foam damage mod

This commit is contained in:
landgreen
2020-08-16 06:44:47 -07:00
parent e157ab76db
commit cc8c101776
5 changed files with 86 additions and 67 deletions

View File

@@ -624,7 +624,7 @@ const b = {
onDmg(who) {
mobs.statusSlow(who, 60)
this.endCycle = game.cycle
if (mod.isHeavyWater) mobs.statusDoT(who, 0.1, 180)
if (mod.isHeavyWater) mobs.statusDoT(who, 0.1, 300)
},
onEnd() {},
do() {
@@ -681,7 +681,7 @@ const b = {
friction: 0.05,
frictionAir: 0,
restitution: 1,
dmg: 0.28, //damage done in addition to the damage from momentum
dmg: 0.24, //damage done in addition to the damage from momentum
lookFrequency: 80 + Math.floor(23 * Math.random()),
endCycle: game.cycle + Math.floor((1100 + 420 * Math.random()) * mod.isBulletsLastLonger),
classType: "bullet",
@@ -794,13 +794,14 @@ const b = {
radius *= Math.sqrt(mod.bulletSize)
const me = bullet.length;
bullet[me] = Bodies.polygon(position.x, position.y, 20, radius, {
angle: 0,
// angle: 0,
density: 0.00005, // 0.001 is normal density
inertia: Infinity,
frictionAir: 0.003,
friction: 0.2,
restitution: 0.2,
dmg: 0.1, //damage done in addition to the damage from momentum
// friction: 0.2,
// restitution: 0.2,
dmg: mod.isFastFoam ? 0.02 : 0.0055, //damage done in addition to the damage from momentum
scale: 1 - 0.005 / mod.isBulletsLastLonger * (mod.isFastFoam ? 1.7 : 1),
classType: "bullet",
collisionFilter: {
category: cat.bullet,
@@ -845,31 +846,6 @@ const b = {
onEnd() {},
do() {
if (!mech.isBodiesAsleep) { //if time dilation isn't active
//check for touching map
// if (Matter.Query.collides(this, map).length > 0) {
if (Matter.Query.point(map, this.position).length > 0) {
const slow = 0.85
Matter.Body.setVelocity(this, {
x: this.velocity.x * slow,
y: this.velocity.y * slow
});
const SCALE = 0.96
Matter.Body.scale(this, SCALE, SCALE);
this.radius *= SCALE;
// } else if (Matter.Query.collides(this, body).length > 0) {
} else if (Matter.Query.point(body, this.position).length > 0) {
const slow = 0.9
Matter.Body.setVelocity(this, {
x: this.velocity.x * slow,
y: this.velocity.y * slow
});
const SCALE = 0.96
Matter.Body.scale(this, SCALE, SCALE);
this.radius *= SCALE;
} else {
this.force.y += this.mass * 0.00008; //gravity
}
if (this.count < 20) {
this.count++
//grow
@@ -878,9 +854,8 @@ const b = {
this.radius *= SCALE;
} else {
//shrink
const SCALE = 1 - 0.005 / mod.isBulletsLastLonger
Matter.Body.scale(this, SCALE, SCALE);
this.radius *= SCALE;
Matter.Body.scale(this, this.scale, this.scale);
this.radius *= this.scale;
if (this.radius < 8) this.endCycle = 0;
}
@@ -896,13 +871,13 @@ const b = {
// Matter.Body.setAngularVelocity(this.target, this.target.angularVelocity * 0.9)
if (this.target.isShielded) {
this.target.damage(b.dmgScale * 0.005, true); //shield damage bypass
this.target.damage(b.dmgScale * this.dmg, true); //shield damage bypass
//shrink if mob is shielded
const SCALE = 1 - 0.018 / mod.isBulletsLastLonger
Matter.Body.scale(this, SCALE, SCALE);
this.radius *= SCALE;
} else {
this.target.damage(b.dmgScale * 0.005);
this.target.damage(b.dmgScale * this.dmg);
}
} else if (this.target !== null) { //look for a new target
this.target = null
@@ -931,7 +906,27 @@ const b = {
}
}
}
} else if (Matter.Query.point(map, this.position).length > 0) { //slow when touching map or blocks
const slow = 0.85
Matter.Body.setVelocity(this, {
x: this.velocity.x * slow,
y: this.velocity.y * slow
});
const SCALE = 0.96
Matter.Body.scale(this, SCALE, SCALE);
this.radius *= SCALE;
// } else if (Matter.Query.collides(this, body).length > 0) {
} else if (Matter.Query.point(body, this.position).length > 0) {
const slow = 0.9
Matter.Body.setVelocity(this, {
x: this.velocity.x * slow,
y: this.velocity.y * slow
});
const SCALE = 0.96
Matter.Body.scale(this, SCALE, SCALE);
this.radius *= SCALE;
} else {
this.force.y += this.mass * 0.00008; //gravity
}
}
}
@@ -1843,7 +1838,7 @@ const b = {
// check if inside a mob
q = Matter.Query.point(mob, this.position)
for (let i = 0; i < q.length; i++) {
let dmg = b.dmgScale * 0.40 / Math.sqrt(q[i].mass) * (mod.waveHelix === 1 ? 1 : 0.6) //1 - 0.4 = 0.6 for helix mod 40% damage reduction
let dmg = b.dmgScale * 0.36 / Math.sqrt(q[i].mass) * (mod.waveHelix === 1 ? 1 : 0.66) //1 - 0.4 = 0.6 for helix mod 40% damage reduction
q[i].damage(dmg);
q[i].foundPlayer();
game.drawList.push({ //add dmg to draw queue

