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:
10
js/mob.js
10
js/mob.js
@@ -59,7 +59,9 @@ const mobs = {
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}
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function applySlow(whom) {
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if (!whom.shield && !whom.isShielded) {
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if (!whom.shield && !whom.isShielded && who.alive) {
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if (tech.isIceMaxHealthLoss && who.health > 0.66 && who.damageReduction > 0) who.health = 0.66
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if (tech.isIceKill && who.health < 0.33 && who.damageReduction > 0) who.death();
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if (whom.isBoss) cycles = Math.floor(cycles * 0.25)
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let i = whom.status.length
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while (i--) {
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@@ -68,8 +70,8 @@ const mobs = {
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whom.isSlowed = true;
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whom.status.push({
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effect() {
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if (whom.speed > 2) {
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const drag = 0.95
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if (whom.speed > 1) {
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const drag = 0.94
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Matter.Body.setVelocity(whom, {
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x: whom.velocity.x * drag,
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y: whom.velocity.y * drag
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@@ -1065,7 +1067,7 @@ const mobs = {
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if ((!this.isShielded || isBypassShield) && this.alive) {
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dmg *= tech.damageFromTech()
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//mobs specific damage changes
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if (tech.isFarAwayDmg) dmg *= 1 + Math.sqrt(Math.max(500, Math.min(3000, this.distanceToPlayer())) - 500) * 0.0067 //up to 50% dmg at max range of 3500
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if (tech.isFarAwayDmg) dmg *= 1 + Math.sqrt(Math.max(500, Math.min(3000, this.distanceToPlayer())) - 500) * 0.0067 //up to 33% dmg at max range of 3000
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dmg *= this.damageReduction
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//energy and heal drain should be calculated after damage boosts
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if (tech.energySiphon && dmg !== Infinity && this.isDropPowerUp && m.immuneCycle < m.cycle) m.energy += Math.min(this.health, dmg) * tech.energySiphon
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