back up before adjusting keycodes
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23
js/bullet.js
23
js/bullet.js
@@ -166,8 +166,8 @@ const b = {
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},
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explosion(where, radius) { // typically explode is used for some bullets with .onEnd
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let dist, sub, knock;
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let dmg = radius * 0.01;
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if (mod.isExplosionHarm) radius *= 1.35
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let dmg = radius * 0.013;
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if (mod.isExplosionHarm) radius *= 1.43 // sqrt(2)radius for 2x more area
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if (mod.isSmallExplosion) {
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radius *= 0.5
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dmg *= 1.5
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@@ -198,12 +198,11 @@ const b = {
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if (mod.isImmuneExplosion) {
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const mitigate = Math.min(1, Math.max(1 - mech.energy * 0.6, 0))
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mech.damage(mitigate * radius * (mod.isExplosionHarm) ? 0.0004 : 0.0001);
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mech.damage(mitigate * radius * (mod.isExplosionHarm ? 0.0004 : 0.0001));
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} else {
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mech.damage(radius * (mod.isExplosionHarm) ? 0.0004 : 0.0001);
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mech.damage(radius * (mod.isExplosionHarm ? 0.0004 : 0.0001));
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}
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// if (!(mod.isImmuneExplosion && mech.energy > 0.97)) {
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// if (mod.isExplosionHarm) {
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// mech.damage(radius * 0.0004); //300% more player damage from explosions
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@@ -806,8 +805,8 @@ const b = {
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this.endCycle = game.cycle
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if (mod.isHeavyWater) mobs.statusDoT(who, 0.15, 300)
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if (mod.iceEnergy && !who.shield && !who.isShielded && who.dropPowerUp && !who.alive) {
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mech.energy += mod.iceEnergy * 0.66
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mech.addHealth(mod.iceEnergy * 0.03)
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mech.energy += mod.iceEnergy * 0.66 * mech.maxEnergy
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mech.addHealth(mod.iceEnergy * 0.04)
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}
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},
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onEnd() {},
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@@ -1990,8 +1989,8 @@ const b = {
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name: "flechettes",
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description: "fire a volley of <strong class='color-p'>uranium-235</strong> <strong>needles</strong><br>does <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong> over <strong>3</strong> seconds",
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ammo: 0,
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ammoPack: 45,
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defaultAmmoPack: 45,
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ammoPack: 55,
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defaultAmmoPack: 55,
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have: false,
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count: 0, //used to track how many shots are in a volley before a big CD
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lastFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
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@@ -2018,9 +2017,9 @@ const b = {
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this.immuneList.push(who.id)
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who.foundPlayer();
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if (mod.isFastDot) {
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mobs.statusDoT(who, 3.9, 30)
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mobs.statusDoT(who, 4, 30)
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} else {
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mobs.statusDoT(who, 0.65, mod.isSlowDot ? 360 : 180)
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mobs.statusDoT(who, 0.66, mod.isSlowDot ? 360 : 180)
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}
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game.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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@@ -2072,7 +2071,7 @@ const b = {
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makeFlechette(mech.angle - 0.02 - 0.005 * Math.random())
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}
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const CD = (mech.crouch) ? 68 : 35
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const CD = (mech.crouch) ? 60 : 30
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if (this.lastFireCycle + CD < mech.cycle) this.count = 0 //reset count if it cycles past the CD
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this.lastFireCycle = mech.cycle
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if (this.count > ((mech.crouch) ? 7 : 1)) {
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