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:
64
js/tech.js
64
js/tech.js
@@ -301,7 +301,7 @@ const tech = {
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}
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},
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tech: [{
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name: "gun sciences",
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name: "ordnance",
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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>",
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maxCount: 1,
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count: 0,
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@@ -4396,7 +4396,7 @@ const tech = {
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//
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{
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name: "phase velocity",
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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>",
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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>",
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// 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>",
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isGunTech: true,
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maxCount: 1,
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@@ -4471,7 +4471,7 @@ const tech = {
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tech.waveBeamDamage += 1.5 * 0.37 //this sets base matter wave damage
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},
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remove() {
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tech.waveBeamSpeed = 10;
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tech.waveBeamSpeed = 12;
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tech.waveBeamDamage = 1.5 //this sets base matter wave damage
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}
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},
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@@ -4789,25 +4789,25 @@ const tech = {
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// },
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{
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name: "controlled explosion",
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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>`,
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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>`,
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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.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))
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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))
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},
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requires: "an explosive damage source, not electric reactive armor",
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effect: () => {
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tech.isSmartRadius = true;
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for (let i = 0; i < 3; i++) {
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for (let i = 0; i < 4; i++) {
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if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
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}
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},
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remove() {
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tech.isSmartRadius = false;
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if (this.count > 0) powerUps.research.changeRerolls(3)
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if (this.count > 0) powerUps.research.changeRerolls(4)
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}
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},
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{
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@@ -4891,25 +4891,6 @@ const tech = {
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b.setGrenadeMode()
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}
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},
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{
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name: "implosion",
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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>",
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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.haveGunCheck("grenades") && !tech.isExplodeRadio && !tech.isNeutronBomb
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},
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requires: "grenades, not iridium-192, neutron bomb",
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effect: () => {
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tech.implosion = 1;
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},
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remove() {
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tech.implosion = -1;
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}
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},
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{
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name: "chain reaction",
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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>",
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@@ -4938,9 +4919,9 @@ const tech = {
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.haveGunCheck("grenades") && !tech.isNeutronBomb
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return tech.haveGunCheck("grenades") && !tech.isNeutronBomb && !tech.isCircleExplode && !tech.isPetalsExplode
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},
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requires: "grenades, not neutron bomb",
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requires: "grenades, not neutron bomb, pyrotechnics, fireworks",
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effect() {
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tech.isClusterExplode = true;
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},
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@@ -4957,9 +4938,9 @@ const tech = {
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.haveGunCheck("grenades") && !tech.isNeutronBomb && tech.isClusterExplode
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return tech.haveGunCheck("grenades") && !tech.isNeutronBomb && !tech.isClusterExplode && !tech.isPetalsExplode
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},
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requires: "grenades, flame test, not neutron bomb",
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requires: "grenades, not neutron bomb, flame test, fireworks",
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effect() {
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tech.isCircleExplode = true;
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},
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@@ -4967,6 +4948,25 @@ const tech = {
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tech.isCircleExplode = false;
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}
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},
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{
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name: "fireworks",
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description: "when <strong>grenades</strong> detonate they release<br>colorful rings <strong>petals</strong> of <strong class='color-e'>explosions</strong>",
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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.haveGunCheck("grenades") && !tech.isNeutronBomb && !tech.isClusterExplode && !tech.isCircleExplode
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},
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requires: "grenades, not neutron bomb, pyrotechnics, flame test",
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effect() {
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tech.isPetalsExplode = true;
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},
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remove() {
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tech.isPetalsExplode = false;
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}
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},
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{
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name: "neutron bomb",
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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>",
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@@ -10185,7 +10185,7 @@ const tech = {
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isNoDraftPause: null,
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isFoamPressure: null,
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foamDamage: null,
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implosion: null,
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isClusterExplode: null,
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isCircleExplode: null
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isCircleExplode: null,
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isPetalsExplode: null
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}
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