grapple tech
new community level shipwreck by 3xionDev grappling hook tech: reel - increase block damage 400%, generate 30 energy after hooking blocks added tokamak to grappling hook updated rope graphics added input.up to adjust positioning while hook is attached added images for CIWS, rupture, autonomous defense aerostat: 25->15% reduced damage on ground rupture unlocks explosive tech rupture destroys blocks autonomous defense renamed to CIWS field emitter 6->4 base energy regen tech: autonomous defense - harpoon tech that fires harpoons after taking damage degenerate matter: 75->85% defense while field is active neutronium: 90->95% defense while field is active unified field theory no longer has field emitter as an option
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12
js/player.js
12
js/player.js
@@ -568,8 +568,8 @@ const m = {
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if (tech.squirrelFx !== 1) dmg *= 0.78//Math.pow(0.78, (tech.squirrelFx - 1) / 0.4)
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if (tech.isAddBlockMass && m.isHolding) dmg *= 0.1
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if (tech.isSpeedHarm && player.speed > 0.1) dmg *= 1 - Math.min(player.speed * 0.0165, 0.66)
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if (tech.isHarmReduce && input.field) dmg *= 0.25
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if (tech.isNeutronium && input.field && m.fieldCDcycle < m.cycle) dmg *= 0.1
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if (tech.isHarmReduce && input.field) dmg *= 0.15
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if (tech.isNeutronium && input.field && m.fieldCDcycle < m.cycle) dmg *= 0.05
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if (tech.isBotArmor) dmg *= 0.94 ** b.totalBots()
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if (tech.isHarmArmor && m.lastHarmCycle + 600 > m.cycle) dmg *= 0.33;
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if (tech.isNoFireDefense && m.cycle > m.fireCDcycle + 120) dmg *= 0.3
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@@ -2043,7 +2043,9 @@ const m = {
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}
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},
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setFieldRegen() {
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if (m.fieldMode === 6) {
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if (m.fieldMode === 0) {
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m.fieldRegen = 0.00067 //4 energy per second for field emitter
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} else if (m.fieldMode === 6) {
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m.fieldRegen = 0.002 //12 energy per second for time dilation
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} else if (m.fieldMode === 2) {
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m.fieldRegen = 0.000833 //5 energy per second perfect dia
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@@ -2636,7 +2638,7 @@ const m = {
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name: "field emitter",
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imageNumber: Math.floor(Math.random() * 23),
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description: `<em>initial field</em><br>use <strong class='color-f'>energy</strong> to <strong>deflect</strong> mobs and <strong>throw</strong> <strong class='color-block'>blocks</strong>
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<br>generate <strong>6</strong> <strong class='color-f'>energy</strong> per second`, // <br><strong>100</strong> max <strong class='color-f'>energy</strong>
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<br>generate <strong>4</strong> <strong class='color-f'>energy</strong> per second`, // <br><strong>100</strong> max <strong class='color-f'>energy</strong>
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effect: () => {
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m.hold = function () {
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if (m.isHolding) {
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@@ -4957,7 +4959,7 @@ const m = {
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effect: () => {
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m.fieldFire = true;
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// m.holdingMassScale = 0.01; //can hold heavier blocks with lower cost to jumping
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m.fieldMeterColor = "#333"
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// m.fieldMeterColor = "#789"//"#456"
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m.eyeFillColor = m.fieldMeterColor
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m.grabPowerUpRange2 = 300000 //m.grabPowerUpRange2 = 200000;
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// m.fieldHarmReduction = 0.45; //55% reduction
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