relay switch
bug fix - grower mob becoming immune to damage when shielded and growing bigger than shield relay switch - toggles ON/OFF when you pick up a power up tech: ice IX condenser - if ON make a couple Ice IX crystals every second
This commit is contained in:
18
js/bullet.js
18
js/bullet.js
@@ -1958,7 +1958,7 @@ const b = {
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restitution: 0.3,
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dmg: 0.29, //damage done in addition to the damage from momentum
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lookFrequency: 14 + Math.floor(8 * Math.random()),
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endCycle: simulation.cycle + 120 * tech.isBulletsLastLonger, //Math.floor((1200 + 420 * Math.random()) * tech.isBulletsLastLonger),
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endCycle: simulation.cycle + 140 * tech.isBulletsLastLonger,
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classType: "bullet",
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collisionFilter: {
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category: cat.bullet,
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@@ -4066,8 +4066,16 @@ const b = {
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ammoPack: 36,
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have: false,
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fire() {
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m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 15 : 5) * b.fireCD); // cool down
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const radius = (m.crouch ? 10 + 5 * Math.random() : 4 + 6 * Math.random()) + (tech.isAmmoFoamSize && this.ammo < 300) * 12
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let radius, spread
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if (m.crouch) {
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spread = 0.2 * (Math.random() - 0.5)
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radius = 10 + 5 * Math.random() + (tech.isAmmoFoamSize && this.ammo < 300) * 12
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m.fireCDcycle = m.cycle + Math.floor(15 * b.fireCD); // cool down
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} else {
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spread = 0.5 * (Math.random() - 0.5)
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radius = 4 + 6 * Math.random() + (tech.isAmmoFoamSize && this.ammo < 300) * 12
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m.fireCDcycle = m.cycle + Math.floor(5 * b.fireCD); // cool down
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}
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const SPEED = 18 - radius * 0.4;
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const dir = m.angle + 0.15 * (Math.random() - 0.5)
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const velocity = {
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@@ -4088,12 +4096,12 @@ const b = {
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});
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setTimeout(() => {
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if (!simulation.paused) {
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b.foam(position, Vector.rotate(velocity, 0.5 * (Math.random() - 0.5)), radius)
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b.foam(position, Vector.rotate(velocity, spread), radius)
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bullet[bullet.length - 1].damage = (1 + 1.27 * tech.foamFutureFire) * (tech.isFastFoam ? 0.048 : 0.012) //double damage
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}
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}, 250 * tech.foamFutureFire);
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} else {
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b.foam(position, Vector.rotate(velocity, 0.5 * (Math.random() - 0.5)), radius)
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b.foam(position, Vector.rotate(velocity, spread), radius)
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}
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}
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}, {
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25
js/level.js
25
js/level.js
@@ -113,6 +113,7 @@ const level = {
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// }
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if (tech.isFlipFlopHarm && tech.isFlipFlopLevelReset && !tech.isFlipFlopOn) {
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tech.isFlipFlopOn = true
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m.eyeFillColor = m.fieldMeterColor
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simulation.makeTextLog(`tech.isFlipFlopOn <span class='color-symbol'>=</span> true`);
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}
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},
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@@ -1102,8 +1103,8 @@ const level = {
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// simulation.difficulty = 30
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// spawn.starter(1900, -500, 200) //big boy
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spawn.pulsar(1900, -500)
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spawn.pulsarBoss(1900, -500)
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// spawn.grower(1900, -500)
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// spawn.pulsarBoss(1900, -500)
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// spawn.historyBoss(1900, -500)
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// spawn.ghoster(2900, -500)
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// spawn.launcherBoss(1200, -500)
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@@ -1115,11 +1116,11 @@ const level = {
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// spawn.streamBoss(1600, -500)
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// spawn.orbitalBoss(1600, -500)
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// spawn.cellBossCulture(1600, -500)
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// spawn.shieldingBoss(1600, -500)
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spawn.shieldingBoss(1600, -500)
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// spawn.beamer(1200, -500)
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// spawn.shield(mob[mob.length - 1], 1800, -120, 1);
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// spawn.nodeGroup(1200, -500, "launcher")
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spawn.nodeGroup(1200, -500, "grower")
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// spawn.snakeBoss(1200, -500)
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// spawn.powerUpBoss(2900, -500)
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// spawn.randomMob(1600, -500)
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@@ -3101,7 +3102,7 @@ const level = {
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button = level.button(525, 0)
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door = level.door(1362, -200, 25, 200, 195)
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level.setPosToSpawn(1375, -1550); //normal spawn
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level.exit.x = 3288;
