harmonic mod balance
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16
js/player.js
16
js/player.js
@@ -664,6 +664,7 @@ const mech = {
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fieldEnergyMax: 1, //can be increased by a mod
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holdingTarget: null,
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fieldShieldingScale: 1,
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fieldRange: 175,
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// these values are set on reset by setHoldDefaults()
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energy: 0,
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fieldRegen: 0,
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@@ -672,7 +673,6 @@ const mech = {
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holdingMassScale: 0,
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throwChargeRate: 0,
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throwChargeMax: 0,
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fieldRange: 175,
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fieldArc: 0,
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fieldThreshold: 0,
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calculateFieldThreshold() {
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@@ -681,6 +681,7 @@ const mech = {
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setHoldDefaults() {
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if (mech.energy < mech.fieldEnergyMax) mech.energy = mech.fieldEnergyMax;
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mech.fieldRegen = 0.001;
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mech.fieldShieldingScale = 1;
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mech.fieldFire = false;
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mech.fieldCDcycle = 0;
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mech.isStealth = false;
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@@ -1148,7 +1149,6 @@ const mech = {
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isEasyToAim: true,
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effect: () => {
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mech.fieldFire = true;
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// mech.fieldRange = 130
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mech.isBodiesAsleep = false;
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mech.hold = function () {
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if (mech.isHolding) {
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@@ -1346,7 +1346,8 @@ const mech = {
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let y = mech.pos.y + 20 * Dy;
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ctx.beginPath();
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ctx.moveTo(x, y);
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const step = range / 10
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const step = Vector.magnitude(Vector.sub(path[0], path[1])) / 10
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for (let i = 0; i < 8; i++) {
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x += step * (Dx + 1.5 * (Math.random() - 0.5))
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y += step * (Dy + 1.5 * (Math.random() - 0.5))
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@@ -1538,13 +1539,12 @@ const mech = {
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if (mech.energy > mech.fieldEnergyMax - 0.02 && mech.fieldCDcycle < mech.cycle) {
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mech.fieldCDcycle = mech.cycle + 17; // set cool down to prevent +energy from making huge numbers of drones
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if (b.isModSporeField) {
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const len = Math.floor(7 + 3 * Math.random())
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mech.energy -= len * 0.1;
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const len = Math.floor(6 + 3 * Math.random())
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mech.energy -= len * 0.08;
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for (let i = 0; i < len; i++) {
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b.spore(player)
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}
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}
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if (b.isModMissileField) {
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} else if (b.isModMissileField) {
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mech.energy -= 0.55;
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b.missile({
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x: mech.pos.x + 40 * Math.cos(mech.angle),
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@@ -1582,7 +1582,6 @@ const mech = {
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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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isEasyToAim: true,
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effect: () => {
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// mech.fieldRange = 230
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mech.hold = function () {
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mech.isStealth = false //isStealth disables most uses of foundPlayer()
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player.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield //normal collisions
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@@ -1630,7 +1629,6 @@ const mech = {
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// mech.fieldText();
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// mech.setHoldDefaults();
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// mech.hackProgress = 0;
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// // mech.fieldRange = 230
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// mech.hold = function () {
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// mech.isStealth = false //isStealth is checked in mob foundPlayer()
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// player.collisionFilter.mask = 0x010011
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