factory
factory: rewrote the end clock gating was removed because it's annoying liquid cooling -> refrigerant - freezes mobs after losing at least 5% health mass-energy gets more effect from defense (0.13 -> 0.19) ternary 84 -> 77% damage dark patterns 15 -> 17% damage and JUNK Maxwell's demon 3% -> 1% energy loss above max exciton 16 -> 14% chance to drop 10% increase in overall mob health new images bug fixes
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@@ -516,7 +516,7 @@ const powerUps = {
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const overHeal = m.health + heal * simulation.healScale - m.maxHealth //used with tech.isOverHeal
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const healOutput = Math.min(m.maxHealth - m.health, heal) * simulation.healScale
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m.addHealth(heal);
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simulation.makeTextLog(`<span class='color-var'>m</span>.health <span class='color-symbol'>+=</span> ${(healOutput).toFixed(3)}`) // <br>${m.health.toFixed(3)}
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if (healOutput > 0) simulation.makeTextLog(`<span class='color-var'>m</span>.health <span class='color-symbol'>+=</span> ${(healOutput).toFixed(3)}`) // <br>${m.health.toFixed(3)}
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if (tech.isOverHeal && overHeal > 0) { //tech quenching
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const scaledOverHeal = overHeal * 0.9
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m.damage(scaledOverHeal);
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@@ -582,7 +582,6 @@ const powerUps = {
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tech.healMaxEnergyBonus += 0.08 * tech.largerHeals * (tech.isHalfHeals ? 0.5 : 1)
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m.setMaxEnergy();
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}
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},
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spawn(x, y, size) { //used to spawn a heal with a specific size / heal amount, not normally used
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powerUps.directSpawn(x, y, "heal", false, null, size)
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@@ -1313,7 +1312,7 @@ const powerUps = {
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powerUps.spawn(x, y, "coupling");
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return;
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}
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if (tech.isBoostPowerUps && Math.random() < 0.16) {
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if (tech.isBoostPowerUps && Math.random() < 0.14) {
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powerUps.spawn(x, y, "boost");
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return;
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}
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