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level.exit.x = 3088;
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level.exit.y = -630;
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// spawn.randomSmallMob(3550, -550);
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level.fillBG.push({
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@@ -3114,7 +3115,7 @@ const level = {
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} else { //reverse direction, start in bottom right
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button = level.button(3800, 0)
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door = level.door(3012, -200, 25, 200, 195)
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level.setPosToSpawn(3337, -650); //normal spawn
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level.setPosToSpawn(3137, -650); //normal spawn
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level.exit.x = 1375;
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level.exit.y = -1530;
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// spawn.bodyRect(3655, -650, 40, 150); //door
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@@ -3186,10 +3187,10 @@ const level = {
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color: "rgba(0,0,0,0.1)"
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});
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spawn.debris(-300, -200, 1000, 4); //ground debris //16 debris per level
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spawn.debris(3500, -200, 800, 4); //ground debris //16 debris per level
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spawn.debris(-300, -650, 1200, 4); //1st floor debris //16 debris per level
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spawn.debris(3500, -650, 800, 5); //1st floor debris //16 debris per level
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spawn.debris(-300, -200, 1000, 6); //ground debris //16 debris per level
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spawn.debris(3500, -200, 800, 5); //ground debris //16 debris per level
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spawn.debris(-300, -650, 1200, 5); //1st floor debris //16 debris per level
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// spawn.debris(3500, -650, 800, 5); //1st floor debris //16 debris per lesvel
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powerUps.spawnStartingPowerUps(-525, -700);
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spawn.mapRect(-600, 0, 2000, 325); //ground
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@@ -3243,8 +3244,8 @@ const level = {
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spawn.bodyRect(3665, -600, 20, 100); //door
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// spawn.mapRect(3150, -550, 300, 75);
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// spawn.mapRect(3225, -600, 175, 75);
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spawn.mapRect(3150, -550, 375, 75);
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spawn.mapRect(3225, -600, 225, 75);
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spawn.mapRect(3000, -550, 375, 75);
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spawn.mapRect(3000, -600, 225, 75);
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spawn.mapRect(3000, -2000 * 0.5, 700, 50); //exit roof
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@@ -767,9 +767,6 @@ const mobs = {
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this.force.x += this.accelMag * this.mass;
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}
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}
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// else {
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// this.gravity();
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// }
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},
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grow() {
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if (!m.isBodiesAsleep) {
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@@ -780,6 +777,10 @@ const mobs = {
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this.radius *= scale;
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// this.torque = -0.00002 * this.inertia;
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this.fill = `hsl(144, ${this.radius}%, 50%)`;
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if (this.isShielded) { //remove shield if shielded when growing
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this.isShielded = false;
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this.removeConsBB();
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}
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}
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} else {
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if (this.radius > 15) {
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35
js/player.js
35
js/player.js
@@ -831,6 +831,41 @@ const m = {
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ctx.restore();
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m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
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},
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drawFlipFlop() {
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ctx.fillStyle = m.fillColor;
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m.walk_cycle += m.flipLegs * m.Vx;
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//draw body
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ctx.save();
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ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5
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ctx.translate(m.pos.x, m.pos.y);
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m.calcLeg(Math.PI, -3);
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m.drawLeg("#4a4a4a");
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m.calcLeg(0, 0);
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m.drawLeg("#333");
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ctx.rotate(m.angle);
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ctx.beginPath();
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ctx.arc(0, 0, 30, 0, 2 * Math.PI);
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let grd = ctx.createLinearGradient(-30, 0, 30, 0);
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grd.addColorStop(0, m.fillColorDark);
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grd.addColorStop(1, m.fillColor);
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ctx.fillStyle = grd;
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ctx.fill();
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ctx.arc(15, 0, 4, 0, 2 * Math.PI);
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ctx.strokeStyle = "#333";
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ctx.lineWidth = 2;
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ctx.stroke();
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//draw eye
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ctx.beginPath();
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ctx.arc(15, 0, 3.5, 0, 2 * Math.PI);
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ctx.fillStyle = m.eyeFillColor;
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ctx.fill()
