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",
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,
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;
}
},
{

View File

@@ -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 <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,
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 <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,
effect: () => {
mech.hold = function () {

View File

@@ -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