nail gun rework

damage immunity graphic is more obvious
difficulty mode no longer increases after killing final boss (it was too confusing)

tech: Higgs mechanism - you can't move when firing, reduce harm by 60% when firing
  removed Galilean group

removed gun flechettes
removed critical bifrication
removed railroad ties
removed incendiary (for nail gun)

nail gun:
  needle gun: accurate, piercing mobs, fire 3 at a time
  rivet gun: accurate, ballistic arc, doesn't use much ammo
    tech: bigger rivets (9x stack)
  all nails
    radioactive 2s tick (about 70% damage increase)
      0.5s full tick
      4s longer tick
    critical hits -> explosion (from flechettes)
This commit is contained in:
landgreen
2021-01-16 08:30:27 -08:00
parent 8bcda6ebf6
commit 261977b774
9 changed files with 464 additions and 414 deletions

View File

@@ -2177,14 +2177,16 @@ const b = {
},
nail(pos, velocity, dmg = 0) {
const me = bullet.length;
bullet[me] = Bodies.rectangle(pos.x, pos.y, 25 * tech.biggerNails, 2 * tech.biggerNails, b.fireAttributes(Math.atan2(velocity.y, velocity.x)));
bullet[me] = Bodies.rectangle(pos.x, pos.y, 25, 2, b.fireAttributes(Math.atan2(velocity.y, velocity.x)));
Matter.Body.setVelocity(bullet[me], velocity);
World.add(engine.world, bullet[me]); //add bullet to world
bullet[me].endCycle = simulation.cycle + 60 + 18 * Math.random();
bullet[me].dmg = dmg
bullet[me].dmg = tech.isNailRadiation ? 0 : dmg
bullet[me].beforeDmg = function(who) { //beforeDmg is rewritten with ice crystal tech
if (tech.isNailPoison) mobs.statusDoT(who, dmg * 0.24, 120) // one tick every 30 cycles
if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.99) this.dmg *= 5 //crit if hit near center
if (tech.isNailRadiation) mobs.statusDoT(who, dmg * (tech.isFastRadiation ? 2 : 0.5), tech.isSlowRadiation ? 240 : (tech.isFastRadiation ? 30 : 120)) // one tick every 30 cycles
if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97) {
b.explosion(this.position, 150 + 30 * Math.random()); //makes bullet do explosive damage at end
}
};
bullet[me].do = function() {};
},
@@ -2839,83 +2841,189 @@ const b = {
name: "nail gun",
description: "use compressed air to fire a stream of <strong>nails</strong><br><strong>delay</strong> after firing <strong>decreases</strong> as you shoot",
ammo: 0,
ammoPack: 55,
defaultAmmoPack: 55,
ammoPack: 50,
defaultAmmoPack: 50,
recordedAmmo: 0,
have: false,
nextFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
startingHoldCycle: 0,
fire() {
let CD
if (tech.nailFireRate) { //fire delay decreases as you hold fire, down to 3 from 15
if (tech.nailInstantFireRate) {
CD = 2
} else {
if (this.nextFireCycle + 1 < mech.cycle) this.startingHoldCycle = mech.cycle //reset if not constantly firing
CD = Math.max(7.5 - 0.06 * (mech.cycle - this.startingHoldCycle), 2) //CD scales with cycles fire is held down
this.nextFireCycle = mech.cycle + CD * b.fireCD //predict next fire cycle if the fire button is held down
}
chooseFireMethod() { //set in simulation.startGame
if (tech.isRivets) {
this.fire = this.fireRivets
} else if (tech.isNeedles) {
this.fire = this.fireNeedles
} else if (tech.nailInstantFireRate) {
this.fire = this.fireNailFireRate
} else if (tech.nailFireRate) {
this.fire = this.fireNailFireRate
} else {
if (this.nextFireCycle + 1 < mech.cycle) this.startingHoldCycle = mech.cycle //reset if not constantly firing
CD = Math.max(11 - 0.06 * (mech.cycle - this.startingHoldCycle), 2) //CD scales with cycles fire is held down
this.nextFireCycle = mech.cycle + CD * b.fireCD //predict next fire cycle if the fire button is held down
this.fire = this.fireNormal
}
mech.fireCDcycle = mech.cycle + Math.floor(CD * b.fireCD); // cool down
const speed = 30 + 6 * Math.random() + 9 * tech.nailInstantFireRate
const angle = mech.angle + (Math.random() - 0.5) * (Math.random() - 0.5) * (mech.crouch ? 1.35 : 3.2) / CD
if (tech.isIncendiary) {
const me = bullet.length;
bullet[me] = Bodies.rectangle(mech.pos.x + 50 * Math.cos(mech.angle), mech.pos.y + 50 * Math.sin(mech.angle), 25, 2, {
density: 0.0001, //frictionAir: 0.01, //restitution: 0,
angle: angle,
friction: 0.5,
frictionAir: 0,
dmg: 0, //damage done in addition to the damage from momentum
endCycle: Math.floor(mech.crouch ? 28 : 13) + Math.random() * 5 + simulation.cycle,
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.mob | cat.mobBullet | cat.mobShield
},
minDmgSpeed: 10,
beforeDmg() {
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
},
onEnd() {
b.explosion(this.position, 72 + (Math.random() - 0.5) * 30); //makes bullet do explosive damage at end
},
do() {}
});
Matter.Body.setVelocity(bullet[me], {
x: speed * Math.cos(angle),
y: speed * Math.sin(angle)
});
World.add(engine.world, bullet[me]); //add bullet to world
} else {
const dmg = 0.9
b.nail({
x: mech.pos.x + 30 * Math.cos(mech.angle),
y: mech.pos.y + 30 * Math.sin(mech.angle)
}, {
x: mech.Vx / 2 + speed * Math.cos(angle),
y: mech.Vy / 2 + speed * Math.sin(angle)
}, dmg) //position, velocity, damage
if (tech.isIceCrystals) {
