ice IX, ablative mines
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@@ -124,8 +124,8 @@ const mobs = {
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let dmg = b.dmgScale * tickDamage
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who.damage(dmg);
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game.drawList.push({ //add dmg to draw queue
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x: who.position.x,
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y: who.position.y,
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x: who.position.x + (Math.random() - 0.5) * who.radius * 0.5,
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y: who.position.y + (Math.random() - 0.5) * who.radius * 0.5,
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radius: Math.log(2 * dmg + 1.1) * 40,
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color: "rgba(0,80,80,0.9)",
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time: game.drawTime
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@@ -983,7 +983,7 @@ const mobs = {
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if (!this.isShielded || isBypassShield) {
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dmg /= Math.sqrt(this.mass)
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if (this.shield) dmg *= 0.04
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if (b.isModLowHealthDmg) dmg *= (3 / (2 + mech.health)) //up to 50% dmg at zero player health
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if (b.isModLowHealthDmg) dmg *= (3 / (2 + Math.min(mech.health, 1))) //up to 50% dmg at zero player health //if this changes all update display in modOnHealthChange()
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if (b.isModHarmDamage && mech.lastHarmCycle + 300 > mech.cycle) dmg *= 2;
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if (b.isModEnergyLoss) dmg *= 1.5;
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if (b.isModFarAwayDmg) dmg *= 1 + Math.sqrt(Math.max(500, Math.min(3000, this.distanceToPlayer())) - 500) * 0.0067 //up to 50% dmg at max range of 3500
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