ambush
tech: ambush - cloaking damage effect is increase from 300% to 500% several bug fixes
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12
js/bullet.js
12
js/bullet.js
@@ -1873,7 +1873,7 @@ const b = {
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},
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onEnd() {
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if (tech.isMutualism && this.isMutualismActive && !tech.isEnergyHealth) {
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m.health += 0.005 + 0.005 * tech.isSporeWorm
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m.health += 0.01
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if (m.health > m.maxHealth) m.health = m.maxHealth;
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m.displayHealth();
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}
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@@ -1931,7 +1931,7 @@ const b = {
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});
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Composite.add(engine.world, bullet[bIndex]); //add bullet to world
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if (tech.isMutualism && m.health > 0.02) {
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m.health -= 0.005 - 0.005 * tech.isSporeWorm
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m.health -= 0.01
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m.displayHealth();
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bullet[bIndex].isMutualismActive = true
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}
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@@ -1969,7 +1969,7 @@ const b = {
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},
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onEnd() {
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if (tech.isMutualism && this.isMutualismActive && !tech.isEnergyHealth) {
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m.health += 0.005 + 0.005 * tech.isSporeWorm
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m.health += 0.005
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if (m.health > m.maxHealth) m.health = m.maxHealth;
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m.displayHealth();
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}
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@@ -2051,8 +2051,8 @@ const b = {
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});
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Composite.add(engine.world, bullet[bIndex]); //add bullet to world
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if (tech.isMutualism && m.health > 0.02) {
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m.health -= 0.005 - 0.005 * tech.isSporeWorm
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if (tech.isMutualism && m.health > 0.01) {
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m.health -= 0.005
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m.displayHealth();
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bullet[bIndex].isMutualismActive = true
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}
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@@ -5083,7 +5083,7 @@ const b = {
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const previousCharge = this.charge
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let smoothRate = (m.crouch ? 0.98 : 0.985) * (0.98 + 0.02 * b.fireCDscale) //small b.fireCDscale = faster shots, b.fireCDscale=1 = normal shot, big b.fireCDscale = slower chot
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this.charge = this.charge * smoothRate + 1 - smoothRate
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m.energy -= (this.charge - previousCharge) * (tech.isRailEnergyGain ? 1 : 0.33) //energy drain is proportional to charge gained, but doesn't stop normal m.fieldRegen
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m.energy += (this.charge - previousCharge) * (tech.isRailEnergyGain ? 1 : -0.33) //energy drain is proportional to charge gained, but doesn't stop normal m.fieldRegen
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//draw targeting
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let best;
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let range = 3000
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