bullet[bullet.length - 1].beforeDmg = function(who) {
mobs.statusSlow(who, 30)
if (tech.isNailPoison) mobs.statusDoT(who, dmg * 0.24, 120) // one tick every 30 cycles
if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.99) this.dmg *= 5 //crit if hit near center
};
},
fire() {
if (mech.energy < 0.01) {
mech.fireCDcycle = mech.cycle + 60; // cool down
},
fireNormal() {
if (this.nextFireCycle + 1 < mech.cycle) this.startingHoldCycle = mech.cycle //reset if not constantly firing
const CD = Math.max(11 - 0.06 * (mech.cycle - this.startingHoldCycle), 2) //CD scales with cycles fire is held down
this.nextFireCycle = mech.cycle + CD * b.fireCD //predict next fire cycle if the fire button is held down
mech.fireCDcycle = mech.cycle + Math.floor(CD * b.fireCD); // cool down
this.baseFire(mech.angle + (Math.random() - 0.5) * (Math.random() - 0.5) * (mech.crouch ? 1.35 : 3.2) / CD)
},
fireNeedles() {
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 40 : 30) * b.fireCD); // cool down
function makeFlechette(angle = mech.angle) {
const me = bullet.length;
bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(mech.angle), mech.pos.y + 40 * Math.sin(mech.angle), 50, 1, b.fireAttributes(angle));
bullet[me].collisionFilter.mask = cat.mobShield | cat.body
Matter.Body.setDensity(bullet[me], 0.00001); //0.001 is normal
bullet[me].endCycle = simulation.cycle + 180;
bullet[me].immuneList = []
bullet[me].do = function() {
const whom = Matter.Query.collides(this, mob)
if (whom.length && this.speed > 20) { //if touching a mob
who = whom[0].bodyA
if (who && who.mob) {
let immune = false
for (let i = 0; i < this.immuneList.length; i++) {
if (this.immuneList[i] === who.id) {
immune = true
break
}
}
if (!immune) {
if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97) {
b.explosion(this.position, 200 + 30 * Math.random()); //makes bullet do explosive damage at end
}
this.immuneList.push(who.id)
who.foundPlayer();
if (tech.isNailRadiation) {
mobs.statusDoT(who, tech.isFastRadiation ? 10 : 2.5, tech.isSlowRadiation ? 240 : (tech.isFastRadiation ? 30 : 120)) // one tick every 30 cycles
} else {
let dmg = b.dmgScale * 5
if (tech.isCrit && who.isStunned) dmg *= 4
who.damage(dmg);
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: Math.log(2 * dmg + 1.1) * 40,
color: simulation.playerDmgColor,
time: simulation.drawTime
});
}
// if (tech.isFastRadiation) {
// mobs.statusDoT(who, 3.78, 30)
// } else {
// mobs.statusDoT(who, 0.63, tech.isSlowRadiation ? 360 : 180)
// }
}
}
} else if (Matter.Query.collides(this, map).length) { //stick in walls
this.collisionFilter.mask = 0;
Matter.Body.setAngularVelocity(this, 0)
Matter.Body.setVelocity(this, {
x: 0,
y: 0
});
this.do = function() {}
} else if (this.speed < 30) {
this.force.y += this.mass * 0.0007; //no gravity until it slows down to improve aiming
}
};
const SPEED = 50
Matter.Body.setVelocity(bullet[me], {
x: mech.Vx / 2 + SPEED * Math.cos(angle),
y: mech.Vy / 2 + SPEED * Math.sin(angle)
});
Matter.Body.setDensity(bullet[me], 0.00001);
World.add(engine.world, bullet[me]); //add bullet to world
}
const spread = (mech.crouch ? 0.01 : 0.045)
makeFlechette(mech.angle + spread)
makeFlechette()
makeFlechette(mech.angle - spread)
},
fireRivets() {
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 25 : 20) * b.fireCD); // cool down
const me = bullet.length;
const size = tech.rivetSize * 6
bullet[me] = Bodies.rectangle(mech.pos.x + 35 * Math.cos(mech.angle), mech.pos.y + 35 * Math.sin(mech.angle), 5 * size, size, b.fireAttributes(mech.angle));
bullet[me].dmg = tech.isNailRadiation ? 0 : 2.75
Matter.Body.setDensity(bullet[me], 0.002);
World.add(engine.world, bullet[me]); //add bullet to world
const SPEED = mech.crouch ? 55 : 46
Matter.Body.setVelocity(bullet[me], {
x: SPEED * Math.cos(mech.angle),
y: SPEED * Math.sin(mech.angle)
});
bullet[me].endCycle = simulation.cycle + 180
bullet[me].beforeDmg = function(who) { //beforeDmg is rewritten with ice crystal tech
if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97) {
b.explosion(this.position, 300 + 30 * Math.random()); //makes bullet do explosive damage at end
}
if (tech.isNailRadiation) mobs.statusDoT(who, 7 * (tech.isFastRadiation ? 1 : 0.25), tech.isSlowRadiation ? 240 : (tech.isFastRadiation ? 30 : 120)) // one tick every 30 cycles
};
bullet[me].minDmgSpeed = 10
bullet[me].frictionAir = 0.006;
bullet[me].do = function() {
this.force.y += this.mass * 0.0008
//rotates bullet to face current velocity?
if (this.speed > 7) {
const facing = {
x: Math.cos(this.angle),
y: Math.sin(this.angle)
}
const mag = 0.002 * this.mass
if (Vector.cross(Vector.normalise(this.velocity), facing) < 0) {
this.torque += mag
} else {
mech.energy -= mech.fieldRegen + 0.01
this.torque -= mag
}
}
}
};
b.muzzleFlash(30);
},
fireNailFireRate() {
if (this.nextFireCycle + 1 < mech.cycle) this.startingHoldCycle = mech.cycle //reset if not constantly firing
const CD = Math.max(7.5 - 0.06 * (mech.cycle - this.startingHoldCycle), 2) //CD scales with cycles fire is held down
