underpass
new community map!! underpass by Richard0820 duplicated power ups aren't circles metastability makes power ups triangles instead of circles 3->4 seconds of half life before exploding only metastability duplicated power ups have the lighting graphic mob's that fall off the map now die instead of just being removed so they can still spawn power ups you can pick up power ups from slightly farther away (450) but less far away when not facing the power up (100) accretion has less lag at high amounts of heal power ups following you several other bug fixes
This commit is contained in:
17
js/player.js
17
js/player.js
@@ -549,7 +549,7 @@ const m = {
|
||||
if (tech.isSlowFPS) dmg *= 0.8
|
||||
if (tech.energyRegen === 0) dmg *= 0.34
|
||||
// if (tech.healthDrain) dmg *= 1 + 3.33 * tech.healthDrain //tech.healthDrain = 0.03 at one stack //cause more damage
|
||||
if (m.fieldMode === 0 || m.fieldMode === 3) dmg *= 0.73 ** (0.1 * m.coupling)
|
||||
if (m.fieldMode === 0 || m.fieldMode === 3) dmg *= 0.973 ** m.coupling
|
||||
if (tech.isLowHealthDefense) dmg *= 1 - Math.max(0, 1 - m.health) * 0.8
|
||||
if (tech.isHarmReduceNoKill && m.lastKillCycle + 300 < m.cycle) dmg *= 0.33
|
||||
if (tech.squirrelFx !== 1) dmg *= Math.pow(0.7, (tech.squirrelFx - 1) / 0.4) //cause more damage
|
||||
@@ -1858,7 +1858,7 @@ const m = {
|
||||
m.lastHit = 0
|
||||
m.isSneakAttack = false
|
||||
m.duplicateChance = 0
|
||||
m.grabPowerUpRange2 = 156000;
|
||||
m.grabPowerUpRange2 = 200000;
|
||||
m.blockingRecoil = 4;
|
||||
m.fieldRange = 155;
|
||||
m.fieldFire = false;
|
||||
@@ -2235,11 +2235,11 @@ const m = {
|
||||
// float towards player if looking at and in range or if very close to player
|
||||
if (
|
||||
dist2 < m.grabPowerUpRange2 &&
|
||||
(m.lookingAt(powerUp[i]) || dist2 < 16000) &&
|
||||
(m.lookingAt(powerUp[i]) || dist2 < 1000) &&
|
||||
Matter.Query.ray(map, powerUp[i].position, m.pos).length === 0
|
||||
) {
|
||||
powerUp[i].force.x += 0.05 * (dxP / Math.sqrt(dist2)) * powerUp[i].mass;
|
||||
powerUp[i].force.y += 0.05 * (dyP / Math.sqrt(dist2)) * powerUp[i].mass - powerUp[i].mass * simulation.g; //negate gravity
|
||||
powerUp[i].force.x += 0.04 * (dxP / Math.sqrt(dist2)) * powerUp[i].mass;
|
||||
powerUp[i].force.y += 0.04 * (dyP / Math.sqrt(dist2)) * powerUp[i].mass - powerUp[i].mass * simulation.g; //negate gravity
|
||||
//extra friction
|
||||
Matter.Body.setVelocity(powerUp[i], {
|
||||
x: powerUp[i].velocity.x * 0.11,
|
||||
@@ -2465,7 +2465,7 @@ const m = {
|
||||
return `<span style = 'font-size:95%;'><strong>deflecting</strong> condenses ${0.1 * couple.toFixed(2)} <strong class='color-s'>ice IX</strong></span>`
|
||||
// return `<span style = 'font-size:89%;'><strong>invulnerable</strong> <strong>+${2*couple}</strong> seconds post collision</span>`
|
||||
case 3: //negative mass
|
||||
return `<strong>+${((1 - 0.73 ** couple) * 10).toFixed(1)}%</strong> <strong class='color-defense'>defense</strong>`
|
||||
return `<strong>+${(100 * (1 - 0.973 ** couple)).toFixed(1)}%</strong> <strong class='color-defense'>defense</strong>`
|
||||
case 4: //assembler
|
||||
return `generate <strong>${(0.8 * couple).toFixed(1)}</strong> <strong class='color-f'>energy</strong> per second`
|
||||
case 5: //plasma
|
||||
@@ -3797,6 +3797,7 @@ const m = {
|
||||
m.enterCloakCycle = 0;
|
||||
m.drawCloakedM = function () {
|
||||
m.walk_cycle -= m.flipLegs * m.Vx;
|
||||
m.pos.x += 4
|
||||
m.draw();
|
||||
|
||||
// let history = m.history[(m.cycle - 1) % 600]
|
||||
@@ -4155,13 +4156,13 @@ const m = {
|
||||
{
|
||||
name: "wormhole",
|
||||
//<strong class='color-worm'>wormholes</strong> attract <strong class='color-block'>blocks</strong> and power ups<br>
|
||||
description: "use <strong class='color-f'>energy</strong> to <strong>tunnel</strong> through a <strong class='color-worm'>wormhole</strong><br><strong>+3%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>generate <strong>6</strong> <strong class='color-f'>energy</strong> per second", //<br>bullets may also traverse <strong class='color-worm'>wormholes</strong>
|
||||
description: "use <strong class='color-f'>energy</strong> to <strong>tunnel</strong> through a <strong class='color-worm'>wormhole</strong><br><strong>+4%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>generate <strong>6</strong> <strong class='color-f'>energy</strong> per second", //<br>bullets may also traverse <strong class='color-worm'>wormholes</strong>
|
||||
drain: 0,
|
||||
effect: function () {
|
||||
m.fieldMeterColor = "#bbf" //"#0c5"
|
||||
m.eyeFillColor = m.fieldMeterColor
|
||||
|
||||
m.duplicateChance = 0.03
|
||||
m.duplicateChance = 0.04
|
||||
m.fieldRange = 0
|
||||
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
|
||||
|
||||
|
||||
Reference in New Issue
Block a user