power up boss adjustments
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@@ -972,7 +972,7 @@ const mech = {
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//draw electricity
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const step = 40
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ctx.beginPath();
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for (let i = 0, len = 2 * mod.blockDmg; i < len; i++) {
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for (let i = 0, len = 2.5 * mod.blockDmg; i < len; i++) {
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let x = mech.pos.x - 20 * unit.x;
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let y = mech.pos.y - 20 * unit.y;
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ctx.moveTo(x, y);
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@@ -1298,9 +1298,8 @@ const mech = {
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},
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{
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name: "nano-scale manufacturing",
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description: "excess <strong class='color-f'>energy</strong> used to build <strong>drones</strong><br><strong class='color-f'>energy</strong> regeneration is <strong>doubled</strong>",
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description: "excess <strong class='color-f'>energy</strong> used to build <strong>drones</strong><br>increase <strong class='color-f'>energy</strong> regeneration by <strong>100%</strong>",
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effect: () => {
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// mech.fieldRegen *= 2;
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mech.hold = function () {
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if (mech.energy > mech.maxEnergy - 0.02 && mech.fieldCDcycle < mech.cycle) {
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if (mod.isSporeField) {
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@@ -1483,7 +1482,7 @@ const mech = {
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} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) { //not hold but field button is pressed
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mech.grabPowerUp();
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mech.lookForPickUp();
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const DRAIN = 0.0017
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const DRAIN = 0.002
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if (mech.energy > DRAIN) {
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mech.energy -= DRAIN;
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if (mech.energy < 0) {
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@@ -1492,7 +1491,7 @@ const mech = {
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}
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//calculate laser collision
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let best;
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let range = mod.isPlasmaRange * (140 + (mech.crouch ? 400 : 300) * Math.sqrt(Math.random())) //+ 100 * Math.sin(mech.cycle * 0.3);
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let range = mod.isPlasmaRange * (120 + (mech.crouch ? 400 : 300) * Math.sqrt(Math.random())) //+ 100 * Math.sin(mech.cycle * 0.3);
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// const dir = mech.angle // + 0.04 * (Math.random() - 0.5)
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const path = [{
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x: mech.pos.x + 20 * Math.cos(mech.angle),
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