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