SLOW OPENING DOORs, END OF THE WORLD literally
exit doors take a bit longer to open
it's nice to take a few seconds to relax between levels
please don't submit a bug report about this
plasma torch energy regen 6->10
perfect diamagnetism energy regen 6->5
a few more new images
tech: collider - after a mob dies smash power ups and change the flavor of one of them
powerUps.randomize(where)
if there is a tech,field,gun it will split into 4 small power ups
else if there are at least 4 small power ups they have a 1/4 chance to combine into a tech, field, gun
else a random small power up will change
This commit is contained in:
14
js/player.js
14
js/player.js
@@ -558,7 +558,7 @@ const m = {
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if (tech.isHarmReduceNoKill && m.lastKillCycle + 300 < m.cycle) dmg *= 0.33
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if (tech.squirrelFx !== 1) dmg *= 1 + (tech.squirrelFx - 1) / 5 //cause more damage
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if (tech.isAddBlockMass && m.isHolding) dmg *= 0.15
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if (tech.isSpeedHarm) dmg *= 1 - Math.min(player.speed * 0.0165, 0.66)
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if (tech.isSpeedHarm && player.speed > 0.1) dmg *= 1 - Math.min(player.speed * 0.0165, 0.66)
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if (tech.isHarmReduce && input.field && m.fieldCDcycle < m.cycle) dmg *= 0.25
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if (tech.isNeutronium && input.field && m.fieldCDcycle < m.cycle) dmg *= 0.1
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if (tech.isBotArmor) dmg *= 0.94 ** b.totalBots()
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@@ -1076,9 +1076,13 @@ const m = {
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},
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setFieldRegen() {
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if (m.fieldMode === 6) {
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m.fieldRegen = 0.0025 //15 energy per second
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m.fieldRegen = 0.002333 //14 energy per second
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} else if (m.fieldMode === 2) {
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m.fieldRegen = 0.000833 //5 energy per second
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} else if (m.fieldMode === 4) {
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m.fieldRegen = 0.002 //12 energy per second
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} else if (m.fieldMode === 5) {
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m.fieldRegen = 0.001667 //10 energy per second
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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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@@ -1828,7 +1832,7 @@ const m = {
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},
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{
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name: "perfect diamagnetism",
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description: "<strong>deflecting</strong> does not drain <strong class='color-f'>energy</strong><br>maintains <strong>functionality</strong> while <strong>inactive</strong><br>generate <strong>6</strong> <strong class='color-f'>energy</strong> per second",
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description: "<strong>deflecting</strong> does not drain <strong class='color-f'>energy</strong><br>maintains <strong>functionality</strong> while <strong>inactive</strong><br>generate <strong>5</strong> <strong class='color-f'>energy</strong> per second",
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// <br><strong>attract</strong> power ups from <strong>far away</strong>
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// description: "<strong>attract</strong> power ups from <strong>far away</strong><br><strong>deflecting</strong> doesn't drain <strong class='color-f'>energy</strong><br>thrown <strong class='color-block'>blocks</strong> have",
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// description: "gain <strong class='color-f'>energy</strong> when <strong>blocking</strong><br>no <strong>recoil</strong> when <strong>blocking</strong>",
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@@ -2396,7 +2400,7 @@ const m = {
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// },
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{
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name: "plasma torch",
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description: "use <strong class='color-f'>energy</strong> to emit short range <strong class='color-plasma'>plasma</strong><br><strong class='color-d'>damages</strong> and <strong>pushes</strong> mobs away<br>generate <strong>6</strong> <strong class='color-f'>energy</strong> per second",
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description: "use <strong class='color-f'>energy</strong> to emit short range <strong class='color-plasma'>plasma</strong><br><strong class='color-d'>damages</strong> and <strong>pushes</strong> mobs away<br>generate <strong>10</strong> <strong class='color-f'>energy</strong> per second",
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set() {
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b.isExtruderOn = false
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// m.fieldCDcycleAlternate = 0
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@@ -2785,7 +2789,7 @@ const m = {
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},
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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: 2px;'>stop time</strong><br><strong>+25%</strong> movement and <strong><em>fire rate</em></strong><br>generate <strong>15</strong> <strong class='color-f'>energy</strong> per second",
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description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 2px;'>stop time</strong><br><strong>+25%</strong> movement and <strong><em>fire rate</em></strong><br>generate <strong>14</strong> <strong class='color-f'>energy</strong> per second",
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set() {
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// m.fieldMeterColor = "#0fc"
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// m.fieldMeterColor = "#ff0"
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