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:
55
js/bullet.js
55
js/bullet.js
@@ -1041,10 +1041,10 @@ const b = {
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}
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//aoe damage to mobs
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for (let i = 0, len = mob.length; i < len; i++) {
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if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.damageRadius) {
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if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.damageRadius + mob[i].radius) {
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let dmg = b.dmgScale * 0.09
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if (Matter.Query.ray(map, mob[i].position, this.position).length > 0) dmg *= 0.25 //reduce damage if a wall is in the way
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if (mob[i].shield) dmg *= 4 //x5 to make up for the /5 that shields normally take
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if (mob[i].shield) dmg *= 3 //to make up for the /5 that shields normally take
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mob[i].damage(dmg);
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mob[i].locatePlayer();
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if (tech.isNeutronSlow) {
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@@ -2211,30 +2211,31 @@ const b = {
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},
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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) {
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const me = bullet.length;
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const THRUST = tech.isFastDrones ? 0.002 : 0.0012
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const THRUST = tech.isFastDrones ? 0.002 : 0.0012 + 0.0004 * (Math.random() - 0.5)
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const dir = m.angle + 0.4 * (Math.random() - 0.5);
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const RADIUS = (4 + 1 * Math.random())
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bullet[me] = Bodies.polygon(where.x, where.y, 8, RADIUS, {
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angle: dir,
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inertia: Infinity,
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friction: 0.05,
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friction: 0,
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frictionAir: 0,
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restitution: 1,
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restitution: 0.8 + 0.199 * Math.random(),
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dmg: 0.24, //damage done in addition to the damage from momentum
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lookFrequency: 120 + Math.floor(23 * Math.random()),
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endCycle: simulation.cycle + Math.floor((900 + 400 * Math.random()) * tech.isBulletsLastLonger) + 140 + RADIUS * 5,
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endCycle: simulation.cycle + Math.floor((900 + 120 * Math.random()) * tech.isBulletsLastLonger / tech.droneRadioDamage) + 140 + RADIUS * 5,
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classType: "bullet",
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collisionFilter: {
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category: cat.bullet,
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mask: cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet | cat.mobShield //self collide
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},
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minDmgSpeed: 0,
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speedCap: 5 + 2 * Math.random(), //6 is normal
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lockedOn: null,
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isFollowMouse: true,
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deathCycles: 110 + RADIUS * 5,
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isImproved: false,
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radioRadius: 0,
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maxRadioRadius: 400 + Math.floor(75 * Math.random()) + 80 * tech.isNeutronSlow,
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maxRadioRadius: 365 + Math.floor(150 * Math.random()),
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beforeDmg(who) {
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const unit = Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), -20) //move away from target after hitting
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Matter.Body.setVelocity(this, {
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@@ -2274,46 +2275,24 @@ const b = {
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}
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//aoe damage to mobs
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for (let i = 0, len = mob.length; i < len; i++) {
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if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.radioRadius) {
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let dmg = b.dmgScale * 0.035 //neutron bombs dmg = 0.09
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if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.radioRadius + mob[i].radius) {
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let dmg = b.dmgScale * 0.055 * tech.droneRadioDamage //neutron bombs dmg = 0.09
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if (Matter.Query.ray(map, mob[i].position, this.position).length > 0) dmg *= 0.25 //reduce damage if a wall is in the way
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if (mob[i].shield) dmg *= 4 //x5 to make up for the /5 that shields normally take
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if (mob[i].shield) dmg *= 3 // to make up for the /5 that shields normally take
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mob[i].damage(dmg);
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mob[i].locatePlayer();
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if (tech.isNeutronSlow) {
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Matter.Body.setVelocity(mob[i], {
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x: mob[i].velocity.x * 0.97,
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y: mob[i].velocity.y * 0.97
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});
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}
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}
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}
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//draw
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ctx.beginPath();
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ctx.arc(this.position.x, this.position.y, this.radioRadius, 0, 2 * Math.PI);
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ctx.globalCompositeOperation = "lighter"
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ctx.fillStyle = `rgba(25,139,170,${0.1+0.05*Math.random()})`;
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// ctx.fillStyle = `rgba(25,139,170,${0.15+0.05*Math.random()})`;
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// ctx.fillStyle = `rgba(36, 207, 255,${0.1+0.05*Math.random()})`;
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ctx.fillStyle = `rgba(28, 175, 217,${0.13+0.07*Math.random()})`;
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ctx.fill();
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ctx.globalCompositeOperation = "source-over"
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if (tech.isNeutronSlow) {
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const slow = (who, radius = this.radioRadius * 3.2) => {
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for (i = 0, len = who.length; i < len; i++) {
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const sub = Vector.sub(this.position, who[i].position);
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const dist = Vector.magnitude(sub);
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if (dist < radius) {
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Matter.Body.setVelocity(who[i], {
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x: who[i].velocity.x * 0.975,
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y: who[i].velocity.y * 0.975
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});
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}
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}
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}
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slow(body, this.radioRadius)
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slow([player], this.radioRadius)
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}
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//normal drone actions
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if (simulation.cycle + this.deathCycles > this.endCycle) { //fall shrink and die
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this.force.y += this.mass * 0.0012;
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@@ -2430,7 +2409,7 @@ const b = {
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this.force = Vector.mult(Vector.normalise(Vector.sub(this.position, simulation.mouseInGame)), -this.mass * THRUST)