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ctx.restore();
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m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
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},
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drawDefault() {
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ctx.fillStyle = m.fillColor;
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m.walk_cycle += m.flipLegs * m.Vx;
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@@ -482,6 +482,17 @@ const powerUps = {
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b.mine(who.position, { x: 0, y: 0 }, 0, tech.isMineAmmoBack)
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}
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}
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if (tech.isRelay) {
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if (tech.isFlipFlopOn) {
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tech.isFlipFlopOn = false
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if (document.getElementById("tech-switch")) document.getElementById("tech-switch").innerHTML = ` = <strong>OFF</strong>`
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m.eyeFillColor = 'transparent'
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} else {
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tech.isFlipFlopOn = true //immune to damage this hit, lose immunity for next hit
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if (document.getElementById("tech-switch")) document.getElementById("tech-switch").innerHTML = ` = <strong>ON</strong>`
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m.eyeFillColor = m.fieldMeterColor //'#0cf'
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}
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}
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},
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giveRandomAmmo() {
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const ammoTarget = Math.floor(Math.random() * (b.guns.length));
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@@ -792,7 +792,6 @@ const simulation = {
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// },
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checks() {
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if (!(m.cycle % 60)) { //once a second
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//energy overfill
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if (m.energy > m.maxEnergy) m.energy = m.maxEnergy + (m.energy - m.maxEnergy) * tech.overfillDrain //every second energy above max energy loses 25%
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if (tech.isFlipFlopEnergy) {
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@@ -803,6 +802,12 @@ const simulation = {
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if (m.energy < 0) m.energy = 0
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}
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}
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if (tech.relayIce && tech.isFlipFlopOn) {
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for (let j = 0; j < tech.relayIce; j++) {
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for (let i = 0, len = Math.ceil(3 * Math.random()); i < len; i++) b.iceIX(2)
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}
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}
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if (m.pos.y > simulation.fallHeight) { // if 4000px deep
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Matter.Body.setVelocity(player, {
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x: 0,
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213
js/tech.js
213
js/tech.js
@@ -639,9 +639,9 @@
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count: 0,
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frequency: 2,
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allowed() {
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return m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" || tech.haveGunCheck("spores") || tech.haveGunCheck("drones") || tech.haveGunCheck("missiles") || tech.haveGunCheck("foam") || tech.haveGunCheck("wave beam") || tech.isNeutronBomb
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return m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" || tech.haveGunCheck("spores") || tech.haveGunCheck("drones") || tech.haveGunCheck("missiles") || tech.haveGunCheck("foam") || tech.haveGunCheck("wave beam") || tech.isNeutronBomb || tech.isIceField || tech.relayIce
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},
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requires: "drones, spores, missiles, foam, wave beam, neutron bomb",
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requires: "drones, spores, missiles, foam, wave beam, neutron bomb, ice IX",
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effect() {
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tech.isBulletsLastLonger += 0.3
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},
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@@ -1390,77 +1390,8 @@
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remove() {
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tech.cyclicImmunity = 0;
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}
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}, {
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name: "flip-flop",
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description: `<strong>flip-flop</strong> toggles <strong class="color-flop">ON</strong> and <strong class="color-flop">OFF</strong> after a <strong>collision</strong><br>unlock advanced <strong class='color-m'>tech</strong> that runs if <strong class="color-flop">ON</strong>`,
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nameInfo: "<span id = 'tech-flip-flop'></span>",
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addNameInfo() {
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setTimeout(function() {
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if (document.getElementById("tech-flip-flop")) {
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if (tech.isFlipFlopOn) {
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document.getElementById("tech-flip-flop").innerHTML = ` = <strong>ON</strong>`
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m.eyeFillColor = m.fieldMeterColor //'#5af'
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} else {
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document.getElementById("tech-flip-flop").innerHTML = ` = <strong>OFF</strong>`
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m.eyeFillColor = "transparent"
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}
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}
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}, 100);
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},
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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 true
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},
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requires: "",
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effect() {
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tech.isFlipFlop = true //do you have this tech?
