ceramic needles
iridium-192: now has a wider explosions range and no knock back nail gun: irradiated nails do about 33% more damage over 2 seconds nail gun rivet fire rate is 10% slower nail gun: needles do 10% less damage, but they fire 10% faster needle tech: ceramic needles - needles pierce shields
This commit is contained in:
225
js/bullet.js
225
js/bullet.js
@@ -314,16 +314,41 @@ const b = {
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dmg *= 1.6
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}
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if (tech.isExplodeRadio) {
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if (tech.isExplodeRadio) { //radiation explosion
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const alertRange = 100 + radius * 2; //alert range
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simulation.drawList.push({ //add dmg to draw queue
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x: where.x,
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y: where.y,
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radius: radius,
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color: "rgba(25,139,170,0.45)",
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time: simulation.drawTime
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radius: alertRange,
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color: "rgba(25,139,170,0.25)",
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time: simulation.drawTime * 2
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});
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} else {
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//player damage and knock back
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sub = Vector.sub(where, player.position);
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dist = Vector.magnitude(sub);
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if (dist < alertRange) {
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m.energy -= 0.23 * (tech.isImmuneExplosion ? Math.min(1, Math.max(1 - m.energy * 0.7, 0)) : 1)
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if (m.energy < 0) m.energy = 0
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}
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//mob damage and knock back with alert
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let damageScale = 1.5; // reduce dmg for each new target to limit total AOE damage
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (mob[i].alive && !mob[i].isShielded) {
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sub = Vector.sub(where, mob[i].position);
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dist = Vector.magnitude(sub) - mob[i].radius;
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if (dist < alertRange) {
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if (mob[i].shield) dmg *= 2.5 //balancing explosion dmg to shields
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if (Matter.Query.ray(map, mob[i].position, where).length > 0) dmg *= 0.5 //reduce damage if a wall is in the way
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mobs.statusDoT(mob[i], dmg * damageScale * 0.2, 240) //apply radiation damage status effect on direct hits
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mob[i].locatePlayer();
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damageScale *= 0.87 //reduced damage for each additional explosion target
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}
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}
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}
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} else { //normal explosions
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simulation.drawList.push({ //add dmg to draw queue
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x: where.x,
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y: where.y,
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@@ -331,94 +356,87 @@ const b = {
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color: "rgba(255,25,0,0.6)",
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time: simulation.drawTime
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});
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}
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const alertRange = 100 + radius * 2; //alert range
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simulation.drawList.push({ //add alert to draw queue
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x: where.x,
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y: where.y,
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radius: alertRange,
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color: "rgba(100,20,0,0.03)",
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time: simulation.drawTime
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});
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const alertRange = 100 + radius * 2; //alert range
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simulation.drawList.push({ //add alert to draw queue
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x: where.x,
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y: where.y,
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radius: alertRange,
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color: "rgba(100,20,0,0.03)",
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time: simulation.drawTime
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});
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//player damage and knock back
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sub = Vector.sub(where, player.position);
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dist = Vector.magnitude(sub);
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if (dist < radius) {
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if (tech.isImmuneExplosion) {
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const mitigate = Math.min(1, Math.max(1 - m.energy * 0.7, 0))
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m.damage(mitigate * radius * (tech.isExplosionHarm ? 0.0004 : 0.0001));
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} else {
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m.damage(radius * (tech.isExplosionHarm ? 0.0004 : 0.0001));
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}
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knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass * 0.013);
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player.force.x += knock.x;
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player.force.y += knock.y;
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} else if (dist < alertRange) {
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knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass * 0.005);
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player.force.x += knock.x;
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player.force.y += knock.y;