View File

@@ -202,9 +202,7 @@ function collisionChecks(event) {
}
//mob + bullet collisions
if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
// const dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)));
let dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
// console.log(dmg)
if (mod.isCrit && !mob[k].seePlayer.recall && !mob[k].shield) dmg *= 5
mob[k].foundPlayer();
mob[k].damage(dmg);
@@ -223,7 +221,6 @@ function collisionChecks(event) {
const v = Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity));
if (v > 9) {
let dmg = 0.06 * b.dmgScale * v * obj.mass * mod.throwChargeRate;
if (mod.isCrit && !mob[k].seePlayer.recall && !mob[k].shield) dmg *= 5
if (mob[k].isShielded) dmg *= 0.35
mob[k].damage(dmg, true);
if (mob[k].distanceToPlayer2() < 1000000) mob[k].foundPlayer();

View File

@@ -79,7 +79,7 @@ const mod = {
},
damageFromMods() {
let dmg = 1
if (mod.isDamageForGuns) dmg *= 1 + 0.066 * b.inventory.length
if (mod.isDamageForGuns) dmg *= 1 + 0.07 * b.inventory.length
if (mod.isLowHealthDmg) dmg *= 1 + 0.5 * Math.max(0, 1 - mech.health)
if (mod.isHarmDamage && mech.lastHarmCycle + 600 > mech.cycle) dmg *= 2;
if (mod.isEnergyLoss) dmg *= 1.33;
@@ -175,22 +175,6 @@ const mod = {
mod.isFarAwayDmg = false;
}
},
{
name: "fracture analysis",
description: "increase <strong class='color-d'>damage</strong> by <strong>400%</strong><br>for mobs that are <strong>unaware</strong> of you",
maxCount: 1,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
mod.isCrit = true;
},
remove() {
mod.isCrit = false;
}
},
{
name: "fluoroantimonic acid",
description: "increase <strong class='color-d'>damage</strong> by <strong>40%</strong><br>when your base <strong>health</strong> is above <strong>100%</strong>",
@@ -1068,7 +1052,7 @@ const mod = {
},
{
name: "arsenal",
description: "increase <strong class='color-d'>damage</strong> by <strong>6.6%</strong><br>for each <strong class='color-g'>gun</strong> in your inventory",
description: "increase <strong class='color-d'>damage</strong> by <strong>7%</strong><br>for each <strong class='color-g'>gun</strong> in your inventory",
maxCount: 1,
count: 0,
allowed() {
@@ -1610,7 +1594,7 @@ const mod = {
},
{
name: "wave packet",
description: "<strong>wave beam</strong> emits <strong>two</strong> oscillating particles<br>decrease wave <strong class='color-d'>damage</strong> by <strong>40%</strong>",
description: "<strong>wave beam</strong> emits <strong>two</strong> oscillating particles<br>decrease wave <strong class='color-d'>damage</strong> by <strong>33%</strong>",
maxCount: 1,
count: 0,
allowed() {
@@ -1969,7 +1953,7 @@ const mod = {
},
{
name: "heavy water",
description: "<strong>ice IX</strong> is synthesized with an extra neutron<br>does <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong> over <strong>3</strong> seconds",
description: "<strong>ice IX</strong> is synthesized with an extra neutron<br>does <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong> over <strong>5</strong> seconds",
maxCount: 1,
count: 0,
allowed() {
@@ -1999,6 +1983,22 @@ const mod = {
mod.isFoamGrowOnDeath = false;
}
},
{
name: "colloidal foam",
description: "increase <strong>foam</strong> <strong class='color-d'>damage</strong> by <strong>200%</strong><br><strong>foam</strong> dissipates <strong>50%</strong> faster",
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("foam") || mod.foamBotCount > 2
},
requires: "foam",
effect() {
mod.isFastFoam = true
},
remove() {
mod.isFastFoam = false;
}
},
{
name: "frame-dragging",
