ambush
tech: ambush - cloaking damage effect is increase from 300% to 500% several bug fixes
This commit is contained in:
57
js/tech.js
57
js/tech.js
@@ -171,7 +171,7 @@
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if (tech.isFlipFlopDamage && tech.isFlipFlopOn) dmg *= 1.45
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if (tech.isAnthropicDamage && tech.isDeathAvoidedThisLevel) dmg *= 2.3703599
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if (tech.isDamageAfterKill) dmg *= (m.lastKillCycle + 300 > m.cycle) ? 2 : 0.66
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if (m.isSneakAttack && m.cycle > m.lastKillCycle + 240) dmg *= 4
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if (m.isSneakAttack && m.cycle > m.lastKillCycle + 240) dmg *= tech.sneakAttackDmg
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if (tech.isTechDamage) dmg *= 1.9
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if (tech.isDupDamage) dmg *= 1 + Math.min(1, tech.duplicationChance())
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if (tech.isLowEnergyDamage) dmg *= 1 + Math.max(0, 1 - m.energy) * 0.5
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@@ -341,8 +341,8 @@
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description: "spawn <strong>8</strong> <strong class='color-g'>guns</strong>, but you can't <strong>switch</strong> <strong class='color-g'>guns</strong><br><strong class='color-g'>guns</strong> cycle automatically with each new level",
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maxCount: 1,
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count: 0,
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frequency: 3,
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frequencyDefault: 3,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return (tech.isDamageForGuns || tech.isFireRateForGuns) && b.inventory.length + 5 < b.guns.length
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},
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@@ -365,7 +365,7 @@
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description: "spawn a <strong class='color-g'>gun</strong> and </strong>double</strong> the <strong class='flicker'>frequency</strong><br>of finding <strong class='color-m'>tech</strong> for your <strong class='color-g'>guns</strong>",
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maxCount: 1,
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count: 0,
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frequency: 2,
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frequency: 1,
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isNonRefundable: true,
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// isExperimentHide: true,
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isBadRandomOption: true,
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@@ -383,17 +383,17 @@
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remove() {}
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},
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{
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name: "specialist",
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name: "ad hoc",
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description: "for every <strong class='color-g'>gun</strong> in your inventory spawn a<br><strong class='color-h'>heal</strong>, <strong class='color-r'>research</strong>, <strong class='color-f'>field</strong>, <strong class='color-g'>ammo</strong>, or <strong class='color-m'>tech</strong>",
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maxCount: 1, //random power up
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count: 0,
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frequency: 2,
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frequency: 1,
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isNonRefundable: true,
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// isExperimentHide: true,
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allowed() {
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return b.inventory.length > 3
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return b.inventory.length > 1
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},
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requires: "at least 4 guns",
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requires: "at least 2 guns",
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effect() {
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for (let i = 0; i < b.inventory.length; i++) {
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if (Math.random() < 0.2) {
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@@ -2582,7 +2582,7 @@
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effect() {
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tech.isFallingDamage = true;
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m.setMaxHealth();
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m.addHealth(1)
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m.addHealth(1 / simulation.healScale)
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},
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remove() {
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tech.isFallingDamage = false;
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@@ -2800,9 +2800,9 @@
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frequency: 1,
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frequencyDefault: 1,
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allowed() {
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return !tech.isSwitchReality && !tech.isCollisionRealitySwitch
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return !tech.isSwitchReality && !tech.isCollisionRealitySwitch && !tech.isJunkResearch
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},
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requires: "many-worlds, non-unitary",
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requires: "many-worlds, non-unitary, not pseudoscience",
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effect() {
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tech.isResearchReality = true;
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for (let i = 0; i < 16; i++) powerUps.spawn(m.pos.x + Math.random() * 60, m.pos.y + Math.random() * 60, "research", false);
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@@ -2918,9 +2918,9 @@
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frequency: 1,
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frequencyDefault: 1,
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allowed() {
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return tech.isResearchBoss || tech.isMetaAnalysis || tech.isRerollBots || tech.isDeathAvoid || tech.isRerollDamage || build.isExperimentSelection
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return !tech.isResearchReality //tech.isResearchBoss || tech.isMetaAnalysis || tech.isRerollBots || tech.isDeathAvoid || tech.isRerollDamage || build.isExperimentSelection
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},
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requires: "abiogenesis, meta-analysis, bot fabrication, anthropic principle, or Bayesian statistics",
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requires: "not Ψ(t) collapse", //"abiogenesis, meta-analysis, bot fabrication, anthropic principle, or Bayesian statistics, not Ψ(t) collapse",
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effect() {
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tech.isJunkResearch = true;
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},
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@@ -3029,7 +3029,7 @@
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effect() {
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tech.duplicateChance += 0.1
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powerUps.setDo(); //needed after adjusting duplication chance
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tech.addJunkTechToPool(18)
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tech.addJunkTechToPool(30)
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},
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remove() {
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tech.duplicateChance = 0
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@@ -4269,7 +4269,7 @@
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},
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{
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name: "MIRV",
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description: "launch <strong>+1</strong> <strong>missile</strong> at a time<br>decrease <strong>size</strong> and <strong>fire rate</strong> by <strong>10%</strong>",
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description: "missile <strong class='color-g'>gun</strong> and <strong>bot</strong> launch <strong>+1</strong> <strong>missile</strong><br>decrease <strong>size</strong> and <strong>fire rate</strong> by <strong>10%</strong>",
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isGunTech: true,
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maxCount: 9,
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count: 0,
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@@ -5879,6 +5879,25 @@
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tech.isCloakStun = false;
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}
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},
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{
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name: "ambush",
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description: "metamaterial cloaking field <strong class='color-d'>damage</strong> effect<br>is increased from <span style = 'text-decoration: line-through;'>300%</span> to <strong>500%</strong>",
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isFieldTech: 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 m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking"
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},
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requires: "metamaterial cloaking",
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effect() {
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tech.sneakAttackDmg = 6
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},
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remove() {
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tech.sneakAttackDmg = 4
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}
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},
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{
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name: "dynamical systems",
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description: "use <strong>1</strong> <strong class='color-r'>research</strong><br>increase your <strong class='color-d'>damage</strong> by <strong>35%</strong>",
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@@ -7443,7 +7462,7 @@
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},
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{
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name: "quantum black hole",
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description: "use your <strong class='color-f'>energy</strong> and <strong>1</strong> <strong class='color-r'>research</strong> to <strong>spawn</strong><br>inside the event horizon of a huge <strong>black hole</strong>",
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description: "use your <strong class='color-f'>energy</strong> and <strong>4</strong> <strong class='color-r'>research</strong> to <strong>spawn</strong><br>inside the event horizon of a huge <strong>black hole</strong>",
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maxCount: 9,
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count: 0,
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frequency: 0,
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@@ -7451,13 +7470,13 @@
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isExperimentHide: true,
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isJunk: true,
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allowed() {
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return powerUps.research.count > 0
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return powerUps.research.count > 3
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},
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requires: "at least 1 research",
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requires: "at least 4 research",
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effect() {
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m.energy = 0
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spawn.suckerBoss(m.pos.x, m.pos.y - 700)
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powerUps.research.changeRerolls(-1)
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powerUps.research.changeRerolls(-4)
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simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span> <span class='color-symbol'>--</span><br>${powerUps.research.count}`)
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},
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remove() {}
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