plasma ball

plasma ball
  much more damage
  new graphics
  fast decay in mob shields
  works with capacitor
  some bug fixes

paradigm shift: 4->10% chance to give research instead of tech
harpoon density: 0.006->0.005  (lower damage and knock back to mobs)
wormhole: 7->5% duplication chance
pilot wave uses less energy
This commit is contained in:
landgreen
2022-03-23 19:17:56 -07:00
parent dde4432279
commit 6b2b59a115
7 changed files with 156 additions and 81 deletions

View File

@@ -3070,7 +3070,7 @@ const tech = {
},
{
name: "paradigm shift",
description: `<strong>clicking</strong> <strong class='color-m'>tech</strong> while paused <strong>ejects</strong> them<br><strong>4%</strong> chance to convert that tech into ${powerUps.orb.research(1)}`,
description: `<strong>clicking</strong> <strong class='color-m'>tech</strong> while paused <strong>ejects</strong> them<br><strong>10%</strong> chance to convert that tech into ${powerUps.orb.research(1)}`,
maxCount: 1,
count: 0,
frequency: 1,
@@ -3859,7 +3859,7 @@ const tech = {
},
{
name: "pneumatic actuator",
description: "<strong>nail gun</strong> takes <strong>no</strong> time to ramp up<br>to it's shortest <strong><em>delay</em></strong> after firing",
description: "<strong>nail gun</strong> takes <strong>no</strong> time to ramp up<br>to its shortest <strong><em>delay</em></strong> after firing",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -5430,16 +5430,16 @@ const tech = {
{
name: "capacitor bank",
// description: "<strong>charge</strong> effects build up almost <strong>instantly</strong><br><em style = 'font-size:97%;'>throwing <strong class='color-block'>blocks</strong>, foam, railgun, pulse, tokamak</em>",
descriptionFunction() { return `<strong>charge</strong> effects build up almost <strong>instantly</strong><br><em style = 'font-size:97%;'>throwing <strong class='color-block'>blocks</strong>, ${tech.haveGunCheck("foam", false) ? "<strong>foam</strong>" : "foam"}, ${tech.isRailGun ? "<strong>railgun</strong>" : "railgun"}, ${tech.isPulseLaser ? "<strong>pulse</strong>" : "pulse"}, ${tech.isTokamak ? "<strong>tokamak</strong>" : "tokamak"}</em>` },
descriptionFunction() { return `<strong>charge</strong> effects build up almost <strong>instantly</strong><br><em style = 'font-size:93%;'>throwing, ${tech.haveGunCheck("foam", false) ? "<strong>foam</strong>" : "foam"}, ${tech.isPlasmaBall ? "<strong>plasma ball</strong>" : "plasma ball"}, ${tech.isRailGun ? "<strong>railgun</strong>" : "railgun"}, ${tech.isPulseLaser ? "<strong>pulse</strong>" : "pulse"}, ${tech.isTokamak ? "<strong>tokamak</strong>" : "tokamak"}</em>` },
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.blockDamage > 0.075 || tech.isRailGun || tech.haveGunCheck("foam") || tech.isTokamak || tech.isPulseLaser
return tech.blockDamage > 0.075 || tech.isRailGun || tech.haveGunCheck("foam") || tech.isTokamak || tech.isPulseLaser || tech.isPlasmaBall
},
requires: "throwing blocks, railgun, foam, pulse, tokamak",
requires: "throwing blocks, railgun, foam, pulse, tokamak, plasma ball",
effect() {
tech.isCapacitor = true;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
@@ -5717,7 +5717,7 @@ const tech = {
},
remove() {
tech.isHarpoonPowerUp = false
tech.harpoonDensity = 0.006
tech.harpoonDensity = 0.005
}
},
{
@@ -6654,7 +6654,7 @@ const tech = {
},
remove() {
tech.isPlasmaBall = false;
if (this.count) m.fieldUpgrades[m.fieldMode].set()
if (this.count && m.fieldUpgrades[m.fieldMode].name === "plasma torch") m.fieldUpgrades[m.fieldMode].set()
}
},
{
@@ -6675,7 +6675,7 @@ const tech = {
},
remove() {
tech.isExtruder = false;
if (this.count) m.fieldUpgrades[m.fieldMode].set()
if (this.count && m.fieldUpgrades[m.fieldMode].name === "plasma torch") m.fieldUpgrades[m.fieldMode].set()
}
},
{