diff --git a/js/bullet.js b/js/bullet.js
index b5ebfff..899e4f8 100644
--- a/js/bullet.js
+++ b/js/bullet.js
@@ -604,7 +604,6 @@ const b = {
const that = this
setTimeout(function() {
if (Matter.Query.collides(that, map).length === 0 || Matter.Query.point(map, that.position).length > 0) {
- // console.log(that)
that.endCycle = 0 // if not touching map explode
that.isArmed = false
b.mine(that.position, that.velocity, that.angle)
@@ -929,8 +928,9 @@ const b = {
isImproved: false,
beforeDmg(who) {
if (mod.isIncendiary) {
- b.explosion(this.position, 120 + (Math.random() - 0.5) * 60); //makes bullet do explosive damage at end
- this.endCycle = 0
+ const max = Math.min(this.endCycle - game.cycle, 1500)
+ b.explosion(this.position, max * 0.08 + this.isImproved * 100 + 60 * Math.random()); //makes bullet do explosive damage at end
+ this.endCycle -= max
} else {
//move away from target after hitting
const unit = Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), -20)
@@ -938,7 +938,6 @@ const b = {
x: unit.x,
y: unit.y
});
-
this.lockedOn = null
if (this.endCycle > game.cycle + this.deathCycles) {
this.endCycle -= 60
@@ -2072,10 +2071,14 @@ const b = {
bullet[me].restitution = 1;
bullet[me].friction = 0;
bullet[me].do = function() {
- this.force.y += this.mass * 0.001;
+ this.force.y += this.mass * 0.0012;
};
bullet[me].beforeDmg = function(who) {
mobs.statusStun(who, 180) // (2.3) * 2 / 14 ticks (2x damage over 7 seconds)
+ if (mod.isIncendiary) {
+ b.explosion(this.position, this.mass * 250); //makes bullet do explosive damage at end
+ this.endCycle = 0
+ }
};
} else {
b.muzzleFlash(20);
@@ -2097,6 +2100,12 @@ const b = {
bullet[me].do = function() {
this.force.y += this.mass * 0.001;
};
+ bullet[me].beforeDmg = function() {
+ if (mod.isIncendiary) {
+ b.explosion(this.position, this.mass * 330 + 40 * Math.random()); //makes bullet do explosive damage at end
+ this.endCycle = 0
+ }
+ };
dir += SPREAD;
}
}
diff --git a/js/level.js b/js/level.js
index 69c359d..cd94566 100644
--- a/js/level.js
+++ b/js/level.js
@@ -17,12 +17,13 @@ const level = {
// game.zoomScale = 1000;
// game.setZoom();
// mech.setField("wormhole")
- // b.giveGuns("drones")
+ // b.giveGuns("super balls")
// mod.giveMod("incendiary ammunition")
+ // mod.giveMod("super ball")
- // level.intro(); //starting level
- level.testing(); //not in rotation
+ level.intro(); //starting level
+ // level.testing(); //not in rotation
// level.finalBoss() //final boss level
// level.gauntlet(); //before final boss level
// level.testChamber() //less mobs, more puzzle
diff --git a/js/mods.js b/js/mods.js
index be9030a..b3f3801 100644
--- a/js/mods.js
+++ b/js/mods.js
@@ -1576,7 +1576,7 @@ const mod = {
//**************************************************
{
name: "incendiary ammunition",
- description: "your bullets explode after a short time
(nail gun, shotgun, super balls, drones)",
+ description: "bullets are loaded with explosives
nail gun, shotgun, super balls, drones",
maxCount: 1,
count: 0,
allowed() {
@@ -1592,7 +1592,7 @@ const mod = {
},
{
name: "Lorentzian topology",
- description: "your bullets last 33% longer
drones, spores, super balls, foam, wave, ice IX, neutron",
+ description: "bullets last 33% longer
drones, spores, super balls, foam, wave, ice IX, neutron",
maxCount: 3,
count: 0,
allowed() {
@@ -1775,7 +1775,7 @@ const mod = {
},
{
name: "super duper",
- description: "fire 2 additional super balls",
+ description: "fire 1 additional super ball",
maxCount: 9,
count: 0,
allowed() {
@@ -1783,7 +1783,7 @@ const mod = {
},
requires: "super balls, but not the mod super ball",
effect() {
- mod.superBallNumber += 2
+ mod.superBallNumber++
},
remove() {
mod.superBallNumber = 4;
@@ -1791,7 +1791,7 @@ const mod = {
},
{
name: "super ball",
- description: "fire one large super ball
that stuns mobs for 3 second",
+ description: "fire just 1 large super ball
that stuns mobs for 3 second",
maxCount: 1,
count: 0,
allowed() {
@@ -1807,7 +1807,7 @@ const mod = {
},
{
name: "super sized",
- description: `your super balls are 22% larger
increases mass and physical damage`,
+ description: `your super balls are 20% larger
increases mass and physical damage`,
count: 0,
maxCount: 9,
allowed() {
@@ -1815,7 +1815,7 @@ const mod = {
},
requires: "super balls",
effect() {
- mod.bulletSize += 0.2
+ mod.bulletSize += 0.15
},
remove() {
mod.bulletSize = 1;
diff --git a/todo.txt b/todo.txt
index 27b237b..75e8faf 100644
--- a/todo.txt
+++ b/todo.txt
@@ -1,16 +1,12 @@
*********** NEXT PATCH ***********
-bug - spider boss move at full speed again (watch out)
-bots that uses energy stop when you hit 50% energy if you have mass-energy mod
-
+bug fix- spider boss moves at full speed again (watch out)
+bots that uses energy, stop when you hit 50% energy if you have mass-energy mod
you get a warning before you overwrite your current gun due to integrated armament
gun - flak is removed
-mod: High-explosive incendiary, or incendiary rounds
- shotgun: several large explosions
- nail gun: rapid fire explosions
- drones: drones explode on impact
- super balls: explode on contact
+mod: incendiary ammunition - bullets explode
+ shotgun, nail gun, drones, super balls
************** BUGS **************