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:
116
js/tech.js
116
js/tech.js
@@ -149,6 +149,11 @@ const tech = {
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if (tech.tech[index].isLost) tech.tech[index].isLost = false; //give specific tech
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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
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if (tech.isDamageFieldTech && tech.tech[index].isFieldTech) {
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tech.damage *= 1.15
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// simulation.inGameConsole(`<strong class='color-d'>damage</strong> <span class='color-symbol'>*=</span> ${1.05}`)
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simulation.inGameConsole(`<span class='color-var'>tech</span>.damage *= ${1.1} //hidden-variable theory`);
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}
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tech.tech[index].effect(); //give specific tech
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tech.tech[index].count++
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if (!tech.tech[index].isInstant) tech.totalCount++ //used in power up randomization
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@@ -717,7 +722,7 @@ const tech = {
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},
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{
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name: "ordnance",
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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`,
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description: `spawn ${powerUps.orb.gun()} and get <strong>2x</strong> <em class='flicker'>frequency</em> for ${powerUps.orb.gunTech()}<br><strong>+6%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>`,
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -1255,28 +1260,34 @@ const tech = {
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let totalRate = 1
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for (let i = 0; i < this.totalRate.length; i++) totalRate *= this.totalRate[i]
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let currentRate = ""
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if (this.count) currentRate = `<br><em style ="float: right;">(${(totalRate).toFixed(2)}x)</em>`
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return `randomly gain between <strong>1x</strong> and <strong>1.5x</strong> <em>fire rate</em>` + currentRate
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if (this.count) currentRate = `<em style ="float: right;">(${(totalRate).toFixed(2)}x)</em>`
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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
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},
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maxCount: 9,
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count: 0,
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frequency: 1,
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frequencyDefault: 1,
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allowed() {
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return true
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return tech.junkChance < 1
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},
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requires: "",
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totalRate: [], //tracks the random damage upgrades so it can be removed and in descriptionFunction
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effect() {
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const rate = (Math.floor((Math.random() * 0.5 + 1) * 100)) / 100
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const rate = (Math.floor((Math.random() + 1) * 100)) / 100
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tech.fireRate /= rate
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this.totalRate.push(rate)
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b.setFireCD();
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simulation.inGameConsole(`<span class='color-var'>tech</span>.fireRate *= ${rate} //heuristics`);
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this.refundAmount += tech.addJunkTechToPool(0.05)
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},
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refundAmount: 0,
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remove() {
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if (this.count && m.alive) {
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for (let i = 0; i < this.totalRate.length; i++) tech.fireRate *= this.totalRate[i]
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if (this.refundAmount > 0) {
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tech.removeJunkTechFromPool(this.refundAmount)
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this.refundAmount = 0
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}
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}
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this.totalRate.length = 0
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b.setFireCD();
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@@ -1460,7 +1471,9 @@ const tech = {
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{
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name: "band gap",
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descriptionFunction() {
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return `${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`
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// return `${powerUps.orb.boost(1)} give <em style="text-decoration: line-through;">${(1 + powerUps.boost.damage).toFixed(2)}x</em> <strong>${(1 + powerUps.boost.damage + 0.77).toFixed(2)}x</strong> <strong class='color-d'>damage</strong><br>but their duration is reduced by <strong>1</strong> second`
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// const predict = this.count === 0 ? `<em style="text-decoration: line-through;">${(1 + powerUps.boost.damage).toFixed(2)}x</em>` : ``
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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`
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},
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maxCount: 9,
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count: 1,
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@@ -1472,13 +1485,33 @@ const tech = {
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requires: "exciton, quasiparticles",
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effect() {
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powerUps.boost.duration -= 60
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powerUps.boost.damage += 0.77
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powerUps.boost.damage += 0.75
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},
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remove() {
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powerUps.boost.duration = 600
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powerUps.boost.damage = 1.25
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}
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},
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{
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name: "polariton",
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descriptionFunction() {
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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>`
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},
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maxCount: 9,
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count: 1,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.isBoostPowerUps || tech.isBoostReplaceAmmo
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},
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requires: "exciton, quasiparticles",
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effect() {
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powerUps.boost.isDefense = true
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},
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remove() {
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powerUps.boost.isDefense = false
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}
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},
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{
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name: "collider",
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descriptionFunction() {
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@@ -2762,7 +2795,6 @@ const tech = {
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requires: "not mass-energy",
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effect() {
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tech.isPiezo = true;
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// if (simulation.isTextLogOpen) m.energy += 20.48;
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},
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remove() {
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tech.isPiezo = false;
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@@ -2854,7 +2886,7 @@ const tech = {
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},
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{
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name: "overcharge",
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description: "<strong>+88</strong> maximum <strong class='color-f'>energy</strong><br><strong>+4%</strong> <strong class='color-junk'>JUNK</strong> chance",
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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>",
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maxCount: 9,
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count: 0,
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frequency: 1,
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@@ -2880,7 +2912,7 @@ const tech = {
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},
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{
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name: "Maxwells demon",
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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",
