diff --git a/js/bullet.js b/js/bullet.js
index 4fa4ded..cb4071f 100644
--- a/js/bullet.js
+++ b/js/bullet.js
@@ -76,13 +76,17 @@ const b = {
}
},
fireProps(cd, speed, dir, me) {
- mech.fireCDcycle = mech.cycle + Math.floor(cd * mod.fireRate); // cool down
+ mech.fireCDcycle = mech.cycle + Math.floor(cd * b.fireCD); // cool down
Matter.Body.setVelocity(bullet[me], {
x: mech.Vx / 2 + speed * Math.cos(dir),
y: mech.Vy / 2 + speed * Math.sin(dir)
});
World.add(engine.world, bullet[me]); //add bullet to world
},
+ fireCD: 1,
+ setFireCD() {
+ b.fireCD = mod.fireRate * mod.slowFire * (mod.isTimeSkip ? 0.66 : 1)
+ },
fireAttributes(dir, rotate = true) {
if (rotate) {
return {
@@ -1216,13 +1220,13 @@ const b = {
fire() {
let knock, spread
if (mech.crouch) {
- mech.fireCDcycle = mech.cycle + Math.floor(55 * mod.fireRate); // cool down
- if (mod.isShotgunImmune) mech.immuneCycle = mech.cycle + Math.floor(55 * mod.fireRate); //player is immune to collision damage for 30 cycles
+ mech.fireCDcycle = mech.cycle + Math.floor(55 * b.fireCD); // cool down
+ if (mod.isShotgunImmune) mech.immuneCycle = mech.cycle + Math.floor(55 * b.fireCD); //player is immune to collision damage for 30 cycles
spread = 0.75
knock = 0.01 * mod.bulletSize * mod.bulletSize
} else {
- mech.fireCDcycle = mech.cycle + Math.floor(45 * mod.fireRate); // cool down
- if (mod.isShotgunImmune) mech.immuneCycle = mech.cycle + Math.floor(45 * mod.fireRate); //player is immune to collision damage for 30 cycles
+ mech.fireCDcycle = mech.cycle + Math.floor(45 * b.fireCD); // cool down
+ if (mod.isShotgunImmune) mech.immuneCycle = mech.cycle + Math.floor(45 * b.fireCD); //player is immune to collision damage for 30 cycles
spread = 1.3
knock = 0.08 * mod.bulletSize * mod.bulletSize
}
@@ -1281,7 +1285,7 @@ const b = {
isEasyToAim: true,
fire() {
const SPEED = mech.crouch ? 40 : 30
- mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 28 : 20) * mod.fireRate); // cool down
+ mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 28 : 20) * b.fireCD); // cool down
if (mod.oneSuperBall) {
let dir = mech.angle
const me = bullet.length;
@@ -1415,7 +1419,7 @@ const b = {
this.lastFireCycle = mech.cycle
if (this.count > ((mech.crouch) ? 7 : 1)) {
this.count = 0
- mech.fireCDcycle = mech.cycle + Math.floor(CD * mod.fireRate); // cool down
+ mech.fireCDcycle = mech.cycle + Math.floor(CD * b.fireCD); // cool down
const who = bullet[bullet.length - 1]
Matter.Body.setDensity(who, 0.00001);
@@ -1442,7 +1446,7 @@ const b = {
} else {
this.count++
- mech.fireCDcycle = mech.cycle + Math.floor(3 * mod.fireRate); // cool down
+ mech.fireCDcycle = mech.cycle + Math.floor(3 * b.fireCD); // cool down
}
@@ -1457,7 +1461,7 @@ const b = {
isStarterGun: true,
isEasyToAim: false,
fire() {
- mech.fireCDcycle = mech.cycle + Math.floor(3 * mod.fireRate); // cool down
+ mech.fireCDcycle = mech.cycle + Math.floor(3 * b.fireCD); // cool down
const dir = mech.angle
const SPEED = 10
let wiggleMag
@@ -1598,7 +1602,7 @@ const b = {
fire() {
if (mod.is3Missiles) {
if (mech.crouch) {
- mech.fireCDcycle = mech.cycle + 60 * mod.fireRate; // cool down
+ mech.fireCDcycle = mech.cycle + 60 * b.fireCD; // cool down
const direction = {
x: Math.cos(mech.angle),
y: Math.sin(mech.angle)
@@ -1614,7 +1618,7 @@ const b = {
bullet[bullet.length - 1].force.y += push.y * (i - 1);
}
} else {
- mech.fireCDcycle = mech.cycle + 45 * mod.fireRate; // cool down
+ mech.fireCDcycle = mech.cycle + 45 * b.fireCD; // cool down
const direction = {
x: Math.cos(mech.angle),
y: Math.sin(mech.angle)
@@ -1631,13 +1635,13 @@ const b = {
}
}
} else {
