bug fixes and balance
This commit is contained in:
@@ -363,7 +363,7 @@ const b = {
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}
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}
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},
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bulletActions() {
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bulletActions() { //run in main loop
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//remove bullet if at end cycle for that bullet
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let i = bullet.length;
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while (i--) {
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@@ -961,7 +961,7 @@ const b = {
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name: "shotgun", //1
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description: "fire a <strong>burst</strong> of short range bullets<br><em>crouch to reduce recoil</em>",
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ammo: 0,
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ammoPack: 5,
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ammoPack: 6,
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have: false,
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isStarterGun: true,
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fire() {
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@@ -997,7 +997,7 @@ const b = {
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name: "super balls", //2
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description: "fire <strong>five</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: 4,
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ammoPack: 5,
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have: false,
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isStarterGun: true,
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fire() {
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@@ -1069,7 +1069,7 @@ const b = {
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name: "wave beam", //4
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description: "emit a <strong>sine wave</strong> of oscillating particles<br>particles propagate through <strong>walls</strong>",
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ammo: 0,
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ammoPack: 30,
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ammoPack: 32,
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have: false,
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isStarterGun: true,
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fire() {
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@@ -1084,7 +1084,7 @@ const b = {
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inertia: Infinity,
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frictionAir: 0,
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minDmgSpeed: 0,
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dmg: 0.2, //damage done in addition to the damage from momentum
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dmg: 0.3, //damage done in addition to the damage from momentum
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classType: "bullet",
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collisionFilter: {
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category: cat.bullet,
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@@ -1420,7 +1420,7 @@ const b = {
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name: "flak", //7
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description: "fire a cluster of short range projectiles<br><strong class='color-e'>explodes</strong> on contact or after half a second",
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ammo: 0,
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ammoPack: 5,
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ammoPack: 6,
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have: false,
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isStarterGun: true,
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fire() {
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@@ -1473,10 +1473,9 @@ const b = {
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bullet[me].totalCycles = 100;
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bullet[me].endCycle = game.cycle + Math.floor(mech.crouch ? 120 : 80);
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bullet[me].restitution = 0.5;
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bullet[me].explodeRad = 290;
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bullet[me].explodeRad = 310;
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bullet[me].onEnd = b.explode; //makes bullet do explosive damage before despawn
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bullet[me].minDmgSpeed = 1;
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Matter.Body.setDensity(bullet[me], 0.0002);
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bullet[me].onDmg = function () {
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this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
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};
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@@ -1598,7 +1597,7 @@ const b = {
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name: "ferro frag", //10
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description: "fire a <strong>grenade</strong> that ejects nails<br>nails are magnetically <strong>attracted</strong> to enemies",
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ammo: 0,
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ammoPack: 3,
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ammoPack: 4,
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have: false,
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isStarterGun: false,
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fire() {
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@@ -1713,7 +1712,7 @@ const b = {
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name: "drones", //12
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description: "deploy drones that <strong>crash</strong> into enemies<br>collisions reduce drone <strong>cycles</strong> by 1 second",
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ammo: 0,
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ammoPack: 5,
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ammoPack: 8,
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have: false,
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isStarterGun: true,
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fire() {
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