mine buffs

20% damage for all mine modes
laser mines spin super fast when it first finds a target, and a bit faster overall
mine sentry lasts 17 seconds (2 more seconds)

desublimated ammunition comes with 7 JUNK tech
several foam tech do 5% less damage
shotgun has 1/9 less ammo
apomixis now requires 11 research
historyBoss takes 25% longer to reach it's minimum follow distance

bug fixes
This commit is contained in:
landgreen
2021-08-21 06:17:03 -07:00
parent d8dd82c8a0
commit a1f42479c0
8 changed files with 167 additions and 28 deletions

View File

@@ -1496,7 +1496,7 @@ const spawn = {
let targets = [] //track who is in the node boss, for shields
mobs.spawn(x, y, 6, radius, "#b386e8");
let me = mob[mob.length - 1];
Matter.Body.setDensity(me, 0.0032); //extra dense //normal is 0.001 //makes effective life much larger
Matter.Body.setDensity(me, 0.0032); //extra dense //normal is 0.001 //makes effective life much larger and damage on collision
me.isBoss = true;
targets.push(me.id) //add to shield protection
@@ -1538,7 +1538,7 @@ const spawn = {
Composite.add(engine.world, cons[cons.length - 1]);
cons[len2].length = 100 + 1.5 * radius;
me.cons2 = cons[len2];
me.damageReduction = 0.25
me.damageReduction = 0.25 //normal is 1, most bosses have 0.25
me.do = function() {
// this.armor();
this.gravity();
@@ -1694,7 +1694,7 @@ const spawn = {
me.showHealthBar = false; //drawn in this.awake
me.delayLimit = 60 + Math.floor(30 * Math.random());
me.followDelay = 600 - Math.floor(60 * Math.random())
me.followDelay = 600 - Math.floor(90 * Math.random())
me.stroke = "transparent"; //used for drawGhost
me.collisionFilter.mask = cat.bullet | cat.body
me.memory = Infinity
@@ -1772,7 +1772,7 @@ const spawn = {
// ctx.fillStyle = "rgba(150,0,255,0.03)";
// ctx.fill();
if (!m.isBodiesAsleep && !this.isStunned && !this.isSlowed) {
if (this.followDelay > this.delayLimit) this.followDelay -= 0.2;
if (this.followDelay > this.delayLimit) this.followDelay -= 0.15;
let history = m.history[(m.cycle - Math.floor(this.followDelay)) % 600]
Matter.Body.setPosition(this, { x: history.position.x, y: history.position.y - history.yOff + 24.2859 }) //bullets move with player
}