- mech.fireCDcycle = mech.cycle + Math.floor(mech.crouch ? 45 : 30) * mod.fireRate; // cool down
+ mech.fireCDcycle = mech.cycle + Math.floor(mech.crouch ? 45 : 30) * b.fireCD; // cool down
b.missile({
x: mech.pos.x + 40 * Math.cos(mech.angle),
y: mech.pos.y + 40 * Math.sin(mech.angle) - 3
},
mech.angle + (0.5 - Math.random()) * (mech.crouch ? 0 : 0.2),
- -3 * (0.5 - Math.random()) + (mech.crouch ? 25 : -8) * mod.fireRate,
+ -3 * (0.5 - Math.random()) + (mech.crouch ? 25 : -8) * b.fireCD,
1, mod.babyMissiles)
bullet[bullet.length - 1].force.y += 0.0006; //a small push down at first to make it seem like the missile is briefly falling
}
@@ -1653,7 +1657,7 @@ const b = {
isStarterGun: true,
isEasyToAim: false,
fire() {
- mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 25 : 10) * mod.fireRate); // cool down
+ mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 25 : 10) * b.fireCD); // cool down
b.muzzleFlash(30);
const SPEED = mech.crouch ? 29 : 25
const END = Math.floor(mech.crouch ? 30 : 18);
@@ -2043,7 +2047,7 @@ const b = {
x: speed * Math.cos(mech.angle),
y: speed * Math.sin(mech.angle)
}, 0, mod.isMineAmmoBack)
- mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 70 : 45) * mod.fireRate); // cool down
+ mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 70 : 45) * b.fireCD); // cool down
}
},
{
@@ -2173,7 +2177,7 @@ const b = {
isEasyToAim: true,
fire() {
b.drone(mech.crouch ? 45 : 1)
- mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 13 : 5) * mod.fireRate); // cool down
+ mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 13 : 5) * b.fireCD); // cool down
}
},
{
@@ -2187,10 +2191,10 @@ const b = {
fire() {
if (mech.crouch) {
b.iceIX(10, 0.3)
- mech.fireCDcycle = mech.cycle + Math.floor(10 * mod.fireRate); // cool down
+ mech.fireCDcycle = mech.cycle + Math.floor(10 * b.fireCD); // cool down
} else {
b.iceIX(2)
- mech.fireCDcycle = mech.cycle + Math.floor(3 * mod.fireRate); // cool down
+ mech.fireCDcycle = mech.cycle + Math.floor(3 * b.fireCD); // cool down
}
}
@@ -2204,7 +2208,7 @@ const b = {
isStarterGun: true,
isEasyToAim: false,
fire() {
- mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 20 : 6) * mod.fireRate); // cool down
+ mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 20 : 6) * b.fireCD); // cool down
const radius = mech.crouch ? 10 + 7 * Math.random() : 4 + 6 * Math.random() //(4 + (mech.crouch ? 15 : 6) * Math.random())
const dir = mech.angle + 0.2 * (Math.random() - 0.5)
const position = {
@@ -2333,7 +2337,7 @@ const b = {
mech.fireCDcycle = Infinity //can't fire until mouse is released
const lastCharge = this.charge
let chargeRate = (mech.crouch) ? 0.975 : 0.987
- chargeRate *= Math.pow(mod.fireRate, 0.04)
+ chargeRate *= Math.pow(b.fireCD, 0.04)
this.charge = this.charge * chargeRate + (1 - chargeRate) // this.charge converges to 1
mech.energy -= (this.charge - lastCharge) * 0.28 //energy drain is proportional to charge gained, but doesn't stop normal mech.fieldRegen
@@ -2694,7 +2698,7 @@ const b = {
const energy = 0.3 * Math.min(mech.energy, 1.75)
mech.energy -= energy * mod.isLaserDiode
if (best.who) b.explosion(path[1], 1000 * energy, true)
- mech.fireCDcycle = mech.cycle + Math.floor(60 * mod.fireRate); // cool down
+ mech.fireCDcycle = mech.cycle + Math.floor(60 * b.fireCD); // cool down
if (mod.isPulseStun) {
const range = 100 + 2000 * energy
diff --git a/js/game.js b/js/game.js
index c4eb2e7..0110313 100644
--- a/js/game.js
+++ b/js/game.js
@@ -497,6 +497,7 @@ const game = {
b.activeGun = null;
mod.setupAllMods(); //sets mods to default values
+ b.setFireCD();
