irradiated drones

irradiated drones
  new tech: beta radiation - double damage and half lifespan
  now don't clump as often, to make the graphics look better
  effective radius now includes edges of mobs, not just centers
    so they work better on large radius mobs
  do 50% more damage, but have a 10% smaller radius and last 3 second shorter time and 80% less ammo  (was 75%)
  irradiated drones can't get a slowing effect anymore
    it was just too annoying
  nano-scale can now unlock irradiated drone tech properly
  nano-scale now drains more energy per irradiated drone, to scale with the higher ammo costs

time dilation field is now just called "time dilation"
constraints under time dilation is less buggy, but still a bit buggy
This commit is contained in:
landgreen
2021-06-29 07:18:41 -07:00
parent f427f181a3
commit 5d4ef1994c
6 changed files with 136 additions and 148 deletions

View File

@@ -1041,10 +1041,10 @@ const b = {
}
//aoe damage to mobs
for (let i = 0, len = mob.length; i < len; i++) {
if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.damageRadius) {
if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.damageRadius + mob[i].radius) {
let dmg = b.dmgScale * 0.09
if (Matter.Query.ray(map, mob[i].position, this.position).length > 0) dmg *= 0.25 //reduce damage if a wall is in the way
if (mob[i].shield) dmg *= 4 //x5 to make up for the /5 that shields normally take
if (mob[i].shield) dmg *= 3 //to make up for the /5 that shields normally take
mob[i].damage(dmg);
mob[i].locatePlayer();
if (tech.isNeutronSlow) {
@@ -2211,30 +2211,31 @@ const b = {
},
droneRadioactive(where = { x: m.pos.x + 30 * Math.cos(m.angle) + 20 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 20 * (Math.random() - 0.5) }, speed = 1) {
const me = bullet.length;
const THRUST = tech.isFastDrones ? 0.002 : 0.0012
const THRUST = tech.isFastDrones ? 0.002 : 0.0012 + 0.0004 * (Math.random() - 0.5)
const dir = m.angle + 0.4 * (Math.random() - 0.5);
const RADIUS = (4 + 1 * Math.random())
bullet[me] = Bodies.polygon(where.x, where.y, 8, RADIUS, {
angle: dir,
inertia: Infinity,
friction: 0.05,
friction: 0,
frictionAir: 0,
restitution: 1,
restitution: 0.8 + 0.199 * Math.random(),
dmg: 0.24, //damage done in addition to the damage from momentum
lookFrequency: 120 + Math.floor(23 * Math.random()),
endCycle: simulation.cycle + Math.floor((900 + 400 * Math.random()) * tech.isBulletsLastLonger) + 140 + RADIUS * 5,
endCycle: simulation.cycle + Math.floor((900 + 120 * Math.random()) * tech.isBulletsLastLonger / tech.droneRadioDamage) + 140 + RADIUS * 5,
classType: "bullet",
collisionFilter: {
category: cat.bullet,
mask: cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield //self collide
},
minDmgSpeed: 0,
speedCap: 5 + 2 * Math.random(), //6 is normal
lockedOn: null,
isFollowMouse: true,
deathCycles: 110 + RADIUS * 5,
isImproved: false,
radioRadius: 0,
maxRadioRadius: 400 + Math.floor(75 * Math.random()) + 80 * tech.isNeutronSlow,
maxRadioRadius: 365 + Math.floor(150 * Math.random()),
beforeDmg(who) {
