fireworks

grenade now has 3 fireworks options, you can only have 1 at a time
  flame test, fireworks, pyrotechnics
implosion has been removed
controlled explosion 3->4 research

base matter wave moves 20% faster
gun science renamed ordnance

bug fixes
This commit is contained in:
landgreen
2022-05-20 05:57:57 -07:00
parent dd8fd925e0
commit 6e1e256a1f
6 changed files with 120 additions and 142 deletions

View File

@@ -301,7 +301,7 @@ const tech = {
}
},
tech: [{
name: "gun sciences",
name: "ordnance",
description: "</strong>triple</strong> the <strong class='flicker'>frequency</strong> of finding <strong class='color-g'>gun</strong><strong class='color-m'>tech</strong><br>spawn a <strong class='color-g'>gun</strong>",
maxCount: 1,
count: 0,
@@ -4396,7 +4396,7 @@ const tech = {
//
{
name: "phase velocity",
description: "matter wave <strong>propagates</strong> faster through <strong>solids</strong><br>increase matter wave <strong class='color-d'>damage</strong> by <strong>15%</strong>",
description: "matter wave <strong>propagates</strong> faster through <strong>solids</strong><br>increase matter wave <strong class='color-d'>damage</strong> by <strong>20%</strong>",
// description: "matter wave <strong>propagates</strong> faster through <strong>solids</strong><br>up by <strong>3000%</strong> in the map and <strong>760%</strong> in <strong class='color-block'>blocks</strong>",
isGunTech: true,
maxCount: 1,
@@ -4471,7 +4471,7 @@ const tech = {
tech.waveBeamDamage += 1.5 * 0.37 //this sets base matter wave damage
},
remove() {
tech.waveBeamSpeed = 10;
tech.waveBeamSpeed = 12;
tech.waveBeamDamage = 1.5 //this sets base matter wave damage
}
},
@@ -4789,25 +4789,25 @@ const tech = {
// },
{
name: "controlled explosion",
description: `use ${powerUps.orb.research(3)} to dynamically <strong>reduce</strong> all<br><strong class='color-e'>explosions</strong> until they do no <strong class='color-harm'>harm</strong>`,
description: `use ${powerUps.orb.research(4)} to dynamically <strong>reduce</strong> all<br><strong class='color-e'>explosions</strong> until they do no <strong class='color-harm'>harm</strong>`,
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return !tech.isImmuneExplosion && (build.isExperimentSelection || powerUps.research.count > 2) && (tech.haveGunCheck("missiles") || tech.isMissileField || tech.missileBotCount > 0 || tech.isIncendiary || tech.isPulseLaser || tech.isTokamak || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb))
return !tech.isImmuneExplosion && (build.isExperimentSelection || powerUps.research.count > 3) && (tech.haveGunCheck("missiles") || tech.isMissileField || tech.missileBotCount > 0 || tech.isIncendiary || tech.isPulseLaser || tech.isTokamak || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb))
},
requires: "an explosive damage source, not electric reactive armor",
effect: () => {
tech.isSmartRadius = true;
for (let i = 0; i < 3; i++) {
for (let i = 0; i < 4; i++) {
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
}
},
remove() {
tech.isSmartRadius = false;
if (this.count > 0) powerUps.research.changeRerolls(3)
if (this.count > 0) powerUps.research.changeRerolls(4)
}
},
{
@@ -4891,25 +4891,6 @@ const tech = {
b.setGrenadeMode()
}
},
{
name: "implosion",
description: "<strong class='color-e'>explosions</strong> pull objects towards them<br>increase <strong>grenade</strong> radius and <strong class='color-d'>damage</strong> <strong>25%</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("grenades") && !tech.isExplodeRadio && !tech.isNeutronBomb
},
requires: "grenades, not iridium-192, neutron bomb",
effect: () => {
tech.implosion = 1;
},
remove() {
tech.implosion = -1;
}
},
{
name: "chain reaction",
description: "increase <strong>grenade</strong> radius and <strong class='color-d'>damage</strong> <strong>33%</strong><br><strong class='color-block'>blocks</strong> caught in <strong class='color-e'>explosions</strong> also <strong class='color-e'>explode</strong>",
@@ -4938,9 +4919,9 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("grenades") && !tech.isNeutronBomb
return tech.haveGunCheck("grenades") && !tech.isNeutronBomb && !tech.isCircleExplode && !tech.isPetalsExplode
},
requires: "grenades, not neutron bomb",
requires: "grenades, not neutron bomb, pyrotechnics, fireworks",
effect() {
tech.isClusterExplode = true;
},
@@ -4957,9 +4938,9 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("grenades") && !tech.isNeutronBomb && tech.isClusterExplode
return tech.haveGunCheck("grenades") && !tech.isNeutronBomb && !tech.isClusterExplode && !tech.isPetalsExplode
},
requires: "grenades, flame test, not neutron bomb",
requires: "grenades, not neutron bomb, flame test, fireworks",
effect() {
tech.isCircleExplode = true;
},
@@ -4967,6 +4948,25 @@ const tech = {
tech.isCircleExplode = false;
}
},
{
name: "fireworks",
description: "when <strong>grenades</strong> detonate they release<br>colorful rings <strong>petals</strong> of <strong class='color-e'>explosions</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("grenades") && !tech.isNeutronBomb && !tech.isClusterExplode && !tech.isCircleExplode
},
requires: "grenades, not neutron bomb, pyrotechnics, flame test",
effect() {
tech.isPetalsExplode = true;
},
remove() {
tech.isPetalsExplode = false;
}
},
{
name: "neutron bomb",
description: "<strong>grenades</strong> are <strong class='color-p'>irradiated</strong> with <strong class='color-p'>Cf-252</strong><br>does <strong class='color-d'>damage</strong>, <strong class='color-harm'>harm</strong>, and drains <strong class='color-f'>energy</strong>",
@@ -10185,7 +10185,7 @@ const tech = {
isNoDraftPause: null,
isFoamPressure: null,
foamDamage: null,
implosion: null,
isClusterExplode: null,
isCircleExplode: null
isCircleExplode: null,
isPetalsExplode: null
}