quenching
tech: quenching - if you're at full health heal power ups do harm but they also increase your max health you can play with camera smoothing now in the console m.lookSmoothing = 0.07, //1 is instant/jerky, 0.01 is slow zoom, 0.07 is standard more progress on level - labs
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@@ -459,7 +459,7 @@ const b = {
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},
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pulse(charge, angle = m.angle, where = m.pos) {
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let best;
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let explosionRadius = 6 * charge
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let explosionRadius = 5.5 * charge
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let range = 5000
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const path = [{
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x: where.x + 20 * Math.cos(angle),
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@@ -547,7 +547,7 @@ const b = {
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}
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if (best.who) {
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b.explosion(path[1], explosionRadius)
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const off = explosionRadius
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const off = explosionRadius * 1.2
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b.explosion({ x: path[1].x + off * (Math.random() - 0.5), y: path[1].y + off * (Math.random() - 0.5) }, explosionRadius)
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b.explosion({ x: path[1].x + off * (Math.random() - 0.5), y: path[1].y + off * (Math.random() - 0.5) }, explosionRadius)
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}
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@@ -2107,7 +2107,7 @@ const b = {
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}
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}
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//power ups
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if (!this.isImproved && !simulation.isChoosing && !tech.isArmorFromPowerUps) {
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if (!this.isImproved && !simulation.isChoosing && !tech.isExtraMaxHealth) {
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if (this.lockedOn) {
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//grab, but don't lock onto nearby power up
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for (let i = 0, len = powerUp.length; i < len; ++i) {
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@@ -3623,7 +3623,7 @@ const b = {
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}
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}, {
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name: "super balls",
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description: "fire <strong>four</strong> balls in a wide arc<br>balls <strong>bounce</strong> with no momentum loss",
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description: "fire <strong>3</strong> balls in a wide arc<br>balls <strong>bounce</strong> with no momentum loss",
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ammo: 0,
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ammoPack: 11,
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have: false,
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