coupling
tech: coupling - +1 coupling, coupling is a new stat that provides different buffs for each field releasing this early for feedback about balance and bugs removed tech Pauli exclusion now the perfect diamagnatism coupling effect snakeBoss tails are closer together some bosses have a higher vision memory and response time phonon gets 10% less ammo and 10% less damage meta-analysis gives 2 research per use energy drain rework in many situations drain no longer scales with regen this might have some bad side effects, let me know bug fixes made several tech effects not an arrow function timeSkip graphical glitches might be improved
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@@ -42,7 +42,7 @@ function playerOnGroundCheck(event) {
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//falling damage
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if (tech.isFallingDamage && m.immuneCycle < m.cycle && momentum > 150) {
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m.damage(Math.min(Math.sqrt(momentum - 133) * 0.01, 0.25));
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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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if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for 30 cycles
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}
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} else {
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m.yOffGoal = m.yOffWhen.stand;
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@@ -148,7 +148,7 @@ function collisionChecks(event) {
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if (tech.isPiezo) m.energy += 20.48;
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if (tech.isStimulatedEmission) powerUps.ejectTech()
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if (mob[k].onHit) mob[k].onHit();
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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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if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for 30 cycles
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//extra kick between player and mob //this section would be better with forces but they don't work...
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let angle = Math.atan2(player.position.y - mob[k].position.y, player.position.x - mob[k].position.x);
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Matter.Body.setVelocity(player, {
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@@ -162,7 +162,7 @@ function collisionChecks(event) {
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if (tech.isAnnihilation && !mob[k].shield && !mob[k].isShielded && !mob[k].isBoss && mob[k].isDropPowerUp && m.energy > 0.34 * m.maxEnergy && mob[k].damageReduction > 0) {
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m.energy -= 0.33 * Math.max(m.maxEnergy, m.energy) //0.33 * m.energy
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if (m.immuneCycle === m.cycle + tech.collisionImmuneCycles) m.immuneCycle = 0; //player doesn't go immune to collision damage
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if (m.immuneCycle === m.cycle + m.collisionImmuneCycles) m.immuneCycle = 0; //player doesn't go immune to collision damage
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mob[k].death();
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simulation.drawList.push({ //add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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@@ -224,7 +224,7 @@ function collisionChecks(event) {
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}
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}
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let dmg = tech.blockDamage * m.dmgScale * v * obj.mass * (tech.isMobBlockFling ? 2.5 : 1) * (tech.isBlockRestitution ? 2.5 : 1);
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let dmg = tech.blockDamage * m.dmgScale * v * obj.mass * (tech.isMobBlockFling ? 2.5 : 1) * (tech.isBlockRestitution ? 2.5 : 1) * ((m.fieldMode === 0 || m.fieldMode === 8) ? 1 + 0.4 * m.coupling : 1);
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if (mob[k].isShielded) dmg *= 0.7
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mob[k].damage(dmg, true);
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