fix: persistent mute toggle, 25%/floor shield regen, halved pressure relief, shielded hits no relief, drop Scavenger perk (0.9.2)
This commit is contained in:
1 parent
683e7a47ec
commit
c41ce5fdb0
16 files changed
+105
-71
No files matched your search
+7
-4
@@ -202,7 +202,7 @@ function updateRoom(dt) {
|
||||
const stalled = G.time - G.roomEnterT > 90;
|
||||
if (lowHealth || stalled) {
|
||||
const decay = lowHealth ? 0.02 : 0.008;
|
||||
applyPressureDelta(-decay * dt * pressureDropScale());
|
||||
applyPressureDelta(-decay * dt * pressureDropScale() * PRESSURE_RELIEF_MUL);
|
||||
}
|
||||
}
|
||||
G.recentHits = (G.recentHits || []).filter(t => G.time - t < 12);
|
||||
@@ -304,9 +304,12 @@ function nextFloor() {
|
||||
Sfx.stairs();
|
||||
genFloor(G.floor);
|
||||
enterRoom(0, 0);
|
||||
// Shield Heart perk: fresh shield hearts each floor
|
||||
G.player.shieldHp = G.player.stats.shieldPerk || 0;
|
||||
if (G.player.shieldHp > 0) { spawnText(G.player.x, G.player.y - 20, 'SHIELD UP', '#3bc9e0'); Sfx.shieldUp(); }
|
||||
// Shield Heart: regen 25% of max shields per floor, rounded up to the next
|
||||
// whole shield (1 shield = 2 shieldHp). Full shields only at run start.
|
||||
const maxShield = G.player.stats.shieldPerk || 0;
|
||||
const shieldBefore = G.player.shieldHp;
|
||||
G.player.shieldHp = Math.min(maxShield, G.player.shieldHp + 2 * Math.ceil(maxShield / 8));
|
||||
if (G.player.shieldHp > shieldBefore) { spawnText(G.player.x, G.player.y - 20, 'SHIELD UP', '#3bc9e0'); Sfx.shieldUp(); }
|
||||
// legendary once-per-floor flags reset
|
||||
G.player.secondSkinUsed = false;
|
||||
G.player.lastCutActive = false;
|
||||
|
||||
Reference in new issue
Block a user