this.nextFireCycle = mech.cycle + CD * b.fireCD //predict next fire cycle if the fire button is held down
}
mech.fireCDcycle = mech.cycle + Math.floor(CD * b.fireCD); // cool down
this.baseFire(mech.angle + (Math.random() - 0.5) * (Math.random() - 0.5) * (mech.crouch ? 1.35 : 3.2) / CD)
},
fireInstantFireRate() {
mech.fireCDcycle = mech.cycle + Math.floor(2 * b.fireCD); // cool down
this.baseFire(mech.angle + (Math.random() - 0.5) * (Math.random() - 0.5) * (mech.crouch ? 1.35 : 3.2) / 2)
},
baseFire(angle) {
const speed = 30 + 6 * Math.random() + 9 * tech.nailInstantFireRate
const dmg = 0.9
b.nail({
x: mech.pos.x + 30 * Math.cos(mech.angle),
y: mech.pos.y + 30 * Math.sin(mech.angle)
}, {
x: mech.Vx / 2 + speed * Math.cos(angle),
y: mech.Vy / 2 + speed * Math.sin(angle)
}, dmg) //position, velocity, damage
if (tech.isIceCrystals) {
bullet[bullet.length - 1].beforeDmg = function(who) {
mobs.statusSlow(who, 30)
if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97) {
b.explosion(this.position, 150 + 30 * Math.random()); //makes bullet do explosive damage at end
}
};
if (mech.energy < 0.01) {
mech.fireCDcycle = mech.cycle + 60; // cool down
} else {
mech.energy -= mech.fieldRegen + 0.01
}
}
},
},
{
name: "shotgun",
@@ -2953,7 +3061,7 @@ const b = {
const me = bullet.length;
const dir = mech.angle + 0.02 * (Math.random() - 0.5)
bullet[me] = Bodies.rectangle(mech.pos.x + 35 * Math.cos(mech.angle), mech.pos.y + 35 * Math.sin(mech.angle), 45, 20, b.fireAttributes(dir));
Matter.Body.setDensity(bullet[me], 0.0022);
Matter.Body.setDensity(bullet[me], 0.003);
World.add(engine.world, bullet[me]); //add bullet to world
const SPEED = (mech.crouch ? 52 : 43) + Math.random() * 7
Matter.Body.setVelocity(bullet[me], {
@@ -3147,109 +3255,6 @@ const b = {
}
}
},
{
name: "flechettes",
description: "fire a volley of <strong class='color-p'>uranium-235</strong> <strong>needles</strong><br>does <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong> over <strong>3</strong> seconds",
ammo: 0,
ammoPack: 75,
defaultAmmoPack: 75,
have: false,
count: 0, //used to track how many shots are in a volley before a big CD
lastFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
fire() {
function makeFlechette(angle = mech.angle + 0.02 * (Math.random() - 0.5)) {
const me = bullet.length;
bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(mech.angle), mech.pos.y + 40 * Math.sin(mech.angle), 45, 1, b.fireAttributes(angle));
bullet[me].collisionFilter.mask = tech.pierce ? 0 : cat.body; //cat.mobShield | //cat.map | cat.body |
Matter.Body.setDensity(bullet[me], 0.00001); //0.001 is normal
bullet[me].endCycle = simulation.cycle + 180;
bullet[me].dmg = 0;
bullet[me].immuneList = []
bullet[me].do = function() {
const whom = Matter.Query.collides(this, mob)
if (whom.length && this.speed > 20) { //if touching a mob
who = whom[0].bodyA
if (who && who.mob) {
if (tech.pierce) {
let immune = false
for (let i = 0; i < this.immuneList.length; i++) {
if (this.immuneList[i] === who.id) immune = true
}
if (!immune) {
this.immuneList.push(who.id)
who.foundPlayer();
if (tech.isFastDot) {
mobs.statusDoT(who, 3.78, 30)
} else {
mobs.statusDoT(who, 0.63, tech.isSlowDot ? 360 : 180)
}
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: 40,
color: "rgba(0,80,80,0.3)",
time: simulation.drawTime
});
}
} else {
this.endCycle = 0;
if (tech.isFlechetteExplode && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97) {
this.explodeRad = 300 + 60 * Math.random();
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
}
who.foundPlayer();
if (tech.isFastDot) {
mobs.statusDoT(who, 4, 30)
} else {
mobs.statusDoT(who, 0.7, tech.isSlowDot ? 360 : 180)
}
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
radius: 40,
color: "rgba(0,80,80,0.3)",
time: simulation.drawTime
});
}
}
} else if (Matter.Query.collides(this, map).length) { //stick in walls
this.collisionFilter.mask = 0;
Matter.Body.setAngularVelocity(this, 0)
Matter.Body.setVelocity(this, {
x: 0,
y: 0
});
this.do = function() {}
} else if (this.speed < 30) {
this.force.y += this.mass * 0.0007; //no gravity until it slows down to improve aiming
}
};
const SPEED = 50
Matter.Body.setVelocity(bullet[me], {
x: mech.Vx / 2 + SPEED * Math.cos(angle),
y: mech.Vy / 2 + SPEED * Math.sin(angle)
});
Matter.Body.setDensity(bullet[me], 0.00001);
World.add(engine.world, bullet[me]); //add bullet to world
}
makeFlechette()
if (tech.isFlechetteMultiShot) {
makeFlechette(mech.angle + 0.02 + 0.005 * Math.random())
makeFlechette(mech.angle - 0.02 - 0.005 * Math.random())
}
const CD = (mech.crouch) ? 40 : 15
if (this.lastFireCycle + CD < mech.cycle) this.count = 0 //reset count if it cycles past the CD
this.lastFireCycle = mech.cycle
if (this.count > ((mech.crouch) ? 8 : 1)) {
this.count = 0
mech.fireCDcycle = mech.cycle + Math.floor(CD * b.fireCD); // cool down
} else {
this.count++
mech.fireCDcycle = mech.cycle + Math.floor(2 * b.fireCD); // cool down
}
}
},
{
name: "wave beam",
description: "emit a <strong>sine wave</strong> of oscillating particles<br>propagates through <strong>walls</strong>",

