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