neutronium
tech: neutronium - 90% harm reduce while field is active, 33% slower move speed (requires negative mass field) tech: charmed baryon - 0 cost wormhole, 33% slower move speed harpoon tech: reticulum now always fires extra harpoons even if there are no targets tech.removeTech() method has been improved bug fixes
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@@ -979,23 +979,23 @@ const powerUps = {
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m.fieldCDcycle = m.cycle + 30; //disable field so you can't pick up the ejected tech
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}
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},
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removeRandomTech() {
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const have = [] //find which tech you have
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for (let i = 0; i < tech.tech.length; i++) {
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if (tech.tech[i].count > 0) have.push(i)
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}
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if (have.length) {
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const choose = have[Math.floor(Math.random() * have.length)]
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simulation.makeTextLog(`<span class='color-var'>tech</span>.remove("<span class='color-text'>${tech.tech[choose].name}</span>")`)
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const totalRemoved = tech.tech[choose].count
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tech.tech[choose].count = 0;
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tech.tech[choose].remove(); // remove a random tech form the list of tech you have
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tech.tech[choose].isLost = true
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simulation.updateTechHUD();
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return totalRemoved
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}
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return 0
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},
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// removeRandomTech() {
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// const have = [] //find which tech you have
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// for (let i = 0; i < tech.tech.length; i++) {
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// if (tech.tech[i].count > 0) have.push(i)
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// }
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// if (have.length) {
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// const choose = have[Math.floor(Math.random() * have.length)]
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// simulation.makeTextLog(`<span class='color-var'>tech</span>.removeTech("<span class='color-text'>${tech.tech[choose].name}</span>")`)
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// const totalRemoved = tech.tech[choose].count
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// tech.tech[choose].count = 0;
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// tech.tech[choose].remove(); // remove a random tech form the list of tech you have
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// tech.tech[choose].isLost = true
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// simulation.updateTechHUD();
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// return totalRemoved
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// }
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// return 0
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// },
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directSpawn(x, y, target, moving = true, mode = null, size = powerUps[target].size()) {
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let index = powerUp.length;
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target = powerUps[target];
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