combos
mantisBoss flashes for a second before it drops invulnerability
removed parasitism - it's too similar to invulnerability tech
invariant no longer drains energy while wormhole time is paused
added 1 research cost
added secret combo to change molecular assembler mode
bug fixes
issue with constraint: "mob death heals mobs"
mob health was becoming NaN, this was infecting other values like player energy
entering a seed in settings wasn't giving the same results as a randomly generated seeds
also removed some random code that was using seeded shuffle, but didn't need to
converted it to non seeded random shuffle with .sort(() => Math.random() - 0.5);
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@@ -1069,7 +1069,11 @@ const mobs = {
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if (tech.isFarAwayDmg) dmg *= 1 + Math.sqrt(Math.max(500, Math.min(3000, this.distanceToPlayer())) - 500) * 0.0067 //up to 33% dmg at max range of 3000
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dmg *= this.damageReduction
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//energy and heal drain should be calculated after damage boosts
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if (tech.energySiphon && dmg !== Infinity && this.isDropPowerUp && m.immuneCycle < m.cycle) m.energy += Math.min(this.health, dmg) * tech.energySiphon * level.isReducedRegen
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if (tech.energySiphon && this.isDropPowerUp && m.immuneCycle < m.cycle) {
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//dmg !== Infinity &&
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const regen = Math.min(this.health, dmg) * tech.energySiphon * level.isReducedRegen
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if (!isNaN(regen) && regen !== Infinity) m.energy += regen
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}
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dmg /= Math.sqrt(this.mass)
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}
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@@ -1129,7 +1133,7 @@ const mobs = {
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for (let i = 0; i < mob.length; i++) {
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if (Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position)) < 500000 && mob[i].alive) { //700
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if (mob[i].health < 1) {
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mob[i].health += 0.33 + this.isBoss
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mob[i].health += 0.33
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if (mob[i].health > 1) mob[i].health = 1
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simulation.drawList.push({
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x: mob[i].position.x,
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