View File

@@ -108,7 +108,7 @@ function collisionChecks(event) {
return
}
mech.damage(dmg);
if (tech.isPiezo) mech.energy += 2;
if (tech.isPiezo) mech.energy += 4;
if (tech.isBayesian) powerUps.ejectTech()
if (mob[k].onHit) mob[k].onHit(k);
mech.immuneCycle = mech.cycle + tech.collisionImmuneCycles; //player is immune to collision damage for 30 cycles

View File

@@ -13,13 +13,19 @@ const level = {
start() {
if (level.levelsCleared === 0) { //this code only runs on the first level
// simulation.enableConstructMode() //used to build maps in testing mode
// level.difficultyIncrease(20)
// level.difficultyIncrease(30)
// simulation.zoomScale = 1000;
// simulation.setZoom();
// mech.setField("plasma torch")
// b.giveGuns("laser")
// b.giveGuns("nail gun")
// tech.giveTech("rivet gun")
// tech.giveTech("needle gun")
// tech.giveTech("supercritical fission")
// tech.giveTech("irradiated nails")
// tech.giveTech("4s half-life")
// tech.giveTech("1/2s half-life")
// tech.isMineSentry = true
// tech.giveTech("diffuse beam")
// for (let i = 0; i < 60; i++) tech.giveTech("output coupler")
// tech.giveTech("missile-bot")
// tech.giveTech("nail-bot")
@@ -231,16 +237,16 @@ const level = {
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
// spawn.boost(1500, 0, 900);
// spawn.starter(1900, -500, 200) //big boy
spawn.starter(1900, -500, 200) //big boy
// spawn.exploder(2900, -500)
// spawn.launcherBoss(1200, -500)
// spawn.laserTargetingBoss(1600, -400)
// spawn.striker(1600, -500)
spawn.shooter(1700, -120)
// spawn.shooter(1700, -120)
// spawn.bomberBoss(1400, -500)
// spawn.sniper(1800, -120)
// spawn.cellBossCulture(1600, -500)
spawn.streamBoss(1600, -500)
// spawn.streamBoss(1600, -500)
// spawn.beamer(1200, -500)
// spawn.shield(mob[mob.length - 1], 1800, -120, 1);

View File

@@ -164,16 +164,16 @@ const mobs = {
time: simulation.drawTime
});
}
if (true) {
//check for nearby mobs
// if (true) {
// //check for nearby mobs
}
// }
},
endEffect() {},
dmg: tickDamage,
type: "dot",
endCycle: simulation.cycle + cycles,
startCycle: simulation.cycle
startCycle: simulation.cycle + 29 //makes sure it doesn't tick on first application
})
}
},

View File

@@ -494,7 +494,7 @@ const mech = {
let dmg = 1
dmg *= mech.fieldHarmReduction
if (tech.isSpeedHarm) dmg *= 1 - Math.min(player.speed * 0.0185, 0.55)
if (tech.isSlowFPS) dmg *= 0.85
if (tech.isSlowFPS) dmg *= 0.8
if (tech.isPiezo) dmg *= 0.85
if (tech.isHarmReduce && mech.fieldUpgrades[mech.fieldMode].name === "negative mass field" && mech.isFieldActive) dmg *= 0.6
if (tech.isBotArmor) dmg *= 0.97 ** tech.totalBots()

View File

@@ -515,6 +515,10 @@ const simulation = {
b.removeAllGuns();
simulation.isNoPowerUps = false;
tech.setupAllTech(); //sets tech to default values
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod()
}
tech.laserBotCount = 0;
tech.orbitBotCount = 0;
tech.nailBotCount = 0;

