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don't release in debug mode
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ToxicFrog committed Jul 4, 2022
1 parent 7fbbb87 commit 3a9b8e9
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14 changes: 2 additions & 12 deletions NOTES
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Expand Up @@ -174,22 +174,12 @@ Idea for per-weapon limitations:
or, one set of dual-element supermasteries:
- ELEMENTAL BEAM, railgun attack that does no damage but copies dots on the enemy you just attacked to everything hit by the beam;
- ELEMENTAL BLAST, ditto but has a blast radius and is for projectiles;
- ELEMENTAL STORM, as BLAST but for melee weapons

ACID:
- for use with powerful single-shot guns
- damage increases as health drops, but increased damage uses up stacks faster
- so, total stack count corresponds to total damage dealt
- hard stack limit based on weapon damage, stacks applied also depends on damage
- level: apply more stacks/stack softcap increased
- upgrade: softcap at which damage starts happening increased?
- AoE capstone: damaging an acidified at max stacks target transfers stacks to nearby enemies instead
- single-target capstone: victim takes increased damage from non-acid attacks
- ELEMENTAL WAVE, as BLAST but for melee weapons

LIGHTNING:
- no damage, but stuns target; more stacks == longer duration
- level: apply more stacks/stack softcap increased
- upgrade: attacks that apply lightning also do damage, or maybe attacks that DON'T apply lightning do bonus damage?
- upgrade: attacks that apply lightning also do damage, or maybe attacks that DON'T apply lightning do bonus damage? attacks release ball lightning?
- AoE capstone: lightning nova that damages and stuns when certain stack-application breakpoints are reached
- single-target capstone: enemies killed with enough lightning stacks rise as your minions

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2 changes: 1 addition & 1 deletion ca.ancilla.laevis/upgrades/Fragmentation.zs
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@@ -1,5 +1,5 @@
#namespace TFLV::Upgrade;
#debug on
#debug off

class ::FragmentationShots : ::BaseUpgrade {
override ::UpgradePriority Priority() { return ::PRI_FRAGMENTATION; }
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