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}
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// speed cap instead of friction to give more agility
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if (this.speed > 6) {
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if (this.speed > this.speedCap) {
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Matter.Body.setVelocity(this, {
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x: this.velocity.x * 0.97,
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y: this.velocity.y * 0.97
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@@ -4383,10 +4362,10 @@ const b = {
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if (tech.isDroneRadioactive) {
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if (m.crouch) {
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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)
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m.fireCDcycle = m.cycle + Math.floor(7 * 13 * b.fireCD); // cool down
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m.fireCDcycle = m.cycle + Math.floor(5 * 13 * b.fireCD); // cool down
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} else {
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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)
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m.fireCDcycle = m.cycle + Math.floor(7 * 6 * b.fireCD); // cool down
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m.fireCDcycle = m.cycle + Math.floor(5 * 6 * b.fireCD); // cool down
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}
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} else {
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if (m.crouch) {
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28
js/level.js
28
js/level.js
@@ -13,25 +13,14 @@ const level = {
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start() {
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if (level.levelsCleared === 0) { //this code only runs on the first level
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// simulation.enableConstructMode() //used to build maps in testing mode
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// simulation.difficulty = 20
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// level.difficultyIncrease(30)
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// simulation.isHorizontalFlipped = true
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// level.difficultyIncrease(99)
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// m.setField("nano-scale manufacturing")
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// m.setField("time dilation")
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// b.giveGuns("grenades")
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// tech.giveTech("neutron bomb")
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// b.giveGuns("drones")
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// tech.giveTech("radioactive drones")
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// tech.isRadioactiveResistance = true
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// for (let i = 0; i < 9; i++) tech.giveTech("spherical harmonics")
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// tech.isExplodeRadio = true
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// tech.giveTech("vacuum permittivity")
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// tech.giveTech("quenching")
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// tech.giveTech("decoherence")
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// tech.giveTech("supertemporal")
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// for (let i = 0; i < 3; i++) tech.giveTech("packet length")
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// for (let i = 0; i < 3; i++) tech.giveTech("propagation")
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// for (let i = 0; i < 3; i++) tech.giveTech("bound state")
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// for (let i = 0; i < 9; i++) tech.giveTech("WIMPs")
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level.intro(); //starting level
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// level.labs();
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@@ -969,7 +958,6 @@ const level = {
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if (this.height > 0 && Matter.Query.region([player], this).length) {
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const DRAIN = 0.003 * (tech.isRadioactiveResistance ? 0.25 : 1) + m.fieldRegen
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console.log(DRAIN)
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if (m.energy > DRAIN) {
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m.energy -= DRAIN
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} else {
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@@ -2091,7 +2079,7 @@ const level = {
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// toggle.query();
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};
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level.setPosToSpawn(0, -750); //normal spawn
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level.setPosToSpawn(0, -450); //normal spawn
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spawn.mapRect(level.enter.x, level.enter.y + 20, 100, 20);
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level.exit.x = 6500;
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level.exit.y = -230;
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@@ -2110,8 +2098,8 @@ const level = {
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spawn.mapRect(-950, 0, 8200, 800); //ground
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spawn.mapRect(-950, -1200, 800, 1400); //left wall
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spawn.mapRect(-950, -1800, 8200, 800); //roof
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spawn.mapRect(-250, -700, 1000, 900); // shelf
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spawn.mapRect(-250, -1200, 1000, 250); // shelf roof
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spawn.mapRect(-250, -400, 1000, 600); // shelf
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spawn.mapRect(-250, -1200, 1000, 550); // shelf roof
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// powerUps.spawnStartingPowerUps(600, -800);
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// for (let i = 0; i < 50; ++i) powerUps.spawn(550, -800, "research", false);
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// powerUps.spawn(350, -800, "gun", false);
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@@ -2135,16 +2123,16 @@ const level = {
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spawn.mapRect(6700, -1800, 800, 2600); //right wall
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spawn.mapRect(level.exit.x, level.exit.y + 20, 100, 100); //exit bump
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// spawn.starter(1900, -500, 200) //big boy
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spawn.starter(1900, -500, 200) //big boy
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// spawn.grower(1900, -500)
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// spawn.pulsarBoss(1900, -500)
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// spawn.shooterBoss(1900, -500)
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// spawn.historyBoss(1200, -500)
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// spawn.laserTargetingBoss(1600, -400)
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spawn.hopper(1600, -500)
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// spawn.hopper(1600, -500)
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// spawn.laserTargetingBoss(1700, -120)
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// spawn.bomberBoss(1400, -500)
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spawn.hopBoss(1800, -120)
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// spawn.hopBoss(1800, -120)
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// spawn.streamBoss(1600, -500)
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// spawn.orbitalBoss(1600, -500)
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// spawn.cellBossCulture(1600, -500)
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22
js/player.js
22
js/player.js
@@ -1683,7 +1683,7 @@ const m = {
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m.energy -= 0.04;
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b.iceIX(1)
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} else if (tech.isDroneRadioactive) {
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m.energy -= 1;
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m.energy -= 1.5; //almost 5x drain of normal drones
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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)
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} else {
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m.energy -= 0.45 * tech.droneEnergyReduction;
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@@ -1916,7 +1916,7 @@ const m = {
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}
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},
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{
