shieldingBoss

shieldingBoss stops re-shielding after taking damage
  25% more health
  re-shielding Cooldown is 25% shorter

you can pick up ammo with laser again
  it was too annoying to switch guns

you have 1/2 second harm immunity after leaving a portal

lore conversations are better at recovering from speech API freezes
  (if the speech API doesn't work after 10 seconds it switches to pure text)
This commit is contained in:
landgreen
2021-07-12 15:40:43 -07:00
parent b5dd456db0
commit 95adf9fa06
11 changed files with 170 additions and 208 deletions

View File

@@ -2118,8 +2118,8 @@ const b = {
if (
Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 20000 &&
(powerUp[i].name !== "heal" || m.health < 0.94 * m.maxHealth || tech.isDroneGrab) &&
(powerUp[i].name !== "field" || !tech.isDeterminism) &&
(powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity || tech.isDroneGrab)
(powerUp[i].name !== "field" || !tech.isDeterminism)
// &&(b.inventory.length > 1 || powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity || tech.isDroneGrab)
) {
//draw pickup for a single cycle
ctx.beginPath();
@@ -2149,8 +2149,8 @@ const b = {
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (
(powerUp[i].name !== "heal" || m.health < 0.94 * m.maxHealth || tech.isDroneGrab) &&
(powerUp[i].name !== "field" || !tech.isDeterminism) &&
(powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity || tech.isDroneGrab)
(powerUp[i].name !== "field" || !tech.isDeterminism)
// &&(b.inventory.length > 1 || powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity || tech.isDroneGrab)
) {
if (Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 20000 && !simulation.isChoosing) {
//draw pickup for a single cycle
@@ -2334,8 +2334,8 @@ const b = {
if (
Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 20000 &&
(powerUp[i].name !== "heal" || m.health < 0.94 * m.maxHealth || tech.isDroneGrab) &&
(powerUp[i].name !== "field" || !tech.isDeterminism) &&
(powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity || tech.isDroneGrab)
(powerUp[i].name !== "field" || !tech.isDeterminism)
// &&(powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity || tech.isDroneGrab)
) {
//draw pickup for a single cycle
ctx.beginPath();
@@ -2366,8 +2366,8 @@ const b = {
for (let i = 0, len = powerUp.length; i < len; ++i) {
if (
(powerUp[i].name !== "heal" || m.health < 0.94 * m.maxHealth || tech.isDroneGrab) &&
(powerUp[i].name !== "field" || !tech.isDeterminism) &&
(powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity || tech.isDroneGrab)
(powerUp[i].name !== "field" || !tech.isDeterminism)
// &&(powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity || tech.isDroneGrab)
) {
if (Vector.magnitudeSquared(Vector.sub(this.position, powerUp[i].position)) < 20000 && !simulation.isChoosing) {
//draw pickup for a single cycle
@@ -4032,7 +4032,7 @@ const b = {
ctx.lineTo(vertices[j].x + vibe * (Math.random() - 0.5), vertices[j].y + vibe * (Math.random() - 0.5));
}
ctx.lineTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
const damage = 1.75 * b.dmgScale * tech.waveBeamDamage * tech.wavePacketDamage / Math.sqrt(who.radius) //damage is lower for large radius mobs, since they feel the waves longer
const damage = 1.9 * b.dmgScale * tech.waveBeamDamage * tech.wavePacketDamage / Math.sqrt(who.radius) //damage is lower for large radius mobs, since they feel the waves longer
who.locatePlayer();
who.damage(damage);
}