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