plasma ball
plasma ball much more damage new graphics fast decay in mob shields works with capacitor some bug fixes paradigm shift: 4->10% chance to give research instead of tech harpoon density: 0.006->0.005 (lower damage and knock back to mobs) wormhole: 7->5% duplication chance pilot wave uses less energy
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15
js/bullet.js
15
js/bullet.js
@@ -1365,7 +1365,7 @@ const b = {
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},
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minDmgSpeed: 4,
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lookFrequency: Math.floor(7 + Math.random() * 3),
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density: tech.harpoonDensity, //0.001 is normal for blocks, 0.006 is normal for harpoon, 0.006*6 when buffed
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density: tech.harpoonDensity, //0.001 is normal for blocks, 0.005 is normal for harpoon, 0.005*6 when buffed
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drain: 0.004,
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beforeDmg(who) {
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if (tech.isShieldPierce && who.isShielded) { //disable shields
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@@ -1398,7 +1398,7 @@ const b = {
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this.caughtPowerUp.effect();
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Matter.Composite.remove(engine.world, this.caughtPowerUp);
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powerUp.splice(index, 1);
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if (tech.isHarpoonPowerUp) tech.harpoonDensity = 0.006 * 6 //0.006 is normal
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if (tech.isHarpoonPowerUp) tech.harpoonDensity = 0.005 * 6 //0.005 is normal
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} else {
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this.dropCaughtPowerUp()
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}
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@@ -1629,7 +1629,7 @@ const b = {
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},
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minDmgSpeed: 4,
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lookFrequency: Math.floor(7 + Math.random() * 3),
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density: tech.harpoonDensity, //0.001 is normal for blocks, 0.006 is normal for harpoon, 0.006*6 when buffed
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density: tech.harpoonDensity, //0.001 is normal for blocks, 0.005 is normal for harpoon, 0.005*6 when buffed
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beforeDmg(who) {
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if (tech.isShieldPierce && who.isShielded) { //disable shields
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who.isShielded = false
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@@ -1671,7 +1671,7 @@ const b = {
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this.caughtPowerUp.effect();
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Matter.Composite.remove(engine.world, this.caughtPowerUp);
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powerUp.splice(index, 1);
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if (tech.isHarpoonPowerUp) tech.harpoonDensity = 0.006 * 6 //0.006 is normal
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if (tech.isHarpoonPowerUp) tech.harpoonDensity = 0.005 * 6 //0.006 is normal
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} else {
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this.dropCaughtPowerUp()
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}
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@@ -6153,7 +6153,7 @@ const b = {
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}
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//fire
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if ((!input.fire && this.charge > 0.6)) {
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tech.harpoonDensity = 0.009 //0.001 is normal for blocks, 0.006 is normal for harpoon, 0.006*6 when buffed
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tech.harpoonDensity = 0.008 //0.001 is normal for blocks, 0.005 is normal for harpoon, 0.005*6 when buffed
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const where = {
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x: m.pos.x + 30 * Math.cos(m.angle),
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y: m.pos.y + 30 * Math.sin(m.angle)
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@@ -6208,7 +6208,8 @@ const b = {
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const recoil = Vector.mult(Vector.normalise(Vector.sub(where, m.pos)), input.down ? 0.03 : 0.06)
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player.force.x -= recoil.x
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player.force.y -= recoil.y
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tech.harpoonDensity = 0.01 //0.001 is normal for blocks, 0.006 is normal for harpoon, 0.006*6 when buffed
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tech.harpoonDensity = 0.008 //0.001 is normal for blocks, 0.005 is normal for harpoon, 0.005*6 when buffed
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const harpoonSize = tech.isLargeHarpoon ? 1 + 0.1 * Math.sqrt(this.ammo) : 1
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if (tech.extraHarpoons) {
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let targetCount = 0
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@@ -6412,7 +6413,7 @@ const b = {
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const recoil = Vector.mult(Vector.normalise(Vector.sub(where, m.pos)), input.down ? 0.015 : 0.035)
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player.force.x -= recoil.x
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player.force.y -= recoil.y
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tech.harpoonDensity = 0.006 //0.001 is normal for blocks, 0.006 is normal for harpoon, 0.006*6 when buffed
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tech.harpoonDensity = 0.005 //0.001 is normal for blocks, 0.005 is normal for harpoon, 0.005*6 when buffed
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},
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// railGun2() {
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// const where = {
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