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
This commit is contained in:
landgreen
2022-05-06 06:30:22 -07:00
parent f412e029f5
commit d74e7b53fe
6 changed files with 49 additions and 47 deletions

View File

@@ -2477,7 +2477,7 @@ const m = {
{
name: "time dilation",
// 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>",
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",
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",
set() {
if (tech.isRewindField) {
this.rewindCount = 0
@@ -2637,6 +2637,7 @@ const m = {
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)
}
if (m.energy < m.maxEnergy) m.regenEnergy(); //extra energy regen
if (m.energy < m.maxEnergy) m.regenEnergy(); //extra energy regen
m.drawFieldMeter()
}
}