RPG + rocket jump
tech: RPG - gains the rocket jumping effects from electric armor eternalism no longer makes tech options have 50% opacity when choosing some new images for cloaking tech and some images were made brighter bug fixes safari media rules css fixed
This commit is contained in:
64
js/tech.js
64
js/tech.js
@@ -381,6 +381,14 @@ const tech = {
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if (regex !== -1 && (not === -1 || not > regex)) gunTechPool.push(j) //look for the gun name in the requirements, but the gun name needs to show up before the word ' not '
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}
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b.activeGun = originalActiveGunIndex
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if (!b.guns[b.activeGun].have) {
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if (b.inventory.length === 0) {
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b.activeGun = null
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} else {
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b.activeGun = b.inventory[0]
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}
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b.inventoryGun = 0;
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}
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}
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if (gunTechPool.length) {
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const index = Math.floor(Math.random() * gunTechPool.length)
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@@ -4356,7 +4364,7 @@ const tech = {
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.isMineDrop + tech.isNailBotUpgrade + tech.fragments + tech.nailsDeathMob + (tech.haveGunCheck("super balls") + (tech.haveGunCheck("mine") && !(tech.isFoamMine || tech.isSuperMine)) + (tech.haveGunCheck("nail gun")) + tech.isNeedles + tech.isNailShot + tech.isRivets) * 2 > 1
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return tech.isMineDrop + tech.isNailBotUpgrade + tech.fragments + tech.nailsDeathMob + (tech.haveGunCheck("super balls") + (tech.haveGunCheck("mine") && !tech.isFoamMine) + (tech.haveGunCheck("nail gun")) + tech.isNeedles + tech.isNailShot + tech.isRivets) * 2 > 1
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},
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requires: "nails, nail gun, rivets, shotgun, super balls, mine",
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effect() {
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@@ -5280,26 +5288,26 @@ const tech = {
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if (this.count > 0) powerUps.research.changeRerolls(3)
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}
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},
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{
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name: "electric armor",
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// description: "<strong class='color-e'>explosions</strong> do no <strong class='color-defense'>defense</strong><br> while your <strong class='color-f'>energy</strong> is above <strong>98%</strong>",
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description: "instead of causing <strong class='color-h'>health</strong> loss, <strong class='color-e'>explosions</strong><br>drain <strong>12</strong> <strong class='color-f'>energy</strong> and have more knockback",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return !tech.isSmartRadius && !tech.isExplodeRadio && tech.hasExplosiveDamageCheck()
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},
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requires: "an explosive damage source, not iridium-192",
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effect() {
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tech.isImmuneExplosion = true;
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},
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remove() {
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tech.isImmuneExplosion = false;
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}
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},
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// {
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// name: "electric armor",
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// // description: "<strong class='color-e'>explosions</strong> do no <strong class='color-defense'>defense</strong><br> while your <strong class='color-f'>energy</strong> is above <strong>98%</strong>",
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// description: "instead of causing <strong class='color-h'>health</strong> loss, <strong class='color-e'>explosions</strong><br>drain <strong>12</strong> <strong class='color-f'>energy</strong> and have more knockback",
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// isGunTech: true,
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// maxCount: 1,
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// count: 0,
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// frequency: 2,
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// frequencyDefault: 2,
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// allowed() {
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// return !tech.isSmartRadius && !tech.isExplodeRadio && tech.hasExplosiveDamageCheck()
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// },
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// requires: "an explosive damage source, not iridium-192",
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// effect() {
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// tech.isImmuneExplosion = true;
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// },
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// remove() {
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// tech.isImmuneExplosion = false;
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// }
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// },
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{
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name: "MIRV",
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description: "fire <strong>+1</strong> <strong>missile</strong> or <strong>grenade</strong> per shot<br><strong>–12%</strong> <strong class='color-e'>explosion</strong> <strong class='color-d'>damage</strong> and <strong>radius</strong>",
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@@ -5321,21 +5329,23 @@ const tech = {
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},
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{
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name: "rocket-propelled grenade",
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description: "<strong>grenades</strong> rapidly <strong>accelerate</strong> forward<br>map <strong>collisions</strong> trigger an <strong class='color-e'>explosion</strong>",
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description: "<strong>grenades</strong> <strong class='color-e'>explode</strong> on map <strong>collisions</strong><br><strong class='color-e'>explosions</strong> drain <strong class='color-f'>energy</strong>, not <strong class='color-h'>health</strong>",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.haveGunCheck("grenades")
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return tech.haveGunCheck("grenades") && !tech.isVacuumBomb
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},
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requires: "grenades",
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requires: "grenades, not vacuum bomb",
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effect() {
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tech.isImmuneExplosion = true;
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tech.isRPG = true;
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b.setGrenadeMode()
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},
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remove() {
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tech.isImmuneExplosion = true;
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tech.isRPG = false;
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b.setGrenadeMode()
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}
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@@ -5349,9 +5359,9 @@ const tech = {
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.haveGunCheck("grenades") && !tech.isNeutronBomb && !tech.isBlockExplode
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return tech.haveGunCheck("grenades") && !tech.isNeutronBomb && !tech.isBlockExplode && !tech.isRPG
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},
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requires: "grenades, not neutron bomb, chain reaction",
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requires: "grenades, not neutron bomb, chain reaction, RPG",
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effect() {
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tech.isVacuumBomb = true;
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b.setGrenadeMode()
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@@ -5646,7 +5656,7 @@ const tech = {
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}
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},
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{
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name: "sentry gun",
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name: "sentry",
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descriptionFunction() {
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return `<strong>mines</strong> fire one ${b.guns[10].nameString()} at a time<br><strong>mines</strong> fire <strong>50%</strong> more ${b.guns[10].nameString('s')}`
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},
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