metastability
tech: metastability - 20% dup chance, but duplicated powers up eventually explode nerfed tech: electric reactive armor 6% (was 7%) explosion damage reduction for every 10 energy you currently have
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@@ -976,7 +976,7 @@ const m = {
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m.fieldHarmReduction = 1;
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m.fieldDamage = 1
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m.duplicateChance = 0
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if (tech.duplicationChance() === 0) simulation.draw.powerUp = simulation.draw.powerUpNormal
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powerUps.setDo();
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m.grabPowerUpRange2 = 156000;
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m.fieldRange = 155;
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m.fieldFire = false;
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@@ -2370,7 +2370,7 @@ const m = {
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description: "use <strong class='color-f'>energy</strong> to <strong>tunnel</strong> through a <strong class='color-worm'>wormhole</strong><br><strong class='color-worm'>wormholes</strong> attract blocks and power ups<br><strong>7%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>", //<br>bullets may also traverse <strong class='color-worm'>wormholes</strong>
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effect: function() {
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m.duplicateChance = 0.07
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simulation.draw.powerUp = simulation.draw.powerUpBonus //change power up draw
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powerUps.setDo(); //needed after adjusting duplication chance
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m.hold = function() {
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// m.hole = { //this is reset with each new field, but I'm leaving it here for reference
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@@ -2922,7 +2922,7 @@ const m = {
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}
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m.damage(dmg);
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if (tech.isPiezo) m.energy += 20.48;
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if (tech.isBayesian) powerUps.ejectTech()
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if (tech.isStimulatedEmission) powerUps.ejectTech()
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if (mob[k].onHit) mob[k].onHit(k);
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if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
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//extra kick between player and mob //this section would be better with forces but they don't work...
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