wave beam

some wave beam bug fixes and balance

tech: stationary action - slower wave beam but more damage
This commit is contained in:
landgreen
2021-05-02 05:22:54 -07:00
parent 63832cd137
commit 04f29052a9
5 changed files with 41 additions and 58 deletions

View File

@@ -148,7 +148,7 @@
if (tech.isOneBullet && bullet.length - b.totalBots() === 1) dmg *= 2 //3 / Math.sqrt(bullet.length + 1) //testing this tech out, seems to have too many negatives though ...
if (tech.isFlipFlopDamage && tech.isFlipFlopOn) dmg *= 1.45
if (tech.isAnthropicDamage && tech.isDeathAvoidedThisLevel) dmg *= 2.3703599
if (tech.isDamageAfterKill) dmg *= (m.lastKillCycle + 300 > m.cycle) ? 1.4 : 0.85
if (tech.isDamageAfterKill) dmg *= (m.lastKillCycle + 300 > m.cycle) ? 1.5 : 0.85
if (tech.isTechDamage) dmg *= 1.9
if (tech.isDupDamage) dmg *= 1 + Math.min(1, tech.duplicationChance())
if (tech.isLowEnergyDamage) dmg *= 1 + Math.max(0, 1 - m.energy) * 0.5
@@ -2197,7 +2197,7 @@
},
{
name: "dormancy",
description: "if a mob has <strong>died</strong> in the last <strong>5 seconds</strong><br><span style = 'font-size:93%;'>increase <strong class='color-d'>damage</strong> by <strong>40%</strong> else decrease it by <strong>15%</strong></span>",
description: "if a mob has <strong>died</strong> in the last <strong>5 seconds</strong><br><span style = 'font-size:93%;'>increase <strong class='color-d'>damage</strong> by <strong>50%</strong> else decrease it by <strong>15%</strong></span>",
maxCount: 1,
count: 0,
frequency: 2,
@@ -3614,7 +3614,7 @@
},
{
name: "jabbering",
description: "<strong>wave beam</strong> generates another <strong>packet</strong><br>wave <strong class='color-d'>damage</strong> is increased by <strong>25%</strong>",
description: "the <strong>wave beam</strong> generates another <strong>packet</strong><br>wave <strong class='color-d'>damage</strong> is increased by <strong>25%</strong>",
isGunTech: true,
maxCount: 9,
count: 0,
@@ -3649,6 +3649,26 @@
}
},
{
name: "stationary action",
description: "the <strong>wave beam</strong> propagates <strong>25%</strong> slower<br>wave <strong class='color-d'>damage</strong> is increased by <strong>40%</strong>",
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 2,
allowed() {
return tech.haveGunCheck("wave beam")
},
requires: "wave beam",
effect() {
tech.waveBeamSpeed *= 0.75;
tech.waveBeamDamage += 0.5 * 0.4
},
remove() {
tech.waveBeamSpeed = 10;
tech.waveBeamDamage = 0.5
}
},
{
name: "bound state",
description: "instead of dissipating normally<br><strong>wave beam</strong> bullets <strong>reflect</strong> backwards <strong>2</strong> times",
@@ -3668,10 +3688,10 @@
}
},
{
name: "imaginary number",
description: "the <strong>wave beam</strong> is limited to a <strong>single</strong> strand<br><strong class='color-d'>damage</strong> is increased by <strong>300%</strong>",
name: "imaginary",
description: "the <strong>wave beam</strong> is limited to a <strong>single</strong> strand<br>wave <strong class='color-d'>damage</strong> is increased by <strong>300%</strong>",
isGunTech: true,
maxCount: 9,
maxCount: 1,
count: 0,
frequency: 2,
allowed() {
@@ -6172,7 +6192,7 @@
},
requires: "at least 4 research",
effect() {
for (let i = 0; i < powerUps.research.count; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "research");
for (let i = 0; i < powerUps.research.count; i++) powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "research");
powerUps.research.count = 0
},
remove() {}
@@ -6523,5 +6543,6 @@
blockingIce: null,
isPhaseVelocity: null,
wavePacketLength: null,
isImaginaryWave: null
isImaginaryWave: null,
waveBeamSpeed: null
}