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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b.isModMissileField = false;
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}
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}
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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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],
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removeMod(index) {
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removeMod(index) {
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b.mods[index].remove();
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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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if (level.levelsCleared === 0) {
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// level.difficultyIncrease(9)
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// level.difficultyIncrease(9)
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// b.giveGuns("wave beam")
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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("wave phase velocity");
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// b.giveMod("reflective cavity");
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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.grabPowerUp();
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mech.lookForPickUp();
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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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} else {
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mech.fieldCDcycle = mech.cycle + 120;
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mech.fieldCDcycle = mech.cycle + 120;
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}
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}
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21
todo.txt
21
todo.txt
@@ -1,5 +1,22 @@
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************** TODO - n-gon **************
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************** TODO - n-gon **************
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mod - blocking with nano-scale is more efficient
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mod - time dilation - Quantum Recovery
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Expending all your energy while using the field will
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cause the player to go back in time to 3 seconds before the field was activated
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resets ammo?, health, position, velocity
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need to track player info in game.checks() in an array
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put the array in the time field object
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cause the player to go back in time when the field was first activated (easier then going back to 3 seconds before)
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mod - phase decoherence - Atomic Reconfigure
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While moving and using the field, any enemies you pass through are damaged
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mod - grenade explosions stun enemies
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stun - blind, slow, but increase gravity effects
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use status effect code
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bug getting stuck in crouch mode
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bug getting stuck in crouch mode
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press T to see it visually
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press T to see it visually
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happened twice
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happened twice
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@@ -18,10 +35,6 @@ mod - get your next recursive mod 3 times
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mod - vacuum bomb needs a mod
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mod - vacuum bomb needs a mod
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mod - grenade needs a mod
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mod - grenade needs a mod
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mod - time dilation field needs a mod
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mod - phase decoherence field needs a mod
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buff mod field radius for standing wave harmonics
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settings - auto aim at nearest mob
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settings - auto aim at nearest mob
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settings - custom keys binding
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settings - custom keys binding
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