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:
landgreen
2021-06-11 04:43:34 -07:00
parent 0ed604a74a
commit 3560bf7365
7 changed files with 221 additions and 164 deletions

View File

@@ -1515,9 +1515,9 @@
count: 0,
frequency: 2,
allowed() {
return tech.throwChargeRate > 1 || m.fieldUpgrades[m.fieldMode].name === "pilot wave"
return (tech.throwChargeRate > 1 || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && !tech.isBlockExplosion
},
requires: "mass driver or pilot wave",
requires: "mass driver or pilot wave not tokamak",
effect() {
tech.isBlockBullets = true
},
@@ -1551,9 +1551,9 @@
frequency: 3,
frequencyDefault: 3,
allowed() {
return tech.throwChargeRate > 1 && m.fieldUpgrades[m.fieldMode].name !== "pilot wave"
return (tech.throwChargeRate > 1 || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && !tech.isBlockExplosion
},
requires: "mass driver, not pilot wave",
requires: "mass driver, not pilot wave not tokamak",
effect() {
tech.isBlockPowerUps = true
},
@@ -2034,7 +2034,7 @@
count: 0,
frequency: 2,
allowed() {
return (tech.iceEnergy || tech.isWormholeEnergy || tech.isPiezo || tech.isRailEnergyGain || tech.energySiphon || tech.isEnergyRecovery || tech.dynamoBotCount || tech.isFlipFlopEnergy) && tech.energyRegen !== 0.004 && !tech.isEnergyHealth
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
},
requires: "a way to regen extra energy, but not time crystals",
effect: () => {
@@ -2109,7 +2109,7 @@
count: 0,
frequency: 2,
allowed() {
return m.maxEnergy > 1 || tech.isEnergyRecovery || tech.isPiezo || tech.energySiphon > 0
return m.maxEnergy > 1 || tech.isEnergyRecovery || tech.isPiezo || tech.energySiphon > 0 || tech.isBlockExplosion
},
requires: "increased energy regen or max energy",
effect: () => {
@@ -2217,7 +2217,7 @@
count: 0,
frequency: 2,
allowed() {
return tech.isEnergyRecovery || tech.isPiezo || tech.energySiphon > 0 || tech.isRailEnergyGain || tech.isWormholeEnergy || tech.iceEnergy > 0 || tech.isMassEnergy
return tech.isEnergyRecovery || tech.isPiezo || tech.energySiphon > 0 || tech.isRailEnergyGain || tech.isWormholeEnergy || tech.iceEnergy > 0 || tech.isMassEnergy || tech.isBlockExplosion
},
requires: "a source of overfilled energy",
effect() {
@@ -4947,7 +4947,7 @@
},
{
name: "annihilation",
description: "<strong>touching</strong> normal mobs <strong>annihilates</strong> them<br>drains <strong>33%</strong> of maximum <strong class='color-f'>energy</strong>",
description: "<strong>touching</strong> normal mobs <strong>annihilates</strong> them<br>drains <strong>33%</strong> of your maximum <strong class='color-f'>energy</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
@@ -4963,6 +4963,24 @@
tech.isAnnihilation = false;
}
},
{
name: "inertial mass",
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",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "negative mass field"
},
requires: "negative mass field",
effect() {
tech.isFlyFaster = true
},
remove() {
tech.isFlyFaster = false;
}
},
{
name: "Bose Einstein condensate",
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>",
@@ -5042,7 +5060,7 @@
},
{
name: "tokamak",
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",
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>",
isFieldTech: true,
maxCount: 1,
count: 0,
@@ -5481,25 +5499,26 @@
// },
// remove() {}
// },
// {
// name: "WIMP",
// description: "<strong class='color-harm'>harmful</strong> particles slowly <strong>chase</strong> you",
// maxCount: 1,
// count: 0,
// frequency: 0,
// isExperimentHide: true,
// isJunk: true,
// allowed() {
// return tech.wimpExperiment === 0
// },
// requires: "",
// effect() {
// tech.wimpExperiment = 3
// },
// remove() {
// tech.wimpExperiment = 0
// }
// },
{
name: "hidden variable",
description: "spawn <strong>30</strong> <strong class='color-h'>heal</strong> power ups<br>but hide your <strong class='color-h'>health</strong> bar",
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isExperimentHide: true,
isJunk: true,
allowed() {
return !tech.isEnergyHealth
},
requires: "not mass-energy",
effect() {
document.getElementById("health").style.display = "none"
document.getElementById("health-bg").style.display = "none"
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");
},
remove() {}
},
{
name: "not a bug",
description: "initiate a totally safe game crash for 5 seconds",