removed ice IX gun

reroll renamed -> research

spore damage increased 25%

ice IX has it's damage buffed by 50%, and freeze effect lasts 2s (up from 1s)
ice IX is no longer a gun
  but you can still get it for nano-scale field (and it's pretty strong)
tech: heavy water was removed

tech: correlated damage - duplication chance also gives % damage
(also added some minor nerfs to other duplication tech for balance)
This commit is contained in:
landgreen
2021-01-02 18:46:14 -08:00
parent ecb41e1a19
commit 79136db727
12 changed files with 282 additions and 247 deletions

View File

@@ -158,7 +158,7 @@ const mech = {
mech.Vx = player.velocity.x;
mech.Vy = player.velocity.y;
//tracks the last second of player information
//tracks the last 10s of player information
// console.log(mech.history)
mech.history.splice(mech.cycle % 600, 1, {
position: {
@@ -175,7 +175,7 @@ const mech = {
activeGun: b.activeGun
});
// const back = 59 // 59 looks at 1 second ago //29 looks at 1/2 a second ago
// historyIndex = (mech.cycle - back) % 60
// historyIndex = (mech.cycle - back) % 600
},
transSmoothX: 0,
transSmoothY: 0,
@@ -618,11 +618,11 @@ const mech = {
if (tech.isEnergyHealth) {
mech.energy -= dmg;
if (mech.energy < 0 || isNaN(mech.energy)) { //taking deadly damage
if (tech.isDeathAvoid && powerUps.reroll.rerolls && !tech.isDeathAvoidedThisLevel) {
if (tech.isDeathAvoid && powerUps.research.research && !tech.isDeathAvoidedThisLevel) {
tech.isDeathAvoidedThisLevel = true
powerUps.reroll.changeRerolls(-1)
simulation.makeTextLog(`<span class='color-var'>mech</span>.<span class='color-r'>rerolls</span><span class='color-symbol'>--</span>
<br>${powerUps.reroll.rerolls}`)
powerUps.research.changeRerolls(-1)
simulation.makeTextLog(`<span class='color-var'>mech</span>.<span class='color-r'>research</span><span class='color-symbol'>--</span>
<br>${powerUps.research.research}`)
for (let i = 0; i < 6; i++) {
powerUps.spawn(mech.pos.x, mech.pos.y, "heal", false);
}
@@ -649,12 +649,12 @@ const mech = {
dmg *= mech.harmReduction()
mech.health -= dmg;
if (mech.health < 0 || isNaN(mech.health)) {
if (tech.isDeathAvoid && powerUps.reroll.rerolls > 0 && !tech.isDeathAvoidedThisLevel) { //&& Math.random() < 0.5
if (tech.isDeathAvoid && powerUps.research.research > 0 && !tech.isDeathAvoidedThisLevel) { //&& Math.random() < 0.5
tech.isDeathAvoidedThisLevel = true
mech.health = 0.05
powerUps.reroll.changeRerolls(-1)
simulation.makeTextLog(`<span class='color-var'>mech</span>.<span class='color-r'>rerolls</span><span class='color-symbol'>--</span>
<br>${powerUps.reroll.rerolls}`)
powerUps.research.changeRerolls(-1)
simulation.makeTextLog(`<span class='color-var'>mech</span>.<span class='color-r'>research</span><span class='color-symbol'>--</span>
<br>${powerUps.research.research}`)
for (let i = 0; i < 6; i++) {
powerUps.spawn(mech.pos.x, mech.pos.y, "heal", false);
}
@@ -1499,13 +1499,11 @@ const mech = {
description: "use <strong class='color-f'>energy</strong> to <strong>block</strong> mobs<br>excess <strong class='color-f'>energy</strong> used to build <strong>drones</strong><br><strong>double</strong> your default <strong class='color-f'>energy</strong> regeneration",
effect: () => {
mech.hold = function() {
if (mech.energy > mech.maxEnergy - 0.02 && mech.fieldCDcycle < mech.cycle && !input.field) {
if (mech.energy > mech.maxEnergy - 0.02 && mech.fieldCDcycle < mech.cycle && !input.field && bullet.length < 200) {
if (tech.isSporeField) {
const len = Math.floor(5 + 4 * Math.random())
mech.energy -= len * 0.105;
for (let i = 0; i < len; i++) {
b.spore(mech.pos)
}
for (let i = 0; i < len; i++) b.spore(mech.pos)
} else if (tech.isMissileField) {
mech.energy -= 0.55;
b.missile({ x: mech.pos.x, y: mech.pos.y - 40 }, -Math.PI / 2, 0, 1)