diff --git a/js/bullet.js b/js/bullet.js
index d66004e..fbac69d 100644
--- a/js/bullet.js
+++ b/js/bullet.js
@@ -10,12 +10,12 @@ const b = {
if (game.mouseDown && mech.fireCDcycle < mech.cycle && (!(keys[32] || game.mouseDownRight) || mech.fieldFire) && b.inventory.length) {
if (b.guns[b.activeGun].ammo > 0) {
b.guns[b.activeGun].fire();
- if (mod.noAmmo && mech.crouch) {
- if (mod.noAmmo % 2) {
+ if (mod.isCrouchAmmo && mech.crouch) {
+ if (mod.isCrouchAmmo % 2) {
b.guns[b.activeGun].ammo--;
game.updateGunHUD();
}
- mod.noAmmo++ //makes the no ammo toggle off and on
+ mod.isCrouchAmmo++ //makes the no ammo toggle off and on
} else {
b.guns[b.activeGun].ammo--;
game.updateGunHUD();
@@ -507,7 +507,6 @@ const b = {
if (mod.isMutualism && this.isMutualismActive && !mod.isEnergyHealth) {
mech.health += 0.01
if (mech.health > mech.maxHealth) mech.health = mech.maxHealth;
- mod.onHealthChange();
mech.displayHealth();
}
},
@@ -588,7 +587,6 @@ const b = {
if (mod.isMutualism && mech.health > 0.02) {
mech.health -= 0.01
- mod.onHealthChange();
mech.displayHealth();
bullet[bIndex].isMutualismActive = true
}
@@ -728,7 +726,7 @@ const b = {
}
}
}
- if (!this.lockedOn) {
+ if (!this.lockedOn && !mod.isAmmoFromHealth) {
//grab a power up if it is (ammo) or (a heal when player is low)
let closeDist = Infinity;
for (let i = 0, len = powerUp.length; i < len; ++i) {
@@ -1126,7 +1124,7 @@ const b = {
//fire plasma at target
- const DRAIN = 0.0017
+ const DRAIN = 0.002
if (this.lockedOn && this.lockedOn.alive && mech.energy > DRAIN && mech.fieldCDcycle < mech.cycle) {
mech.energy -= DRAIN;
if (mech.energy < 0) {
@@ -1537,7 +1535,7 @@ const b = {
},
{
name: "shotgun",
- description: "fire a burst of short range bullets
crouch to reduce recoil",
+ description: "fire a burst of short range bullets
crouch to reduce recoil",
ammo: 0,
ammoPack: 9,
have: false,
diff --git a/js/engine.js b/js/engine.js
index 599e6aa..6527b16 100644
--- a/js/engine.js
+++ b/js/engine.js
@@ -204,7 +204,7 @@ function collisionChecks(event) {
//mob + bullet collisions
if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
// const dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)));
- let dmg = b.dmgScale * (obj.dmg + mod.acidDmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
+ let dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
if (mod.isCrit && !mob[k].seePlayer.recall && !mob[k].shield) dmg *= 5
mob[k].foundPlayer();
mob[k].damage(dmg);
diff --git a/js/game.js b/js/game.js
index c6e513a..983b8fe 100644
--- a/js/game.js
+++ b/js/game.js
@@ -241,7 +241,6 @@ const game = {
}
}
document.getElementById("mods").innerHTML = text
- mod.onHealthChange()
},
replaceTextLog: true,
//