crouch bug fix, laserBoss balance
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@@ -1902,10 +1902,10 @@ const b = {
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inertia: Infinity,
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friction: 0,
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frictionAir: 0.10,
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restitution: 0.2,
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dmg: 0.25, //damage done in addition to the damage from momentum
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restitution: 0.3,
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dmg: 0.3, //damage done in addition to the damage from momentum
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lookFrequency: 10 + Math.floor(7 * Math.random()),
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endCycle: game.cycle + 90 * b.isModBulletsLastLonger, //Math.floor((1200 + 420 * Math.random()) * b.isModBulletsLastLonger),
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endCycle: game.cycle + 120 * b.isModBulletsLastLonger, //Math.floor((1200 + 420 * Math.random()) * b.isModBulletsLastLonger),
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classType: "bullet",
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collisionFilter: {
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category: cat.bullet,
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@@ -1917,14 +1917,14 @@ const b = {
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onDmg(who) {
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mobs.statusSlow(who, 30)
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this.endCycle = game.cycle
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if (b.isModAlphaRadiation) mobs.statusPoison(who, 0.08, 180)
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if (b.isModAlphaRadiation) mobs.statusPoison(who, 0.1, 180)
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},
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onEnd() {},
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do() {
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// this.force.y += this.mass * 0.0002;
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//find mob targets
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if (!(game.cycle % this.lookFrequency)) {
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const scale = 1 - 0.1 / b.isModBulletsLastLonger //0.9 * b.isModBulletsLastLonger;
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const scale = 1 - 0.09 / b.isModBulletsLastLonger //0.9 * b.isModBulletsLastLonger;
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Matter.Body.scale(this, scale, scale);
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this.lockedOn = null;
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let closeDist = Infinity;
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