laser-mines
tech: laser-mines - a floating triangle spins around with lasers coming from it's points
This commit is contained in:
37
js/tech.js
37
js/tech.js
@@ -2574,6 +2574,23 @@ const tech = {
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tech.isNeutronSlow = false
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}
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},
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{
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name: "laser-mines",
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description: "<strong>mines</strong> hover in place until <strong>mobs</strong> get in range<br><strong>mines</strong> use <strong class='color-f'>energy</strong> to emit <strong>3</strong> unaimed <strong>lasers</strong>",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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allowed() {
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return (tech.haveGunCheck("mine") || tech.isMineDrop) && !tech.isMineSentry
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},
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requires: "mines, not sentry",
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effect() {
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tech.isLaserMine = true;
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},
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remove() {
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tech.isLaserMine = false;
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}
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},
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{
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name: "mine reclamation",
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description: "retrieve <strong class='color-g'>ammo</strong> from all undetonated <strong>mines</strong><br>and <strong>20%</strong> of <strong>mines</strong> after detonation",
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@@ -2598,9 +2615,9 @@ const tech = {
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maxCount: 1,
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count: 0,
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allowed() {
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return (tech.haveGunCheck("mine") && !tech.isMineAmmoBack) || tech.isMineDrop
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return (tech.haveGunCheck("mine") && !tech.isMineAmmoBack && !tech.isLaserMine) || tech.isMineDrop
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},
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requires: "mine, not mine reclamation",
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requires: "mine, not mine reclamation, not laser-mines",
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effect() {
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tech.isMineSentry = true;
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},
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@@ -2615,7 +2632,7 @@ const tech = {
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maxCount: 1,
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count: 0,
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allowed() {
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return tech.isMineDrop + tech.nailBotCount + tech.fragments + tech.nailsDeathMob / 2 + (tech.haveGunCheck("mine") + tech.isNailShot + (tech.haveGunCheck("nail gun") && !tech.isIncendiary)) * 2 > 1
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return tech.isMineDrop + tech.nailBotCount + tech.fragments + tech.nailsDeathMob / 2 + ((tech.haveGunCheck("mine") && !tech.isLaserMine) + tech.isNailShot + (tech.haveGunCheck("nail gun") && !tech.isIncendiary)) * 2 > 1
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},
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requires: "nails",
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effect() {
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@@ -2632,7 +2649,7 @@ const tech = {
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maxCount: 1,
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count: 0,
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allowed() {
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return tech.isMineDrop + tech.nailBotCount + tech.fragments + tech.nailsDeathMob / 2 + (tech.haveGunCheck("mine") + tech.isNailShot + (tech.haveGunCheck("nail gun") && !tech.isIncendiary)) * 2 > 1
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return tech.isMineDrop + tech.nailBotCount + tech.fragments + tech.nailsDeathMob / 2 + ((tech.haveGunCheck("mine") && !tech.isLaserMine) + tech.isNailShot + (tech.haveGunCheck("nail gun") && !tech.isIncendiary)) * 2 > 1
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},
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requires: "nails",
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effect() {
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@@ -2934,12 +2951,12 @@ const tech = {
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},
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{
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name: "laser diodes",
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description: "<strong>lasers</strong> drain <strong>37%</strong> less <strong class='color-f'>energy</strong><br><em>effects laser-gun and laser-bot</em>",
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description: "all <strong>lasers</strong> drain <strong>37%</strong> less <strong class='color-f'>energy</strong><br><em>effects laser-gun, laser-bot, and laser-mines</em>",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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allowed() {
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return tech.haveGunCheck("laser") || tech.laserBotCount > 1
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return tech.haveGunCheck("laser") || tech.laserBotCount > 1 || tech.isLaserMine
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},
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requires: "laser",
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effect() {
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@@ -2951,12 +2968,12 @@ const tech = {
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},
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{
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name: "specular reflection",
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description: "<strong>laser</strong> beams gain <strong>1</strong> reflection<br>increase <strong class='color-d'>damage</strong> and <strong class='color-f'>energy</strong> drain by <strong>50%</strong>",
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description: "increase <strong class='color-d'>damage</strong> and <strong class='color-f'>energy</strong> drain by <strong>50%</strong><br>and <strong>+1</strong> reflection for all <strong>lasers</strong> <em>(gun, bot, mine)</em>",
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isGunTech: true,
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maxCount: 9,
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count: 0,
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allowed() {
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return tech.haveGunCheck("laser") && !tech.isWideLaser && !tech.isPulseLaser && !tech.historyLaser
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return (tech.haveGunCheck("laser") || tech.isLaserMine || tech.laserBotCount > 1) && !tech.isWideLaser && !tech.isPulseLaser && !tech.historyLaser
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},
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requires: "laser, not wide beam",
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effect() {
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@@ -3942,6 +3959,6 @@ const tech = {
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isExtruder: null,
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isEndLevelPowerUp: null,
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isRewindGun: null,
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missileSize: null
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missileSize: null,
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isLaserMine: null
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}
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