harmonic mod balance

This commit is contained in:
landgreen
2020-03-03 06:01:44 -08:00
parent 596739cbd1
commit c642cfcac2
4 changed files with 37 additions and 42 deletions

View File

@@ -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,