bug fixes
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@@ -973,19 +973,19 @@ const mobs = {
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if (!this.isShielded || isBypassShield) {
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dmg *= mod.damageFromMods()
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//mobs specific damage changes
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dmg /= Math.sqrt(this.mass)
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if (this.shield) dmg *= 0.05
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if (mod.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
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if (this.shield) dmg *= 0.05
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//energy and heal drain should be calculated after damage boosts
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if (mod.energySiphon && dmg !== Infinity) {
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if (mod.energySiphon && dmg !== Infinity && this.dropPowerUp) {
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mech.energy += Math.min(this.health, dmg) * mod.energySiphon
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if (mech.energy > mech.maxEnergy) mech.energy = mech.maxEnergy
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}
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if (mod.healthDrain && dmg !== Infinity) {
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if (mod.healthDrain && dmg !== Infinity && this.dropPowerUp) {
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mech.addHealth(Math.min(this.health, dmg) * mod.healthDrain)
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if (mech.health > mech.maxHealth) mech.health = mech.maxHealth
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}
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dmg /= Math.sqrt(this.mass)
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this.health -= dmg
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//this.fill = this.color + this.health + ')';
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this.onDamage(dmg); //custom damage effects
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