diff --git a/js/player.js b/js/player.js
index 60c22b5..4e04596 100644
--- a/js/player.js
+++ b/js/player.js
@@ -1579,7 +1579,7 @@ const mech = {
},
{
name: "phase decoherence field",
- description: "become intangible and invisible
drains energy as you move",
+ description: "use energy to become intangible
moving and touching shields amplifies cost",
isEasyToAim: true,
effect: () => {
mech.hold = function () {
@@ -1590,7 +1590,7 @@ const mech = {
mech.holding();
mech.throwBlock();
} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) {
- const DRAIN = 0.00015 + 0.00027 * player.speed
+ const DRAIN = 0.0001 + 0.00017 * player.speed
if (mech.energy > DRAIN) {
mech.energy -= DRAIN;
@@ -1610,15 +1610,15 @@ const mech = {
mech.grabPowerUp();
mech.lookForPickUp();
- if (mech.energy > 0.006 && b.isModPhaseFieldDamage) { //damage mobs inside the player
- let inPlayer = Matter.Query.region(mob, player.bounds)
- if (inPlayer.length > 0) {
- for (let i = 0; i < inPlayer.length; i++) {
- if (inPlayer[i].dropPowerUp && !inPlayer[i].isShielded) {
- inPlayer[i].damage(0.2 * b.dmgScale);
- mech.energy -= 0.002;
- break;
- }
+ let inPlayer = Matter.Query.region(mob, player.bounds)
+ if (inPlayer.length > 0) {
+ for (let i = 0; i < inPlayer.length; i++) {
+ if (inPlayer[i].shield) {
+ mech.energy -= 0.01; //shields drain player energy
+ } else if (b.isModPhaseFieldDamage && mech.energy > 0.006 && inPlayer[i].dropPowerUp && !inPlayer[i].isShielded) {
+ inPlayer[i].damage(0.2 * b.dmgScale); //damage mobs inside the player
+ mech.energy -= 0.002;
+ break;
}
}
}
diff --git a/todo.txt b/todo.txt
index 66ae608..ab6b7ee 100644
--- a/todo.txt
+++ b/todo.txt
@@ -1,5 +1,8 @@
************** TODO - n-gon **************
+mod - vacuum bomb pulls shields off the mob
+ or just greatly damages shields during the suck phase if the pulling doesn't work
+
mod - blocking with nano-scale is more efficient
mod - time dilation - Quantum Recovery
@@ -10,32 +13,25 @@ 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)
-mod - phase decoherence - Atomic Reconfigure
- While moving and using the field, any enemies you pass through are damaged
-
-mod - grenade explosions stun enemies
- stun - blind, slow, but increase gravity effects
- use status effect code
-
bug getting stuck in crouch mode
press T to see it visually
happened twice
- once right after selecting a mod lots of blocks around
+ once right after selecting a mod lots of blocks around
I don't think I was holding a block
might have been standing on a block... not sure
mobs - add in a function to the main loops that does injected code for each mob
each mob would get an object with a game.cycle for ending and a method to run each cycle until the end is met
- this could be a DOT, graphics, slow
- mod - flechettes mod for poison damage
+ this could be a DoT, graphics, slow, blind
+ stun - blind, slow, but increased gravity effects
+ mod - flechettes mod for DoT poison damage
+ mod - grenade explosions stun enemies
+
mod - get your next recursive mod 3 times
are players aware of what a recursive mod is?
too much of a nova drift rip off?
-mod - vacuum bomb needs a mod
-mod - grenade needs a mod
-
settings - auto aim at nearest mob
settings - custom keys binding