pilot wave is a bit slower
spammable methods of energy generation no longer work while immune to damage rail-gun, flip-flop, dynamo-bots, ice-IX, energy siphon pilot wave follows the mouse a bit slower (I think this is actually a buff, because blocks stay in the field better) a newly clicked pilot wave now begins at the player, not the mouse (this is just because it looks cool) tech: many worlds, now only spawns 1 tech (use to spawn a heal, ammo, research too)
This commit is contained in:
23
js/tech.js
23
js/tech.js
@@ -303,7 +303,7 @@
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frequency: 2,
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isNonRefundable: true,
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// isExperimentHide: true,
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// isBadRandomOption: true,
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isBadRandomOption: true,
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allowed() {
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return !tech.isSuperDeterminism
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},
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@@ -2533,7 +2533,7 @@
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},
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{
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name: "many-worlds",
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description: "each <strong>level</strong> is an <strong>alternate reality</strong>, where you<br>find a <strong class='color-m'>tech</strong>, <strong class='color-h'>heal</strong>, <strong class='color-g'>ammo</strong>, and <strong class='color-r'>research</strong>",
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description: "each <strong>level</strong> is an <strong>alternate reality</strong>, where you<br>find a <strong class='color-m'>tech</strong> at the start of each level",
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -2701,7 +2701,7 @@
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for (let i = 0, len = tech.tech.length; i < len; i++) { // spawn new tech power ups
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if (!tech.tech[i].isNonRefundable) count += tech.tech[i].count
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}
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if (tech.isDeterminism) count -= 5 //remove the bonus tech
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if (tech.isDeterminism) count -= 4 //remove the bonus tech
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if (tech.isSuperDeterminism) count -= 4 //remove the bonus tech
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tech.setupAllTech(); // remove all tech
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@@ -2770,7 +2770,7 @@
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},
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{
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name: "replication",
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description: "<strong>7.5%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>add <strong>12</strong> <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> to the potential pool",
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description: "<strong>8%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>add <strong>14</strong> <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> to the potential pool",
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maxCount: 9,
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count: 0,
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frequency: 1,
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@@ -2780,14 +2780,14 @@
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},
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requires: "below 100% duplication chance",
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effect() {
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tech.duplicateChance += 0.075
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tech.duplicateChance += 0.08
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powerUps.setDo(); //needed after adjusting duplication chance
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tech.addJunkTechToPool(12)
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tech.addJunkTechToPool(14)
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},
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remove() {
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tech.duplicateChance = 0
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powerUps.setDo(); //needed after adjusting duplication chance
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if (this.count > 1) tech.removeJunkTechFromPool(12)
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if (this.count > 1) tech.removeJunkTechFromPool(14)
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}
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},
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{
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@@ -3113,7 +3113,7 @@
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if (tech.isDeterminism) num = 1
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for (let i = 0; i < num; i++) {
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const index = powerUps.tech.choiceLog[powerUps.tech.choiceLog.length - i - 1]
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if (index !== powerUps.lastTechIndex && tech.tech[index].count < tech.tech[index].maxCount && tech.tech[index].allowed()) {
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if (index !== powerUps.lastTechIndex && tech.tech[index].count < tech.tech[index].maxCount && tech.tech[index].allowed() && tech.tech[index].name !== "backward induction") {
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tech.giveTech(index)
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simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[index].name}</span>") <em>// backward induction</em>`);
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}
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@@ -3140,7 +3140,7 @@
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},
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{
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name: "determinism",
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description: "spawn <strong>6</strong> <strong class='color-m'>tech</strong>, but you have <strong>no cancel</strong><br>and <strong>1 choice</strong> for <strong class='color-m'>tech</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong>",
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description: "spawn <strong>5</strong> <strong class='color-m'>tech</strong>, but you have <strong>no cancel</strong><br>and <strong>1 choice</strong> for <strong class='color-m'>tech</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong>",
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -3153,13 +3153,12 @@
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effect: () => {
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tech.isDeterminism = true;
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//if you change the number spawned also change it in Born rule
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for (let i = 0; i < 6; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "tech");
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for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "tech");
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},
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remove() {
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if (tech.isDeterminism) {
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tech.isDeterminism = false;
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for (let i = 0; i < 6; i++) powerUps.removeRandomTech()
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for (let i = 0; i < 5; i++) powerUps.removeRandomTech()
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}
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}
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},
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