restitution
tech: restitution: thrown blocks are bouncy and blocks do 150% more damage the tech previously named restitution is now named buckling after getting a bot upgrade, future bot tech will be for the upgraded bot type (doesn't effect tech that gives random bots) bug fixes
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16
js/bullet.js
16
js/bullet.js
@@ -2384,7 +2384,7 @@ const b = {
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//aoe damage to mobs
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for (let i = 0, len = mob.length; i < len; i++) {
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if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.radioRadius + mob[i].radius) {
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let dmg = b.dmgScale * 0.1 * tech.droneRadioDamage //neutron bombs dmg = 0.09
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let dmg = 0.11 * b.dmgScale * tech.droneRadioDamage //neutron bombs dmg = 0.09
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if (Matter.Query.ray(map, mob[i].position, this.position).length > 0) dmg *= 0.25 //reduce damage if a wall is in the way
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if (mob[i].shield) dmg *= 3 // to make up for the /5 that shields normally take
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mob[i].damage(dmg);
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@@ -2884,14 +2884,14 @@ const b = {
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}
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}
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},
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randomBot(where = player.position, isKeep = true, isAll = true) {
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if (Math.random() < 0.167 && isAll) {
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b.dynamoBot(where)
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if (isKeep) tech.dynamoBotCount++;
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} else if (Math.random() < 0.25 && isAll) {
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randomBot(where = player.position, isKeep = true, isLaser = true) {
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if (Math.random() < 0.166 && isLaser) {
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b.laserBot(where)
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if (isKeep) tech.laserBotCount++;
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} else if (Math.random() < 0.25 && isAll) {
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} else if (Math.random() < 0.2) {
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b.dynamoBot(where)
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if (isKeep) tech.dynamoBotCount++;
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} else if (Math.random() < 0.25) {
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b.orbitBot(where);
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if (isKeep) tech.orbitBotCount++;
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} else if (Math.random() < 0.33) {
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@@ -2961,7 +2961,7 @@ const b = {
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if (Vector.magnitude(Vector.sub(this.position, player.position)) < 250 && m.immuneCycle < m.cycle) { //give energy
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Matter.Body.setAngularVelocity(this, this.spin)
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if (this.isUpgraded) {
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m.energy += 0.1
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m.energy += 0.08
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simulation.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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y: this.position.y,
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