constraint balance
tech: hidden-variable theory - after choosing a fieldtech gain 1.15x damage
for pilot wave only
polariton - boosts also give 0.3x damage taken
constraints
removed
full damage taken after boss dies
wording is too unclear
new
0.5x energy regen from all sources
balanced
slow bots
bots have roughly 15% reduction in damage in addition to a slow follow speed
mob death heals mobs
has 1000->700 range and 1->0.33 healing
periodically spawn WIMPs
has a 30s delay and a 15->6s spawn rate
50->40% JUNK chance
heuristics gives (1-1.5x)->(1-2x) fire rate and +5% JUNK
autonomous defense harpoon now scale from Bessemer process
but at half the rate since there are 6 harpoons
Bessemer process and rail gun scale at 0.1->0.07
bugs
crash with training level "heal" and power ups
set difficulty mode level 2 for training
This commit is contained in:
41
js/bullet.js
41
js/bullet.js
@@ -1498,7 +1498,7 @@ const b = {
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if (this.pickUpTarget) {
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if (tech.isReel && this.blockDist > 150) {
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// console.log(0.0003 * Math.min(this.blockDist, 1000))
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m.energy += 0.00113 * Math.min(this.blockDist, 800) //max 0.352 energy
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m.energy += 0.00113 * Math.min(this.blockDist, 800) * level.isReducedRegen //max 0.352 energy
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simulation.drawList.push({ //add dmg to draw queue
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x: m.pos.x,
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y: m.pos.y,
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@@ -2925,7 +2925,7 @@ const b = {
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if (!who.isInvulnerable) {
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if (tech.iceEnergy && !who.shield && !who.isShielded && who.isDropPowerUp && who.alive && m.immuneCycle < m.cycle) {
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setTimeout(() => {
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if (!who.alive) m.energy += tech.iceEnergy * 0.8
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if (!who.alive) m.energy += tech.iceEnergy * 0.8 * level.isReducedRegen
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}, 10);
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}
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mobs.statusSlow(who, tech.iceIXFreezeTime)
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@@ -4683,7 +4683,7 @@ const b = {
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if (Vector.magnitude(Vector.sub(this.position, player.position)) < 250 && m.immuneCycle < m.cycle) { //give energy
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Matter.Body.setAngularVelocity(this, this.spin)
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if (this.isUpgraded) {
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m.energy += 0.12
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m.energy += 0.12 * level.isReducedRegen
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simulation.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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y: this.position.y,
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@@ -4692,7 +4692,7 @@ const b = {
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time: simulation.drawTime
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});
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} else {
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m.energy += 0.04
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m.energy += 0.04 * level.isReducedRegen
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simulation.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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y: this.position.y,
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@@ -4705,7 +4705,7 @@ const b = {
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}
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if (!m.isCloak) { //if cloaking field isn't active
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const size = 33
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const size = 33 - 6 * isKeep
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q = Matter.Query.region(mob, {
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min: {
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x: this.position.x - size,
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@@ -4760,7 +4760,7 @@ const b = {
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minDmgSpeed: 2,
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// lookFrequency: 56 + Math.floor(17 * Math.random()) - isUpgraded * 20,
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lastLookCycle: simulation.cycle + 60 * Math.random(),
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delay: Math.floor((tech.isNailBotUpgrade ? 22 : 85)),
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delay: Math.floor((tech.isNailBotUpgrade ? 22 : 85) + 10 * isKeep),
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acceleration: (isKeep ? 0.005 : 0.001) * (1 + 0.5 * Math.random()),
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range: 60 * (1 + 0.3 * Math.random()) + 3 * b.totalBots() + !isKeep * 100,
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endCycle: Infinity,
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@@ -4895,7 +4895,7 @@ const b = {
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lookFrequency: 60 + Math.floor(17 * Math.random()) - 50 * tech.isFoamBotUpgrade,
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cd: 0,
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fireCount: 0,
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fireLimit: 5 + 2 * tech.isFoamBotUpgrade,
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fireLimit: 5 + 2 * tech.isFoamBotUpgrade - isKeep,
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delay: Math.floor((200 + (tech.isFoamBotUpgrade ? 0 : 200))),// + 30 - 20 * tech.isFoamBotUpgrade,//20 + Math.floor(85 * b.fireCDscale) - 20 * tech.isFoamBotUpgrade,
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acceleration: (isKeep ? 0.005 : 0.001) * (1 + 0.5 * Math.random()),
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range: 60 * (1 + 0.3 * Math.random()) + 3 * b.totalBots() + !isKeep * 100, //how far from the player the bot will move
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@@ -4968,7 +4968,7 @@ const b = {
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lookFrequency: 17 + Math.floor(7 * Math.random()) - 3 * tech.isSoundBotUpgrade,
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cd: 0,
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fireCount: 0,
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fireLimit: 5,
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fireLimit: 5 - isKeep,
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delay: Math.floor(140),// + 30 - 20 * tech.isFoamBotUpgrade,//20 + Math.floor(85 * b.fireCDscale) - 20 * tech.isFoamBotUpgrade,
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acceleration: (isKeep ? 0.005 : 0.001) * (1 + 0.5 * Math.random()),
