missile-bot

missile-bot tech now removes your missile gun, but missile bot fires much faster
  missile-bot now benefits from all missile tech

rail gun has a bit less ammo and fires a bit faster
  in between how it is was in the last two patches
rail gun gets less energy from half-wave rectifier
This commit is contained in:
landgreen
2021-08-07 06:42:48 -07:00
parent aea9276cb2
commit c3b96f749e
8 changed files with 125 additions and 111 deletions

View File

@@ -1041,10 +1041,11 @@ const mobs = {
if (tech.isFarAwayDmg) dmg *= 1 + Math.sqrt(Math.max(500, Math.min(3000, this.distanceToPlayer())) - 500) * 0.0067 //up to 50% dmg at max range of 3500
// if (this.shield) dmg *= 0.075
// if (this.isBoss) dmg *= 0.25
if (this.damageReduction < 1) { //only used for bosses with this.armor() or shields
this.damageReductionGoal += dmg * this.damageReductionScale //reduce damageReductionGoal
dmg *= this.damageReduction
}
// if (this.damageReduction < 1) { //only used for bosses with this.armor() or shields
// this.damageReductionGoal += dmg * this.damageReductionScale //reduce damageReductionGoal
// dmg *= this.damageReduction
// }
dmg *= this.damageReduction
//energy and heal drain should be calculated after damage boosts
if (tech.energySiphon && dmg !== Infinity && this.isDropPowerUp && m.immuneCycle < m.cycle) m.energy += Math.min(this.health, dmg) * tech.energySiphon
if (tech.healthDrain && dmg !== Infinity && this.isDropPowerUp) {
@@ -1069,19 +1070,32 @@ const mobs = {
// to use declare custom method in mob spawn
},
damageReduction: 1,
damageReductionGoal: 0.001, //must add this to boss set up: me.damageReduction = me.damageReductionGoal
damageReductionScale: 0.004, //for bosses in this.onDamage determines the impact of dmg on damageReductionGoal
armor() { //slowly reduce damage reduction, for bosses
if (this.seePlayer.recall) {
if (this.damageReductionGoal > 0.24) {
this.damageReductionGoal = 0.25
} else {
this.damageReductionGoal = this.damageReductionGoal * 0.999 + 0.001 * 0.25 //smooth the goal towards 0.25 damage reduction
}
this.damageReduction = this.damageReduction * 0.995 + 0.005 * this.damageReductionGoal //smooth damage reduction towards the goal
// console.log(`damageReduction = ${this.damageReduction.toFixed(4)}`, `damageReductionGoal = ${this.damageReductionGoal.toFixed(4)}`)
}
},
// damageReductionGoal: 0.001, //must add this to boss set up: me.damageReduction = 0.25
// damageReductionScale: 0.004, //for bosses in this.onDamage determines the impact of dmg on damageReductionGoal
// armor() { //slowly reduce damage reduction, for bosses
// if (this.seePlayer.recall) {
// if (this.damageReductionGoal > 0.24) {
// this.damageReductionGoal = 0.25
// } else {
// this.damageReductionGoal = this.damageReductionGoal * 0.999 + 0.001 * 0.25 //smooth the goal towards 0.25 damage reduction
// }
// this.damageReduction = this.damageReduction * 0.995 + 0.005 * this.damageReductionGoal //smooth damage reduction towards the goal
// // console.log(`damageReduction = ${this.damageReduction.toFixed(4)}`, `damageReductionGoal = ${this.damageReductionGoal.toFixed(4)}`)
// }
// //draw armor
// //draw body
// ctx.beginPath();
// const vertices = this.vertices;
// ctx.moveTo(vertices[0].x, vertices[0].y);
// for (let j = 1, len = vertices.length; j < len; ++j) {
// ctx.lineTo(vertices[j].x, vertices[j].y);
// }
// ctx.lineTo(vertices[0].x, vertices[0].y);
// console.log(this.damageReduction, this.damageReductionGoal)
// ctx.lineWidth = 3 //60 * (0.25 - this.damageReductionGoal)
// ctx.strokeStyle = `rgba(255,255,255,${4.1*(0.25 - this.damageReductionGoal)})` //"rgba(150,150,225,0.5)";
// ctx.stroke();
// },
leaveBody: true,
isDropPowerUp: true,
death() {