towers
newLevel - towers please give feedback boost level elements can now be pointed at any angle paradigm shift costs 1 health, but cost increases after each use ejecting with paradigm shift tech sets their frequency to zero, so they don't show up again polyurethane foam - makes more foam from super balls bubble fusion - now works with any shield, but only once per mob so it triggers from the shieldingBoss collider - has a higher chance to form tech vs. other power ups removed all ON/OFF tech I just don't think they are fun JUNK tech - wall jump fixed some bugs player damage reduction adjustment: 0.9x -> 0.89x per level per difficulty mode (1,2,4,5) on easy that's 0.28 -> 0.245 by level 12 (a 12% player damage nerf) on why a 50% player damage nerf by level 12
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@@ -3790,7 +3790,7 @@ const b = {
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this.force.y += this.mass * 0.001;
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if (Matter.Query.collides(this, [player]).length) {
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this.endCycle = 0
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m.energy -= 0.05
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m.energy -= 0.04
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if (m.energy < 0) m.energy = 0
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simulation.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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@@ -3828,8 +3828,8 @@ const b = {
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if (!who.isInvulnerable) {
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if (tech.oneSuperBall) mobs.statusStun(who, 120) // (2.3) * 2 / 14 ticks (2x damage over 7 seconds)
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if (tech.isFoamBall) {
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for (let i = 0, len = 5 * this.mass; i < len; i++) {
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const radius = 5 + 8 * Math.random()
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for (let i = 0, len = 6 * this.mass; i < len; i++) {
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const radius = 6 + 9 * Math.random()
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const velocity = { x: Math.max(0.5, 2 - radius * 0.1), y: 0 }
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b.foam(this.position, Vector.rotate(velocity, 6.28 * Math.random()), radius)
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}
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