buffs to cloak
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13
js/player.js
13
js/player.js
@@ -1690,7 +1690,7 @@ const mech = {
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mech.grabPowerUp();
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mech.lookForPickUp(180);
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const DRAIN = 0.001
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const DRAIN = 0.0008
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if (mech.energy > DRAIN) {
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mech.energy -= DRAIN;
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if (mech.energy < DRAIN) {
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@@ -1768,13 +1768,14 @@ const mech = {
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},
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{
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name: "metamaterial cloaking", //"weak photonic coupling" "electromagnetically induced transparency" "optical non-coupling" "slow light field" "electro-optic transparency"
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description: "<strong class='color-cloaked'>cloak</strong> after not using your gun or field<br>while <strong class='color-cloaked'>cloaked</strong> mobs can't see you<br>increase <strong class='color-d'>damage</strong> by <strong>33%</strong>",
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description: "<strong class='color-cloaked'>cloak</strong> after not using your gun or field<br>while <strong class='color-cloaked'>cloaked</strong> mobs can't see you<br>increase <strong class='color-d'>damage</strong> by <strong>66%</strong>",
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effect: () => {
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mech.fieldFire = true;
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mech.fieldMeterColor = "#fff";
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mech.fieldPhase = 0;
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mech.isCloak = false
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mech.fieldDamage = 1.33
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mech.fieldDamage = 1.66
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const drawRadius = 900
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mech.hold = function () {
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if (mech.isHolding) {
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@@ -1805,7 +1806,7 @@ const mech = {
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ctx.fillStyle = "#000"
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ctx.fill();
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (Vector.magnitude(Vector.sub(mob[i].position, mech.pos)) < 850) {
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if (Vector.magnitude(Vector.sub(mob[i].position, mech.pos)) < drawRadius) {
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mobs.statusStun(mob[i], 120)
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}
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}
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@@ -1833,7 +1834,7 @@ const mech = {
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}
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if (mech.isCloak) {
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this.fieldRange = this.fieldRange * 0.9 + 0.1 * 800
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this.fieldRange = this.fieldRange * 0.9 + 0.1 * drawRadius
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drawField(this.fieldRange)
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} else {
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if (this.fieldRange < 3000) {
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@@ -2113,7 +2114,7 @@ const mech = {
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for (let i = 0, len = body.length; i < len; ++i) {
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if (Vector.magnitude(Vector.sub(body[i].position, mech.fieldPosition)) < mech.fieldRadius && !body[i].isNotHoldable) {
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const DRAIN = speed * body[i].mass * 0.000015
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const DRAIN = speed * body[i].mass * 0.000013
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if (mech.energy > DRAIN) {
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mech.energy -= DRAIN;
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Matter.Body.setVelocity(body[i], velocity); //give block mouse velocity
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