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