combinatorial optimization
"cloak" and "alternate reality" now have styled text metamaterial field damage increased to 146% (was 121%) tech: combinatorial optimization - increase damage by 66% if a mob hasn't died in the last 5 seconds fix bugs where some shared build URLs were crashing on some unusual tech, like lore tech and nonrefundable tech junk tech: not a bug - crashes the game
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@@ -1952,7 +1952,7 @@ const m = {
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},
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{
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name: "metamaterial cloaking", //"weak photonic coupling" "electromagnetically induced transparency" "optical non-coupling" "slow light field" "electro-optic transparency"
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description: "<strong class='color-cloaked'>cloak</strong> after not using your gun or field<br>while <strong class='color-cloaked'>cloaked</strong> mobs can't see you<br>increase <strong class='color-d'>damage</strong> by <strong>121%</strong>",
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description: "<strong class='color-cloaked'>cloak</strong> after not using your gun or field<br>while <strong class='color-cloaked'>cloaked</strong> mobs can't see you<br>increase <strong class='color-d'>damage</strong> by <strong>146%</strong>",
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effect: () => {
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m.fieldFire = true;
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m.fieldMeterColor = "#333";
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@@ -1960,7 +1960,7 @@ const m = {
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// m.eyeFillColor = '#333'
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m.fieldPhase = 0;
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m.isCloak = false
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m.fieldDamage = 2.21 // 1 + 111/100
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m.fieldDamage = 2.46 // 1 + 146/100
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m.fieldDrawRadius = 0
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const drawRadius = 1000
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@@ -1998,7 +1998,7 @@ const m = {
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}
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if (tech.isCloakStun) { //stun nearby mobs after exiting cloak
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let isMobsAround = false
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const stunRange = m.fieldDrawRadius * 1.15
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const stunRange = m.fieldDrawRadius * 1.2
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const drain = 0.3 * m.energy
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (
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@@ -2006,7 +2006,7 @@ const m = {
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Matter.Query.ray(map, mob[i].position, m.pos).length === 0
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) {
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isMobsAround = true
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mobs.statusStun(mob[i], 30 + drain * 300)
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mobs.statusStun(mob[i], 60 + drain * 360)
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}
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}
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if (isMobsAround && m.energy > drain) {
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