in game music
mob effect: freeze - now only slows mobs down all freeze effects are about 50% longer junk tech: music - adds background music to n-gon junk tech: performance - adds fps tracker to n-gon tech: dormancy - if a mob has died in the last 5 seconds increase damage by 50% else decrease damage by 50% tech: torpor - if a mob has died in the last 5 seconds reduce harm by 66% else increase harm by 33%
This commit is contained in:
10
js/bullet.js
10
js/bullet.js
@@ -1732,7 +1732,7 @@ const b = {
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},
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beforeDmg(who) {
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this.endCycle = 0; //bullet ends cycle after doing damage
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if (this.isFreeze) mobs.statusSlow(who, 60)
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if (this.isFreeze) mobs.statusSlow(who, 90)
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},
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onEnd() {
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if (tech.isMutualism && this.isMutualismActive && !tech.isEnergyHealth) {
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@@ -1845,7 +1845,7 @@ const b = {
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lockedOn: null,
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isFollowMouse: true,
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beforeDmg(who) {
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mobs.statusSlow(who, 120)
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mobs.statusSlow(who, 180)
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this.endCycle = simulation.cycle
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// if (tech.isHeavyWater) mobs.statusDoT(who, 0.15, 300)
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if (tech.iceEnergy && !who.shield && !who.isShielded && who.dropPowerUp && who.alive) {
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@@ -2549,10 +2549,10 @@ const b = {
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restitution: 0.5 * (1 + 0.5 * Math.random()),
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dmg: 0, // 0.14 //damage done in addition to the damage from momentum
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minDmgSpeed: 2,
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lookFrequency: 40 + Math.floor(7 * Math.random()),
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lookFrequency: 40 + Math.floor(7 * Math.random()) - 10 * tech.isLaserBotUpgrade,
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drainThreshold: tech.isEnergyHealth ? 0.6 : 0.4,
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acceleration: 0.0015 * (1 + 0.3 * Math.random()),
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range: 700 * (1 + 0.1 * Math.random()) + 300 * tech.isLaserBotUpgrade,
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range: 700 * (1 + 0.1 * Math.random()) + 500 * tech.isLaserBotUpgrade,
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playerRange: 150 + Math.floor(30 * Math.random()),
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offPlayer: {
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x: 0,
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@@ -3155,7 +3155,7 @@ const b = {
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}, dmg) //position, velocity, damage
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if (tech.isIceCrystals) {
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bullet[bullet.length - 1].beforeDmg = function(who) {
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mobs.statusSlow(who, 30)
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mobs.statusSlow(who, 60)
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if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.975) {
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b.explosion(this.position, 150 + 30 * Math.random()); //makes bullet do explosive damage at end
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}
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