wiggle
nematodes now wiggle their tail. it's horrible
tech: transdimensional spores renamed transdimensional worms
spawns spores -> worms
missiles:
20% more ammo
no longer fire rapidly on crouch
instead crouch gives missile initial forward velocity
no crouch makes the missiles recoil back before they accelerate forward
tech: launch system - fire missiles 500% more rapidly, gives 25% ammo
doesn't work with cruse missile
tech: ICBM - cruse missile is even bigger and slower
pavilion has been added back to the map rotation
this will make the game end at 13 again, and feel harder
let me know if it's absence resulted in less NaN game crashes
reactor sprayBoss is now harder to kill
bug fixes
This commit is contained in:
93
js/tech.js
93
js/tech.js
@@ -4494,21 +4494,78 @@ const tech = {
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},
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{
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name: "cruise missile",
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description: "<strong>missiles</strong> travel <strong>63%</strong> slower,<br>but have a <strong>50%</strong> larger <strong class='color-e'>explosive</strong> payload",
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description: "<strong>missiles</strong> travel <strong>50%</strong> slower,<br>but have a <strong>100%</strong> larger <strong class='color-e'>explosive</strong> payload",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.haveGunCheck("missiles") || tech.isMissileField || tech.missileBotCount
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return (tech.haveGunCheck("missiles") && tech.missileFireCD === 45) || tech.isMissileField || tech.missileBotCount
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},
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requires: "missiles",
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effect() {
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tech.missileSize = true
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tech.isMissileBig = true
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},
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remove() {
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tech.missileSize = false
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tech.isMissileBig = false
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}
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},
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{
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name: "ICBM",
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description: "cruise <strong>missiles</strong> travel <strong>66%</strong> slower,<br>but have a <strong>100%</strong> larger <strong class='color-e'>explosive</strong> payload",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.haveGunCheck("missiles") && tech.isMissileBig //&& !tech.isSmartRadius && !tech.isImmuneExplosion
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},
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requires: "missiles, cruse missile", //, not electric reactive armor, controlled explosions",
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effect() {
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tech.isMissileBiggest = true
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},
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remove() {
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tech.isMissileBiggest = false
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}
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},
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{
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name: "launch system",
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description: `reduce <strong>missile</strong> launch cooldown <strong>500%</strong><br>gain <strong>20%</strong> more missile <strong class='color-ammo'>ammo</strong> per ${powerUps.orb.ammo(1)}`,
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isGunTech: true,
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maxCount: 1,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.haveGunCheck("missiles") && !tech.isMissileBig
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},
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requires: "missiles",
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ammoBonus: 1.2,
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effect() {
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tech.missileFireCD = 10
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "missiles") {
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b.guns[i].ammoPack = this.ammoBonus;
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b.guns[i].ammo = Math.ceil(b.guns[i].ammo * this.ammoBonus);
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simulation.updateGunHUD();
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break
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}
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}
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},
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remove() {
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if (tech.missileFireCD !== 45) {
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tech.missileFireCD = 45;
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "missiles") {
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b.guns[i].ammoPack = 5;
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b.guns[i].ammo = Math.ceil(b.guns[i].ammo / this.ammoBonus);
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simulation.updateGunHUD();
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break
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}
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}
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}
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}
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},
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{
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@@ -4550,7 +4607,7 @@ const tech = {
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.explosiveRadius === 1 && !tech.isSmallExplosion && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1 || tech.isTokamak)
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return tech.explosiveRadius === 1 && !tech.isSmallExplosion && (tech.haveGunCheck("missiles") || tech.missileBotCount || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1 || tech.isTokamak)
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},
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requires: "an explosive damage source, not ammonium nitrate or nitroglycerin",
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effect: () => {
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@@ -4721,7 +4778,7 @@ const tech = {
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},
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{
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name: "MIRV",
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description: "fire <strong>+1</strong> <strong>missile</strong> and <strong>grenade</strong><br>decrease <strong class='color-e'>explosion</strong> <strong>radius</strong> up to <strong>10%</strong>",
