railgun default harpoon
harpoon's crouch is now a harpoon sized railgun tech: halfwave rectifier now gives energy on harpoon/railgun charge and also stops harpoon from draining energy when it retracts toggling harpoon does 800 -> 600% more damage perfect diamagnetism default field is a bit larger bug fix with several periodic checks running off simulation time they now run on player time and will be active during time dilation fixed a bug where lore wasn't working
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@@ -888,7 +888,7 @@ const simulation = {
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// }
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// },
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checks() {
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if (!(simulation.cycle % 60)) { //once a second
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if (!(m.cycle % 60)) { //once a second
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//energy overfill
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if (m.energy > m.maxEnergy) m.energy = m.maxEnergy + (m.energy - m.maxEnergy) * tech.overfillDrain //every second energy above max energy loses 25%
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if (tech.isFlipFlopEnergy && m.immuneCycle < m.cycle) {
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@@ -942,12 +942,13 @@ const simulation = {
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// }
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// }
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if (m.lastKillCycle + 300 > simulation.cycle) { //effects active for 5 seconds after killing a mob
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if (m.lastKillCycle + 300 > m.cycle) { //effects active for 5 seconds after killing a mob
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if (tech.isEnergyRecovery && m.immuneCycle < m.cycle) m.energy += m.maxEnergy * 0.05
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console.log(`lastKill = ${m.lastKillCycle}, cycle = ${m.cycle}, health = ${m.health}, maxHealth = ${m.maxHealth}`)
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if (tech.isHealthRecovery) m.addHealth(0.01 * m.maxHealth)
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}
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if (!(simulation.cycle % 420)) { //once every 7 seconds
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if (!(m.cycle % 420)) { //once every 7 seconds
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if (tech.isZeno) {
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m.health *= 0.9167 //remove 1/12
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m.displayHealth();
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