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}
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//body knock backs
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for (let i = 0, len = body.length; i < len; ++i) {
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sub = Vector.sub(where, body[i].position);
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//player damage and knock back
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sub = Vector.sub(where, player.position);
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dist = Vector.magnitude(sub);
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if (dist < radius) {
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * body[i].mass) * 0.022);
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body[i].force.x += knock.x;
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body[i].force.y += knock.y;
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} else if (dist < alertRange) {
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * body[i].mass) * 0.011);
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body[i].force.x += knock.x;
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body[i].force.y += knock.y;
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}
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}
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//power up knock backs
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for (let i = 0, len = powerUp.length; i < len; ++i) {
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sub = Vector.sub(where, powerUp[i].position);
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dist = Vector.magnitude(sub);
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if (dist < radius) {
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * powerUp[i].mass) * 0.013);
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powerUp[i].force.x += knock.x;
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powerUp[i].force.y += knock.y;
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if (tech.isImmuneExplosion) {
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const mitigate = Math.min(1, Math.max(1 - m.energy * 0.7, 0))
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m.damage(mitigate * radius * (tech.isExplosionHarm ? 0.0004 : 0.0001));
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} else {
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m.damage(radius * (tech.isExplosionHarm ? 0.0004 : 0.0001));
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}
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knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass * 0.013);
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player.force.x += knock.x;
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player.force.y += knock.y;
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} else if (dist < alertRange) {
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * powerUp[i].mass) * 0.007);
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powerUp[i].force.x += knock.x;
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powerUp[i].force.y += knock.y;
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knock = Vector.mult(Vector.normalise(sub), -Math.sqrt(dmg) * player.mass * 0.005);
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player.force.x += knock.x;
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player.force.y += knock.y;
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}
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}
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//mob damage and knock back with alert
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let damageScale = 1.5; // reduce dmg for each new target to limit total AOE damage
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (mob[i].alive && !mob[i].isShielded) {
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sub = Vector.sub(where, mob[i].position);
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dist = Vector.magnitude(sub) - mob[i].radius;
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//body knock backs
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for (let i = 0, len = body.length; i < len; ++i) {
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sub = Vector.sub(where, body[i].position);
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dist = Vector.magnitude(sub);
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if (dist < radius) {
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if (mob[i].shield) dmg *= 2.5 //balancing explosion dmg to shields
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if (Matter.Query.ray(map, mob[i].position, where).length > 0) dmg *= 0.5 //reduce damage if a wall is in the way
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if (tech.isExplodeRadio) {
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mobs.statusDoT(mob[i], dmg * damageScale * 0.25, 240) //apply radiation damage status effect on direct hits
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} else {
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * body[i].mass) * 0.022);
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body[i].force.x += knock.x;
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body[i].force.y += knock.y;
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} else if (dist < alertRange) {
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * body[i].mass) * 0.011);
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body[i].force.x += knock.x;
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body[i].force.y += knock.y;
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}
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}
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//power up knock backs
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for (let i = 0, len = powerUp.length; i < len; ++i) {
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sub = Vector.sub(where, powerUp[i].position);
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dist = Vector.magnitude(sub);
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if (dist < radius) {
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * powerUp[i].mass) * 0.013);
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powerUp[i].force.x += knock.x;
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powerUp[i].force.y += knock.y;
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} else if (dist < alertRange) {
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg) * powerUp[i].mass) * 0.007);
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powerUp[i].force.x += knock.x;
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powerUp[i].force.y += knock.y;
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}
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}
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//mob damage and knock back with alert
