triple point
perfect diamagnetism now has a 1/6 of a second cooldown after blocking (same as other fields) perfect diamagnetism can get bremsstrahlung now standing wave harmonic field blocks now block large mobs more reliably tech: triple point - blocking makes iceIX crystals unlocked with: standing wave harmonic field or perfect diamagnetism
This commit is contained in:
37
js/tech.js
37
js/tech.js
@@ -678,7 +678,7 @@
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count: 0,
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frequency: 2,
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allowed() {
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return m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" || tech.haveGunCheck("spores") || tech.haveGunCheck("drones") || tech.haveGunCheck("missiles") || tech.haveGunCheck("foam") || tech.haveGunCheck("wave beam") || tech.isNeutronBomb || tech.isIceField || tech.relayIce
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return m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" || tech.haveGunCheck("spores") || tech.haveGunCheck("drones") || tech.haveGunCheck("missiles") || tech.haveGunCheck("foam") || tech.haveGunCheck("wave beam") || tech.isNeutronBomb || tech.isIceField || tech.relayIce || tech.blockingIce > 1
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},
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requires: "drones, spores, missiles, foam, wave beam, neutron bomb, ice IX",
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effect() {
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@@ -1690,7 +1690,7 @@
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count: 0,
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frequency: 2,
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allowed() {
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return tech.isStunField || tech.isPulseStun || tech.oneSuperBall || tech.isHarmFreeze || tech.isIceField || tech.relayIce || tech.isIceCrystals || tech.isSporeFreeze || tech.isAoESlow || tech.isFreezeMobs || tech.isCloakStun || tech.orbitBotCount > 1 || tech.isWormholeDamage
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return tech.isStunField || tech.isPulseStun || tech.oneSuperBall || tech.isHarmFreeze || tech.isIceField || tech.relayIce || tech.isIceCrystals || tech.isSporeFreeze || tech.isAoESlow || tech.isFreezeMobs || tech.isCloakStun || tech.orbitBotCount > 1 || tech.isWormholeDamage || tech.blockingIce > 1
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},
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requires: "a freezing or stunning effect",
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effect() {
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@@ -1707,7 +1707,7 @@
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count: 0,
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frequency: 2,
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allowed() {
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return tech.isIceCrystals || tech.isSporeFreeze || tech.isIceField || tech.relayIce
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return tech.isIceCrystals || tech.isSporeFreeze || tech.isIceField || tech.relayIce || tech.blockingIce > 1
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},
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requires: "a localized freeze effect",
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effect() {
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@@ -2915,7 +2915,7 @@
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isNonRefundable: true,
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isBadRandomOption: true,
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allowed() {
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return powerUps.tech.choiceLog.length > 5 && !tech.isDeterminism
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return powerUps.tech.choiceLog.length > 10 && !tech.isDeterminism
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},
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requires: "rejected an option in the last tech selection",
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effect: () => {
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@@ -4363,16 +4363,16 @@
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//************************************************** tech
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//**************************************************
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{
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name: "bremsstrahlung radiation",
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name: "bremsstrahlung",
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description: "<strong>blocking</strong> with <strong>standing wave harmonics</strong><br> does <strong class='color-d'>damage</strong> to mobs",
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isFieldTech: true,
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maxCount: 9,
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count: 0,
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frequency: 2,
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allowed() {
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return m.fieldUpgrades[m.fieldMode].name === "standing wave harmonics"
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return m.fieldUpgrades[m.fieldMode].name === "standing wave harmonics" || m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism"
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},
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requires: "standing wave harmonics",
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requires: "standing wave harmonics, perfect diamagnetism",
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effect() {
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tech.blockDmg += 1.25 //if you change this value also update the for loop in the electricity graphics in m.pushMass
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},
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@@ -4380,6 +4380,24 @@
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tech.blockDmg = 0;
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}
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},
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{
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name: "triple point",
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description: "the pressure from <strong>blocking</strong> is used<br>to condense <strong class='color-s'>ice IX</strong> crystals",
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isFieldTech: true,
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maxCount: 9,
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count: 0,
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frequency: 2,
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allowed() {
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return m.fieldUpgrades[m.fieldMode].name === "standing wave harmonics" || m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism"
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},
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requires: "standing wave harmonics, perfect diamagnetism",
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effect() {
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tech.blockingIce++
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},
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remove() {
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tech.blockingIce = 0;
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}
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},
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{
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name: "frequency resonance",
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description: "<strong>standing wave harmonics</strong> shield is retuned<br>increase <strong>size</strong> and <strong>blocking</strong> efficiency by <strong>50%</strong>",
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@@ -4648,7 +4666,7 @@
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count: 0,
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frequency: 2,
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allowed() {
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return tech.isIceField || tech.relayIce
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return tech.isIceField || tech.relayIce || tech.blockingIce
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},
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requires: "ice IX",
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effect() {
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@@ -6433,5 +6451,6 @@
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isAlwaysFire: null,
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isDroneRespawn: null,
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deathSpawns: null,
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isMobBlockFling: null
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isMobBlockFling: null,
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blockingIce: null
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}
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