factory: rewrote the end

clock gating was removed because it's annoying
liquid cooling -> refrigerant - freezes mobs after losing at least 5% health
mass-energy gets more effect from defense (0.13 -> 0.19)
ternary 84 -> 77% damage
dark patterns 15 -> 17% damage and JUNK
Maxwell's demon 3% -> 1% energy loss above max
exciton 16 -> 14% chance to drop

10% increase in overall mob health
new images
bug fixes
This commit is contained in:
landgreen
2023-05-07 09:30:07 -07:00
parent e6e505809d
commit 4f87444541
25 changed files with 202 additions and 188 deletions

View File

@@ -546,7 +546,6 @@ const m = {
if (tech.isFieldHarmReduction) dmg *= 0.5
if (tech.isHarmMACHO) dmg *= 0.4
if (tech.isImmortal) dmg *= 0.67
if (tech.isSlowFPS) dmg *= 0.8
if (tech.energyRegen === 0) dmg *= 0.34
// if (tech.healthDrain) dmg *= 1 + 3.33 * tech.healthDrain //tech.healthDrain = 0.03 at one stack //cause more damage
if (m.fieldMode === 0 || m.fieldMode === 3) dmg *= 0.973 ** m.coupling
@@ -563,7 +562,7 @@ const m = {
if (tech.isTurret && m.crouch) dmg *= 0.34;
if (tech.isFirstDer && b.inventory[0] === b.activeGun) dmg *= 0.85 ** b.inventory.length
if (tech.isEnergyHealth) {
return Math.pow(dmg, 0.13) //defense has less effect
return Math.pow(dmg, 0.19) //defense has less effect
} else {
return dmg
}
@@ -782,26 +781,37 @@ const m = {
};
if (m.defaultFPSCycle < m.cycle) requestAnimationFrame(normalFPS);
if (tech.isSlowFPS) { // slow game
simulation.fpsCap = 30 //new fps
if (dmg > 0.05) { // freeze game for high damage hits
simulation.fpsCap = 4 //40 - Math.min(25, 100 * dmg)
simulation.fpsInterval = 1000 / simulation.fpsCap;
//how long to wait to return to normal fps
m.defaultFPSCycle = m.cycle + 20 + Math.min(90, Math.floor(200 * dmg))
if (tech.isHarmFreeze) { //freeze all mobs
for (let i = 0, len = mob.length; i < len; i++) {
mobs.statusSlow(mob[i], 450)
}
if (tech.isHarmFreeze) {
for (let i = 0, len = mob.length; i < len; i++) mobs.statusSlow(mob[i], 480) //freeze all mobs
}
} else {
if (dmg > 0.05) { // freeze game for high damage hits
simulation.fpsCap = 4 //40 - Math.min(25, 100 * dmg)
simulation.fpsInterval = 1000 / simulation.fpsCap;
} else {
simulation.fpsCap = simulation.fpsCapDefault
simulation.fpsInterval = 1000 / simulation.fpsCap;
}
m.defaultFPSCycle = m.cycle
simulation.fpsCap = simulation.fpsCapDefault
simulation.fpsInterval = 1000 / simulation.fpsCap;
}
m.defaultFPSCycle = m.cycle
// if (tech.isSlowFPS) { // slow game
// simulation.fpsCap = 30 //new fps
// simulation.fpsInterval = 1000 / simulation.fpsCap;
// //how long to wait to return to normal fps
// m.defaultFPSCycle = m.cycle + 20 + Math.min(90, Math.floor(200 * dmg))
// if (tech.isHarmFreeze) { //freeze all mobs
// for (let i = 0, len = mob.length; i < len; i++) {
// mobs.statusSlow(mob[i], 450)
// }
// }
// } else {
// if (dmg > 0.05) { // freeze game for high damage hits
// simulation.fpsCap = 4 //40 - Math.min(25, 100 * dmg)
// simulation.fpsInterval = 1000 / simulation.fpsCap;
// } else {
// simulation.fpsCap = simulation.fpsCapDefault
// simulation.fpsInterval = 1000 / simulation.fpsCap;
// }
// m.defaultFPSCycle = m.cycle
// }
// if (!noTransition) {
// document.getElementById("health").style.transition = "width 0s ease-out"
// } else {
@@ -2235,16 +2245,14 @@ const m = {
// float towards player if looking at and in range or if very close to player
if (
dist2 < m.grabPowerUpRange2 &&
(m.lookingAt(powerUp[i]) || dist2 < 1000) &&
(m.lookingAt(powerUp[i]) || dist2 < 10000) &&
Matter.Query.ray(map, powerUp[i].position, m.pos).length === 0
) {
powerUp[i].force.x += 0.04 * (dxP / Math.sqrt(dist2)) * powerUp[i].mass;
powerUp[i].force.y += 0.04 * (dyP / Math.sqrt(dist2)) * powerUp[i].mass - powerUp[i].mass * simulation.g; //negate gravity
//extra friction
Matter.Body.setVelocity(powerUp[i], {
x: powerUp[i].velocity.x * 0.11,
y: powerUp[i].velocity.y * 0.11
});
if (!tech.isHealAttract || powerUp[i].name !== "heal") { //if you have accretion heals are already pulled in a different way
powerUp[i].force.x += 0.04 * (dxP / Math.sqrt(dist2)) * powerUp[i].mass;
powerUp[i].force.y += 0.04 * (dyP / Math.sqrt(dist2)) * powerUp[i].mass - powerUp[i].mass * simulation.g; //negate gravity
Matter.Body.setVelocity(powerUp[i], { x: powerUp[i].velocity.x * 0.11, y: powerUp[i].velocity.y * 0.11 }); //extra friction
}
if ( //use power up if it is close enough
dist2 < 5000 &&
!simulation.isChoosing &&
@@ -3784,7 +3792,7 @@ const m = {
},
{
name: "metamaterial cloaking",
description: "when not firing activate <strong class='color-cloaked'>cloaking</strong><br>after <strong class='color-cloaked'>decloaking</strong> <strong>+333%</strong> <strong class='color-d'>damage</strong> for <strong>2</strong> s<br>generate <strong>6</strong> <strong class='color-f'>energy</strong> per second",
description: "<strong>+50%</strong> <strong class='color-defense'>defense</strong> while <strong class='color-cloaked'>cloaked</strong><br>after <strong class='color-cloaked'>decloaking</strong> <strong>+333%</strong> <strong class='color-d'>damage</strong> for <strong>2</strong> s<br>generate <strong>6</strong> <strong class='color-f'>energy</strong> per second",
effect: () => {
m.fieldFire = true;
m.fieldMeterColor = "#333";
@@ -3957,7 +3965,7 @@ const m = {
//<br><strong class='color-block'>blocks</strong> can't <strong>collide</strong> with <strong>intangible</strong> mobs
//field <strong>radius</strong> decreases out of <strong>line of sight</strong>
//<strong>unlock</strong> <strong class='color-m'>tech</strong> from other <strong class='color-f'>fields</strong>
description: "use <strong class='color-f'>energy</strong> to guide <strong class='color-block'>blocks</strong><br><strong class='color-m'>tech</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong> have <strong>+2</strong> <strong>choice</strong><br>generate <strong>10</strong> <strong class='color-f'>energy</strong> per second",
description: "use <strong class='color-f'>energy</strong> to guide <strong class='color-block'>blocks</strong><br><strong class='color-m'>tech</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong> have <strong>+2</strong> <strong>choices</strong><br>generate <strong>10</strong> <strong class='color-f'>energy</strong> per second",
effect: () => {
m.fieldMeterColor = "#333"
m.eyeFillColor = m.fieldMeterColor