aerostat
tech: aerostat - +88% damage off the ground, but -22% damage on the ground negative mass field required tetherBoss now has beetle babies, and immunity skins have a unique orb for their description card and some new images cloaking field has a new graphic for sneak attack on the cross hairs new community map yingYang by Richard0820 bug fixes
This commit is contained in:
44
js/bullet.js
44
js/bullet.js
@@ -286,7 +286,7 @@ const b = {
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fireCDscale: 1,
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setFireCD() {
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b.fireCDscale = tech.fireRate * tech.slowFire * tech.researchHaste * tech.aimDamage
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if (m.fieldMode === 6) b.fireCDscale *= 0.75
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if (m.fieldMode === 6) b.fireCDscale *= 0.8
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if (tech.isFastTime) b.fireCDscale *= 0.5
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if (tech.isFireRateForGuns) b.fireCDscale *= Math.pow(0.82, Math.max(0, b.inventory.length - 1))
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if (tech.isFireMoveLock) b.fireCDscale *= 0.55
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@@ -6377,23 +6377,23 @@ const b = {
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mob[j].force.x += 0.01 * (Math.random() - 0.5) * mob[j].mass
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mob[j].force.y += 0.01 * (Math.random() - 0.5) * mob[j].mass
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}
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if (!mob[j].isShielded) {
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Matter.Body.setVelocity(mob[j], { //friction
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x: mob[j].velocity.x * 0.95,
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y: mob[j].velocity.y * 0.95
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});
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//draw vibes
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let vertices = mob[j].vertices;
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const vibe = 50 + mob[j].radius * 0.15
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ctx.moveTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
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for (let k = 1; k < vertices.length; k++) {
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ctx.lineTo(vertices[k].x + vibe * (Math.random() - 0.5), vertices[k].y + vibe * (Math.random() - 0.5));
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}
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ctx.lineTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
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//damage
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mob[j].locatePlayer();
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mob[j].damage(damage / Math.sqrt(mob[j].radius));
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// if (!mob[j].isShielded) {
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Matter.Body.setVelocity(mob[j], { //friction
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x: mob[j].velocity.x * 0.95,
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y: mob[j].velocity.y * 0.95
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});
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//draw vibes
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let vertices = mob[j].vertices;
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const vibe = 50 + mob[j].radius * 0.15
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ctx.moveTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
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for (let k = 1; k < vertices.length; k++) {
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ctx.lineTo(vertices[k].x + vibe * (Math.random() - 0.5), vertices[k].y + vibe * (Math.random() - 0.5));
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}
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ctx.lineTo(vertices[0].x + vibe * (Math.random() - 0.5), vertices[0].y + vibe * (Math.random() - 0.5));
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//damage
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mob[j].locatePlayer();
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mob[j].damage(damage / Math.sqrt(mob[j].radius));
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// }
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if (tech.isPhononWave && this.phononWaveCD < m.cycle) {
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this.phononWaveCD = m.cycle + 8 * (1 + this.waves[i].resonanceCount)
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this.waves.push({
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@@ -7110,7 +7110,10 @@ const b = {
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},
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doStream() {},
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fireStream() {
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const spread = (input.down ? 0.04 : 0.3) * (Math.random() - 0.5)
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const spread = (input.down ?
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0.04 * (Math.random() - 0.5) + 0.09 * Math.sin(m.cycle * 0.12) :
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0.23 * (Math.random() - 0.5) + 0.15 * Math.sin(m.cycle * 0.12)
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)
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const radius = 5 + 8 * Math.random() + (tech.isAmmoFoamSize && this.ammo < 300) * 12
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const SPEED = (input.down ? 1.2 : 1) * Math.max(2, 14 - radius * 0.25)
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const dir = m.angle + 0.15 * (Math.random() - 0.5)
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@@ -7162,7 +7165,10 @@ const b = {
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}
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},
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fireCharges() {
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const spread = (input.down ? 0.04 : 0.3) * (Math.random() - 0.5)
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const spread = (input.down ?
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0.04 * (Math.random() - 0.5) + 0.09 * Math.sin(m.cycle * 0.12) :
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0.23 * (Math.random() - 0.5) + 0.15 * Math.sin(m.cycle * 0.12)
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)
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const radius = 5 + 8 * Math.random() + (tech.isAmmoFoamSize && this.ammo < 300) * 12
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const SPEED = (input.down ? 1.2 : 1) * Math.max(2, 14 - radius * 0.25)
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const dir = m.angle + 0.15 * (Math.random() - 0.5)
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