const unit = Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), -20) //move away from target after hitting
Matter.Body.setVelocity(this, {
@@ -2274,46 +2275,24 @@ const b = {
}
//aoe damage to mobs
for (let i = 0, len = mob.length; i < len; i++) {
if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.radioRadius) {
let dmg = b.dmgScale * 0.035 //neutron bombs dmg = 0.09
if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.radioRadius + mob[i].radius) {
let dmg = b.dmgScale * 0.055 * tech.droneRadioDamage //neutron bombs dmg = 0.09
if (Matter.Query.ray(map, mob[i].position, this.position).length > 0) dmg *= 0.25 //reduce damage if a wall is in the way
if (mob[i].shield) dmg *= 4 //x5 to make up for the /5 that shields normally take
if (mob[i].shield) dmg *= 3 // to make up for the /5 that shields normally take
mob[i].damage(dmg);
mob[i].locatePlayer();
if (tech.isNeutronSlow) {
Matter.Body.setVelocity(mob[i], {
x: mob[i].velocity.x * 0.97,
y: mob[i].velocity.y * 0.97
});
}
}
}
//draw
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.radioRadius, 0, 2 * Math.PI);
ctx.globalCompositeOperation = "lighter"
ctx.fillStyle = `rgba(25,139,170,${0.1+0.05*Math.random()})`;
// ctx.fillStyle = `rgba(25,139,170,${0.15+0.05*Math.random()})`;
// ctx.fillStyle = `rgba(36, 207, 255,${0.1+0.05*Math.random()})`;
ctx.fillStyle = `rgba(28, 175, 217,${0.13+0.07*Math.random()})`;
ctx.fill();
ctx.globalCompositeOperation = "source-over"
if (tech.isNeutronSlow) {
const slow = (who, radius = this.radioRadius * 3.2) => {
for (i = 0, len = who.length; i < len; i++) {
const sub = Vector.sub(this.position, who[i].position);
const dist = Vector.magnitude(sub);
if (dist < radius) {
Matter.Body.setVelocity(who[i], {
x: who[i].velocity.x * 0.975,
y: who[i].velocity.y * 0.975
});
}
}
}
slow(body, this.radioRadius)
slow([player], this.radioRadius)
}
//normal drone actions
if (simulation.cycle + this.deathCycles > this.endCycle) { //fall shrink and die
this.force.y += this.mass * 0.0012;
@@ -2430,7 +2409,7 @@ const b = {
this.force = Vector.mult(Vector.normalise(Vector.sub(this.position, simulation.mouseInGame)), -this.mass * THRUST)
}
// speed cap instead of friction to give more agility
if (this.speed > 6) {
if (this.speed > this.speedCap) {
Matter.Body.setVelocity(this, {
x: this.velocity.x * 0.97,
y: this.velocity.y * 0.97
@@ -4383,10 +4362,10 @@ const b = {
if (tech.isDroneRadioactive) {
if (m.crouch) {
b.droneRadioactive({ x: m.pos.x + 30 * Math.cos(m.angle) + 10 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 10 * (Math.random() - 0.5) }, 45)
m.fireCDcycle = m.cycle + Math.floor(7 * 13 * b.fireCD); // cool down
m.fireCDcycle = m.cycle + Math.floor(5 * 13 * b.fireCD); // cool down
} else {
b.droneRadioactive({ x: m.pos.x + 30 * Math.cos(m.angle) + 10 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 10 * (Math.random() - 0.5) }, 10)
m.fireCDcycle = m.cycle + Math.floor(7 * 6 * b.fireCD); // cool down
m.fireCDcycle = m.cycle + Math.floor(5 * 6 * b.fireCD); // cool down
}
} else {
if (m.crouch) {

