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pause menu can sort tech by keywords tech: mechatronics - randomly add +(7 to 13)% damage a few new images bug fixes cherenkov radiation damage bug fixed it does much more damage and matches the description
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12
js/player.js
12
js/player.js
@@ -377,9 +377,9 @@ const m = {
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//randomize ammo based on ammo/ammoPack count
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for (let i = 0, len = b.inventory.length; i < len; i++) {
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if (b.guns[b.inventory[i]].ammo !== Infinity) b.guns[b.inventory[i]].ammo = Math.max(0, Math.floor(ammoCount / b.inventory.length * b.guns[b.inventory[i]].ammoPack * (1.05 + 0.3 * (Math.random() - 0.5))))
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if (b.guns[b.inventory[i]].ammo !== Infinity) b.guns[b.inventory[i]].ammo = Math.max(0, Math.floor(ammoCount / b.inventory.length * b.guns[b.inventory[i]].ammoPack * (1.15 + 0.3 * (Math.random() - 0.5))))
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}
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console.log(b.activeGun)
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//randomize tech
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for (let i = 0; i < totalTech; i++) {
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//find what tech I could get
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@@ -545,7 +545,7 @@ const m = {
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if (tech.isZeno) dmg *= 0.15
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if (tech.isFieldHarmReduction) dmg *= 0.5
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if (tech.isHarmMACHO) dmg *= 0.4
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if (tech.isImmortal) dmg *= 0.67
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if (tech.isImmortal) dmg *= 0.7
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if (tech.energyRegen === 0) dmg *= 0.34
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// if (tech.healthDrain) dmg *= 1 + 3.33 * tech.healthDrain //tech.healthDrain = 0.03 at one stack //cause more damage
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if (m.fieldMode === 0 || m.fieldMode === 3) dmg *= 0.973 ** m.coupling
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@@ -2317,7 +2317,7 @@ const m = {
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if (who.isMobBullet) {
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who.damage(tech.blockDmg * m.dmgScale * 3, true)
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} else {
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mobs.statusDoT(who, tech.blockDmg * m.dmgScale * 4 / 12, 360) //200% increase -> x (1+2) //over 7s -> 360/30 = 12 half seconds -> 3/12
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mobs.statusDoT(who, tech.blockDmg * 0.42, 180) //200% increase -> x (1+2) //over 7s -> 360/30 = 12 half seconds -> 3/12
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}
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} else {
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who.damage(tech.blockDmg * m.dmgScale, true)
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@@ -2531,7 +2531,7 @@ const m = {
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},
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fieldUpgrades: [{
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name: "field emitter",
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imageNumber: Math.floor(Math.random() * 20),
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imageNumber: Math.floor(Math.random() * 23),
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description: `use <strong class='color-f'>energy</strong> to <strong>deflect</strong> mobs
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<br>generate <strong>6</strong> <strong class='color-f'>energy</strong> per second`, // <br><strong>100</strong> max <strong class='color-f'>energy</strong>
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effect: () => {
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@@ -2727,7 +2727,7 @@ const m = {
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if (mob[i].isMobBullet) {
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mob[i].damage(tech.blockDmg * m.dmgScale * 3, true)
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} else {
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mobs.statusDoT(mob[i], tech.blockDmg * m.dmgScale * 4 / 12, 360) //200% increase -> x (1+2) //over 7s -> 360/30 = 12 half seconds -> 3/12
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mobs.statusDoT(mob[i], tech.blockDmg * m.dmgScale * 0.42, 180) //200% increase -> x (1+2) //over 7s -> 360/30 = 12 half seconds -> 3/12
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}
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} else {
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mob[i].damage(tech.blockDmg * m.dmgScale, true)
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