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range: 60 * (1 + 0.3 * Math.random()) + 3 * b.totalBots() + !isKeep * 100, //how far from the player the bot will move
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@@ -5136,7 +5136,7 @@ const b = {
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lookFrequency: 20 + Math.floor(7 * Math.random()) - 13 * tech.isLaserBotUpgrade,
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range: (600 + 375 * tech.isLaserBotUpgrade) * (1 + 0.12 * Math.random()),
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drainThreshold: 0.15 + 0.5 * Math.random() + (tech.isEnergyHealth ? 0.3 : 0),// laser bot will not attack if the player is below this energy
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drain: (0.57 - 0.43 * tech.isLaserBotUpgrade) * tech.laserDrain,
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drain: (0.57 - 0.43 * tech.isLaserBotUpgrade + isKeep * 0.08) * tech.laserDrain,
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laserDamage: 0.75 + 0.75 * tech.isLaserBotUpgrade,
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endCycle: Infinity,
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classType: "bullet",
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@@ -5313,7 +5313,7 @@ const b = {
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restitution: 1,
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dmg: 0,
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minDmgSpeed: 0,
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lookFrequency: 43 + Math.floor(7 * Math.random()) - 13 * tech.isBoomBotUpgrade,
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lookFrequency: 43 + Math.floor(7 * Math.random()) - 15 * tech.isBoomBotUpgrade,
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acceleration: (isKeep ? 0.005 : 0.001) * (1 + 0.5 * Math.random()),
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attackAcceleration: 0.012 + 0.005 * tech.isBoomBotUpgrade,
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range: 500 * (1 + 0.1 * Math.random()) + 250 * tech.isBoomBotUpgrade + !isKeep * 100,
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@@ -5443,11 +5443,7 @@ const b = {
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const DIST = Vector.magnitude(sub);
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const unit = Vector.normalise(sub)
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if (DIST < tech.isPlasmaRange * 450 && m.energy > this.drainThreshold) {
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m.energy -= 0.0013 //0.004; //normal plasma field is 0.00008 + m.fieldRegen = 0.00108
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// if (m.energy < 0) {
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// m.fieldCDcycle = m.cycle + 120;
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// m.energy = 0;
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// }
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m.energy -= 0.001
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//calculate laser collision
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let best;
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let range = tech.isPlasmaRange * (120 + 300 * Math.sqrt(Math.random()))
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@@ -5466,9 +5462,9 @@ const b = {
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// Matter.Body.applyForce(best.who, path[1], force)
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//push mobs away
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if (best.who.speed > 3) {
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const force = Vector.mult(Vector.normalise(Vector.sub(m.pos, path[1])), -0.005 * Math.min(5, best.who.mass))
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const force = Vector.mult(Vector.normalise(Vector.sub(m.pos, path[1])), -0.004 * Math.min(5, best.who.mass))
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Matter.Body.applyForce(best.who, path[1], force)
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Matter.Body.setVelocity(best.who, { x: best.who.velocity.x * 0.4, y: best.who.velocity.y * 0.4 });
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Matter.Body.setVelocity(best.who, { x: best.who.velocity.x * 0.5, y: best.who.velocity.y * 0.5 });
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} else {
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const force = Vector.mult(Vector.normalise(Vector.sub(m.pos, path[1])), -0.01 * Math.min(5, best.who.mass))
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Matter.Body.applyForce(best.who, path[1], force)
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@@ -5558,7 +5554,7 @@ const b = {
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}
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}
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},
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range: 190 + 170 * tech.isOrbitBotUpgrade + !isKeep * 60 * (0.5 - Math.random()), //range is set in bot upgrade too!
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range: 160 + 170 * tech.isOrbitBotUpgrade + !isKeep * 100 * (0.5 - Math.random()), //range is set in bot upgrade too!
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orbitalSpeed: 0,
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phase: 2 * Math.PI * Math.random(),
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do() {
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@@ -7211,8 +7207,6 @@ const b = {
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const DRAIN = (tech.isRailEnergy ? 0 : 0.002)
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//exit railgun charging without firing
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if (m.energy < DRAIN) {
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// m.energy += 0.025 + this.charge * 22 * this.drain
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// m.energy -= this.drain
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m.fireCDcycle = m.cycle + 120; // cool down if out of energy
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this.endCycle = 0;
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this.charge = 0
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@@ -7292,7 +7286,7 @@ const b = {
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const recoil = Vector.mult(Vector.normalise(Vector.sub(where, m.pos)), m.crouch ? 0.03 : 0.06)
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player.force.x -= recoil.x
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player.force.y -= recoil.y
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const harpoonSize = tech.isLargeHarpoon ? 1 + 0.1 * Math.sqrt(this.ammo) : 1
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const harpoonSize = tech.isLargeHarpoon ? 1 + 0.07 * Math.sqrt(this.ammo) : 1
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const thrust = 0.15 * (this.charge)
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if (tech.extraHarpoons) {
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let targetCount = 0
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@@ -7452,10 +7446,7 @@ const b = {
