matter wave renamed wave
  tech: frequency - wave has unlimited ammo, but -50% wave firerate
  tech: sympathetic resonance - when phonon waves hit a mob they make a new resonance wave
    effect cooldown grows +5s with each chained resonance
  uncertainty principle works with phonon wave
  phase velocity works with all other wave tech, 40->35% damage
  boundstate reduces wave range by 25->15%

non-renewables 88% -> 67% damage
improved fine-structure constant graphic for when you lose coupling
laser mobs pulse a laser 50% of the time for 2x damage

a bunch of bug fixes
caliber does a bit more damage at 1 stack, but does less damage at 3+ stacks
  it grew mass and damage at an exponential rate before
  now it's closer to the +30% damage description
This commit is contained in:
landgreen
2022-09-11 07:10:14 -07:00
parent 9e613a281e
commit 8f702cfa4e
12 changed files with 479 additions and 259 deletions

View File

@@ -1582,7 +1582,7 @@ const m = {
case 5: //plasma
return `<strong>+${(15*couple).toFixed(0)}%</strong> <strong class='color-d'>damage</strong>`
case 6: //time dilation
return `<strong>+${(25*couple).toFixed(0)}%</strong> longer <strong style='letter-spacing: 2px;'>stopped time</strong>` //<strong>movement</strong>, <strong>jumping</strong>, and
return `<strong>+${(30*couple).toFixed(0)}%</strong> longer <strong style='letter-spacing: 2px;'>stopped time</strong>` //<strong>movement</strong>, <strong>jumping</strong>, and
case 7: //cloaking
return `<strong>+${(33*couple).toFixed(0)}%</strong> ambush <strong class='color-d'>damage</strong>`
case 8: //pilot wave
@@ -2685,14 +2685,14 @@ const m = {
},
{
name: "time dilation",
description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 2px;'>stop time</strong><br><strong>+25%</strong> movement, jumping, and <strong><em>fire rate</em></strong><br>generate <strong>18</strong> <strong class='color-f'>energy</strong> per second",
description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 2px;'>stop time</strong><br><strong>+25%</strong> movement and <strong><em>fire rate</em></strong><br>generate <strong>18</strong> <strong class='color-f'>energy</strong> per second",
set() {
// m.fieldMeterColor = "#0fc"
// m.fieldMeterColor = "#ff0"
m.fieldMeterColor = "#3fe"
m.eyeFillColor = m.fieldMeterColor
m.fieldFx = 1.2
m.fieldJump = 1.09
m.fieldFx = 1.3
// m.fieldJump = 1.09
m.setMovement();
const timeStop = () => {
@@ -2745,7 +2745,7 @@ const m = {
m.throwBlock();
m.wakeCheck();
} else if (input.field && m.fieldCDcycle < m.cycle) { //not hold but field button is pressed
const drain = 0.002 / (1 + 0.25 * m.coupling)
const drain = 0.002 / (1 + 0.3 * m.coupling)
if (m.energy > drain) m.energy -= drain
m.grabPowerUp();
@@ -2822,7 +2822,7 @@ const m = {
m.holding();
m.throwBlock();
} else if (input.field && m.fieldCDcycle < m.cycle) {
const drain = 0.0026 / (1 + 0.25 * m.coupling)
const drain = 0.0026 / (1 + 0.3 * m.coupling)
if (m.energy > drain) m.energy -= drain
m.grabPowerUp();
m.lookForPickUp(); //this drains energy 0.001