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let damageScale = 1.5; // reduce dmg for each new target to limit total AOE damage
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for (let i = 0, len = mob.length; i < len; ++i) {
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if (mob[i].alive && !mob[i].isShielded) {
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sub = Vector.sub(where, mob[i].position);
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dist = Vector.magnitude(sub) - mob[i].radius;
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if (dist < radius) {
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if (mob[i].shield) dmg *= 2.5 //balancing explosion dmg to shields
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if (Matter.Query.ray(map, mob[i].position, where).length > 0) dmg *= 0.5 //reduce damage if a wall is in the way
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mob[i].damage(dmg * damageScale * b.dmgScale);
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mob[i].locatePlayer();
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) * 0.01);
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mob[i].force.x += knock.x;
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mob[i].force.y += knock.y;
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radius *= 0.95 //reduced range for each additional explosion target
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damageScale *= 0.87 //reduced damage for each additional explosion target
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} else if (!mob[i].seePlayer.recall && dist < alertRange) {
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mob[i].locatePlayer();
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) * 0.006);
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mob[i].force.x += knock.x;
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mob[i].force.y += knock.y;
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}
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mob[i].locatePlayer();
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) * 0.01);
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mob[i].force.x += knock.x;
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mob[i].force.y += knock.y;
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radius *= 0.95 //reduced range for each additional explosion target
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damageScale *= 0.87 //reduced damage for each additional explosion target
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} else if (!mob[i].seePlayer.recall && dist < alertRange) {
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mob[i].locatePlayer();
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knock = Vector.mult(Vector.normalise(sub), (-Math.sqrt(dmg * damageScale) * mob[i].mass) * 0.006);
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mob[i].force.x += knock.x;
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mob[i].force.y += knock.y;
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}
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}
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}
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@@ -2192,7 +2210,7 @@ const b = {
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bullet[me].endCycle = simulation.cycle + 60 + 18 * Math.random();
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bullet[me].dmg = tech.isNailRadiation ? 0 : dmg
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bullet[me].beforeDmg = function(who) { //beforeDmg is rewritten with ice crystal tech
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if (tech.isNailRadiation) mobs.statusDoT(who, dmg * (tech.isFastRadiation ? 2 : 0.5), tech.isSlowRadiation ? 240 : (tech.isFastRadiation ? 30 : 120)) // one tick every 30 cycles
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if (tech.isNailRadiation) mobs.statusDoT(who, dmg * (tech.isFastRadiation ? 2.6 : 0.65), tech.isSlowRadiation ? 240 : (tech.isFastRadiation ? 30 : 120)) // one tick every 30 cycles
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if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97) {
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b.explosion(this.position, 150 + 30 * Math.random()); //makes bullet do explosive damage at end
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}
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@@ -2851,8 +2869,8 @@ const b = {
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name: "nail gun",
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description: "use compressed air to fire a stream of <strong>nails</strong><br><strong>delay</strong> after firing <strong>decreases</strong> as you shoot",
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ammo: 0,
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ammoPack: 50,
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defaultAmmoPack: 50,
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ammoPack: 45,
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defaultAmmoPack: 45,
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recordedAmmo: 0,
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have: false,
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nextFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
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@@ -2882,19 +2900,19 @@ const b = {
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this.baseFire(m.angle + (Math.random() - 0.5) * (Math.random() - 0.5) * (m.crouch ? 1.35 : 3.2) / CD)
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},
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fireNeedles() {
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m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 40 : 30) * b.fireCD); // cool down
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m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 35 : 20) * b.fireCD); // cool down
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function makeFlechette(angle = m.angle) {
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function makeNeedle(angle = m.angle) {
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const me = bullet.length;
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bullet[me] = Bodies.rectangle(m.pos.x + 40 * Math.cos(m.angle), m.pos.y + 40 * Math.sin(m.angle), 50, 1, b.fireAttributes(angle));
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bullet[me].collisionFilter.mask = cat.mobShield | cat.body
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bullet[me].collisionFilter.mask = tech.isNeedleShieldPierce ? cat.body : cat.body | cat.mobShield
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Matter.Body.setDensity(bullet[me], 0.00001); //0.001 is normal
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bullet[me].endCycle = simulation.cycle + 180;
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bullet[me].immuneList = []
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bullet[me].do = function() {
