decorrelation

mod: decorrelation - 2 seconds after you don't use your gun or field  get 40% harm reduction

mod: anticorrelation - 2 seconds after you don't use your gun or field  get 50% damage
  requires decorrelation
This commit is contained in:
landgreen
2020-09-27 09:25:14 -07:00
parent 5728008397
commit bc3ddf7447
6 changed files with 79 additions and 39 deletions

View File

@@ -1065,7 +1065,7 @@ const b = {
onEnd() {},
do() {
if (this.lastLookCycle < game.cycle && !mech.isCloak) {
this.lastLookCycle = game.cycle + 80 - this.isUpgraded * 50
this.lastLookCycle = game.cycle + 80 - this.isUpgraded * 55
let target
for (let i = 0, len = mob.length; i < len; i++) {
const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
@@ -1130,7 +1130,7 @@ const b = {
const radius = 6 + 7 * Math.random()
const SPEED = 29 - radius * 0.5; //(mech.crouch ? 32 : 20) - radius * 0.7;
const velocity = Vector.mult(Vector.normalise(Vector.sub(target, this.position)), SPEED)
b.foam(this.position, velocity, radius + 9 * this.isUpgraded)
b.foam(this.position, velocity, radius + 11 * this.isUpgraded)
break;
}
}
@@ -1230,7 +1230,7 @@ const b = {
bestVertexDistance = dist
}
}
const dmg = b.dmgScale * (0.06 + 0.075 * this.isUpgraded);
const dmg = b.dmgScale * (0.06 + 0.08 * this.isUpgraded);
this.lockedOn.damage(dmg);
this.lockedOn.locatePlayer();
@@ -1280,7 +1280,7 @@ const b = {
explode: 0,
onDmg() {
if (this.lockedOn) {
const explosionRadius = Math.min(170 + 130 * this.isUpgraded, Vector.magnitude(Vector.sub(this.position, mech.pos)) - 30)
const explosionRadius = Math.min(170 + 140 * this.isUpgraded, Vector.magnitude(Vector.sub(this.position, mech.pos)) - 30)
if (explosionRadius > 60) {
this.explode = explosionRadius
//
@@ -2575,8 +2575,13 @@ const b = {
ammoPack: 14,
have: false,
fire() {
b.drone(mech.crouch ? 45 : 1)
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 13 : 5) * b.fireCD); // cool down
if (mech.crouch) {
b.drone(45)
mech.fireCDcycle = mech.cycle + Math.floor(17 * b.fireCD); // cool down
} else {
b.drone(1)
mech.fireCDcycle = mech.cycle + Math.floor(10 * b.fireCD); // cool down
}
}
},
{