View File

@@ -13,25 +13,14 @@ const level = {
start() {
if (level.levelsCleared === 0) { //this code only runs on the first level
// simulation.enableConstructMode() //used to build maps in testing mode
// simulation.difficulty = 20
// level.difficultyIncrease(30)
// simulation.isHorizontalFlipped = true
// level.difficultyIncrease(99)
// m.setField("nano-scale manufacturing")
// m.setField("time dilation")
// b.giveGuns("grenades")
// tech.giveTech("neutron bomb")
// b.giveGuns("drones")
// tech.giveTech("radioactive drones")
// tech.isRadioactiveResistance = true
// for (let i = 0; i < 9; i++) tech.giveTech("spherical harmonics")
// tech.isExplodeRadio = true
// tech.giveTech("vacuum permittivity")
// tech.giveTech("quenching")
// tech.giveTech("decoherence")
// tech.giveTech("supertemporal")
// for (let i = 0; i < 3; i++) tech.giveTech("packet length")
// for (let i = 0; i < 3; i++) tech.giveTech("propagation")
// for (let i = 0; i < 3; i++) tech.giveTech("bound state")
// for (let i = 0; i < 9; i++) tech.giveTech("WIMPs")
level.intro(); //starting level
// level.labs();
@@ -969,7 +958,6 @@ const level = {
if (this.height > 0 && Matter.Query.region([player], this).length) {
const DRAIN = 0.003 * (tech.isRadioactiveResistance ? 0.25 : 1) + m.fieldRegen
console.log(DRAIN)
if (m.energy > DRAIN) {
m.energy -= DRAIN
} else {
@@ -2091,7 +2079,7 @@ const level = {
// toggle.query();
};
level.setPosToSpawn(0, -750); //normal spawn
level.setPosToSpawn(0, -450); //normal spawn
spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
level.exit.x = 6500;
level.exit.y = -230;
@@ -2110,8 +2098,8 @@ const level = {
spawn.mapRect(-950, 0, 8200, 800); //ground
spawn.mapRect(-950, -1200, 800, 1400); //left wall
spawn.mapRect(-950, -1800, 8200, 800); //roof
spawn.mapRect(-250, -700, 1000, 900); // shelf
spawn.mapRect(-250, -1200, 1000, 250); // shelf roof
spawn.mapRect(-250, -400, 1000, 600); // shelf
spawn.mapRect(-250, -1200, 1000, 550); // shelf roof
// powerUps.spawnStartingPowerUps(600, -800);
// for (let i = 0; i < 50; ++i) powerUps.spawn(550, -800, "research", false);
// powerUps.spawn(350, -800, "gun", false);
@@ -2135,16 +2123,16 @@ const level = {
spawn.mapRect(6700, -1800, 800, 2600); //right wall
spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
// spawn.starter(1900, -500, 200) //big boy
spawn.starter(1900, -500, 200) //big boy
// spawn.grower(1900, -500)
// spawn.pulsarBoss(1900, -500)
// spawn.shooterBoss(1900, -500)
// spawn.historyBoss(1200, -500)
// spawn.laserTargetingBoss(1600, -400)
spawn.hopper(1600, -500)
// spawn.hopper(1600, -500)
// spawn.laserTargetingBoss(1700, -120)
// spawn.bomberBoss(1400, -500)
spawn.hopBoss(1800, -120)
// spawn.hopBoss(1800, -120)
// spawn.streamBoss(1600, -500)
// spawn.orbitalBoss(1600, -500)
// spawn.cellBossCulture(1600, -500)

View File

@@ -1683,7 +1683,7 @@ const m = {
m.energy -= 0.04;
b.iceIX(1)
} else if (tech.isDroneRadioactive) {
m.energy -= 1;
m.energy -= 1.5; //almost 5x drain of normal drones
b.droneRadioactive({ x: m.pos.x + 30 * Math.cos(m.angle) + 10 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 10 * (Math.random() - 0.5) }, 25)
} else {
m.energy -= 0.45 * tech.droneEnergyReduction;
@@ -1916,7 +1916,7 @@ const m = {
}
},
{
name: "time dilation field",
name: "time dilation",
description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 1px;'>stop time</strong><br><strong>move</strong> and <strong>fire</strong> while time is stopped<br>mobs still do <strong class='color-harm'>harm</strong> while time is stopped",
effect: () => {
// m.fieldMeterColor = "#000"
@@ -1960,13 +1960,19 @@ const m = {
sleep(mob);
sleep(body);
sleep(bullet);
// for (let i = 0, len = cons.length; i < len; i++) {
// Matter.Body.setVelocity(cons[i].bodyB, {
// x: 0,
// y: 0
// });
// }
//doesn't really work, just slows down constraints
for (let i = 0, len = cons.length; i < len; i++) {
if (cons[i].stiffness !== 0) {
cons[i].storeStiffness = cons[i].stiffness;
cons[i].stiffness = 0;
}
}
// for (let i = 0, len = cons.length; i < len; i++) {
// if (cons[i].stiffness !== 0) {
// cons[i].storeStiffness = cons[i].stiffness;
// cons[i].stiffness = 0;
// }
// }
simulation.cycle--; //pause all functions that depend on game cycle increasing
if (tech.isTimeSkip) {

