mover
tech: rebound - super balls speed up and reset duration after they hit a mob Zectron does 100->66% damage and it drains 25% of current energy instead of health mantisBoss is back level element: mover - rectangular map element that pushes horizontally it's in a possible room for labs new community level - staircase by ryanbear
This commit is contained in:
38
js/tech.js
38
js/tech.js
@@ -227,7 +227,7 @@ const tech = {
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if (m.coupling && (m.fieldMode === 0 || m.fieldMode === 5)) dmg *= 1 + 0.15 * m.coupling
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if (m.isSneakAttack && m.sneakAttackCycle + Math.min(120, 0.5 * (m.cycle - m.enterCloakCycle)) > m.cycle) dmg *= 4.33 * (1 + 0.33 * m.coupling)
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if (tech.deathSkipTime) dmg *= 1 + 0.6 * tech.deathSkipTime
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if (tech.isTechDebt) dmg *= Math.max(Math.pow(0.85, tech.totalCount - 20), 4 - 0.15 * tech.totalCount)
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if (tech.isTechDebt) dmg *= Math.min(Math.pow(0.85, tech.totalCount - 20), 4 - 0.15 * tech.totalCount)
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if (tech.isFlipFlopDamage && tech.isFlipFlopOn) dmg *= 1.555
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if (tech.isAnthropicDamage && tech.isDeathAvoidedThisLevel) dmg *= 2.3703599
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if (tech.isDupDamage) dmg *= 1 + Math.min(1, tech.duplicationChance())
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@@ -4800,7 +4800,7 @@ const tech = {
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frequency: 1,
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frequencyDefault: 1,
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allowed() {
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return (tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIceShot && !tech.isRivets && !tech.isFoamShot && !tech.isSporeWorm && !tech.isSporeFlea && !tech.isNeedles) || ((tech.haveGunCheck("super balls") || tech.isSuperMine) && !tech.isFoamBall && !tech.superHarm) || (tech.isRivets && !tech.isNailCrit) || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 3) || (tech.haveGunCheck("drones") && !tech.isForeverDrones && !tech.isDroneRadioactive && !tech.isDroneTeleport)
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return (tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIceShot && !tech.isRivets && !tech.isFoamShot && !tech.isSporeWorm && !tech.isSporeFlea && !tech.isNeedles) || ((tech.haveGunCheck("super balls") || tech.isSuperMine) && !tech.isSuperBounce && !tech.isFoamBall && !tech.isSuperHarm) || (tech.isRivets && !tech.isNailCrit) || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 3) || (tech.haveGunCheck("drones") && !tech.isForeverDrones && !tech.isDroneRadioactive && !tech.isDroneTeleport)
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},
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requires: "shotgun, super balls, rivets, drones, not irradiated drones, burst drones, polyurethane, Zectron",
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effect() {
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@@ -4811,10 +4811,29 @@ const tech = {
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}
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},
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{
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name: "Zectron",
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description: `<strong>+100%</strong> <strong>super ball</strong> density and <strong class='color-d'>damage</strong>, but<br>after colliding with <strong>super balls</strong> <strong>lose</strong> <strong class='color-h'>health</strong>`,
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name: "rebound",
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description: `after they collide with a mob, <strong>super balls</strong><br>gain <strong>speed</strong>, <strong>duration</strong>, and <strong>+33%</strong> <strong class='color-d'>damage</strong>`,
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isGunTech: true,
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maxCount: 9,
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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("super balls") || tech.isSuperMine) && !tech.isIncendiary && !tech.isFoamBall
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},
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requires: "super balls, not incendiary",
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effect() {
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tech.isSuperBounce = true
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},
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remove() {
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tech.isSuperBounce = false
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}
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},
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{
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name: "Zectron",
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description: `<strong>+66%</strong> <strong>super ball</strong> density and <strong class='color-d'>damage</strong>, but<br>after colliding with <strong>super balls</strong> <strong>-25%</strong> <strong class='color-f'>energy</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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@@ -4823,10 +4842,10 @@ const tech = {
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},
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requires: "super balls not incendiary ammunition",
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effect() {
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tech.superHarm++
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tech.isSuperHarm = true
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},
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remove() {
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tech.superHarm = 0
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tech.isSuperHarm = false
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}
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},
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{
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@@ -4838,7 +4857,7 @@ 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("super balls") || tech.isSuperMine) || (tech.haveGunCheck("harpoon") && !tech.fragments)
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return ((tech.haveGunCheck("super balls") || tech.isSuperMine) && !tech.isSuperBounce) || (tech.haveGunCheck("harpoon") && !tech.fragments)
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},
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requires: "super balls, harpoon, not fragmentation",
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effect() {
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@@ -11336,7 +11355,7 @@ const tech = {
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buffedGun: 0,
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isGunChoice: null,
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railChargeRate: null,
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superHarm: null,
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isSuperHarm: null,
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isZombieMobs: null,
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isSuperMine: null,
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sentryAmmo: null,
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@@ -11345,4 +11364,5 @@ const tech = {
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isDiaphragm: null,
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hardLanding: null,
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isNoGroundDamage: null,
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isSuperBounce: null,
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}
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