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tech.isFlipFlopOn = true //what is the state of flip-Flop?
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if (!m.isShipMode) {
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m.draw = () => {
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ctx.fillStyle = m.fillColor;
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m.walk_cycle += m.flipLegs * m.Vx;
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//draw body
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ctx.save();
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ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5
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ctx.translate(m.pos.x, m.pos.y);
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m.calcLeg(Math.PI, -3);
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m.drawLeg("#4a4a4a");
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m.calcLeg(0, 0);
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m.drawLeg("#333");
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ctx.rotate(m.angle);
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ctx.beginPath();
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ctx.arc(0, 0, 30, 0, 2 * Math.PI);
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let grd = ctx.createLinearGradient(-30, 0, 30, 0);
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grd.addColorStop(0, m.fillColorDark);
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grd.addColorStop(1, m.fillColor);
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ctx.fillStyle = grd;
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ctx.fill();
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ctx.arc(15, 0, 4, 0, 2 * Math.PI);
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ctx.strokeStyle = "#333";
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ctx.lineWidth = 2;
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ctx.stroke();
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//draw eye
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ctx.beginPath();
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ctx.arc(15, 0, 3.5, 0, 2 * Math.PI);
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ctx.fillStyle = m.eyeFillColor;
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ctx.fill()
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ctx.restore();
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m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
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}
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}
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},
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remove() {
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tech.isFlipFlop = false
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tech.isFlipFlopOn = false
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m.eyeFillColor = 'transparent'
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}
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}, {
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},
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{
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name: "NOR gate",
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description: "if <strong>flip-flop</strong> is in the <strong class='color-flop'>ON</strong> state<br>take <strong>0</strong> <strong class='color-harm'>harm</strong> from collisions with mobs",
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maxCount: 1,
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@@ -1477,18 +1408,110 @@
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remove() {
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tech.isFlipFlopHarm = false
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}
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}, {
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},
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{
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name: "flip-flop",
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description: `toggle <strong class="color-flop">ON</strong> and <strong class="color-flop">OFF</strong> after a <strong>collision</strong><br>unlock advanced <strong class='color-m'>tech</strong> that runs if <strong class="color-flop">ON</strong>`,
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nameInfo: "<span id = 'tech-flip-flop'></span>",
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addNameInfo() {
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setTimeout(function() {
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if (document.getElementById("tech-flip-flop")) {
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if (tech.isFlipFlopOn) {
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document.getElementById("tech-flip-flop").innerHTML = ` = <strong>ON</strong>`
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m.eyeFillColor = m.fieldMeterColor //'#5af'
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} else {
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document.getElementById("tech-flip-flop").innerHTML = ` = <strong>OFF</strong>`
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m.eyeFillColor = "transparent"
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}
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}
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}, 100);
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},
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maxCount: 1,
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count: 0,
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frequency: 1,
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allowed() {
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return !tech.isRelay
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},
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requires: "not relay switch",
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effect() {
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tech.isFlipFlop = true //do you have this tech?
