electric armor
electric reactive armor renamed electric armor
reduce harm from explosions by 99%, drain 15 energy,
and greatly increase knock back
it does look like you can go through some thin walls,
but that's how it is in the real world, so not a bug
grenades have 40% more ammo
time dilation generates 12->18 energy/s
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@@ -2477,7 +2477,7 @@ const m = {
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{
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name: "time dilation",
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// description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 1px;'>stop time</strong><br>while time is stopped you can <strong>move</strong> and <strong>fire</strong><br>and <strong>collisions</strong> do <strong>50%</strong> less <strong class='color-harm'>harm</strong>",
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description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 2px;'>stop time</strong><br>for everything except you<br>generate <strong>12</strong> <strong class='color-f'>energy</strong>/second",
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description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 2px;'>stop time</strong><br>for everything except you<br>generate <strong>18</strong> <strong class='color-f'>energy</strong>/second",
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set() {
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if (tech.isRewindField) {
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this.rewindCount = 0
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@@ -2637,6 +2637,7 @@ const m = {
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m.holdingTarget = null; //clears holding target (this is so you only pick up right after the field button is released and a hold target exists)
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}
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if (m.energy < m.maxEnergy) m.regenEnergy(); //extra energy regen
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if (m.energy < m.maxEnergy) m.regenEnergy(); //extra energy regen
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m.drawFieldMeter()
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}
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}
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