level clean ups rooftops, office

This commit is contained in:
landgreen
2020-02-24 05:31:37 -08:00
parent 9dc3bc43df
commit c6c447ec47
8 changed files with 133 additions and 110 deletions

View File

@@ -466,7 +466,7 @@ const b = {
},
{
name: "Pauli exclusion",
description: `unable to <strong>collide</strong> with enemies for <strong>+2</strong> seconds<br>activates after being <strong>harmed</strong> from a collision`,
description: `unable to <strong>collide</strong> with enemies for <strong>+1</strong> second<br>activates after being <strong>harmed</strong> from a collision`,
maxCount: 9,
count: 0,
allowed() {
@@ -474,7 +474,7 @@ const b = {
},
requires: "",
effect() {
b.modCollisionImmuneCycles += 120;
b.modCollisionImmuneCycles += 60;
mech.collisionImmune = mech.cycle + b.modCollisionImmuneCycles; //player is immune to collision damage for 30 cycles
},
remove() {
@@ -542,7 +542,7 @@ const b = {
requires: "",
effect() {
b.isModPiezo = true;
mech.fieldMeter = mech.fieldEnergyMax;
mech.energy = mech.fieldEnergyMax;
},
remove() {
b.isModPiezo = false;
@@ -559,7 +559,7 @@ const b = {
requires: "",
effect() {
b.modEnergySiphon += 0.15;
mech.fieldMeter = mech.fieldEnergyMax
mech.energy = mech.fieldEnergyMax
},
remove() {
b.modEnergySiphon = 0;
@@ -592,7 +592,7 @@ const b = {
requires: "",
effect() {
mech.fieldEnergyMax += 0.5
mech.fieldMeter += 0.5
mech.energy += 0.5
},
remove() {
mech.fieldEnergyMax = 1;
@@ -642,7 +642,7 @@ const b = {
requires: "",
effect: () => {
b.isModMassEnergy = true // used in mech.grabPowerUp
mech.fieldMeter = mech.fieldEnergyMax * 2
mech.energy = mech.fieldEnergyMax * 2
},
remove() {
b.isModMassEnergy = false;
@@ -1176,8 +1176,8 @@ const b = {
if (dist < radius) {
if (b.isModImmuneExplosion) {
const drain = Math.max(radius * 0.0006, 0.2)
if (mech.fieldMeter > drain) {
mech.fieldMeter -= drain
if (mech.energy > drain) {
mech.energy -= drain
} else {
mech.damage(radius * 0.0001); //do half damage if have the mod, but out of mana
}
@@ -1685,8 +1685,8 @@ const b = {
}
//hit target with laser
if (this.lockedOn && this.lockedOn.alive && mech.fieldMeter > 0.15) {
mech.fieldMeter -= 0.0014
if (this.lockedOn && this.lockedOn.alive && mech.energy > 0.15) {
mech.energy -= 0.0014
//make sure you can still see vertex
const DIST = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.position));
if (DIST - this.lockedOn.radius < this.range + 150 &&
@@ -2518,13 +2518,13 @@ const b = {
mob[i].force.y += 1.5 * FORCE.y;
}
}
} else if (mech.fieldMeter > 0.005) { // charging on mouse down
} else if (mech.energy > 0.005) { // charging on mouse down
mech.fireCDcycle = Infinity //can't fire until mouse is released
const lastCharge = this.charge
let chargeRate = (mech.crouch) ? 0.975 : 0.987
chargeRate *= Math.pow(b.modFireRate, 0.04)
this.charge = this.charge * chargeRate + (1 - chargeRate) // this.charge converges to 1
mech.fieldMeter -= (this.charge - lastCharge) * 0.28 //energy drain is proportional to charge gained, but doesn't stop normal mech.fieldRegen
mech.energy -= (this.charge - lastCharge) * 0.28 //energy drain is proportional to charge gained, but doesn't stop normal mech.fieldRegen
//draw targeting
let best;
@@ -2649,10 +2649,10 @@ const b = {
fire() {
const reflectivity = 1 - 1 / (b.modLaserReflections * 1.5)
let damage = b.dmgScale * b.modLaserDamage
if (mech.fieldMeter < b.modLaserFieldDrain) {
if (mech.energy < b.modLaserFieldDrain) {
mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy
} else {
mech.fieldMeter -= mech.fieldRegen + b.modLaserFieldDrain
mech.energy -= mech.fieldRegen + b.modLaserFieldDrain
let best = {
x: null,
y: null,
@@ -2878,8 +2878,8 @@ const b = {
}
//use energy to explode
const energy = 0.3 * Math.min(mech.fieldMeter, 1.75)
mech.fieldMeter -= energy
const energy = 0.3 * Math.min(mech.energy, 1.75)
mech.energy -= energy
if (best.who) b.explosion(path[1], 1000 * energy)
mech.fireCDcycle = mech.cycle + Math.floor(60 * b.modFireRate); // cool down