surface plasmons
retrocausality drains 30% less energy as time rewinds, but each time you start to rewind you drain 30 energy
no longer provides immunity for 1 second after exiting rewind
spawns 20% fewer bots
deflecting changes
shielded mobs take 50% more energy to deflect
deflecting shielded mobs now only disables your shield for perfect diamagnetism and not for very long
you can deflect any mob if you have at least 5% energy, but if deflecting brings you below that your shield is disabled for 1 second
also you can't passively regen energy while shield is disabled
standing wave rework
coupling gives iceIX -> max energy
expansion gives deflection efficiency -> +50 max energy
spherical harmonics gives 40 -> 50% deflection efficiency
electronegativity is a fieldTech for standing wave, wormhole, and pilot wave
also 0.15 -> 0.22% damage per energy
dynamic equilibrium is no longer unlocked by standing wave
tech: surface plasmons - after deflecting drains all your energy, shoot lasers in every direction
added a generic system to add code that loops for a set time
Example code:
simulation.ephemera.push({
name: "uniqueName",
count: 60, //cycles before it self removes
do() {
this.count--
if (this.count < 0) simulation.removeEphemera(this.name)
//run code here
},
})
some bug fixes
also new bugs probably
This commit is contained in:
171
js/tech.js
171
js/tech.js
@@ -246,7 +246,7 @@ const tech = {
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if (tech.isBotDamage) dmg *= 1 + 0.06 * b.totalBots()
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if (tech.restDamage > 1 && player.speed < 1) dmg *= tech.restDamage
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if (tech.isLowEnergyDamage) dmg *= 1 + 0.7 * Math.max(0, 1 - m.energy)
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if (tech.energyDamage) dmg *= 1 + m.energy * 0.15 * tech.energyDamage;
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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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@@ -2553,27 +2553,6 @@ const tech = {
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tech.isPiezo = false;
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}
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},
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{
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name: "electronegativity",
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descriptionFunction() {
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return `<strong>+0.15%</strong> <strong class='color-d'>damage</strong> per current stored <strong class='color-f'>energy</strong><br><em>(+${(15 * m.energy).toFixed(0)}%)</em>`
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},
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// description: "<strong>+1%</strong> <strong class='color-d'>damage</strong> per <strong>8</strong> stored <strong class='color-f'>energy</strong>",
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maxCount: 9,
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count: 0,
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frequency: 1,
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frequencyDefault: 1,
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allowed() {
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return true
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},
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requires: "",
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effect() {
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tech.energyDamage++
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},
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remove() {
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tech.energyDamage = 0;
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}
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},
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{
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name: "ground state",
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description: "<strong>+200</strong> maximum <strong class='color-f'>energy</strong><br><strong>–40%</strong> passive <strong class='color-f'>energy</strong> generation",
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@@ -4761,7 +4740,7 @@ const tech = {
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.isIceCrystals || tech.isSporeFreeze || (m.fieldMode === 4 && simulation.molecularMode === 2) || tech.isIceShot || tech.relayIce || tech.isNeedleIce || (m.coupling && m.fieldMode < 3)
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return tech.isIceCrystals || tech.isSporeFreeze || (m.fieldMode === 4 && simulation.molecularMode === 2) || tech.isIceShot || tech.relayIce || tech.isNeedleIce || (m.coupling && (m.fieldMode === 3 || m.fieldMode === 0))
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},
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requires: "a freeze effect",
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effect() {
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@@ -4780,7 +4759,7 @@ const tech = {
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.isIceCrystals || tech.isSporeFreeze || (m.fieldMode === 4 && simulation.molecularMode === 2) || tech.isIceShot || tech.relayIce || tech.isNeedleIce || (m.coupling && m.fieldMode < 3)
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return tech.isIceCrystals || tech.isSporeFreeze || (m.fieldMode === 4 && simulation.molecularMode === 2) || tech.isIceShot || tech.relayIce || tech.isNeedleIce || (m.coupling && (m.fieldMode === 3 || m.fieldMode === 0))
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},
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requires: "a freeze effect",
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effect() {
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@@ -4799,7 +4778,7 @@ const tech = {
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return (tech.isIceCrystals || tech.isSporeFreeze || (m.fieldMode === 4 && simulation.molecularMode === 2) || tech.isIceShot || tech.relayIce || tech.isNeedleIce || (m.coupling && m.fieldMode < 3)) && !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.nailsDeathMob
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return (tech.isIceCrystals || tech.isSporeFreeze || (m.fieldMode === 4 && simulation.molecularMode === 2) || tech.isIceShot || tech.relayIce || tech.isNeedleIce || (m.coupling && (m.fieldMode === 3 || m.fieldMode === 0))) && !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.nailsDeathMob
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},
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requires: "a localized freeze effect, no other mob death tech",
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effect() {
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@@ -4818,7 +4797,7 @@ 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 === 4 && simulation.molecularMode === 2) || tech.relayIce || tech.isNeedleIce || (m.coupling && m.fieldMode < 3) || tech.iceIXOnDeath || tech.isIceShot
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return (m.fieldMode === 4 && simulation.molecularMode === 2) || tech.relayIce || tech.isNeedleIce || (m.coupling && (m.fieldMode === 3 || m.fieldMode === 0)) || tech.iceIXOnDeath || tech.isIceShot
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},
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requires: "ice IX",
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effect() {
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@@ -4837,7 +4816,7 @@ const tech = {
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.isIceCrystals || tech.isSporeFreeze || (m.fieldMode === 4 && simulation.molecularMode === 2) || tech.relayIce || tech.isNeedleIce || (m.coupling && m.fieldMode < 3) || tech.iceIXOnDeath || tech.isIceShot