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description: "fire <strong>+1</strong> <strong>missile</strong> and <strong>grenade</strong> per shot<br>decrease <strong class='color-e'>explosion</strong> <strong>radius</strong> up to <strong>10%</strong>",
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isGunTech: true,
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maxCount: 9,
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count: 0,
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@@ -5070,7 +5127,7 @@ const tech = {
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frequency: 3,
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frequencyDefault: 3,
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allowed() {
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return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField || tech.isWormholeSpores || (tech.haveGunCheck("shotgun") && !tech.isIncendiary && !tech.isRivets && !tech.isIceShot && !tech.isFoamShot && !tech.isNeedles && !tech.isNailShot)
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return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField || (tech.haveGunCheck("shotgun") && !tech.isIncendiary && !tech.isRivets && !tech.isIceShot && !tech.isFoamShot && !tech.isNeedles && !tech.isNailShot)
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},
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requires: "spore gun, spores",
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effect() {
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@@ -7161,9 +7218,9 @@ const tech = {
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}
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},
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{
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name: "transdimensional spores",
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link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Dimension' class="link">transdimensional spores</a>`,
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description: "when <strong class='color-block'>blocks</strong> fall into a <strong class='color-worm'>wormhole</strong><br>higher dimension <strong class='color-p' style='letter-spacing: 2px;'>spores</strong> are summoned",
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name: "transdimensional worms",
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link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Dimension' class="link">transdimensional worms</a>`,
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description: "when <strong class='color-block'>blocks</strong> fall into a <strong class='color-worm'>wormhole</strong><br>higher dimension <strong class='color-p' style='letter-spacing: 2px;'>worms</strong> are summoned",
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isFieldTech: true,
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maxCount: 1,
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count: 0,
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@@ -7174,10 +7231,10 @@ const tech = {
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},
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requires: "wormhole",
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effect() {
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tech.isWormholeSpores = true
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tech.isWormholeWorms = true
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},
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remove() {
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tech.isWormholeSpores = false
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tech.isWormholeWorms = false
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}
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},
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{
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@@ -9233,7 +9290,7 @@ const tech = {
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remove() {}
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},
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{
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name: "quantum black hole",
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name: "black hole",
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description: `use your <strong class='color-f'>energy</strong> and ${powerUps.orb.research(4)} to <strong>spawn</strong><br>inside the event horizon of a huge <strong>black hole</strong>`,
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maxCount: 1,
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count: 0,
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@@ -9297,7 +9354,7 @@ const tech = {
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setTimeout(() => { powerUps.spawn(m.pos.x + 50, m.pos.y - 50, "heal"); }, 750);
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setTimeout(() => { powerUps.spawn(m.pos.x - 50, m.pos.y, "tech"); }, 1000);
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setTimeout(() => { powerUps.spawn(m.pos.x - 50, m.pos.y - 50, "research"); }, 1250);
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}, 1000 * 5);
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}, 1000 * 5 * 60);
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},
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remove() {}
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},
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@@ -9589,7 +9646,7 @@ const tech = {
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isWormholeDamage: null,
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isNailCrit: null,
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isFlechetteExplode: null,
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isWormholeSpores: null,
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isWormholeWorms: null,
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isWormBullets: null,
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isWideLaser: null,
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wideLaser: null,
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@@ -9616,7 +9673,8 @@ const tech = {
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isRewindGrenade: null,
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isExtruder: null,
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isEndLevelPowerUp: null,
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missileSize: null,
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isMissileBig: null,
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isMissileBiggest: null,
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isLaserMine: null,
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isAmmoFoamSize: null,
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isIceIX: null,
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@@ -9748,5 +9806,6 @@ const tech = {
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plasmaDischarge: null,
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isFlipFlopHealth: null,
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isRelayEnergy: null,
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coyoteTime: null
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coyoteTime: null,
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missileFireCD: null
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}
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