more pulse balance, and general balance
This commit is contained in:
@@ -134,7 +134,7 @@ const b = {
|
||||
},
|
||||
{
|
||||
name: "ablative synthesis",
|
||||
description: "rebuild your broken parts as <strong>drones</strong><br>chance to occur after taking <strong class='color-d'>damage</strong>",
|
||||
description: "rebuild your broken parts as <strong>drones</strong><br>chance to occur after being <strong>harmed</strong>",
|
||||
have: false, //9
|
||||
effect: () => { //makes dangerous situations more survivable
|
||||
b.isModDroneOnDamage = true;
|
||||
@@ -142,32 +142,24 @@ const b = {
|
||||
},
|
||||
{
|
||||
name: "annihilation",
|
||||
description: "after <strong>touching</strong> enemies, they are annihilated<br><em>doesn't trigger health or energy transfer</em>",
|
||||
description: "after <strong>touching</strong> enemies, they are annihilated",
|
||||
have: false, //10
|
||||
effect: () => { //good with mods that heal: superconductive healing, entropy transfer
|
||||
b.modAnnihilation = true
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "anti-matter cores",
|
||||
description: "your <strong class='color-e'>explosions</strong> are doubled in <strong>size</strong><br>immune to <strong class='color-d'>damage</strong> from <strong class='color-e'>explosions</strong>",
|
||||
name: "high explosives",
|
||||
description: "<strong class='color-e'>explosions</strong> are 50% <strong>larger</strong><br>immune to <strong>harm</strong> from <strong class='color-e'>explosions</strong>",
|
||||
have: false, //11
|
||||
effect: () => {
|
||||
b.modExplosionRadius = 1.5;
|
||||
b.modExplosionRadius = 1.3;
|
||||
b.isModImmuneExplosion = true;
|
||||
}
|
||||
},
|
||||
// {
|
||||
// name: "ceramic plating",
|
||||
// description: "protection from to high <strong>temperatures</strong><br>5x less <strong class='color-d'>damage</strong> from <strong class='color-e'>explosions</strong> and lasers",
|
||||
// have: false, //12
|
||||
// effect: () => {
|
||||
// b.isModImmuneExplosion = true; //good for guns with explosions
|
||||
// }
|
||||
// },
|
||||
{
|
||||
name: "entanglement",
|
||||
description: "using your first gun reduces <strong class='color-d'>damage</strong> taken<br><em>scales by <strong>7%</strong> for each gun in your inventory</em>",
|
||||
description: "using your first gun reduces <strong>harm</strong><br>scales by <strong>7%</strong> for each gun in your inventory",
|
||||
have: false, //13
|
||||
effect: () => { // good with laser-bots
|
||||
b.isModMonogamy = true
|
||||
@@ -241,7 +233,7 @@ const b = {
|
||||
},
|
||||
{
|
||||
name: "squirrel-cage rotor",
|
||||
description: "<strong>jump</strong> higher and <strong>move</strong> faster<br>reduced <strong>falling</strong> <strong class='color-d'>damage</strong>",
|
||||
description: "<strong>jump</strong> higher and <strong>move</strong> faster<br>reduced <strong>harm</strong> from <strong>falling</strong> ",
|
||||
have: false, //22
|
||||
effect: () => { // good with melee builds, content skipping builds
|
||||
b.modSquirrelFx = 1.2;
|
||||
@@ -1306,17 +1298,17 @@ const b = {
|
||||
name: "grenades", //8
|
||||
description: "lob a single bouncy projectile<br><strong class='color-e'>explodes</strong> on contact or after one second",
|
||||
ammo: 0,
|
||||
ammoPack: 11,
|
||||
ammoPack: 12,
|
||||
have: false,
|
||||
isStarterGun: false,
|
||||
fire() {
|
||||
const me = bullet.length;
|
||||
const dir = mech.angle; // + Math.random() * 0.05;
|
||||
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 15 * b.modBulletSize, b.fireAttributes(dir, false));
|
||||
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20 * b.modBulletSize, b.fireAttributes(dir, false));
|
||||
b.fireProps(mech.crouch ? 30 : 20, mech.crouch ? 43 : 32, dir, me); //cd , speed
|
||||
// Matter.Body.setDensity(bullet[me], 0.000001);
|
||||
Matter.Body.setDensity(bullet[me], 0.0005);
|
||||
bullet[me].totalCycles = 100;
|
||||
bullet[me].endCycle = game.cycle + Math.floor((mech.crouch ? 120 : 60) * b.isModBulletsLastLonger);
|
||||
bullet[me].endCycle = game.cycle + Math.floor((mech.crouch ? 120 : 80) * b.isModBulletsLastLonger);
|
||||
bullet[me].restitution = 0.5;
|
||||
bullet[me].explodeRad = 290;
|
||||
bullet[me].onEnd = b.explode; //makes bullet do explosive damage before despawn
|
||||
@@ -1327,7 +1319,7 @@ const b = {
|
||||
};
|
||||
bullet[me].do = function () {
|
||||
//extra gravity for harder arcs
|
||||
this.force.y += this.mass * 0.002;
|
||||
