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:
15
js/player.js
15
js/player.js
@@ -497,7 +497,7 @@ const m = {
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if (tech.healthDrain) dmg *= 1 + 2.667 * tech.healthDrain //tech.healthDrain = 0.03 at one stack //cause more damage
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if (tech.squirrelFx !== 1) dmg *= 1 + (tech.squirrelFx - 1) / 5 //cause more damage
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if (tech.isBlockHarm && m.isHolding) dmg *= 0.15
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if (tech.isSpeedHarm) dmg *= 1 - Math.min(player.speed * 0.022, 0.66)
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if (tech.isSpeedHarm) dmg *= 1 - Math.min(player.speed * 0.0165, 0.66)
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if (tech.isSlowFPS) dmg *= 0.8
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// if (tech.isPiezo) dmg *= 0.85
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if (tech.isHarmReduce && input.field && m.fieldCDcycle < m.cycle) dmg *= 0.4
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@@ -1250,8 +1250,7 @@ const m = {
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if ( //use power up if it is close enough
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dist2 < 5000 &&
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!simulation.isChoosing &&
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(powerUp[i].name !== "heal" || m.health !== m.maxHealth || tech.isOverHeal) &&
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(powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity)
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(powerUp[i].name !== "heal" || m.health !== m.maxHealth || tech.isOverHeal)
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) {
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powerUps.onPickUp(powerUp[i]);
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Matter.Body.setVelocity(player, { //player knock back, after grabbing power up
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@@ -2068,15 +2067,15 @@ const m = {
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}
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if (tech.isCloakStun) { //stun nearby mobs after exiting cloak
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let isMobsAround = false
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const stunRange = m.fieldDrawRadius * 1.2
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const drain = 0.3 * m.energy
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const stunRange = m.fieldDrawRadius * 1.3
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const drain = 0.25 * m.energy
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (
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Vector.magnitude(Vector.sub(mob[i].position, m.pos)) < stunRange &&
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Matter.Query.ray(map, mob[i].position, m.pos).length === 0
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) {
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isMobsAround = true
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mobs.statusStun(mob[i], 60 + drain * 360)
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mobs.statusStun(mob[i], 120 + drain * 360)
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}
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}
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if (isMobsAround && m.energy > drain) {
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@@ -2385,8 +2384,8 @@ const m = {
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if (
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dist2 < 5000 &&
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!simulation.isChoosing &&
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(powerUp[i].name !== "heal" || m.health < 0.94 * m.maxHealth) &&
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(powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity)
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(powerUp[i].name !== "heal" || m.health < 0.94 * m.maxHealth)
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// (powerUp[i].name !== "ammo" || b.guns[b.activeGun].ammo !== Infinity)
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) { //use power up if it is close enough
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powerUps.onPickUp(powerUp[i]);
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powerUp[i].effect();
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