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
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16
js/tech.js
16
js/tech.js
@@ -3070,7 +3070,7 @@ const tech = {
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},
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{
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name: "paradigm shift",
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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)}`,
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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)}`,
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -3859,7 +3859,7 @@ const tech = {
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},
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{
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name: "pneumatic actuator",
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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",
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description: "<strong>nail gun</strong> takes <strong>no</strong> time to ramp up<br>to its shortest <strong><em>delay</em></strong> after firing",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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@@ -5430,16 +5430,16 @@ const tech = {
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{
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name: "capacitor bank",
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// 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>",
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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>` },
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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>` },
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isGunTech: true,
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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() {
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return tech.blockDamage > 0.075 || tech.isRailGun || tech.haveGunCheck("foam") || tech.isTokamak || tech.isPulseLaser
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return tech.blockDamage > 0.075 || tech.isRailGun || tech.haveGunCheck("foam") || tech.isTokamak || tech.isPulseLaser || tech.isPlasmaBall
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},
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requires: "throwing blocks, railgun, foam, pulse, tokamak",
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requires: "throwing blocks, railgun, foam, pulse, tokamak, plasma ball",
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effect() {
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tech.isCapacitor = true;
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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@@ -5717,7 +5717,7 @@ const tech = {
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},
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remove() {
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tech.isHarpoonPowerUp = false
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tech.harpoonDensity = 0.006
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tech.harpoonDensity = 0.005
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}
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},
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{
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@@ -6654,7 +6654,7 @@ const tech = {
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},
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remove() {
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tech.isPlasmaBall = false;
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if (this.count) m.fieldUpgrades[m.fieldMode].set()
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if (this.count && m.fieldUpgrades[m.fieldMode].name === "plasma torch") m.fieldUpgrades[m.fieldMode].set()
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}
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},
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{
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@@ -6675,7 +6675,7 @@ const tech = {
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},
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remove() {
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tech.isExtruder = false;
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if (this.count) m.fieldUpgrades[m.fieldMode].set()
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if (this.count && m.fieldUpgrades[m.fieldMode].name === "plasma torch") m.fieldUpgrades[m.fieldMode].set()
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}
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},
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{
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