View File

@@ -843,7 +843,7 @@
allowed() {
return ((m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isDroneRadioactive || tech.isSporeField || tech.isMissileField || tech.isIceField)) || (tech.haveGunCheck("drones") && !tech.isDroneRadioactive) || tech.haveGunCheck("super balls") || tech.haveGunCheck("shotgun")) && !tech.isNailShot
},
requires: "super balls, shotgun, drones, not radioactive drones",
requires: "super balls, shotgun, drones, not irradiated drones",
effect() {
tech.isIncendiary = true
},
@@ -4067,9 +4067,9 @@
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isNeutronBomb || tech.isDroneRadioactive
return tech.isNeutronBomb || tech.isDroneRadioactive || tech.isExplodeRadio
},
requires: "neutron bomb or radioactive drones",
requires: "neutron bomb or irradiated drones or iridium-192",
effect() {
tech.isRadioactiveResistance = true
},
@@ -4086,9 +4086,9 @@
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isNeutronBomb || tech.isDroneRadioactive
return tech.isNeutronBomb
},
requires: "neutron bomb or radioactive drones",
requires: "neutron bomb",
effect() {
tech.isNeutronSlow = true
},
@@ -4271,35 +4271,32 @@
}
},
{
name: "radioisotope generator",
description: "<strong class='color-p'>irradiate</strong> <strong>drones</strong>, reduce <strong class='color-g'>ammo</strong> by <strong>75%</strong><br>does <strong class='color-d'>damage</strong>, <strong class='color-harm'>harm</strong>, and drains <strong class='color-f'>energy</strong>",
name: "reduced tolerances",
description: "increase <strong>drone</strong> <strong class='color-g'>ammo</strong>/<strong class='color-f'>efficiency</strong> by <strong>66%</strong><br>reduce the average <strong>drone</strong> lifetime by <strong>40%</strong>",
isGunTech: true,
maxCount: 1,
maxCount: 3,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("drones") && tech.droneCycleReduction === 1 && !tech.isIncendiary
return !tech.isDroneRadioactive && (tech.haveGunCheck("drones") || (m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isSporeField || tech.isMissileField || tech.isIceField)))
},
requires: "drone gun, not reduced tolerances or incendiary",
requires: "drones, not irradiated drones",
effect() {
tech.isDroneRadioactive = true
tech.droneCycleReduction = Math.pow(0.6, 1 + this.count)
tech.droneEnergyReduction = Math.pow(0.333, 1 + this.count)
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "drones") {
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * 0.25
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 0.25)
const scale = Math.pow(3, this.count + 1)
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * scale
}
}
},
remove() {
if (tech.isDroneRadioactive) {
tech.isDroneRadioactive = false
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "drones") {
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack
b.guns[i].ammo = b.guns[i].ammo * 4
}
}
tech.droneCycleReduction = 1
tech.droneEnergyReduction = 1
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "drones") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack
}
}
},
@@ -4361,35 +4358,58 @@
}
},
{
name: "reduced tolerances",
description: "increase <strong>drone</strong> <strong class='color-g'>ammo</strong>/<strong class='color-f'>efficiency</strong> by <strong>66%</strong><br>reduce the average <strong>drone</strong> lifetime by <strong>40%</strong>",
name: "irradiated drones",
description: "<strong class='color-p'>irradiate</strong> the space around your <strong>drones</strong><br>reduce <strong class='color-g'>ammo</strong>/<strong class='color-f'>efficiency</strong> by <strong>80%</strong>",
//<br>does <strong class='color-d'>damage</strong>, <strong class='color-harm'>harm</strong>, and drains <strong class='color-f'>energy</strong>
isGunTech: true,
maxCount: 3,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return !tech.isDroneRadioactive && (tech.haveGunCheck("drones") || (m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isSporeField || tech.isMissileField || tech.isIceField)))
return tech.droneCycleReduction === 1 && !tech.isIncendiary && (tech.haveGunCheck("drones") || (m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isSporeField || tech.isMissileField || tech.isIceField)))
},
requires: "drones",
requires: "drone gun, not reduced tolerances or incendiary",
effect() {
tech.droneCycleReduction = Math.pow(0.6, 1 + this.count)
tech.droneEnergyReduction = Math.pow(0.333, 1 + this.count)
tech.isDroneRadioactive = true
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "drones") {
const scale = Math.pow(3, this.count + 1)
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * scale
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * 0.2
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 0.2)
}
}
},
remove() {
tech.droneCycleReduction = 1
tech.droneEnergyReduction = 1
