diff --git a/js/bullets.js b/js/bullets.js
index 53f10a1..088e052 100644
--- a/js/bullets.js
+++ b/js/bullets.js
@@ -999,24 +999,6 @@ const b = {
b.modLaserFieldDrain = 0.002;
}
},
- {
- name: "perfect diamagnetism",
- description: "you don't lose energy when blocking
with nano-scale manufacturing",
- maxCount: 1,
- count: 0,
- allowed() {
- return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing"
- },
- requires: "nano-scale manufacturing",
- effect() {
- b.modFieldEfficiency = 0
- mech.fieldShieldingScale = b.modFieldEfficiency;
- },
- remove() {
- b.modFieldEfficiency = 1;
- if (mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing") mech.fieldShieldingScale = b.modFieldEfficiency;
- }
- },
{
name: "plasma jet",
description: "increase plasma torch's range by 33%",
@@ -1067,6 +1049,24 @@ const b = {
mech.fieldShieldingScale = 1;
}
},
+ {
+ name: "perfect diamagnetism",
+ description: "you don't lose energy when blocking
with nano-scale manufacturing",
+ maxCount: 1,
+ count: 0,
+ allowed() {
+ return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing"
+ },
+ requires: "nano-scale manufacturing",
+ effect() {
+ b.modFieldEfficiency = 0
+ mech.fieldShieldingScale = b.modFieldEfficiency;
+ },
+ remove() {
+ b.modFieldEfficiency = 1;
+ if (mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing") mech.fieldShieldingScale = b.modFieldEfficiency;
+ }
+ },
{
name: "mycelium manufacturing",
description: "nano-scale manufacturing is repurposed
excess energy used to grow spores",
diff --git a/js/level.js b/js/level.js
index 382353e..c330335 100644
--- a/js/level.js
+++ b/js/level.js
@@ -15,8 +15,8 @@ const level = {
if (level.levelsCleared === 0) {
// level.difficultyIncrease(9)
// b.giveGuns("wave beam")
- mech.setField("phase decoherence field")
- b.giveMod("quantum dissipation");
+ // mech.setField("phase decoherence field")
+ // b.giveMod("quantum dissipation");
// b.giveMod("reflective cavity");
level.intro(); //starting level
diff --git a/js/powerups.js b/js/powerups.js
index 4b03e36..6f2f6b4 100644
--- a/js/powerups.js
+++ b/js/powerups.js
@@ -25,14 +25,12 @@ const powerUps = {
game.isChoosing = false; //stops p from un pausing on key down
requestAnimationFrame(cycle);
},
- isCanceledField: false,
cancel(what) {
document.body.style.cursor = "none";
document.getElementById("choose-grid").style.display = "none"
document.getElementById("choose-background").style.display = "none"
game.paused = false;
game.isChoosing = false; //stops p from un pausing on key down
- if (what === "field") powerUps.isCanceledField = true;
requestAnimationFrame(cycle);
},
showDraft() {
@@ -250,7 +248,7 @@ const powerUps = {
}
},
spawnBossPowerUp(x, y) { //boss spawns field and gun mod upgrades
- if (mech.fieldMode === 0 && !powerUps.isCanceledField) {
+ if (mech.fieldMode === 0) {
powerUps.spawn(x, y, "field")
if (Math.random() < b.isModBayesian) powerUps.spawn(x, y, "field")
} else if (Math.random() < 0.80) {
diff --git a/todo.txt b/todo.txt
index e5e383e..e03692c 100644
--- a/todo.txt
+++ b/todo.txt
@@ -1,13 +1,13 @@
************** TODO - n-gon **************
+mod - lose your field, gain a gun and some ammo
+ gain two guns?
+
mod - vacuum bomb pulls shields off the mob
or just greatly damages shields during the suck phase if the pulling doesn't work
mod - vacuum bomb stuns after the explosion
maybe it also does DoT damage
-mod - improve blocking with nano-scale is more efficient
- like perfect diamagnetism maybe
-
mod - time dilation - Quantum Recovery
Expending all your energy while using the field will
cause the player to go back in time to 3 seconds before the field was activated