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
This commit is contained in:
landgreen
2020-09-19 09:11:55 -07:00
parent 2e7016d3d6
commit f334372281
10 changed files with 454 additions and 267 deletions

View File

@@ -143,10 +143,7 @@ function collisionChecks(event) {
mech.immuneCycle = mech.cycle + mod.collisionImmuneCycles; //player is immune to collision damage for 30 cycles
mob[k].foundPlayer();
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
if (mod.isPiezo) {
mech.energy = mech.maxEnergy;
dmg *= 0.85
}
if (mod.isPiezo) mech.energy = mech.maxEnergy;
mech.damage(dmg);
if (mod.isBayesian) {
const have = [] //find which mods you have
@@ -203,8 +200,9 @@ function collisionChecks(event) {
//mob + bullet collisions
if (obj.classType === "bullet" && obj.speed > obj.minDmgSpeed) {
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
if (!mech.isStealth) mob[k].foundPlayer();
// console.log(mob[k].seePlayer.recall)
if (mod.isCrit && mob[k].isStunned) dmg *= 5
mob[k].foundPlayer();
mob[k].damage(dmg);
obj.onDmg(mob[k]); //some bullets do actions when they hits things, like despawn //forces don't seem to work here
game.drawList.push({ //add dmg to draw queue
@@ -225,7 +223,7 @@ function collisionChecks(event) {
mob[k].damage(dmg, true);
const stunTime = dmg / Math.sqrt(obj.mass)
if (stunTime > 0.5) mobs.statusStun(mob[k], 30 + 60 * Math.sqrt(stunTime))
if (mob[k].distanceToPlayer2() < 1000000 && !mech.isStealth) mob[k].foundPlayer();
if (mob[k].distanceToPlayer2() < 1000000 && !mech.isCloak) mob[k].foundPlayer();
game.drawList.push({
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,