time dilation mods
new mod - heal: gives heals
new mod - ammo: gives ammo
mod mass-energy equivalence no longer benefits from harm reduction effects,
but it also takes 25% less damage than before
mod - timelike world line gives 2x faster speed and harm immunity when time dilation is active
mod - Lorentz transformation improves move jump and fire speed even when time dilation isn't active
(the same as 1 rank of squirrel cage rotor and auto-loading heuristics)
This commit is contained in:
16
js/player.js
16
js/player.js
@@ -68,7 +68,12 @@ const mech = {
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defaultMass: 5,
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mass: 5,
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FxNotHolding: 0.015,
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Fx: 0.015, //run Force on ground //
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Fx: 0.016, //run Force on ground //
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jumpForce: 0.42,
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setMovement() {
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mech.Fx = 0.016 * mod.squirrelFx * mod.fastTime;
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mech.jumpForce = 0.42 * mod.squirrelJump * mod.fastTimeJump;
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},
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FxAir: 0.016, // 0.4/5/5 run Force in Air
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yOff: 70,
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yOffGoal: 70,
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@@ -106,7 +111,6 @@ const mech = {
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Sy: 0, //adds a smoothing effect to vertical only
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Vx: 0,
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Vy: 0,
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jumpForce: 0.38, //0.38 //this is reset in mod.setupAllMods()
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gravity: 0.0024, //0.0019 //game.g is 0.001
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friction: {
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ground: 0.01,
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@@ -487,10 +491,10 @@ const mech = {
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// y: 0
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// })
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// }
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dmg *= mech.harmReduction()
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if (mod.isEnergyHealth) {
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mech.energy -= dmg * 1.25; //energy takes an extra 25% damage for balancing purposes
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mech.energy -= dmg;
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if (mech.energy < 0 || isNaN(mech.energy)) {
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if (mod.isDeathAvoid && powerUps.reroll.rerolls) { //&& Math.random() < 0.5
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powerUps.reroll.changeRerolls(-1)
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@@ -519,6 +523,7 @@ const mech = {
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}
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}
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} else {
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dmg *= mech.harmReduction()
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mech.health -= dmg;
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if (mech.health < 0 || isNaN(mech.health)) {
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if (mod.isDeathAvoid && powerUps.reroll.rerolls > 0) { //&& Math.random() < 0.5
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@@ -1735,6 +1740,7 @@ const mech = {
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game.cycle--; //pause all functions that depend on game cycle increasing
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if (mod.isTimeSkip) {
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mech.immuneCycle = mech.cycle + 10;
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game.isTimeSkipping = true;
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mech.cycle++;
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game.gravity();
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@@ -1747,7 +1753,7 @@ const mech = {
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// mech.draw();
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mech.walk_cycle += mech.flipLegs * mech.Vx;
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// mech.hold();
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mech.energy += DRAIN; // 1 to undo the energy drain from time speed up, 0.5 to cut energy drain in half
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// mech.energy += DRAIN; // 1 to undo the energy drain from time speed up, 0.5 to cut energy drain in half
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b.fire();
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// b.bulletRemove();
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b.bulletDo();
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