rebalancing why
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13
js/spawn.js
13
js/spawn.js
@@ -160,7 +160,7 @@ const spawn = {
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me.frictionAir = 0.012
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me.seePlayerFreq = Math.floor(11 + 7 * Math.random())
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me.seeAtDistance2 = 1400000;
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me.cellMassMax = 80
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me.cellMassMax = 70
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me.collisionFilter.mask = cat.player | cat.bullet
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Matter.Body.setDensity(me, 0.0005) // normal density is 0.001 // this reduces life by half and decreases knockback
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@@ -504,8 +504,11 @@ const spawn = {
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//when player is inside event horizon
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if (Vector.magnitude(Vector.sub(this.position, player.position)) < eventHorizon && !mech.isStealth) {
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mech.damage(0.00015 * game.dmgScale);
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if (mech.fieldMeter > 0.1) mech.fieldMeter -= 0.0045
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if (mech.fieldMeter > 0.1) {
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mech.fieldMeter -= 0.005
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} else {
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mech.damage(0.0002 * game.dmgScale);
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}
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const angle = Math.atan2(player.position.y - this.position.y, player.position.x - this.position.x);
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player.force.x -= 1.25 * Math.cos(angle) * player.mass * game.g * (mech.onGround ? 1.8 : 1);
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player.force.y -= 0.96 * player.mass * game.g * Math.sin(angle);
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@@ -600,7 +603,7 @@ const spawn = {
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//when player is inside event horizon
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if (Vector.magnitude(Vector.sub(this.position, player.position)) < eventHorizon && !mech.isStealth) {
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if (mech.fieldMeter > 0.1) {
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mech.fieldMeter -= 0.0055
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mech.fieldMeter -= 0.0075
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} else {
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mech.damage(0.0003 * game.dmgScale);
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}
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@@ -1235,7 +1238,7 @@ const spawn = {
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this.attraction();
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};
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},
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shield(target, x, y, chance = Math.min(0.01 + game.difficulty * 0.01, 0.3)) {
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shield(target, x, y, chance = Math.min(0.02 + game.difficulty * 0.005, 0.2)) {
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if (this.allowShields && Math.random() < chance) {
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mobs.spawn(x, y, 9, target.radius + 30, "rgba(220,220,255,0.9)");
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let me = mob[mob.length - 1];
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