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:
landgreen
2021-04-21 19:57:53 -07:00
parent b50e2ba9ce
commit 29dee3536f
9 changed files with 97 additions and 63 deletions

View File

@@ -678,7 +678,7 @@
count: 0,
frequency: 2,
allowed() {
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
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
},
requires: "drones, spores, missiles, foam, wave beam, neutron bomb, ice IX",
effect() {
@@ -1690,7 +1690,7 @@
count: 0,
frequency: 2,
allowed() {
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
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
},
requires: "a freezing or stunning effect",
effect() {
@@ -1707,7 +1707,7 @@
count: 0,
frequency: 2,
allowed() {
return tech.isIceCrystals || tech.isSporeFreeze || tech.isIceField || tech.relayIce
return tech.isIceCrystals || tech.isSporeFreeze || tech.isIceField || tech.relayIce || tech.blockingIce > 1
},
requires: "a localized freeze effect",
effect() {
@@ -2915,7 +2915,7 @@
isNonRefundable: true,
isBadRandomOption: true,
allowed() {
return powerUps.tech.choiceLog.length > 5 && !tech.isDeterminism
return powerUps.tech.choiceLog.length > 10 && !tech.isDeterminism
},
requires: "rejected an option in the last tech selection",
effect: () => {
@@ -4363,16 +4363,16 @@
//************************************************** tech
//**************************************************
{
name: "bremsstrahlung radiation",
name: "bremsstrahlung",
description: "<strong>blocking</strong> with <strong>standing wave harmonics</strong><br> does <strong class='color-d'>damage</strong> to mobs",
isFieldTech: true,
maxCount: 9,
count: 0,
frequency: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "standing wave harmonics"
return m.fieldUpgrades[m.fieldMode].name === "standing wave harmonics" || m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism"
},
requires: "standing wave harmonics",
requires: "standing wave harmonics, perfect diamagnetism",
effect() {
tech.blockDmg += 1.25 //if you change this value also update the for loop in the electricity graphics in m.pushMass
},
@@ -4380,6 +4380,24 @@
tech.blockDmg = 0;
}
},
{
name: "triple point",
description: "the pressure from <strong>blocking</strong> is used<br>to condense <strong class='color-s'>ice IX</strong> crystals",
isFieldTech: true,
maxCount: 9,
count: 0,
frequency: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "standing wave harmonics" || m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism"
},
requires: "standing wave harmonics, perfect diamagnetism",
effect() {
tech.blockingIce++
},
remove() {
tech.blockingIce = 0;
}
},
{
name: "frequency resonance",
description: "<strong>standing wave harmonics</strong> shield is retuned<br>increase <strong>size</strong> and <strong>blocking</strong> efficiency by <strong>50%</strong>",
@@ -4648,7 +4666,7 @@
count: 0,
frequency: 2,
allowed() {
return tech.isIceField || tech.relayIce
return tech.isIceField || tech.relayIce || tech.blockingIce
},
requires: "ice IX",
effect() {
@@ -6433,5 +6451,6 @@
isAlwaysFire: null,
isDroneRespawn: null,
deathSpawns: null,
isMobBlockFling: null
isMobBlockFling: null,
blockingIce: null
}