more holding bug fixes, new mod cardnality, difficulty scaling bug fixes
This commit is contained in:
@@ -21,11 +21,12 @@ const b = {
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isModRecursiveHealing: null,
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modSquirrelFx: null,
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modIsCrit: null,
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modMoreDrops: null,
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isModBayesian: null,
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isModLowHealthDmg: null,
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isModFarAwayDmg: null,
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isModEntanglement: null,
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isModMassEnergy: null,
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modIsFourOptions: null,
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setModDefaults() {
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b.modCount = 0;
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b.modFireRate = 1;
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@@ -44,7 +45,8 @@ const b = {
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b.isModRecursiveHealing = false;
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b.modSquirrelFx = 1;
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b.modIsCrit = false;
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b.modMoreDrops = 0;
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b.isModBayesian = 0;
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b.modIsFourOptions = false;
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b.isModLowHealthDmg = false;
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b.isModFarAwayDmg = false;
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b.isModEntanglement = false;
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@@ -215,17 +217,25 @@ const b = {
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}
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},
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{
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name: "Bayesian inference",
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description: "<strong>15%</strong> chance for double <strong>power ups</strong> to drop",
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name: "+1 cardinality",
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description: "one extra <strong>choice</strong> when selecting <strong>power ups</strong>",
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have: false, //19
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effect: () => { // good with long term planning
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b.modMoreDrops = 0.15;
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effect: () => {
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b.modIsFourOptions = true;
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}
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},
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{
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name: "Bayesian inference",
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description: "<strong>25%</strong> chance for double <strong>power ups</strong> to drop<br>one fewer <strong>choice</strong> when selecting <strong>power ups</strong>",
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have: false, //20
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effect: () => {
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b.isModBayesian = 0.25;
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}
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},
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{
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name: "Gauss rifle",
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description: "<strong>launch blocks</strong> at much higher speeds<br><em>hold onto larger blocks even after getting hit</em>",
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have: false, //20
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have: false, //21
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effect: () => { // good with guns that run out of ammo
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mech.throwChargeRate = 4;
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mech.throwChargeMax = 150;
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@@ -235,7 +245,7 @@ const b = {
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{
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name: "squirrel-cage rotor",
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description: "<strong>jump</strong> higher and <strong>move</strong> faster<br>reduced <strong>harm</strong> from <strong>falling</strong> ",
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have: false, //21
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have: false, //22
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effect: () => { // good with melee builds, content skipping builds
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b.modSquirrelFx = 1.2;
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mech.Fx = 0.015 * b.modSquirrelFx;
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@@ -245,7 +255,7 @@ const b = {
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{
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name: "quantum immortality",
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description: "after <strong>dying</strong>, continue in an <strong>alternate reality</strong><br><em>guns, ammo, and field are randomized</em>",
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have: false, //22
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have: false, //23
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effect: () => {
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b.modIsImmortal = true;
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}
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@@ -779,16 +789,16 @@ const b = {
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name: "minigun", //0
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description: "rapidly fire a stream of small <strong>bullets</strong>",
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ammo: 0,
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ammoPack: 125,
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ammoPack: 150,
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have: false,
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isStarterGun: true,
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fire() {
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const me = bullet.length;
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b.muzzleFlash(15);
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// if (Math.random() > 0.2) mobs.alert(500);
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const dir = mech.angle + (Math.random() - 0.5) * ((mech.crouch) ? 0.03 : 0.14);
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const dir = mech.angle + (Math.random() - 0.5) * ((mech.crouch) ? 0.04 : 0.12);
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bullet[me] = Bodies.rectangle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 17 * b.modBulletSize, 5 * b.modBulletSize, b.fireAttributes(dir));
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b.fireProps(mech.crouch ? 11 : 5, mech.crouch ? 44 : 36, dir, me); //cd , speed
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b.fireProps(mech.crouch ? 10 : 5, mech.crouch ? 50 : 36, dir, me); //cd , speed
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bullet[me].endCycle = game.cycle + Math.floor(65 * b.isModBulletsLastLonger);
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bullet[me].frictionAir = mech.crouch ? 0.007 : 0.01;
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bullet[me].do = function () {
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@@ -871,13 +881,13 @@ const b = {
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name: "fléchettes", //3
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description: "fire a volley of <strong>precise</strong> high velocity needles",
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ammo: 0,
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ammoPack: 75,
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ammoPack: 65,
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have: false,
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isStarterGun: true,
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count: 0, //used to track how many shots are in a volley before a big CD
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lastFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
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fire() {
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const CD = (mech.crouch) ? 40 : 20
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const CD = (mech.crouch) ? 45 : 25
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if (this.lastFireCycle + CD < mech.cycle) this.count = 0 //reset count if it cycles past the CD
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this.lastFireCycle = mech.cycle
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@@ -962,7 +972,7 @@ const b = {
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name: "rail gun", //5
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description: "electro-magnetically launch a dense rod<br><strong>hold</strong> left mouse to charge, <strong>release</strong> to fire", //and <strong>repel</strong> enemies
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ammo: 0,
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ammoPack: 7,
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ammoPack: 6,
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have: false,
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isStarterGun: false,
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fire() {
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@@ -1051,9 +1061,9 @@ const b = {
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} else { // charging on mouse down
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mech.fireCDcycle = Infinity //can't fire until mouse is released
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if (mech.crouch) {
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this.charge = this.charge * 0.96 + 0.04 // this.charge converges to 1
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this.charge = this.charge * 0.965 + 0.035 // this.charge converges to 1
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} else {
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this.charge = this.charge * 0.98 + 0.02 // this.charge converges to 1
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this.charge = this.charge * 0.985 + 0.015 // this.charge converges to 1
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}
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//gently push away mobs while charging
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