green health bar
community map clock by Cornbread 2100 health bar is now green added a damage bar (I'll probably add a setting to disable this next patch) wave gun has -15% ammo tech phonon has +25% ammo, and +10% damage JUNK tech stubs can now wall climb
This commit is contained in:
10
js/bullet.js
10
js/bullet.js
@@ -6366,8 +6366,8 @@ const b = {
|
||||
name: "wave", //3
|
||||
description: "emit a <strong>wave packet</strong> of oscillating particles<br>that propagates through <strong>solids</strong>",
|
||||
ammo: 0,
|
||||
ammoPack: 135,
|
||||
defaultAmmoPack: 135,
|
||||
ammoPack: 115,
|
||||
defaultAmmoPack: 115,
|
||||
have: false,
|
||||
wavePacketCycle: 0,
|
||||
delay: 40,
|
||||
@@ -6396,7 +6396,7 @@ const b = {
|
||||
ctx.lineWidth = 2 * tech.wavePacketDamage
|
||||
ctx.beginPath();
|
||||
const end = 700 * Math.sqrt(tech.isBulletsLastLonger) * Math.pow(0.93, tech.waveReflections) // / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1060
|
||||
const damage = 2.1 * m.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage * (tech.isBulletTeleport ? 1.43 : 1) * (tech.isInfiniteWaveAmmo ? 0.75 : 1) //damage is lower for large radius mobs, since they feel the waves longer
|
||||
const damage = 2.3 * m.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage * (tech.isBulletTeleport ? 1.43 : 1) * (tech.isInfiniteWaveAmmo ? 0.75 : 1) //damage is lower for large radius mobs, since they feel the waves longer
|
||||
|
||||
for (let i = this.waves.length - 1; i > -1; i--) {
|
||||
//draw wave
|
||||
@@ -6507,7 +6507,7 @@ const b = {
|
||||
ctx.beginPath();
|
||||
// const end = 1100 * tech.isBulletsLastLonger / Math.sqrt(tech.waveReflections * 0.5) //should equal about 1767
|
||||
const end = 1100 * tech.isBulletsLastLonger * Math.pow(0.93, tech.waveReflections) //should equal about 1767
|
||||
const damage = 2.1 * m.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage * (tech.isBulletTeleport ? 1.4 : 1) * (tech.isInfiniteWaveAmmo ? 0.75 : 1) //damage is lower for large radius mobs, since they feel the waves longer
|
||||
const damage = 2.3 * m.dmgScale * tech.wavePacketDamage * tech.waveBeamDamage * (tech.isBulletTeleport ? 1.4 : 1) * (tech.isInfiniteWaveAmmo ? 0.75 : 1) //damage is lower for large radius mobs, since they feel the waves longer
|
||||
for (let i = this.waves.length - 1; i > -1; i--) {
|
||||
const v1 = Vector.add(this.waves[i].position, Vector.mult(this.waves[i].unit1, this.waves[i].radius))
|
||||
const v2 = Vector.add(this.waves[i].position, Vector.mult(this.waves[i].unit2, this.waves[i].radius))
|
||||
@@ -6690,7 +6690,7 @@ const b = {
|
||||
if (this.dmgCoolDown < 1) {
|
||||
q = Matter.Query.point(mob, this.position) // check if inside a mob
|
||||
for (let i = 0; i < q.length; i++) {
|
||||
this.dmgCoolDown = 5 + Math.floor(7 * Math.random() * b.fireCDscale);
|
||||
this.dmgCoolDown = 5 + Math.floor(8 * Math.random() * b.fireCDscale);
|
||||
let dmg = this.dmg
|
||||
q[i].damage(dmg);
|
||||
if (q[i].alive) {
|
||||
|
||||
Reference in New Issue
Block a user