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:
landgreen
2023-01-14 19:58:59 -08:00
parent 9206d47f40
commit 43f3cfbae5
31 changed files with 223 additions and 427 deletions

View File

@@ -381,6 +381,14 @@ const tech = {
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 '
}
b.activeGun = originalActiveGunIndex
if (!b.guns[b.activeGun].have) {
if (b.inventory.length === 0) {
b.activeGun = null
} else {
b.activeGun = b.inventory[0]
}
b.inventoryGun = 0;
}
}
if (gunTechPool.length) {
const index = Math.floor(Math.random() * gunTechPool.length)
@@ -4356,7 +4364,7 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
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
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
},
requires: "nails, nail gun, rivets, shotgun, super balls, mine",
effect() {
@@ -5280,26 +5288,26 @@ const tech = {
if (this.count > 0) powerUps.research.changeRerolls(3)
}
},
{
name: "electric armor",
// 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>",
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",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return !tech.isSmartRadius && !tech.isExplodeRadio && tech.hasExplosiveDamageCheck()
},
requires: "an explosive damage source, not iridium-192",
effect() {
tech.isImmuneExplosion = true;
},
remove() {
tech.isImmuneExplosion = false;
}
},
// {
// name: "electric armor",
// // 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>",
// 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",
// isGunTech: true,
// maxCount: 1,
// count: 0,
// frequency: 2,
// frequencyDefault: 2,
// allowed() {
// return !tech.isSmartRadius && !tech.isExplodeRadio && tech.hasExplosiveDamageCheck()
// },
// requires: "an explosive damage source, not iridium-192",
// effect() {
// tech.isImmuneExplosion = true;
// },
// remove() {
// tech.isImmuneExplosion = false;
// }
// },
{
name: "MIRV",
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>",
@@ -5321,21 +5329,23 @@ const tech = {
},
{
name: "rocket-propelled grenade",
description: "<strong>grenades</strong> rapidly <strong>accelerate</strong> forward<br>map <strong>collisions</strong> trigger an <strong class='color-e'>explosion</strong>",
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>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("grenades")
return tech.haveGunCheck("grenades") && !tech.isVacuumBomb
},
requires: "grenades",
requires: "grenades, not vacuum bomb",
effect() {
tech.isImmuneExplosion = true;
tech.isRPG = true;
b.setGrenadeMode()
},
remove() {
tech.isImmuneExplosion = true;
tech.isRPG = false;
b.setGrenadeMode()
}
@@ -5349,9 +5359,9 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("grenades") && !tech.isNeutronBomb && !tech.isBlockExplode
return tech.haveGunCheck("grenades") && !tech.isNeutronBomb && !tech.isBlockExplode && !tech.isRPG
},
requires: "grenades, not neutron bomb, chain reaction",
requires: "grenades, not neutron bomb, chain reaction, RPG",
effect() {
tech.isVacuumBomb = true;
b.setGrenadeMode()
@@ -5646,7 +5656,7 @@ const tech = {
}
},
{
name: "sentry gun",
name: "sentry",
descriptionFunction() {
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')}`
},