inertial mass
historyBoss has a much smaller damage radius, but it does 2x more damage also history boss has updated graphics no the dotted lines on the player isn't a bug inertial mass - negative mass field is larger and you accelerate faster also moves blocks horizontally while the field is active junk tech - hide your health bar, spawn 30 health bug fixes
This commit is contained in:
75
js/tech.js
75
js/tech.js
@@ -1515,9 +1515,9 @@
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count: 0,
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frequency: 2,
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allowed() {
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return tech.throwChargeRate > 1 || m.fieldUpgrades[m.fieldMode].name === "pilot wave"
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return (tech.throwChargeRate > 1 || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && !tech.isBlockExplosion
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},
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requires: "mass driver or pilot wave",
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requires: "mass driver or pilot wave not tokamak",
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effect() {
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tech.isBlockBullets = true
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},
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@@ -1551,9 +1551,9 @@
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frequency: 3,
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frequencyDefault: 3,
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allowed() {
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return tech.throwChargeRate > 1 && m.fieldUpgrades[m.fieldMode].name !== "pilot wave"
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return (tech.throwChargeRate > 1 || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && !tech.isBlockExplosion
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},
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requires: "mass driver, not pilot wave",
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requires: "mass driver, not pilot wave not tokamak",
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effect() {
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tech.isBlockPowerUps = true
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},
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@@ -2034,7 +2034,7 @@
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count: 0,
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frequency: 2,
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allowed() {
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return (tech.iceEnergy || tech.isWormholeEnergy || tech.isPiezo || tech.isRailEnergyGain || tech.energySiphon || tech.isEnergyRecovery || tech.dynamoBotCount || tech.isFlipFlopEnergy) && tech.energyRegen !== 0.004 && !tech.isEnergyHealth
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return (tech.iceEnergy || tech.isWormholeEnergy || tech.isPiezo || tech.isRailEnergyGain || tech.energySiphon || tech.isEnergyRecovery || tech.dynamoBotCount || tech.isFlipFlopEnergy || tech.isBlockExplosion) && tech.energyRegen !== 0.004 && !tech.isEnergyHealth
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},
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requires: "a way to regen extra energy, but not time crystals",
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effect: () => {
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@@ -2109,7 +2109,7 @@
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count: 0,
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frequency: 2,
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allowed() {
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return m.maxEnergy > 1 || tech.isEnergyRecovery || tech.isPiezo || tech.energySiphon > 0
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return m.maxEnergy > 1 || tech.isEnergyRecovery || tech.isPiezo || tech.energySiphon > 0 || tech.isBlockExplosion
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},
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requires: "increased energy regen or max energy",
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effect: () => {
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@@ -2217,7 +2217,7 @@
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count: 0,
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frequency: 2,
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allowed() {
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return tech.isEnergyRecovery || tech.isPiezo || tech.energySiphon > 0 || tech.isRailEnergyGain || tech.isWormholeEnergy || tech.iceEnergy > 0 || tech.isMassEnergy
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return tech.isEnergyRecovery || tech.isPiezo || tech.energySiphon > 0 || tech.isRailEnergyGain || tech.isWormholeEnergy || tech.iceEnergy > 0 || tech.isMassEnergy || tech.isBlockExplosion
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},
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requires: "a source of overfilled energy",
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effect() {
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@@ -4947,7 +4947,7 @@
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},
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{
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name: "annihilation",
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description: "<strong>touching</strong> normal mobs <strong>annihilates</strong> them<br>drains <strong>33%</strong> of maximum <strong class='color-f'>energy</strong>",
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description: "<strong>touching</strong> normal mobs <strong>annihilates</strong> them<br>drains <strong>33%</strong> of your 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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@@ -4963,6 +4963,24 @@
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tech.isAnnihilation = false;
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}
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},
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{
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name: "inertial mass",
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description: "<strong>negative mass field</strong> is larger and <strong>faster</strong><br><strong class='color-block'>blocks</strong> also move <strong>horizontally</strong> with the field",
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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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allowed() {
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return m.fieldUpgrades[m.fieldMode].name === "negative mass field"
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},
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requires: "negative mass field",
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effect() {
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tech.isFlyFaster = true
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},
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remove() {
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tech.isFlyFaster = false;
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}
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},
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{
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name: "Bose Einstein condensate",
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description: "<strong>mobs</strong> inside your <strong class='color-f'>field</strong> are <strong class='color-s'>frozen</strong><br><em style = 'font-size: 100%'>pilot wave, negative mass, time dilation</em>",
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@@ -5042,7 +5060,7 @@
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},
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{
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name: "tokamak",
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description: "throwing a <strong class='color-block'>block</strong> convert it into <strong class='color-f'>energy</strong><br>and a <strong class='color-laser'>laser</strong> pulse <strong class='color-e'>explosion</strong> cluster",
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description: "throwing a <strong class='color-block'>block</strong> converts it into <strong class='color-f'>energy</strong><br>and a pulsed fusion <strong class='color-e'>explosion</strong>",
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isFieldTech: true,
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maxCount: 1,
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count: 0,
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@@ -5481,25 +5499,26 @@
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// },
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// remove() {}
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// },
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// {
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// name: "WIMP",
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// description: "<strong class='color-harm'>harmful</strong> particles slowly <strong>chase</strong> you",
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// maxCount: 1,
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// count: 0,
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// frequency: 0,
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// isExperimentHide: true,
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// isJunk: true,
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// allowed() {
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// return tech.wimpExperiment === 0
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// },
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// requires: "",
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// effect() {
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// tech.wimpExperiment = 3
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// },
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// remove() {
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// tech.wimpExperiment = 0
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// }
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// },
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{
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name: "hidden variable",
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description: "spawn <strong>30</strong> <strong class='color-h'>heal</strong> power ups<br>but hide your <strong class='color-h'>health</strong> bar",
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maxCount: 1,
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count: 0,
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frequency: 0,
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isNonRefundable: true,
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isExperimentHide: true,
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isJunk: true,
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allowed() {
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return !tech.isEnergyHealth
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},
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requires: "not mass-energy",
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effect() {
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document.getElementById("health").style.display = "none"
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document.getElementById("health-bg").style.display = "none"
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for (let i = 0; i < 30; i++) powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal");
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},
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remove() {}
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},
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{
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name: "not a bug",
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description: "initiate a totally safe game crash for 5 seconds",
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