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if (tech.extraHarpoons && !m.crouch) { //multiple harpoons
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const SPREAD = 0.2
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let angle = m.angle - SPREAD * tech.extraHarpoons / 2;
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const dir = {
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x: Math.cos(angle),
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y: Math.sin(angle)
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}; //make a vector for the player's direction of length 1; used in dot product
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const dir = { x: Math.cos(angle), y: Math.sin(angle) }; //make a vector for the player's direction of length 1; used in dot product
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const range = 450 * (tech.isFilament ? 1 + 0.012 * Math.min(110, this.ammo) : 1)
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let targetCount = 0
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for (let i = 0, len = mob.length; i < len; ++i) {
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@@ -120,7 +120,7 @@ function collisionChecks(event) {
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simulation.trails(90)
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simulation.inGameConsole(`simulation.amplitude <span class='color-symbol'>=</span> ${Math.random()}`);
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}
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if (tech.isPiezo) m.energy += 20.48;
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if (tech.isPiezo) m.energy += 20.48 * level.isReducedRegen;
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if (tech.isCouplingNoHit && m.coupling > 0) {
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m.couplingChange(-3)
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@@ -162,10 +162,12 @@ function collisionChecks(event) {
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const maxCount = 10 + 3 * tech.extraHarpoons //scale the number of hooks fired
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let count = maxCount - 1
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const angle = Math.atan2(mob[k].position.y - player.position.y, mob[k].position.x - player.position.x);
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b.harpoon(m.pos, mob[k], angle, 0.75, true, 7) // harpoon(where, target, angle = m.angle, harpoonSize = 1, isReturn = false, totalCycles = 35, isReturnAmmo = true, thrust = 0.1) {
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const mass = 0.75 * (tech.isLargeHarpoon ? 1 + 0.05 * Math.sqrt(this.ammo) : 1)
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b.harpoon(m.pos, mob[k], angle, mass, true, 7) // harpoon(where, target, angle = m.angle, harpoonSize = 1, isReturn = false, totalCycles = 35, isReturnAmmo = true, thrust = 0.1) {
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bullet[bullet.length - 1].drain = 0
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for (; count > 0; count--) {
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b.harpoon(m.pos, mob[k], angle + count * 2 * Math.PI / maxCount, 0.75, true, 7)
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b.harpoon(m.pos, mob[k], angle + count * 2 * Math.PI / maxCount, mass, true, 7)
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bullet[bullet.length - 1].drain = 0
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}
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}
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@@ -138,7 +138,8 @@ function beforeUnloadEventListener(event) {
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event.preventDefault();
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if (tech.isExitPrompt) {
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tech.damage *= 1.25
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simulation.inGameConsole(`damage <span class='color-symbol'>*=</span> ${1.25}`)
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// simulation.inGameConsole(`<strong class='color-d'>damage</strong> <span class='color-symbol'>*=</span> ${1.25}`)
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simulation.inGameConsole(`<span class='color-var'>tech</span>.damage *= ${1.25} //beforeunload`);
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if (Math.random() < 0.25) {
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removeEventListener('beforeunload', beforeUnloadEventListener);
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}
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@@ -490,7 +491,7 @@ const build = {
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<span style="float: right;"><strong class='color-defense'>level</strong> ${(simulation.dmgScale).toPrecision(4)}x</span>
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<br><strong class='color-h'>health</strong> (${(m.health * 100).toFixed(0)} / ${(m.maxHealth * 100).toFixed(0)})
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<span style="float: right;">${powerUps.research.count} ${powerUps.orb.research()}</span>
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<br><strong class='color-f'>energy</strong> (${(m.energy * 100).toFixed(0)} / ${(m.maxEnergy * 100).toFixed(0)}) + (${(m.fieldRegen * 6000).toFixed(0)}/s)
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<br><strong class='color-f'>energy</strong> (${(m.energy * 100).toFixed(0)} / ${(m.maxEnergy * 100).toFixed(0)}) + (${(m.fieldRegen * 6000 * level.isReducedRegen).toFixed(0)}/s)
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<span style="float: right;">${tech.totalCount} ${powerUps.orb.tech()}</span>
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<br><strong><em>fire rate</em></strong> ${(1 / b.fireCDscale).toFixed(2)}x
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<span style="float: right;">mass ${player.mass.toFixed(1)}</span>
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56
js/level.js
56
js/level.js
@@ -54,7 +54,7 @@ const level = {
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// for (let i = 0; i < 1; i++) powerUps.directSpawn(450, -50, "tech");
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// for (let i = 0; i < 3; i++) powerUps.directSpawn(m.pos.x + 200, m.pos.y - 50, "boost", false);
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// spawn.bodyRect(575, -700, 150, 150); //block mob line of site on testing
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// level.satellite();
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// level.heal();
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level[simulation.isTraining ? "walk" : "initial"]() //normal starting level **************************************************
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@@ -129,7 +129,9 @@ const level = {
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powerUps.directSpawn(flip * localSettings.entanglement.position.x, localSettings.entanglement.position.y, "entanglement", false);
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}
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level.newLevelOrPhase()
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if (!simulation.isTraining) {
