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:
landgreen
2021-05-01 15:44:05 -07:00
parent bfa1fe808c
commit 63832cd137
6 changed files with 218 additions and 142 deletions

View File

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