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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>",
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maxCount: 1,
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count: 0,
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frequency: 2,
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@@ -2916,7 +2948,7 @@ const tech = {
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effect() {
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tech.isCrouchRegen = true; //only used to check for requirements
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m.regenEnergy = function () {
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if (m.immuneCycle < m.cycle && m.crouch && m.fieldCDcycle < m.cycle) m.energy += 7 * m.fieldRegen;
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if (m.immuneCycle < m.cycle && m.crouch && m.fieldCDcycle < m.cycle) m.energy += 7 * m.fieldRegen * level.isReducedRegen;
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if (m.energy < 0) m.energy = 0
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}
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},
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@@ -2957,7 +2989,7 @@ const tech = {
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effect() {
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tech.isDamageAfterKillNoRegen = true;
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m.regenEnergy = function () {
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if (m.immuneCycle < m.cycle && (m.lastKillCycle + 300 < m.cycle) && m.fieldCDcycle < m.cycle) m.energy += m.fieldRegen;
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if (m.immuneCycle < m.cycle && (m.lastKillCycle + 300 < m.cycle) && m.fieldCDcycle < m.cycle) m.energy += m.fieldRegen * level.isReducedRegen;
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if (m.energy < 0) m.energy = 0
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}
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},
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@@ -3250,7 +3282,7 @@ const tech = {
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{
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name: "adiabatic healing",
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descriptionFunction() {
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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`
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return `<strong>2x</strong> <strong class='color-h'>healing</strong> from ${powerUps.orb.heal()}<br><strong>+4%</strong> <strong class='color-junk'>JUNK</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong>`
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},
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maxCount: 3,
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count: 0,
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@@ -3338,7 +3370,7 @@ const tech = {
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{
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name: "accretion disk",
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descriptionFunction() {
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return `<strong>1.07x</strong> <strong class='color-d'>damage</strong> for each <strong>power up</strong> on this <strong>level</strong><br><strong>+5%</strong> <strong class='color-junk'>JUNK</strong> chance <em style ="float: right;">(${(1 + 0.07 * powerUp.length).toFixed(2)}x)</em>`
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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>`
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},
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maxCount: 1,
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count: 0,
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@@ -3584,7 +3616,7 @@ const tech = {
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},
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{
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name: "peer review",
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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`,
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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>`,
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -3602,7 +3634,7 @@ const tech = {
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},
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{
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name: "pseudoscience",
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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",
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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",
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -3620,7 +3652,7 @@ const tech = {
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},
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{
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name: "renormalization",
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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`,
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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>`,
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maxCount: 1,
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count: 0,
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frequency: 2,
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@@ -3817,7 +3849,7 @@ const tech = {
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{
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name: "path integral",
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link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Path_integral_formulation' class="link">path integral</a>`,
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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`,
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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>`,
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -3909,7 +3941,7 @@ const tech = {
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},
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{
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name: "meta-analysis",
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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)}`,
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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`,
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -3927,7 +3959,7 @@ const tech = {
|
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},
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{
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name: "dark patterns",
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description: "<strong>1.3x</strong> <strong class='color-d'>damage</strong><br><strong>+15%</strong> <strong class='color-junk'>JUNK</strong> chance",
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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>",
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maxCount: 9,
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count: 0,
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frequency: 1,
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@@ -4264,7 +4296,7 @@ const tech = {
|
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},
|
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{
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name: "replication",
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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",
|
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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>",
|
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maxCount: 9,
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count: 0,
|
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frequency: 1,
|
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@@ -4565,7 +4597,7 @@ const tech = {
|
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{
|
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name: "paradigm shift",
|
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descriptionFunction() {
|
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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>`
|
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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> ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"} <em style ="float: right;">(1.3x cost each use)</em>`
|
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},
|
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maxCount: 1,
|
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count: 0,
|
||||
@@ -4657,7 +4689,7 @@ const tech = {
|
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for (let i = 0, len = pool.length * 0.5; i < len; i++) removeCount += tech.removeTech(pool[i])
|
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this.damage = this.damagePerRemoved * removeCount
|
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tech.damage *= (1 + this.damage)
|
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simulation.inGameConsole(`<strong>${(1 + this.damage).toFixed(2)}x</strong> <strong class='color-d'>damage</strong> <em>//from Occam's razor</em>`, 360)
|
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simulation.inGameConsole(`<span class='color-var'>tech</span>.damage *= ${(1 + this.damage).toFixed(2)} <em>//from Occam's razor</em>`);
|
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},
|
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remove() {
|
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if (this.count && m.alive) tech.damage /= (1 + this.damage)
|
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@@ -4990,7 +5022,7 @@ const tech = {
|
||||
{
|
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name: "irradiated nails",
|
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link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Irradiation' class="link">irradiated nails</a>`,
|
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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",
|
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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,
|
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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