if (m.energy > 0 && inPlayer[i].shield) m.energy -= 0.012;
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if (m.energy > 0 && inPlayer[i].shield) m.energy -= 0.014;
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}
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}
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} else {
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