iridescence

tech: iridescence - laser does 100% damage to mobs hit near their center
tech: lens - laser does extra damage if you fire through a lens that revolves around you
  tech: arc length - increase the size of the lens

virtual particles costs 4->6 research for 11% duplication
quantum eraser has less duplication chance at higher difficulty modes
community map temple updates

bug fixes
This commit is contained in:
landgreen
2022-07-02 16:47:19 -07:00
parent b0d455935f
commit 59085ef2af
5 changed files with 1672 additions and 195 deletions

View File

@@ -2384,19 +2384,31 @@ const b = {
};
const laserHitMob = function() {
if (best.who.alive) {
best.who.damage(damage);
best.who.locatePlayer();
if (best.who.damageReduction) {
if ( //crit
tech.laserCrit && !best.who.shield &&
Vector.dot(Vector.normalise(Vector.sub(best.who.position, path[path.length - 1])), Vector.normalise(Vector.sub(path[path.length - 1], path[path.length - 2]))) > 0.99 - 0.6 / best.who.radius
) {
damage *= 2
simulation.drawList.push({ //add dmg to draw queue
x: path[path.length - 1].x,
y: path[path.length - 1].y,
radius: Math.sqrt(2500 * damage * best.who.damageReduction) + 5,
color: `hsla(${60 + 283*Math.random()},100%,70%,0.5)`, // random hue, but not red
time: 16
});
} else {
simulation.drawList.push({ //add dmg to draw queue
x: path[path.length - 1].x,
y: path[path.length - 1].y,
// radius: Math.sqrt(damage) * 100 * mob[k].damageReduction,
// radius: 600 * damage * best.who.damageReduction,
radius: Math.sqrt(2000 * damage * best.who.damageReduction) + 2,
color: tech.laserColorAlpha,
time: simulation.drawTime
});
}
best.who.damage(damage);
}
if (tech.isLaserPush) { //push mobs away
const index = path.length - 1
Matter.Body.setVelocity(best.who, { x: best.who.velocity.x * 0.97, y: best.who.velocity.y * 0.97 });
@@ -3878,7 +3890,7 @@ const b = {
bullet[me].beforeDmg = function(who) { //beforeDmg is rewritten with ice crystal tech
if (tech.isNailRadiation) mobs.statusDoT(who, dmg * (tech.isFastRadiation ? 1.3 : 0.44), tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
if (tech.isNailCrit) {
if (!who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97 - 2 / who.radius) {
if (!who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97 - 1 / who.radius) {
b.explosion(this.position, 150 + 30 * Math.random()); //makes bullet do explosive damage at end
}
}
@@ -3912,7 +3924,7 @@ const b = {
}
if (!immune) {
if (tech.isNailCrit) {
if (!who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97 - 2 / who.radius) {
if (!who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97 - 1 / who.radius) {
b.explosion(this.position, 220 + 50 * Math.random()); //makes bullet do explosive damage at end
}
} else if (tech.isCritKill) b.crit(who, this)
@@ -3970,7 +3982,7 @@ const b = {
}
if (!immune) {
if (tech.isNailCrit) {
if (!who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97 - 2 / who.radius) {
if (!who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97 - 1 / who.radius) {
b.explosion(this.position, 220 + 50 * Math.random()); //makes bullet do explosive damage at end
}
} else if (tech.isCritKill) b.crit(who, this)
@@ -5117,7 +5129,7 @@ const b = {
b.explosion(this.position, 100 + (Math.random() - 0.5) * 20); //makes bullet do explosive damage at end
}
if (tech.isNailCrit) {
if (!who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97 - 2 / who.radius) {
if (!who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97 - 1 / who.radius) {
b.explosion(this.position, 300 + 40 * Math.random()); //makes bullet do explosive damage at end
}
} else if (tech.isCritKill) b.crit(who, this)
@@ -5203,7 +5215,7 @@ const b = {
b.explosion(this.position, 100 + (Math.random() - 0.5) * 20); //makes bullet do explosive damage at end
}
if (tech.isNailCrit) {
if (!who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97 - 2 / who.radius) {
if (!who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97 - 1 / who.radius) {
