wave beam
some wave beam bug fixes and balance tech: stationary action - slower wave beam but more damage
This commit is contained in:
37
js/tech.js
37
js/tech.js
@@ -148,7 +148,7 @@
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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 ...
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if (tech.isFlipFlopDamage && tech.isFlipFlopOn) dmg *= 1.45
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if (tech.isAnthropicDamage && tech.isDeathAvoidedThisLevel) dmg *= 2.3703599
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if (tech.isDamageAfterKill) dmg *= (m.lastKillCycle + 300 > m.cycle) ? 1.4 : 0.85
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if (tech.isDamageAfterKill) dmg *= (m.lastKillCycle + 300 > m.cycle) ? 1.5 : 0.85
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if (tech.isTechDamage) dmg *= 1.9
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if (tech.isDupDamage) dmg *= 1 + Math.min(1, tech.duplicationChance())
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if (tech.isLowEnergyDamage) dmg *= 1 + Math.max(0, 1 - m.energy) * 0.5
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@@ -2197,7 +2197,7 @@
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},
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{
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name: "dormancy",
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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>",
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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>",
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maxCount: 1,
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count: 0,
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frequency: 2,
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@@ -3614,7 +3614,7 @@
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},
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{
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name: "jabbering",
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description: "<strong>wave beam</strong> generates another <strong>packet</strong><br>wave <strong class='color-d'>damage</strong> is increased by <strong>25%</strong>",
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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>",
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isGunTech: true,
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maxCount: 9,
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count: 0,
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@@ -3649,6 +3649,26 @@
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}
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},
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{
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name: "stationary action",
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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>",
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isGunTech: true,
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maxCount: 9,
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count: 0,
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frequency: 2,
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allowed() {
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return tech.haveGunCheck("wave beam")
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},
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requires: "wave beam",
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effect() {
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tech.waveBeamSpeed *= 0.75;
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tech.waveBeamDamage += 0.5 * 0.4
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},
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remove() {
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tech.waveBeamSpeed = 10;
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tech.waveBeamDamage = 0.5
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}
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},
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{
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name: "bound state",
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description: "instead of dissipating normally<br><strong>wave beam</strong> bullets <strong>reflect</strong> backwards <strong>2</strong> times",
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@@ -3668,10 +3688,10 @@
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}
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},
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{
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name: "imaginary number",
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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>",
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name: "imaginary",
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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>",
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isGunTech: true,
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maxCount: 9,
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maxCount: 1,
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count: 0,
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frequency: 2,
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allowed() {
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@@ -6172,7 +6192,7 @@
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},
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requires: "at least 4 research",
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effect() {
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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");
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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");
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powerUps.research.count = 0
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},
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remove() {}
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@@ -6523,5 +6543,6 @@
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blockingIce: null,
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isPhaseVelocity: null,
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wavePacketLength: null,
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isImaginaryWave: null
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isImaginaryWave: null,
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waveBeamSpeed: null
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}
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