diff --git a/vacuum_gambit.p8 b/vacuum_gambit.p8 index e3bbbd6..d4e6490 100644 --- a/vacuum_gambit.p8 +++ b/vacuum_gambit.p8 @@ -413,13 +413,12 @@ ship_m = { shield = 0, maxshield = 0, shieldcost = 32767.9, - shieldcooldown = 0x0.00a0, + shieldcooldown = 0x0.003c,--1s + shieldpenalty = 0x0.012c, --5s - -- default generator behavior: - -- 10 seconds for a full charge - max_power = 600, - power = 600, - generator = 1, -- power gen per frame + max_power = 120, + power = 120, + generator = 2, -- power gen per frame slip = true, -- most enemies slide @@ -538,7 +537,7 @@ end function ship_m:hitsomething(dmg) if (dmg <= 0) return false - self.shield_refresh_ready = lframe + self.shieldcooldown + self.shield_refresh_ready = lframe + self.shieldpenalty if self.shield >= dmg then self.shield -= dmg self:ow(true) @@ -772,7 +771,7 @@ mknew(protron) protron_gun = gun_base.new{ icon = 25, enemy = false, - power = 35, + power = 60, cooldown = 0x0.000f, -- frames between shots ammo = nil, maxammo = nil, @@ -876,8 +875,8 @@ player = ship_m.new{ maxhp = 3, -- player only; other ships never heal shield = 2, -- regenerates, using power maxshield = 2, - shieldcost = 300, -- power cost to refill shield - generator = 1.5, -- 1 feels too slow + shieldcost = 60, -- power cost to refill shield + generator = 2, -- gun main_gun = nil, -- assign at spawn time @@ -1569,10 +1568,12 @@ shields - ship.shieldcost per point of shields. shieldcooldown is the interval between restoring shield points, which -is reset when a ship takes -damage (regardless of whether -that damage is stopped by the -shield or not). +is reset to shieldpenalty when a +ship takes damage (regardless of +whether that damage is stopped +by the shield or not). +shieldpenalty is much worse than +shieldcooldown (hALO shield). therefore: * damaged ships spend power