electrostatic induction
tech: electrostatic induction - foam bullets are attracted to nearby mobs portals on perplex map, now remove blocks that fall in new community map! coliseum by iNoobBoi a few more tech can be refunded properly nonRefundable tech don't show up in the list of tech you have
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@@ -307,7 +307,7 @@ const simulation = {
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if (tech.tech[i].isLost) {
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if (text) text += "<br>" //add a new line, but not on the first line
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text += `<span style="text-decoration: line-through;">${tech.tech[i].name}</span>`
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} else if (tech.tech[i].count > 0) {
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} else if (tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable) {
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if (text) text += "<br>" //add a new line, but not on the first line
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text += tech.tech[i].name
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if (tech.tech[i].nameInfo) {
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@@ -521,13 +521,24 @@ const simulation = {
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level.levels = level.playableLevels.slice(0) //copy array, not by just by assignment
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if (simulation.isCommunityMaps) {
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level.levels.push("stronghold");
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level.levels.push("basement");
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level.levels.push("detours");
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// level.levels.push("detours");
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level.levels.push("house");
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level.levels.push("testChamber2");
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level.levels.push("perplex");
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level.levels.push("coliseum");
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// level.levels.push("vats");
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level.levels.splice(0, 5); //remove some random levels to make up for adding the community levels
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//remove undefined tech for community maps
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lore.techCount = 0;
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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if (tech.tech[i].isLore) {
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tech.tech[i].frequency = 0;
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tech.tech[i].count = 0;
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}
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}
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}
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level.levels = shuffle(level.levels); //shuffles order of maps
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level.levels.unshift("intro"); //add level to the start of the randomized levels list
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