bug fix
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@@ -371,10 +371,7 @@ const powerUps = {
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if (tech.isAmmoForGun && b.inventory.length > 0 && b.activeGun) {
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if (tech.isAmmoForGun && b.inventory.length > 0 && b.activeGun) {
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const target = b.guns[b.activeGun]
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const target = b.guns[b.activeGun]
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if (target.ammo !== Infinity) {
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if (target.ammo !== Infinity) {
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const ammoAdded = Math.ceil((0.82 * Math.random() + 0.8 * Math.random()) * target.ammoPack)
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// const ammoAdded = Math.ceil(Math.random() * target.ammoPack) + Math.ceil(0.7 * Math.random() * target.ammoPack)
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// const ammoAdded = Math.ceil((Math.random() + 0.5 * Math.random()) * target.ammoPack)
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const ammoAdded = Math.ceil((0.5 * Math.random() + 0.4 * Math.random()) * target.ammoPack)
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target.ammo += ammoAdded
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target.ammo += ammoAdded
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simulation.makeTextLog(`${target.name}.<span class='color-gun'>ammo</span> <span class='color-symbol'>+=</span> ${ammoAdded}`)
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simulation.makeTextLog(`${target.name}.<span class='color-gun'>ammo</span> <span class='color-symbol'>+=</span> ${ammoAdded}`)
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}
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}
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@@ -169,7 +169,7 @@
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if (tech.isEnergyDamage) dmg *= 1 + m.energy / 9;
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if (tech.isEnergyDamage) dmg *= 1 + m.energy / 9;
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if (tech.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.0038
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if (tech.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.0038
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if (tech.isRerollDamage) dmg *= 1 + 0.042 * powerUps.research.count
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if (tech.isRerollDamage) dmg *= 1 + 0.042 * powerUps.research.count
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if (tech.isOneGun && b.inventory.length < 2) dmg *= 1.35
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if (tech.isOneGun && b.inventory.length < 2) dmg *= 1.3
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if (tech.isNoFireDamage && m.cycle > m.fireCDcycle + 120) dmg *= 1.9
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if (tech.isNoFireDamage && m.cycle > m.fireCDcycle + 120) dmg *= 1.9
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if (tech.isSpeedDamage) dmg *= 1 + Math.min(0.43, player.speed * 0.015)
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if (tech.isSpeedDamage) dmg *= 1 + Math.min(0.43, player.speed * 0.015)
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if (tech.isBotDamage) dmg *= 1 + 0.06 * b.totalBots()
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if (tech.isBotDamage) dmg *= 1 + 0.06 * b.totalBots()
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@@ -195,7 +195,7 @@
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},
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},
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tech: [{
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tech: [{
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name: "integrated armament",
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name: "integrated armament",
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description: `increase <strong class='color-d'>damage</strong> by <strong>35%</strong><br>your inventory can only hold 1 <strong class='color-g'>gun</strong>`,
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description: `increase <strong class='color-d'>damage</strong> by <strong>30%</strong><br>your inventory can only hold 1 <strong class='color-g'>gun</strong>`,
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maxCount: 1,
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maxCount: 1,
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count: 0,
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count: 0,
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frequency: 2,
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frequency: 2,
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@@ -360,7 +360,7 @@
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},
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},
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{
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{
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name: "logistics",
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name: "logistics",
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description: "<strong class='color-g'>ammo</strong> power ups give <strong>200%</strong> <strong class='color-g'>ammo</strong><br>but <strong class='color-g'>ammo</strong> is only added to your current <strong class='color-g'>gun</strong>",
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description: "<strong class='color-g'>ammo</strong> power ups give <strong>80%</strong> more <strong class='color-g'>ammo</strong><br>but <strong class='color-g'>ammo</strong> is only added to your current <strong class='color-g'>gun</strong>",
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maxCount: 1,
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maxCount: 1,
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count: 0,
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count: 0,
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frequency: 2,
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frequency: 2,
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24
todo.txt
24
todo.txt
@@ -1,29 +1,5 @@
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******************************************************** NEXT PATCH ********************************************************
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******************************************************** NEXT PATCH ********************************************************
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"gamma-ray laser" renamed "free-electron laser" to make more scientific sense
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since gamma rays would go right through walls
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laser diode now makes lasers blue
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free-electron laser can no longer work with laser diode
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pressure wave has a bit more damage
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crouch mode works different (much higher fire rate, low arc)
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integrated armament gives 35% dmg (was 22%)
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but I fixed a bug where it gave an extra 33% ammo
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mine gun gets 25% less ammo
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all mines do 30% more damage
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trying to make shotgun better at close range and worse at distance
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shotgun slug is much slower, but does 60% more damage
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nail shot has a 20% wider spread, and is 20% slower, but does 20% more damage
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finalBoss has 15% less health
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to balance all the buffs
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ammo power ups give 15% less ammo
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damage done by mobs now scales up a bit faster each level
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damage done by you now scales down a bit faster each level
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******************************************************** TODO ********************************************************
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******************************************************** TODO ********************************************************
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