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if (simulation.isTraining) {
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simulation.difficultyMode = 2
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} else {
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simulation.inGameConsole(`<span class='color-var'>level</span>.onLevel <span class='color-symbol'>=</span> "<span class='color-text'>${level.levels[level.onLevel]}</span>"`);
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document.title = "n-gon: " + level.levelAnnounce();
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}
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@@ -332,6 +334,15 @@ const level = {
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constraintDescription1: "", //used in pause menu and console
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constraintDescription2: "",
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constraint: [
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{
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description: "0.5x energy regen",
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effect() {
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level.isReducedRegen = 0.5
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},
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remove() {
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level.isReducedRegen = 1
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}
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},
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{
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description: "0.5x max health",
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effect() {
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@@ -351,7 +362,7 @@ const level = {
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}
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},
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{
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description: "periodically spawn WIMPs",
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description: "after 30 seconds spawn WIMPs",
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effect() {
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simulation.ephemera.push({
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name: "WIMPS",
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@@ -360,7 +371,7 @@ const level = {
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do() {
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this.time++
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if (level.levels[level.onLevel] === this.levelName) {
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if (!(this.time % 900)) spawn.WIMP(level.enter.x, level.enter.y)
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if (this.time > 1800 && !(this.time % 360)) spawn.WIMP(level.enter.x, level.enter.y)
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} else {
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simulation.removeEphemera(this.name);
|
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}
|
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@@ -383,7 +394,7 @@ const level = {
|
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}
|
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},
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{
|
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description: "mobs heal for your lost health",
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description: "mobs heal after you take damage",
|
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effect() {
|
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level.isMobHealPlayerDamage = true
|
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},
|
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@@ -400,16 +411,16 @@ const level = {
|
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level.isMobDeathHeal = false
|
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}
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},
|
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{
|
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description: "full damage taken after boss dies",
|
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// description: "after boss dies damage taken = 1",
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effect() {
|
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level.noDefenseSetting = 1 //defense goes to zero once equal to 2
|
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},
|
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remove() {
|
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level.noDefenseSetting = 0
|
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}
|
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},
|
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// {
|
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// description: "full damage taken after boss dies",
|
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// // description: "after boss dies damage taken = 1",
|
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// effect() {
|
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// level.noDefenseSetting = 1 //defense goes to zero once equal to 2
|
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// },
|
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// remove() {
|
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// level.noDefenseSetting = 0
|
||||
// }
|
||||
// },
|
||||
{
|
||||
description: "4x shielded mobs",
|
||||
effect() {
|
||||
@@ -420,9 +431,9 @@ const level = {
|
||||
}
|
||||
},
|
||||
{
|
||||
description: "50% JUNK chance",
|
||||
description: "40% JUNK chance",
|
||||
effect() {
|
||||
level.junkAdded = 0.5
|
||||
level.junkAdded = 0.4
|
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},
|
||||
remove() {
|
||||
level.junkAdded = 0
|
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@@ -542,13 +553,14 @@ const level = {
|
||||
is2xAmmo: false,
|
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isReducedEnergy: false,
|
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isSlowBots: false,
|
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noDefenseSetting: 0,
|
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// noDefenseSetting: 0,
|
||||
isMobDeathHeal: false,
|
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isMobHealPlayerDamage: false,
|
||||
isNoDamage: false,
|
||||
noDamageCycle: 0,
|
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reducedHealthLost: 0,
|
||||
isReducedHealth: false,
|
||||
isReducedRegen: 1,
|
||||
levelAnnounce() {
|
||||
const cheating = simulation.isCheating ? "(testing)" : ""
|
||||
if (level.levelsCleared === 0) {
|
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@@ -1239,7 +1251,7 @@ const level = {
|
||||
ctx.moveTo(x, y + height / 2);
|
||||
ctx.lineTo(x, maxHeight - height / 2);
|
||||
ctx.strokeStyle = `rgba(0,0,0,0.2)`
|
||||
// ctx.lineWidth = "3"
|
||||
ctx.lineWidth = "2"
|
||||
ctx.stroke();
|
||||
|
||||
//draw body
|
||||
@@ -35293,9 +35305,9 @@ const level = {
|
||||
spawn.mapRect(1375, -16, 50, 50);
|
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spawn.mapRect(1400, -8, 50, 25);
