wave beam rework
community level crossfire has been nerfed a bit **wave beam rework** removed tech: wave packet (this is now the default mode of wave beam) tech: imaginary number - 50% more damage, but the wave is a single strand tech: bound state - wave bullets reflect backwards 2 times now stacks 9 times and works with phase velocity tech: jabbering - wave beam fires another packet if you hold fire also increases wave damage by 25%
This commit is contained in:
57
js/tech.js
57
js/tech.js
@@ -3613,10 +3613,10 @@
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}
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},
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{
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name: "wave packet",
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description: "<strong>wave beam</strong> emits <strong>two</strong> oscillating particles<br>decrease wave <strong class='color-d'>damage</strong> by <strong>20%</strong>",
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name: "jabbering",
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description: "<strong>wave beam</strong> generates another <strong>packet</strong><br>wave <strong class='color-d'>damage</strong> is increased by <strong>25%</strong>",
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isGunTech: true,
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maxCount: 1,
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maxCount: 9,
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count: 0,
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frequency: 2,
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allowed() {
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@@ -3624,10 +3624,10 @@
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},
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requires: "wave beam",
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effect() {
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tech.waveHelix = 2
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tech.wavePacketLength += 36 //if you change this to not be 36 update /36 in wave .dmg
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},
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remove() {
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tech.waveHelix = 1
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tech.wavePacketLength = 36
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}
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},
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{
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@@ -3638,39 +3638,56 @@
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count: 0,
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frequency: 2,
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allowed() {
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return tech.haveGunCheck("wave beam") && !tech.isWaveReflect
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return tech.haveGunCheck("wave beam")
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},
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requires: "wave beam",
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effect() {
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tech.waveSpeedMap = 3 //needs to be 3 to stop bound state require check
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tech.waveSpeedBody = 1.9
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tech.isPhaseVelocity = true;
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},
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remove() {
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tech.waveSpeedMap = 0.08
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tech.waveSpeedBody = 0.25
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tech.isPhaseVelocity = false;
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}
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},
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{
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name: "bound state",
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description: "<strong>wave beam</strong> bullets last <strong>5x</strong> longer<br>bullets are <strong>bound</strong> to a <strong>region</strong> around player",
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description: "instead of dissipating normally<br><strong>wave beam</strong> bullets <strong>reflect</strong> backwards <strong>2</strong> times",
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isGunTech: true,
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maxCount: 1,
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maxCount: 9,
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count: 0,
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frequency: 2,
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allowed() {
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return tech.haveGunCheck("wave beam") && tech.waveSpeedMap !== 3
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return tech.haveGunCheck("wave beam")
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},
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requires: "wave beam",
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effect() {
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tech.isWaveReflect = true
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tech.waveReflections += 2
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},
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remove() {
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tech.isWaveReflect = false
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tech.waveReflections = 0
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}
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},
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{
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name: "imaginary number",
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description: "the <strong>wave beam</strong> is limited to a <strong>single</strong> strand<br><strong class='color-d'>damage</strong> is increased by <strong>300%</strong>",
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isGunTech: true,
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maxCount: 9,
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count: 0,
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frequency: 2,
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allowed() {
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return tech.haveGunCheck("wave beam")
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},
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requires: "wave beam",
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effect() {
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tech.isImaginaryWave = true
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},
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remove() {
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tech.isImaginaryWave = false
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}
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},
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{
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name: "cruise missile",
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description: "<strong>missiles</strong> travel <strong>50%</strong> slower,<br>but have a <strong>50%</strong> larger <strong class='color-e'>explosive</strong> payload",
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description: "<strong>missiles</strong> travel <strong>63%</strong> slower,<br>but have a <strong>50%</strong> larger <strong class='color-e'>explosive</strong> payload",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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@@ -6330,8 +6347,6 @@
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isEnergyLoss: null,
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isDeathAvoid: null,
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isDeathAvoidedThisLevel: null,
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waveSpeedMap: null,
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waveSpeedBody: null,
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isSporeField: null,
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isMissileField: null,
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isIceField: null,
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@@ -6350,7 +6365,6 @@
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isEnergyDamage: null,
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botSpawner: null,
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isBotSpawnerReset: null,
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waveHelix: null,
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isSporeFollow: null,
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isNailRadiation: null,
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isEnergyHealth: null,
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@@ -6506,5 +6520,8 @@
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isDroneRespawn: null,
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deathSpawns: null,
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isMobBlockFling: null,
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blockingIce: null
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blockingIce: null,
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isPhaseVelocity: null,
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wavePacketLength: null,
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isImaginaryWave: null
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}
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