From 44ecb2437adb5003916e352beeec5f2c1472750a Mon Sep 17 00:00:00 2001 From: landgreen Date: Sun, 26 Dec 2021 05:53:59 -0800 Subject: [PATCH] super duper tech: super duper - fire +0-2 extra super balls super balls no longer part of MIRV bug fix for plasma extruder interaction with doors that collide with power ups mantisBoss moves slower, can be damaged for longer time, has less total life, has a smaller punch range --- .DS_Store | Bin 6148 -> 6148 bytes js/bullet.js | 8 ++--- js/level.js | 15 ++++++---- js/spawn.js | 19 ++++++------ js/tech.js | 82 ++++++++++++++++++++++++++++++++------------------- todo.txt | 23 +++++++-------- 6 files changed, 85 insertions(+), 62 deletions(-) diff --git a/.DS_Store b/.DS_Store index f2d08920929beadf79bca3f868f7d321203016be..92755255b61e690e99888bab293c0c5f8b9e8d11 100644 GIT binary patch delta 22 dcmZoMXffEJ#mrQZI$4L=mr1^1b2W3P2mnrn2BQD~ delta 22 dcmZoMXffEJ#mrR7Ia!C1 large super ball
that stuns mobs for 3 second", - isGunTech: true, - maxCount: 1, - count: 0, - frequency: 2, - frequencyDefault: 2, - allowed() { - return tech.haveGunCheck("super balls") && tech.missileCount === 1 && !tech.superBallDelay - }, - requires: "super balls, but not MIRV or supertemporal", - effect() { - tech.oneSuperBall = true; - for (i = 0, len = b.guns.length; i < len; i++) { //find which gun - if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod() - } - }, - remove() { - if (tech.oneSuperBall) { - tech.oneSuperBall = false; - for (i = 0, len = b.guns.length; i < len; i++) { //find which gun - if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod() - } - } - } - }, { name: "super sized", description: `increase super ball radius by 14%
increases damage by about 27%`, @@ -4276,6 +4249,52 @@ const tech = { tech.bulletSize = 1; } }, + { + name: "super duper", + description: `randomly fire +0, +1, or +2 extra super balls`, + isGunTech: true, + maxCount: 9, + count: 0, + frequency: 2, + frequencyDefault: 2, + allowed() { + return tech.haveGunCheck("super balls") && !tech.oneSuperBall + }, + requires: "super balls, not super ball", + effect() { + tech.extraSuperBalls += 3 + }, + remove() { + tech.extraSuperBalls = 0; + } + }, + { + name: "super ball", + description: "fire just 1 large super ball
that stuns mobs for 3 second", + isGunTech: true, + maxCount: 1, + count: 0, + frequency: 2, + frequencyDefault: 2, + allowed() { + return tech.haveGunCheck("super balls") && !tech.extraSuperBalls && !tech.superBallDelay + }, + requires: "super balls, not super duper or supertemporal", + effect() { + tech.oneSuperBall = true; + for (i = 0, len = b.guns.length; i < len; i++) { //find which gun + if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod() + } + }, + remove() { + if (tech.oneSuperBall) { + tech.oneSuperBall = false; + for (i = 0, len = b.guns.length; i < len; i++) { //find which gun + if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod() + } + } + } + }, { name: "phase velocity", description: "matter wave propagates faster through solids
increase matter wave damage by 15%", @@ -4486,9 +4505,9 @@ const tech = { frequency: 2, frequencyDefault: 2, allowed() { - return tech.haveGunCheck("missiles") || tech.missileBotCount || tech.haveGunCheck("grenades") || (tech.haveGunCheck("super balls") && !tech.oneSuperBall) + return tech.haveGunCheck("missiles") || tech.missileBotCount || tech.haveGunCheck("grenades") }, - requires: "missiles, grenades, super balls, not super ball", + requires: "missiles, grenades", effect() { tech.missileCount++; }, @@ -8861,7 +8880,7 @@ const tech = { this.frequency = 0; this.description = `null is open at level.final()` } else { - this.frequency += lore.techGoal + this.frequency += lore.techGoal * 2 // for (let i = 0; i < tech.tech.length; i++) { //set name for all unchosen copies of this tech // if (tech.tech[i].isLore && tech.tech[i].count === 0) tech.tech[i].description = `${lore.techCount+1}/${lore.techGoal}
add copies of this to the potential tech pool` // } @@ -9203,5 +9222,6 @@ const tech = { isBrainstorm: null, isBrainstormActive: null, brainStormDelay: null, - wormSize: null + wormSize: null, + extraSuperBalls: null } \ No newline at end of file diff --git a/todo.txt b/todo.txt index cfcc631..2a9338e 100644 --- a/todo.txt +++ b/todo.txt @@ -1,17 +1,13 @@ ******************************************************** NEXT PATCH ************************************************** -revolutionBoss is immune to damage at 1/4,1/2,3/4 health until it's laser spins around one revolution - -thermocouple produces 1-9 -> 4-13 ice nine bullet -thermocouple is on by default until next patch - -decoherence rewrite with flags instead of a banish array, to fix bugs - +tech: super duper - fire +0-2 extra super balls + super balls no longer part of MIRV +bug fix for plasma extruder interaction with doors that collide with power ups +mantisBoss moves slower, can be damaged for longer time, has less total life, has a smaller punch range ******************************************************** TODO ******************************************************** - merge various multi bullet tech under one name training @@ -42,13 +38,15 @@ training done superball - use 1 ammo to take out several mobs done matter wave - kill a mob inside a map element done missiles - take out mobs that are around corner and have them drop on a button - grenades - use 1 ammo to take out several mobs at once - spores - use 1 ammo to take out several mobs at once - drones - use mouse to bring drones around a corner + grenades - use 1 ammo to take out a ring of mob`s + spores - use 1 ammo to take out several mobs at once, you have to block with your shield until the mobs die + drones - use mouse to bring drones around a couple corners foam - slow boss mob, and run away harpoon - kill one close mob, pick up ammo that is out of reach, first at several far away mobs with crouch + or just some hard melee combat mine - built kill zone, get mobs to follow into mine kill zone - laser - reflect off walls to hit mob + maybe a boss mob? + laser - reflect off walls to hit mobs field rooms: standing wave - bullets come from every direction perfect diamagnetism - drop field to rapid stream of bullets and fire gun at them @@ -64,6 +62,7 @@ training also make a harder version of stacking blocks portal rooms jump at the top of a elevator to jump high + use the double constrained platforms combat rooms: kill so many mobs that the mob bodies pile up and you can get over a wall by jumping on them boss gauntlet, spawn with nothing but a few power ups and fight 10 bosses