text rewording

tech: freezer burn - if a mob is frozen while below 33% health, it dies
tech: flash freeze - if a mob is above 66% health it's health is set to 66%

snakeBoss 1st tail mob is larger and farther from boss
parthenogenesis your duplication effects extend to duplicate mobs and bosses
WIMPs do 33% less harm  (because they are hard to deal with on reactor)
MACHO 66->60% defense
axion 75%-> 100% of defense added to damage

full tech wording rewrite (I probably made a few typos)
  increase damage by 10% -> +10% damage
  20% fire delay reduction -> +20% fire rate
  taking harm -> losing health
  50% harm reduction -> +50% defense
    new defense text effect
  extra long minus sign - -> –

bug fixes
This commit is contained in:
landgreen
2022-06-14 09:00:01 -07:00
parent 789769519a
commit e3d6ffce43
11 changed files with 425 additions and 555 deletions

View File

@@ -107,7 +107,7 @@ function collisionChecks(event) {
!mob[k].isSlowed && !mob[k].isStunned
) {
let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * simulation.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0
if (m.isCloak) dmg *= 0.5
if (m.isCloak) dmg *= 0.75
mob[k].foundPlayer();
if (tech.isRewindAvoidDeath && m.energy > 0.66 && dmg > 0.01) { //CPT reversal runs in m.damage, but it stops the rest of the collision code here too
m.damage(dmg);
@@ -150,7 +150,7 @@ function collisionChecks(event) {
y: mob[k].velocity.y - 8 * Math.sin(angle)
});
if (tech.isAnnihilation && !mob[k].shield && !mob[k].isShielded && !mob[k].isBoss && mob[k].isDropPowerUp && m.energy > 0.34 * m.maxEnergy) {
if (tech.isAnnihilation && !mob[k].shield && !mob[k].isShielded && !mob[k].isBoss && mob[k].isDropPowerUp && m.energy > 0.34 * m.maxEnergy && mob[k].damageReduction > 0) {
m.energy -= 0.33 * Math.max(m.maxEnergy, m.energy) //0.33 * m.energy
if (m.immuneCycle === m.cycle + tech.collisionImmuneCycles) m.immuneCycle = 0; //player doesn't go immune to collision damage
mob[k].death();