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)
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26
js/player.js
26
js/player.js
@@ -158,7 +158,7 @@ const mech = {
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mech.Vx = player.velocity.x;
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mech.Vy = player.velocity.y;
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//tracks the last second of player information
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//tracks the last 10s of player information
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// console.log(mech.history)
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mech.history.splice(mech.cycle % 600, 1, {
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position: {
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@@ -175,7 +175,7 @@ const mech = {
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activeGun: b.activeGun
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});
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// const back = 59 // 59 looks at 1 second ago //29 looks at 1/2 a second ago
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// historyIndex = (mech.cycle - back) % 60
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// historyIndex = (mech.cycle - back) % 600
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},
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transSmoothX: 0,
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transSmoothY: 0,
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@@ -618,11 +618,11 @@ const mech = {
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if (tech.isEnergyHealth) {
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mech.energy -= dmg;
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if (mech.energy < 0 || isNaN(mech.energy)) { //taking deadly damage
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if (tech.isDeathAvoid && powerUps.reroll.rerolls && !tech.isDeathAvoidedThisLevel) {
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if (tech.isDeathAvoid && powerUps.research.research && !tech.isDeathAvoidedThisLevel) {
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tech.isDeathAvoidedThisLevel = true
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powerUps.reroll.changeRerolls(-1)
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simulation.makeTextLog(`<span class='color-var'>mech</span>.<span class='color-r'>rerolls</span><span class='color-symbol'>--</span>
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<br>${powerUps.reroll.rerolls}`)
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powerUps.research.changeRerolls(-1)
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simulation.makeTextLog(`<span class='color-var'>mech</span>.<span class='color-r'>research</span><span class='color-symbol'>--</span>
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<br>${powerUps.research.research}`)
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for (let i = 0; i < 6; i++) {
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powerUps.spawn(mech.pos.x, mech.pos.y, "heal", false);
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}
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@@ -649,12 +649,12 @@ const mech = {
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dmg *= mech.harmReduction()
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mech.health -= dmg;
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if (mech.health < 0 || isNaN(mech.health)) {
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if (tech.isDeathAvoid && powerUps.reroll.rerolls > 0 && !tech.isDeathAvoidedThisLevel) { //&& Math.random() < 0.5
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if (tech.isDeathAvoid && powerUps.research.research > 0 && !tech.isDeathAvoidedThisLevel) { //&& Math.random() < 0.5
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tech.isDeathAvoidedThisLevel = true
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mech.health = 0.05
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powerUps.reroll.changeRerolls(-1)
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simulation.makeTextLog(`<span class='color-var'>mech</span>.<span class='color-r'>rerolls</span><span class='color-symbol'>--</span>
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<br>${powerUps.reroll.rerolls}`)
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powerUps.research.changeRerolls(-1)
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simulation.makeTextLog(`<span class='color-var'>mech</span>.<span class='color-r'>research</span><span class='color-symbol'>--</span>
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<br>${powerUps.research.research}`)
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for (let i = 0; i < 6; i++) {
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powerUps.spawn(mech.pos.x, mech.pos.y, "heal", false);
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}
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@@ -1499,13 +1499,11 @@ const mech = {
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description: "use <strong class='color-f'>energy</strong> to <strong>block</strong> mobs<br>excess <strong class='color-f'>energy</strong> used to build <strong>drones</strong><br><strong>double</strong> your default <strong class='color-f'>energy</strong> regeneration",
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effect: () => {
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mech.hold = function() {
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if (mech.energy > mech.maxEnergy - 0.02 && mech.fieldCDcycle < mech.cycle && !input.field) {
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if (mech.energy > mech.maxEnergy - 0.02 && mech.fieldCDcycle < mech.cycle && !input.field && bullet.length < 200) {
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if (tech.isSporeField) {
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const len = Math.floor(5 + 4 * Math.random())
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mech.energy -= len * 0.105;
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for (let i = 0; i < len; i++) {
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b.spore(mech.pos)
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}
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for (let i = 0; i < len; i++) b.spore(mech.pos)
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} else if (tech.isMissileField) {
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mech.energy -= 0.55;
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b.missile({ x: mech.pos.x, y: mech.pos.y - 40 }, -Math.PI / 2, 0, 1)
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