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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10
js/player.js
10
js/player.js
@@ -627,7 +627,7 @@ const m = {
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return
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}
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m.lastHarmCycle = m.cycle
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if (tech.isDroneOnDamage) { //chance to build a drone on damage from tech
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if (tech.isDroneOnDamage && bullet.length < 150) { //chance to build a drone on damage from tech
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const len = Math.min((dmg - 0.06 * Math.random()) * 40, 40) / tech.droneEnergyReduction
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for (let i = 0; i < len; i++) {
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if (Math.random() < 0.5) b.drone({ x: m.pos.x + 30 * Math.cos(m.angle) + 100 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 100 * (Math.random() - 0.5) }) //spawn drone
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@@ -1138,6 +1138,7 @@ const m = {
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//bullet-like collisions
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m.holdingTarget.collisionFilter.category = cat.bullet
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m.holdingTarget.collisionFilter.mask = cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield;
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if (tech.isBlockRestitution) m.holdingTarget.restitution = 0.999 //extra bouncy
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//check every second to see if player is away from thrown body, and make solid
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const solid = function(that) {
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const dx = that.position.x - player.position.x;
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@@ -1588,8 +1589,9 @@ const m = {
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},
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{
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name: "perfect diamagnetism",
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// description: "gain <strong class='color-f'>energy</strong> when <strong>blocking</strong><br>no <strong>recoil</strong> when <strong>blocking</strong>",
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description: "<strong>attract</strong> power ups from <strong>far away</strong><br><strong>deflecting</strong> does not drain <strong class='color-f'>energy</strong><br><strong>deflecting</strong> has <strong>90%</strong> less <strong>recoil</strong>",
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// description: "<strong>attract</strong> power ups from <strong>far away</strong><br><strong>deflecting</strong> doesn't drain <strong class='color-f'>energy</strong><br>thrown <strong class='color-block'>blocks</strong> have",
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// description: "gain <strong class='color-f'>energy</strong> when <strong>blocking</strong><br>no <strong>recoil</strong> when <strong>blocking</strong>",
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effect: () => {
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m.fieldShieldingScale = 0;
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m.fieldBlockCD = 4;
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@@ -1659,7 +1661,7 @@ const m = {
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},
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{
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name: "negative mass field",
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description: "use <strong class='color-f'>energy</strong> to nullify <strong style='letter-spacing: 7px;'>gravity</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>55%</strong><br><strong class='color-block'>blocks</strong> held by the field have a lower <strong>mass</strong>",
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description: "use <strong class='color-f'>energy</strong> to nullify <strong style='letter-spacing: 7px;'>gravity</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>55%</strong><br>hold <strong class='color-block'>blocks</strong> as if they have a lower <strong>mass</strong>",
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fieldDrawRadius: 0,
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effect: () => {
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m.fieldFire = true;
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@@ -1847,7 +1849,7 @@ const m = {
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m.energy -= 0.04;
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b.iceIX(1)
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} else if (tech.isDroneRadioactive) {
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m.energy -= 0.9;
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m.energy -= 0.85;
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b.droneRadioactive({ x: m.pos.x + 30 * Math.cos(m.angle) + 10 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 10 * (Math.random() - 0.5) }, 25)
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} else {
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m.energy -= 0.45 * tech.droneEnergyReduction;
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