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tech.isFlipFlopOn = true //what is the state of flip-Flop?
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if (!m.isShipMode) {
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m.draw = m.drawFlipFlop
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}
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},
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remove() {
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tech.isFlipFlop = false
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tech.isFlipFlopOn = false
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m.eyeFillColor = 'transparent'
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}
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},
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{
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name: "relay switch",
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description: `toggle <strong class="color-flop">ON</strong> and <strong class="color-flop">OFF</strong> after picking up a <strong>power up</strong><br>unlock advanced <strong class='color-m'>tech</strong> that runs if <strong class="color-flop">ON</strong>`,
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nameInfo: "<span id = 'tech-switch'></span>",
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addNameInfo() {
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setTimeout(function() {
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if (document.getElementById("tech-switch")) {
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if (tech.isFlipFlopOn) {
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document.getElementById("tech-switch").innerHTML = ` = <strong>ON</strong>`
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m.eyeFillColor = m.fieldMeterColor //'#5af'
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} else {
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document.getElementById("tech-switch").innerHTML = ` = <strong>OFF</strong>`
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m.eyeFillColor = "transparent"
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}
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}
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}, 100);
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},
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maxCount: 1,
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count: 0,
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frequency: 1,
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allowed() {
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return !tech.isFlipFlop
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},
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requires: "not flip-flop",
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effect() {
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tech.isRelay = true //do you have this tech?
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tech.isFlipFlopOn = true //what is the state of flip-Flop?
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if (!m.isShipMode) {
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m.draw = m.drawFlipFlop
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}
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},
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remove() {
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tech.isRelay = false
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tech.isFlipFlopOn = false
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m.eyeFillColor = 'transparent'
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}
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},
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{
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name: "thermocouple",
|
||||
description: "if <strong>relay switch</strong> is in the <strong class='color-flop'>ON</strong> state<br>condense <strong>1-3</strong> <strong class='color-s'>ice IX</strong> crystals every second",
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 4,