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return tech.isIceCrystals || tech.isSporeFreeze || (m.fieldMode === 4 && simulation.molecularMode === 2) || tech.relayIce || tech.isNeedleIce || (m.coupling && (m.fieldMode === 3 || m.fieldMode === 0)) || tech.iceIXOnDeath || tech.isIceShot
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},
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requires: "a localized freeze effect",
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effect() {
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@@ -7208,6 +7187,48 @@ const tech = {
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//************************************************** field
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//************************************************** tech
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//**************************************************
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{
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name: "spherical harmonics",
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description: "<strong>+50%</strong> <strong>standing wave</strong> deflection efficiency", //<strong>standing wave</strong> oscillates in a 3rd dimension<br>
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isFieldTech: true,
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maxCount: 9,
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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 m.fieldMode === 1 && !tech.isLaserField
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},
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requires: "standing wave, not surface plasmons",
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effect() {
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tech.harmonics++
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m.fieldShieldingScale = 1.6 * Math.pow(0.5, (tech.harmonics - 2))
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m.harmonicShield = m.harmonicAtomic
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},
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remove() {
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tech.harmonics = 2
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m.fieldShieldingScale = 1.6 * Math.pow(0.5, (tech.harmonics - 2))
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m.harmonicShield = m.harmonic3Phase
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}
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},
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{
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name: "surface plasmons",
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description: "if <strong>deflecting</strong> drains all your <strong class='color-f'>energy</strong><br>emit <strong class='color-laser'>laser</strong> beams that scale with max <strong class='color-f'>energy</strong>",
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isFieldTech: 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 (m.fieldMode === 4 && tech.deflectEnergy === 0) || (m.fieldMode === 1 && tech.harmonics === 2) || m.fieldMode === 0
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},
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requires: "molecular assembler, standing wave, field emitter, not electric generator",
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effect() {
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tech.isLaserField = true
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},
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remove() {
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tech.isLaserField = false
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}
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},
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{
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name: "zero point energy",
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description: `use ${powerUps.orb.research(2)}<br><strong>+100</strong> maximum <strong class='color-f'>energy</strong>`,
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@@ -7233,51 +7254,9 @@ const tech = {
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if (this.count > 0) powerUps.research.changeRerolls(2)
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}
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},
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{
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name: "surface plasmons",
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description: "if <strong>deflecting</strong> a mob drains all your energy<br>emit <strong class='color-laser'>laser</strong> beams in every direction",
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isFieldTech: 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 m.fieldMode === 4 || m.fieldMode === 1 || m.fieldMode === 0
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},
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requires: "molecular assembler, standing wave, field emitter",
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effect() {
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tech.isLaserField = true
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},
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remove() {
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tech.isLaserField = false
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}
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},
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{
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name: "spherical harmonics",
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description: "<strong>+40%</strong> <strong>standing wave</strong> deflection efficiency<br>no longer deactivates on mob <strong>shields</strong>", //<strong>standing wave</strong> oscillates in a 3rd dimension<br>
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isFieldTech: true,
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maxCount: 9,
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count: 0,
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frequency: 3,
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frequencyDefault: 3,
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allowed() {
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return m.fieldMode === 1
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},
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requires: "standing wave",
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effect() {
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tech.harmonics++
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m.fieldShieldingScale = 1.6 * Math.pow(0.6, (tech.harmonics - 2))
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m.harmonicShield = m.harmonicAtomic
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},
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remove() {
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tech.harmonics = 2
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m.fieldShieldingScale = 1.6 * Math.pow(0.6, (tech.harmonics - 2))
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m.harmonicShield = m.harmonic3Phase
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}
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},
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{
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name: "expansion",
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description: "using <strong>standing wave</strong> field <strong>expands</strong> its <strong>radius</strong>",
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description: "using <strong>standing wave</strong> field <strong>expands</strong> its <strong>radius</strong><br><strong>+40</strong> maximum <strong class='color-f'>energy</strong>",