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const whom = Matter.Query.collides(this, mob)
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if (whom.length && this.speed > 20) { //if touching a mob
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who = whom[0].bodyA
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who = whom[whom.length - 1].bodyA
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if (who && who.mob) {
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let immune = false
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for (let i = 0; i < this.immuneList.length; i++) {
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@@ -2905,16 +2923,16 @@ const b = {
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}
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if (!immune) {
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if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97) {
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b.explosion(this.position, 200 + 30 * Math.random()); //makes bullet do explosive damage at end
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b.explosion(this.position, 220 + 30 * Math.random()); //makes bullet do explosive damage at end
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}
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this.immuneList.push(who.id)
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who.foundPlayer();
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if (tech.isNailRadiation) {
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mobs.statusDoT(who, tech.isFastRadiation ? 10 : 2.5, tech.isSlowRadiation ? 240 : (tech.isFastRadiation ? 30 : 120)) // one tick every 30 cycles
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mobs.statusDoT(who, tech.isFastRadiation ? 8 : 2, tech.isSlowRadiation ? 240 : (tech.isFastRadiation ? 30 : 120)) // one tick every 30 cycles
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} else {
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let dmg = b.dmgScale * 5
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let dmg = b.dmgScale * 3
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if (tech.isCrit && who.isStunned) dmg *= 4
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who.damage(dmg);
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who.damage(dmg, tech.isNeedleShieldPierce);
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simulation.drawList.push({ //add dmg to draw queue
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x: this.position.x,
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y: this.position.y,
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@@ -2923,11 +2941,6 @@ const b = {
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time: simulation.drawTime
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});
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}
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// if (tech.isFastRadiation) {
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// mobs.statusDoT(who, 3.78, 30)
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// } else {
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// mobs.statusDoT(who, 0.63, tech.isSlowRadiation ? 360 : 180)
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// }
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}
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}
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} else if (Matter.Query.collides(this, map).length) { //stick in walls
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@@ -2950,13 +2963,13 @@ const b = {
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Matter.Body.setDensity(bullet[me], 0.00001);
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World.add(engine.world, bullet[me]); //add bullet to world
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}
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const spread = (m.crouch ? 0.01 : 0.045)
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makeFlechette(m.angle + spread)
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makeFlechette()
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makeFlechette(m.angle - spread)
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const spread = (m.crouch ? 0.013 : 0.06)
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makeNeedle(m.angle + spread)
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makeNeedle()
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makeNeedle(m.angle - spread)
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},
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fireRivets() {
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m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 25 : 20) * b.fireCD); // cool down
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m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 30 : 25) * b.fireCD); // cool down
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const me = bullet.length;
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const size = tech.rivetSize * 6
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@@ -2974,7 +2987,7 @@ const b = {
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if (tech.isNailCrit && !who.shield && Vector.dot(Vector.normalise(Vector.sub(who.position, this.position)), Vector.normalise(this.velocity)) > 0.97) {
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b.explosion(this.position, 300 + 30 * Math.random()); //makes bullet do explosive damage at end
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}
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if (tech.isNailRadiation) mobs.statusDoT(who, 7 * (tech.isFastRadiation ? 1 : 0.25), tech.isSlowRadiation ? 240 : (tech.isFastRadiation ? 30 : 120)) // one tick every 30 cycles
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if (tech.isNailRadiation) mobs.statusDoT(who, 7 * (tech.isFastRadiation ? 12 : 0.3), tech.isSlowRadiation ? 240 : (tech.isFastRadiation ? 30 : 120)) // one tick every 30 cycles
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};
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bullet[me].minDmgSpeed = 10
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11
js/level.js
11
js/level.js
@@ -13,17 +13,18 @@ const level = {
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start() {
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if (level.levelsCleared === 0) { //this code only runs on the first level
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// simulation.enableConstructMode() //used to build maps in testing mode
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// level.difficultyIncrease(30)
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// level.difficultyIncrease(20)
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// simulation.zoomScale = 1000;
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// simulation.setZoom();
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// m.setField("plasma torch")
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// b.giveGuns("grenades")
