diff --git a/js/bullets.js b/js/bullets.js
index b0b69d0..edc037c 100644
--- a/js/bullets.js
+++ b/js/bullets.js
@@ -119,7 +119,7 @@ const b = {
},
{
name: "fracture analysis",
- description: "5x physical damage to unaware enemies
unaware enemies don't have a health bar",
+ description: "5x physical damage to unaware mobs
unaware mobs don't have a health bar",
maxCount: 1,
count: 0,
allowed() {
@@ -286,7 +286,7 @@ const b = {
{
name: "zoospore vector",
- description: "enemies discharge spores on death
+11% chance",
+ description: "mobs discharge spores on death
+11% chance",
maxCount: 9,
count: 0,
allowed() {
@@ -437,7 +437,7 @@ const b = {
},
{
name: "Pauli exclusion",
- description: `unable to collide with enemies for +1 second
activates after being harmed from a collision`,
+ description: `unable to collide with mobs for +1 second
activates after being harmed from a collision`,
maxCount: 9,
count: 0,
allowed() {
@@ -454,7 +454,7 @@ const b = {
},
{
name: "annihilation",
- description: "after touching enemies, they are annihilated",
+ description: "after touching mobs, they are annihilated",
maxCount: 1,
count: 0,
allowed() {
@@ -504,7 +504,7 @@ const b = {
},
{
name: "piezoelectricity",
- description: "colliding with enemies charges your energy",
+ description: "colliding with mobs charges your energy",
maxCount: 1,
count: 0,
allowed() {
@@ -945,7 +945,7 @@ const b = {
}
},
{
- name: "stress fragmentation",
+ name: "fragmenting projectiles",
description: "rail gun fragments into nails after hitting mobs at high speeds",
maxCount: 1,
count: 0,
@@ -2065,7 +2065,7 @@ const b = {
},
{
name: "missiles",
- description: "fire missiles that accelerate towards enemies
explodes when near target",
+ description: "fire missiles that accelerate towards mobs
explodes when near target",
ammo: 0,
ammoPack: 4,
have: false,
@@ -2248,13 +2248,13 @@ const b = {
const me = bullet.length;
const dir = mech.angle;
bullet[me] = Bodies.circle(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 35 * b.modBulletSize, b.fireAttributes(dir, false));
- b.fireProps(10, mech.crouch ? 42 : 26, dir, me); //cd , speed
+ b.fireProps(10, mech.crouch ? 42 : 28, dir, me); //cd , speed
Matter.Body.setDensity(bullet[me], 0.0002);
bullet[me].restitution = 0.2;
bullet[me].friction = 0.3;
bullet[me].endCycle = Infinity
- bullet[me].explodeRad = 400 + Math.floor(Math.random() * 60);
+ bullet[me].explodeRad = 440 + Math.floor(Math.random() * 30);
bullet[me].onEnd = function () {
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
}
@@ -2282,7 +2282,7 @@ const b = {
const that = this
let mag = 0.1
- function suck(who, radius = that.explodeRad * 2) {
+ function suck(who, radius = that.explodeRad * 3) {
for (i = 0, len = who.length; i < len; i++) {
const sub = Vector.sub(that.position, who[i].position);
const dist = Vector.magnitude(sub);
@@ -2295,18 +2295,18 @@ const b = {
}
if (game.cycle > this.endCycle - 5) {
mag = -0.22
- suck(body)
- suck(mob)
- suck(powerUp)
- suck(bullet)
- suck([player])
+ suck(mob, this.explodeRad * 3)
+ suck(body, this.explodeRad * 2)
+ suck(powerUp, this.explodeRad * 1.5)
+ suck(bullet, this.explodeRad * 1.5)
+ suck([player], this.explodeRad * 1.5)
} else {
mag = 0.1
- suck(body)
- suck(mob)
- suck(powerUp)
- suck(bullet)
- suck([player])
+ suck(mob, this.explodeRad * 3)
+ suck(body, this.explodeRad * 2)
+ suck(powerUp, this.explodeRad * 1.5)
+ suck(bullet, this.explodeRad * 1.5)
+ suck([player], this.explodeRad * 1.5)
}
//keep bomb in place
Matter.Body.setVelocity(this, {
@@ -2314,7 +2314,7 @@ const b = {
y: 0
});
//draw suck
- const radius = 2.5 * this.explodeRad * (this.endCycle - game.cycle) / 35
+ const radius = 3 * this.explodeRad * (this.endCycle - game.cycle) / 35
ctx.fillStyle = "rgba(0,0,0,0.1)";
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, radius, 0, 2 * Math.PI);
@@ -2346,7 +2346,7 @@ const b = {
},
{
name: "mine", //9
- description: "toss a proximity mine that sticks to walls
fires nails at enemies within range",
+ description: "toss a proximity mine that sticks to walls
fires nails at mobs within range",
ammo: 0,
ammoPack: (game.difficultyMode > 3) ? 2 : 3,
have: false,
@@ -2365,7 +2365,7 @@ const b = {
},
{
name: "spores", //10
- description: "fire orbs that discharge spores
spores seek out enemies",
+ description: "fire orbs that discharge spores
spores seek out mobs",
ammo: 0,
ammoPack: (game.difficultyMode > 3) ? 3 : 4,
have: false,
@@ -2410,7 +2410,7 @@ const b = {
},
{
name: "drones", //11
- description: "deploy drones that crash into enemies
collisions reduce their lifespan by 1 second",
+ description: "deploy drones that crash into mobs
collisions reduce their lifespan by 1 second",
ammo: 0,
ammoPack: (game.difficultyMode > 3) ? 8 : 10,
have: false,
@@ -2422,7 +2422,7 @@ const b = {
},
{
name: "foam", //12
- description: "spray bubbly foam that sticks to enemies
does damage over time and slows movement",
+ description: "spray bubbly foam that sticks to mobs
does damage over time and slows movement",
ammo: 0,
ammoPack: 35,
have: false,
diff --git a/todo.txt b/todo.txt
index e403cce..70025f1 100644
--- a/todo.txt
+++ b/todo.txt
@@ -4,7 +4,6 @@ mod - flechettes mod for poison damage
other flechettes multi-shot is disabled
mod - flechettes are guided towards targets
-
gun - buff vacuum bomb
its weak late game
can't spam it faster