new level boss

This commit is contained in:
landgreen
2020-08-03 16:28:36 -07:00
parent c08a93416d
commit 07f77e41a5
12 changed files with 366 additions and 352 deletions

View File

@@ -1175,7 +1175,6 @@ const mech = {
fieldUpgrades: [{
name: "field emitter",
description: "use <strong class='color-f'>energy</strong> to <strong>shield</strong> yourself from <strong class='color-harm'>harm</strong><br><strong>pick up</strong> and <strong>throw</strong> objects",
isEasyToAim: false,
effect: () => {
game.replaceTextLog = true; //allow text over write
mech.hold = function () {
@@ -1202,7 +1201,6 @@ const mech = {
{
name: "standing wave harmonics",
description: "three oscillating <strong>shields</strong> are permanently active<br>reduce <strong class='color-harm'>harm</strong> by <strong>33%</strong>",
isEasyToAim: true,
effect: () => {
mech.fieldHarmReduction = 0.67;
mech.fieldBlockCD = 0;
@@ -1245,7 +1243,6 @@ const mech = {
name: "perfect diamagnetism",
// description: "gain <strong class='color-f'>energy</strong> when <strong>blocking</strong><br>no <strong>recoil</strong> when <strong>blocking</strong>",
description: "<strong>blocking</strong> does not drain <strong class='color-f'>energy</strong><br><strong>blocking</strong> has no <strong>cool down</strong> and less <strong>recoil</strong>",
isEasyToAim: false,
effect: () => {
mech.fieldShieldingScale = 0;
// mech.fieldMeterColor = "#0af"
@@ -1302,7 +1299,6 @@ const mech = {
{
name: "nano-scale manufacturing",
description: "excess <strong class='color-f'>energy</strong> used to build <strong>drones</strong><br><strong class='color-f'>energy</strong> regeneration is <strong>doubled</strong>",
isEasyToAim: true,
effect: () => {
// mech.fieldRegen *= 2;
mech.hold = function () {
@@ -1326,7 +1322,7 @@ const mech = {
1, mod.babyMissiles)
} else if (mod.isIceField) {
// mech.fieldCDcycle = mech.cycle + 17; // set cool down to prevent +energy from making huge numbers of drones
mech.energy -= 0.061;
mech.energy -= 0.045;
b.iceIX(1)
} else {
// mech.fieldCDcycle = mech.cycle + 10; // set cool down to prevent +energy from making huge numbers of drones
@@ -1360,7 +1356,6 @@ const mech = {
name: "negative mass field",
description: "use <strong class='color-f'>energy</strong> to nullify &nbsp; <strong style='letter-spacing: 12px;'>gravity</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>50%</strong>",
fieldDrawRadius: 0,
isEasyToAim: true,
effect: () => {
mech.fieldFire = true;
mech.holdingMassScale = 0.03; //can hold heavier blocks with lower cost to jumping
@@ -1478,7 +1473,6 @@ const mech = {
{
name: "plasma torch",
description: "use <strong class='color-f'>energy</strong> to emit short range plasma<br>plasma <strong class='color-d'>damages</strong> and <strong>pushes</strong> mobs",
isEasyToAim: false,
effect() {
mech.fieldMeterColor = "#f0f"
mech.hold = function () {
@@ -1634,7 +1628,6 @@ const mech = {
{
name: "time dilation field",
description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 1px;'>stop time</strong><br><em>you can move and fire while time is stopped</em>",
isEasyToAim: true,
effect: () => {
// mech.fieldMeterColor = "#000"
mech.fieldFire = true;
@@ -1727,7 +1720,6 @@ const mech = {
{
name: "phase decoherence field",
description: "use <strong class='color-f'>energy</strong> to become <strong>intangible</strong><br><strong>firing</strong> and touching <strong>shields</strong> increases <strong>drain</strong>",
isEasyToAim: true,
effect: () => {
mech.fieldFire = true;
mech.fieldMeterColor = "#fff";
@@ -1876,7 +1868,6 @@ const mech = {
{
name: "pilot wave",
description: "use <strong class='color-f'>energy</strong> to push <strong>blocks</strong> with your mouse<br>field <strong>radius</strong> decreases out of <strong>line of sight</strong>",
isEasyToAim: false,
effect: () => {
game.replaceTextLog = true; //allow text over write
game.isBodyDamage = false;