diff --git a/js/bullets.js b/js/bullets.js
index 145993e..a747f40 100644
--- a/js/bullets.js
+++ b/js/bullets.js
@@ -191,18 +191,18 @@ const b = {
},
{
name: "overcharge",
- description: "charge energy 25% beyond your maximum",
+ description: "charge energy 33% beyond your maximum",
have: false, //16
effect: () => {
- mech.fieldEnergyMax = 1.25
+ mech.fieldEnergyMax = 1.33
}
},
{
name: "supersaturation",
- description: "heal 25% beyond your max health",
+ description: "heal 33% beyond your max health",
have: false, //17
effect: () => {
- mech.maxHealth = 1.25
+ mech.maxHealth = 1.33
}
},
{
@@ -215,7 +215,7 @@ const b = {
},
{
name: "mass-energy equivalence",
- description: "convert the mass of power ups into energy
power ups fill your energy and heal for +3%",
+ description: "convert the mass of power ups into energy
power ups fill your energy and heal for +5%",
have: false, //19
effect: () => {
b.isModMassEnergy = true // used in mech.usePowerUp
@@ -1830,12 +1830,11 @@ const b = {
},
{
name: "pulse", //15
- description: "emit a pulse of collimation coherent light
use energy to induce an explosion",
+ description: "emit an explosive laser pulse
each pulse uses 20% of your energy",
ammo: 0,
ammoPack: Infinity,
have: false,
isStarterGun: true,
- count: 0,
fire() {
//calculate laser collision
let best;
@@ -1910,28 +1909,24 @@ const b = {
};
}
- //draw blowtorch laser beam
- ctx.strokeStyle = "rgba(255,0,0,0.15)"
- ctx.lineWidth = 16
+ //draw laser beam
+ ctx.strokeStyle = "rgba(255,0,0,0.2)"
+ ctx.lineWidth = 25
ctx.beginPath();
ctx.moveTo(path[0].x, path[0].y);
ctx.lineTo(path[1].x, path[1].y);
ctx.stroke();
ctx.strokeStyle = "#f00";
- ctx.lineWidth = 2.5
+ ctx.lineWidth = 4
ctx.beginPath();
ctx.moveTo(path[0].x, path[0].y);
ctx.lineTo(path[1].x, path[1].y);
ctx.stroke();
- this.count++
- if (this.count > 2) {
- this.count = 0;
- mech.fireCDcycle = mech.cycle + Math.floor(30 * b.modFireRate); // cool down
- const energy = Math.min(0.2, mech.fieldMeter * 0.3)
- if (best.who) b.explosion(path[1], 1300 * energy)
- mech.fieldMeter -= energy
- }
+ const energy = mech.fieldMeter * 0.2
+ mech.fieldMeter -= energy
+ if (best.who) b.explosion(path[1], 1300 * energy)
+ mech.fireCDcycle = mech.cycle + Math.floor(20 * b.modFireRate); // cool down
}
},
{
diff --git a/js/level.js b/js/level.js
index 21c7b71..f7fca26 100644
--- a/js/level.js
+++ b/js/level.js
@@ -14,7 +14,7 @@ const level = {
start() {
if (level.levelsCleared === 0) {
// game.difficulty = 6; //for testing to simulate possible mobs spawns
- b.giveGuns(15)
+ // b.giveGuns(15)
// mech.fieldUpgrades[2].effect();
// b.giveMod(21)
diff --git a/js/player.js b/js/player.js
index 955c2c9..a71ec84 100644
--- a/js/player.js
+++ b/js/player.js
@@ -522,7 +522,7 @@ const mech = {
powerUp.splice(i, 1);
if (b.isModMassEnergy) {
mech.fieldMeter = mech.fieldEnergyMax;
- mech.addHealth(0.03);
+ mech.addHealth(0.05);
}
},
drawLeg(stroke) {
diff --git a/js/powerups.js b/js/powerups.js
index c608943..b2c9926 100644
--- a/js/powerups.js
+++ b/js/powerups.js
@@ -41,7 +41,7 @@ const powerUps = {
target = b.guns[Math.floor(Math.random() * b.guns.length)];
}
if (target.ammo === Infinity) {
- mech.fieldMeter = 1;
+ mech.fieldMeter = mech.fieldEnergyMax;
if (!game.lastLogTime) game.makeTextLog("+energy", 300);
} else {
//ammo given scales as mobs take more hits to kill