View File

@@ -101,24 +101,24 @@ const spawn = {
level.exit.x = 5500;
level.exit.y = -330;
//ramp up damage
// for (let i = 0; i < 2; i++) level.difficultyIncrease(simulation.difficultyMode)
for (let i = 0; i < 3; i++) level.difficultyIncrease(simulation.difficultyMode)
//set game to the next highest difficulty level if not on why
if (simulation.difficultyMode < 6) {
if (simulation.difficultyMode === 0) {
simulation.difficultyMode = 1
} else if (simulation.difficultyMode === 1) {
simulation.difficultyMode = 2
} else if (simulation.difficultyMode === 2) {
simulation.difficultyMode = 4
} else {
simulation.difficultyMode = 6
}
document.getElementById("difficulty-select").value = simulation.difficultyMode
localSettings.difficultyMode = simulation.difficultyMode
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
simulation.makeTextLog(`<span class='color-var'>simulation</span>.difficultyMode<span class='color-symbol'>++</span>`);
}
// if (simulation.difficultyMode < 6) {
// if (simulation.difficultyMode === 0) {
// simulation.difficultyMode = 1
// } else if (simulation.difficultyMode === 1) {
// simulation.difficultyMode = 2
// } else if (simulation.difficultyMode === 2) {
// simulation.difficultyMode = 4
// } else {
// simulation.difficultyMode = 6
// }
// document.getElementById("difficulty-select").value = simulation.difficultyMode
// localSettings.difficultyMode = simulation.difficultyMode
// localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
// simulation.makeTextLog(`<span class='color-var'>simulation</span>.difficultyMode<span class='color-symbol'>++</span>`);
// }
//pull in particles
for (let i = 0, len = body.length; i < len; ++i) {

