why not
why mode is now 20% easier, but still 25% harder than hard mode easy:1, normal:2, hard:4, why:6->5 new community map unchartedCave by 3xionDev! Newtons 1st law 66->88% defense when moving fast Newtons 2nd law 66->88% damage when moving fast CIWS energy 20->18 per shot rupture disables reel and tokamak
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20
js/tech.js
20
js/tech.js
@@ -253,7 +253,7 @@ const tech = {
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if (tech.energyDamage) dmg *= 1 + m.energy * 0.22 * tech.energyDamage;
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if (tech.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.007
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if (tech.isNoFireDamage && m.cycle > m.fireCDcycle + 120) dmg *= 2
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if (tech.isSpeedDamage) dmg *= 1 + Math.min(0.66, player.speed * 0.0165)
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if (tech.isSpeedDamage) dmg *= 1 + Math.min(0.88, player.speed * 0.0193)
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if (tech.isDamageAfterKillNoRegen && m.lastKillCycle + 300 > m.cycle) dmg *= 1.83
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if (tech.isAxion && tech.isHarmMACHO) dmg *= 2 - m.defense()
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if (tech.isHarmDamage && m.lastHarmCycle + 480 > m.cycle) dmg *= 3;
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@@ -1047,7 +1047,7 @@ const tech = {
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// },
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{
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name: "Newtons 1st law",
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description: "<strong class='color-defense'>defense</strong> is proportional to your <strong>speed</strong><br>up to <strong>+66%</strong> <strong class='color-defense'>defense</strong> at <strong>40 speed</strong>",
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description: "<strong class='color-defense'>defense</strong> is proportional to your <strong>speed</strong><br>up to <strong>+88%</strong> <strong class='color-defense'>defense</strong> at <strong>55 speed</strong>",
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -1065,7 +1065,7 @@ const tech = {
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},
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{
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name: "Newtons 2nd law",
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description: "<strong class='color-d'>damage</strong> is proportional to your <strong>speed</strong><br>up to <strong>+66%</strong> <strong class='color-d'>damage</strong> at <strong>40 speed</strong>",
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description: "<strong class='color-d'>damage</strong> is proportional to your <strong>speed</strong><br>up to <strong>+88%</strong> <strong class='color-d'>damage</strong> at <strong>55 speed</strong>",
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -8121,9 +8121,9 @@ const tech = {
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return (m.fieldMode === 5 || m.fieldMode === 4 || m.fieldMode === 10) && !tech.isPrinter && !tech.isReel
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return (m.fieldMode === 5 || m.fieldMode === 4 || m.fieldMode === 10) && !tech.isPrinter && !tech.isReel && !tech.isHookExplosion
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},
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requires: "plasma torch, molecular assembler, grappling hook, not printer, reel",
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requires: "plasma torch, molecular assembler, grappling hook, not printer, reel, rupture",
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effect() {
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tech.isTokamak = true;
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},
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@@ -8775,7 +8775,7 @@ const tech = {
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},
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{
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name: "CIWS",
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description: "<strong>grappling hook</strong> uses <strong>20</strong> <strong class='color-f'>energy</strong><br> to fire <strong>harpoons</strong> at nearby mobs",
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description: "<strong>grappling hook</strong> uses <strong>18</strong> <strong class='color-f'>energy</strong><br> to fire <strong>harpoons</strong> at nearby mobs",
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isFieldTech: true,
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maxCount: 1,
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count: 0,
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@@ -8801,9 +8801,9 @@ const tech = {
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return m.fieldMode === 10
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return m.fieldMode === 10 && !tech.isReel && !tech.isTokamak
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},
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requires: "grappling hook",
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requires: "grappling hook, not reel, tokamak",
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effect() {
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tech.isHookExplosion = true
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},
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@@ -8820,9 +8820,9 @@ const tech = {
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frequency: 1,
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frequencyDefault: 1,
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allowed() {
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return m.fieldMode === 10 && !tech.isTokamak && tech.blockDamage === 0.075
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return m.fieldMode === 10 && !tech.isTokamak && tech.blockDamage === 0.075 && !tech.isHookExplosion
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},
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requires: "not mass driver",
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requires: "grappling hook, not mass driver, rupture, tokamak",
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effect() {
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tech.blockDamage = 0.375
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tech.isReel = true
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