torpot
change: torpor - if you have NOT killed a mob in the last 5 seconds reduce harm by 66% (no negative effect though)
This commit is contained in:
@@ -506,7 +506,7 @@ const m = {
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if (tech.isFieldHarmReduction) dmg *= 0.5
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if (tech.isHarmMACHO) dmg *= 0.33
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if (tech.isImmortal) dmg *= 0.66
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if (tech.isHarmReduceNoKill) dmg *= (m.lastKillCycle + 300 < m.cycle) ? 0.28 : 1.1
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if (tech.isHarmReduceNoKill && m.lastKillCycle + 300 < m.cycle) dmg *= 0.33
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if (tech.healthDrain) dmg *= 1 + 3.33 * tech.healthDrain //tech.healthDrain = 0.03 at one stack //cause more damage
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if (tech.squirrelFx !== 1) dmg *= 1 + (tech.squirrelFx - 1) / 5 //cause more damage
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if (tech.isAddBlockMass && m.isHolding) dmg *= 0.15
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27
js/tech.js
27
js/tech.js
@@ -601,7 +601,7 @@
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tech.isCrouchAmmo = true
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},
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remove() {
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tech.isExtraChoice = false;
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tech.isCrouchAmmo = false;
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}
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},
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{
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@@ -1506,7 +1506,7 @@
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{
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name: "dynamo-bot upgrade",
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link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">dynamo-bot upgrade</a>`,
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description: "<strong>convert</strong> your current bots to <strong>dynamo-bots</strong><br>increase regen to <strong>19</strong> <strong class='color-f'>energy</strong> per second",
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description: "<strong>convert</strong> your current bots to <strong>dynamo-bots</strong><br>increase regen to <strong>20</strong> <strong class='color-f'>energy</strong> per second",
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maxCount: 1,
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count: 0,
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frequency: 3,
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@@ -2545,7 +2545,7 @@
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},
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{
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name: "Maxwell's demon",
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description: "<strong class='color-f'>energy</strong> above your max decays <strong>92%</strong> slower<br><strong>+18%</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
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description: "<strong class='color-f'>energy</strong> above your max decays <strong>95%</strong> slower<br><strong>+10%</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
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maxCount: 1,
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count: 0,
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frequency: 2,
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@@ -2555,8 +2555,8 @@
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},
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requires: "energy above your max",
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effect() {
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tech.overfillDrain = 0.85 //70% = 1-(1-0.75)/(1-0.15) //92% = 1-(1-0.75)/(1-0.87)
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this.refundAmount += tech.addJunkTechToPool(0.18)
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tech.overfillDrain = 0.92 //70% = 1-(1-0.75)/(1-0.15) //92% = 1-(1-0.75)/(1-0.87)
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this.refundAmount += tech.addJunkTechToPool(0.1)
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},
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refundAmount: 0,
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remove() {
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@@ -2664,7 +2664,7 @@
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},
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{
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name: "torpor",
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description: "if a mob has <strong>not died</strong> in the last <strong>5 seconds</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>72%</strong> else increase it by <strong>10%</strong>",
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description: "if a mob has <strong>not died</strong> in the last <strong>5 seconds</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>66%</strong>",
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -4931,14 +4931,14 @@
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name: "fault tolerance",
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description: "spawn <strong>8</strong> <strong>drones</strong> that last <strong>forever</strong><br>remove your <strong>drone gun</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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frequency: 1,
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frequencyDefault: 1,
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allowed() {
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return tech.haveGunCheck("drones", false) || tech.isForeverDrones
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return tech.haveGunCheck("drones", false)
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},
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requires: "drones, fault tolerance",
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requires: "drones",
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effect() {
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const num = 8
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tech.isForeverDrones += num
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@@ -8552,7 +8552,10 @@
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},
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requires: "at least 4 research",
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effect() {
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for (let i = 0; i < powerUps.research.count; i++) powerUps.directSpawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "research");
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const dist = 10 * powerUps.research.count + 100
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for (let i = 0; i < powerUps.research.count; i++) {
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powerUps.directSpawn(m.pos.x + dist * (Math.random() - 0.5), m.pos.y + dist * (Math.random() - 0.5), "research");
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}
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powerUps.research.count = 0
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},
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remove() {}
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24
todo.txt
24
todo.txt
@@ -1,26 +1,16 @@
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******************************************************** NEXT PATCH **************************************************
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tech: Occam's razor - remove 50% of your tech and guns; `for each removed get 36% damage
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change: torpor - if you have NOT killed a mob in the last 5 seconds reduce harm by 66% (no negative effect though)
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tech dormancy removed
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tech: predator - if you have killed a mob in the last 5 seconds increase damage by 50% and disable energy regen
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tech: torpor - gives the opposite of it's previous effect
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if you have NOT killed a mob in the last 5 seconds reduce harm by 72%, else increase it by 10%
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relativistic momentum - pushes blocks in addition to mobs
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not much benefit, but it's fun
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supply chain: still doubles ammo, but now also adds 5% JUNK (yay)
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it no longer has any tech requirements
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inductive coupling: 600% -> 700% regen while crouched
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JUNK tech: density - blocks are 100x times less dense
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tech descriptions can change their text dynamically now
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only a few tech are using this option so far
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******************************************************** TODO ********************************************************
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if a mob has died in the last 5 seconds 100% damage and no energy regen
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reduce some common in game console triggers, but lengthen default console time
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don't log ammo?
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don't log health
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cap length of console?
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tech if you are inside the MACHO halo get a benefit
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dart: a new bullet type for string-less harpoons
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can turn harder
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