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:
50
js/bullet.js
50
js/bullet.js
@@ -88,7 +88,7 @@ const b = {
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},
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fireCD: 1,
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setFireCD() {
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b.fireCD = tech.fireRate * tech.slowFire * tech.rerollHaste * tech.aimDamage / tech.fastTime
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b.fireCD = tech.fireRate * tech.slowFire * tech.researchHaste * tech.aimDamage / tech.fastTime
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},
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fireAttributes(dir, rotate = true) {
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if (rotate) {
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@@ -1452,14 +1452,14 @@ const b = {
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friction: 0,
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frictionAir: 0.025,
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thrust: (tech.isFastSpores ? 0.001 : 0.0004) * (1 + 0.3 * (Math.random() - 0.5)),
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dmg: tech.isMutualism ? 6 : 3, //2x bonus damage from tech.isMutualism
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lookFrequency: 97 + Math.floor(117 * Math.random()),
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dmg: tech.isMutualism ? 8 : 4, //2x bonus damage from tech.isMutualism
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lookFrequency: 100 + Math.floor(117 * Math.random()),
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classType: "bullet",
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collisionFilter: {
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category: cat.bullet,
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mask: cat.map | cat.mob | cat.mobBullet | cat.mobShield //no collide with body
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},
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endCycle: simulation.cycle + Math.floor((540 + Math.floor(Math.random() * 360)) * tech.isBulletsLastLonger),
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endCycle: simulation.cycle + Math.floor((600 + Math.floor(Math.random() * 420)) * tech.isBulletsLastLonger),
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minDmgSpeed: 0,
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playerOffPosition: { //used when following player to keep spores separate
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x: 100 * (Math.random() - 0.5),
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@@ -1568,8 +1568,8 @@ const b = {
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friction: 0,
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frictionAir: 0.10,
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restitution: 0.3,
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dmg: 0.15, //damage done in addition to the damage from momentum
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lookFrequency: 10 + Math.floor(7 * Math.random()),
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dmg: 0.29, //damage done in addition to the damage from momentum
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lookFrequency: 14 + Math.floor(8 * Math.random()),
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endCycle: simulation.cycle + 120 * tech.isBulletsLastLonger, //Math.floor((1200 + 420 * Math.random()) * tech.isBulletsLastLonger),
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classType: "bullet",
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collisionFilter: {
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@@ -1580,9 +1580,9 @@ const b = {
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lockedOn: null,
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isFollowMouse: true,
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beforeDmg(who) {
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mobs.statusSlow(who, 60)
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mobs.statusSlow(who, 120)
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this.endCycle = simulation.cycle
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if (tech.isHeavyWater) mobs.statusDoT(who, 0.15, 300)
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// if (tech.isHeavyWater) mobs.statusDoT(who, 0.15, 300)
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if (tech.iceEnergy && !who.shield && !who.isShielded && who.dropPowerUp && who.alive) {
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setTimeout(function() {
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if (!who.alive) {
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@@ -1597,7 +1597,7 @@ const b = {
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// this.force.y += this.mass * 0.0002;
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//find mob targets
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if (!(simulation.cycle % this.lookFrequency)) {
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const scale = 1 - 0.09 / tech.isBulletsLastLonger //0.9 * tech.isBulletsLastLonger;
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const scale = 1 - 0.08 / tech.isBulletsLastLonger //0.9 * tech.isBulletsLastLonger;
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Matter.Body.scale(this, scale, scale);
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this.lockedOn = null;
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let closeDist = Infinity;
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@@ -3535,23 +3535,23 @@ const b = {
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}
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}
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},
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{
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name: "ice IX",
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description: "synthesize <strong>short-lived</strong> ice crystals<br>crystals <strong>seek</strong> out and <strong class='color-s'>freeze</strong> mobs",
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ammo: 0,
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ammoPack: 64,
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have: false,
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fire() {
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if (mech.crouch) {
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b.iceIX(10, 0.3)
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mech.fireCDcycle = mech.cycle + Math.floor(8 * b.fireCD); // cool down
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} else {
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b.iceIX(2)
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mech.fireCDcycle = mech.cycle + Math.floor(3 * b.fireCD); // cool down
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}
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// {
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// name: "ice IX",
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// description: "synthesize <strong>short-lived</strong> ice crystals<br>crystals <strong>seek</strong> out and <strong class='color-s'>freeze</strong> mobs",
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// ammo: 0,
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// ammoPack: 64,
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// have: false,
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// fire() {
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// if (mech.crouch) {
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// b.iceIX(10, 0.3)
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// mech.fireCDcycle = mech.cycle + Math.floor(8 * b.fireCD); // cool down
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// } else {
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// b.iceIX(2)
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// mech.fireCDcycle = mech.cycle + Math.floor(3 * b.fireCD); // cool down
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// }
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}
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},
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// }
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// },
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{
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name: "foam",
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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",
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