field balance
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@@ -24,7 +24,7 @@ const level = {
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// game.levelsCleared = 3; //for testing to simulate possible mobs spawns
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// game.levelsCleared = 3; //for testing to simulate possible mobs spawns
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// b.giveGuns(0) // set a starting gun for testing
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// b.giveGuns(0) // set a starting gun for testing
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mech.fieldUpgrades[3]() //give a field power up for testing
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mech.fieldUpgrades[2]() //give a field power up for testing
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} else {
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} else {
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spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
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spawn.setSpawnList(); //picks a couple mobs types for a themed random mob spawns
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this[this.levels[this.onLevel]](); //picks the current map from the the levels array
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this[this.levels[this.onLevel]](); //picks the current map from the the levels array
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@@ -970,10 +970,11 @@ const mech = {
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},
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},
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() => {
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() => {
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mech.fieldMode = 3;
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mech.fieldMode = 3;
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game.makeTextLog("<strong style='font-size:30px;'>Negative Mass Field</strong><br> (right mouse or space bar)<p> field nullifies gravity<br> player can hold more massive objects<br> <span style='color:#a00;'>decreased</span> field shielding efficiency</p>", 1200);
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game.makeTextLog("<strong style='font-size:30px;'>Negative Mass Field</strong><br> (right mouse or space bar)<p> field nullifies gravity<br> player can hold more massive objects</p>", 1200);
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//<br> <span style='color:#a00;'>decreased</span> field shielding efficiency
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mech.setHoldDefaults();
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mech.setHoldDefaults();
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mech.holdingMassScale = 0.05; //can hold heavier blocks with lower cost to jumping
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mech.holdingMassScale = 0.05; //can hold heavier blocks with lower cost to jumping
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mech.fieldShieldingScale = 4;
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mech.fieldShieldingScale = 2;
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// mech.fieldArc = 1; //field covers full 360 degrees
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// mech.fieldArc = 1; //field covers full 360 degrees
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// mech.grabRange = 150;
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// mech.grabRange = 150;
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// mech.fieldArc = 1 //0.08;
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// mech.fieldArc = 1 //0.08;
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@@ -1122,7 +1123,7 @@ const mech = {
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game.makeTextLog("<strong style='font-size:30px;'>Metamaterial Refractive Optics</strong><br> (right mouse or space bar) <p>player is invisible while field is active.<br> <span style='color:#a00;'>decreased</span> field shielding efficiency</p>", 1200);
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game.makeTextLog("<strong style='font-size:30px;'>Metamaterial Refractive Optics</strong><br> (right mouse or space bar) <p>player is invisible while field is active.<br> <span style='color:#a00;'>decreased</span> field shielding efficiency</p>", 1200);
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// <br>player <span style='color:#a00;'>can't see</span> while field is active</p>", 1200);
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// <br>player <span style='color:#a00;'>can't see</span> while field is active</p>", 1200);
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mech.setHoldDefaults();
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mech.setHoldDefaults();
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mech.fieldShieldingScale = 5;
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mech.fieldShieldingScale = 3;
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// mech.grabRange = 160;
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// mech.grabRange = 160;
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mech.hold = function () {
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mech.hold = function () {
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