b.explosion(this.position, 300 + 40 * Math.random()); //makes bullet do explosive damage at end
}
} else if (tech.isCritKill) b.crit(who, this)
@@ -5292,7 +5304,7 @@ const b = {
mobs.statusSlow(who, 60)
if (tech.isNailRadiation) mobs.statusDoT(who, 1 * (tech.isFastRadiation ? 1.3 : 0.44), tech.isSlowRadiation ? 360 : (tech.isFastRadiation ? 60 : 180)) // one tick every 30 cycles
if (tech.isNailCrit) {
if (!who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97 - 2 / who.radius) {
if (!who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97 - 1 / who.radius) {
b.explosion(this.position, 150 + 30 * Math.random()); //makes bullet do explosive damage at end
}
}
@@ -7009,10 +7021,38 @@ const b = {
have: false,
charge: 0,
isStuckOn: false,
do() {},
fire() {},
chooseFireMethod() {
this.do = () => {
angle: 0,
arcRange: 0.78, //1.57,
isInsideArc(angle) {
const mod = (a, n) => {
return a - Math.floor(a / n) * n
}
let diff = mod(angle - this.angle + Math.PI, 2 * Math.PI) - Math.PI
return Math.abs(diff) < this.arcRange
},
lensDamage: 1,
lens() {
this.stuckOn();
this.angle += 0.02
if (this.isInsideArc(m.angle)) {
this.lensDamage = 2.5 //150% damage increase
} else {
this.lensDamage = 1
}
const radius = 60
ctx.beginPath();
ctx.arc(m.pos.x, m.pos.y, radius, this.angle - this.arcRange, this.angle + this.arcRange);
ctx.strokeStyle = '#fff' //'rgba(255,255,255,0.9)' //'hsl(189, 100%, 95%)' //tech.laserColor
ctx.lineWidth = (this.lensDamage > 1) ? 10 : 2 //3
ctx.stroke();
// const a = { x: radius * Math.cos(this.angle + this.arcRange), y: radius * Math.sin(this.angle + this.arcRange) }
// const b = Vector.add(m.pos, a)
// ctx.lineTo(b.x, b.y)
// ctx.fillStyle = '#fff'
// ctx.fill()
},
stuckOn() {
if (tech.isStuckOn) {
if (this.isStuckOn) {
if (!input.fire) this.fire();
@@ -7021,7 +7061,12 @@ const b = {
this.isStuckOn = true
}
}
};
},
do() {},
fire() {},
chooseFireMethod() {
this.lensDamage = 1
if (tech.isLaserLens) this.do = this.lens
if (tech.isPulseLaser) {
this.fire = () => {
const drain = 0.01 * tech.isLaserDiode * (tech.isCapacitor ? 10 : 1)
@@ -7037,6 +7082,7 @@ const b = {
const len = 1 + tech.historyLaser
const spacing = Math.ceil(30 - 2 * tech.historyLaser)
this.do = () => {
if (tech.isLaserLens) this.lens()
if (this.charge > 0) {
//draw charge level
const mag = 4.1 * Math.sqrt(this.charge)
@@ -7056,7 +7102,7 @@ const b = {
for (let i = 0; i < len; i++) {
const history = m.history[(m.cycle - i * spacing) % 600]
const off = history.yOff - 24.2859
b.pulse(1.65 * this.charge, history.angle, { x: history.position.x, y: history.position.y - off })
b.pulse(1.65 * this.charge * this.lensDamage, history.angle, { x: history.position.x, y: history.position.y - off })
}
}
this.charge = 0;
@@ -7065,6 +7111,7 @@ const b = {
};
} else {
this.do = () => {
if (tech.isLaserLens) this.lens()
if (this.charge > 0) {
//draw charge level
ctx.beginPath();
@@ -7081,7 +7128,7 @@ const b = {
const angle = m.angle - tech.beamSplitter * divergence / 2
for (let i = 0; i < 1 + tech.beamSplitter; i++) b.pulse(this.charge, angle + i * divergence)
} else {
b.pulse(1.8 * this.charge, m.angle)
b.pulse(1.8 * this.charge * this.lensDamage, m.angle)
}
}
this.charge = 0;
@@ -7118,12 +7165,10 @@ const b = {
b.laser(where, {
x: where.x + 3000 * Math.cos(m.angle),
y: where.y + 3000 * Math.sin(m.angle)
}, tech.laserDamage / b.fireCDscale);
}, tech.laserDamage / b.fireCDscale * this.lensDamage);
}
},
firePulse() {
},
firePulse() {},
fireSplit() {
if (m.energy < tech.laserFieldDrain) {
m.fireCDcycle = m.cycle + 100; // cool down if out of energy
@@ -7133,7 +7178,7 @@ const b = {
// const divergence = input.down ? 0.15 : 0.2
// const scale = Math.pow(0.9, tech.beamSplitter)
// const pushScale = scale * scale
let dmg = tech.laserDamage / b.fireCDscale // * scale //Math.pow(0.9, tech.laserDamage)
let dmg = tech.laserDamage / b.fireCDscale * this.lensDamage // * scale //Math.pow(0.9, tech.laserDamage)
const where = {
x: m.pos.x + 20 * Math.cos(m.angle),
y: m.pos.y + 20 * Math.sin(m.angle)
@@ -7166,7 +7211,7 @@ const b = {
