community level run

new community level "run" (by iSuggestedThatAlready / iNoobBoi)!!!!!!
  try it out by enabling community levels in the settings

more training levels: "trainingNailGun", "trainingShotGun", "trainingSuperBall", "trainingMatterWave", "trainingMissile"

no power ups check box in experiment mode now disables all types of power ups, not just tech
  simulation.isNoPowerUps
powerUps can no longer move through doors
  this might lead to problems that I haven't thought about, but let's see
adiabatic healing now updates active heal power ups as well as future ones

fixed bug with undefined tech not showing up
This commit is contained in:
landgreen
2021-12-24 11:22:02 -08:00
parent bf7a22f243
commit 40ad1ec4c4
9 changed files with 1043 additions and 230 deletions

View File

@@ -16,7 +16,7 @@ const tech = {
//remove lore if it's your first time playing since it's confusing
//also remove lore if cheating
lore.techCount = 0;
if (simulation.isCheating || localSettings.runCount > 1) { //simulation.isCommunityMaps ||
if (simulation.isCheating || localSettings.runCount < 1) { //simulation.isCommunityMaps ||
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isLore) {
tech.tech[i].frequency = 0;
@@ -228,7 +228,7 @@ const tech = {
if (tech.isEnergyLoss) dmg *= 1.55;
if (tech.isAcidDmg && m.health > 1) dmg *= 1.35;
if (tech.restDamage > 1 && player.speed < 1) dmg *= tech.restDamage
if (tech.isEnergyDamage) dmg *= 1 + m.energy * 0.1;
if (tech.isEnergyDamage) dmg *= 1 + m.energy * 0.11;
if (tech.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.007
if (tech.isRerollDamage) dmg *= 1 + 0.037 * powerUps.research.count
if (tech.isOneGun && b.inventory.length < 2) dmg *= 1.25
@@ -2225,7 +2225,7 @@ const tech = {
},
{
name: "electronegativity",
description: "increase <strong class='color-d'>damage</strong> by <strong>1%</strong><br>for every <strong>10</strong> stored <strong class='color-f'>energy</strong>",
description: "increase <strong class='color-d'>damage</strong> by <strong>1%</strong><br>for every <strong>9</strong> stored <strong class='color-f'>energy</strong>",
maxCount: 1,
count: 0,
frequency: 1,
@@ -2617,6 +2617,10 @@ const tech = {
effect() {
tech.largerHeals++;
this.refundAmount += tech.addJunkTechToPool(0.05)
//update current heals
for (let i = 0; i < powerUp.length; i++) {
if (powerUp[i].name === "heal") powerUp[i].size = powerUps.heal.size()
}
},
refundAmount: 0,
remove() {