fleas please
tech: colony - sporangium discharge 38% more stuff, but it has a chance to discharge random bullet type tech: annelids renamed -> K-selection - fleas and worms are bigger and do more damage tech: anti-shear topology now applies to grenades, shotgun so basically everything that matters no longer a "gun tech"
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@@ -555,6 +555,8 @@ const m = {
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x: who.velocity.x * 0.5,
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y: who.velocity.y * 0.5
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});
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who.endCycle = simulation.cycle + immunityDuration
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} else if (tech.isRPG) {
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who.endCycle = simulation.cycle + 10
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} else {
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@@ -2027,14 +2029,14 @@ const m = {
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if (m.energy > m.maxEnergy - 0.02 && m.fieldCDcycle < m.cycle && !input.field && bullet.length < 300 && (m.cycle % 2)) {
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if (tech.isSporeField) {
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if (tech.isSporeFlea) {
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const drain = 0.16 + (Math.max(bullet.length, 130) - 130) * 0.02
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const drain = 0.15 + (Math.max(bullet.length, 130) - 130) * 0.02
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if (m.energy > drain) {
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m.energy -= drain
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const speed = m.crouch ? 20 + 8 * Math.random() : 10 + 3 * Math.random()
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b.flea({ x: m.pos.x + 35 * Math.cos(m.angle), y: m.pos.y + 35 * Math.sin(m.angle) }, { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) })
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}
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} else if (tech.isSporeWorm) {
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const drain = 0.16 + (Math.max(bullet.length, 130) - 130) * 0.02
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const drain = 0.15 + (Math.max(bullet.length, 130) - 130) * 0.02
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if (m.energy > drain) {
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m.energy -= drain
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b.worm({ x: m.pos.x + 35 * Math.cos(m.angle), y: m.pos.y + 35 * Math.sin(m.angle) })
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