x: 7.5 * Math.cos(m.angle - Math.PI / 2),
y: 7.5 * Math.sin(m.angle - Math.PI / 2)
}
const dmg = 0.70 * tech.laserDamage / b.fireCDscale // 3.5 * 0.55 = 200% more damage
const dmg = 0.70 * tech.laserDamage / b.fireCDscale * this.lensDamage // 3.5 * 0.55 = 200% more damage
const where = { x: m.pos.x + 30 * Math.cos(m.angle), y: m.pos.y + 30 * Math.sin(m.angle) }
const eye = {
x: m.pos.x + 15 * Math.cos(m.angle),
@@ -7177,6 +7222,9 @@ const b = {
ctx.globalAlpha = 0.5;
ctx.beginPath();
if (Matter.Query.ray(map, eye, where).length === 0 && Matter.Query.ray(body, eye, where).length === 0) {
// this.isInsideArc(m.angle) ? 8 : 3
//where = {x: m.pos.x + 20 * Math.cos(m.angle),y: m.pos.y + 20 * Math.sin(m.angle)}, whereEnd = {x: where.x + 3000 * Math.cos(m.angle),y: where.y + 3000 * Math.sin(m.angle)}, dmg = tech.laserDamage, reflections = tech.laserReflections, isThickBeam = false, push = 1) {
b.laser(eye, {
x: eye.x + range.x,
y: eye.y + range.y
@@ -7218,7 +7266,7 @@ const b = {
} else {
m.fireCDcycle = m.cycle
m.energy -= m.fieldRegen + tech.laserFieldDrain * tech.isLaserDiode / b.fireCDscale
const dmg = 0.4 * tech.laserDamage / b.fireCDscale // 3.5 * 0.55 = 200% more damage
const dmg = 0.4 * tech.laserDamage / b.fireCDscale * this.lensDamage // 3.5 * 0.55 = 200% more damage
const spacing = Math.ceil(4 - 0.3 * tech.historyLaser)
ctx.beginPath();
b.laser({

File diff suppressed because it is too large Load Diff

View File

@@ -3297,7 +3297,7 @@ const m = {
Matter.Composite.remove(engine.world, body[i]);
body.splice(i, 1);
m.fieldRange *= 0.8
if (tech.isWormholeEnergy) m.energy += 0.53
if (tech.isWormholeEnergy) m.energy += 0.5
if (tech.isWormholeWorms) { //pandimensional spermia
b.worm(Vector.add(m.hole.pos2, Vector.rotate({ x: m.fieldRange * 0.4, y: 0 }, 2 * Math.PI * Math.random())))
Matter.Body.setVelocity(bullet[bullet.length - 1], Vector.mult(Vector.rotate(m.hole.unit, Math.PI / 2), -10));
@@ -3320,7 +3320,7 @@ const m = {
body.splice(i, 1);
m.fieldRange *= 0.8
// if (tech.isWormholeEnergy && m.energy < m.maxEnergy * 2) m.energy = m.maxEnergy * 2
if (tech.isWormholeEnergy && m.immuneCycle < m.cycle) m.energy += 0.53
if (tech.isWormholeEnergy && m.immuneCycle < m.cycle) m.energy += 0.5
if (tech.isWormholeWorms) { //pandimensional spermia
b.worm(Vector.add(m.hole.pos1, Vector.rotate({ x: m.fieldRange * 0.4, y: 0 }, 2 * Math.PI * Math.random())))
Matter.Body.setVelocity(bullet[bullet.length - 1], Vector.mult(Vector.rotate(m.hole.unit, Math.PI / 2), 5));

View File

@@ -256,7 +256,7 @@ const tech = {
return dmg * tech.slowFire * tech.aimDamage
},
duplicationChance() {
return Math.max(0, (tech.isPowerUpsVanish ? 0.12 : 0) + (tech.isStimulatedEmission ? 0.15 : 0) + tech.cancelCount * 0.045 + tech.duplicateChance + 0.05 * tech.isExtraGunField + m.duplicateChance + tech.fieldDuplicate + tech.cloakDuplication + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.5 : 0) + tech.isQuantumEraserDuplication)
return Math.max(0, (tech.isPowerUpsVanish ? 0.12 : 0) + (tech.isStimulatedEmission ? 0.15 : 0) + tech.cancelCount * 0.045 + tech.duplicateChance + 0.05 * tech.isExtraGunField + m.duplicateChance + tech.fieldDuplicate + tech.cloakDuplication + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.5 : 0) + tech.isQuantumEraserDuplication * (1 - 0.01 * (simulation.difficultyMode ** 2)))
},
isScaleMobsWithDuplication: false,
maxDuplicationEvent() {
@@ -812,7 +812,7 @@ const tech = {
{
name: "microstates",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Microstate_(statistical_mechanics)' class="link">microstates</a>`,
description: "for each active <strong>bullets / bots</strong><br><strong>+0.7%</strong> <strong class='color-d'>damage</strong>",
description: "for each active <strong>bullet / bot</strong><br><strong>+0.7%</strong> <strong class='color-d'>damage</strong>",
maxCount: 1,
count: 0,
frequency: 1,
@@ -3998,7 +3998,7 @@ const tech = {
},
{
name: "supercritical fission",
