training mode choice for new players

electronegativity: +26->23% damage

gun cancel button doesn't show up on the initial level if you haven't done the training yet and you didn't choose a gun
after exiting initial level players are prompted to start the training levels
  only if they haven't done the training and they didn't pick up a gun, and a few other conditions
community training levels only are added when community maps setting is on and player clicks on training

if you die after clearing fewer than 4 levels the difficulty settings automatically opens
improved text formatting on updates
This commit is contained in:
landgreen
2024-01-29 21:29:39 -08:00
parent 4e6acdd5d0
commit 778a2c93b6
8 changed files with 123 additions and 88 deletions

View File

@@ -250,7 +250,7 @@ const tech = {
if (tech.isBotDamage) dmg *= 1 + 0.06 * b.totalBots()
if (tech.restDamage > 1 && player.speed < 1) dmg *= tech.restDamage
if (tech.isLowEnergyDamage) dmg *= 1 + 0.7 * Math.max(0, 1 - m.energy)
if (tech.energyDamage) dmg *= 1 + m.energy * 0.26 * tech.energyDamage;
if (tech.energyDamage) dmg *= 1 + m.energy * 0.23 * tech.energyDamage;
if (tech.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.007
if (tech.isNoFireDamage && m.cycle > m.fireCDcycle + 120) dmg *= 2.11
if (tech.isSpeedDamage) dmg *= 1 + Math.min(0.88, player.speed * 0.0193)
@@ -2517,7 +2517,7 @@ const tech = {
},
{
name: "MACHO",
description: "a massive but compact object slowly follows you<br>if you are inside the <strong>MACHO</strong> <strong>+60%</strong> <strong class='color-defense'>defense</strong>",
description: "a massive compact halo object follows you<br><strong>+60%</strong> <strong class='color-defense'>defense</strong> while you are inside the <strong>MACHO</strong>",
maxCount: 1,
count: 0,
frequency: 1,
@@ -7675,7 +7675,7 @@ const tech = {
{
name: "electronegativity",
descriptionFunction() {
return `<strong>+0.26%</strong> <strong class='color-d'>damage</strong> per current stored <strong class='color-f'>energy</strong><br><em>(+${(27 * m.maxEnergy).toFixed(0)}% damage at max energy)</em>`
return `<strong>+0.23%</strong> <strong class='color-d'>damage</strong> per current stored <strong class='color-f'>energy</strong><br><em>(+${(27 * m.maxEnergy).toFixed(0)}% damage at max energy)</em>`
},
// description: "<strong>+1%</strong> <strong class='color-d'>damage</strong> per <strong>8</strong> stored <strong class='color-f'>energy</strong>",
isFieldTech: true,