remove keyword
added CSS style for "remove/eject" keyword tech: deprecated - gain 1.05x damage for each tech removed this game tech: externality - 1.1x damage, removing this gives 40 ammo power ups paradigm shift no longer has a 3% failure rate minus 3->4 health it can remove applied science tech removing strange loop gives a random removetech tech: marginal utility - give a specific gun 2x ammo per ammo power up tech: interest - research, ammo, coupling, health increases by 6% at the start of each level tech: Pareto efficiency - give each gun randomly 5x or 0.2x ammo per ammo power up aperture 6->4s cycles between 1 to 2 -> 0.8 to 3 damage mass-energy no longer has a reduction in defense effects but it costs 2 research now 1st ionization energy 11->14 max energy per heal colony: 1.5->1.6x spores 40->33% chance to spawn something different laser cost formula changed to be independent of field regen this makes the effects of cost and fire rate 33% bigger free-electron laser 3.5->3x energy cost options exchange - the first time you click cancel it randomizes choices allows a free trigger from other cancel tech pseudoscience gets 3->2 free researches alternator harpoon has 0->0.03x energy cost coupling for pilot wave gives 1.04->1.05x block damage several bugs fixes
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@@ -808,14 +808,12 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>" : ""}
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tech.giveTech(index)
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} else if (!tech.tech[index].isNonRefundable) {
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// tech.totalCount -= tech.tech[index].count
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tech.removeTech(index);
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document.getElementById("tech-" + index).classList.remove("build-tech-selected");
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tech.removeTech(index);
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} else {
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// for non refundable tech this makes it flash off for a second, but return to on to show that it can't be set off
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document.getElementById("tech-" + index).classList.remove("build-tech-selected")
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setTimeout(() => {
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document.getElementById("tech-" + index).classList.add("build-tech-selected")
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}, 50);
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setTimeout(() => { document.getElementById("tech-" + index).classList.add("build-tech-selected") }, 50);
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}
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}
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build.updateExperimentText(isAllowed)
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@@ -1099,9 +1097,6 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>" : ""}
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} else { //if you have no tech (not cheating) remove all power ups that might have spawned from tech
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for (let i = 0; i < powerUp.length; ++i) Matter.Composite.remove(engine.world, powerUp[i]);
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powerUp = [];
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// if (build.hasExperimentalMode) {
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// for (let i = 0; i < 7; i++) tech.giveTech("undefined")
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// }
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}
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document.body.style.cursor = "none";
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document.body.style.overflow = "hidden"
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