game.updateModHUD();
powerUps.reroll.rerolls = 0;
mech.maxHealth = 1
diff --git a/js/mods.js b/js/mods.js
index ddc0279..6816e1e 100644
--- a/js/mods.js
+++ b/js/mods.js
@@ -77,7 +77,7 @@ const mod = {
if (mod.isRest && player.speed < 1) dmg *= 1.20;
if (mod.isEnergyDamage) dmg *= 1 + mech.energy / 5.5;
if (mod.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.007
- return dmg
+ return dmg * mod.slowFire
},
onHealthChange() { //used with acid mod
if (mod.isAcidDmg && mech.health > 0.8) {
@@ -227,7 +227,7 @@ const mod = {
},
{
name: "auto-loading heuristics",
- description: "your delay after firing is +15% shorter",
+ description: "+20% decreased delay after firing",
maxCount: 9,
count: 0,
allowed() {
@@ -235,10 +235,29 @@ const mod = {
},
requires: "",
effect() {
- mod.fireRate *= 0.85
+ mod.fireRate *= 0.8
+ b.setFireCD();
},
remove() {
mod.fireRate = 1;
+ b.setFireCD();
+ }
+ },
+ {
+ name: "electrostatic shots",
+ description: "33% increased damage
33% increased delay after firing",
+ maxCount: 1,
+ count: 0,
+ allowed() {
+ return true
+ },
+ effect() {
+ mod.slowFire = 1.33
+ b.setFireCD();
+ },
+ remove() {
+ mod.slowFire = 1;
+ b.setFireCD();
}
},
{
@@ -1592,7 +1611,7 @@ const mod = {
},
{
name: "timelike world line",
- description: "time dilation increases your time rate by 2x
while energy drain is decreased by 2x",
+ description: "time dilation increases your time rate by 2x
33% decreased delay after firing",
maxCount: 1,
count: 0,
allowed() {
@@ -1601,9 +1620,11 @@ const mod = {
requires: "time dilation field",
effect() {
mod.isTimeSkip = true;
+ b.setFireCD();
},
remove() {
mod.isTimeSkip = false;
+ b.setFireCD();
}
},
{
@@ -1889,5 +1910,6 @@ const mod = {
manyWorlds: null,
isDamageFromBulletCount: null,
isLaserDiode: null,
- isNailShot: null
+ isNailShot: null,
+ slowFire: null
}
\ No newline at end of file
diff --git a/js/player.js b/js/player.js
index b3b41da..238655a 100644
--- a/js/player.js
+++ b/js/player.js
@@ -1340,7 +1340,7 @@ const mech = {
y: mech.pos.y + 40 * Math.sin(mech.angle) - 3
},
mech.angle + (0.5 - Math.random()) * (mech.crouch ? 0 : 0.2),
- -3 * (0.5 - Math.random()) + (mech.crouch ? 25 : -8) * mod.fireRate,
+ -3 * (0.5 - Math.random()) + (mech.crouch ? 25 : -8) * b.fireCD,
1, mod.babyMissiles)
} else if (mod.isIceField) {
// mech.fieldCDcycle = mech.cycle + 17; // set cool down to prevent +energy from making huge numbers of drones
@@ -1747,7 +1747,7 @@ const mech = {
// mech.draw();
mech.walk_cycle += mech.flipLegs * mech.Vx;
// mech.hold();
- mech.energy += 0.5 * DRAIN; //x1 to undo the energy drain from time speed up, x1.5 to cut energy drain in half
+ mech.energy += DRAIN; // 1 to undo the energy drain from time speed up, 0.5 to cut energy drain in half
b.fire();
// b.bulletRemove();
b.bulletDo();
diff --git a/todo.txt b/todo.txt
index f70def1..82e9914 100644
--- a/todo.txt
+++ b/todo.txt
@@ -1,10 +1,7 @@
-above level 20 boss power ups only drop on even levels
-removed mod ablative mines (was buggy, and too similar to ablative drones)
-flechettes get stuck in walls
-flechettes do no damage to mobs on hit
-flechettes do more damage over time, and have more ammo
-mod - flechettes pierce mobs
-mod - mutualism: each spore does 2x damage but they borrow 1% life from player
+
+mod - electrostatic shots: 33 increased damage and 33% increased delay after firing
+mod - time-like world line now also gives 33% reduced delay after firing (even when the field isn't active)
+mod auto-loading heuristics now gives 20% reduced delay after firing (up from 15%)
************** TODO - n-gon **************