diff --git a/js/level.js b/js/level.js index a549776..0ca3e41 100644 --- a/js/level.js +++ b/js/level.js @@ -24,7 +24,7 @@ const level = { // game.levelsCleared = 3; //for testing to simulate possible mobs spawns // b.giveGuns(0) // set a starting gun for testing - mech.fieldUpgrades[3]() //give a field power up for testing + mech.fieldUpgrades[2]() //give a field power up for testing } else { spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns this[this.levels[this.onLevel]](); //picks the current map from the the levels array diff --git a/js/player.js b/js/player.js index 8184e01..4bd9d26 100644 --- a/js/player.js +++ b/js/player.js @@ -970,10 +970,11 @@ const mech = { }, () => { mech.fieldMode = 3; - game.makeTextLog("Negative Mass Field
(right mouse or space bar)

field nullifies gravity
player can hold more massive objects
decreased field shielding efficiency

", 1200); + game.makeTextLog("Negative Mass Field
(right mouse or space bar)

field nullifies gravity
player can hold more massive objects

", 1200); + //
decreased field shielding efficiency mech.setHoldDefaults(); mech.holdingMassScale = 0.05; //can hold heavier blocks with lower cost to jumping - mech.fieldShieldingScale = 4; + mech.fieldShieldingScale = 2; // mech.fieldArc = 1; //field covers full 360 degrees // mech.grabRange = 150; // mech.fieldArc = 1 //0.08; @@ -1122,7 +1123,7 @@ const mech = { game.makeTextLog("Metamaterial Refractive Optics
(right mouse or space bar)

player is invisible while field is active.
decreased field shielding efficiency

", 1200); //
player can't see while field is active

", 1200); mech.setHoldDefaults(); - mech.fieldShieldingScale = 5; + mech.fieldShieldingScale = 3; // mech.grabRange = 160; mech.hold = function () {