refit
experiment and junk: panopticon - mobs can see you all the time scrap bots now have a 33% chance to spawn for 10 seconds after killing a mob (was 20% chance for 20 seconds) tech: scrap refit - killing a mob resets your functional scrap bots back to 10 seconds of operation several damage tech have reduced damage by about 10% spores do 20% more damage, but last 1 second shorter
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23
js/player.js
23
js/player.js
@@ -1600,16 +1600,23 @@ const m = {
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name: "nano-scale manufacturing",
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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><strong>double</strong> your default <strong class='color-f'>energy</strong> regeneration",
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effect: () => {
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// m.fieldMeterColor = "#0c5"
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// m.eyeFillColor = m.fieldMeterColor
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m.hold = function() {
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if (m.energy > m.maxEnergy - 0.02 && m.fieldCDcycle < m.cycle && !input.field && bullet.length < 200 && (m.cycle % 2)) {
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if (tech.isSporeField) {
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// const len = Math.floor(5 + 4 * Math.random())
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const len = Math.ceil(m.energy * 10)
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m.energy = 0;
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for (let i = 0; i < len; i++) b.spore(m.pos)
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for (let i = 0; i < 30; i++) {
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m.energy -= 0.11
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if (m.energy > 0) {
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b.spore(m.pos)
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} else {
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m.energy = 0.01
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break;
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}
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}
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} else if (tech.isMissileField) {
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m.energy -= 0.5;
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b.missile({ x: m.pos.x, y: m.pos.y - 40 }, -Math.PI / 2, 0, 1)
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m.energy -= 0.4;
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b.missile({ x: m.pos.x, y: m.pos.y - 40 }, -Math.PI / 2 + 0.5 * (Math.random() - 0.5), 0, 1)
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} else if (tech.isIceField) {
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m.energy -= 0.057;
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b.iceIX(1)
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@@ -1907,7 +1914,7 @@ const m = {
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},
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{
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name: "metamaterial cloaking", //"weak photonic coupling" "electromagnetically induced transparency" "optical non-coupling" "slow light field" "electro-optic transparency"
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description: "<strong class='color-cloaked'>cloak</strong> after not using your gun or field<br>while <strong class='color-cloaked'>cloaked</strong> mobs can't see you<br>increase <strong class='color-d'>damage</strong> by <strong>133%</strong>",
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description: "<strong class='color-cloaked'>cloak</strong> after not using your gun or field<br>while <strong class='color-cloaked'>cloaked</strong> mobs can't see you<br>increase <strong class='color-d'>damage</strong> by <strong>121%</strong>",
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effect: () => {
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m.fieldFire = true;
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m.fieldMeterColor = "#333";
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@@ -1915,7 +1922,7 @@ const m = {
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// m.eyeFillColor = '#333'
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m.fieldPhase = 0;
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m.isCloak = false
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m.fieldDamage = 2.33 // 1 + 111/100
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m.fieldDamage = 2.21 // 1 + 111/100
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m.fieldDrawRadius = 0
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const drawRadius = 1000
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