gamma ray rename free-electron laser
"gamma-ray laser" renamed "free-electron laser" to make more scientific sense since gamma rays would go right through walls laser diode now makes lasers blue free-electron laser can no longer work with laser diode pressure wave has a bit more damage crouch mode works different (much higher fire rate, low arc) integrated armament gives 35% dmg (was 22%) but I fixed a bug where it gave an extra 33% ammo mine gun gets 25% less ammo all mines do 30% more damage trying to make shotgun better at close range and worse at distance shotgun slug is much slower, but does 60% more damage nail shot has a 20% wider spread, and is 20% slower, but does 20% more damage finalBoss has 15% less health to balance all the buffs ammo power ups give 15% less ammo damage done by mobs now scales up a bit faster each level damage done by you now scales down a bit faster each level
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26
js/tech.js
26
js/tech.js
@@ -169,7 +169,7 @@
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if (tech.isEnergyDamage) dmg *= 1 + m.energy / 9;
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if (tech.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.0038
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if (tech.isRerollDamage) dmg *= 1 + 0.042 * powerUps.research.count
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if (tech.isOneGun && b.inventory.length < 2) dmg *= 1.22
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if (tech.isOneGun && b.inventory.length < 2) dmg *= 1.35
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if (tech.isNoFireDamage && m.cycle > m.fireCDcycle + 120) dmg *= 1.9
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if (tech.isSpeedDamage) dmg *= 1 + Math.min(0.43, player.speed * 0.015)
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if (tech.isBotDamage) dmg *= 1 + 0.06 * b.totalBots()
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@@ -195,7 +195,7 @@
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},
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tech: [{
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name: "integrated armament",
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description: `increase <strong class='color-d'>damage</strong> by <strong>22%</strong><br>your inventory can only hold 1 <strong class='color-g'>gun</strong>`,
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description: `increase <strong class='color-d'>damage</strong> by <strong>35%</strong><br>your inventory can only hold 1 <strong class='color-g'>gun</strong>`,
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maxCount: 1,
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count: 0,
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frequency: 2,
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@@ -2522,7 +2522,7 @@
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},
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{
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name: "negative entropy",
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description: `at the start of each <strong>level</strong><br>spawn a <strong class='color-h'>heal</strong> for every <strong>22</strong> missing health`,
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description: `at the start of each <strong>level</strong><br>spawn a <strong class='color-h'>heal</strong> for every <strong>26</strong> missing health`,
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -3984,8 +3984,8 @@
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "wave beam") {
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b.guns[i].chooseFireMethod()
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b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * 0.125
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b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 0.125);
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b.guns[i].ammoPack = b.guns[i].defaultAmmoPack / 8
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b.guns[i].ammo = Math.ceil(b.guns[i].ammo / 8);
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simulation.updateGunHUD();
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break
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}
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@@ -4638,7 +4638,7 @@
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}
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},
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{
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name: "laser diodes",
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name: "laser diode",
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description: "all <strong class='color-laser'>lasers</strong> drain <strong>30%</strong> less <strong class='color-f'>energy</strong><br><em>affects laser-gun, laser-bot, and laser-mines</em>",
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isGunTech: true,
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maxCount: 1,
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@@ -4646,18 +4646,22 @@
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.haveGunCheck("laser") || tech.laserBotCount > 1 || tech.isLaserMine
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return (tech.haveGunCheck("laser") || tech.laserBotCount > 1 || tech.isLaserMine) && tech.laserDamage === 0.15
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},
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requires: "laser",
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requires: "laser, not free-electron",
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effect() {
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tech.isLaserDiode = 0.70; //100%-37%
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tech.laserColor = "rgb(0, 11, 255)"
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tech.laserColorAlpha = "rgba(0, 11, 255,0.5)"
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},
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remove() {
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tech.isLaserDiode = 1;
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tech.laserColor = "#f02"
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tech.laserColorAlpha = "rgba(255, 0, 0, 0.5)"
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}
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},
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{
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name: "gamma-ray laser",
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name: "free-electron laser",
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description: "increase all <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong> by <strong>200%</strong><br>increase all <strong class='color-laser'>laser</strong> <strong class='color-f'>energy</strong> drain by <strong>250%</strong>",
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isGunTech: true,
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maxCount: 1,
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@@ -4665,9 +4669,9 @@
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return (tech.haveGunCheck("laser") || tech.isLaserMine || tech.laserBotCount > 1) && !tech.isPulseLaser
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return (tech.haveGunCheck("laser") || tech.isLaserMine || tech.laserBotCount > 1) && !tech.isPulseLaser && tech.isLaserDiode === 1
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},
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requires: "laser, not pulse",
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requires: "laser, not pulse, diodes",
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effect() {
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tech.laserFieldDrain = 0.007 //base is 0.002
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tech.laserDamage = 0.45; //base is 0.15
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