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "drones") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack
if (tech.isDroneRadioactive) {
tech.isDroneRadioactive = false
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "drones") {
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack
b.guns[i].ammo = b.guns[i].ammo * 5
}
}
}
}
},
{
name: "beta radiation", //"control rod ejection",
description: "reduce the average <strong>drone</strong> lifetime by <strong>50%</strong><br>increase <strong class='color-p'>radiation</strong> <strong class='color-d'>damage</strong> by <strong>100%</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isDroneRadioactive
},
requires: "irradiated drones",
effect() {
tech.droneRadioDamage = 2
},
remove() {
tech.droneRadioDamage = 1
}
},
{
name: "necrophoresis",
description: "<strong>foam</strong> bubbles grow and split into 3 <strong>copies</strong><br> when the mob they are stuck to <strong>dies</strong>",
@@ -5000,12 +5020,12 @@
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
frequency: 3,
frequencyDefault: 3,
allowed() {
return (build.isExperimentSelection || powerUps.research.count > 2) && m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isMissileField || tech.isIceField || tech.isFastDrones || tech.isDroneGrab)
return (build.isExperimentSelection || powerUps.research.count > 2) && m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isMissileField || tech.isIceField || tech.isFastDrones || tech.isDroneGrab || tech.isDroneRadioactive)
},
requires: "nano-scale manufacturing, no other manufacturing",
requires: "nano-scale manufacturing, no other manufacturing, no drone tech",
effect() {
if (!build.isExperimentSelection) {
for (let i = 0; i < 3; i++) {
@@ -5024,12 +5044,12 @@
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
frequency: 3,
frequencyDefault: 3,
allowed() {
return (build.isExperimentSelection || powerUps.research.count > 2) && m.maxEnergy > 0.5 && m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isSporeField || tech.isIceField || tech.isFastDrones || tech.isDroneGrab)
return (build.isExperimentSelection || powerUps.research.count > 2) && m.maxEnergy > 0.5 && m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isSporeField || tech.isIceField || tech.isFastDrones || tech.isDroneGrab || tech.isDroneRadioactive)
},
requires: "nano-scale manufacturing, no other manufacturing",
requires: "nano-scale manufacturing, no other manufacturing, no drone tech",
effect() {
if (!build.isExperimentSelection) {
for (let i = 0; i < 3; i++) {
@@ -5048,12 +5068,12 @@
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
frequency: 3,
frequencyDefault: 3,
allowed() {
return (build.isExperimentSelection || powerUps.research.count > 2) && m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isSporeField || tech.isMissileField || tech.isFastDrones || tech.isDroneGrab)
return (build.isExperimentSelection || powerUps.research.count > 2) && m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isSporeField || tech.isMissileField || tech.isFastDrones || tech.isDroneGrab || tech.isDroneRadioactive)
},
requires: "nano-scale manufacturing, no other manufacturing",
requires: "nano-scale manufacturing, no other manufacturing, no drone tech",
effect() {
if (!build.isExperimentSelection) {
for (let i = 0; i < 3; i++) {
@@ -5152,9 +5172,9 @@
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "negative mass field" || m.fieldUpgrades[m.fieldMode].name === "time dilation field"
return m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "negative mass field" || m.fieldUpgrades[m.fieldMode].name === "time dilation"
},
requires: "pilot wave, negative mass field, time dilation field",
requires: "pilot wave, negative mass field, time dilation",
effect() {
tech.isFreezeMobs = true
},
@@ -5269,9 +5289,9 @@
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "time dilation field"
return m.fieldUpgrades[m.fieldMode].name === "time dilation"
},
requires: "time dilation field",
requires: "time dilation",
effect() {
tech.isTimeSkip = true;
b.setFireCD();
@@ -5290,9 +5310,9 @@
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "time dilation field"
return m.fieldUpgrades[m.fieldMode].name === "time dilation"
},
requires: "time dilation field",
requires: "time dilation",
effect() {
tech.fastTime = 1.40;
tech.fastTimeJump = 1.11;
@@ -5315,9 +5335,9 @@
frequency: 2,
frequencyDefault: 2,
allowed() {
return (m.fieldUpgrades[m.fieldMode].name === "time dilation field") && tech.energyRegen !== 0
return (m.fieldUpgrades[m.fieldMode].name === "time dilation") && tech.energyRegen !== 0
},
requires: "time dilation field, not ground state",
requires: "time dilation, not ground state",
effect: () => {
tech.energyRegen = 0.004;
m.fieldRegen = tech.energyRegen;
@@ -7246,5 +7266,6 @@
superBallDelay: null,
isBlockExplode: null,
isOverHeal: null,
isDroneRadioactive: null
isDroneRadioactive: null,
droneRadioDamage: null
}