renaming guns, and explosion gun balance
This commit is contained in:
14
js/player.js
14
js/player.js
@@ -914,7 +914,7 @@ const mech = {
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document.getElementById("field").innerHTML = mech.fieldUpgrades[mech.fieldMode].name //add field
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},
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fieldUpgrades: [{
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name: "Field Emitter",
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name: "field emitter",
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description: "lets you <strong>pick up</strong> and throw objects<br><strong>shields</strong> you from damage",
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effect: () => {
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mech.fieldMode = 0;
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@@ -941,7 +941,7 @@ const mech = {
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}
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},
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{
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name: "Time Dilation Field",
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name: "time dilation field",
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description: "<strong>stop time</strong> while field is active<br> can fire while field is active",
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effect: () => {
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mech.fieldMode = 1;
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@@ -1012,7 +1012,7 @@ const mech = {
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}
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},
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{
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name: "Electrostatic Field",
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name: "electrostatic field",
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description: "field does <strong>damage</strong> on contact<br> blocks are thrown at a higher velocity<br> increased field regeneration",
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effect: () => {
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mech.fieldMode = 2;
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@@ -1085,7 +1085,7 @@ const mech = {
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}
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},
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{
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name: "Negative Mass Field",
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name: "negative mass field",
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description: "field nullifies <strong>gravity</strong><br> player can hold more massive objects<br>can fire while field is active",
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effect: () => {
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mech.fieldMode = 3;
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@@ -1173,7 +1173,7 @@ const mech = {
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}
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},
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{
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name: "Standing Wave Harmonics",
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name: "standing wave harmonics",
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description: "oscillating shields always surround player<br> <span style='color:#a00;'>decreased</span> field regeneration",
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effect: () => {
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mech.fieldMode = 4;
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@@ -1216,7 +1216,7 @@ const mech = {
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}
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},
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{
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name: "Nano-Scale Manufacturing",
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name: "nano-scale manufacturing",
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description: "excess field energy used to build <strong>drones</strong><br> increased field regeneration",
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effect: () => {
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mech.fieldMode = 5;
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@@ -1247,7 +1247,7 @@ const mech = {
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}
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},
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{
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name: "Phase Decoherence Field",
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name: "phase decoherence field",
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description: "<strong>intangible</strong> while field is active<br>can't see or be seen outside field",
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effect: () => {
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mech.fieldMode = 6;
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