fire delay mods
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%)
This commit is contained in:
46
js/bullet.js
46
js/bullet.js
@@ -76,13 +76,17 @@ const b = {
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}
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},
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fireProps(cd, speed, dir, me) {
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mech.fireCDcycle = mech.cycle + Math.floor(cd * mod.fireRate); // cool down
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mech.fireCDcycle = mech.cycle + Math.floor(cd * b.fireCD); // cool down
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Matter.Body.setVelocity(bullet[me], {
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x: mech.Vx / 2 + speed * Math.cos(dir),
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y: mech.Vy / 2 + speed * Math.sin(dir)
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});
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World.add(engine.world, bullet[me]); //add bullet to world
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},
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fireCD: 1,
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setFireCD() {
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b.fireCD = mod.fireRate * mod.slowFire * (mod.isTimeSkip ? 0.66 : 1)
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},
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fireAttributes(dir, rotate = true) {
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if (rotate) {
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return {
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@@ -1216,13 +1220,13 @@ const b = {
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fire() {
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let knock, spread
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if (mech.crouch) {
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mech.fireCDcycle = mech.cycle + Math.floor(55 * mod.fireRate); // cool down
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if (mod.isShotgunImmune) mech.immuneCycle = mech.cycle + Math.floor(55 * mod.fireRate); //player is immune to collision damage for 30 cycles
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mech.fireCDcycle = mech.cycle + Math.floor(55 * b.fireCD); // cool down
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if (mod.isShotgunImmune) mech.immuneCycle = mech.cycle + Math.floor(55 * b.fireCD); //player is immune to collision damage for 30 cycles
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spread = 0.75
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knock = 0.01 * mod.bulletSize * mod.bulletSize
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} else {
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mech.fireCDcycle = mech.cycle + Math.floor(45 * mod.fireRate); // cool down
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if (mod.isShotgunImmune) mech.immuneCycle = mech.cycle + Math.floor(45 * mod.fireRate); //player is immune to collision damage for 30 cycles
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mech.fireCDcycle = mech.cycle + Math.floor(45 * b.fireCD); // cool down
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if (mod.isShotgunImmune) mech.immuneCycle = mech.cycle + Math.floor(45 * b.fireCD); //player is immune to collision damage for 30 cycles
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spread = 1.3
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knock = 0.08 * mod.bulletSize * mod.bulletSize
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}
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@@ -1281,7 +1285,7 @@ const b = {
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isEasyToAim: true,
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fire() {
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const SPEED = mech.crouch ? 40 : 30
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mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 28 : 20) * mod.fireRate); // cool down
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mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 28 : 20) * b.fireCD); // cool down
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if (mod.oneSuperBall) {
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let dir = mech.angle
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const me = bullet.length;
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@@ -1415,7 +1419,7 @@ const b = {
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this.lastFireCycle = mech.cycle
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if (this.count > ((mech.crouch) ? 7 : 1)) {
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this.count = 0
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mech.fireCDcycle = mech.cycle + Math.floor(CD * mod.fireRate); // cool down
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mech.fireCDcycle = mech.cycle + Math.floor(CD * b.fireCD); // cool down
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const who = bullet[bullet.length - 1]
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Matter.Body.setDensity(who, 0.00001);
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@@ -1442,7 +1446,7 @@ const b = {
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} else {
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this.count++
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mech.fireCDcycle = mech.cycle + Math.floor(3 * mod.fireRate); // cool down
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mech.fireCDcycle = mech.cycle + Math.floor(3 * b.fireCD); // cool down
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}
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@@ -1457,7 +1461,7 @@ const b = {
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isStarterGun: true,
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isEasyToAim: false,
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fire() {
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mech.fireCDcycle = mech.cycle + Math.floor(3 * mod.fireRate); // cool down
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mech.fireCDcycle = mech.cycle + Math.floor(3 * b.fireCD); // cool down
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const dir = mech.angle
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const SPEED = 10
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let wiggleMag
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@@ -1598,7 +1602,7 @@ const b = {
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fire() {
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if (mod.is3Missiles) {
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if (mech.crouch) {
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mech.fireCDcycle = mech.cycle + 60 * mod.fireRate; // cool down
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mech.fireCDcycle = mech.cycle + 60 * b.fireCD; // cool down
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const direction = {
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x: Math.cos(mech.angle),
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y: Math.sin(mech.angle)
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@@ -1614,7 +1618,7 @@ const b = {
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bullet[bullet.length - 1].force.y += push.y * (i - 1);
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}
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} else {
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mech.fireCDcycle = mech.cycle + 45 * mod.fireRate; // cool down
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mech.fireCDcycle = mech.cycle + 45 * b.fireCD; // cool down
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const direction = {
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x: Math.cos(mech.angle),
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y: Math.sin(mech.angle)
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@@ -1631,13 +1635,13 @@ const b = {
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}
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}
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} else {
