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:
landgreen
2020-12-31 09:49:07 -08:00
parent 491b979d4c
commit 2c30382093
7 changed files with 49 additions and 39 deletions

View File

@@ -1985,7 +1985,7 @@ const tech = {
}
},
{
name: "Lorentzian topology",
name: "anti-shear topology",
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>",
isGunTech: true,
maxCount: 3,
@@ -2832,7 +2832,7 @@ const tech = {
},
{
name: "necrophoresis",
description: "<strong>foam</strong> bullets grow and split into 3 <strong>copies</strong><br> when the mob they are stuck to <strong>dies</strong>",
description: "<strong>foam</strong> bubbles grow and split into 3 <strong>copies</strong><br> when the mob they are stuck to <strong>dies</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -2849,7 +2849,7 @@ const tech = {
},
{
name: "colloidal foam",
description: "increase <strong>foam</strong> <strong class='color-d'>damage</strong> by <strong>366%</strong><br><strong>foam</strong> dissipates <strong>40%</strong> faster",
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>",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -2864,6 +2864,23 @@ const tech = {
tech.isFastFoam = false;
}
},
{
name: "foam fractionation",
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>",
isGunTech: true,
maxCount: 1,
count: 0,
allowed() {
return tech.haveGunCheck("foam") || tech.foamBotCount > 2
},
requires: "foam",
effect() {
tech.isAmmoFoamSize = true
},
remove() {
tech.isAmmoFoamSize = false;
}
},
// {
// name: "foam size",
// description: "increase <strong>foam</strong> <strong class='color-d'>damage</strong> by <strong>200%</strong><br><strong>foam</strong> dissipates <strong>50%</strong> faster",
@@ -3064,7 +3081,7 @@ const tech = {
},
{
name: "slow light propagation",
description: "",
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>",
isGunTech: true,
maxCount: 9,
count: 0,
@@ -3073,14 +3090,14 @@ const tech = {
},
requires: "laser, not specular reflection<br>not diffraction grating",
effect() {
this.description = `add 5 more <strong>laser</strong> beams into into your past`
// this.description = `add 5 more <strong>laser</strong> beams into into your past`
tech.historyLaser++
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
},
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>"
// 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()
@@ -3960,5 +3977,6 @@ const tech = {
isEndLevelPowerUp: null,
isRewindGun: null,
missileSize: null,
isLaserMine: null
isLaserMine: null,
isAmmoFoamSize: null
}