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name: "time dilation field",
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name: "time dilation",
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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",
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effect: () => {
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// m.fieldMeterColor = "#000"
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@@ -1960,13 +1960,19 @@ const m = {
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sleep(mob);
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sleep(body);
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sleep(bullet);
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// for (let i = 0, len = cons.length; i < len; i++) {
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// Matter.Body.setVelocity(cons[i].bodyB, {
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// x: 0,
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// y: 0
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// });
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// }
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//doesn't really work, just slows down constraints
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for (let i = 0, len = cons.length; i < len; i++) {
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if (cons[i].stiffness !== 0) {
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cons[i].storeStiffness = cons[i].stiffness;
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cons[i].stiffness = 0;
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}
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}
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// for (let i = 0, len = cons.length; i < len; i++) {
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// if (cons[i].stiffness !== 0) {
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// cons[i].storeStiffness = cons[i].stiffness;
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// cons[i].stiffness = 0;
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// }
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// }
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simulation.cycle--; //pause all functions that depend on game cycle increasing
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if (tech.isTimeSkip) {
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131
js/tech.js
131
js/tech.js
@@ -843,7 +843,7 @@
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allowed() {
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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
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},
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requires: "super balls, shotgun, drones, not radioactive drones",
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requires: "super balls, shotgun, drones, not irradiated drones",
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effect() {
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tech.isIncendiary = true
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},
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@@ -4067,9 +4067,9 @@
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.isNeutronBomb || tech.isDroneRadioactive
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return tech.isNeutronBomb || tech.isDroneRadioactive || tech.isExplodeRadio
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},
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requires: "neutron bomb or radioactive drones",
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requires: "neutron bomb or irradiated drones or iridium-192",
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effect() {
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tech.isRadioactiveResistance = true
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},
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@@ -4086,9 +4086,9 @@
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.isNeutronBomb || tech.isDroneRadioactive
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return tech.isNeutronBomb
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},
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requires: "neutron bomb or radioactive drones",
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requires: "neutron bomb",
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effect() {
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tech.isNeutronSlow = true
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},
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@@ -4271,35 +4271,32 @@
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}
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},
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{
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name: "radioisotope generator",
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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>",
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name: "reduced tolerances",
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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>",
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isGunTech: true,
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maxCount: 1,
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maxCount: 3,
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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("drones") && tech.droneCycleReduction === 1 && !tech.isIncendiary
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return !tech.isDroneRadioactive && (tech.haveGunCheck("drones") || (m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isSporeField || tech.isMissileField || tech.isIceField)))
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},
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requires: "drone gun, not reduced tolerances or incendiary",
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requires: "drones, not irradiated drones",
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effect() {
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tech.isDroneRadioactive = true
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tech.droneCycleReduction = Math.pow(0.6, 1 + this.count)
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tech.droneEnergyReduction = Math.pow(0.333, 1 + this.count)
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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 === "drones") {
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b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * 0.25
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b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 0.25)
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const scale = Math.pow(3, this.count + 1)
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b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * scale
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}
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}
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},
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remove() {
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if (tech.isDroneRadioactive) {
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tech.isDroneRadioactive = false
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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 === "drones") {
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b.guns[i].ammoPack = b.guns[i].defaultAmmoPack
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b.guns[i].ammo = b.guns[i].ammo * 4
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}
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}
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tech.droneCycleReduction = 1
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tech.droneEnergyReduction = 1
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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 === "drones") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack
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}
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}
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},
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@@ -4361,35 +4358,58 @@
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}
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},
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{
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name: "reduced tolerances",
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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>",
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name: "irradiated drones",
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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>",
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//<br>does <strong class='color-d'>damage</strong>, <strong class='color-harm'>harm</strong>, and drains <strong class='color-f'>energy</strong>
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isGunTech: true,
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maxCount: 3,
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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() {
|
||||
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
|
||||
}
|
||||
Reference in New Issue
Block a user