eternalism

tech: eternalism - tech,gun,field gives an ammo but, time doesn't pause while choosing
  I might change the ammo to something else, not sure, maybe just damage
JUNK tech: panpsychism - awaken blocks, blocks can drop power ups

cache gives 14->16x ammo
1st ionization energy gives 8->10% max energy on heal

powerUpBossBaby immunity phase is a bit shorter

bug fixes
This commit is contained in:
landgreen
2022-04-27 06:00:40 -07:00
parent 099fc07efe
commit 38d356e592
7 changed files with 198 additions and 109 deletions

View File

@@ -555,7 +555,7 @@ const tech = {
{
name: "cache",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Cache_(computing)' class="link">cache</a>`,
description: `${powerUps.orb.ammo()} give <strong>14x</strong> more <strong class='color-ammo'>ammo</strong>, but<br>you can't <strong>store</strong> any more <strong class='color-ammo'>ammo</strong> than that`,
description: `${powerUps.orb.ammo()} give <strong>16x</strong> more <strong class='color-ammo'>ammo</strong>, but<br>you can't <strong>store</strong> any more <strong class='color-ammo'>ammo</strong> than that`,
// ammo powerups always max out your gun,
// but the maximum ammo ti limited
// description: `${powerUps.orb.ammo()} give <strong>13x</strong> more <strong class='color-ammo'>ammo</strong>, but<br>you can't <strong>store</strong> any more <strong class='color-ammo'>ammo</strong> than that`,
@@ -568,7 +568,7 @@ const tech = {
},
requires: "not exciton",
effect() {
tech.ammoCap = 14;
tech.ammoCap = 16;
powerUps.ammo.effect()
},
remove() {
@@ -593,6 +593,25 @@ const tech = {
tech.isAmmoFromHealth = false;
}
},
{
name: "eternalism",
description: `choosing a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong> spawns ${powerUps.orb.ammo()}<br><strong>time</strong> doesn't <strong>pause</strong> while choosing`, //${powerUps.orb.heal()} or
// description: "increase <strong class='color-d'>damage</strong> by <strong>50%</strong>, but <strong>time</strong> continues<br>while choosing a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return true
},
requires: "",
effect() {
tech.isNoDraftPause = true
},
remove() {
tech.isNoDraftPause = false
}
},
{
name: "exciton",
description: `increase <strong class='color-d'>damage</strong> by <strong>88%</strong>, but<br>${powerUps.orb.ammo()} will no longer <strong>spawn</strong>`,
@@ -2219,7 +2238,7 @@ const tech = {
{
name: "1st ionization energy",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Ionization_energy' class="link">1st ionization energy</a>`,
description: `each ${powerUps.orb.heal()} you collect<br>increases your <strong>maximum</strong> <strong class='color-f'>energy</strong> by <strong>8</strong>`,
description: `each ${powerUps.orb.heal()} you collect<br>increases your <strong>maximum</strong> <strong class='color-f'>energy</strong> by <strong>10</strong>`,
maxCount: 1,
count: 0,
frequency: 2,
@@ -3480,8 +3499,8 @@ const tech = {
description: `when you reach <strong>111%</strong> <strong class='color-dup'>duplication</strong><br>spawn <strong>11 bosses</strong> with <strong>111%</strong> more <strong>health</strong>`,
maxCount: 1,
count: 0,
frequency: 10,
frequencyDefault: 10,
frequency: 6,
frequencyDefault: 6,
isNonRefundable: true,
allowed() {
return tech.duplicationChance() > 0.6
@@ -4071,7 +4090,8 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isMineDrop + tech.nailBotCount + tech.fragments + tech.nailsDeathMob / 2 + ((tech.haveGunCheck("mine") && !tech.isLaserMine) + (tech.haveGunCheck("nail gun") && !tech.isShieldPierce) + tech.isNeedles + tech.isNailShot) * 2 > 1
// return tech.isMineDrop + tech.nailBotCount + tech.fragments + tech.nailsDeathMob / 2 + ((tech.haveGunCheck("mine") && !tech.isLaserMine) + (tech.haveGunCheck("nail gun") && !tech.isShieldPierce) + tech.isNeedles + tech.isNailShot) * 2 > 1
return tech.isMineDrop || tech.nailBotCount || tech.fragments || tech.nailsDeathMob || (tech.haveGunCheck("mine") && !tech.isLaserMine) || (tech.haveGunCheck("nail gun") && !tech.isShieldPierce) || (tech.haveGunCheck("shotgun") && (tech.isNeedles || tech.isNailShot))
