added phase shield damamge mod
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@@ -1099,6 +1099,22 @@ const b = {
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b.isModMissileField = false;
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}
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},
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{
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name: "quantum dissipation",
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description: "<strong>phase decoherence field</strong> uses <strong class='color-f'>energy</strong> to <br><strong class='color-d'>damage</strong> unshielded <strong>mobs</strong> that you <strong>overlap</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return mech.fieldUpgrades[mech.fieldMode].name === "phase decoherence field"
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},
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requires: "phase decoherence field",
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effect() {
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b.isModPhaseFieldDamage = true;
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},
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remove() {
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b.isModPhaseFieldDamage = false;
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}
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},
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],
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removeMod(index) {
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b.mods[index].remove();
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@@ -15,7 +15,7 @@ const level = {
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if (level.levelsCleared === 0) {
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// level.difficultyIncrease(9)
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// b.giveGuns("wave beam")
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// mech.setField("plasma torch")
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// mech.setField("phase decoherence field")
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// b.giveMod("wave phase velocity");
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// b.giveMod("reflective cavity");
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13
js/player.js
13
js/player.js
@@ -1609,6 +1609,19 @@ const mech = {
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mech.grabPowerUp();
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mech.lookForPickUp();
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if (mech.energy > 0.006 && b.isModPhaseFieldDamage) { //damage mobs inside the player
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let inPlayer = Matter.Query.region(mob, player.bounds)
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if (inPlayer.length > 0) {
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for (let i = 0; i < inPlayer.length; i++) {
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if (inPlayer[i].dropPowerUp && !inPlayer[i].isShielded) {
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inPlayer[i].damage(0.2 * b.dmgScale);
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mech.energy -= 0.002;
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break;
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}
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}
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}
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}
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} else {
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mech.fieldCDcycle = mech.cycle + 120;
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}
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