placebo
finalBoss has a bit less health
laser lens has a glow effect
slow light has 11->7 unique beams
slow light has 38% more damage per beam
infrared diode 50->60% energy efficiency
dye laser 20->25% energy efficiency
20->25% laser damage
free-electron laser 190->200% laser damage
crit angle is smaller for iridescence and stress concentration on large mobs
ordnance has +5% JUNK
CPT uses 25% less energy and leaves you with about 10-20 energy
JUNK tech: placebo - +777% damage +777% defense
bug fixes
This commit is contained in:
11
js/player.js
11
js/player.js
@@ -602,13 +602,10 @@ const m = {
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x: 250 * (Math.random() - 0.5),
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y: 250 * (Math.random() - 0.5)
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}));
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Matter.Body.setVelocity(bullet[i], {
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x: 0,
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y: 0
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});
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Matter.Body.setVelocity(bullet[i], { x: 0, y: 0 });
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}
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}
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m.energy = Math.max(m.energy - steps / 150, 0.01)
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m.energy = Math.max(m.energy - steps / 200, 0.01)
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if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for 30 cycles
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let isDrawPlayer = true
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@@ -1049,7 +1046,7 @@ const m = {
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} else {
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m.fieldRegen = 0.001 //6 energy per second
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}
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if (m.fieldMode === 0 || m.fieldMode === 4) m.fieldRegen += 0.001 * m.coupling
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if (m.fieldMode === 0 || m.fieldMode === 4) m.fieldRegen += 0.008333 * m.coupling
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if (tech.isTimeCrystals) {
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m.fieldRegen *= 3
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} else if (tech.isGroundState) {
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@@ -1572,7 +1569,7 @@ const m = {
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case 3: //negative mass
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return `<strong>+${((1-0.73 ** couple)*100).toFixed(1)}%</strong> <strong class='color-defense'>defense</strong>`
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case 4: //assembler
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return `generate <strong>${(6*couple).toFixed(0)}</strong> <strong class='color-f'>energy</strong> per second`
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return `generate <strong>${(5*couple).toFixed(0)}</strong> <strong class='color-f'>energy</strong> per second`
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case 5: //plasma
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return `<strong>+${(15*couple).toFixed(0)}%</strong> <strong class='color-d'>damage</strong>`
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case 6: //time dilation
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