worms
spore tech - nematodes - replace spores with 1/2 as many worms that do 200% more damage worms are also a bit faster, last longer, have better reaction times a cool worm graphic, and a simple searching behavior if they haven't found a mob mycelial fragmentation - makes 6 extra spores during growth phase (was 4) historyBoss has less health, slower tracking, and more damage
This commit is contained in:
32
js/player.js
32
js/player.js
@@ -1814,15 +1814,29 @@ const m = {
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m.hold = function() {
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if (m.energy > m.maxEnergy - 0.02 && m.fieldCDcycle < m.cycle && !input.field && bullet.length < 150 && (m.cycle % 2)) {
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if (tech.isSporeField) {
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for (let i = 0, len = Math.random() * 20; i < len; i++) {
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m.energy -= 0.08
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if (m.energy > 0) {
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b.spore(m.pos)
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} else {
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m.energy = 0.001
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break;
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if (tech.isSporeWorm) {
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for (let i = 0, len = Math.random() * 20; i < len; i++) {
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m.energy -= 0.15
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if (m.energy > 0) {
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b.worm(m.pos)
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} else {
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m.energy = 0.001
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break;
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}
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}
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} else {
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for (let i = 0, len = Math.random() * 20; i < len; i++) {
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m.energy -= 0.08
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if (m.energy > 0) {
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b.spore(m.pos)
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} else {
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m.energy = 0.001
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break;
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}
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}
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}
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} else if (tech.isMissileField) {
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m.energy -= 0.3;
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b.missile({ x: m.pos.x, y: m.pos.y - 40 }, -Math.PI / 2 + 0.5 * (Math.random() - 0.5), 0, 1)
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@@ -2588,7 +2602,7 @@ const m = {
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m.fieldRange *= 0.8
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if (tech.isWormholeEnergy) m.energy += 0.63
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if (tech.isWormSpores) { //pandimensionalspermia
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for (let i = 0, len = Math.ceil(3 * Math.random()); i < len; i++) {
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for (let i = 0, len = Math.ceil(3 * (tech.isSporeWorm ? 0.5 : 1) * Math.random()); i < len; i++) {
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b.spore(Vector.add(m.hole.pos2, Vector.rotate({
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x: m.fieldRange * 0.4,
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y: 0
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@@ -2614,7 +2628,7 @@ const m = {
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// if (tech.isWormholeEnergy && m.energy < m.maxEnergy * 2) m.energy = m.maxEnergy * 2
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if (tech.isWormholeEnergy) m.energy += 0.63
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if (tech.isWormSpores) { //pandimensionalspermia
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for (let i = 0, len = Math.ceil(3 * Math.random()); i < len; i++) {
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for (let i = 0, len = Math.ceil(3 * (tech.isSporeWorm ? 0.5 : 1) * Math.random()); i < len; i++) {
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b.spore(Vector.add(m.hole.pos1, Vector.rotate({
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x: m.fieldRange * 0.4,
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y: 0
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