View File

@@ -109,7 +109,7 @@ const tech = {
maxCount: 1,
count: 0,
allowed() {
return b.inventory.length < 2
return b.inventory.length < 2 //&& !tech.haveGunCheck("CPT gun")
},
requires: "no more than 1 gun",
effect() {
@@ -364,7 +364,7 @@ const tech = {
},
{
name: "Higgs mechanism",
description: "<strong>movement</strong> isn't possible while <strong>firing</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>60%</strong> when <strong>firing</strong>",
description: "while <strong>firing</strong> your <strong>position</strong> is locked<br> and <strong class='color-harm'>harm</strong> is reduced by <strong>60%</strong>",
maxCount: 1,
count: 0,
allowed() {
@@ -507,7 +507,7 @@ const tech = {
maxCount: 9,
count: 0,
allowed() {
return tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1 || tech.isFlechetteExplode
return tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1
},
requires: "an explosive damage source",
effect: () => {
@@ -523,7 +523,7 @@ const tech = {
maxCount: 1,
count: 0,
allowed() {
return tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1 || tech.isFlechetteExplode
return tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1
},
requires: "an explosive damage source",
effect: () => {
@@ -539,7 +539,7 @@ const tech = {
maxCount: 1,
count: 0,
allowed() {
return tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.isFlechetteExplode
return tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField
},
requires: "an explosive damage source",
effect: () => {
@@ -556,7 +556,7 @@ const tech = {
maxCount: 1,
count: 0,
allowed() {
return tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isMissileField || tech.isExplodeMob || tech.isFlechetteExplode || tech.isPulseLaser
return tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isMissileField || tech.isExplodeMob || tech.isPulseLaser
},
requires: "an explosive damage source",
effect: () => {
@@ -572,7 +572,7 @@ const tech = {
maxCount: 1,
count: 0,
allowed() {
return (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1 || tech.isFlechetteExplode) && !tech.sporesOnDeath && !tech.nailsDeathMob && !tech.isBotSpawner
return (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1) && !tech.sporesOnDeath && !tech.nailsDeathMob && !tech.isBotSpawner
},
requires: "an explosive damage source, no other mob death tech",
effect: () => {
@@ -1136,7 +1136,7 @@ const tech = {
},
{
name: "clock gating",
description: `<strong>slow</strong> <strong>time</strong> by <strong>50%</strong> after receiving <strong class='color-harm'>harm</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>15%</strong>`,
description: `<strong>slow</strong> <strong>time</strong> by <strong>50%</strong> after receiving <strong class='color-harm'>harm</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>20%</strong>`,
maxCount: 1,
count: 0,
allowed() {
@@ -2100,14 +2100,14 @@ const tech = {
},
{
name: "incendiary ammunition",
description: "some <strong>bullets</strong> are loaded with <strong class='color-e'>explosives</strong><br><em style = 'font-size: 90%'>nail gun, shotgun, super balls, drones</em>",
description: "<strong>shotgun</strong>, <strong>super balls</strong>, and <strong>drones</strong><br>are loaded with <strong class='color-e'>explosives</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
allowed() {
return ((mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(tech.isSporeField || tech.isMissileField || tech.isIceField)) || tech.haveGunCheck("drones") || tech.haveGunCheck("super balls") || tech.haveGunCheck("nail gun") || tech.haveGunCheck("shotgun")) && !tech.isIceCrystals && !tech.isNailCrit && !tech.isNailShot && !tech.isNailPoison
return ((mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(tech.isSporeField || tech.isMissileField || tech.isIceField)) || tech.haveGunCheck("drones") || tech.haveGunCheck("super balls") || tech.haveGunCheck("shotgun")) && !tech.isNailShot
},
requires: "drones, super balls, nail gun, shotgun",
requires: "drones, super balls, shotgun",
effect() {
tech.isIncendiary = true
},
@@ -2156,7 +2156,7 @@ const tech = {
maxCount: 1,
count: 0,
allowed() {
return tech.haveGunCheck("flechettes") || tech.isNailPoison || tech.isWormholeDamage || tech.isNeutronBomb
return tech.isNailRadiation || tech.isWormholeDamage || tech.isNeutronBomb
},
requires: "radiation damage source",
effect() {
@@ -2200,6 +2200,91 @@ const tech = {
tech.isDamageFromBulletCount = false
}
},
{
name: "needle gun",
description: "<strong>nail gun</strong> slowly fires <strong>3</strong> piercing <strong>needles</strong><br>requires <strong>3</strong> times more <strong class='color-g'>ammo</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
allowed() {
return tech.haveGunCheck("nail gun") && !tech.nailFireRate && !tech.isIceCrystals
},
requires: "nail gun, not ice crystal or pneumatic actuator",
effect() {
tech.isNeedles = true
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "nail gun") {
b.guns[i].ammo = Math.ceil(b.guns[i].ammo / 3);
b.guns[i].ammoPack = Math.ceil(b.guns[i].defaultAmmoPack / 3);
b.guns[i].chooseFireMethod()
simulation.updateGunHUD();
break
}
}
},
remove() {
if (tech.isNeedles) {
tech.isNeedles = false
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "nail gun") {
b.guns[i].chooseFireMethod()
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 3);
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
simulation.updateGunHUD();
break
}
}
}
}
},
{
name: "rivet gun",
description: "<strong>nail gun</strong> slowly fires a heavy <strong>rivet</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
allowed() {
return tech.haveGunCheck("nail gun") && !tech.nailFireRate && !tech.isIceCrystals
},
requires: "nail gun, not ice crystal or pneumatic actuator",
effect() {
tech.isRivets = true
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "nail gun") {
b.guns[i].chooseFireMethod()
break
}
}
},
remove() {
if (tech.isRivets) {
tech.isRivets = false
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "nail gun") {
b.guns[i].chooseFireMethod()
break
}
}
}
}
},
{
name: "rivet diameter",
description: `your <strong>rivets</strong> are <strong>20%</strong> larger<br>increases mass and physical <strong class='color-d'>damage</strong>`,
isGunTech: true,
maxCount: 9,
