Meissner effect
perfect diamagnetism can maintain after you deactivate the field with out tech: Lenz's law starting perfect diamagnetism is a bit smaller tech: Meissner effect - makes perfect diamagnetism much bigger plasma-bot removes plasma field plasma-bot uses much less energy and does a bit more damage plasma jet requires 1 research, increases range 50% (was 30%) tech microextruder does 30% more damage and uses 10% more energy
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@@ -1577,7 +1577,7 @@ const m = {
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},
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{
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name: "perfect diamagnetism",
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description: "<strong>attract</strong> power ups from <strong>far away</strong><br><strong>deflecting</strong> does not drain <strong class='color-f'>energy</strong><br><strong>deflecting</strong> has <strong>90%</strong> less <strong>recoil</strong>",
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description: "<strong>attract</strong> power ups from <strong>far away</strong><br><strong>deflecting</strong> does not drain <strong class='color-f'>energy</strong><br>maintains <strong>functionality</strong> while <strong>inactive</strong>",
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// description: "<strong>attract</strong> power ups from <strong>far away</strong><br><strong>deflecting</strong> doesn't drain <strong class='color-f'>energy</strong><br>thrown <strong class='color-block'>blocks</strong> have",
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// description: "gain <strong class='color-f'>energy</strong> when <strong>blocking</strong><br>no <strong>recoil</strong> when <strong>blocking</strong>",
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effect: () => {
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@@ -1681,8 +1681,8 @@ const m = {
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}
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m.hold = function() {
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const wave = Math.sin(m.cycle * 0.022);
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m.fieldRange = 190 + 12 * wave
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m.fieldArc = 0.36 + 0.04 * wave //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
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m.fieldRange = 160 + 12 * wave + 100 * tech.isBigField
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m.fieldArc = 0.34 + 0.04 * wave + 0.065 * tech.isBigField //run calculateFieldThreshold after setting fieldArc, used for powerUp grab and mobPush with lookingAt(mob)
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m.calculateFieldThreshold();
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if (m.isHolding) {
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m.drawHold(m.holdingTarget);
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@@ -1722,7 +1722,7 @@ const m = {
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m.pickUp();
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} else {
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m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
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if (!input.field) { //tech.isFieldFre
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if (!input.field) { //&& tech.isFieldFree
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//draw field free of player
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ctx.fillStyle = "rgba(110,170,200," + (0.27 + 0.2 * Math.random() - 0.1 * wave) + ")";
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ctx.strokeStyle = "rgba(110, 200, 235, " + (0.4 + 0.5 * Math.random()) + ")"
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