description: "if bullets strike mobs near their <strong>center</strong><br>they can <strong class='color-e'>explode</strong> <em style = 'font-size:95%;'>(nails, needles, rivets)</em>",
description: "if <strong>nails</strong>, <strong>needles</strong>, or <strong>rivets</strong> strike mobs<br>near their <strong>center</strong> they can <strong class='color-e'>explode</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -5867,7 +5867,7 @@ const tech = {
allowed() {
return tech.haveGunCheck("harpoon") && !tech.isFilament && !tech.isHarpoonPowerUp && !tech.isRailGun && !tech.isFireMoveLock
},
requires: "harpoon, not railgun, UHMWPE, toggling harpoon, Higgs mechanism",
requires: "harpoon, not railgun, UHMWPE, induction furnace, Higgs mechanism",
effect() {
tech.isGrapple = true;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
@@ -6061,7 +6061,7 @@ const tech = {
effect() {
let techGiven = 0
for (let j = 0; j < 3; j++) {
const names = ["laser diode", "free-electron laser", "relativistic momentum", "specular reflection", "diffraction grating", "diffuse beam", "output coupler", "slow light"]
const names = ["lens", "arc length", "laser diode", "free-electron laser", "relativistic momentum", "specular reflection", "diffraction grating", "diffuse beam", "output coupler", "slow light"]
//convert names into indexes
const options = []
for (let i = 0; i < names.length; i++) {
@@ -6089,7 +6089,7 @@ const tech = {
}
if (techGiven > 0) {
tech.isStuckOn = true
} else {
} else { //eject if none found
simulation.makeTextLog(`0 <span class='color-var'>tech</span> found <em>//optical amplifier</em>`);
const loop = () => {
if (!simulation.paused && m.alive) {
@@ -6157,7 +6157,7 @@ const tech = {
},
{
name: "relativistic momentum",
description: "all <strong class='color-laser'>lasers</strong> push <strong>mobs</strong> and <strong class='color-block'>blocks</strong><br><em>affects laser-gun, laser-bot, and laser-mines</em>",
description: "<strong class='color-laser'>lasers</strong> push <strong>mobs</strong> and <strong class='color-block'>blocks</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -6174,9 +6174,69 @@ const tech = {
tech.isLaserPush = false;
}
},
{
name: "iridescence",
// description: "if a <strong class='color-laser'>laser</strong> hits a mob at a low angle of illumination<br><strong>+66%</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong>",
description: "if mobs are struck near their <strong>center</strong><br><strong>+66%</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong>",
isGunTech: true,
maxCount: 3,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (tech.haveGunCheck("laser") && !tech.isPulseLaser) || tech.isLaserBotUpgrade || tech.isLaserMine
},
requires: "laser, not pulse",
effect() {
tech.laserCrit = true;
},
remove() {
tech.laserCrit = false;
}
},
{
name: "lens",
description: "if directed through a revolving <strong><span style='font-size: 125%;'>π</span> / 4</strong> circular arc<br><strong>+150%</strong> <strong class='color-laser'>laser</strong> gun <strong class='color-d'>damage</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("laser")
},
requires: "laser",
effect() {
tech.isLaserLens = true
b.guns[11].chooseFireMethod()
},
remove() {
tech.isLaserLens = false
b.guns[11].chooseFireMethod()
}
},
{
name: "arc length",
description: "increase the circular arc of your <strong class='color-laser'>laser</strong> <strong>lens</strong><br>by <strong>+<span style='font-size: 125%;'>π</span> / 4</strong>",
isGunTech: true,
maxCount: 3,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isLaserLens && tech.haveGunCheck("laser")
},
requires: "laser gun, lens",
effect() {
b.guns[11].arcRange += 0.78
},
remove() {
b.guns[11].arcRange = 0.78
}
},
{
name: "specular reflection",
description: "<strong>+2</strong> <strong class='color-laser'>laser</strong> reflections<br><em>affects laser-gun, laser-bot, and laser-mines</em>",
description: "<strong>+2</strong> <strong class='color-laser'>laser</strong> beam reflections",
isGunTech: true,
