negative mass field flying buff
harmonic field now has no cooldown after blocking negative mass field accelerates slower, but with a higher top speed negative mass field harm reduction is now 60% and always on mod degenerate matter increases the damage reduction from 60% to 80% falling damage and damage from blocks have been removed (I'm trying it out, let me know if you want it back)
This commit is contained in:
20
js/game.js
20
js/game.js
@@ -7,7 +7,11 @@ const game = {
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Engine.update(engine, game.delta);
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game.wipe();
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game.textLog();
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mech.keyMove();
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if (mech.onGround) {
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mech.groundControl()
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} else {
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mech.airControl()
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}
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level.checkZones();
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level.checkQuery();
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mech.move();
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@@ -30,7 +34,11 @@ const game = {
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Engine.update(engine, game.delta);
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game.wipe();
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game.textLog();
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mech.keyMove();
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if (mech.onGround) {
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mech.groundControl()
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} else {
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mech.airControl()
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}
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level.checkZones();
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level.checkQuery();
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mech.move();
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@@ -69,7 +77,11 @@ const game = {
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mech.cycle++;
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game.gravity();
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Engine.update(engine, game.delta);
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mech.keyMove();
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if (mech.onGround) {
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mech.groundControl()
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} else {
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mech.airControl()
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}
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level.checkZones();
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level.checkQuery();
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@@ -741,7 +753,7 @@ const game = {
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if (mech.lastKillCycle + 300 > mech.cycle) { //effects active for 5 seconds after killing a mob
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if (mod.isEnergyRecovery) {
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mech.energy += mech.maxEnergy * 0.07
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mech.energy += mech.maxEnergy * 0.06
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if (mech.energy > mech.maxEnergy) mech.energy = mech.maxEnergy;
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}
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if (mod.isHealthRecovery) mech.addHealth(0.01)
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