RPG + rocket jump
tech: RPG - gains the rocket jumping effects from electric armor eternalism no longer makes tech options have 50% opacity when choosing some new images for cloaking tech and some images were made brighter bug fixes safari media rules css fixed
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22
js/player.js
22
js/player.js
@@ -3016,20 +3016,10 @@ const m = {
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//not shooting (or using field) enable cloak
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if (m.energy < 0.05 && m.fireCDcycle < m.cycle && !input.fire) m.fireCDcycle = m.cycle
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if (m.fireCDcycle + 30 < m.cycle && !input.fire) { //automatically cloak if not firing
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const drain = 0.05
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if (!m.isCloak && m.energy > drain + 0.05) {
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const drain = 0.03
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if (!m.isCloak && m.energy > drain + 0.03) {
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m.energy -= drain
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m.isCloak = true //enter cloak
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// m.color = {
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// hue: 0,
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// sat: 0,
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// light: 100
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// }
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// m.setFillColorsAlpha(0)
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m.enterCloakCycle = m.cycle
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if (tech.isCloakHealLastHit && m.lastHit > 0) {
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const heal = Math.min(0.75 * m.lastHit, m.energy)
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@@ -3063,7 +3053,7 @@ const m = {
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if (tech.isCloakStun) { //stun nearby mobs after exiting cloak
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let isMobsAround = false
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const stunRange = m.fieldDrawRadius * 1.5
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const drain = 0.2
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const drain = 0.15
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if (m.energy > drain) {
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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, m.pos)) < stunRange && Matter.Query.ray(map, mob[i].position, m.pos).length === 0 && !mob[i].isBadTarget) {
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@@ -3085,11 +3075,11 @@ const m = {
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}
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}
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if (m.isCloak) {
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m.fieldRange = m.fieldRange * 0.9 + 80
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m.fieldDrawRadius = m.fieldRange * 0.88 //* Math.min(1, 0.3 + 0.5 * Math.min(1, energy * energy));
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m.fieldRange = m.fieldRange * 0.85 + 115
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m.fieldDrawRadius = m.fieldRange * 1.1 //* 0.88 //* Math.min(1, 0.3 + 0.5 * Math.min(1, energy * energy));
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m.drawCloak()
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} else if (m.fieldRange < 4000) {
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m.fieldRange += 50
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m.fieldRange += 90
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m.fieldDrawRadius = m.fieldRange //* Math.min(1, 0.3 + 0.5 * Math.min(1, energy * energy));
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m.drawCloak()
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}
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