block
"block" is now styled text blocking with a shield is now called deflecting added 100% block damage buffs to flywheel and inelastic collision restitution now spawns 2 power ups (up from 1) about 75 edits to tech requirement text
This commit is contained in:
18
js/player.js
18
js/player.js
@@ -1478,7 +1478,7 @@ const m = {
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},
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fieldUpgrades: [{
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name: "field emitter",
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description: "use <strong class='color-f'>energy</strong> to <strong>block</strong> mobs,<br><strong>grab</strong> power ups, and <strong>throw</strong> blocks<br>regen <strong>6</strong> <strong class='color-f'>energy</strong> per second",
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description: "use <strong class='color-f'>energy</strong> to <strong>deflect</strong> mobs,<br><strong>grab</strong> power ups, and <strong>throw</strong> <strong class='color-block'>blocks</strong><br>regen <strong>6</strong> <strong class='color-f'>energy</strong> per second",
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effect: () => {
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m.hold = function() {
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if (m.isHolding) {
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@@ -1503,7 +1503,7 @@ const m = {
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},
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{
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name: "standing wave harmonics",
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description: "<strong>3</strong> oscillating <strong>shields</strong> are permanently active<br><strong>blocking</strong> drains <strong class='color-f'>energy</strong> with no <strong>cool down</strong><br>reduce <strong class='color-harm'>harm</strong> and blocking <strong>recoil</strong> by <strong>25%</strong>",
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description: "<strong>3</strong> oscillating <strong>shields</strong> are permanently active<br><strong>deflecting</strong> drains <strong class='color-f'>energy</strong> with no <strong>cool down</strong><br>reduce <strong class='color-harm'>harm</strong> and deflecting <strong>recoil</strong> by <strong>25%</strong>",
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effect: () => {
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// m.fieldHarmReduction = 0.80;
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m.fieldBlockCD = 0;
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@@ -1549,7 +1549,7 @@ const m = {
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{
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name: "perfect diamagnetism",
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// description: "gain <strong class='color-f'>energy</strong> when <strong>blocking</strong><br>no <strong>recoil</strong> when <strong>blocking</strong>",
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description: "<strong>attract</strong> power ups from <strong>far away</strong><br><strong>blocking</strong> does not drain <strong class='color-f'>energy</strong><br><strong>blocking</strong> has <strong>90%</strong> less <strong>recoil</strong>",
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description: "<strong>attract</strong> power ups from <strong>far away</strong><br><strong>deflecting</strong> does not drain <strong class='color-f'>energy</strong><br><strong>deflecting</strong> has <strong>90%</strong> less <strong>recoil</strong>",
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effect: () => {
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m.fieldShieldingScale = 0;
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m.fieldBlockCD = 4;
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@@ -1621,7 +1621,7 @@ const m = {
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},
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{
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name: "nano-scale manufacturing",
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description: "use <strong class='color-f'>energy</strong> to <strong>block</strong> mobs<br>excess <strong class='color-f'>energy</strong> used to build <strong>drones</strong><br><strong>double</strong> your default <strong class='color-f'>energy</strong> regeneration",
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description: "excess <strong class='color-f'>energy</strong> used to build <strong>drones</strong><br>use <strong class='color-f'>energy</strong> to <strong>deflect</strong> mobs<br><strong>double</strong> your default <strong class='color-f'>energy</strong> regeneration",
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effect: () => {
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// m.fieldMeterColor = "#0c5"
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// m.eyeFillColor = m.fieldMeterColor
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@@ -1672,7 +1672,7 @@ const m = {
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},
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{
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name: "negative mass field",
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description: "use <strong class='color-f'>energy</strong> to nullify <strong style='letter-spacing: 7px;'>gravity</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>55%</strong><br><strong>blocks</strong> held by the field have a lower <strong>mass</strong>",
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description: "use <strong class='color-f'>energy</strong> to nullify <strong style='letter-spacing: 7px;'>gravity</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>55%</strong><br><strong class='color-block'>blocks</strong> held by the field have a lower <strong>mass</strong>",
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fieldDrawRadius: 0,
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effect: () => {
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m.fieldFire = true;
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@@ -2222,7 +2222,7 @@ const m = {
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// },
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{
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name: "pilot wave",
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description: "use <strong class='color-f'>energy</strong> to push <strong>blocks</strong> with your mouse<br>field <strong>radius</strong> decreases out of <strong>line of sight</strong><br><strong class='color-f'>energy</strong> drain scales with block <strong>mass</strong>",
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description: "use <strong class='color-f'>energy</strong> to push <strong class='color-block'>blocks</strong> with your mouse<br>field <strong>radius</strong> decreases out of <strong>line of sight</strong><br><strong class='color-f'>energy</strong> drain scales with <strong>mass</strong>",
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effect: () => {
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m.fieldPhase = 0;
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m.fieldPosition = {
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@@ -2404,7 +2404,7 @@ const m = {
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},
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{
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name: "wormhole",
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description: "use <strong class='color-f'>energy</strong> to <strong>tunnel</strong> through a <strong class='color-worm'>wormhole</strong><br><strong class='color-worm'>wormholes</strong> attract blocks and power ups<br><strong>7%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>", //<br>bullets may also traverse <strong class='color-worm'>wormholes</strong>
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description: "use <strong class='color-f'>energy</strong> to <strong>tunnel</strong> through a <strong class='color-worm'>wormhole</strong><br><strong class='color-worm'>wormholes</strong> attract <strong class='color-block'>blocks</strong> and power ups<br><strong>7%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>", //<br>bullets may also traverse <strong class='color-worm'>wormholes</strong>
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effect: function() {
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m.duplicateChance = 0.07
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powerUps.setDo(); //needed after adjusting duplication chance
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@@ -3016,8 +3016,8 @@ const m = {
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if (obj.classType === "body" && obj.speed > 6) {
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const v = Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity));
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if (v > 9) {
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let dmg = 0.05 * b.dmgScale * v * obj.mass * tech.throwChargeRate;
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if (mob[k].isShielded) dmg *= 0.35
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let dmg = 0.075 * b.dmgScale * v * obj.mass * (tech.throwChargeRate) * (tech.isBlockHarm ? 2 : 1) * (tech.isMobBlockFling ? 2 : 1);
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if (mob[k].isShielded) dmg *= 0.7
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mob[k].damage(dmg, true);
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if (tech.isBlockPowerUps && !mob[k].alive && mob[k].isDropPowerUp && m.throwCycle > m.cycle) {
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let type = tech.isEnergyNoAmmo ? "heal" : "ammo"
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