negative mass field flying buff
harmonic field now has no cooldown after blocking negative mass field accelerates slower, but with a higher top speed negative mass field harm reduction is now 60% and always on mod degenerate matter increases the damage reduction from 60% to 80% falling damage and damage from blocks have been removed (I'm trying it out, let me know if you want it back)
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14
js/bullet.js
14
js/bullet.js
@@ -241,8 +241,8 @@ const b = {
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 50);
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mob[i].force.x += knock.x;
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mob[i].force.y += knock.y;
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radius *= 0.93 //reduced range for each additional explosion target
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damageScale *= 0.8 //reduced damage for each additional explosion target
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radius *= 0.95 //reduced range for each additional explosion target
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damageScale *= 0.85 //reduced damage for each additional explosion target
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} else if (!mob[i].seePlayer.recall && dist < alertRange) {
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mob[i].locatePlayer();
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) / 80);
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@@ -618,9 +618,9 @@ const b = {
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friction: 0.05,
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frictionAir: FRICTION,
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restitution: 1,
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dmg: 0.23, //damage done in addition to the damage from momentum
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dmg: 0.28, //damage done in addition to the damage from momentum
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lookFrequency: 100 + Math.floor(23 * Math.random()),
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endCycle: game.cycle + Math.floor((1200 + 420 * Math.random()) * mod.isBulletsLastLonger),
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endCycle: game.cycle + Math.floor((1100 + 420 * Math.random()) * mod.isBulletsLastLonger),
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classType: "bullet",
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collisionFilter: {
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category: cat.bullet,
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@@ -1192,16 +1192,18 @@ const b = {
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let knock, spread
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if (mech.crouch) {
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mech.fireCDcycle = mech.cycle + Math.floor(55 * mod.fireRate); // cool down
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if (mod.isShotgunImmune) mech.immuneCycle = mech.cycle + Math.floor(55 * mod.fireRate); //player is immune to collision damage for 30 cycles
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spread = 0.75
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knock = 0.01 * mod.bulletSize * mod.bulletSize
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} else {
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mech.fireCDcycle = mech.cycle + Math.floor(45 * mod.fireRate); // cool down
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if (mod.isShotgunImmune) mech.immuneCycle = mech.cycle + Math.floor(45 * mod.fireRate); //player is immune to collision damage for 30 cycles
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spread = 1.3
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knock = 0.08 * mod.bulletSize * mod.bulletSize
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}
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player.force.x -= knock * Math.cos(mech.angle)
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player.force.y -= knock * Math.sin(mech.angle) * 0.3 //reduce knock back in vertical direction to stop super jumps
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if (mod.isShotgunImmune) mech.immuneCycle = mech.cycle + 60; //player is immune to collision damage for 30 cycles
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b.muzzleFlash(35);
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if (mod.isNailShot) {
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for (let i = 0; i < 15; i++) {
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@@ -2074,7 +2076,7 @@ const b = {
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name: "drones",
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description: "deploy drones that <strong>crash</strong> into mobs<br>collisions reduce their <strong>lifespan</strong> by 1 second",
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ammo: 0,
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ammoPack: 15,
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ammoPack: 14,
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have: false,
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isStarterGun: true,
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isEasyToAim: true,
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