flechettes pierce
above level 20 boss power ups only drop on even levels removed mod ablative mines (was buggy, and too similar to ablative drones) flechettes get stuck in walls flechettes do no damage to mobs on hit flechettes do more damage over time, and have more ammo mod - flechettes pierce mobs mod - mutualism: each spore does 2x damage but they borrow 1% life from player
This commit is contained in:
35
js/player.js
35
js/player.js
@@ -478,15 +478,15 @@ const mech = {
|
||||
if (Math.random() < 0.5) b.drone() //spawn drone
|
||||
}
|
||||
}
|
||||
if (mod.isMineOnDamage && dmg > 0.004 + 0.05 * Math.random()) {
|
||||
b.mine({
|
||||
x: mech.pos.x,
|
||||
y: mech.pos.y - 80
|
||||
}, {
|
||||
x: 0,
|
||||
y: 0
|
||||
})
|
||||
}
|
||||
// if (mod.isMineOnDamage && dmg > 0.004 + 0.05 * Math.random()) {
|
||||
// b.mine({
|
||||
// x: mech.pos.x,
|
||||
// y: mech.pos.y - 80
|
||||
// }, {
|
||||
// x: 0,
|
||||
// y: 0
|
||||
// })
|
||||
// }
|
||||
dmg *= mech.harmReduction()
|
||||
|
||||
if (mod.isEnergyHealth) {
|
||||
@@ -543,15 +543,14 @@ const mech = {
|
||||
return;
|
||||
}
|
||||
}
|
||||
mod.onHealthChange();
|
||||
mech.displayHealth();
|
||||
document.getElementById("dmg").style.transition = "opacity 0s";
|
||||
document.getElementById("dmg").style.opacity = 0.1 + Math.min(0.6, dmg * 4);
|
||||
}
|
||||
|
||||
if (dmg > 0.2 * mech.holdingMassScale) mech.drop(); //drop block if holding
|
||||
|
||||
mod.onHealthChange();
|
||||
mech.displayHealth();
|
||||
document.getElementById("dmg").style.transition = "opacity 0s";
|
||||
document.getElementById("dmg").style.opacity = 0.1 + Math.min(0.6, dmg * 4);
|
||||
|
||||
const normalFPS = function () {
|
||||
if (mech.defaultFPSCycle < mech.cycle) { //back to default values
|
||||
game.fpsCap = game.fpsCapDefault
|
||||
@@ -698,10 +697,10 @@ const mech = {
|
||||
fieldMode: 0, //basic field mode before upgrades
|
||||
maxEnergy: 1, //can be increased by a mod
|
||||
holdingTarget: null,
|
||||
fieldShieldingScale: 1,
|
||||
timeSkipLastCycle: 0,
|
||||
// these values are set on reset by setHoldDefaults()
|
||||
fieldRange: 155,
|
||||
fieldShieldingScale: 1,
|
||||
energy: 0,
|
||||
fieldRegen: 0,
|
||||
fieldMode: 0,
|
||||
@@ -1220,9 +1219,10 @@ const mech = {
|
||||
},
|
||||
{
|
||||
name: "standing wave harmonics",
|
||||
description: "three oscillating <strong>shields</strong> are permanently active<br><strong class='color-f'>energy</strong> regenerates while field is active",
|
||||
description: "three oscillating <strong>shields</strong> are permanently active<br>reduce <strong>harm</strong> by <strong>33%</strong>",
|
||||
isEasyToAim: true,
|
||||
effect: () => {
|
||||
mech.fieldHarmReduction = 0.67;
|
||||
mech.fieldBlockCD = 0;
|
||||
mech.hold = function () {
|
||||
if (mech.isHolding) {
|
||||
@@ -1510,11 +1510,10 @@ const mech = {
|
||||
},
|
||||
{
|
||||
name: "plasma torch",
|
||||
description: "use <strong class='color-f'>energy</strong> to emit <strong class='color-d'>damaging</strong> plasma<br>reduce <strong>harm</strong> by <strong>20%</strong>",
|
||||
description: "use <strong class='color-f'>energy</strong> to emit short range plasma<br>plasma <strong class='color-d'>damages</strong> and <strong>pushes</strong> mobs",
|
||||
isEasyToAim: false,
|
||||
effect: () => {
|
||||
mech.fieldMeterColor = "#f0f"
|
||||
mech.fieldHarmReduction = 0.80;
|
||||
|
||||
mech.hold = function () {
|
||||
if (mech.isHolding) {
|
||||
|
||||
Reference in New Issue
Block a user