% converted to x

text rework
  most numbers converted from "+50%" to "1.5x"
  renamed defense -> damage taken
  adjusted about 20 tech to round down or up their values to less decimals
    for a few I added research cost or JUNK chance to balance rounding

new community map soft by Richard0820
tech: peer review - gain +damage each time you research
self-assembly scales with health not health percent
matter.js engine reverted back to 0.18 (to fix an issue with time dilation)
This commit is contained in:
landgreen
2024-03-19 19:36:59 -07:00
parent 254ec001e2
commit 38ef45a651
11 changed files with 911 additions and 552 deletions

View File

@@ -287,8 +287,8 @@ const b = {
b.fireCDscale = tech.fireRate * tech.slowFire * tech.researchHaste * tech.aimDamage
if (m.fieldMode === 6) b.fireCDscale *= 0.8
if (tech.isFastTime) b.fireCDscale *= 0.5
if (tech.isFireRateForGuns) b.fireCDscale *= Math.pow(0.82, Math.max(0, b.inventory.length - 1))
if (tech.isFireMoveLock) b.fireCDscale *= 0.23 // 77% fire rate
if (tech.isFireRateForGuns) b.fireCDscale *= Math.pow(0.8, Math.max(0, b.inventory.length - 1))
if (tech.isFireMoveLock) b.fireCDscale *= 0.2 // 77% fire rate
},
fireAttributes(dir, rotate = true) {
if (rotate) {
@@ -1873,7 +1873,7 @@ const b = {
if (tech.isHarpoonPowerUp && simulation.cycle - 480 < tech.harpoonPowerUpCycle) {
Matter.Body.setDensity(this, 1.8 * tech.harpoonDensity); //+90% damage after pick up power up for 8 seconds
} else if (tech.isHarpoonFullHealth && who.health === 1) {
Matter.Body.setDensity(this, 2.11 * tech.harpoonDensity); //+90% damage if mob has full health do
Matter.Body.setDensity(this, 2.2 * tech.harpoonDensity); //+90% damage if mob has full health do
simulation.ephemera.push({
name: "harpoon outline",
count: 2, //cycles before it self removes
@@ -7230,7 +7230,6 @@ const b = {
},
{
name: "foam", //8
// description: `spray bubbly foam that <strong>sticks</strong> to mobs<br><strong class='color-s'>slows</strong> mobs and does <strong class='color-d'>damage</strong> over time<br><strong>24</strong> bubbles per ${powerUps.orb.ammo()}`,
descriptionFunction() {
return `spray bubbly <strong>foam</strong> that <strong>sticks</strong> to mobs<br><strong class='color-s'>slows</strong> mobs and does <strong class='color-d'>damage</strong> over time<br><strong>${this.ammoPack.toFixed(0)}</strong> bubbles per ${powerUps.orb.ammo()}`
},