harmonic mod balance
This commit is contained in:
@@ -185,7 +185,22 @@ const b = {
|
||||
b.isModImmuneExplosion = false;
|
||||
}
|
||||
},
|
||||
|
||||
{
|
||||
name: "thermal runaway",
|
||||
description: "mobs <strong class='color-e'>explode</strong> when they <strong>die</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
return b.isModImmuneExplosion
|
||||
},
|
||||
requires: "electric reactive armour",
|
||||
effect: () => {
|
||||
b.isModExplodeMob = true;
|
||||
},
|
||||
remove() {
|
||||
b.isModExplodeMob = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "auto-loading heuristics",
|
||||
description: "your <strong>delay</strong> after firing is <strong>+14% shorter</strong>",
|
||||
@@ -323,22 +338,6 @@ const b = {
|
||||
b.modMobDieAtHealth = 0.05;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "thermal runaway",
|
||||
description: "mobs <strong class='color-e'>explode</strong> when they <strong>die</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
return b.modMobDieAtHealth > 0.05
|
||||
},
|
||||
requires: "reaction inhibitor",
|
||||
effect: () => {
|
||||
b.isModExplodeMob = true;
|
||||
},
|
||||
remove() {
|
||||
b.isModExplodeMob = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "waste energy recovery",
|
||||
description: "regen <strong>7%</strong> of max <strong class='color-f'>energy</strong> every second<br>active for <strong>5 seconds</strong> after a mob <strong>dies</strong>",
|
||||
@@ -1002,7 +1001,7 @@ const b = {
|
||||
},
|
||||
{
|
||||
name: "perfect diamagnetism",
|
||||
description: "when <strong>blocking</strong> with the basic <strong>field emitter</strong><br>gain <strong class='color-f'>energy</strong> instead losing it",
|
||||
description: "when <strong>blocking</strong> with the starting <strong>field emitter</strong><br>gain <strong class='color-f'>energy</strong> instead losing it",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
@@ -1051,19 +1050,21 @@ const b = {
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "field superposition",
|
||||
description: "increase <strong>field radii</strong> by <strong>40%</strong>",
|
||||
maxCount: 1,
|
||||
name: "frequency resonance",
|
||||
description: "<strong>standing wave harmonics</strong> shield is retuned<br>increase <strong>size</strong> and <strong>blocking</strong> efficiency by <strong>30%</strong>",
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
allowed() {
|
||||
return mech.fieldUpgrades[mech.fieldMode].name === "standing wave harmonics"
|
||||
},
|
||||
requires: "standing wave harmonics",
|
||||
effect() {
|
||||
mech.fieldRange = 175 * 1.4
|
||||
mech.fieldRange += 175 * 0.2
|
||||
mech.fieldShieldingScale *= 0.7
|
||||
},
|
||||
remove() {
|
||||
mech.fieldRange = 175;
|
||||
mech.fieldShieldingScale = 1;
|
||||
}
|
||||
},
|
||||
{
|
||||
@@ -1329,7 +1330,7 @@ const b = {
|
||||
|
||||
if (dist < radius) {
|
||||
if (b.isModImmuneExplosion) {
|
||||
const drain = Math.max(radius * 0.0006, 0.2)
|
||||
const drain = Math.max(radius * 0.0004, 0.2)
|
||||
if (mech.energy > drain) {
|
||||
mech.energy -= drain
|
||||
} else {
|
||||
@@ -2091,7 +2092,7 @@ const b = {
|
||||
name: "super balls", //2
|
||||
description: "fire <strong>four</strong> balls in a wide arc<br>balls <strong>bounce</strong> with no momentum loss",
|
||||
ammo: 0,
|
||||
ammoPack: 9,
|
||||
ammoPack: 10,
|
||||
have: false,
|
||||
num: 5,
|
||||
isStarterGun: true,
|
||||
@@ -2105,7 +2106,7 @@ const b = {
|
||||
let dir = mech.angle - SPREAD * (b.modSuperBallNumber - 1) / 2;
|
||||
for (let i = 0; i < b.modSuperBallNumber; i++) {
|
||||
const me = bullet.length;
|
||||
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 10, 7 * b.modBulletSize, b.fireAttributes(dir, false));
|
||||
bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 12, 7 * b.modBulletSize, b.fireAttributes(dir, false));
|
||||
World.add(engine.world, bullet[me]); //add bullet to world
|
||||
Matter.Body.setVelocity(bullet[me], {
|
||||
x: SPEED * Math.cos(dir),
|
||||
@@ -2182,7 +2183,7 @@ const b = {
|
||||
const me = bullet.length;
|
||||
const dir = mech.angle
|
||||
const SPEED = 10
|
||||
const wiggleMag = mech.crouch ? 4 : 11
|
||||
const wiggleMag = mech.crouch ? 3 : 10
|
||||
bullet[me] = Bodies.polygon(mech.pos.x + 25 * Math.cos(dir), mech.pos.y + 25 * Math.sin(dir), 7, 5 * b.modBulletSize, {
|
||||
angle: dir,
|
||||
cycle: 0,
|
||||
|
||||
Reference in New Issue
Block a user