harmonic shield bug fix

This commit is contained in:
landgreen
2020-08-20 05:43:55 -07:00
parent cc8c101776
commit 3659fbe47d
10 changed files with 211 additions and 73 deletions

View File

@@ -57,8 +57,16 @@ const mech = {
lastHarmCycle: 0,
width: 50,
radius: 30,
fillColor: "#fff", //changed by mod piezoelectric plating (damage immunity)
fillColor: "#fff",
fillColorDark: "#ccc",
setFillColors() {
const hue = 0
const saturation = 10
const light = 70 + mech.harmReduction() * 30
// console.log(mech.harmReduction())
this.fillColor = `hsl(${hue},${saturation}%,${light}%)`
this.fillColorDark = `hsl(${hue},${saturation}%,${light-20}%)`
},
height: 42,
yOffWhen: {
crouch: 22,
@@ -967,8 +975,8 @@ const mech = {
}
if (mech.energy > mech.maxEnergy) mech.energy = mech.maxEnergy;
if (mod.blockDmg && mech.fieldUpgrades[mech.fieldMode].name === "standing wave harmonics") {
who.damage(mod.blockDmg)
if (mod.blockDmg) {
who.damage(mod.blockDmg * b.dmgScale)
//draw electricity
const step = 40
ctx.beginPath();
@@ -1797,7 +1805,7 @@ const mech = {
// inPlayer[i].damage(0.4 * b.dmgScale); //damage mobs inside the player
// mech.energy += 0.005;
mobs.statusStun(inPlayer[i], 240)
mobs.statusStun(inPlayer[i], 300)
//draw outline of mob in a few random locations to show blurriness
const vertices = inPlayer[i].vertices;
const off = 30