nano-scale disable field

power up boss no longer slows down after each time you kill it

holding down the field button will stop nano-scale field from converting energy into bullets
  energy costs have been increased a bit
  nano scale can now use mod - supercapacitor
This commit is contained in:
landgreen
2020-11-19 09:59:27 -08:00
parent 15de636715
commit 4c040b073a
5 changed files with 23 additions and 18 deletions

View File

@@ -155,8 +155,8 @@ const level = {
// spawn.shield(mob[mob.length - 1], 1800, -120, 1);
// spawn.nodeBoss(1200, -500, "launcher")
spawn.snakeBoss(1200, -500)
// spawn.timeSkipBoss(2900, -500)
// spawn.snakeBoss(1200, -500)
spawn.powerUpBoss(2900, -500)
// spawn.randomMob(1600, -500)
},
template() {

View File

@@ -938,7 +938,7 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
return (mod.isEnergyRecovery || mod.isPiezo || mod.energySiphon > 0 || mod.isRailEnergyGain || mod.isWormholeEnergy || mod.iceEnergy > 0) && mech.fieldUpgrades[mech.fieldMode].name !== "nano-scale manufacturing"
return mod.isEnergyRecovery || mod.isPiezo || mod.energySiphon > 0 || mod.isRailEnergyGain || mod.isWormholeEnergy || mod.iceEnergy > 0
},
requires: "a source of overfilled energy",
effect() {
@@ -3073,9 +3073,9 @@ const mod = {
isNonRefundable: true,
isCustomHide: true,
allowed() {
return true
return !mod.isEnergyNoAmmo
},
requires: "",
requires: "not exciton lattice",
effect() {
for (let i = 0; i < 6; i++) {
powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");

View File

@@ -1342,25 +1342,25 @@ const mech = {
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",
effect: () => {
mech.hold = function() {
if (mech.energy > mech.maxEnergy - 0.02 && mech.fieldCDcycle < mech.cycle && input.field) {
if (mech.energy > mech.maxEnergy - 0.02 && mech.fieldCDcycle < mech.cycle && !input.field) {
if (mod.isSporeField) {
// mech.fieldCDcycle = mech.cycle + 10; // set cool down to prevent +energy from making huge numbers of drones
const len = Math.floor(6 + 5 * Math.random())
mech.energy -= len * 0.09;
const len = Math.floor(5 + 5 * Math.random())
mech.energy -= len * 0.1;
for (let i = 0; i < len; i++) {
b.spore(mech.pos)
}
} else if (mod.isMissileField) {
// mech.fieldCDcycle = mech.cycle + 10; // set cool down to prevent +energy from making huge numbers of drones
mech.energy -= 0.45;
mech.energy -= 0.5;
b.missile({ x: mech.pos.x, y: mech.pos.y - 40 }, -Math.PI / 2, 0, 1, mod.recursiveMissiles)
} else if (mod.isIceField) {
// mech.fieldCDcycle = mech.cycle + 17; // set cool down to prevent +energy from making huge numbers of drones
mech.energy -= 0.04;
mech.energy -= 0.05;
b.iceIX(1)
} else {
// mech.fieldCDcycle = mech.cycle + 10; // set cool down to prevent +energy from making huge numbers of drones
mech.energy -= 0.33;
mech.energy -= 0.35;
b.drone(1)
}
}

View File

@@ -540,8 +540,13 @@ const spawn = {
me.onDeath = function() {
this.leaveBody = false;
this.dropPowerUp = false;
if (vertices > 3) spawn.powerUpBoss(this.position.x, this.position.y, vertices - 1)
if (vertices > 3) {
spawn.powerUpBoss(this.position.x, this.position.y, vertices - 1)
Matter.Body.setVelocity(mob[mob.length - 1], {
x: this.velocity.x,
y: this.velocity.y
})
}
for (let i = 0; i < powerUp.length; i++) {
powerUp[i].collisionFilter.mask = cat.map | cat.powerUp
}

View File

@@ -1,11 +1,11 @@
*********** NEXT PATCH ***********
snake boss is updated
-fear the snake
power up boss no longer slows down after each time you kill it
- fear the power up boss
mod neutron bomb: vacuum permittivity - gets a larger radius and a slow effect
bosses are only stunned for 1/5 of the normal stun time
holding down the field button will stop nano-scale field from converting energy into bullets
energy costs have been increased a bit
nano scale can now use mod - supercapacitor
************** BUGS **************