radioactive explosions

various bug fixes
  Laser+slow light prop+crouch= all but one laser stays in original position
  CPT rewind and gun: correctly put you back into a crouch position
  Higgs + rail gun allows movement
  blocks don't linger at the bottom of portals anymore

squirrel cage - move even faster, but take 5% more harm

tech: iridium-192 - explosions are radioactive, +80% damage, spread over 4 seconds
This commit is contained in:
landgreen
2021-01-17 09:23:57 -08:00
parent 261977b774
commit 3657db7548
7 changed files with 138 additions and 73 deletions

View File

@@ -384,7 +384,7 @@ const tech = {
},
{
name: "squirrel-cage rotor",
description: "<strong>move</strong> and <strong>jump</strong> about <strong>25%</strong> faster",
description: "<strong>move</strong> and <strong>jump</strong> about <strong>30%</strong> faster<br>but you take <strong>5%</strong> more <strong class='color-harm'>harm</strong>",
maxCount: 9,
count: 0,
allowed() {
@@ -392,8 +392,8 @@ const tech = {
},
requires: "",
effect() { // good with melee builds, content skipping builds
tech.squirrelFx += 0.2;
tech.squirrelJump += 0.09;
tech.squirrelFx += 0.25;
tech.squirrelJump += 0.1;
mech.setMovement()
},
remove() {
@@ -501,6 +501,22 @@ const tech = {
b.setFireCD();
}
},
{
name: "iridium-192",
description: "<strong class='color-e'>explosions</strong> release <strong class='color-p'>gamma radiation</strong><br><strong>80%</strong> more <strong class='color-d'>damage</strong> over 4 seconds",
maxCount: 1,
count: 0,
allowed() {
return tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1
},
requires: "an explosive damage source",
effect: () => {
tech.isExplodeRadio = true;
},
remove() {
tech.isExplodeRadio = false;
}
},
{
name: "ammonium nitrate",
description: "increase <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong> by <strong>20%</strong><br>increase <strong class='color-e'>explosive</strong> <strong>radius</strong> by <strong>20%</strong>",
@@ -2156,7 +2172,7 @@ const tech = {
maxCount: 1,
count: 0,
allowed() {
return tech.isNailRadiation || tech.isWormholeDamage || tech.isNeutronBomb
return tech.isNailRadiation || tech.isWormholeDamage || tech.isNeutronBomb || tech.isExplodeRadio
},
requires: "radiation damage source",
effect() {
@@ -2207,9 +2223,9 @@ const tech = {
maxCount: 1,
count: 0,
allowed() {
return tech.haveGunCheck("nail gun") && !tech.nailFireRate && !tech.isIceCrystals
return tech.haveGunCheck("nail gun") && !tech.nailFireRate && !tech.isIceCrystals && !tech.isRivets
},
requires: "nail gun, not ice crystal or pneumatic actuator",
requires: "nail gun, not ice crystal, rivets, or pneumatic actuator",
effect() {
tech.isNeedles = true
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
@@ -2244,9 +2260,9 @@ const tech = {
maxCount: 1,
count: 0,
allowed() {
return tech.haveGunCheck("nail gun") && !tech.nailFireRate && !tech.isIceCrystals
return tech.haveGunCheck("nail gun") && !tech.nailFireRate && !tech.isIceCrystals && !tech.isNeedles
},
requires: "nail gun, not ice crystal or pneumatic actuator",
requires: "nail gun, not ice crystal, needles, or pneumatic actuator",
effect() {
tech.isRivets = true
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
@@ -2378,7 +2394,7 @@ const tech = {
maxCount: 1,
count: 0,
allowed() {
return tech.haveGunCheck("nail gun") && !tech.isIceCrystals
return (tech.nailBotCount > 2 || tech.haveGunCheck("nail gun")) && !tech.isIceCrystals
},
requires: "nail gun, not ice crystals",
effect() {
@@ -2424,7 +2440,7 @@ const tech = {
},
{
name: "1/2s half-life",
description: "<strong>nails</strong> are made of <strong class='color-p'>lithium-8</strong><br>flechette <strong class='color-d'>damage</strong> occurs after <strong>1/2</strong> a second",
description: "<strong>nails</strong> are made of <strong class='color-p'>lithium-8</strong><br><strong class='color-d'>damage</strong> occurs after <strong>1/2</strong> a second",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -4146,5 +4162,6 @@ const tech = {
isRestHarm: null,
isFireMoveLock: null,
isRivets: null,
isNeedles: null
isNeedles: null,
isExplodeRadio: null
}