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mech.fireCDcycle = mech.cycle + Math.floor(mech.crouch ? 45 : 30) * mod.fireRate; // cool down
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mech.fireCDcycle = mech.cycle + Math.floor(mech.crouch ? 45 : 30) * b.fireCD; // cool down
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b.missile({
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x: mech.pos.x + 40 * Math.cos(mech.angle),
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y: mech.pos.y + 40 * Math.sin(mech.angle) - 3
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},
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mech.angle + (0.5 - Math.random()) * (mech.crouch ? 0 : 0.2),
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-3 * (0.5 - Math.random()) + (mech.crouch ? 25 : -8) * mod.fireRate,
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-3 * (0.5 - Math.random()) + (mech.crouch ? 25 : -8) * b.fireCD,
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1, mod.babyMissiles)
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bullet[bullet.length - 1].force.y += 0.0006; //a small push down at first to make it seem like the missile is briefly falling
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}
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@@ -1653,7 +1657,7 @@ const b = {
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isStarterGun: true,
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isEasyToAim: false,
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fire() {
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mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 25 : 10) * mod.fireRate); // cool down
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mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 25 : 10) * b.fireCD); // cool down
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b.muzzleFlash(30);
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const SPEED = mech.crouch ? 29 : 25
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const END = Math.floor(mech.crouch ? 30 : 18);
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@@ -2043,7 +2047,7 @@ const b = {
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x: speed * Math.cos(mech.angle),
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y: speed * Math.sin(mech.angle)
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}, 0, mod.isMineAmmoBack)
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mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 70 : 45) * mod.fireRate); // cool down
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mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 70 : 45) * b.fireCD); // cool down
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}
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},
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{
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@@ -2173,7 +2177,7 @@ const b = {
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isEasyToAim: true,
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fire() {
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b.drone(mech.crouch ? 45 : 1)
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mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 13 : 5) * mod.fireRate); // cool down
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mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 13 : 5) * b.fireCD); // cool down
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}
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},
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{
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@@ -2187,10 +2191,10 @@ const b = {
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fire() {
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if (mech.crouch) {
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b.iceIX(10, 0.3)
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mech.fireCDcycle = mech.cycle + Math.floor(10 * mod.fireRate); // cool down
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mech.fireCDcycle = mech.cycle + Math.floor(10 * b.fireCD); // cool down
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} else {
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b.iceIX(2)
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mech.fireCDcycle = mech.cycle + Math.floor(3 * mod.fireRate); // cool down
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mech.fireCDcycle = mech.cycle + Math.floor(3 * b.fireCD); // cool down
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}
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}
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@@ -2204,7 +2208,7 @@ const b = {
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isStarterGun: true,
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isEasyToAim: false,
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fire() {
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mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 20 : 6) * mod.fireRate); // cool down
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mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 20 : 6) * b.fireCD); // cool down
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const radius = mech.crouch ? 10 + 7 * Math.random() : 4 + 6 * Math.random() //(4 + (mech.crouch ? 15 : 6) * Math.random())
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const dir = mech.angle + 0.2 * (Math.random() - 0.5)
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const position = {
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@@ -2333,7 +2337,7 @@ const b = {
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mech.fireCDcycle = Infinity //can't fire until mouse is released
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const lastCharge = this.charge
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let chargeRate = (mech.crouch) ? 0.975 : 0.987
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chargeRate *= Math.pow(mod.fireRate, 0.04)
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chargeRate *= Math.pow(b.fireCD, 0.04)
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this.charge = this.charge * chargeRate + (1 - chargeRate) // this.charge converges to 1
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mech.energy -= (this.charge - lastCharge) * 0.28 //energy drain is proportional to charge gained, but doesn't stop normal mech.fieldRegen
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@@ -2694,7 +2698,7 @@ const b = {
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const energy = 0.3 * Math.min(mech.energy, 1.75)
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mech.energy -= energy * mod.isLaserDiode
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if (best.who) b.explosion(path[1], 1000 * energy, true)
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mech.fireCDcycle = mech.cycle + Math.floor(60 * mod.fireRate); // cool down
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mech.fireCDcycle = mech.cycle + Math.floor(60 * b.fireCD); // cool down
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if (mod.isPulseStun) {
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const range = 100 + 2000 * energy
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@@ -497,6 +497,7 @@ const game = {
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b.activeGun = null;
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mod.setupAllMods(); //sets mods to default values
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b.setFireCD();
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game.updateModHUD();
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powerUps.reroll.rerolls = 0;
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mech.maxHealth = 1
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32
js/mods.js
32
js/mods.js
@@ -77,7 +77,7 @@ const mod = {
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if (mod.isRest && player.speed < 1) dmg *= 1.20;
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if (mod.isEnergyDamage) dmg *= 1 + mech.energy / 5.5;
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if (mod.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.007
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return dmg
