foam fractionation
foam dissipates a bit faster, has less ammo, and does 60% more damage per second tech: foam fractionation - foam is 100% bigger when you are below 200 ammo difficulty now increases linearly, even after beating the final boss
This commit is contained in:
32
js/tech.js
32
js/tech.js
@@ -1985,7 +1985,7 @@ const tech = {
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}
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},
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{
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name: "Lorentzian topology",
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name: "anti-shear topology",
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description: "some <strong>bullets</strong> last <strong>30% longer</strong><br><em style = 'font-size: 83%'>drones, spores, missiles, foam, wave, ice IX, neutron</em>",
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isGunTech: true,
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maxCount: 3,
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@@ -2832,7 +2832,7 @@ const tech = {
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},
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{
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name: "necrophoresis",
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description: "<strong>foam</strong> bullets grow and split into 3 <strong>copies</strong><br> when the mob they are stuck to <strong>dies</strong>",
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description: "<strong>foam</strong> bubbles grow and split into 3 <strong>copies</strong><br> when the mob they are stuck to <strong>dies</strong>",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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@@ -2849,7 +2849,7 @@ const tech = {
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},
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{
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name: "colloidal foam",
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description: "increase <strong>foam</strong> <strong class='color-d'>damage</strong> by <strong>366%</strong><br><strong>foam</strong> dissipates <strong>40%</strong> faster",
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description: "<strong>foam</strong> bubbles dissipate <strong>40%</strong> faster<br>increase <strong>foam</strong> <strong class='color-d'>damage</strong> per second by <strong>300%</strong>",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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@@ -2864,6 +2864,23 @@ const tech = {
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tech.isFastFoam = false;
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}
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},
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{
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name: "foam fractionation",
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description: "<strong>foam</strong> gun bubbles are <strong>100%</strong> larger<br>when you have below <strong>200</strong> <strong class='color-g'>ammo</strong>",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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allowed() {
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return tech.haveGunCheck("foam") || tech.foamBotCount > 2
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},
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requires: "foam",
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effect() {
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tech.isAmmoFoamSize = true
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},
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remove() {
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tech.isAmmoFoamSize = false;
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}
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},
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// {
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// name: "foam size",
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// description: "increase <strong>foam</strong> <strong class='color-d'>damage</strong> by <strong>200%</strong><br><strong>foam</strong> dissipates <strong>50%</strong> faster",
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@@ -3064,7 +3081,7 @@ const tech = {
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},
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{
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name: "slow light propagation",
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description: "",
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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>",
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isGunTech: true,
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maxCount: 9,
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count: 0,
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@@ -3073,14 +3090,14 @@ const tech = {
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},
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requires: "laser, not specular reflection<br>not diffraction grating",
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effect() {
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this.description = `add 5 more <strong>laser</strong> beams into into your past`
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// this.description = `add 5 more <strong>laser</strong> beams into into your past`
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tech.historyLaser++
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
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}
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},
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remove() {
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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>"
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// 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>"
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tech.historyLaser = 0
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
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@@ -3960,5 +3977,6 @@ const tech = {
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isEndLevelPowerUp: null,
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isRewindGun: null,
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missileSize: null,
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isLaserMine: null
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isLaserMine: null,
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isAmmoFoamSize: null
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}
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