tinker
JUNK tech: tinker - unlock JUNK tech in experiment mode this effect is stored for future visits on the same browser several JUNK tech text have been cleaned up your explosions do 8% more damage, but not more harm grenade gun fires 5% faster ruins/pavilion map is adjusted to be a bit easier to move around crouching speeds up exit door animation removed google analytics bug fix with power ups and frozen time bug fix with elevators and map collision
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29
js/index.js
29
js/index.js
@@ -352,7 +352,7 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
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//update tech text //disable not allowed tech
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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const techID = document.getElementById("tech-" + i)
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if (!tech.tech[i].isExperimentHide && (!tech.tech[i].isNonRefundable || tech.tech[i].isExperimentalMode)) {
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if (!tech.tech[i].isExperimentHide && (!tech.tech[i].isNonRefundable || tech.tech[i].isExperimentalMode || (localSettings.isJunkExperiment && tech.tech[i].isJunk))) {
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if (tech.tech[i].allowed() || isAllowed || tech.tech[i].count > 0) {
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// console.log(tech.tech[i].name, isAllowed, tech.tech[i].count, tech.haveGunCheck("nail gun"))
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const isCount = tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : "";
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@@ -456,10 +456,12 @@ ${simulation.isCheating ? "<br><br><em>lore disabled</em>": ""}
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text += `<div id = "gun-${i}" class="experiment-grid-module" onclick="build.choosePowerUp(this,${i},'gun')"><div class="grid-title"><div class="circle-grid gun"></div> ${build.nameLink(b.guns[i].name)}</div> ${b.guns[i].description}</div>`
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}
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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if (!tech.tech[i].isExperimentHide) { //&& (!tech.tech[i].isNonRefundable || tech.tech[i].isExperimentalMode)) {
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if (tech.tech[i].allowed() && (!tech.tech[i].isNonRefundable || tech.tech[i].isExperimentalMode)) { // || tech.tech[i].name === "+1 cardinality") { //|| tech.tech[i].name === "leveraged investment"
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if (!tech.tech[i].isExperimentHide && (!tech.tech[i].isJunk || localSettings.isJunkExperiment)) { //&& (!tech.tech[i].isNonRefundable || tech.tech[i].isExperimentalMode)) {
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if (tech.tech[i].allowed() && (!tech.tech[i].isNonRefundable || tech.tech[i].isExperimentalMode || localSettings.isJunkExperiment)) { // || tech.tech[i].name === "+1 cardinality") { //|| tech.tech[i].name === "leveraged investment"
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if (tech.tech[i].isExperimentalMode) {
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text += `<div id="tech-${i}" class="experiment-grid-module" onclick="build.choosePowerUp(this,${i},'tech')"><div class="grid-title">${tech.tech[i].name}</div> ${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div>`
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} else if (tech.tech[i].isJunk) {
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text += `<div id="tech-${i}" class="experiment-grid-module" onclick="build.choosePowerUp(this,${i},'tech')"><div class="grid-title"><div class="circle-grid junk"></div> ${tech.tech[i].link}</div> ${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div>`
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} else {
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text += `<div id="tech-${i}" class="experiment-grid-module" onclick="build.choosePowerUp(this,${i},'tech')"><div class="grid-title"><div class="circle-grid tech"></div> ${tech.tech[i].link}</div> ${tech.tech[i].descriptionFunction ? tech.tech[i].descriptionFunction() :tech.tech[i].description}</div>`
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}
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@@ -633,16 +635,16 @@ function openExperimentMenu() {
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//record settings so they can be reproduced in the experimental menu
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document.getElementById("experiment-button").addEventListener("click", () => { //setup build run
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let field = 0;
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let inventory = [];
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let techList = [];
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if (!simulation.firstRun) {
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field = m.fieldMode
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inventory = [...b.inventory]
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for (let i = 0; i < tech.tech.length; i++) {
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techList.push(tech.tech[i].count)
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}
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}
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// let field = 0;
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// let inventory = [];
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// let techList = [];
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// if (!simulation.firstRun) {
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// field = m.fieldMode
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// inventory = [...b.inventory]
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// for (let i = 0; i < tech.tech.length; i++) {
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// techList.push(tech.tech[i].count)
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// }
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// }
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openExperimentMenu();
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});
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@@ -1154,6 +1156,7 @@ if (localSettings) {
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document.getElementById("fps-select").value = localSettings.fpsCapDefault
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} else {
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localSettings = {
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isJunkExperiment: false,
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isCommunityMaps: false,
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difficultyMode: '2',
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fpsCapDefault: 'max',
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