phase field shield interactions

This commit is contained in:
lilgreenland
2020-03-05 07:09:36 -08:00
parent 0fe34c219a
commit c2b77579f7
2 changed files with 20 additions and 24 deletions

View File

@@ -1579,7 +1579,7 @@ const mech = {
},
{
name: "phase decoherence field",
description: "become <strong>intangible</strong> and <strong>invisible</strong><br>drains <strong class='color-f'>energy</strong> as you move",
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 () {
@@ -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;
@@ -1610,18 +1610,18 @@ 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);
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;
}
}
}
}
} else {
mech.fieldCDcycle = mech.cycle + 120;
}

View File

@@ -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
@@ -10,13 +13,6 @@ 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
@@ -26,16 +22,16 @@ bug getting stuck in crouch mode
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