unified field theory
unified field theory doesn't require research to cycle fields game resets after beating final boss (in 20s)
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@@ -2211,7 +2211,7 @@ const b = {
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bullet[me].dmg = tech.isNailRadiation ? 0 : dmg
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bullet[me].beforeDmg = function(who) { //beforeDmg is rewritten with ice crystal tech
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if (tech.isNailRadiation) mobs.statusDoT(who, dmg * (tech.isFastRadiation ? 2.6 : 0.65), tech.isSlowRadiation ? 240 : (tech.isFastRadiation ? 30 : 120)) // one tick every 30 cycles
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if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97) {
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if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.975) {
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b.explosion(this.position, 150 + 30 * Math.random()); //makes bullet do explosive damage at end
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}
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};
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@@ -2922,7 +2922,7 @@ const b = {
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}
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}
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if (!immune) {
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if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97) {
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if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.975) {
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b.explosion(this.position, 220 + 30 * Math.random()); //makes bullet do explosive damage at end
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}
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this.immuneList.push(who.id)
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@@ -2984,7 +2984,7 @@ const b = {
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});
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bullet[me].endCycle = simulation.cycle + 180
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bullet[me].beforeDmg = function(who) { //beforeDmg is rewritten with ice crystal tech
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if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97) {
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if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.975) {
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b.explosion(this.position, 300 + 30 * Math.random()); //makes bullet do explosive damage at end
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}
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if (tech.isNailRadiation) mobs.statusDoT(who, 7 * (tech.isFastRadiation ? 12 : 0.3), tech.isSlowRadiation ? 240 : (tech.isFastRadiation ? 30 : 120)) // one tick every 30 cycles
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@@ -3036,7 +3036,7 @@ const b = {
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if (tech.isIceCrystals) {
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bullet[bullet.length - 1].beforeDmg = function(who) {
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mobs.statusSlow(who, 30)
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if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97) {
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if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.975) {
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b.explosion(this.position, 150 + 30 * Math.random()); //makes bullet do explosive damage at end
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}
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};
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