count: 0,
allowed() {
return tech.isRivets
},
requires: "rivet gun",
effect() {
tech.rivetSize += 0.2
},
remove() {
tech.rivetSize = 1;
}
},
{
name: "ice crystal nucleation",
description: "the <strong>nail gun</strong> uses <strong class='color-f'>energy</strong> to condense<br>unlimited <strong class='color-s'>freezing</strong> <strong>ice shards</strong>",
@@ -2207,9 +2292,9 @@ const tech = {
maxCount: 1,
count: 0,
allowed() {
return tech.haveGunCheck("nail gun") && !tech.nailInstantFireRate && !tech.isIncendiary
return tech.haveGunCheck("nail gun") && !tech.nailInstantFireRate && !tech.isRivets && !tech.isNeedles && !tech.isNailRadiation && !tech.isNailCrit
},
requires: "nail gun, not incendiary, not powder-actuated",
requires: "nail gun, not powder-actuated, rivets, needles, irradiated, or fission",
effect() {
tech.isIceCrystals = true;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
@@ -2224,6 +2309,7 @@ const tech = {
},
remove() {
if (tech.isIceCrystals) {
tech.isIceCrystals = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "nail gun") {
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
@@ -2233,24 +2319,6 @@ const tech = {
}
}
}
tech.isIceCrystals = false;
}
},
{
name: "critical bifurcation",
description: "nail gun <strong>nails</strong> do <strong>400%</strong> more <strong class='color-d'>damage</strong><br>when they strike near the <strong>center</strong> of a mob",
isGunTech: true,
maxCount: 1,
count: 0,
allowed() {
return tech.haveGunCheck("nail gun") && !tech.isIncendiary
},
requires: "nail gun, not incendiary",
effect() {
tech.isNailCrit = true
},
remove() {
tech.isNailCrit = false
}
},
{
@@ -2260,14 +2328,22 @@ const tech = {
maxCount: 1,
count: 0,
allowed() {
return tech.haveGunCheck("nail gun")
return tech.haveGunCheck("nail gun") && !tech.isRivets && !tech.isNeedles
},
requires: "nail gun",
requires: "nail gun, not rivets or needles",
effect() {
tech.nailFireRate = true
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod()
}
},
remove() {
tech.nailFireRate = false
if (tech.nailFireRate) {
tech.nailFireRate = false
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod()
}
}
}
},
{
@@ -2282,9 +2358,85 @@ const tech = {
requires: "nail gun and pneumatic actuator",
effect() {
tech.nailInstantFireRate = true
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod()
}
},
remove() {
tech.nailInstantFireRate = false
if (tech.nailInstantFireRate) {
tech.nailInstantFireRate = false
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod()
}
}
}
},
{
name: "supercritical fission",
description: "<strong>nails</strong>, <strong>needles</strong>, and <strong>rivets</strong> can <strong class='color-e'>explode</strong><br>if they strike mobs near their <strong>center</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
allowed() {
return tech.haveGunCheck("nail gun") && !tech.isIceCrystals
},
requires: "nail gun, not ice crystals",
effect() {
tech.isNailCrit = true
},
remove() {
tech.isNailCrit = false
}
},
{
name: "irradiated nails",
description: "<strong>nails</strong>, <strong>needles</strong>, and <strong>rivets</strong> are <strong class='color-p'>radioactive</strong><br>about <strong>70%</strong> more <strong class='color-d'>damage</strong> over <strong>2</strong> seconds",
isGunTech: true,
maxCount: 1,
count: 0,
allowed() {
return (tech.isMineDrop + tech.nailBotCount + tech.fragments + tech.nailsDeathMob / 2 + ((tech.haveGunCheck("mine") && !tech.isLaserMine) + tech.isNailShot + tech.haveGunCheck("nail gun")) * 2 > 1) && !tech.isIceCrystals
},
requires: "nails, not ice crystals",
effect() {
tech.isNailRadiation = true;
},
remove() {
tech.isNailRadiation = false;
}
},
{
name: "4s half-life",
description: "<strong>nails</strong> are made of <strong class='color-p'>plutonium-238</strong><br>increase <strong class='color-d'>damage</strong> by <strong>100%</strong> over <strong>6</strong> seconds",
isGunTech: true,
maxCount: 1,
count: 0,
allowed() {
return tech.isNailRadiation && !tech.isFastRadiation
},
requires: "irradiated nails",
effect() {
tech.isSlowRadiation = true;
},
remove() {
tech.isSlowRadiation = false;
}
},
{
name: "1/2s half-life",
description: "<strong>nails</strong> are made of <strong class='color-p'>lithium-8</strong><br>flechette <strong class='color-d'>damage</strong> occurs after <strong>1/2</strong> a second",
isGunTech: true,
maxCount: 1,
count: 0,
allowed() {
return tech.isNailRadiation && !tech.isSlowRadiation
},
requires: "irradiated nails",
effect() {
tech.isFastRadiation = true;
},
remove() {
tech.isFastRadiation = false;
}
},
{
@@ -2428,121 +2580,6 @@ const tech = {
tech.bulletSize = 1;
}
},
{
name: "flechettes cartridges",
description: "<strong>flechettes</strong> release <strong>three</strong> needles in each shot<br><strong class='color-g'>ammo</strong> costs are <strong>tripled</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
allowed() {
return tech.haveGunCheck("flechettes")
},
requires: "flechettes",
effect() {
tech.isFlechetteMultiShot = true;
//cut current ammo by 1/3
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "flechettes") {
b.guns[i].ammo = Math.ceil(b.guns[i].ammo / 3);
break
}
}
//cut ammo packs by 1/3
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "flechettes") {
b.guns[i].ammoPack = Math.ceil(b.guns[i].defaultAmmoPack / 3);
break
}
}
simulation.updateGunHUD();
},
remove() {
if (tech.isFlechetteMultiShot) {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "flechettes") {
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 3);
break
}
}
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "flechettes") {
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
break
}
simulation.updateGunHUD();
}
}
tech.isFlechetteMultiShot = false;
}
},
{
name: "6s half-life",
description: "<strong>flechette</strong> needles made of <strong class='color-p'>plutonium-238</strong><br>increase <strong class='color-d'>damage</strong> by <strong>100%</strong> over <strong>6</strong> seconds",
isGunTech: true,
maxCount: 1,
count: 0,
allowed() {
return tech.haveGunCheck("flechettes") && !tech.isFastDot
},
requires: "flechettes",
effect() {
tech.isSlowDot = true;
},
remove() {
tech.isSlowDot = false;
}
},
{
name: "1/2s half-life",
