perfect diamagnetism effects nanaoscale field

This commit is contained in:
landgreen
2020-03-06 04:48:33 -08:00
parent 76105ea77f
commit a3c00f2627
3 changed files with 12 additions and 12 deletions

View File

@@ -1001,20 +1001,20 @@ const b = {
}, },
{ {
name: "perfect diamagnetism", name: "perfect diamagnetism",
description: "when <strong>blocking</strong> with the starting <strong>field emitter</strong><br>gain <strong class='color-f'>energy</strong> instead losing it", description: "you <strong>don't</strong> lose <strong class='color-f'>energy</strong> when <strong>blocking</strong><br>with <strong>nano-scale manufacturing</strong>",
maxCount: 1, maxCount: 1,
count: 0, count: 0,
allowed() { 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() { effect() {
b.modFieldEfficiency = -1 b.modFieldEfficiency = 0
mech.fieldShieldingScale = b.modFieldEfficiency; mech.fieldShieldingScale = b.modFieldEfficiency;
}, },
remove() { remove() {
b.modFieldEfficiency = 1; 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;
} }
}, },
{ {

View File

@@ -1111,7 +1111,6 @@ const mech = {
if (index === mech.fieldUpgrades[i].name) index = i if (index === mech.fieldUpgrades[i].name) index = i
} }
} }
mech.fieldMode = index; mech.fieldMode = index;
document.getElementById("field").innerHTML = mech.fieldUpgrades[index].name document.getElementById("field").innerHTML = mech.fieldUpgrades[index].name
mech.setHoldDefaults(); mech.setHoldDefaults();
@@ -1122,7 +1121,6 @@ const mech = {
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", 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",
isEasyToAim: false, isEasyToAim: false,
effect: () => { effect: () => {
mech.fieldShieldingScale = Number(b.modFieldEfficiency);
game.replaceTextLog = true; //allow text over write game.replaceTextLog = true; //allow text over write
mech.hold = function () { mech.hold = function () {
if (mech.isHolding) { if (mech.isHolding) {
@@ -1535,6 +1533,7 @@ const mech = {
isEasyToAim: true, isEasyToAim: true,
effect: () => { effect: () => {
mech.fieldRegen *= 2; mech.fieldRegen *= 2;
mech.fieldShieldingScale = b.modFieldEfficiency;
mech.hold = function () { mech.hold = function () {
if (mech.energy > mech.fieldEnergyMax - 0.02 && mech.fieldCDcycle < mech.cycle) { 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 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", name: "phase decoherence field",
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>", 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>",
isEasyToAim: true, isEasyToAim: true,
effect: () => { effect: () => {
mech.hold = function () { mech.hold = function () {

View File

@@ -5,7 +5,8 @@ mod - vacuum bomb pulls shields off the mob
mod - vacuum bomb stuns after the explosion mod - vacuum bomb stuns after the explosion
maybe it also does DoT damage 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 mod - time dilation - Quantum Recovery
Expending all your energy while using the field will 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 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) 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 press T to see it visually
happened twice happened twice to me so far
once right after selecting a mod lots of blocks around once right after selecting a mod with lots of blocks around
I don't think I was holding a block I don't think I was holding a block
might have been standing on a block... not sure might have been standing on a block... not sure