maxCount: 3,
count: 0,
@@ -6195,7 +6255,7 @@ const tech = {
},
{
name: "diffraction grating",
description: `<strong>+1</strong> angled <strong class='color-laser'>laser</strong> gun beam`,
description: `<strong>+1</strong> <strong class='color-laser'>laser</strong> gun beam`,
isGunTech: true,
maxCount: 9,
count: 0,
@@ -6207,23 +6267,19 @@ const tech = {
requires: "laser gun, not neocognitron, diffuse beam, or slow light",
effect() {
tech.beamSplitter++
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
b.guns[11].chooseFireMethod()
},
remove() {
if (tech.beamSplitter !== 0) {
tech.beamSplitter = 0
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
b.guns[11].chooseFireMethod()
}
}
},
{
name: "diffuse beam",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Diffuser_(optics)' class="link">diffuse beam</a>`,
description: "<strong class='color-laser'>laser</strong> beam is <strong>wider</strong> and doesn't <strong>reflect</strong><br><strong>+220%</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong>",
description: "<strong class='color-laser'>laser</strong> gun beam is <strong>wider</strong> and doesn't <strong>reflect</strong><br><strong>+220%</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -6236,23 +6292,19 @@ const tech = {
effect() {
if (tech.wideLaser === 0) tech.wideLaser = 3
tech.isWideLaser = true;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
b.guns[11].chooseFireMethod()
},
remove() {
if (tech.isWideLaser) {
// tech.wideLaser = 0
tech.isWideLaser = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
b.guns[11].chooseFireMethod()
}
}
},
{
name: "output coupler",
description: "<strong>+30%</strong> <strong class='color-laser'>laser</strong> beam <strong>width</strong><br><strong>+30%</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong>",
description: "<strong>+30%</strong> <strong class='color-laser'>laser</strong> gun beam <strong>width</strong><br><strong>+30%</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong>",
isGunTech: true,
maxCount: 9,
count: 0,
@@ -6264,9 +6316,7 @@ const tech = {
requires: "laser gun, diffuse beam",
effect() {
tech.wideLaser += 2
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
b.guns[11].chooseFireMethod()
},
remove() {
if (tech.isWideLaser) {
@@ -6274,14 +6324,12 @@ const tech = {
} else {
tech.wideLaser = 0
}
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
b.guns[11].chooseFireMethod()
}
},
{
name: "slow light",
description: "<strong class='color-laser'>laser</strong> beam is <strong>spread</strong> into your recent <strong>past</strong><br><strong>+300%</strong> total beam <strong class='color-d'>damage</strong>",
description: "<strong class='color-laser'>laser</strong> gun beam is <strong>spread</strong> into your recent <strong>past</strong><br><strong>+300%</strong> total beam <strong class='color-d'>damage</strong>",
isGunTech: true,
maxCount: 9,
count: 0,
@@ -6294,17 +6342,13 @@ const tech = {
effect() {
// this.description = `add 5 more <strong>laser</strong> beams into into your past`
tech.historyLaser++
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
b.guns[11].chooseFireMethod()
},
remove() {
// this.description = "<strong>laser</strong> beam is <strong>spread</strong> into your recent <strong>past</strong><br>increase total beam <strong class='color-d'>damage</strong> by <strong>300%</strong>"
if (tech.historyLaser) {
tech.historyLaser = 0
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
b.guns[11].chooseFireMethod()
}
}
},
@@ -6322,16 +6366,12 @@ const tech = {
requires: "laser gun, not specular reflection, diffuse, free-electron laser, optical amplifier",
effect() {
tech.isPulseLaser = true;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
b.guns[11].chooseFireMethod()
},
remove() {
if (tech.isPulseLaser) {
tech.isPulseLaser = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
}
b.guns[11].chooseFireMethod()
}
}
},
@@ -6918,25 +6958,6 @@ const tech = {
// tech.isPlasmaRange = 1;
// }
// },
{
name: "degenerate matter",
