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Updates:
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Updates:
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Implemented shield-unlinking.
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Implemented shield-unlinking.
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Buildpower reduced to 50.
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Buildpower reduced to 50.
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Shield is now quite visually distinctive:
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Shield is now quite visually distinctive:
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[spoiler][img]https://i.imgur.com/2bhK77T.jpg[/img][/spoiler]
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[spoiler][img]https://i.imgur.com/2bhK77T.jpg[/img][/spoiler]
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@SmokeDragon: If you're still willing I'd quite like to improve on the shield look.
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@SmokeDragon: If you're still willing I'd quite like to improve on the shield look.
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@DeinFreund: Any ideas for how to get shield recharge delay working with energy prioritization? Currently I can either:
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@DeinFreund: Any ideas for how to get shield recharge delay working with energy prioritization? Currently I can either:
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* Get regen delay working but be impossible to disable and always consume up to 72 energy when charging, completely crashing your eco if you have less than that coming in.
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* Get regen delay working but be impossible to disable and always consume up to 72 energy when charging, completely crashing your eco if you have less than that coming in.
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* Have regen delay working but the shield not consume energy when charging.
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* Have regen delay working but the shield not consume energy when charging.
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* Make an awful hack that checks to see if shield hp has gone down in the last frame and sets a timer to prevent shield regeneration for the next X seconds.
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* Make an awful hack that checks to see if shield hp has gone down in the last frame and sets a timer to prevent shield regeneration for the next X seconds.
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Naturally, none are the right solution.
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Naturally, none are the right solution.
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The tricky bit is checking that the shield has been hit and taken damage...
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