|
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spawn.mapRect(750, -24, 650, 100);
|
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powerUps.directSpawn(875, -40, "heal", false, null, 15);
|
||||
powerUps.directSpawn(1075, -50, "heal", false, null, 25);
|
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powerUps.directSpawn(1275, -65, "heal", false, null, 35);
|
||||
powerUps.directSpawn(875, -40, "heal", false, 15);
|
||||
powerUps.directSpawn(1075, -50, "heal", false, 25);
|
||||
powerUps.directSpawn(1275, -65, "heal", false, 35);
|
||||
|
||||
const door = level.door(1612.5, -175, 25, 190, 185, 3)
|
||||
spawn.mapRect(1600, -1200, 500, 850); //exit roof
|
||||
|
||||
10
js/mob.js
10
js/mob.js
@@ -1085,7 +1085,7 @@ const mobs = {
|
||||
if (tech.isFarAwayDmg) dmg *= 1 + Math.sqrt(Math.max(500, Math.min(3000, this.distanceToPlayer())) - 500) * 0.0067 //up to 33% dmg at max range of 3000
|
||||
dmg *= this.damageReduction
|
||||
//energy and heal drain should be calculated after damage boosts
|
||||
if (tech.energySiphon && dmg !== Infinity && this.isDropPowerUp && m.immuneCycle < m.cycle) m.energy += Math.min(this.health, dmg) * tech.energySiphon
|
||||
if (tech.energySiphon && dmg !== Infinity && this.isDropPowerUp && m.immuneCycle < m.cycle) m.energy += Math.min(this.health, dmg) * tech.energySiphon * level.isReducedRegen
|
||||
dmg /= Math.sqrt(this.mass)
|
||||
}
|
||||
|
||||
@@ -1142,9 +1142,10 @@ const mobs = {
|
||||
if (this.isDropPowerUp) {
|
||||
if (level.isMobDeathHeal) {
|
||||
for (let i = 0; i < mob.length; i++) {
|
||||
if (Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position)) < 1000000 && mob[i].alive) { //1000
|
||||
if (Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position)) < 500000 && mob[i].alive) { //700
|
||||
if (mob[i].health < 1) {
|
||||
mob[i].health = 1
|
||||
mob[i].health += 0.33 + this.isBoss
|
||||
if (mob[i].health > 1) mob[i].health = 1
|
||||
simulation.drawList.push({
|
||||
x: mob[i].position.x,
|
||||
y: mob[i].position.y,
|
||||
@@ -1304,9 +1305,6 @@ const mobs = {
|
||||
tech.cloakDuplication -= 0.01
|
||||
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
|
||||
}
|
||||
if (level.noDefenseSetting && this.isBoss) {
|
||||
level.noDefenseSetting = 2
|
||||
}
|
||||
} else if (tech.isShieldAmmo && this.shield && this.shieldCount === 1) {
|
||||
let type = tech.isEnergyNoAmmo ? "heal" : "ammo"
|
||||
if (Math.random() < 0.4) {
|
||||
|
||||
24
js/player.js
24
js/player.js
@@ -542,6 +542,8 @@ const m = {
|
||||
m.maxHealth *= 0.5
|
||||
}
|
||||
document.getElementById("health-bg").style.width = `${Math.floor(300 * m.maxHealth)}px`
|
||||
document.getElementById("defense-bar").style.width = Math.floor(300 * m.maxHealth * (1 - m.defense())) + "px";
|
||||
|
||||
if (isMessage) simulation.inGameConsole(`<span class='color-var'>m</span>.<span class='color-h'>maxHealth</span> <span class='color-symbol'>=</span> ${m.maxHealth.toFixed(2)}`)
|
||||
if (m.health > m.maxHealth) m.health = m.maxHealth;
|
||||
m.displayHealth();
|
||||
@@ -551,8 +553,8 @@ const m = {
|
||||
lastCalculatedDamage: 0, //used to decided if damage bar needs to be redrawn (in simulation.checks)
|
||||
lastCalculatedDefense: 0, //used to decided if defense bar needs to be redrawn (in simulation.checks)
|
||||
defense() {
|
||||
if (level.noDefenseSetting === 2) return 1 //zero defense constraint
|
||||
let dmg = 1
|
||||
if (powerUps.boost.isDefense && powerUps.boost.endCycle > simulation.cycle) dmg *= 0.3
|
||||
if (tech.isMaxHealthDefense && m.health === m.maxHealth) dmg *= 0.3
|
||||
if (tech.isDiaphragm) dmg *= 0.55 + 0.35 * Math.sin(m.cycle * 0.0075);
|
||||
if (tech.isZeno) dmg *= 0.15
|
||||
@@ -794,7 +796,7 @@ const m = {
|
||||
color: "rgba(0,255,100,0.5)",
|
||||
time: 10
|
||||
});
|
||||
mob[i].health += dmg * 10
|
||||
mob[i].health += dmg * 7
|
||||
if (mob[i].health > 1) mob[i].health = 1
|
||||
}
|
||||
}
|
||||
@@ -2509,11 +2511,11 @@ const m = {
|
||||
}
|
||||
},
|
||||
regenEnergy() { //used in drawRegenEnergy // rewritten by some tech
|
||||
if (m.immuneCycle < m.cycle && m.fieldCDcycle < m.cycle) m.energy += m.fieldRegen;
|
||||
if (m.immuneCycle < m.cycle && m.fieldCDcycle < m.cycle) m.energy += m.fieldRegen * level.isReducedRegen;
|
||||
if (m.energy < 0) m.energy = 0
|
||||
},
|
||||
regenEnergyDefault() {
|
||||
if (m.immuneCycle < m.cycle && m.fieldCDcycle < m.cycle) m.energy += m.fieldRegen;
|
||||
if (m.immuneCycle < m.cycle && m.fieldCDcycle < m.cycle) m.energy += m.fieldRegen * level.isReducedRegen;
|
||||
if (m.energy < 0) m.energy = 0
|
||||
},
|
||||
lookingAt(who) {
|
||||
@@ -2696,7 +2698,7 @@ const m = {
|
||||
if (tech.isTokamak && m.throwCharge > 4) { //remove the block body and pulse in the direction you are facing
|
||||
//m.throwCharge > 5 seems to be when the field full colors in a block you are holding
|
||||
m.throwCycle = m.cycle + 180 //used to detect if a block was thrown in the last 3 seconds
|
||||
if (m.immuneCycle < m.cycle) m.energy += 0.25 * Math.sqrt(m.holdingTarget.mass) * Math.min(5, m.throwCharge)
|
||||
if (m.immuneCycle < m.cycle) m.energy += 0.25 * Math.sqrt(m.holdingTarget.mass) * Math.min(5, m.throwCharge) * level.isReducedRegen
|
||||
m.throwCharge = 0;
|
||||
m.definePlayerMass() //return to normal player mass
|
||||
//remove block before pulse, so it doesn't get in the way
|
||||
@@ -3051,7 +3053,7 @@ const m = {
|
||||
m.pushMass(mob[i]);
|
||||
|
||||
if (tech.deflectEnergy && !mob[i].isInvulnerable && !mob[i].isShielded) {
|
||||
m.energy += tech.deflectEnergy
|
||||
m.energy += tech.deflectEnergy * level.isReducedRegen
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -5049,7 +5051,7 @@ const m = {
|
||||
Matter.Composite.remove(engine.world, body[i]);
|
||||
body.splice(i, 1);
|
||||
m.fieldRange *= 0.8
|
||||
if ((m.fieldMode === 0 || m.fieldMode === 9) && m.immuneCycle < m.cycle) m.energy += 0.02 * m.coupling
|
||||
if ((m.fieldMode === 0 || m.fieldMode === 9) && m.immuneCycle < m.cycle) m.energy += 0.02 * m.coupling * level.isReducedRegen
|
||||
if (tech.isWormholeWorms) { //pandimensional spermia
|
||||
b.worm(Vector.add(m.hole.pos2, Vector.rotate({ x: m.fieldRange * 0.4, y: 0 }, 2 * Math.PI * Math.random())))
|
||||
Matter.Body.setVelocity(bullet[bullet.length - 1], Vector.mult(Vector.rotate(m.hole.unit, Math.PI / 2), -10));
|
||||
@@ -5071,10 +5073,8 @@ const m = {
|
||||
Matter.Composite.remove(engine.world, body[i]);
|
||||
body.splice(i, 1);
|
||||
m.fieldRange *= 0.8
|
||||
// if (tech.isWormholeEnergy && m.energy < m.maxEnergy * 2) m.energy = m.maxEnergy * 2
|
||||
// if (tech.isWormholeEnergy && m.immuneCycle < m.cycle) m.energy += 0.5
|
||||
if ((m.fieldMode === 0 || m.fieldMode === 9) && m.immuneCycle < m.cycle) m.energy += 0.02 * m.coupling
|
||||
if (m.fieldMode === 0 || m.fieldMode === 9) m.energy += 0.02 * m.coupling
|
||||
if ((m.fieldMode === 0 || m.fieldMode === 9) && m.immuneCycle < m.cycle) m.energy += 0.02 * m.coupling * level.isReducedRegen
|
||||
if (m.fieldMode === 0 || m.fieldMode === 9) m.energy += 0.02 * m.coupling * level.isReducedRegen
|
||||
if (tech.isWormholeWorms) { //pandimensional spermia
|
||||
b.worm(Vector.add(m.hole.pos1, Vector.rotate({
|
||||
x: m.fieldRange * 0.4,
|
||||
@@ -5825,7 +5825,7 @@ const m = {
|
||||
return
|
||||
}
|