description: "<strong>slow time</strong> while charging the <strong>rail gun</strong><br>charging no longer drains <strong class='color-f'>energy</strong>",
@@ -2138,7 +2138,7 @@ const mod = {
},
{
name: "timelike world line",
description: "<strong>time dilation</strong> doubles your time <strong>rate</strong><br>and makes you <strong>immune</strong> to <strong class='color-harm'>harm</strong>",
description: "<strong>time dilation</strong> doubles your relative time <strong>rate</strong><br>and makes you <strong>immune</strong> to <strong class='color-harm'>harm</strong>",
maxCount: 1,
count: 0,
allowed() {
@@ -2156,7 +2156,7 @@ const mod = {
},
{
name: "Lorentz transformation",
description: "<strong>move</strong>, <strong>jump</strong>, and <strong>shoot</strong> <strong>33%</strong> faster",
description: "permanently increase your relative time rate<br><strong>move</strong>, <strong>jump</strong>, and <strong>shoot</strong> <strong>33%</strong> faster",
maxCount: 1,
count: 0,
allowed() {
@@ -2194,7 +2194,7 @@ const mod = {
},
{
name: "plasma-bot",
description: "a bot uses <strong class='color-f'>energy</strong> to emit short range <strong>plasma</strong><br>plasma <strong class='color-d'>damages</strong> and <strong>pushes</strong> mobs",
description: "a bot uses <strong class='color-f'>energy</strong> to emit short range <strong>plasma</strong><br>that <strong class='color-d'>damages</strong> and <strong>pushes</strong> mobs",
maxCount: 1,
count: 0,
allowed() {
@@ -2389,6 +2389,22 @@ const mod = {
mod.superposition = false;
}
},
{
name: "fracture analysis",
description: "bullet impacts do <strong>500%</strong> <strong class='color-d'>damage</strong><br>to mobs that are <strong>unaware</strong> of you or <strong>stunned</strong>",
maxCount: 1,
count: 0,
allowed() {
return mod.isStunField || mech.fieldUpgrades[mech.fieldMode].name === "phase decoherence field"
},
requires: "phase decoherence field or flux pinning",
effect() {
mod.isCrit = true;
},
remove() {
mod.isCrit = false;
}
},
{
name: "Bose Einstein condensate",
description: "<strong>mobs</strong> in superposition with the <strong>pilot wave</strong><br>are <strong class='color-s'>frozen</strong> for <strong>2</strong> seconds",
@@ -2420,6 +2436,7 @@ const mod = {
powerUps.spawn(mech.pos.x, mech.pos.y, "heal");
if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "heal");
}
this.count--
},
remove() {}
},
@@ -2438,6 +2455,7 @@ const mod = {
powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
}
this.count--
},
remove() {}
},
@@ -2457,6 +2475,7 @@ const mod = {
powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
}
this.count--
},
remove() {}
},
@@ -2473,6 +2492,7 @@ const mod = {
effect() {
powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
this.count--
},
remove() {}
},
@@ -2489,6 +2509,7 @@ const mod = {
effect() {
powerUps.spawn(mech.pos.x, mech.pos.y, "field");
if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "field");
this.count--
},
remove() {}
},
@@ -2610,5 +2631,6 @@ const mod = {
isDroneGrab: null,
isOneGun: null,
isDamageForGuns: null,
isGunCycle: null
isGunCycle: null,
isFastFoam: null
}

View File

@@ -496,8 +496,6 @@ const powerUps = {
if (Math.random() < mod.bayesian) powerUps.spawn(x, y, "gun")
}
}
},
chooseRandomPowerUp(x, y) { //100% chance to drop a random power up //used in spawn.debris
if (Math.random() < 0.5) {
@@ -526,6 +524,8 @@ const powerUps = {
} else {
powerUps.spawn(x, y, "ammo", false);
powerUps.spawn(x, y, "ammo", false);
powerUps.spawn(x, y, "ammo", false);
powerUps.spawn(x, y, "ammo", false);
}
} else {
powerUps.spawnRandomPowerUp(x, y);