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:
landgreen
2021-08-11 20:40:17 -07:00
parent 72c3ef2d04
commit 2e406c5264
11 changed files with 139 additions and 94 deletions

View File

@@ -871,9 +871,9 @@
frequency: 1,
frequencyDefault: 1,
allowed() {
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
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
},
requires: "super balls, basic or slug shotgun, drones, not irradiated drones",
requires: "super balls, basic or slug shotgun, drones, not irradiated drones or burst drones",
effect() {
tech.isIncendiary = true
},
@@ -3448,7 +3448,7 @@
level.difficultyDecrease(simulation.difficultyMode)
// simulation.difficulty<span class='color-symbol'>-=</span>
simulation.makeTextLog(`level.difficultyDecrease(simulation.difficultyMode)`)
tech.addJunkTechToPool(21)
tech.addJunkTechToPool(31)
// for (let i = 0; i < tech.junk.length; i++) tech.tech.push(tech.junk[i])
},
remove() {
@@ -4614,8 +4614,8 @@
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isSporeWorm || tech.isWormShot
},
@@ -4657,25 +4657,6 @@
}
}
},
{
name: "brushless motor",
description: "<strong>drones</strong> accelerate <strong>50%</strong> faster",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("drones") || (m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isSporeField || tech.isMissileField || tech.isIceField))
},
requires: "drones",
effect() {
tech.isFastDrones = true
},
remove() {
tech.isFastDrones = false
}
},
{
name: "delivery drone",
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>",
@@ -4723,9 +4704,9 @@
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("drones") && !tech.isDroneRadioactive
return tech.haveGunCheck("drones") && !tech.isDroneRadioactive && !tech.isIncendiary
},
requires: "drone gun, not irradiated drones",
requires: "drone gun, not irradiated drones, incendiary",
effect() {
tech.isDroneTeleport = true
},
@@ -4733,6 +4714,25 @@
tech.isDroneTeleport = false
}
},
{
name: "brushless motor",
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>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isDroneTeleport
},
requires: "torque bursts",
effect() {
tech.isDroneFastLook = true
},
remove() {
tech.isDroneFastLook = false
}
},
{
name: "irradiated drones",
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>",
@@ -4785,6 +4785,25 @@
tech.droneRadioDamage = 1
}
},
{
name: "orthocyclic winding",
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>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isDroneRadioactive
},
requires: "irradiated drones",
effect() {
tech.isFastDrones = true
},
remove() {
tech.isFastDrones = false
}
},
{
name: "electrostatic induction",
description: "<strong>foam</strong> bubbles are electrically charged<br>causing <strong>attraction</strong> to nearby <strong>mobs</strong>",
@@ -5881,7 +5900,7 @@
},
{
name: "ambush",
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>",
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>",
isFieldTech: true,
maxCount: 1,
count: 0,
@@ -5892,7 +5911,7 @@
},
requires: "metamaterial cloaking",
effect() {
tech.sneakAttackDmg = 6
tech.sneakAttackDmg = 7
},
remove() {
tech.sneakAttackDmg = 4
@@ -7819,6 +7838,8 @@
isOverHeal: null,
isDroneRadioactive: null,
droneRadioDamage: null,
isDroneTeleport: null,
isDroneFastLook: null,
isFoamTeleport: null,
isResearchBoss: null,
isJunkResearch: null,
@@ -7833,7 +7854,6 @@
harmonicEnergy: null,
isFieldHarmReduction: null,
isFastTime: null,
isDroneTeleport: null,
isAnthropicTech: null,
isSporeWorm: null,
isWormShot: null,