removed ice IX gun

reroll renamed -> research

spore damage increased 25%

ice IX has it's damage buffed by 50%, and freeze effect lasts 2s (up from 1s)
ice IX is no longer a gun
  but you can still get it for nano-scale field (and it's pretty strong)
tech: heavy water was removed

tech: correlated damage - duplication chance also gives % damage
(also added some minor nerfs to other duplication tech for balance)
This commit is contained in:
landgreen
2021-01-02 18:46:14 -08:00
parent ecb41e1a19
commit 79136db727
12 changed files with 282 additions and 247 deletions

View File

@@ -88,7 +88,7 @@ const b = {
},
fireCD: 1,
setFireCD() {
b.fireCD = tech.fireRate * tech.slowFire * tech.rerollHaste * tech.aimDamage / tech.fastTime
b.fireCD = tech.fireRate * tech.slowFire * tech.researchHaste * tech.aimDamage / tech.fastTime
},
fireAttributes(dir, rotate = true) {
if (rotate) {
@@ -1452,14 +1452,14 @@ const b = {
friction: 0,
frictionAir: 0.025,
thrust: (tech.isFastSpores ? 0.001 : 0.0004) * (1 + 0.3 * (Math.random() - 0.5)),
dmg: tech.isMutualism ? 6 : 3, //2x bonus damage from tech.isMutualism
lookFrequency: 97 + Math.floor(117 * Math.random()),
dmg: tech.isMutualism ? 8 : 4, //2x bonus damage from tech.isMutualism
lookFrequency: 100 + Math.floor(117 * Math.random()),
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.mob | cat.mobBullet | cat.mobShield //no collide with body
},
endCycle: simulation.cycle + Math.floor((540 + Math.floor(Math.random() * 360)) * tech.isBulletsLastLonger),
endCycle: simulation.cycle + Math.floor((600 + Math.floor(Math.random() * 420)) * tech.isBulletsLastLonger),
minDmgSpeed: 0,
playerOffPosition: { //used when following player to keep spores separate
x: 100 * (Math.random() - 0.5),
@@ -1568,8 +1568,8 @@ const b = {
friction: 0,
frictionAir: 0.10,
restitution: 0.3,
dmg: 0.15, //damage done in addition to the damage from momentum
lookFrequency: 10 + Math.floor(7 * Math.random()),
dmg: 0.29, //damage done in addition to the damage from momentum
lookFrequency: 14 + Math.floor(8 * Math.random()),
endCycle: simulation.cycle + 120 * tech.isBulletsLastLonger, //Math.floor((1200 + 420 * Math.random()) * tech.isBulletsLastLonger),
classType: "bullet",
collisionFilter: {
@@ -1580,9 +1580,9 @@ const b = {
lockedOn: null,
isFollowMouse: true,
beforeDmg(who) {
mobs.statusSlow(who, 60)
mobs.statusSlow(who, 120)
this.endCycle = simulation.cycle
if (tech.isHeavyWater) mobs.statusDoT(who, 0.15, 300)
// if (tech.isHeavyWater) mobs.statusDoT(who, 0.15, 300)
if (tech.iceEnergy && !who.shield && !who.isShielded && who.dropPowerUp && who.alive) {
setTimeout(function() {
if (!who.alive) {
@@ -1597,7 +1597,7 @@ const b = {
// this.force.y += this.mass * 0.0002;
//find mob targets
if (!(simulation.cycle % this.lookFrequency)) {
const scale = 1 - 0.09 / tech.isBulletsLastLonger //0.9 * tech.isBulletsLastLonger;
const scale = 1 - 0.08 / tech.isBulletsLastLonger //0.9 * tech.isBulletsLastLonger;
Matter.Body.scale(this, scale, scale);
this.lockedOn = null;
let closeDist = Infinity;
@@ -3535,23 +3535,23 @@ const b = {
}
}
},
{
name: "ice IX",
description: "synthesize <strong>short-lived</strong> ice crystals<br>crystals <strong>seek</strong> out and <strong class='color-s'>freeze</strong> mobs",
ammo: 0,
ammoPack: 64,
have: false,
fire() {
if (mech.crouch) {
b.iceIX(10, 0.3)
mech.fireCDcycle = mech.cycle + Math.floor(8 * b.fireCD); // cool down
} else {
b.iceIX(2)
mech.fireCDcycle = mech.cycle + Math.floor(3 * b.fireCD); // cool down
}
// {
// name: "ice IX",
// description: "synthesize <strong>short-lived</strong> ice crystals<br>crystals <strong>seek</strong> out and <strong class='color-s'>freeze</strong> mobs",
// ammo: 0,
// ammoPack: 64,
// have: false,
// fire() {
// if (mech.crouch) {
// b.iceIX(10, 0.3)
// mech.fireCDcycle = mech.cycle + Math.floor(8 * b.fireCD); // cool down
// } else {
// b.iceIX(2)
// mech.fireCDcycle = mech.cycle + Math.floor(3 * b.fireCD); // cool down
// }
}
},
// }
// },
{
name: "foam",
description: "spray bubbly foam that <strong>sticks</strong> to mobs<br><strong class='color-s'>slows</strong> mobs and does <strong class='color-d'>damage</strong> over time",