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
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18
js/spawn.js
18
js/spawn.js
@@ -754,9 +754,9 @@ const spawn = {
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me.onDamage = function(dmg) {
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if (Math.random() < 0.33 * dmg * Math.sqrt(this.mass) && this.health > dmg) this.split();
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}
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me.damageReduction = 0.25
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me.damageReduction = 0.2 //me.damageReductionGoal
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me.do = function() {
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// this.armor();
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// // this.armor();
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if (!m.isBodiesAsleep) {
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this.seePlayerByDistOrLOS();
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this.checkStatus();
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@@ -1488,12 +1488,12 @@ const spawn = {
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let targets = [] //track who is in the node boss, for shields
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mobs.spawn(x, y, 6, radius, "#b386e8");
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let me = mob[mob.length - 1];
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Matter.Body.setDensity(me, 0.0035); //extra dense //normal is 0.001 //makes effective life much larger
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Matter.Body.setDensity(me, 0.0032); //extra dense //normal is 0.001 //makes effective life much larger
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me.isBoss = true;
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targets.push(me.id) //add to shield protection
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me.friction = 0;
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me.frictionAir = 0.0065;
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me.frictionAir = 0.0067;
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me.lookTorque = 0.0000008; //controls spin while looking for player
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me.g = 0.0002; //required if using 'gravity'
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me.seePlayerFreq = Math.round((30 + 20 * Math.random()) * simulation.lookFreqScale);
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@@ -1679,7 +1679,7 @@ const spawn = {
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}
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mobs.spawn(x, y, 0, radius, "transparent");
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let me = mob[mob.length - 1];
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Matter.Body.setDensity(me, 0.20); //extra dense //normal is 0.001
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Matter.Body.setDensity(me, 0.21); //extra dense //normal is 0.001
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me.laserRange = 300;
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me.seeAtDistance2 = 2000000;
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me.isBoss = true;
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@@ -1693,7 +1693,7 @@ const spawn = {
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me.onDeath = function() {
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powerUps.spawnBossPowerUp(this.position.x, this.position.y)
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};
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me.damageReduction = 0.25
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me.damageReduction = 0.25 // me.damageReductionGoal
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me.awake = function() {
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// this.armor();
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this.checkStatus();
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@@ -3138,7 +3138,7 @@ const spawn = {
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}
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};
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},
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launcherBoss(x, y, radius = 85) {
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launcherBoss(x, y, radius = 90) {
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mobs.spawn(x, y, 6, radius, "rgb(150,150,255)");
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let me = mob[mob.length - 1];
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me.isBoss = true;
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@@ -3153,7 +3153,7 @@ const spawn = {
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spawn.shield(me, x, y, 1);
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spawn.spawnOrbitals(me, radius + 50 + 200 * Math.random())
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Matter.Body.setDensity(me, 0.002 + 0.0002 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
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Matter.Body.setDensity(me, 0.0022 + 0.0002 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
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me.onDeath = function() {
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powerUps.spawnBossPowerUp(this.position.x, this.position.y)
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// this.vertices = Matter.Vertices.hull(Matter.Vertices.clockwiseSort(this.vertices)) //helps collisions functions work better after vertex have been changed
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@@ -3925,7 +3925,7 @@ const spawn = {
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let me = mob[mob.length - 1];
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me.isBoss = true;
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Matter.Body.setDensity(me, 0.002 + 0.00025 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
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Matter.Body.setDensity(me, 0.0017 + 0.0002 * Math.sqrt(simulation.difficulty)); //extra dense //normal is 0.001 //makes effective life much larger
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me.stroke = "transparent"; //used for drawGhost
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me.seeAtDistance2 = 2000000;
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