mod - super ball stun, ice crystal mod uses energy
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@@ -766,7 +766,7 @@ const b = {
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{
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name: "ice crystal nucleation",
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description: "your <strong>minigun</strong> condenses <strong>unlimited ammo</strong><br>ice bullets made from water vapor <strong>slow</strong> mobs",
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description: "your <strong>minigun</strong> uses <strong class='color-f'>energy</strong> to condense<br><strong>bullets</strong> from water vapor that <strong>slow</strong> mobs",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -815,7 +815,7 @@ const b = {
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},
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{
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name: "super duper",
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description: "fire <strong>+2</strong> additional <strong>super ball</strong>",
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description: "fire <strong>+2</strong> additional <strong>super balls</strong>",
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -831,7 +831,7 @@ const b = {
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},
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{
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name: "super ball",
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description: "fire a single <strong>huge</strong> super <strong>ball</strong>",
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description: "fire one <strong>large</strong> super <strong>ball</strong><br>that <strong>stuns</strong> mobs for <strong>2</strong> second",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -1251,8 +1251,8 @@ const b = {
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game.updateGunHUD();
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}
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} else {
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if (b.isModAmmoFromHealth && mech.health > b.isModAmmoFromHealth) {
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mech.damage(b.isModAmmoFromHealth * mech.health);
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if (b.isModAmmoFromHealth && mech.health > 0.05) {
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mech.damage(Math.max(0.01, b.isModAmmoFromHealth * mech.health));
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powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
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if (Math.random() < b.isModBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
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}
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@@ -2123,12 +2123,14 @@ const b = {
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bullet[me].endCycle = game.cycle + 70;
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bullet[me].dmg = 0.07;
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bullet[me].frictionAir = mech.crouch ? 0.007 : 0.01;
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if (b.isModIceCrystals) {
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if (b.isModIceCrystals && mech.energy > 0.01) {
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mech.energy -= mech.fieldRegen + 0.007
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bullet[me].onDmg = function (who) {
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mobs.statusSlow(who, 60)
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};
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//ice muzzleFlash
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ctx.fillStyle = "rgb(0,100,255)";
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ctx.beginPath();
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ctx.arc(mech.pos.x + 35 * Math.cos(mech.angle), mech.pos.y + 35 * Math.sin(mech.angle), 15, 0, 2 * Math.PI);
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ctx.fill();
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@@ -2192,7 +2194,7 @@ const b = {
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if (b.modOneSuperBall) {
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let dir = mech.angle
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const me = bullet.length;
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bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 12, 22 * b.modBulletSize, b.fireAttributes(dir, false));
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bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 12, 20 * b.modBulletSize, b.fireAttributes(dir, false));
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World.add(engine.world, bullet[me]); //add bullet to world
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Matter.Body.setVelocity(bullet[me], {
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x: SPEED * Math.cos(dir),
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@@ -2206,6 +2208,9 @@ const b = {
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bullet[me].do = function () {
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this.force.y += this.mass * 0.001;
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};
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bullet[me].onDmg = function (who) {
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mobs.statusStun(who, 120) // (2.3) * 2 / 14 ticks (2x damage over 7 seconds)
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};
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} else {
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b.muzzleFlash(20);
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const SPREAD = mech.crouch ? 0.08 : 0.15
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@@ -2261,12 +2266,10 @@ const b = {
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bullet[me].endCycle = game.cycle + 180;
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bullet[me].dmg = 0;
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bullet[me].onDmg = function (who) {
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if (!who.isShielded) {
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if (b.isModDotFlechette) {
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mobs.statusPoison(who, 0.33, 360) // (2.3) * 2 / 14 ticks (2x damage over 7 seconds)
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} else {
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mobs.statusPoison(who, 0.33, 180) // (2.3) / 6 ticks (3 seconds)
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}
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if (b.isModDotFlechette) {
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mobs.statusPoison(who, 0.33, 360) // (2.3) * 2 / 14 ticks (2x damage over 7 seconds)
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} else {
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mobs.statusPoison(who, 0.33, 180) // (2.3) / 6 ticks (3 seconds)
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}
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};
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