||||
m.damage(dmg);
|
||||
if (tech.isPiezo) m.energy += 20.48;
|
||||
if (tech.isPiezo) m.energy += 20.48 * level.isReducedRegen;
|
||||
if (tech.isStimulatedEmission) powerUps.ejectTech()
|
||||
if (mob[k].onHit) mob[k].onHit();
|
||||
if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage for 30 cycles
|
||||
|
||||
@@ -503,6 +503,7 @@ const powerUps = {
|
||||
endCycle: 0,
|
||||
duration: null, //set by "tech: band gap"
|
||||
damage: null, //set by "tech: band gap"
|
||||
isDefense: false,
|
||||
effect() {
|
||||
powerUps.animatePowerUpGrab('rgba(255, 0, 0, 0.5)')
|
||||
powerUps.boost.endCycle = simulation.cycle + Math.floor(Math.max(0, powerUps.boost.endCycle - simulation.cycle) * 0.6) + powerUps.boost.duration //duration+seconds plus 2/3 of current time left
|
||||
@@ -605,7 +606,7 @@ const powerUps = {
|
||||
}
|
||||
if (tech.isResearchDamage) {
|
||||
tech.damage *= 1.05
|
||||
simulation.inGameConsole(`<strong>1.05x</strong> <strong class='color-d'>damage</strong>`);
|
||||
simulation.inGameConsole(`<span class='color-var'>tech</span>.damage *= ${1.05} //peer review`);
|
||||
tech.addJunkTechToPool(0.01)
|
||||
}
|
||||
powerUps.research.currentRerollCount++
|
||||
@@ -1448,7 +1449,7 @@ const powerUps = {
|
||||
onPickUp(who) {
|
||||
powerUps.research.currentRerollCount = 0
|
||||
if (tech.isTechDamage && who.name === "tech") m.damage(0.1)
|
||||
if (tech.isMassEnergy) m.energy += 2;
|
||||
if (tech.isMassEnergy) m.energy += 2 * level.isReducedRegen;
|
||||
if (tech.isMineDrop && bullet.length < 150 && Math.random() < 0.5) {
|
||||
if (tech.isLaserMine && input.down) {
|
||||
b.laserMine(who.position)
|
||||
|
||||
@@ -1012,7 +1012,7 @@ const simulation = {
|
||||
if (isNaN(player.position.x)) m.death();
|
||||
if (m.lastKillCycle + 300 > m.cycle) { //effects active for 5 seconds after killing a mob
|
||||
if (tech.isEnergyRecovery && m.immuneCycle < m.cycle) {
|
||||
m.energy += m.maxEnergy * 0.05
|
||||
m.energy += m.maxEnergy * 0.05 * level.isReducedRegen
|
||||
simulation.drawList.push({ //add dmg to draw queue
|
||||
x: m.pos.x,
|
||||
y: m.pos.y - 45,
|
||||
@@ -1024,7 +1024,7 @@ const simulation = {
|
||||
if (tech.isHealthRecovery) {
|
||||
if (tech.isEnergyHealth) {
|
||||
if (m.immuneCycle < m.cycle) {
|
||||
m.energy += m.maxEnergy * 0.005
|
||||
m.energy += m.maxEnergy * 0.005 * level.isReducedRegen
|
||||
simulation.drawList.push({ //add dmg to draw queue
|
||||
x: m.pos.x,
|
||||
y: m.pos.y,
|
||||
|
||||
@@ -144,7 +144,7 @@ const spawn = {
|
||||
}
|
||||
me.do = function () {
|
||||
if (!simulation.isTimeSkipping) {
|
||||
const scale = (tech.isMoveDarkMatter || tech.isNotDarkMatter) ? 1.6 : 1
|
||||
const scale = ((tech.isMoveDarkMatter || tech.isNotDarkMatter) ? 1.6 : 1) * level.isReducedRegen
|
||||
const sine = Math.sin(simulation.cycle * 0.015)
|
||||
this.radius = 111 * tech.isDarkStar + 370 * (1 + 0.1 * sine)
|
||||
//chase player
|
||||
@@ -7726,7 +7726,7 @@ const spawn = {
|
||||
};
|
||||
},
|
||||
//chance = Math.min(0.02 + simulation.difficulty * 0.005, 0.2) + tech.duplicationChance()
|
||||
shield(target, x, y, chance = (level.isMobShields ? 3.25 : 1) * Math.min(0.02 + simulation.difficulty * 0.005, 0.2)) {
|
||||
shield(target, x, y, chance = (level.isMobShields ? 4 : 1) * Math.min(0.02 + simulation.difficulty * 0.005, 0.2)) {
|
||||
if (this.allowShields && Math.random() < chance) {
|
||||
mobs.spawn(x, y, 9, target.radius + 30, "rgba(220,220,255,0.9)");
|
||||
let me = mob[mob.length - 1];
|
||||
|
||||
116
js/tech.js
116
js/tech.js
@@ -149,6 +149,11 @@ const tech = {
|
||||
|
||||
if (tech.tech[index].isLost) tech.tech[index].isLost = false; //give specific tech
|
||||
if (tech.isBanish && tech.tech[index].isBanished) tech.tech[index].isBanished = false //stops the bug where you can't gets stacks of tech you take with decoherence, I think
|
||||
if (tech.isDamageFieldTech && tech.tech[index].isFieldTech) {
|
||||
tech.damage *= 1.15
|
||||
// simulation.inGameConsole(`<strong class='color-d'>damage</strong> <span class='color-symbol'>*=</span> ${1.05}`)
|
||||
simulation.inGameConsole(`<span class='color-var'>tech</span>.damage *= ${1.1} //hidden-variable theory`);
|
||||
}
|
||||
tech.tech[index].effect(); //give specific tech
|
||||
tech.tech[index].count++
|
||||
if (!tech.tech[index].isInstant) tech.totalCount++ //used in power up randomization
|
||||
@@ -717,7 +722,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "ordnance",
|
||||
description: `spawn ${powerUps.orb.gun()} and get <strong>2x</strong> <em class='flicker'>frequency</em> for ${powerUps.orb.gunTech()}<br><strong>+6%</strong> <strong class='color-junk'>JUNK</strong> chance`,
|
||||
description: `spawn ${powerUps.orb.gun()} and get <strong>2x</strong> <em class='flicker'>frequency</em> for ${powerUps.orb.gunTech()}<br><strong>+6%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>`,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
@@ -1255,28 +1260,34 @@ const tech = {
|
||||
let totalRate = 1
|
||||
for (let i = 0; i < this.totalRate.length; i++) totalRate *= this.totalRate[i]
|
||||
let currentRate = ""
|
||||
if (this.count) currentRate = `<br><em style ="float: right;">(${(totalRate).toFixed(2)}x)</em>`
|
||||
return `randomly gain between <strong>1x</strong> and <strong>1.5x</strong> <em>fire rate</em>` + currentRate
|
||||
if (this.count) currentRate = `<em style ="float: right;">(${(totalRate).toFixed(2)}x)</em>`
|
||||
return `randomly gain between <strong>1x</strong> and <strong>2x</strong> <em>fire rate</em><br><strong>+5%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>` + currentRate
|
||||
},
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return true
|
||||
return tech.junkChance < 1
|
||||
},
|
||||
requires: "",
|
||||
totalRate: [], //tracks the random damage upgrades so it can be removed and in descriptionFunction
|
||||
effect() {
|
||||
const rate = (Math.floor((Math.random() * 0.5 + 1) * 100)) / 100
|
||||
const rate = (Math.floor((Math.random() + 1) * 100)) / 100
|
||||
tech.fireRate /= rate
|
||||
this.totalRate.push(rate)
|
||||
b.setFireCD();
|
||||
simulation.inGameConsole(`<span class='color-var'>tech</span>.fireRate *= ${rate} //heuristics`);
|
||||
this.refundAmount += tech.addJunkTechToPool(0.05)
|
||||
},
|
||||
refundAmount: 0,
|
||||
remove() {
|
||||
if (this.count && m.alive) {
|
||||
for (let i = 0; i < this.totalRate.length; i++) tech.fireRate *= this.totalRate[i]
|
||||
if (this.refundAmount > 0) {
|
||||
tech.removeJunkTechFromPool(this.refundAmount)
|
||||
this.refundAmount = 0
|
||||
}
|
||||
}
|
||||
this.totalRate.length = 0
|
||||
b.setFireCD();
|
||||
@@ -1460,7 +1471,9 @@ const tech = {
|
||||
{
|
||||
name: "band gap",
|
||||
descriptionFunction() {
|
||||
return `${powerUps.orb.boost(1)} give <strong>1.77x</strong> <strong class='color-d'>damage</strong><br>but their duration is reduced by <strong>1</strong> second`
|
||||
// return `${powerUps.orb.boost(1)} give <em style="text-decoration: line-through;">${(1 + powerUps.boost.damage).toFixed(2)}x</em> <strong>${(1 + powerUps.boost.damage + 0.77).toFixed(2)}x</strong> <strong class='color-d'>damage</strong><br>but their duration is reduced by <strong>1</strong> second`
|
||||
// const predict = this.count === 0 ? `<em style="text-decoration: line-through;">${(1 + powerUps.boost.damage).toFixed(2)}x</em>` : ``
