incendiary ammunition
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: incendiary ammunition - bullets explode shotgun, nail gun, drones, super balls
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19
js/bullet.js
19
js/bullet.js
@@ -604,7 +604,6 @@ const b = {
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const that = this
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setTimeout(function() {
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if (Matter.Query.collides(that, map).length === 0 || Matter.Query.point(map, that.position).length > 0) {
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// console.log(that)
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that.endCycle = 0 // if not touching map explode
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that.isArmed = false
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b.mine(that.position, that.velocity, that.angle)
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@@ -929,8 +928,9 @@ const b = {
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isImproved: false,
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beforeDmg(who) {
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if (mod.isIncendiary) {
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b.explosion(this.position, 120 + (Math.random() - 0.5) * 60); //makes bullet do explosive damage at end
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this.endCycle = 0
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const max = Math.min(this.endCycle - game.cycle, 1500)
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b.explosion(this.position, max * 0.08 + this.isImproved * 100 + 60 * Math.random()); //makes bullet do explosive damage at end
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this.endCycle -= max
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} else {
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//move away from target after hitting
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const unit = Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), -20)
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@@ -938,7 +938,6 @@ const b = {
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x: unit.x,
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y: unit.y
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});
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this.lockedOn = null
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if (this.endCycle > game.cycle + this.deathCycles) {
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this.endCycle -= 60
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@@ -2072,10 +2071,14 @@ const b = {
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bullet[me].restitution = 1;
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bullet[me].friction = 0;
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bullet[me].do = function() {
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this.force.y += this.mass * 0.001;
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this.force.y += this.mass * 0.0012;
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};
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bullet[me].beforeDmg = function(who) {
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mobs.statusStun(who, 180) // (2.3) * 2 / 14 ticks (2x damage over 7 seconds)
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if (mod.isIncendiary) {
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b.explosion(this.position, this.mass * 250); //makes bullet do explosive damage at end
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this.endCycle = 0
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}
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};
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} else {
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b.muzzleFlash(20);
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@@ -2097,6 +2100,12 @@ const b = {
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bullet[me].do = function() {
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this.force.y += this.mass * 0.001;
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};
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bullet[me].beforeDmg = function() {
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if (mod.isIncendiary) {
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b.explosion(this.position, this.mass * 330 + 40 * Math.random()); //makes bullet do explosive damage at end
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this.endCycle = 0
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}
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};
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dir += SPREAD;
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}
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}
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