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:
39
js/tech.js
39
js/tech.js
@@ -384,7 +384,7 @@ const tech = {
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},
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{
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name: "squirrel-cage rotor",
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description: "<strong>move</strong> and <strong>jump</strong> about <strong>25%</strong> faster",
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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>",
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -392,8 +392,8 @@ const tech = {
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},
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requires: "",
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effect() { // good with melee builds, content skipping builds
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tech.squirrelFx += 0.2;
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tech.squirrelJump += 0.09;
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tech.squirrelFx += 0.25;
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tech.squirrelJump += 0.1;
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mech.setMovement()
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},
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remove() {
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@@ -501,6 +501,22 @@ const tech = {
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b.setFireCD();
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}
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},
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{
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name: "iridium-192",
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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",
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maxCount: 1,
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count: 0,
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allowed() {
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return tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1
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},
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requires: "an explosive damage source",
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effect: () => {
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tech.isExplodeRadio = true;
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},
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remove() {
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tech.isExplodeRadio = false;
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}
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},
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{
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name: "ammonium nitrate",
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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>",
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@@ -2156,7 +2172,7 @@ const tech = {
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maxCount: 1,
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count: 0,
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allowed() {
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return tech.isNailRadiation || tech.isWormholeDamage || tech.isNeutronBomb
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return tech.isNailRadiation || tech.isWormholeDamage || tech.isNeutronBomb || tech.isExplodeRadio
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},
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requires: "radiation damage source",
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effect() {
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@@ -2207,9 +2223,9 @@ const tech = {
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maxCount: 1,
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count: 0,
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allowed() {
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return tech.haveGunCheck("nail gun") && !tech.nailFireRate && !tech.isIceCrystals
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return tech.haveGunCheck("nail gun") && !tech.nailFireRate && !tech.isIceCrystals && !tech.isRivets
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},
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requires: "nail gun, not ice crystal or pneumatic actuator",
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requires: "nail gun, not ice crystal, rivets, or pneumatic actuator",
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effect() {
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tech.isNeedles = true
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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@@ -2244,9 +2260,9 @@ const tech = {
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maxCount: 1,
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count: 0,
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allowed() {
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return tech.haveGunCheck("nail gun") && !tech.nailFireRate && !tech.isIceCrystals
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return tech.haveGunCheck("nail gun") && !tech.nailFireRate && !tech.isIceCrystals && !tech.isNeedles
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},
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requires: "nail gun, not ice crystal or pneumatic actuator",
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requires: "nail gun, not ice crystal, needles, or pneumatic actuator",
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effect() {
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tech.isRivets = true
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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@@ -2378,7 +2394,7 @@ const tech = {
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maxCount: 1,
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count: 0,
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allowed() {
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return tech.haveGunCheck("nail gun") && !tech.isIceCrystals
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return (tech.nailBotCount > 2 || tech.haveGunCheck("nail gun")) && !tech.isIceCrystals
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},
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requires: "nail gun, not ice crystals",
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effect() {
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@@ -2424,7 +2440,7 @@ const tech = {
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},
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{
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name: "1/2s half-life",
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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",
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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",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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@@ -4146,5 +4162,6 @@ const tech = {
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isRestHarm: null,
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isFireMoveLock: null,
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isRivets: null,
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isNeedles: null
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isNeedles: null,
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isExplodeRadio: null
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}
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