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isFieldTech: true,
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maxCount: 1,
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count: 0,
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@@ -7289,37 +7268,36 @@ const tech = {
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requires: "standing wave",
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effect() {
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tech.isStandingWaveExpand = true
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m.setMaxEnergy()
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// m.fieldShieldingScale = (tech.isStandingWaveExpand ? 0.9 : 1.6) * Math.pow(0.6, (tech.harmonics - 2))
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},
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remove() {
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tech.isStandingWaveExpand = false
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m.setMaxEnergy()
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// m.fieldShieldingScale = (tech.isStandingWaveExpand ? 0.9 : 1.6) * Math.pow(0.6, (tech.harmonics - 2))
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m.harmonicRadius = 1
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}
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},
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{
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name: "triple point",
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name: "electronegativity",
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descriptionFunction() {
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return `<strong>+1.5</strong> second <strong class='color-s'>ice IX</strong> freeze effect<br>spawn ${powerUps.orb.coupling(10)} that each give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong>` //<br>${m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}
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return `<strong>+0.22%</strong> <strong class='color-d'>damage</strong> per current stored <strong class='color-f'>energy</strong><br><em>(up to +${(22 * m.maxEnergy).toFixed(0)}% damage at max energy)</em>`
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},
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// description: "<strong>+1%</strong> <strong class='color-d'>damage</strong> per <strong>8</strong> stored <strong class='color-f'>energy</strong>",
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isFieldTech: true,
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maxCount: 3,
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maxCount: 9,
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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 m.fieldMode === 1 || m.fieldMode === 2
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return m.fieldMode === 1 || m.fieldMode === 9 || m.fieldMode === 8
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},
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requires: "standing wave, perfect diamagnetism",
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requires: "standing wave, wormhole, pilot wave",
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effect() {
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tech.iceIXFreezeTime += 90
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powerUps.spawnDelay("coupling", 10)
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tech.energyDamage++
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},
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remove() {
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tech.iceIXFreezeTime = 150
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if (this.count) {
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m.couplingChange(-this.count)
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}
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tech.energyDamage = 0;
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}
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},
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{
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@@ -7379,6 +7357,29 @@ const tech = {
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tech.isStunField = 0;
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}
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},
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{
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name: "triple point",
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descriptionFunction() {
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return `<strong>+1.5</strong> second <strong class='color-s'>ice IX</strong> freeze effect<br>spawn ${powerUps.orb.coupling(10)} that each give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong>` //<br>${m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}
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},
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isFieldTech: true,
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maxCount: 3,
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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 m.fieldMode === 2
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},
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requires: "perfect diamagnetism",
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effect() {
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tech.iceIXFreezeTime += 90
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powerUps.spawnDelay("coupling", 10)
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},
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remove() {
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tech.iceIXFreezeTime = 150
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if (this.count) m.couplingChange(-this.count)
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}
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},
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{
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name: "eddy current brake",
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description: "perfect diamagnetism <strong class='color-s'>slows</strong> nearby mobs<br>effect <strong>radius</strong> scales with stored <strong class='color-f'>energy</strong>",
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@@ -7472,9 +7473,9 @@ 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 === 8 || m.fieldMode === 3 || m.fieldMode === 1) && !tech.isCloakHealLastHit
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return (m.fieldMode === 8 || m.fieldMode === 3) && !tech.isCloakHealLastHit
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},
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requires: "negative mass, pilot wave, standing wave, not patch",
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requires: "negative mass, pilot wave, not patch",
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effect() {
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tech.lastHitDamage += 5;
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},
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@@ -7796,9 +7797,9 @@ 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 === 4
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return m.fieldMode === 4 && !tech.isLaserField
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},
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requires: "molecular assembler",
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requires: "molecular assembler, not surface plasmon",
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effect() {
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tech.deflectEnergy += 0.5;
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},
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Reference in New Issue
Block a user