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
This commit is contained in:
landgreen
2022-03-23 19:17:56 -07:00
parent dde4432279
commit 6b2b59a115
7 changed files with 156 additions and 81 deletions

View File

@@ -1365,7 +1365,7 @@ const b = {
},
minDmgSpeed: 4,
lookFrequency: Math.floor(7 + Math.random() * 3),
density: tech.harpoonDensity, //0.001 is normal for blocks, 0.006 is normal for harpoon, 0.006*6 when buffed
density: tech.harpoonDensity, //0.001 is normal for blocks, 0.005 is normal for harpoon, 0.005*6 when buffed
drain: 0.004,
beforeDmg(who) {
if (tech.isShieldPierce && who.isShielded) { //disable shields
@@ -1398,7 +1398,7 @@ const b = {
this.caughtPowerUp.effect();
Matter.Composite.remove(engine.world, this.caughtPowerUp);
powerUp.splice(index, 1);
if (tech.isHarpoonPowerUp) tech.harpoonDensity = 0.006 * 6 //0.006 is normal
if (tech.isHarpoonPowerUp) tech.harpoonDensity = 0.005 * 6 //0.005 is normal
} else {
this.dropCaughtPowerUp()
}
@@ -1629,7 +1629,7 @@ const b = {
},
minDmgSpeed: 4,
lookFrequency: Math.floor(7 + Math.random() * 3),
density: tech.harpoonDensity, //0.001 is normal for blocks, 0.006 is normal for harpoon, 0.006*6 when buffed
density: tech.harpoonDensity, //0.001 is normal for blocks, 0.005 is normal for harpoon, 0.005*6 when buffed
beforeDmg(who) {
if (tech.isShieldPierce && who.isShielded) { //disable shields
who.isShielded = false
@@ -1671,7 +1671,7 @@ const b = {
this.caughtPowerUp.effect();
Matter.Composite.remove(engine.world, this.caughtPowerUp);
powerUp.splice(index, 1);
if (tech.isHarpoonPowerUp) tech.harpoonDensity = 0.006 * 6 //0.006 is normal
if (tech.isHarpoonPowerUp) tech.harpoonDensity = 0.005 * 6 //0.006 is normal
} else {
this.dropCaughtPowerUp()
}
@@ -6153,7 +6153,7 @@ const b = {
}
//fire
if ((!input.fire && this.charge > 0.6)) {
tech.harpoonDensity = 0.009 //0.001 is normal for blocks, 0.006 is normal for harpoon, 0.006*6 when buffed
tech.harpoonDensity = 0.008 //0.001 is normal for blocks, 0.005 is normal for harpoon, 0.005*6 when buffed
const where = {
x: m.pos.x + 30 * Math.cos(m.angle),
y: m.pos.y + 30 * Math.sin(m.angle)
@@ -6208,7 +6208,8 @@ const b = {
const recoil = Vector.mult(Vector.normalise(Vector.sub(where, m.pos)), input.down ? 0.03 : 0.06)
player.force.x -= recoil.x
player.force.y -= recoil.y
tech.harpoonDensity = 0.01 //0.001 is normal for blocks, 0.006 is normal for harpoon, 0.006*6 when buffed
tech.harpoonDensity = 0.008 //0.001 is normal for blocks, 0.005 is normal for harpoon, 0.005*6 when buffed
const harpoonSize = tech.isLargeHarpoon ? 1 + 0.1 * Math.sqrt(this.ammo) : 1
if (tech.extraHarpoons) {
let targetCount = 0
@@ -6412,7 +6413,7 @@ const b = {
const recoil = Vector.mult(Vector.normalise(Vector.sub(where, m.pos)), input.down ? 0.015 : 0.035)
player.force.x -= recoil.x
player.force.y -= recoil.y
tech.harpoonDensity = 0.006 //0.001 is normal for blocks, 0.006 is normal for harpoon, 0.006*6 when buffed
tech.harpoonDensity = 0.005 //0.001 is normal for blocks, 0.005 is normal for harpoon, 0.005*6 when buffed
},
// railGun2() {
// const where = {