harpoon balance
harpoon damage is increased 30% picks up power ups from farther away harpoon's range has been reduced about 20% filament and unaaq require about 40% more ammo for the same effect harpoon density lowers when it retracts so it doesn't do as much damage on retracting more bug fixes
This commit is contained in:
34
js/index.js
34
js/index.js
@@ -590,24 +590,26 @@ const build = {
|
||||
}
|
||||
removeOne();
|
||||
}
|
||||
// simulation.isCheating = true;
|
||||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||||
// if ((tech.tech[i].isLore && tech.tech[i].count === 0) || (!tech.tech[i].isLore && tech.tech[i].count > 0)) { //don't remove lore frequency if you only have lore tech
|
||||
// tech.tech[i].frequency = 0; //remove lore power up chance
|
||||
// }
|
||||
if (!simulation.isCheating && tech.tech[i].count > 0 && !tech.tech[i].isLore && !tech.tech[i].isExperimentalMode) {
|
||||
simulation.isCheating = true;
|
||||
}
|
||||
if (tech.tech[i].isLore) {
|
||||
tech.tech[i].frequency = 0; //remove lore power up chance
|
||||
}
|
||||
}
|
||||
//if you have no tech (not cheating) remove all power ups that might have spawned from tech
|
||||
if (!simulation.isCheating) {
|
||||
function removeAll(array) {
|
||||
for (let i = 0; i < array.length; ++i) Matter.Composite.remove(engine.world, array[i]);
|
||||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||||
if (tech.tech[i].count > 0 && !tech.tech[i].isLore && !tech.tech[i].isExperimentalMode) {
|
||||
simulation.isCheating = true;
|
||||
}
|
||||
}
|
||||
removeAll(powerUp);
|
||||
if (b.inventory.length !== 0 || m.fieldMode !== 0) simulation.isCheating = true;
|
||||
}
|
||||
|
||||
if (simulation.isCheating) { //if you are cheating remove any lore you might have gotten
|
||||
lore.techCount = 0;
|
||||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||||
if (tech.tech[i].isLore) {
|
||||
tech.tech[i].frequency = 0; //remove lore power up chance
|
||||
tech.tech[i].count = 0; //remove lore power up chance
|
||||
}
|
||||
}
|
||||
simulation.updateTechHUD();
|
||||
} else { //if you have no tech (not cheating) remove all power ups that might have spawned from tech
|
||||
for (let i = 0; i < powerUp.length; ++i) Matter.Composite.remove(engine.world, powerUp[i]);
|
||||
powerUp = [];
|
||||
}
|
||||
document.body.style.cursor = "none";
|
||||
|
||||
Reference in New Issue
Block a user