this.force.y += this.mass * 0.0025;
|
||||
};
|
||||
}
|
||||
}, {
|
||||
@@ -1556,7 +1548,7 @@ const b = {
|
||||
},
|
||||
{
|
||||
name: "drones", //12
|
||||
description: "deploy <strong>drones</strong> that seek out enemies<br>collisions reduce drone <strong>cycles</strong> by 1 second",
|
||||
description: "deploy drones that <strong>crash</strong> into enemies<br>collisions reduce drone <strong>cycles</strong> by 1 second",
|
||||
ammo: 0,
|
||||
ammoPack: 17,
|
||||
have: false,
|
||||
@@ -1568,7 +1560,7 @@ const b = {
|
||||
},
|
||||
{
|
||||
name: "guardian", //13
|
||||
description: "deploy a bot that protect you for one level<br>uses a short range laser that drains <strong class='color-f'>energy</strong>",
|
||||
description: "deploy a bot that <strong>protects</strong> you for <strong>one level</strong><br>uses a <strong>short range</strong> laser that drains <strong class='color-f'>energy</strong>",
|
||||
ammo: 0,
|
||||
ammoPack: 1,
|
||||
have: false,
|
||||
@@ -1668,16 +1660,13 @@ const b = {
|
||||
},
|
||||
{
|
||||
name: "laser", //14
|
||||
description: "emit a beam of collimation coherent light<br>uses <strong class='color-f'>energy</strong> instead of ammunition",
|
||||
description: "emit a beam of collimated coherent <strong>light</strong><br>uses <strong class='color-f'>energy</strong> instead of ammunition",
|
||||
ammo: 0,
|
||||
// ammoPack: 350,
|
||||
ammoPack: Infinity,
|
||||
have: false,
|
||||
isStarterGun: true,
|
||||
fire() {
|
||||
// mech.fireCDcycle = mech.cycle + 1
|
||||
//laser drains energy as well as bullets
|
||||
const FIELD_DRAIN = 0.002
|
||||
const FIELD_DRAIN = 0.002 //laser drains energy as well as bullets
|
||||
const damage = 0.05
|
||||
if (mech.fieldMeter < FIELD_DRAIN) {
|
||||
mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy
|
||||
@@ -1830,7 +1819,7 @@ const b = {
|
||||
},
|
||||
{
|
||||
name: "pulse", //15
|
||||
description: "emit an <strong class='color-e'>explosive</strong> laser pulse<br>each pulse uses 20% of your <strong class='color-f'>energy</strong>",
|
||||
description: "power a <strong>laser</strong> that initiates a fusion <strong class='color-e'>explosion</strong><br>each pulse drains 25% of your current <strong class='color-f'>energy</strong>",
|
||||
ammo: 0,
|
||||
ammoPack: Infinity,
|
||||
have: false,
|
||||
@@ -1838,15 +1827,14 @@ const b = {
|
||||
fire() {
|
||||
//calculate laser collision
|
||||
let best;
|
||||
let range = 6000
|
||||
const dir = mech.angle // + 0.04 * (Math.random() - 0.5)
|
||||
let range = 4000
|
||||
const path = [{
|
||||
x: mech.pos.x + 20 * Math.cos(dir),
|
||||
y: mech.pos.y + 20 * Math.sin(dir)
|
||||
x: mech.pos.x + 20 * Math.cos(mech.angle),
|
||||
y: mech.pos.y + 20 * Math.sin(mech.angle)
|
||||
},
|
||||
{
|
||||
x: mech.pos.x + range * Math.cos(dir),
|
||||
y: mech.pos.y + range * Math.sin(dir)
|
||||
x: mech.pos.x + range * Math.cos(mech.angle),
|
||||
y: mech.pos.y + range * Math.sin(mech.angle)
|
||||
}
|
||||
];
|
||||
const vertexCollision = function (v1, v1End, domain) {
|
||||
@@ -1909,10 +1897,11 @@ const b = {
|
||||
};
|
||||
}
|
||||
|
||||
const energy = mech.fieldMeter * 0.2
|
||||
//use energy to explode
|
||||
const energy = mech.fieldMeter * 0.25
|
||||
mech.fieldMeter -= energy
|
||||
if (best.who) b.explosion(path[1], 1300 * energy)
|
||||
mech.fireCDcycle = mech.cycle + Math.floor(20 * b.modFireRate); // cool down
|
||||
mech.fireCDcycle = mech.cycle + Math.floor(60 * b.modFireRate); // cool down
|
||||
|
||||
//draw laser beam
|
||||
ctx.beginPath();
|
||||
@@ -1928,17 +1917,17 @@ const b = {
|
||||
ctx.lineWidth = 4
|
||||
ctx.stroke();
|
||||
|
||||
//draw little dot sparkles
|
||||
//draw little dots along the laser path
|
||||
const sub = Matter.Vector.sub(path[1], path[0])
|
||||
const mag = Matter.Vector.magnitude(sub)
|
||||
for (let i = 0, len = Math.floor(mag * 0.03 * energy / 0.2); i < len; i++) {
|
||||
const dist = Math.random()
|
||||
game.drawList.push({
|
||||
x: path[0].x + sub.x * dist + 30 * (Math.random() - 0.5),
|
||||
y: path[0].y + sub.y * dist + 30 * (Math.random() - 0.5),
|
||||
radius: 1 + 2 * Math.random(),
|
||||
x: path[0].x + sub.x * dist + 13 * (Math.random() - 0.5),
|
||||
y: path[0].y + sub.y * dist + 13 * (Math.random() - 0.5),
|
||||
radius: 1 + 4 * Math.random(),
|
||||
color: "rgba(255,0,0,0.5)",
|
||||
time: Math.floor(2 + 7 * Math.random())
|
||||
time: Math.floor(2 + 33 * Math.random() * Math.random())
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user