From a3c00f2627facc4799af1a5ad869e4df448a4bf2 Mon Sep 17 00:00:00 2001 From: landgreen Date: Fri, 6 Mar 2020 04:48:33 -0800 Subject: [PATCH] perfect diamagnetism effects nanaoscale field --- js/bullets.js | 10 +++++----- js/player.js | 5 ++--- todo.txt | 9 +++++---- 3 files changed, 12 insertions(+), 12 deletions(-) diff --git a/js/bullets.js b/js/bullets.js index 91ef186..53f10a1 100644 --- a/js/bullets.js +++ b/js/bullets.js @@ -1001,20 +1001,20 @@ const b = { }, { name: "perfect diamagnetism", - description: "when blocking with the starting field emitter
gain energy instead losing it", + description: "you don't lose energy when blocking
with nano-scale manufacturing", maxCount: 1, count: 0, allowed() { - return mech.fieldUpgrades[mech.fieldMode].name === "field emitter" && !game.isEasyToAimMode + return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" }, - requires: "basic field emitter", + requires: "nano-scale manufacturing", effect() { - b.modFieldEfficiency = -1 + b.modFieldEfficiency = 0 mech.fieldShieldingScale = b.modFieldEfficiency; }, remove() { b.modFieldEfficiency = 1; - if (mech.fieldUpgrades[mech.fieldMode].name === "field emitter") mech.fieldShieldingScale = b.modFieldEfficiency; + if (mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing") mech.fieldShieldingScale = b.modFieldEfficiency; } }, { diff --git a/js/player.js b/js/player.js index 12203bc..4bf9df8 100644 --- a/js/player.js +++ b/js/player.js @@ -1111,7 +1111,6 @@ const mech = { if (index === mech.fieldUpgrades[i].name) index = i } } - mech.fieldMode = index; document.getElementById("field").innerHTML = mech.fieldUpgrades[index].name mech.setHoldDefaults(); @@ -1122,7 +1121,6 @@ const mech = { description: "use energy to shield yourself from damage
lets you pick up and throw objects", isEasyToAim: false, effect: () => { - mech.fieldShieldingScale = Number(b.modFieldEfficiency); game.replaceTextLog = true; //allow text over write mech.hold = function () { if (mech.isHolding) { @@ -1535,6 +1533,7 @@ const mech = { isEasyToAim: true, effect: () => { mech.fieldRegen *= 2; + mech.fieldShieldingScale = b.modFieldEfficiency; mech.hold = function () { if (mech.energy > mech.fieldEnergyMax - 0.02 && mech.fieldCDcycle < mech.cycle) { mech.fieldCDcycle = mech.cycle + 17; // set cool down to prevent +energy from making huge numbers of drones @@ -1579,7 +1578,7 @@ const mech = { }, { name: "phase decoherence field", - description: "use energy to become intangible
moving and touching shields amplifies cost", + description: "use energy to become intangible
moving and touching shields amplifies cost", isEasyToAim: true, effect: () => { mech.hold = function () { diff --git a/todo.txt b/todo.txt index affafd8..e5e383e 100644 --- a/todo.txt +++ b/todo.txt @@ -5,7 +5,8 @@ mod - vacuum bomb pulls shields off the mob mod - vacuum bomb stuns after the explosion maybe it also does DoT damage -mod - blocking with nano-scale is more efficient, like perfect diamagnetism +mod - improve blocking with nano-scale is more efficient + like perfect diamagnetism maybe mod - time dilation - Quantum Recovery Expending all your energy while using the field will @@ -15,10 +16,10 @@ mod - time dilation - Quantum Recovery put the array in the time field object cause the player to go back in time when the field was first activated (easier then going back to 3 seconds before) -bug getting stuck in crouch mode +bug - getting stuck in crouch mode press T to see it visually - happened twice - once right after selecting a mod lots of blocks around + happened twice to me so far + once right after selecting a mod with lots of blocks around I don't think I was holding a block might have been standing on a block... not sure