},
requires: "nail gun, nails, rivets, mine, not ceramic needles",
effect() {
@@ -7631,6 +7651,74 @@ const tech = {
// },
// remove() {}
// },
{
name: "panpsychism",
description: "awaken all <strong class='color-block'>blocks</strong><br><strong class='color-block'>blocks</strong> have a chance to spawn random power ups",
maxCount: 1,
count: 0,
frequency: 0,
isJunk: true,
isNonRefundable: true,
allowed() {
return true
},
requires: "",
effect() {
setInterval(() => {
for (let i = body.length - 1; i > -1; i--) {
if (!body[i].isNotHoldable) {
Matter.Composite.remove(engine.world, body[i]);
spawn.blockMob(body[i].position.x, body[i].position.y, body[i], 0);
if (!body[i].isAboutToBeRemoved) mob[mob.length - 1].isDropPowerUp = true
body.splice(i, 1);
}
}
}, 6000);
},
remove() {}
},
{
name: "meteor shower",
description: "take a shower, but meteors instead of water",
maxCount: 1,
count: 0,
frequency: 0,
isJunk: true,
isNonRefundable: true,
allowed() {
return true
},
requires: "",
effect() {
setInterval(() => {
fireBlock = function(xPos, yPos) {
const index = body.length
spawn.bodyRect(xPos, yPos, 20 + 50 * Math.random(), 20 + 50 * Math.random());
const bodyBullet = body[index]
Matter.Body.setVelocity(bodyBullet, { x: 5 * (Math.random() - 0.5), y: 10 * (Math.random() - 0.5) });
bodyBullet.isAboutToBeRemoved = true
bodyBullet.collisionFilter.category = cat.body;
bodyBullet.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
bodyBullet.classType = "body";
Composite.add(engine.world, bodyBullet); //add to world
setTimeout(() => { //remove block
for (let i = 0; i < body.length; i++) {
if (body[i] === bodyBullet) {
Matter.Composite.remove(engine.world, body[i]);
body.splice(i, 1);
}
}
}, 4000 + Math.floor(9000 * Math.random()));
}
fireBlock(player.position.x + 600 * (Math.random() - 0.5), player.position.y - 500 - 500 * Math.random());
// for (let i = 0, len = Math.random(); i < len; i++) {
// }
}, 1000);
},
remove() {}
},
{
name: "discount",
description: "get 3 random <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> for the price of 1!",
@@ -7668,47 +7756,6 @@ const tech = {
// },
// remove() {}
// },
{
name: "meteor shower",
description: "take a shower, but meteors instead of water",
maxCount: 1,
count: 0,
frequency: 0,
isJunk: true,
isNonRefundable: true,
allowed() {
return true
},
requires: "",
effect() {
setInterval(() => {
fireBlock = function(xPos, yPos) {
const index = body.length
spawn.bodyRect(xPos, yPos, 20 + 50 * Math.random(), 20 + 50 * Math.random());
const bodyBullet = body[body.length - 1]
Matter.Body.setVelocity(body[index], { x: 5 * (Math.random() - 0.5), y: 10 * (Math.random() - 0.5) });
body[index].collisionFilter.category = cat.body;
body[index].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
body[index].classType = "body";
Composite.add(engine.world, body[index]); //add to world
setTimeout(() => { //remove block
for (let i = 0; i < body.length; i++) {
if (body[i] === bodyBullet) {
Matter.Composite.remove(engine.world, body[i]);
body.splice(i, 1);
}
}
}, 3000 + Math.floor(6000 * Math.random()));
}
fireBlock(player.position.x + 600 * (Math.random() - 0.5), player.position.y - 500 - 500 * Math.random());
// for (let i = 0, len = Math.random(); i < len; i++) {
// }
}, 1000);
},
remove() {}
},
{
name: "Higgs phase transition",
description: "instantly spawn 5 <strong class='color-m'>tech</strong>, but add a chance to<br>remove everything with a 5 minute <strong>half-life</strong>",
@@ -7774,6 +7821,25 @@ const tech = {
},
remove() {}
},
{
name: "opacity",
description: "",
maxCount: 1,
count: 0,
frequency: 0,
frequencyDefault: 0,
isJunk: true,
allowed() {
return true
},
requires: "",
effect() {
},
remove() {
}
},
{
name: "brainstorm",
description: "the <strong class='color-m'>tech</strong> choice menu <strong>randomizes</strong><br>every <strong>0.5</strong> seconds for <strong>10</strong> seconds",
@@ -9828,5 +9894,5 @@ const tech = {
isRelayEnergy: null,
coyoteTime: null,
missileFireCD: null,
isBotField: null
isBotField: null,
}