tech: Higgs mechanism - you can't move when firing, reduce harm by 60% when firing
  removed Galilean group

damage immunity graphic is more obvious
This commit is contained in:
landgreen
2021-01-12 10:39:47 -08:00
parent 059e133667
commit 8bcda6ebf6
5 changed files with 136 additions and 74 deletions

View File

@@ -363,21 +363,93 @@ const tech = {
}
},
{
name: "Galilean group",
description: "reduce <strong class='color-harm'>harm</strong> by <strong>50%</strong> when at <strong>rest</strong>",
name: "Higgs mechanism",
description: "<strong>movement</strong> isn't possible while <strong>firing</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>60%</strong> when <strong>firing</strong>",
maxCount: 1,
count: 0,
allowed() {
return tech.isFireNotMove
return true
},
requires: "inertial frame",
effect() {
tech.isRestHarm = true
requires: "",
effect: () => {
tech.isFireMoveLock = true;
b.setFireMethod();
},
remove() {
tech.isRestHarm = false;
if (tech.isFireMoveLock) {
tech.isFireMoveLock = false
b.setFireMethod();
}
}
},
{
name: "squirrel-cage rotor",
description: "<strong>move</strong> and <strong>jump</strong> about <strong>25%</strong> faster",
maxCount: 9,
count: 0,
allowed() {
return true
},
requires: "",
effect() { // good with melee builds, content skipping builds
tech.squirrelFx += 0.2;
tech.squirrelJump += 0.09;
mech.setMovement()
},
remove() {
tech.squirrelFx = 1;
tech.squirrelJump = 1;
mech.setMovement()
}
},
{
name: "Newton's 1st law",
description: "moving at high <strong>speeds</strong> reduces <strong class='color-harm'>harm</strong><br>by up to <strong>50%</strong>",
maxCount: 1,
count: 0,
allowed() {
return mech.Fx > 0.016 && !tech.isEnergyHealth
},
requires: "speed increase, not mass-energy equivalence",
effect() {
tech.isSpeedHarm = true
},
remove() {
tech.isSpeedHarm = false
}
},
{
name: "Newton's 2nd law",
description: "moving at high <strong>speeds</strong> increases <strong class='color-d'>damage</strong><br> by up to <strong>33%</strong>",
maxCount: 1,
count: 0,
allowed() {
return mech.Fx > 0.016
},
requires: "speed increase",
effect() {
tech.isSpeedDamage = true
},
remove() {
tech.isSpeedDamage = false
}
},
// {
// name: "Galilean group",
// description: "reduce <strong class='color-harm'>harm</strong> by <strong>50%</strong> when at <strong>rest</strong>",
// maxCount: 1,
// count: 0,
// allowed() {
// return tech.isFireNotMove || tech.isFireMoveLock
// },
// requires: "inertial frame or Higgs mechanism",
// effect() {
// tech.isRestHarm = true
// },
// remove() {
// tech.isRestHarm = false;
// }
// },
{
name: "kinetic bombardment",
description: "increase <strong class='color-d'>damage</strong> by up to <strong>33%</strong><br>at a <strong>distance</strong> of 40 steps from the target",
@@ -914,58 +986,6 @@ const tech = {
},
remove() {}
},
{
name: "squirrel-cage rotor",
description: "<strong>move</strong> and <strong>jump</strong> about <strong>25%</strong> faster",
maxCount: 9,
count: 0,
allowed() {
return true
},
requires: "",
effect() { // good with melee builds, content skipping builds
tech.squirrelFx += 0.2;
tech.squirrelJump += 0.09;
mech.setMovement()
},
remove() {
tech.squirrelFx = 1;
tech.squirrelJump = 1;
mech.setMovement()
}
},
{
name: "Newton's 1st law",
description: "moving at high <strong>speeds</strong> reduces <strong class='color-harm'>harm</strong><br>by up to <strong>50%</strong>",
maxCount: 1,
count: 0,
allowed() {
return mech.Fx > 0.016 && !tech.isEnergyHealth
},
requires: "speed increase, not mass-energy equivalence",
effect() {
tech.isSpeedHarm = true
},
remove() {
tech.isSpeedHarm = false
}
},
{
name: "Newton's 2nd law",
description: "moving at high <strong>speeds</strong> increases <strong class='color-d'>damage</strong><br> by up to <strong>33%</strong>",
maxCount: 1,
count: 0,
allowed() {
return mech.Fx > 0.016
},
requires: "speed increase",
effect() {
tech.isSpeedDamage = true
},
remove() {
tech.isSpeedDamage = false
}
},
{
name: "mass driver",
description: "increase <strong>block</strong> collision <strong class='color-d'>damage</strong> by <strong>100%</strong><br>charge <strong>throws</strong> more <strong>quickly</strong> for less <strong class='color-f'>energy</strong>",
@@ -4113,5 +4133,6 @@ const tech = {
cyclicImmunity: null,
isTechDamage: null,
isFireNotMove: null,
isRestHarm: null
isRestHarm: null,
isFireMoveLock: null
}