orthocyclic winding
tech: brushless motor - drones rush more often and do 44% more damage requires torque bursts tech: orthocyclic winding - irradiated drones are faster and do more damage requires irradiated drones automatic aiming systems (bots, drones, missiles) will ignore the pink seeking mob bullets safari is super buggy, I'm guessing no one that reports bugs uses it. fixed scroll bar covering up pause right side text on safari and firefox fixed issue with ctx.setLineDash sometimes making the player dashed on safari various other bug fixes
This commit is contained in:
78
js/tech.js
78
js/tech.js
@@ -871,9 +871,9 @@
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frequency: 1,
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frequencyDefault: 1,
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allowed() {
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return ((m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isDroneRadioactive || tech.isSporeField || tech.isMissileField || tech.isIceField)) || (tech.haveGunCheck("drones") && !tech.isDroneRadioactive) || tech.haveGunCheck("super balls") || tech.haveGunCheck("shotgun")) && !tech.isNailShot && !tech.isIceShot && !tech.isFoamShot && !tech.isWormShot
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return ((m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isDroneTeleport || tech.isDroneRadioactive || tech.isSporeField || tech.isMissileField || tech.isIceField)) || (tech.haveGunCheck("drones") && !tech.isDroneRadioactive && !tech.isDroneTeleport) || tech.haveGunCheck("super balls") || tech.haveGunCheck("shotgun")) && !tech.isNailShot && !tech.isIceShot && !tech.isFoamShot && !tech.isWormShot
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},
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requires: "super balls, basic or slug shotgun, drones, not irradiated drones",
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requires: "super balls, basic or slug shotgun, drones, not irradiated drones or burst drones",
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effect() {
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tech.isIncendiary = true
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},
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@@ -3448,7 +3448,7 @@
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level.difficultyDecrease(simulation.difficultyMode)
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// simulation.difficulty<span class='color-symbol'>-=</span>
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simulation.makeTextLog(`level.difficultyDecrease(simulation.difficultyMode)`)
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tech.addJunkTechToPool(21)
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tech.addJunkTechToPool(31)
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// for (let i = 0; i < tech.junk.length; i++) tech.tech.push(tech.junk[i])
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},
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remove() {
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@@ -4614,8 +4614,8 @@
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isGunTech: true,
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maxCount: 1,
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count: 0,
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frequency: 3,
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frequencyDefault: 3,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.isSporeWorm || tech.isWormShot
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},
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@@ -4657,25 +4657,6 @@
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}
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}
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},
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{
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name: "brushless motor",
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description: "<strong>drones</strong> accelerate <strong>50%</strong> faster",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.haveGunCheck("drones") || (m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isSporeField || tech.isMissileField || tech.isIceField))
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},
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requires: "drones",
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effect() {
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tech.isFastDrones = true
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},
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remove() {
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tech.isFastDrones = false
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}
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},
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{
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name: "delivery drone",
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description: "if a <strong>drone</strong> picks up a <strong>power up</strong>,<br>it becomes <strong>larger</strong>, <strong>faster</strong>, and more <strong>durable</strong>",
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@@ -4723,9 +4704,9 @@
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.haveGunCheck("drones") && !tech.isDroneRadioactive
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return tech.haveGunCheck("drones") && !tech.isDroneRadioactive && !tech.isIncendiary
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},
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requires: "drone gun, not irradiated drones",
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requires: "drone gun, not irradiated drones, incendiary",
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effect() {
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tech.isDroneTeleport = true
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},
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@@ -4733,6 +4714,25 @@
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tech.isDroneTeleport = false
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}
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},
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{
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name: "brushless motor",
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description: "<strong>drones</strong> can <strong>rush</strong> <strong>66%</strong> more often<br>increase <strong>drone</strong> collision <strong class='color-d'>damage</strong> by <strong>44%</strong>",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.isDroneTeleport
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},
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requires: "torque bursts",
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effect() {
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tech.isDroneFastLook = true
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},
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remove() {
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tech.isDroneFastLook = false
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}
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},
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{
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name: "irradiated drones",
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description: "the space around <strong>drones</strong> is <strong class='color-p'>irradiated</strong><br>reduce <strong class='color-g'>ammo</strong>/<strong class='color-f'>efficiency</strong> by <strong>75%</strong>",
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@@ -4785,6 +4785,25 @@
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tech.droneRadioDamage = 1
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}
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},
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{
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name: "orthocyclic winding",
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description: "<strong>drones</strong> accelerate <strong>66%</strong> faster<br>increase <strong class='color-p'>radiation</strong> <strong class='color-d'>damage</strong> by <strong>33%</strong>",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.isDroneRadioactive
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},
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requires: "irradiated drones",
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effect() {
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tech.isFastDrones = true
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},
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remove() {
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tech.isFastDrones = false
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}
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},
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{
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name: "electrostatic induction",
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description: "<strong>foam</strong> bubbles are electrically charged<br>causing <strong>attraction</strong> to nearby <strong>mobs</strong>",
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@@ -5881,7 +5900,7 @@
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},
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{
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name: "ambush",
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description: "metamaterial cloaking field <strong class='color-d'>damage</strong> effect<br>is increased from <span style = 'text-decoration: line-through;'>300%</span> to <strong>500%</strong>",
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description: "metamaterial cloaking field <strong class='color-d'>damage</strong> effect<br>is increased from <span style = 'text-decoration: line-through;'>300%</span> to <strong>600%</strong>",
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isFieldTech: true,
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maxCount: 1,
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count: 0,
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@@ -5892,7 +5911,7 @@
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},
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requires: "metamaterial cloaking",
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effect() {
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tech.sneakAttackDmg = 6
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tech.sneakAttackDmg = 7
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},
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remove() {
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tech.sneakAttackDmg = 4
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@@ -7819,6 +7838,8 @@
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isOverHeal: null,
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isDroneRadioactive: null,
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droneRadioDamage: null,
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isDroneTeleport: null,
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isDroneFastLook: null,
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isFoamTeleport: null,
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isResearchBoss: null,
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isJunkResearch: null,
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@@ -7833,7 +7854,6 @@
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harmonicEnergy: null,
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isFieldHarmReduction: null,
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isFastTime: null,
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isDroneTeleport: null,
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isAnthropicTech: null,
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isSporeWorm: null,
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isWormShot: null,
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