waste heat recovery
mod: electric reactive armor - reduce harm from explosions by 6% for every 10 energy mod: waste heat recovery - laser damage grows to 400%, but you start to eject your health as a heal power up new community level by Francois: house
This commit is contained in:
12
js/player.js
12
js/player.js
@@ -487,7 +487,7 @@ const mech = {
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}
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return dmg
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},
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damage(dmg) {
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damage(dmg, isShowRed = true) {
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mech.lastHarmCycle = mech.cycle
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if (mod.isDroneOnDamage) { //chance to build a drone on damage from mod
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const len = Math.min((dmg - 0.06 * Math.random()) * 40, 40)
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@@ -552,8 +552,10 @@ const mech = {
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}
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}
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mech.displayHealth();
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document.getElementById("dmg").style.transition = "opacity 0s";
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document.getElementById("dmg").style.opacity = 0.1 + Math.min(0.6, dmg * 4);
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if (isShowRed) {
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document.getElementById("dmg").style.transition = "opacity 0s";
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document.getElementById("dmg").style.opacity = 0.1 + Math.min(0.6, dmg * 4);
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}
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}
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if (dmg > 0.06 / mech.holdingMassScale) mech.drop(); //drop block if holding
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@@ -577,11 +579,11 @@ const mech = {
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mech.defaultFPSCycle = mech.cycle + 20 + Math.min(90, Math.floor(200 * dmg))
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if (mod.isHarmFreeze) { //freeze all mobs
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for (let i = 0, len = mob.length; i < len; i++) {
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mobs.statusSlow(mob[i], 360)
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mobs.statusSlow(mob[i], 300)
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}
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}
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} else {
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if (dmg > 0.05) { // freeze game for high damage hits
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if (dmg > 0.05 && isShowRed) { // freeze game for high damage hits
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game.fpsCap = 4 //40 - Math.min(25, 100 * dmg)
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game.fpsInterval = 1000 / game.fpsCap;
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} else {
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