mob body slice
no cloning theorem - 42% duplication, but lose 1% dup if you kill a mob requires cloaking or time dilation field tech: symbiosis - if you kill a mob lose 2% max health, but gain 2 tech at the end of every level. requires cloaking or time dilation field JUNK tech: all-stars - make mobs look like stars JUNK tech: mouth - make mobs look like they have a mouth the nonCollideBosses have been made 10% harder to kill these are the types of bosses that spawn from apomixis on 100% duplication 7+ sided mobs may slice in two when they die
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@@ -89,7 +89,7 @@ const powerUps = {
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totalPowerUps: 0, //used for tech that count power ups at the end of a level
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lastTechIndex: null,
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do() {},
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setDo() {
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setDupChance() {
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if (tech.duplicationChance() > 0 || tech.isAnthropicTech) {
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if (tech.isPowerUpsVanish) {
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powerUps.do = powerUps.doDuplicatesVanish
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@@ -319,16 +319,20 @@ const powerUps = {
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}
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}
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if (tech.isRerollBots) {
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let delay = 0
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for (const cost = 2 + Math.floor(0.2 * b.totalBots()); powerUps.research.count > cost - 1; powerUps.research.count -= cost) {
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b.randomBot()
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if (tech.renormalization) {
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for (let i = 0; i < cost; i++) {
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if (Math.random() < 0.4) {
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m.fieldCDcycle = m.cycle + 20;
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powerUps.spawn(m.pos.x, m.pos.y, "research");
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delay += 500
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setTimeout(() => {
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b.randomBot()
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if (tech.renormalization) {
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for (let i = 0; i < cost; i++) {
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if (Math.random() < 0.4) {
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m.fieldCDcycle = m.cycle + 20;
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powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "research");
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}
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}
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}
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}
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}, delay);
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}
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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if (tech.tech[i].name === "bot fabrication") tech.tech[i].description = `if you collect ${powerUps.orb.research(2 + Math.floor(0.2 * b.totalBots()))}use them to build a<br>random <strong class='color-bot'>bot</strong> <em>(+1 cost every 5 bots)</em>`
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@@ -472,21 +476,39 @@ const powerUps = {
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}
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}
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} else { //give ammo to all guns in inventory
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let textLog = ""
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for (let i = 0, len = b.inventory.length; i < len; i++) {
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const target = b.guns[b.inventory[i]]
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if (target.ammo !== Infinity) {
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if (tech.ammoCap) {
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const ammoAdded = Math.ceil(target.ammoPack * 0.45 * tech.ammoCap) //0.45 is average
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target.ammo = ammoAdded
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simulation.makeTextLog(`${target.name}.<span class='color-g'>ammo</span> <span class='color-symbol'>=</span> ${ammoAdded}`)
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textLog += `${target.name}.<span class='color-g'>ammo</span> <span class='color-symbol'>=</span> ${ammoAdded}<br>`
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} else {
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const ammoAdded = Math.ceil((0.45 * Math.random() + 0.45 * Math.random()) * target.ammoPack) //Math.ceil(Math.random() * target.ammoPack)
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target.ammo += ammoAdded
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simulation.makeTextLog(`${target.name}.<span class='color-g'>ammo</span> <span class='color-symbol'>+=</span> ${ammoAdded}`)
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textLog += `${target.name}.<span class='color-g'>ammo</span> <span class='color-symbol'>+=</span> ${ammoAdded}<br>`
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}
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}
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}
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simulation.makeTextLog(textLog)
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}
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// } else { //give ammo to all guns in inventory
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// for (let i = 0, len = b.inventory.length; i < len; i++) {
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// const target = b.guns[b.inventory[i]]
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// if (target.ammo !== Infinity) {
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// if (tech.ammoCap) {
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// const ammoAdded = Math.ceil(target.ammoPack * 0.45 * tech.ammoCap) //0.45 is average
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// target.ammo = ammoAdded
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// simulation.makeTextLog(`${target.name}.<span class='color-g'>ammo</span> <span class='color-symbol'>=</span> ${ammoAdded}`)
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// } else {
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// const ammoAdded = Math.ceil((0.45 * Math.random() + 0.45 * Math.random()) * target.ammoPack) //Math.ceil(Math.random() * target.ammoPack)
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// target.ammo += ammoAdded
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// simulation.makeTextLog(`${target.name}.<span class='color-g'>ammo</span> <span class='color-symbol'>+=</span> ${ammoAdded}`)
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// }
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// }
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// }
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// }
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simulation.updateGunHUD();
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}
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},
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