coupling again

coupling
  crystallography renamed quintessence
  wormhole -> energy after eating blocks
    penrose process is removed
  perfect diamagnatism and standing wave -> ice IX after blocking
    tech triple point removed
  plasma torch -> +damage

killing one of the first 3->4 snake body mobs makes snake bosses vulnerable
shooterBoss shoots 3-6 smaller bullets

bug fixes
This commit is contained in:
landgreen
2022-08-21 09:18:24 -07:00
parent 53f1961b2d
commit 2ce8aca3ef
7 changed files with 348 additions and 313 deletions

View File

@@ -255,17 +255,17 @@ const build = {
text += `
<br><strong class='color-d'>damage</strong>: ${((tech.damageFromTech())).toPrecision(3)} &nbsp; &nbsp; difficulty: ${((m.dmgScale)).toPrecision(3)}
<br><strong class='color-defense'>defense</strong>: ${(1-m.harmReduction()).toPrecision(3)} &nbsp; &nbsp; difficulty: ${(1/simulation.dmgScale).toPrecision(3)}
<br><strong><em>fire rate</em></strong>: ${((1-b.fireCDscale)*100).toFixed(b.fireCDscale < 0.1 ? 2 : 0)}%
<br><strong class='color-dup'>duplication</strong>: ${(tech.duplicationChance()*100).toFixed(0)}%
<br><strong class='color-coupling'>coupling</strong>: ${(m.coupling).toFixed(2)}
${m.coupling> 0 ? '<br>'+m.couplingDescription(true): ""}
${b.fireCDscale < 1 ? `<br><strong><em>fire rate</em></strong>: ${((1-b.fireCDscale)*100).toFixed(b.fireCDscale < 0.1 ? 2 : 0)}%`: ""}
${tech.duplicationChance() ? `<br><strong class='color-dup'>duplication</strong>: ${(tech.duplicationChance()*100).toFixed(0)}%`: ""}
${m.coupling ? `<br><strong class='color-coupling'>coupling</strong>: ${(m.coupling).toFixed(2)} &nbsp; <span style = 'font-size:90%;'>`+m.couplingDescription(true)+"</span>": ""}
${botText}
<br>
<br><strong class='color-h'>health</strong>: (${(m.health*100).toFixed(0)} / ${(m.maxHealth*100).toFixed(0)})
<br><strong class='color-f'>energy</strong>: (${(m.energy*100).toFixed(0)} / ${(m.maxEnergy*100).toFixed(0)}) +(${(m.fieldRegen*6000).toFixed(0)}/s)
<br><strong class='color-g'>gun</strong>: ${b.activeGun === null || b.activeGun === undefined ? "undefined":b.guns[b.activeGun].name} &nbsp; <strong class='color-g'>ammo</strong>: ${b.activeGun === null || b.activeGun === undefined ? "0":b.guns[b.activeGun].ammo}
<br><strong class='color-m'>tech</strong>: ${tech.totalCount} &nbsp; <strong class='color-r'>research</strong>: ${powerUps.research.count}
<br><strong class='color-j'>JUNK</strong>: ${(junkCount / totalCount * 100).toFixed(1)}%
${junkCount ? `<br><strong class='color-j'>JUNK</strong>: ${(junkCount / totalCount * 100).toFixed(1)}% `: ""}
<br>
<br>seed: ${Math.initialSeed}
<br>level: ${level.levels[level.onLevel]} (${level.difficultyText()}) &nbsp; ${m.cycle} cycles