instant tech
adjusted text and math for the fire rate system to use the new "x" syntax tech search is no longer case sensitive Zectron 1.9->2x damage, -25% -> -5 energy exothermic process -20% -> -5 energy instant/unRemovable tech has a unique icon and no longer shows up in the tech list marginal utility - no longer spawns ammo heuristics - no longer spawn a gun, 1.2->1.3 fire rate open-source - gives 1 extra bot option and 3x bot tech frequency robotics - now just spawns 2 bots induction brake - doesn't spawn heals, but lasts 15->17 seconds accretion - doesn't spawn heals, but gets 3% duplication mass production - doesn't spawn power ups, but gets 3% duplication Ψ(t) collapse - doesn't spawn research, spawns 5 research from bosses decoherence - doesn't spawn research, spawns 2 research from bosses fine-structure constant - doesn't spawn coupling, spawn 9 coupling from bosses Bayesian statistics - 1.03->1.05x damage, doesn't spawn research Born rule code rewritten, but it should have a similar effect as before triple point - 1.5->5 second freeze, but no coupling spawn geodesics - no longer spawns ammo and guns, but gives 1.5x damage ideal gas law - doesn't remove ammo, 12->6x foam ammo per ammo power up
This commit is contained in:
21
js/level.js
21
js/level.js
@@ -29,6 +29,7 @@ const level = {
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// m.couplingChange(10)
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// m.setField("plasma torch") //1 standing wave 2 perfect diamagnetism 3 negative mass 4 molecular assembler 5 plasma torch 6 time dilation 7 metamaterial cloaking 8 pilot wave 9 wormhole 10 grappling hook
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// m.energy = 0
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// powerUps.research.count = 3
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// tech.isHookWire = true
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// m.energy = 0
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// simulation.molecularMode = 2
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@@ -39,16 +40,16 @@ const level = {
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// b.giveGuns("laser") //0 nail gun 1 shotgun 2 super balls 3 wave 4 missiles 5 grenades 6 spores 7 drones 8 foam 9 harpoon 10 mine 11 laser
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// b.guns[8].ammo = 100000000
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// requestAnimationFrame(() => { tech.giveTech("optical amplifier") });
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// for (let i = 0; i < 1; ++i) tech.giveTech("mass production")
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// for (let i = 0; i < 1; ++i) tech.giveTech("combinatorial optimization")
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// tech.giveTech("Pareto efficiency")
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// for (let i = 0; i < 1; ++i) tech.giveTech("reduced tolerances")
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// for (let i = 0; i < 1; ++i) tech.giveTech("Newtons 1st law")
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// for (let i = 0; i < 1; ++i) tech.giveTech("Newtons 2nd law")
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// requestAnimationFrame(() => { for (let i = 0; i < 1; i++) tech.giveTech("paradigm shift") });
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// for (let i = 0; i < 1; ++i) tech.giveTech("Higgs mechanism")
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// for (let i = 0; i < 1; ++i) tech.giveTech("active cooling")
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// for (let i = 0; i < 1; ++i) tech.giveTech("heuristics")
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// requestAnimationFrame(() => { for (let i = 0; i < 10; i++) b.orbitBot(m.pos, false) });
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// requestAnimationFrame(() => { for (let i = 0; i < 1; i++) tech.giveTech("ersatz bots") });
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// for (let i = 0; i < 1; i++) tech.giveTech("tungsten carbide")
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// m.lastKillCycle = m.cycle
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// for (let i = 0; i < 1; ++i) tech.giveTech("deprecated")
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// for (let i = 0; i < 1; ++i) tech.giveTech("Lorentz transformation")
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// for (let i = 0; i < 1; ++i) tech.giveTech("unified field theory")
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// for (let i = 0; i < 3; i++) powerUps.directSpawn(450, -50, "tech");
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(1750, -500, "research");
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@@ -1778,12 +1779,12 @@ const level = {
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if (this.height > 0 && Matter.Query.region([player], this).length) {
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if (m.immuneCycle < m.cycle) {
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const DRAIN = 0.004 * (tech.isRadioactiveResistance ? 0.25 : 1)
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const DRAIN = 0.004 * (tech.isRadioactiveResistance ? 0.2 : 1)
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if (m.energy > DRAIN) {
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m.energy -= DRAIN
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if (tech.isEnergyHealth && m.energy < 0) m.death()
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} else {
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m.damage(damage * (tech.isRadioactiveResistance ? 0.25 : 1))
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m.damage(damage * (tech.isRadioactiveResistance ? 0.2 : 1))
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}
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}
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@@ -12460,11 +12461,11 @@ const level = {
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// Trolled
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const hasCPT = tech.isRewindAvoidDeath;
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tech.isRewindAvoidDeath = false;
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const DRAIN = 0.002 * (tech.isRadioactiveResistance ? 0.25 : 1) + 0.001;
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const DRAIN = 0.002 * (tech.isRadioactiveResistance ? 0.2 : 1) + 0.001;
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if (m.energy > DRAIN && !tech.isEnergyHealth) {
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m.energy -= DRAIN;
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}
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m.damage(0.00015 * (tech.isRadioactiveResistance ? 0.25 : 1));
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m.damage(0.00015 * (tech.isRadioactiveResistance ? 0.2 : 1));
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if (tech.isEnergyHealth) {
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const previousEnergy = m.energy;
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m.regenEnergy();
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