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return dmg * mod.slowFire
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},
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onHealthChange() { //used with acid mod
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if (mod.isAcidDmg && mech.health > 0.8) {
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@@ -227,7 +227,7 @@ const mod = {
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},
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{
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name: "auto-loading heuristics",
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description: "your <strong>delay</strong> after firing is <strong>+15% shorter</strong>",
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description: "<strong>+20%</strong> decreased <strong>delay</strong> after firing",
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -235,10 +235,29 @@ const mod = {
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},
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requires: "",
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effect() {
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mod.fireRate *= 0.85
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mod.fireRate *= 0.8
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b.setFireCD();
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},
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remove() {
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mod.fireRate = 1;
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b.setFireCD();
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}
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},
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{
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name: "electrostatic shots",
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description: "<strong>33%</strong> increased <strong class='color-d'>damage</strong><br><strong>33%</strong> increased <strong>delay</strong> after firing",
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maxCount: 1,
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count: 0,
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allowed() {
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return true
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},
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effect() {
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mod.slowFire = 1.33
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b.setFireCD();
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},
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remove() {
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mod.slowFire = 1;
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b.setFireCD();
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}
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},
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{
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@@ -1592,7 +1611,7 @@ const mod = {
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},
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{
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name: "timelike world line",
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description: "<strong>time dilation</strong> increases your time <strong>rate</strong> by <strong>2x</strong><br>while <strong class='color-f'>energy</strong> <strong>drain</strong> is decreased by <strong>2x</strong>",
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description: "<strong>time dilation</strong> increases your time <strong>rate</strong> by <strong>2x</strong><br><strong>33%</strong> decreased <strong>delay</strong> after firing",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -1601,9 +1620,11 @@ const mod = {
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requires: "time dilation field",
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effect() {
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mod.isTimeSkip = true;
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b.setFireCD();
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},
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remove() {
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mod.isTimeSkip = false;
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b.setFireCD();
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}
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},
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{
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@@ -1889,5 +1910,6 @@ const mod = {
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manyWorlds: null,
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isDamageFromBulletCount: null,
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isLaserDiode: null,
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isNailShot: null
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isNailShot: null,
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slowFire: null
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}
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@@ -1340,7 +1340,7 @@ const mech = {
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y: mech.pos.y + 40 * Math.sin(mech.angle) - 3
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},
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mech.angle + (0.5 - Math.random()) * (mech.crouch ? 0 : 0.2),
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-3 * (0.5 - Math.random()) + (mech.crouch ? 25 : -8) * mod.fireRate,
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-3 * (0.5 - Math.random()) + (mech.crouch ? 25 : -8) * b.fireCD,
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1, mod.babyMissiles)
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} else if (mod.isIceField) {
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// mech.fieldCDcycle = mech.cycle + 17; // set cool down to prevent +energy from making huge numbers of drones
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@@ -1747,7 +1747,7 @@ const mech = {
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// mech.draw();
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mech.walk_cycle += mech.flipLegs * mech.Vx;
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// mech.hold();
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mech.energy += 0.5 * DRAIN; //x1 to undo the energy drain from time speed up, x1.5 to cut energy drain in half
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mech.energy += DRAIN; // 1 to undo the energy drain from time speed up, 0.5 to cut energy drain in half
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b.fire();
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// b.bulletRemove();
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b.bulletDo();
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11
todo.txt
11
todo.txt
@@ -1,10 +1,7 @@
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above level 20 boss power ups only drop on even levels
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removed mod ablative mines (was buggy, and too similar to ablative drones)
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flechettes get stuck in walls
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flechettes do no damage to mobs on hit
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flechettes do more damage over time, and have more ammo
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mod - flechettes pierce mobs
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mod - mutualism: each spore does 2x damage but they borrow 1% life from player
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mod - electrostatic shots: 33 increased damage and 33% increased delay after firing
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mod - time-like world line now also gives 33% reduced delay after firing (even when the field isn't active)
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mod auto-loading heuristics now gives 20% reduced delay after firing (up from 15%)
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************** TODO - n-gon **************
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