|
||||
return `${powerUps.orb.boost(1)} give an additional <strong>${(1 + 0.75).toFixed(2)}x</strong> <strong class='color-d'>damage</strong><br>but their <strong>duration</strong> is reduced by <strong>1</strong> second`
|
||||
},
|
||||
maxCount: 9,
|
||||
count: 1,
|
||||
@@ -1472,13 +1485,33 @@ const tech = {
|
||||
requires: "exciton, quasiparticles",
|
||||
effect() {
|
||||
powerUps.boost.duration -= 60
|
||||
powerUps.boost.damage += 0.77
|
||||
powerUps.boost.damage += 0.75
|
||||
},
|
||||
remove() {
|
||||
powerUps.boost.duration = 600
|
||||
powerUps.boost.damage = 1.25
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "polariton",
|
||||
descriptionFunction() {
|
||||
return `${powerUps.orb.boost(1)} also give <strong>0.3x</strong> <strong class='color-defense'>damage taken</strong><br>for <strong>${(powerUps.boost.duration / 60).toFixed(0)}</strong> seconds</span>`
|
||||
},
|
||||
maxCount: 9,
|
||||
count: 1,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.isBoostPowerUps || tech.isBoostReplaceAmmo
|
||||
},
|
||||
requires: "exciton, quasiparticles",
|
||||
effect() {
|
||||
powerUps.boost.isDefense = true
|
||||
},
|
||||
remove() {
|
||||
powerUps.boost.isDefense = false
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "collider",
|
||||
descriptionFunction() {
|
||||
@@ -2762,7 +2795,6 @@ const tech = {
|
||||
requires: "not mass-energy",
|
||||
effect() {
|
||||
tech.isPiezo = true;
|
||||
// if (simulation.isTextLogOpen) m.energy += 20.48;
|
||||
},
|
||||
remove() {
|
||||
tech.isPiezo = false;
|
||||
@@ -2854,7 +2886,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "overcharge",
|
||||
description: "<strong>+88</strong> maximum <strong class='color-f'>energy</strong><br><strong>+4%</strong> <strong class='color-junk'>JUNK</strong> chance",
|
||||
description: "<strong>+88</strong> maximum <strong class='color-f'>energy</strong><br><strong>+4%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>",
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
@@ -2880,7 +2912,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "Maxwells demon",
|
||||
description: "<strong class='color-f'>energy</strong> above maximum decays <strong>30x</strong> slower<br><strong>+5%</strong> <strong class='color-junk'>JUNK</strong> chance",
|
||||
description: "<strong class='color-f'>energy</strong> above maximum decays <strong>30x</strong> slower<br><strong>+5%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
@@ -2916,7 +2948,7 @@ const tech = {
|
||||
effect() {
|
||||
tech.isCrouchRegen = true; //only used to check for requirements
|
||||
m.regenEnergy = function () {
|
||||
if (m.immuneCycle < m.cycle && m.crouch && m.fieldCDcycle < m.cycle) m.energy += 7 * m.fieldRegen;
|
||||
if (m.immuneCycle < m.cycle && m.crouch && m.fieldCDcycle < m.cycle) m.energy += 7 * m.fieldRegen * level.isReducedRegen;
|
||||
if (m.energy < 0) m.energy = 0
|
||||
}
|
||||
},
|
||||
@@ -2957,7 +2989,7 @@ const tech = {
|
||||
effect() {
|
||||
tech.isDamageAfterKillNoRegen = true;
|
||||
m.regenEnergy = function () {
|
||||
if (m.immuneCycle < m.cycle && (m.lastKillCycle + 300 < m.cycle) && m.fieldCDcycle < m.cycle) m.energy += m.fieldRegen;
|
||||
if (m.immuneCycle < m.cycle && (m.lastKillCycle + 300 < m.cycle) && m.fieldCDcycle < m.cycle) m.energy += m.fieldRegen * level.isReducedRegen;
|
||||
if (m.energy < 0) m.energy = 0
|
||||
}
|
||||
},
|
||||
@@ -3250,7 +3282,7 @@ const tech = {
|
||||
{
|
||||
name: "adiabatic healing",
|
||||
descriptionFunction() {
|
||||
return `<strong>2x</strong> <strong class='color-h'>healing</strong> from ${powerUps.orb.heal()}<br><strong>+4%</strong> <strong class='color-junk'>JUNK</strong> chance`
|
||||
return `<strong>2x</strong> <strong class='color-h'>healing</strong> from ${powerUps.orb.heal()}<br><strong>+4%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>`
|
||||
},
|
||||
maxCount: 3,
|
||||
count: 0,
|
||||
@@ -3338,7 +3370,7 @@ const tech = {
|
||||
{
|
||||
name: "accretion disk",
|
||||
descriptionFunction() {
|
||||
return `<strong>1.07x</strong> <strong class='color-d'>damage</strong> for each <strong>power up</strong> on this <strong>level</strong><br><strong>+5%</strong> <strong class='color-junk'>JUNK</strong> chance <em style ="float: right;">(${(1 + 0.07 * powerUp.length).toFixed(2)}x)</em>`
|
||||
return `<strong>1.07x</strong> <strong class='color-d'>damage</strong> for each <strong>power up</strong> on this <strong>level</strong><br><strong>+5%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong> <em style ="float: right;">(${(1 + 0.07 * powerUp.length).toFixed(2)}x)</em>`
|
||||
},
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -3584,7 +3616,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "peer review",
|
||||
description: `after you <strong class='color-r'>research</strong> gain <strong>1.05x</strong> <strong class='color-d'>damage</strong><br>and <strong>+1%</strong> <strong class='color-junk'>JUNK</strong> chance`,
|
||||
description: `after you <strong class='color-r'>research</strong> gain <strong>1.05x</strong> <strong class='color-d'>damage</strong><br>and <strong>+1%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>`,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
@@ -3602,7 +3634,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "pseudoscience",
|
||||
description: "<strong class='color-r'>research</strong> <strong>2</strong> times</span> for <strong>free</strong>, but<br>add <strong>1%</strong> <strong class='color-junk'>JUNK</strong> chance each time",
|
||||
description: "<strong class='color-r'>research</strong> <strong>2</strong> times</span> for <strong>free</strong>, but<br><strong>+1%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong> each time",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
@@ -3620,7 +3652,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "renormalization",
|
||||
description: `<strong>47%</strong> chance to spawn ${powerUps.orb.research(1)} after consuming ${powerUps.orb.research(1)}<br><strong>+5%</strong> <strong class='color-junk'>JUNK</strong> chance`,
|
||||
description: `<strong>47%</strong> chance to spawn ${powerUps.orb.research(1)} after consuming ${powerUps.orb.research(1)}<br><strong>+5%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>`,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
@@ -3817,7 +3849,7 @@ const tech = {
|
||||
{
|
||||
name: "path integral",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Path_integral_formulation' class="link">path integral</a>`,
|
||||
description: `your next ${powerUps.orb.tech()} has all possible <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong><br><strong>+4%</strong> <strong class='color-junk'>JUNK</strong> chance`,
|
||||
description: `your next ${powerUps.orb.tech()} has all possible <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong><br><strong>+4%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>`,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
@@ -3909,7 +3941,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "meta-analysis",
|
||||
description: `if you <strong class='color-choice'><span>ch</span><span>oo</span><span>se</span></strong> a <strong class='color-junk'>JUNK</strong> you instead get a<br>random non<strong class='color-junk'>JUNK</strong> ${powerUps.orb.tech()} and ${powerUps.orb.research(2)}`,