description: "<strong>flechette</strong> needles made of <strong class='color-p'>lithium-8</strong><br>flechette <strong class='color-d'>damage</strong> occurs after <strong>1/2</strong> a second",
isGunTech: true,
maxCount: 1,
count: 0,
allowed() {
return tech.haveGunCheck("flechettes") && !tech.isSlowDot
},
requires: "flechettes",
effect() {
tech.isFastDot = true;
},
remove() {
tech.isFastDot = false;
}
},
{
name: "supercritical fission",
description: "<strong>flechettes</strong> can <strong class='color-e'>explode</strong><br>if they strike mobs near their <strong>center</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
allowed() {
return tech.haveGunCheck("flechettes") && !tech.pierce
},
requires: "flechettes and not piercing needles",
effect() {
tech.isFlechetteExplode = true
},
remove() {
tech.isFlechetteExplode = false
}
},
{
name: "piercing needles",
description: "<strong>needles</strong> penetrate <strong>mobs</strong> and <strong>blocks</strong><br>potentially hitting <strong>multiple</strong> targets",
isGunTech: true,
maxCount: 1,
count: 0,
allowed() {
return tech.haveGunCheck("flechettes") && !tech.isFlechetteExplode
},
requires: "flechettes and not supercritical fission",
effect() {
tech.pierce = true;
},
remove() {
tech.pierce = false;
}
},
{
name: "wave packet",
description: "<strong>wave beam</strong> emits <strong>two</strong> oscillating particles<br>decrease wave <strong class='color-d'>damage</strong> by <strong>20%</strong>",
@@ -2550,7 +2587,7 @@ const tech = {
maxCount: 1,
count: 0,
allowed() {
return tech.haveGunCheck("wave beam") && !tech.isExtruder
return tech.haveGunCheck("wave beam")
},
requires: "wave beam",
effect() {
@@ -2567,7 +2604,7 @@ const tech = {
maxCount: 1,
count: 0,
allowed() {
return tech.haveGunCheck("wave beam") && !tech.isWaveReflect && !tech.isExtruder
return tech.haveGunCheck("wave beam") && !tech.isWaveReflect
},
requires: "wave beam",
effect() {
@@ -2586,7 +2623,7 @@ const tech = {
maxCount: 1,
count: 0,
allowed() {
return tech.haveGunCheck("wave beam") && tech.waveSpeedMap !== 3 && !tech.isExtruder
return tech.haveGunCheck("wave beam") && tech.waveSpeedMap !== 3
},
requires: "wave beam",
effect() {
@@ -2790,40 +2827,6 @@ const tech = {
tech.isMineSentry = false;
}
},
{
name: "irradiated nails",
description: "<strong>nails</strong> are made with a <strong class='color-p'>cobalt-60</strong> alloy<br><strong>85%</strong> <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong> over <strong>2</strong> seconds",
isGunTech: true,
maxCount: 1,
count: 0,
allowed() {
return tech.isMineDrop + tech.nailBotCount + tech.fragments + tech.nailsDeathMob / 2 + ((tech.haveGunCheck("mine") && !tech.isLaserMine) + tech.isNailShot + (tech.haveGunCheck("nail gun") && !tech.isIncendiary)) * 2 > 1
},
requires: "nails",
effect() {
tech.isNailPoison = true;
},
remove() {
tech.isNailPoison = false;
}
},
{
name: "railroad ties",
description: "<strong>nails</strong> are <strong>40%</strong> <strong>larger</strong><br>increases physical <strong class='color-d'>damage</strong> by about <strong>20%</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
allowed() {
return tech.isMineDrop + tech.nailBotCount + tech.fragments + tech.nailsDeathMob / 2 + ((tech.haveGunCheck("mine") && !tech.isLaserMine) + tech.isNailShot + (tech.haveGunCheck("nail gun") && !tech.isIncendiary)) * 2 > 1
},
requires: "nails",
effect() {
tech.biggerNails += 0.33
},
remove() {
tech.biggerNails = 1
}
},
{
name: "mycelial fragmentation",
description: "<strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> release an extra <strong class='color-p' style='letter-spacing: 2px;'>spore</strong><br> once a <strong>second</strong> during their <strong>growth</strong> phase",
@@ -3153,9 +3156,11 @@ const tech = {
}
},
remove() {
tech.beamSplitter = 0
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
if (tech.beamSplitter !== 0) {
tech.beamSplitter = 0
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
}
}
},
@@ -3177,10 +3182,12 @@ const tech = {
}
},
remove() {
tech.wideLaser = 0
tech.isWideLaser = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
if (tech.isWideLaser) {
tech.wideLaser = 0
tech.isWideLaser = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
}
}
},
@@ -3230,9 +3237,11 @@ const tech = {
},
remove() {
// this.description = "<strong>laser</strong> beam is <strong>spread</strong> into your recent <strong>past</strong><br>increase total beam <strong class='color-d'>damage</strong> by <strong>300%</strong>"
tech.historyLaser = 0
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
if (tech.historyLaser) {
tech.historyLaser = 0
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
}
}
},
@@ -3253,9 +3262,11 @@ const tech = {
}
},
remove() {
tech.isPulseLaser = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
if (tech.isPulseLaser) {
tech.isPulseLaser = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
}
}
},
@@ -3768,7 +3779,7 @@ const tech = {
},
{
name: "discrete optimization",
description: "increase <strong class='color-d'>damage</strong> by <strong>50%</strong><br><strong>50%</strong> increased <strong><em>delay</em></strong> after firing",
description: "increase <strong class='color-d'>damage</strong> by <strong>66%</strong><br><strong>50%</strong> increased <strong><em>delay</em></strong> after firing",
isFieldTech: true,
maxCount: 1,
count: 0,
@@ -3777,7 +3788,7 @@ const tech = {
},
requires: "metamaterial cloaking",
effect() {
tech.aimDamage = 1.5
tech.aimDamage = 1.66
b.setFireCD();
},
remove() {
@@ -3998,7 +4009,6 @@ const tech = {
isSporeField: null,
isMissileField: null,
isIceField: null,
isFlechetteMultiShot: null,
isMineAmmoBack: null,
isPlasmaRange: null,
isFreezeMobs: null,
@@ -4015,7 +4025,7 @@ const tech = {
isBotSpawner: null,
waveHelix: null,
isSporeFollow: null,
isNailPoison: null,
isNailRadiation: null,
isEnergyHealth: null,
isPulseStun: null,
restDamage: null,
@@ -4035,7 +4045,7 @@ const tech = {
fastTime: null,
squirrelJump: null,
fastTimeJump: null,
isFastDot: null,
isFastRadiation: null,
isArmorFromPowerUps: null,
isAmmoForGun: null,
isRapidPulse: null,
@@ -4134,5 +4144,7 @@ const tech = {
isTechDamage: null,
isFireNotMove: null,
isRestHarm: null,
isFireMoveLock: null
isFireMoveLock: null,
isRivets: null,
isNeedles: null
}