slasher mob variants
new community training level diamagnetism by Richard0820 it's at the end of the training levels start training by click the top right button at the load screen slasher mob variant with 2 laser swords slasher mob variant with a laser spear suckerBoss pulls in powerUps and makes them orbit better shooterBoss fires faster and larger bullets wormhole 4 -> 5% duplication, and a 10% reduction in energy cost drones fire faster and aim more accurately quenching gives 10% more max health and harm snake tail mobs have 15% less health tungsten carbide properly gives 222 health in addition to the bonus max health
This commit is contained in:
59
js/tech.js
59
js/tech.js
@@ -325,7 +325,7 @@ const tech = {
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tech.hardLanding = 70
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tech.isFallingDamage = true;
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m.setMaxHealth();
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m.addHealth(1 / simulation.healScale)
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m.addHealth(2.22 / simulation.healScale)
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m.skin.tungsten()
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},
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remove() {
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@@ -3013,7 +3013,10 @@ const tech = {
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},
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{
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name: "induction brake",
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description: `after using ${powerUps.orb.heal()} <strong class='color-s'>slow</strong> nearby mobs for <strong>15</strong> seconds<br>spawn ${powerUps.orb.heal(4)}`,
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descriptionFunction() {
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return `after using ${powerUps.orb.heal()} <strong class='color-s'>slow</strong> nearby mobs for <strong>15</strong> seconds<br>spawn ${powerUps.orb.heal(4)}`
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},
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// description: `after using ${powerUps.orb.heal()} <strong class='color-s'>slow</strong> nearby mobs for <strong>15</strong> seconds<br>spawn ${powerUps.orb.heal(4)}`,
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -3096,7 +3099,10 @@ const tech = {
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},
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{
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name: "accretion",
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description: `${powerUps.orb.heal(1)} follow you, even between levels<br>spawn ${powerUps.orb.heal(5)}`,
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descriptionFunction() {
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return `${powerUps.orb.heal(1)} follow you, even between levels<br>spawn ${powerUps.orb.heal(5)}`
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},
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// description: `${powerUps.orb.heal(1)} follow you, even between levels<br>spawn ${powerUps.orb.heal(5)}`,
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -3270,7 +3276,7 @@ const tech = {
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},
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{
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name: "Hilbert space",
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description: "<strong>+91%</strong> <strong class='color-d'>damage</strong><br>after a <strong>collision</strong> enter an <strong class='alt'>alternate reality</strong>",
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description: "<strong>+99%</strong> <strong class='color-d'>damage</strong><br>after a <strong>collision</strong> enter an <strong class='alt'>alternate reality</strong>",
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -3280,7 +3286,7 @@ const tech = {
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return !tech.isResearchReality && !tech.isSwitchReality
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},
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requires: "not Ψ(t) collapse, many-worlds",
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damage: 1.91,
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damage: 1.99,
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effect() {
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tech.damage *= this.damage
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tech.isCollisionRealitySwitch = true;
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@@ -3454,7 +3460,10 @@ const tech = {
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},
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{
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name: "mass production",
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description: `<strong class='color-m'>tech</strong> always have <strong>+3</strong> choices to spawn<br>${powerUps.orb.research(5)} ${powerUps.orb.ammo(8)} or ${powerUps.orb.heal(8)}`,
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descriptionFunction() {
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return `<strong class='color-m'>tech</strong> always have <strong>+3</strong> choices to spawn<br>${powerUps.orb.ammo(8)} ${powerUps.orb.heal(8)} or ${powerUps.orb.research(5)}`
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},
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// description: `<strong class='color-m'>tech</strong> always have <strong>+3</strong> choices to spawn<br>${powerUps.orb.ammo(8)} ${powerUps.orb.heal(8)} or ${powerUps.orb.research(5)}`,
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -3502,7 +3511,9 @@ const tech = {
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},
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{
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name: "heals",
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description: `spawn ${powerUps.orb.heal(8)}`,
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descriptionFunction() {
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return `spawn ${powerUps.orb.heal(8)}`
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},
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maxCount: 1,
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count: 0,
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frequency: 0,
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@@ -9036,7 +9047,7 @@ const tech = {
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// },
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{
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name: "return",
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description: "return to the introduction level<br>reduce combat <strong>difficulty</strong> by <strong>2 levels</strong>",
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description: "return to the start of the game<br>reduce combat <strong>difficulty</strong> by <strong>2 levels</strong>",
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maxCount: 1,
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count: 0,
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frequency: 0,
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@@ -9500,21 +9511,7 @@ const tech = {
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}
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},
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remove() {
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mobs.draw = () => {
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ctx.lineWidth = 2;
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let i = mob.length;
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while (i--) {
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ctx.beginPath();
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const vertices = mob[i].vertices;
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ctx.moveTo(vertices[0].x, vertices[0].y);
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for (let j = 1, len = vertices.length; j < len; ++j) ctx.lineTo(vertices[j].x, vertices[j].y);
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ctx.lineTo(vertices[0].x, vertices[0].y);
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ctx.fillStyle = mob[i].fill;
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ctx.strokeStyle = mob[i].stroke;
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ctx.fill();
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ctx.stroke();
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}
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}
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mobs.draw = mobs.drawDefault
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}
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},
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{
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@@ -9546,21 +9543,7 @@ const tech = {
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}
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},
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remove() {
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mobs.draw = () => {
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ctx.lineWidth = 2;
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let i = mob.length;
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while (i--) {
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ctx.beginPath();
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const vertices = mob[i].vertices;
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ctx.moveTo(vertices[0].x, vertices[0].y);
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for (let j = 1, len = vertices.length; j < len; ++j) ctx.lineTo(vertices[j].x, vertices[j].y);
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ctx.lineTo(vertices[0].x, vertices[0].y);
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ctx.fillStyle = mob[i].fill;
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ctx.strokeStyle = mob[i].stroke;
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ctx.fill();
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ctx.stroke();
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}
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}
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mobs.draw = mobs.drawDefault
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}
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},
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// draw() {
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