elasticity
tech: elasticity - skin, does "crouch landings" a tiny bit more jump and move faster, +15% defense (replaces squirrel cage rotor) tech: diaphragm - skin, defense cycles between -33% and +100% requires aperture tungsten carbide 150->200 maximum health but now does "crouch landings" a more Zectron damage 80->100% and it does a bit less harm to player flip-flop, relay switch are no longer skins pause brings up the most recent in game console message in game console no longer fades out it just instantly goes on and off bug fixes
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@@ -3751,7 +3751,7 @@ const b = {
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bullet[me] = Bodies.polygon(where.x, where.y, 12, radius, b.fireAttributes(dir, false));
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Composite.add(engine.world, bullet[me]); //add bullet to world
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Matter.Body.setVelocity(bullet[me], velocity);
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Matter.Body.setDensity(bullet[me], 0.0008 + 0.0008 * tech.superHarm);
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Matter.Body.setDensity(bullet[me], 0.0008 + 0.0009 * tech.superHarm);
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bullet[me].endCycle = simulation.cycle + Math.floor(300 + 90 * Math.random());
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bullet[me].minDmgSpeed = 0;
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bullet[me].restitution = 1;
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@@ -3761,7 +3761,7 @@ const b = {
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this.force.y += this.mass * 0.0012;
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if (Matter.Query.collides(this, [player]).length) {
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this.endCycle = 0
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let dmg = 0.02 * this.mass * tech.superHarm
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let dmg = 0.015 * this.mass * tech.superHarm
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m.damage(dmg);
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simulation.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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