description: "if your <strong class='color-f'>field</strong> is active<br><strong>+75%</strong> <strong class='color-defense'>defense</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (m.fieldUpgrades[m.fieldMode].name === "plasma torch" || m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism" || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && !tech.isEnergyHealth
},
requires: "plasma torch, perfect diamagnetism, pilot wave, not mass-energy",
effect() {
tech.isHarmReduce = true
},
remove() {
tech.isHarmReduce = false;
}
},
{
name: "tokamak",
description: "throwing a <strong class='color-block'>block</strong> converts it into <strong class='color-f'>energy</strong><br>and a pulsed fusion <strong class='color-e'>explosion</strong>",
@@ -6956,6 +6977,25 @@ const tech = {
tech.isTokamak = false;
}
},
{
name: "degenerate matter",
description: "if your <strong class='color-f'>field</strong> is active<br><strong>+75%</strong> <strong class='color-defense'>defense</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (m.fieldUpgrades[m.fieldMode].name === "plasma torch" || m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism" || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && !tech.isEnergyHealth
},
requires: "plasma torch, perfect diamagnetism, pilot wave, not mass-energy",
effect() {
tech.isHarmReduce = true
},
remove() {
tech.isHarmReduce = false;
}
},
{
name: "plasma-bot",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">plasma-bot</a>`,
@@ -7195,6 +7235,8 @@ const tech = {
},
{
name: "quantum eraser",
descriptionFunction() { return `<span style = 'font-size:90%;'>for each mob left <strong>alive</strong> after you exit a <strong>level</strong><br><strong>kill</strong> a mob as they spawn at <strong>${100-simulation.difficultyMode**2}%</strong> <strong class='color-dup'>duplication</strong></span>` },
description: `<span style = 'font-size:90%;'>for each mob left <strong>alive</strong> after you exit a <strong>level</strong><br><strong>kill</strong> a mob as they spawn at <strong>100%</strong> <strong class='color-dup'>duplication</strong></span>`,
isFieldTech: true,
maxCount: 1,
@@ -7366,8 +7408,8 @@ const tech = {
isFieldTech: true,
maxCount: 9,
count: 0,
frequency: 1,
frequencyDefault: 1,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "wormhole" || m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "time dilation"
},
@@ -7383,33 +7425,33 @@ const tech = {
},
{
name: "virtual particles",
description: `use ${powerUps.orb.research(4)}to exploit your <strong class='color-f'>field</strong> for a<br><strong>+12%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>`,
description: `use ${powerUps.orb.research(6)}to exploit your <strong class='color-f'>field</strong> for a<br><strong>+11%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>`,
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
allowed() {
return (m.fieldUpgrades[m.fieldMode].name === "negative mass" || m.fieldUpgrades[m.fieldMode].name === "time dilation" || m.fieldUpgrades[m.fieldMode].name === "wormhole") && (build.isExperimentSelection || powerUps.research.count > 3)
return (m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "negative mass" || m.fieldUpgrades[m.fieldMode].name === "time dilation" || m.fieldUpgrades[m.fieldMode].name === "wormhole") && (build.isExperimentSelection || powerUps.research.count > 3)
},
requires: "wormhole, time dilation, negative mass",
requires: "wormhole, time dilation, negative mass, pilot wave",
effect() {
tech.fieldDuplicate = 0.12
tech.fieldDuplicate = 0.11
powerUps.setDupChance(); //needed after adjusting duplication chance
if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.13);
for (let i = 0; i < 4; i++) {
for (let i = 0; i < 6; i++) {
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
}
},
remove() {
tech.fieldDuplicate = 0
powerUps.setDupChance(); //needed after adjusting duplication chance
if (this.count > 0) powerUps.research.changeRerolls(4)
