exciton-lattice

field: perfect diamagnetism is a bit larger
  can now grab power ups from far away

mod: exciton-lattice - reduce harm by 80%, but after taking collision damage eject a random mod
  eject extra mods if you have recursive stacks

power ups have a bit more air friction
power ups must be in line of sight to be pulled by the player
why mode now gets 100% chance for a second boss power up (up from 50%)
  this should let why mode reach more interesting build depth
laser and pulse got a damage and energy use buff
immune to harm for a second after exiting the power up selection menu
This commit is contained in:
landgreen
2020-09-05 06:01:47 -07:00
parent b9aaa4423b
commit 6c51916f04
8 changed files with 289 additions and 165 deletions

View File

@@ -670,7 +670,7 @@ const b = {
},
drone(speed = 1) {
const me = bullet.length;
const THRUST = mod.isFastDrones ? 0.0025 : 0.0015
const THRUST = mod.isFastDrones ? 0.0023 : 0.0015
// const FRICTION = mod.isFastDrones ? 0.008 : 0.0005
const dir = mech.angle + 0.4 * (Math.random() - 0.5);
const RADIUS = (4.5 + 3 * Math.random())
@@ -2550,7 +2550,7 @@ const b = {
name: "drones",
description: "deploy drones that <strong>crash</strong> into mobs<br>crashes reduce their <strong>lifespan</strong> by 1 second",
ammo: 0,
ammoPack: 13,
ammoPack: 14,
have: false,
fire() {
b.drone(mech.crouch ? 45 : 1)
@@ -3173,8 +3173,8 @@ const b = {
};
if (mod.isPulseAim) { //find mobs in line of sight
let dist = 2200
energy = 0.25 * Math.min(mech.energy, 1.75)
explosionRange = 1100 * energy
energy = 0.23 * Math.min(mech.energy, 1.75)
explosionRange = 1300 * energy
for (let i = 0, len = mob.length; i < len; i++) {
const newDist = Vector.magnitude(Vector.sub(path[0], mob[i].position))
if (explosionRange < newDist &&
@@ -3206,7 +3206,7 @@ const b = {
} else {
energy = 0.3 * Math.min(mech.energy, 1.75)
mech.energy -= energy * mod.isLaserDiode
explosionRange = 1100 * energy
explosionRange = 1200 * energy
if (best.who) b.explosion(path[1], explosionRange, true)
mech.fireCDcycle = mech.cycle + Math.floor(50 * b.fireCD); // cool down
}