lore conversations
to prevent misclicks when you grab two power ups in a row there is a 1/2 second delay before power up selections can register
I also added in a 0.25 fade in effect on the power up selection menu. Can you tell?
tech: pseudoscience - adds 0-4 JUNK to the potential tech pool (was 1-5 JUNK)
tech quenching - now increases max health and does harm for over healing from heal power ups
(was for heals at max health)
foam tech necrophoresis now makes less foam spawns if the total number of bullets is high
to help with lag when killing packs of mobs
preparation for more lore chapters
reworked the lore conversation code to make it easier to write
also lore conversations should now have better timing between the text and voice
lore conversations can now recover from some speech errors and try again with safer settings
this seems to allow speech on my firefox browser
added a console command to make it easier to quickly unlock testing mode
lore.unlockTesting()
pressing "b" in testing mode now gives you 10000 research and the damage from research tech
This commit is contained in:
30
js/tech.js
30
js/tech.js
@@ -2504,7 +2504,7 @@
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},
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{
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name: "quenching",
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description: "if you're at full <strong class='color-h'>health</strong> heal power ups do <strong class='color-harm'>harm</strong><br>but they also increase your <strong>maximum</strong> <strong class='color-h'>health</strong>",
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description: "over healing from <strong class='color-h'>heal</strong> power ups does <strong class='color-harm'>harm</strong><br>but it also increase your <strong>maximum</strong> <strong class='color-h'>health</strong>",
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maxCount: 1,
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count: 0,
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frequency: 2,
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@@ -2522,7 +2522,7 @@
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},
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{
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name: "negentropy",
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description: `at the start of each <strong>level</strong><br>spawn a <strong class='color-h'>heal</strong> for every <strong>25</strong> missing health`,
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description: `at the start of each <strong>level</strong><br>spawn a <strong class='color-h'>heal</strong> for every <strong>22</strong> missing health`,
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -2560,7 +2560,7 @@
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},
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{
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name: "maintenance",
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description: "</strong>double</strong> the <strong class='flicker'>frequency</strong> of finding <strong class='color-h'>healing</strong> <strong class='color-m'>tech</strong><br>spawn <strong>15</strong> <strong class='color-h'>heals</strong>",
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description: "</strong>double</strong> the <strong class='flicker'>frequency</strong> of finding <strong class='color-h'>healing</strong> <strong class='color-m'>tech</strong><br>spawn <strong>14</strong> <strong class='color-h'>heals</strong>",
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -2572,7 +2572,7 @@
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},
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requires: "health < 70%, not ergodicity",
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effect() {
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for (let i = 0; i < 15; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "heal");
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for (let i = 0; i < 14; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "heal");
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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if (tech.tech[i].isHealTech) tech.tech[i].frequency *= 2
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}
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@@ -2634,9 +2634,9 @@
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frequency: 4,
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frequencyDefault: 4,
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allowed() {
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return !tech.isSwitchReality && !tech.isResearchReality && tech.isDeathAvoid && !tech.isCollisionRealitySwitch
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return tech.isDeathAvoid
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},
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requires: "anthropic principle, not many-worlds, Ψ(t) collapse, non-unitary",
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requires: "anthropic principle",
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effect() {
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tech.isImmortal = true;
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},
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@@ -2652,9 +2652,9 @@
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frequency: 1,
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frequencyDefault: 1,
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allowed() {
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return !tech.isImmortal && !tech.isResearchReality && level.onLevel < 6 && !tech.isCollisionRealitySwitch
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return !tech.isResearchReality && level.onLevel < 6 && !tech.isCollisionRealitySwitch
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},
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requires: "before level 6, not quantum immortality, Ψ(t) collapse, non-unitary",
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requires: "before level 6, Ψ(t) collapse, non-unitary",
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effect() {
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tech.isSwitchReality = true;
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},
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@@ -2670,9 +2670,9 @@
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frequency: 1,
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frequencyDefault: 1,
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allowed() {
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return !tech.isImmortal && !tech.isResearchReality && !tech.isSwitchReality
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return !tech.isResearchReality && !tech.isSwitchReality
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},
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requires: "not quantum immortality, Ψ(t) collapse, many-worlds",
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requires: "Ψ(t) collapse, many-worlds",
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effect() {
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tech.isCollisionRealitySwitch = true;
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level.difficultyDecrease(simulation.difficultyMode * 2)
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@@ -2692,9 +2692,9 @@
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frequency: 1,
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frequencyDefault: 1,
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allowed() {
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return !tech.isImmortal && !tech.isSwitchReality && !tech.isCollisionRealitySwitch
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return !tech.isSwitchReality && !tech.isCollisionRealitySwitch
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},
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requires: "not quantum immortality, many-worlds, non-unitary",
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requires: "many-worlds, non-unitary",
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effect() {
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tech.isResearchReality = true;
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for (let i = 0; i < 16; i++) powerUps.spawn(m.pos.x + Math.random() * 60, m.pos.y + Math.random() * 60, "research", false);
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@@ -2801,7 +2801,7 @@
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},
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{
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name: "pseudoscience",
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description: "renewing power up choices costs no <strong class='color-r'>research</strong><br>but adds <strong>1-5</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
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description: "resetting power up choices costs no <strong class='color-r'>research</strong><br>but adds <strong>0-4</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -6936,7 +6936,7 @@
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remove() {}
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},
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{
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name: "quantum hole",
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name: "quantum black hole",
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description: "use your <strong class='color-f'>energy</strong> and <strong>1</strong> <strong class='color-r'>research</strong> to <strong>spawn</strong><br>inside the event horizon of a huge <strong>black hole</strong>",
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maxCount: 9,
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count: 0,
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@@ -6950,7 +6950,7 @@
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requires: "at least 1 research",
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effect() {
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m.energy = 0
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spawn.suckerBoss(m.pos.x, m.pos.y - 1000)
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spawn.suckerBoss(m.pos.x, m.pos.y - 700)
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powerUps.research.changeRerolls(-1)
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simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span> <span class='color-symbol'>--</span><br>${powerUps.research.count}`)
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},
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