phase field shield interactions
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22
js/player.js
22
js/player.js
@@ -1579,7 +1579,7 @@ const mech = {
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},
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{
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name: "phase decoherence field",
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description: "become <strong>intangible</strong> and <strong>invisible</strong><br>drains <strong class='color-f'>energy</strong> as you move",
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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>",
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isEasyToAim: true,
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effect: () => {
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mech.hold = function () {
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@@ -1590,7 +1590,7 @@ const mech = {
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mech.holding();
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mech.throwBlock();
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} else if ((keys[32] || game.mouseDownRight) && mech.fieldCDcycle < mech.cycle) {
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const DRAIN = 0.00015 + 0.00027 * player.speed
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const DRAIN = 0.0001 + 0.00017 * player.speed
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if (mech.energy > DRAIN) {
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mech.energy -= DRAIN;
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@@ -1610,15 +1610,15 @@ const mech = {
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mech.grabPowerUp();
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mech.lookForPickUp();
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if (mech.energy > 0.006 && b.isModPhaseFieldDamage) { //damage mobs inside the player
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let inPlayer = Matter.Query.region(mob, player.bounds)
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if (inPlayer.length > 0) {
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for (let i = 0; i < inPlayer.length; i++) {
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if (inPlayer[i].dropPowerUp && !inPlayer[i].isShielded) {
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inPlayer[i].damage(0.2 * b.dmgScale);
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mech.energy -= 0.002;
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break;
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}
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let inPlayer = Matter.Query.region(mob, player.bounds)
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if (inPlayer.length > 0) {
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for (let i = 0; i < inPlayer.length; i++) {
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if (inPlayer[i].shield) {
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mech.energy -= 0.01; //shields drain player energy
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} else if (b.isModPhaseFieldDamage && mech.energy > 0.006 && inPlayer[i].dropPowerUp && !inPlayer[i].isShielded) {
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inPlayer[i].damage(0.2 * b.dmgScale); //damage mobs inside the player
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mech.energy -= 0.002;
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break;
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}
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}
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}
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22
todo.txt
22
todo.txt
@@ -1,5 +1,8 @@
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************** TODO - n-gon **************
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mod - vacuum bomb pulls shields off the mob
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or just greatly damages shields during the suck phase if the pulling doesn't work
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mod - blocking with nano-scale is more efficient
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mod - time dilation - Quantum Recovery
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@@ -10,32 +13,25 @@ mod - time dilation - Quantum Recovery
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put the array in the time field object
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cause the player to go back in time when the field was first activated (easier then going back to 3 seconds before)
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mod - phase decoherence - Atomic Reconfigure
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While moving and using the field, any enemies you pass through are damaged
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mod - grenade explosions stun enemies
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stun - blind, slow, but increase gravity effects
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use status effect code
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bug getting stuck in crouch mode
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press T to see it visually
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happened twice
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once right after selecting a mod lots of blocks around
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once right after selecting a mod lots of blocks around
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I don't think I was holding a block
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might have been standing on a block... not sure
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mobs - add in a function to the main loops that does injected code for each mob
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each mob would get an object with a game.cycle for ending and a method to run each cycle until the end is met
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this could be a DOT, graphics, slow
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mod - flechettes mod for poison damage
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this could be a DoT, graphics, slow, blind
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stun - blind, slow, but increased gravity effects
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mod - flechettes mod for DoT poison damage
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mod - grenade explosions stun enemies
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mod - get your next recursive mod 3 times
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are players aware of what a recursive mod is?
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too much of a nova drift rip off?
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mod - vacuum bomb needs a mod
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mod - grenade needs a mod
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settings - auto aim at nearest mob
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settings - custom keys binding
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