NaN bug fix
generalist now requires 2 guns to unlock active cooling 18->20% fire speed increase per gun arsenal 12->13% damage increase per gun futures exchange 4.3->4.5% duplication on cancel perimeter defense 7->6% harm reduction per bot unified field theory no longer gets bonus rerolls, instead it triples the frequency of field tech removed tensor field meta-analysis gives 3->1 research after choosing JUNK plasma ball moves faster 7->10 bug fixes JUNK tech density removed it was causing the NaN bug
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14
js/player.js
14
js/player.js
@@ -524,7 +524,7 @@ const m = {
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if (tech.isSlowFPS) dmg *= 0.8
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if (tech.isHarmReduce && input.field && m.fieldCDcycle < m.cycle) dmg *= 0.34
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if (tech.isNeutronium && input.field && m.fieldCDcycle < m.cycle) dmg *= 0.1
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if (tech.isBotArmor) dmg *= 0.93 ** b.totalBots()
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if (tech.isBotArmor) dmg *= 0.94 ** b.totalBots()
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if (tech.isHarmArmor && m.lastHarmCycle + 600 > m.cycle) dmg *= 0.33;
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if (tech.isNoFireDefense && m.cycle > m.fireCDcycle + 120) dmg *= 0.3
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if (tech.energyRegen === 0) dmg *= 0.34
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@@ -971,7 +971,7 @@ const m = {
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}
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},
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setMaxEnergy() {
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m.maxEnergy = (tech.isMaxEnergyTech ? 0.5 : 1) + tech.bonusEnergy + tech.healMaxEnergyBonus + tech.harmonicEnergy + 2 * tech.isGroundState + 3 * tech.isRelay * tech.isFlipFlopOn * tech.isRelayEnergy + 0.5 * (m.fieldUpgrades[m.fieldMode].name === "standing wave")
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m.maxEnergy = (tech.isMaxEnergyTech ? 0.5 : 1) + tech.bonusEnergy + tech.healMaxEnergyBonus + tech.harmonicEnergy + 2 * tech.isGroundState + 3 * tech.isRelay * tech.isFlipFlopOn * tech.isRelayEnergy + 0.6 * (m.fieldUpgrades[m.fieldMode].name === "standing wave")
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simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-f'>maxEnergy</span> <span class='color-symbol'>=</span> ${(m.maxEnergy.toFixed(2))}`)
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},
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fieldMeterColor: "#0cf",
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@@ -1527,7 +1527,7 @@ const m = {
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},
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{
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name: "standing wave",
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description: "<strong>3</strong> oscillating <strong>shields</strong> are permanently active<br><strong>deflecting</strong> protects you in every <strong>direction</strong><br>increase your <strong>max</strong> <strong class='color-f'>energy</strong> by <strong>50</strong>", //drains <strong class='color-f'>energy</strong> //<strong>deflecting</strong> has <strong>50%</strong> less <strong>recoil</strong>
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description: "<strong>3</strong> oscillating <strong>shields</strong> are permanently active<br><strong>deflecting</strong> protects you in every <strong>direction</strong><br>increase your <strong>max</strong> <strong class='color-f'>energy</strong> by <strong>60</strong>", //drains <strong class='color-f'>energy</strong> //<strong>deflecting</strong> has <strong>50%</strong> less <strong>recoil</strong>
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drainCD: 0,
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effect: () => {
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m.fieldBlockCD = 0;
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@@ -1536,9 +1536,9 @@ const m = {
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m.fieldShieldingScale = 1.3 * Math.pow(0.6, (tech.harmonics - 2))
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m.harmonic3Phase = () => { //normal standard 3 different 2-d circles
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const fieldRange1 = (0.7 + 0.3 * Math.sin(m.cycle / 23)) * m.fieldRange * m.harmonicRadius
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const fieldRange2 = (0.63 + 0.37 * Math.sin(m.cycle / 37)) * m.fieldRange * m.harmonicRadius
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const fieldRange3 = (0.65 + 0.35 * Math.sin(m.cycle / 47)) * m.fieldRange * m.harmonicRadius
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const fieldRange1 = (0.75 + 0.3 * Math.sin(m.cycle / 23)) * m.fieldRange * m.harmonicRadius
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const fieldRange2 = (0.68 + 0.37 * Math.sin(m.cycle / 37)) * m.fieldRange * m.harmonicRadius
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const fieldRange3 = (0.7 + 0.35 * Math.sin(m.cycle / 47)) * m.fieldRange * m.harmonicRadius
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const netfieldRange = Math.max(fieldRange1, fieldRange2, fieldRange3)
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ctx.fillStyle = "rgba(110,170,200," + Math.min(0.73, (0.04 + m.energy * (0.11 + 0.13 * Math.random()))) + ")";
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ctx.beginPath();
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@@ -2125,7 +2125,7 @@ const m = {
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},
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fire() {
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this.isAttached = false;
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const speed = 7 //scale with mass?
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const speed = 10 //scale with mass?
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Matter.Body.setVelocity(this, {
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x: player.velocity.x * 0.4 + speed * Math.cos(m.angle),
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y: speed * Math.sin(m.angle)
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