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

@@ -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
}