|
||||
frequencyDefault: 4,
|
||||
allowed() {
|
||||
return tech.isRelay
|
||||
},
|
||||
requires: "relay switch",
|
||||
effect() {
|
||||
tech.relayIce++
|
||||
},
|
||||
remove() {
|
||||
tech.relayIce = 0
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "NAND gate",
|
||||
description: "if <strong>flip-flop</strong> is in the <strong class='color-flop'>ON</strong> state<br>do <strong>55.5%</strong> more <strong class='color-d'>damage</strong>",
|
||||
description: "if in the <strong class='color-flop'>ON</strong> state<br>do <strong>55.5%</strong> more <strong class='color-d'>damage</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 4,
|
||||
frequencyDefault: 4,
|
||||
allowed() {
|
||||
return tech.isFlipFlop
|
||||
return tech.isFlipFlop || tech.isRelay
|
||||
},
|
||||
requires: "flip-flop",
|
||||
requires: "ON/OFF tech",
|
||||
effect() {
|
||||
tech.isFlipFlopDamage = true;
|
||||
},
|
||||
@@ -1497,15 +1520,15 @@
|
||||
}
|
||||
}, {
|
||||
name: "transistor",
|
||||
description: "if <strong>flip-flop</strong> is <strong class='color-flop'>ON</strong> regen <strong>22</strong> <strong class='color-f'>energy</strong> per second<br>if <strong>flip-flop</strong> is <strong class='color-flop'>OFF</strong> drain <strong>3.1</strong> <strong class='color-f'>energy</strong> per second",
|
||||
description: "if <strong class='color-flop'>ON</strong> regen <strong>22</strong> <strong class='color-f'>energy</strong> per second<br>if <strong class='color-flop'>OFF</strong> drain <strong>3.1</strong> <strong class='color-f'>energy</strong> per second",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 4,
|
||||
frequencyDefault: 4,
|
||||
allowed() {
|
||||
return tech.isFlipFlop
|
||||
return tech.isFlipFlop || tech.isRelay
|
||||
},
|
||||
requires: "flip-flop",
|
||||
requires: "ON/OFF tech",
|
||||
effect() {
|
||||
tech.isFlipFlopEnergy = true;
|
||||
},
|
||||
@@ -1514,7 +1537,7 @@
|
||||
}
|
||||
}, {
|
||||
name: "shift registers",
|
||||
description: "set <strong>flip-flop</strong> to the <strong class='color-flop'>ON</strong> state<br>at the start of a <strong>level</strong>",
|
||||
description: "set to the <strong class='color-flop'>ON</strong> state<br>at the start of a <strong>level</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 4,
|
||||
@@ -1522,14 +1545,15 @@
|
||||
allowed() {
|
||||
return tech.isFlipFlopEnergy || tech.isFlipFlopDamage || tech.isFlipFlopHarm
|
||||
},
|
||||
requires: "2 flip-flop techs",
|
||||
requires: "2 ON/OFF techs",
|
||||
effect() {
|
||||
tech.isFlipFlopLevelReset = true;
|
||||
},
|
||||
remove() {
|
||||
tech.isFlipFlopLevelReset = false;
|
||||
}
|
||||
}, {
|
||||
},
|
||||
{
|
||||
name: "clock gating",
|
||||
description: `<strong>slow</strong> <strong>time</strong> by <strong>50%</strong> after receiving <strong class='color-harm'>harm</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>20%</strong>`,
|
||||
maxCount: 1,
|
||||
@@ -1569,7 +1593,7 @@
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
allowed() {
|
||||
return tech.isStunField || tech.isPulseStun || tech.oneSuperBall || tech.isHarmFreeze || tech.isIceField || tech.isIceCrystals || tech.isSporeFreeze || tech.isAoESlow || tech.isFreezeMobs || tech.isCloakStun || tech.orbitBotCount > 1 || tech.isWormholeDamage
|
||||
return tech.isStunField || tech.isPulseStun || tech.oneSuperBall || tech.isHarmFreeze || tech.isIceField || tech.relayIce || tech.isIceCrystals || tech.isSporeFreeze || tech.isAoESlow || tech.isFreezeMobs || tech.isCloakStun || tech.orbitBotCount > 1 || tech.isWormholeDamage
|
||||
},
|
||||
requires: "a freezing or stunning effect",
|
||||
effect() {
|
||||
@@ -1586,7 +1610,7 @@
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
allowed() {
|
||||
return tech.isIceCrystals || tech.isSporeFreeze || tech.isIceField
|
||||
return tech.isIceCrystals || tech.isSporeFreeze || tech.isIceField || tech.relayIce
|
||||
},
|
||||
requires: "a localized freeze effect",
|
||||
effect() {
|
||||
@@ -2155,7 +2179,7 @@
|
||||
isNonRefundable: true,
|
||||
isBadRandomOption: true,
|
||||
allowed() {
|
||||
return ((m.health / m.maxHealth) < 0.7 || build.isExperimentSelection) && !tech.isNoHeals
