pulse is a mod
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11
js/player.js
11
js/player.js
@@ -1273,9 +1273,9 @@ const mech = {
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},
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{
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name: "standing wave harmonics",
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description: "three oscillating <strong>shields</strong> are permanently active<br><strong>blocking</strong> has no <strong>cool down</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>20%</strong>",
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description: "<strong>3</strong> oscillating <strong>shields</strong> are permanently active<br><strong>blocking</strong> drains <strong class='color-f'>energy</strong><br><strong>blocking</strong> has no <strong>cool down</strong>",
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effect: () => {
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mech.fieldHarmReduction = 0.80;
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// mech.fieldHarmReduction = 0.80;
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mech.fieldBlockCD = 0;
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mech.hold = function () {
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if (mech.isHolding) {
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@@ -1390,7 +1390,7 @@ const mech = {
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},
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{
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name: "nano-scale manufacturing",
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description: "excess <strong class='color-f'>energy</strong> used to build <strong>drones</strong><br>increase <strong class='color-f'>energy</strong> regeneration by <strong>100%</strong>",
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description: "use <strong class='color-f'>energy</strong> to <strong>block</strong> mobs<br>excess <strong class='color-f'>energy</strong> used to build <strong>drones</strong><br>increase <strong class='color-f'>energy</strong> regeneration by <strong>100%</strong>",
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effect: () => {
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mech.hold = function () {
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if (mech.energy > mech.maxEnergy - 0.02 && mech.fieldCDcycle < mech.cycle) {
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@@ -1420,7 +1420,6 @@ const mech = {
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mech.energy -= 0.33;
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b.drone(1)
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}
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}
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if (mech.isHolding) {
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mech.drawHold(mech.holdingTarget);
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@@ -1445,13 +1444,13 @@ const mech = {
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},
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{
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name: "negative mass field",
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description: "use <strong class='color-f'>energy</strong> to nullify <strong style='letter-spacing: 7px;'>gravity</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>45%</strong><br><strong>blocks</strong> held by the field have a lower <strong>mass</strong>",
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description: "use <strong class='color-f'>energy</strong> to nullify <strong style='letter-spacing: 7px;'>gravity</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>40%</strong><br><strong>blocks</strong> held by the field have a lower <strong>mass</strong>",
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fieldDrawRadius: 0,
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effect: () => {
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mech.fieldFire = true;
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mech.holdingMassScale = 0.03; //can hold heavier blocks with lower cost to jumping
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mech.fieldMeterColor = "#000"
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mech.fieldHarmReduction = 0.55;
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mech.fieldHarmReduction = 0.6;
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mech.fieldDrawRadius = 0;
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mech.hold = function () {
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