|
||||
description: `if you <strong class='color-choice'><span>ch</span><span>oo</span><span>se</span></strong> <strong class='color-junk'>JUNK</strong><br>you get a random <strong class='color-choice'><span>ch</span><span>oi</span><span>ce</span></strong> and ${powerUps.orb.research(2)} instead`,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
@@ -3927,7 +3959,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "dark patterns",
|
||||
description: "<strong>1.3x</strong> <strong class='color-d'>damage</strong><br><strong>+15%</strong> <strong class='color-junk'>JUNK</strong> chance",
|
||||
description: "<strong>1.3x</strong> <strong class='color-d'>damage</strong><br><strong>+15%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>",
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
@@ -4264,7 +4296,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "replication",
|
||||
description: "<strong>+10%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br><strong>+15%</strong> <strong class='color-junk'>JUNK</strong> chance",
|
||||
description: "<strong>+10%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br><strong>+15%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>",
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
@@ -4565,7 +4597,7 @@ const tech = {
|
||||
{
|
||||
name: "paradigm shift",
|
||||
descriptionFunction() {
|
||||
return `when <strong>paused</strong> clicking your ${powerUps.orb.tech()} <span class='color-remove'>ejects</span> them<br><strong>–${tech.pauseEjectTech.toFixed(1)}</strong> ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"} cost <em style ="float: right;">(1.3x cost each use)</em>`
|
||||
return `when <strong>paused</strong> clicking your ${powerUps.orb.tech()} <span class='color-remove'>ejects</span> them<br>costs <strong>${tech.pauseEjectTech.toFixed(1)}</strong> ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"} <em style ="float: right;">(1.3x cost each use)</em>`
|
||||
},
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -4657,7 +4689,7 @@ const tech = {
|
||||
for (let i = 0, len = pool.length * 0.5; i < len; i++) removeCount += tech.removeTech(pool[i])
|
||||
this.damage = this.damagePerRemoved * removeCount
|
||||
tech.damage *= (1 + this.damage)
|
||||
simulation.inGameConsole(`<strong>${(1 + this.damage).toFixed(2)}x</strong> <strong class='color-d'>damage</strong> <em>//from Occam's razor</em>`, 360)
|
||||
simulation.inGameConsole(`<span class='color-var'>tech</span>.damage *= ${(1 + this.damage).toFixed(2)} <em>//from Occam's razor</em>`);
|
||||
},
|
||||
remove() {
|
||||
if (this.count && m.alive) tech.damage /= (1 + this.damage)
|
||||
@@ -4990,7 +5022,7 @@ const tech = {
|
||||
{
|
||||
name: "irradiated nails",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Irradiation' class="link">irradiated nails</a>`,
|
||||
description: "<strong>nails</strong>, <strong>needles</strong>, and <strong>rivets</strong> are <strong class='color-p'>radioactive</strong><br><strong>1.9x</strong> <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong> over <strong>3</strong> seconds",
|
||||
description: "<strong>nails</strong>, <strong>needles</strong>, and <strong>rivets</strong> are <strong class='color-p'>radioactive</strong><br><strong>2x</strong> <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong> over <strong>3</strong> seconds",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -6189,7 +6221,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "booby trap",
|
||||
description: "<strong>50%</strong> chance to drop a <strong>mine</strong> from <strong>power ups</strong><br><strong>+15%</strong> <strong class='color-junk'>JUNK</strong> chance",
|
||||
description: "<strong>50%</strong> chance to drop a <strong>mine</strong> from <strong>power ups</strong><br><strong>+15%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -7762,7 +7794,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "flux pinning",
|
||||
description: "after <strong>deflecting</strong> a mob<br>it is <strong>stunned</strong> for up to <strong>4</strong> seconds",
|
||||
description: `mobs <strong>deflected</strong> by your ${powerUps.orb.field()}<br>are <strong>stunned</strong> for <strong>4</strong> seconds`,
|
||||
isFieldTech: true,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
@@ -7988,7 +8020,7 @@ const tech = {
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "modified Newtonian dynamics",
|
||||
name: "MOND",
|
||||
descriptionFunction() {
|
||||
return `your <strong class="color-speed">speed</strong> counts as <strong>+20</strong> higher<br><em>(for Newton's 1st and 2nd laws)</em>`
|
||||
},
|
||||
@@ -8122,7 +8154,7 @@ const tech = {
|
||||
requires: "molecular assembler, pilot wave, standing wave",
|
||||
effect() {
|
||||
tech.isMassEnergy = true // used in m.grabPowerUp
|
||||
m.energy += 2
|
||||
m.energy += 2 * level.isReducedRegen
|
||||
},
|
||||
remove() {
|
||||
tech.isMassEnergy = false;
|
||||
@@ -8643,6 +8675,25 @@ const tech = {
|
||||
tech.isMobFullHealthCloak = false
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "hidden-variable theory",
|
||||
description: `<strong>1.15x</strong> <strong class='color-d'>damage</strong> each time you <strong class='color-choice'><span>ch</span><span>oo</span><span>se</span></strong> ${powerUps.orb.fieldTech()}`,
|
||||
isFieldTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return m.fieldMode === 8
|
||||
},
|
||||
requires: "pilot wave",
|
||||
effect() {
|
||||
tech.isDamageFieldTech = true
|
||||
},
|
||||
remove() {
|
||||
tech.isDamageFieldTech = false
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "WIMPs",
|
||||
description: `at each <strong>level's</strong> exit, spawn ${powerUps.orb.research(4)}<br> and a dangerous particle that slowly <strong>chases</strong> you`,
|
||||
@@ -9450,7 +9501,7 @@ const tech = {
|
||||
requestAnimationFrame(() => {
|
||||
if ((simulation.cycle % 1440) > 720) { //kinda alternate between each option
|
||||
m.rewind(60)
|
||||
m.energy += 0.4 //to make up for lost energy
|
||||
m.energy += 0.4 * level.isReducedRegen//to make up for lost energy
|
||||
} else {
|
||||
simulation.timePlayerSkip(60)
|
||||
}
|
||||
@@ -10645,7 +10696,7 @@ const tech = {
|
||||
effect() {
|
||||
setInterval(() => {
|
||||
m.rewind(120)
|
||||
m.energy += 0.4
|
||||
m.energy += 0.4 * level.isReducedRegen
|
||||
}, 10000);
|
||||
// for (let i = 0; i < 24; i++) {
|
||||
// setTimeout(() => { m.rewind(120) }, i * 5000);
|
||||
@@ -10668,7 +10719,7 @@ const tech = {
|
||||
effect() {
|
||||
setInterval(() => {
|
||||
m.rewind(30)
|
||||
m.energy += 0.2
|
||||
m.energy += 0.2 * level.isReducedRegen
|
||||
}, 4000);
|
||||
},
|
||||
remove() { }
|
||||
@@ -10742,7 +10793,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "expert system",
|
||||
description: `spawn ${powerUps.orb.tech()}<br><strong>+50%</strong> <strong class='color-junk'>JUNK</strong> chance`,
|
||||
description: `spawn ${powerUps.orb.tech()}<br><strong>+50%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>`,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
@@ -12076,4 +12127,5 @@ const tech = {
|
||||
isEjectOld: null,
|
||||
isWiki: null,
|
||||
isStaticBlock: null,
|
||||
isDamageFieldTech: null,
|
||||
}
|
||||
Reference in New Issue
Block a user