cloaking field
mod: waste heat recovery is removed mod - fracture analysis only applies to stunned mobs (not unaware mobs) phase field is removed new field: metamaterial cloaking mod: phase decoherence - intangible to mobs while cloaked, but passing through mobs drains energy mod: flashbang - stun mobs as you exit cloak
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12
js/engine.js
12
js/engine.js
@@ -143,10 +143,7 @@ function collisionChecks(event) {
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mech.immuneCycle = mech.cycle + mod.collisionImmuneCycles; //player is immune to collision damage for 30 cycles
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mob[k].foundPlayer();
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let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * game.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0
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if (mod.isPiezo) {
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mech.energy = mech.maxEnergy;
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dmg *= 0.85
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}
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if (mod.isPiezo) mech.energy = mech.maxEnergy;
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mech.damage(dmg);
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if (mod.isBayesian) {
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const have = [] //find which mods you have
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@@ -203,8 +200,9 @@ function collisionChecks(event) {
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//mob + bullet collisions
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if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
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let dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
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if (mod.isCrit && !mob[k].seePlayer.recall && !mob[k].shield) dmg *= 5
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if (!mech.isStealth) mob[k].foundPlayer();
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// console.log(mob[k].seePlayer.recall)
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if (mod.isCrit && mob[k].isStunned) dmg *= 5
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mob[k].foundPlayer();
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mob[k].damage(dmg);
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obj.onDmg(mob[k]); //some bullets do actions when they hits things, like despawn //forces don't seem to work here
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game.drawList.push({ //add dmg to draw queue
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@@ -225,7 +223,7 @@ function collisionChecks(event) {
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mob[k].damage(dmg, true);
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const stunTime = dmg / Math.sqrt(obj.mass)
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if (stunTime > 0.5) mobs.statusStun(mob[k], 30 + 60 * Math.sqrt(stunTime))
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if (mob[k].distanceToPlayer2() < 1000000 && !mech.isStealth) mob[k].foundPlayer();
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if (mob[k].distanceToPlayer2() < 1000000 && !mech.isCloak) mob[k].foundPlayer();
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game.drawList.push({
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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