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:
10
js/bullet.js
10
js/bullet.js
@@ -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
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user