pulsar
new mob: pulsar - aims at player and does damage in an circle (set to 3x chance to show up until the next patch) several tech that were nonrefundable now can be removed and refunded added several bug fixes
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@@ -70,7 +70,7 @@ const powerUps = {
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document.body.style.overflow = "hidden"
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simulation.paused = false;
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simulation.isChoosing = false; //stops p from un pausing on key down
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if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to collision damage for 30 cycles
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if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
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build.unPauseGrid()
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requestAnimationFrame(cycle);
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if (m.holdingTarget) m.drop();
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@@ -379,11 +379,11 @@ const powerUps = {
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} else {
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if (tech.isBanish) {
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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if (tech.tech[i].name === "erase") powerUps.ejectTech(i)
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if (tech.tech[i].name === "decoherence") powerUps.ejectTech(i)
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}
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// simulation.makeTextLog(`No <strong class='color-m'>tech</strong> left<br>erased <strong class='color-m'>tech</strong> have been recovered`)
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simulation.makeTextLog(`powerUps.tech.length: ${Math.max(0,powerUps.tech.lastTotalChoices - powerUps.tech.banishLog.length)}`)
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powerUps.spawn(m.pos.x, m.pos.y, "tech");
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// powerUps.spawn(m.pos.x, m.pos.y, "tech");
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powerUps.endDraft("tech");
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} else {
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powerUps.giveRandomAmmo()
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