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:
landgreen
2022-05-21 10:43:57 -07:00
parent 6e1e256a1f
commit 25037cac0d
7 changed files with 103 additions and 79 deletions

View File

@@ -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,
}