elevators
jump now applies the velocity of the block you jumped off of it might feel slightly different if you play n-gon often it could add some bugs so let me know elevators have more realistic physics you can jump off them when they get to the top (fun!) blocks interact with them in a more healthy way (no bleed through) they can have a wider range of healthy speeds it can hurt mobs
This commit is contained in:
72
js/tech.js
72
js/tech.js
@@ -665,6 +665,23 @@
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// tech.isOneBullet = false
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// }
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// },
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{
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name: "fracture analysis",
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description: "bullet impacts do <strong>400%</strong> <strong class='color-d'>damage</strong><br>to <strong>stunned</strong> mobs",
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maxCount: 1,
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count: 0,
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frequency: 2,
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allowed() {
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return tech.isStunField || tech.oneSuperBall || tech.isCloakStun || tech.orbitBotCount > 1 || tech.isExplosionStun
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},
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requires: "a stun effect",
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effect() {
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tech.isCrit = true;
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},
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remove() {
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tech.isCrit = false;
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}
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},
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{
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name: "microstates",
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description: "increase <strong class='color-d'>damage</strong> by <strong>4%</strong><br>for every <strong>10</strong> active <strong>bullets</strong>",
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@@ -1856,20 +1873,25 @@
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}
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},
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{
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name: "fracture analysis",
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description: "bullet impacts do <strong>400%</strong> <strong class='color-d'>damage</strong><br>to <strong>stunned</strong> mobs",
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name: "MACHO",
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description: "a massive but compact object slowly <strong>follows</strong> you<br>take <strong>66%</strong> less <strong class='color-harm'>harm</strong> inside it's <strong>halo</strong>",
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maxCount: 1,
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count: 0,
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frequency: 2,
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frequency: 1,
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frequencyDefault: 1,
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allowed() {
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return tech.isStunField || tech.oneSuperBall || tech.isCloakStun || tech.orbitBotCount > 1 || tech.isExplosionStun
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return true
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},
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requires: "a stun effect",
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effect() {
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tech.isCrit = true;
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requires: "",
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effect: () => {
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tech.isMACHO = true; //this harm reduction comes from the particle toggling tech.isHarmMACHO
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spawn.MACHO()
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},
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remove() {
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tech.isCrit = false;
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tech.isMACHO = false;
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for (let i = 0, len = mob.length; i < len; i++) {
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if (mob[i].isMACHO) mob[i].alive = false;
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}
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}
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},
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{
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@@ -2735,28 +2757,6 @@
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tech.wimpCount = 0
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}
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},
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{
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name: "MACHO",
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description: "a massive but compact object slowly <strong>follows</strong> you<br>take <strong>66%</strong> less <strong class='color-harm'>harm</strong> inside it's <strong>halo</strong>",
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maxCount: 1,
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count: 0,
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frequency: 1,
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frequencyDefault: 1,
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allowed() {
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return true
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},
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requires: "",
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effect: () => {
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tech.isMACHO = true; //this harm reduction comes from the particle toggling tech.isHarmMACHO
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spawn.MACHO()
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},
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remove() {
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tech.isMACHO = false;
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for (let i = 0, len = mob.length; i < len; i++) {
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if (mob[i].isMACHO) mob[i].alive = false;
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}
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}
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},
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{
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name: "bubble fusion",
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description: "after destroying a mob's natural <strong>shield</strong><br>spawn <strong>1-2</strong> <strong class='color-h'>heals</strong>, <strong class='color-g'>ammo</strong>, or <strong class='color-r'>research</strong>",
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@@ -2795,7 +2795,7 @@
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},
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{
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name: "replication",
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description: "<strong>8%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>add <strong>14</strong> <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> to the potential pool",
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description: "<strong>8%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>add <strong>18</strong> <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> to the potential pool",
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maxCount: 9,
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count: 0,
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frequency: 1,
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@@ -2807,12 +2807,12 @@
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effect() {
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tech.duplicateChance += 0.08
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powerUps.setDo(); //needed after adjusting duplication chance
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tech.addJunkTechToPool(14)
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tech.addJunkTechToPool(18)
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},
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remove() {
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tech.duplicateChance = 0
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powerUps.setDo(); //needed after adjusting duplication chance
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if (this.count > 1) tech.removeJunkTechFromPool(14)
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if (this.count > 1) tech.removeJunkTechFromPool(18)
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}
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},
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{
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@@ -3230,7 +3230,7 @@
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},
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{
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name: "dark patterns",
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description: "reduce combat <strong>difficulty</strong> by <strong>1 level</strong><br>add <strong>18</strong> <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> to the potential pool",
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description: "reduce combat <strong>difficulty</strong> by <strong>1 level</strong><br>add <strong>21</strong> <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> to the potential pool",
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -3243,12 +3243,12 @@
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level.difficultyDecrease(simulation.difficultyMode)
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// simulation.difficulty<span class='color-symbol'>-=</span>
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simulation.makeTextLog(`level.difficultyDecrease(simulation.difficultyMode)`)
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tech.addJunkTechToPool(18)
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tech.addJunkTechToPool(21)
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// for (let i = 0; i < tech.junk.length; i++) tech.tech.push(tech.junk[i])
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},
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remove() {
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if (this.count > 0) {
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tech.removeJunkTechFromPool(18)
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tech.removeJunkTechFromPool(21)
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level.difficultyIncrease(simulation.difficultyMode)
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}
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}
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