if (this.count > 0) powerUps.research.changeRerolls(6)
}
},
{
name: "Penrose process",
description: "after a <strong class='color-block'>block</strong> falls into a <strong class='color-worm'>wormhole</strong><br><strong>+53</strong> <strong class='color-f'>energy</strong>",
description: "after a <strong class='color-block'>block</strong> falls into a <strong class='color-worm'>wormhole</strong><br><strong>+50</strong> <strong class='color-f'>energy</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
@@ -7448,7 +7490,7 @@ const tech = {
},
{
name: "geodesics",
description: `your <strong>projectiles</strong> can traverse <strong class='color-worm'>wormholes</strong><br>spawn 2 <strong class='color-g'>guns</strong> and ${powerUps.orb.ammo(4)}`,
description: `your <strong>bullets</strong> can traverse <strong class='color-worm'>wormholes</strong><br>spawn 2 <strong class='color-g'>guns</strong> and ${powerUps.orb.ammo(4)}`,
isFieldTech: true,
maxCount: 1,
count: 0,
@@ -7474,7 +7516,7 @@ const tech = {
},
{
name: "cosmic string",
description: "after tunneling through mobs with a <strong class='color-worm'>wormhole</strong><br><strong>stun</strong> then and do <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong>",
description: "after <strong>tunneling</strong> through mobs with a <strong class='color-worm'>wormhole</strong><br><strong>stun</strong> then and do <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
@@ -10429,5 +10471,7 @@ const tech = {
isQuantumEraserDuplication: null,
quantumEraserCount: null,
isPhononBlock: null,
isMicroTransactions: null
isMicroTransactions: null,
isLaserLens: null,
laserCrit: null
}

View File

@@ -1,27 +1,26 @@
******************************************************** NEXT PATCH **************************************************
tech: iridescence - laser does 100% damage to mobs hit near their center
tech: lens - laser does extra damage if you fire through a lens that revolves around you
tech: arc length - increase the size of the lens
tech: resonance - when a block gets vibrated by phonon, it has a chance to spin towards mobs
cross disciplinary gives 4% duplication
boson composite lets you move through elevators again
JUNK tech: microtransactions - buy in-game skins for 1 research anytime you choose a tech
virtual particles costs 4->6 research for 11% duplication
quantum eraser has less duplication chance at higher difficulty modes
community map temple updates
bug fixes
*********************************************************** TODO *****************************************************
make buying skins from microtransactions have a lasting effect with a local storage list
add a dropdown menu to choose in settings
maybe just one at a time
give laser gun _____ if you fire in an angle range
draw angle range as a slowly rotation circle arc around player
effect:
bonus damage
extra beams
extra reflections
JUNK tech micro transactions
all tech selection menus include the option to buy skins for 1 research
improve mob invincible graphic
opacity oscillates from 100% to 0%?
make different from stun
laser tech: critical hits do _______ damage?
name? polarized light, iridescence
hopBossMom
spawns lots of small hopBullets
@@ -29,6 +28,12 @@ hopBossMom
like sporangium
normally runs away from player, but goes closer to drop eggs
level element: exploding barrels
improve mob invincible graphic
opacity oscillates from 100% to 0%?
make different from stun
junk tech give strange CSS to a keyword
@keyframes bounce-munch {
0% {vertical-align: -40px;}
@@ -38,14 +43,6 @@ junk tech give strange CSS to a keyword
make plasma ball power up and block pick up still work when you have no no energy
make a unique CD var for plasma ball?
give laser gun _____ if you fire in an angle range
draw angle range as a slowly rotation circle arc around player
effect:
bonus damage
extra beams
extra reflections
wormhole tech: entropic gravity - gain defense for each research
requires wormhole or negative mass field or pilot wave