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// b.giveGuns("nail gun")
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// tech.isExplodeRadio = true
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// tech.giveTech("needle gun")
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// tech.giveTech("supercritical fission")
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// tech.giveTech("irradiated nails")
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// tech.giveTech("cardinality")
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// tech.giveTech("Bayesian statistics")
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// tech.isExplodeRadio = true;
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// tech.isMineSentry = true
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// for (let i = 0; i < 60; i++) tech.giveTech("rivet diameter")
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@@ -53,7 +54,7 @@ const level = {
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// for (let i = 0; i < 150; i++) tech.addLoreTechToPool();
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// tech.giveTech("undefined")
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// lore.techCount = 1
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// localSettings.loreCount = 2;
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// localSettings.loreCount = 1;
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// simulation.isCheating = true;
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// localSettings.loreCount = undefined;
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// localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
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@@ -292,12 +293,12 @@ const level = {
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// spawn.boost(1500, 0, 900);
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// spawn.starter(1900, -500, 200) //big boy
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spawn.sneaker(2900, -500)
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// spawn.sneaker(2900, -500)
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// spawn.launcherBoss(1200, -500)
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// spawn.laserTargetingBoss(1600, -400)
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// spawn.striker(1600, -500)
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// spawn.shooter(1700, -120)
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// spawn.bomberBoss(1400, -500)
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spawn.bomberBoss(1400, -500)
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// spawn.sniper(1800, -120)
|
||||
// spawn.cellBossCulture(1600, -500)
|
||||
// spawn.streamBoss(1600, -500)
|
||||
|
||||
38
js/tech.js
38
js/tech.js
@@ -378,14 +378,14 @@ const tech = {
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "Higgs manism",
|
||||
name: "Higgs mechanism",
|
||||
description: "while <strong>firing</strong> your <strong>position</strong> is locked<br> and <strong class='color-harm'>harm</strong> is reduced by <strong>60%</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
return true
|
||||
return !tech.isEnergyHealth
|
||||
},
|
||||
requires: "",
|
||||
requires: "not mass energy",
|
||||
effect: () => {
|
||||
tech.isFireMoveLock = true;
|
||||
b.setFireMethod();
|
||||
@@ -518,7 +518,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "iridium-192",
|
||||
description: "<strong class='color-e'>explosions</strong> release <strong class='color-p'>gamma radiation</strong><br><strong>80%</strong> more <strong class='color-d'>damage</strong> over 4 seconds",
|
||||
description: "<strong class='color-e'>explosions</strong> release <strong class='color-p'>gamma radiation</strong><br><strong>60%</strong> more <strong class='color-d'>damage</strong> over 4 seconds",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
@@ -2264,12 +2264,12 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "needle gun",
|
||||
description: "<strong>nail gun</strong> slowly fires <strong>3</strong> piercing <strong>needles</strong><br>requires <strong>3</strong> times more <strong class='color-g'>ammo</strong>",
|
||||
description: "<strong>nail gun</strong> fires <strong>3</strong> mob piercing <strong>needles</strong><br>requires <strong>3</strong> times more <strong class='color-g'>ammo</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("nail gun") && !tech.nailFireRate && !tech.isIceCrystals && !tech.isRivets
|
||||
return tech.haveGunCheck("nail gun") && !tech.nailFireRate && !tech.isIceCrystals && !tech.isRivets && !tech.isNailRadiation
|
||||
},
|
||||
requires: "nail gun, not ice crystal, rivets, or pneumatic actuator",
|
||||
effect() {
|
||||
@@ -2299,6 +2299,23 @@ const tech = {
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "ceramic needle",
|
||||
description: `your <strong>needles</strong> pierce <strong>shields</strong><br>directly <strong class='color-d'>damaging</strong> shielded mobs`,
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
return tech.isNeedles && !tech.isNailRadiation
|
||||
},
|
||||
requires: "needle gun, not irradiated nails",
|
||||
effect() {
|
||||
tech.isNeedleShieldPierce = true
|
||||
},
|
||||
remove() {
|
||||
tech.isNeedleShieldPierce = false
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "rivet gun",
|
||||
description: "<strong>nail gun</strong> slowly fires a heavy <strong>rivet</strong>",
|
||||
@@ -2452,14 +2469,14 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "irradiated nails",
|
||||
description: "<strong>nails</strong>, <strong>needles</strong>, and <strong>rivets</strong> are <strong class='color-p'>radioactive</strong><br>about <strong>70%</strong> more <strong class='color-d'>damage</strong> over <strong>2</strong> seconds",
|
||||
description: "<strong>nails</strong> and <strong>rivets</strong> are <strong class='color-p'>radioactive</strong><br>about <strong>90%</strong> more <strong class='color-d'>damage</strong> over <strong>2</strong> seconds",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
return (tech.isMineDrop + tech.nailBotCount + tech.fragments + tech.nailsDeathMob / 2 + ((tech.haveGunCheck("mine") && !tech.isLaserMine) + tech.isNailShot + tech.haveGunCheck("nail gun")) * 2 > 1) && !tech.isIceCrystals
|
||||
return (tech.isMineDrop + tech.nailBotCount + tech.fragments + tech.nailsDeathMob / 2 + ((tech.haveGunCheck("mine") && !tech.isLaserMine) + tech.isNailShot + (tech.haveGunCheck("nail gun") && !tech.isNeedleShieldPierce)) * 2 > 1) && !tech.isIceCrystals
|
||||
},
|
||||
requires: "nails, not ice crystals",
|
||||
requires: "nails, rivets, nonceramic needles, not ice crystals",
|
||||
effect() {
|
||||
tech.isNailRadiation = true;
|
||||
},
|
||||
@@ -4243,5 +4260,6 @@ const tech = {
|
||||
isRivets: null,
|
||||
isNeedles: null,
|
||||
isExplodeRadio: null,
|
||||
isGunSwitchField: null
|
||||
isGunSwitchField: null,
|
||||
isNeedleShieldPierce: null
|
||||
}
|
||||
Reference in New Issue
Block a user