mods
mod energy from damage, annaliation now requires negative mass field mod - spawn bots after killing mobs
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@@ -44,8 +44,6 @@ const mobs = {
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}
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},
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statusSlow(who, cycles = 60) {
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console.log('slow')
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if (!who.shield && !who.isShielded) {
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//remove other "slow" effects on this mob
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let i = who.status.length
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@@ -966,6 +964,7 @@ const mobs = {
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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 *= 1.33;
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if (b.isModEnergyDamage) dmg *= 1 + mech.energy / 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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if (b.modEnergySiphon && dmg !== Infinity) mech.energy += Math.min(this.health, dmg) * b.modEnergySiphon
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if (b.modHealthDrain && dmg !== Infinity) mech.addHealth(Math.min(this.health, dmg) * b.modHealthDrain)
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@@ -999,6 +998,9 @@ const mobs = {
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b.spore(this) //spawn drone
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}
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}
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if (Math.random() < b.isModBotSpawner) {
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(Math.random() < 0.5) ? b.nailBot(): b.laserBot()
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}
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if (b.isModExplodeMob) b.explosion(this.position, Math.min(450, Math.sqrt(this.mass + 3) * 80))
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}
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