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

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