|
||||
return (m.health / m.maxHealth) < 0.7 && !tech.isNoHeals
|
||||
},
|
||||
requires: "health > 70%, not ergodicity",
|
||||
effect() {
|
||||
@@ -2192,7 +2216,7 @@
|
||||
powerUps.research.changeRerolls(0)
|
||||
}, 1000);
|
||||
},
|
||||
description: "use <strong>1</strong> <strong class='color-r'>research</strong> to avoid <strong>dying</strong><br>and spawn <strong>6</strong> <strong class='color-h'>heal</strong> power ups once per level",
|
||||
description: "once per level use <strong>1</strong> <strong class='color-r'>research</strong><br>to prevent <strong>dying</strong> and spawn <strong>6</strong> <strong class='color-h'>heals</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
@@ -2836,7 +2860,8 @@
|
||||
requires: "between levels 1 and 7",
|
||||
effect() {
|
||||
level.difficultyDecrease(simulation.difficultyMode)
|
||||
simulation.makeTextLog(`simulation.difficultyMode <span class='color-symbol'>--</span>`)
|
||||
// simulation.difficulty<span class='color-symbol'>-=</span>
|
||||
simulation.makeTextLog(`level.difficultyDecrease(simulation.difficultyMode)`)
|
||||
tech.addJunkTechToPool(18)
|
||||
// for (let i = 0; i < tech.junk.length; i++) tech.tech.push(tech.junk[i])
|
||||
},
|
||||
@@ -2860,7 +2885,7 @@
|
||||
effect() {
|
||||
tech.isNoHeals = true;
|
||||
level.difficultyDecrease(simulation.difficultyMode * 2)
|
||||
simulation.makeTextLog(`simulation.difficultyMode <span class='color-symbol'>-=</span> 2`)
|
||||
simulation.makeTextLog(`level.difficultyDecrease(simulation.difficultyMode <span class='color-symbol'>*</span> 2)`)
|
||||
powerUps.heal.color = "#abb"
|
||||
for (let i = 0; i < powerUp.length; i++) { //find active heal power ups and adjust color live
|
||||
if (powerUp[i].name === "heal") powerUp[i].color = powerUps.heal.color
|
||||
@@ -4366,7 +4391,7 @@
|
||||
}
|
||||
}, {
|
||||
name: "ice IX manufacturing",
|
||||
description: "<strong>nano-scale manufacturing</strong> is repurposed<br>excess <strong class='color-f'>energy</strong> used to synthesize <strong class='color-s'>ice IX</strong>",
|
||||
description: "<strong>nano-scale manufacturing</strong> is repurposed<br>excess <strong class='color-f'>energy</strong> used to condense <strong class='color-s'>ice IX</strong>",
|
||||
isFieldTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -4389,7 +4414,7 @@
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
allowed() {
|
||||
return tech.isIceField
|
||||
return tech.isIceField || tech.relayIce
|
||||
},
|
||||
requires: "ice IX",
|
||||
effect() {
|
||||
@@ -5953,9 +5978,11 @@
|
||||
isFlipFlopLevelReset: null,
|
||||
isFlipFlopDamage: null,
|
||||
isFlipFlopEnergy: null,
|
||||
isRelay: null,
|
||||
relayIce: null,
|
||||
isMetaAnalysis: null,
|
||||
isFoamAttract: null,
|
||||
droneCycleReduction: null,
|
||||
droneEnergyReduction: null,
|
||||
isNoHeals: null
|
||||
isNoHeals: null,
|
||||
}
|
||||
8
todo.txt
8
todo.txt
@@ -1,10 +1,9 @@
|
||||
******************************************************** NEXT PATCH ********************************************************
|
||||
|
||||
more bug fixes (pulse color, backwards induction giving too many tech)
|
||||
|
||||
mobs can now see through blocks
|
||||
mobs spawns and level spawns have been adjusted to prevent getting zonked at the start of a level
|
||||
bug fix - grower mob becoming immune to damage when shielded and growing bigger than shield
|
||||
|
||||
relay switch - toggles ON/OFF when you pick up a power up
|
||||
tech: ice IX condenser - if ON make a couple Ice IX crystals every second
|
||||
|
||||
******************************************************** BUGS ********************************************************
|
||||
|
||||
@@ -38,6 +37,7 @@ fix door.isOpen actually meaning isClosed?
|
||||
******************************************************** TODO ********************************************************
|
||||
|
||||
have junk tech drop frequency to 0 after showing up once
|
||||
but add way more junk tech into the pool
|
||||
how to communicate that to player?
|
||||
console message
|
||||
|
||||
|
||||
Reference in New Issue
Block a user