ideal gas law
ideal gas law - lose all your current foam ammo; foam gun gets 1200% more ammo from ammo power ups pressure vessel - has 25% more charges produced as you hold slashBoss is a bit slower and has a bit longer between slashes reactor SprayBoss: slower to fire, slower to move, smaller bullets, fewer in number just a tiny nerf though bug fixes
This commit is contained in:
41
js/tech.js
41
js/tech.js
@@ -602,9 +602,9 @@ const tech = {
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
allowed() {
|
||||
return !tech.isAmmoFromHealth
|
||||
return !tech.isAmmoFromHealth && !tech.isEnergyNoAmmo
|
||||
},
|
||||
requires: "not catabolism",
|
||||
requires: "not catabolism, ideal gas law",
|
||||
effect() {
|
||||
tech.isEnergyNoAmmo = true;
|
||||
},
|
||||
@@ -913,7 +913,7 @@ const tech = {
|
||||
{
|
||||
name: "zoospore vector",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Disease_vector' class="link">zoospore vector</a>`,
|
||||
description: "mobs produce <strong class='color-p' style='letter-spacing: 2px;'>spores</strong> when they <strong>die</strong><br><strong>11%</strong> chance",
|
||||
description: "mobs produce <strong class='color-p' style='letter-spacing: 2px;'>spores</strong> when they <strong>die</strong><br><strong>10%</strong> chance",
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
@@ -923,7 +923,7 @@ const tech = {
|
||||
},
|
||||
requires: "no other mob death tech",
|
||||
effect() {
|
||||
tech.sporesOnDeath += 0.11;
|
||||
tech.sporesOnDeath += 0.1;
|
||||
// if (tech.isSporeWorm) {
|
||||
// for (let i = 0; i < 4; i++) b.worm(m.pos)
|
||||
// } else {
|
||||
@@ -5657,7 +5657,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "surface tension",
|
||||
description: "<strong>foam</strong> bubbles have improved adhesion which<br>does <strong>41%</strong> more <strong class='color-d'>damage</strong> per second",
|
||||
description: "<strong>foam</strong> bubbles have improved adhesion which<br>does <strong>41%</strong> more <strong class='color-d'>damage</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
@@ -5676,7 +5676,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "foam fractionation",
|
||||
description: "<strong>foam</strong> gun bubbles are <strong>100%</strong> larger<br>when you have below <strong>300</strong> <strong>foam</strong>",
|
||||
description: "<strong>foam</strong> gun bubbles are <strong>100%</strong> larger<br>when you have below <strong>300</strong> <strong class='color-ammo'>ammo</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -5693,6 +5693,33 @@ const tech = {
|
||||
tech.isAmmoFoamSize = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "ideal gas law",
|
||||
description: `flush away <strong>all</strong> of your current <strong>foam</strong> <strong class='color-ammo'>ammo</strong><br>gain <strong>1200%</strong> more <strong>foam</strong> <strong class='color-ammo'>ammo</strong> from ${powerUps.orb.ammo(1)}`,
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("foam") && !tech.isEnergyNoAmmo
|
||||
},
|
||||
requires: "foam, not exciton",
|
||||
ammoLost: 0,
|
||||
effect() {
|
||||
b.guns[8].ammoPack = b.guns[8].ammoPack * 12;
|
||||
this.ammoLost = b.guns[8].ammo
|
||||
b.guns[8].ammo = 0
|
||||
simulation.updateGunHUD()
|
||||
},
|
||||
remove() {
|
||||
if (this.count) {
|
||||
b.guns[8].ammoPack = 24
|
||||
b.guns[8].ammo += this.ammoLost
|
||||
simulation.updateGunHUD()
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "pressure vessel",
|
||||
description: "the <strong>foam</strong> gun builds up pressure as you fire<br>that discharges <strong>foam</strong> after firing",
|
||||
@@ -10187,5 +10214,5 @@ const tech = {
|
||||
foamDamage: null,
|
||||
isClusterExplode: null,
|
||||
isCircleExplode: null,
|
||||
isPetalsExplode: null
|
||||
isPetalsExplode: null,
|
||||
}
|
||||
Reference in New Issue
Block a user