more wave beam adjustments
This commit is contained in:
54
js/tech.js
54
js/tech.js
@@ -3614,46 +3614,43 @@
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},
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{
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name: "bound state",
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description: "instead of dissipating normally<br>wave packets <strong>reflect</strong> backwards <strong>2</strong> times",
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description: "instead of dissipating normally<br>wave packets <strong>reflect</strong> backwards <strong>1</strong> times",
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isGunTech: true,
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maxCount: 9,
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count: 0,
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frequency: 2,
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allowed() {
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return tech.haveGunCheck("wave beam") && tech.wavePacketLength === 36
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return tech.haveGunCheck("wave beam")
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},
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requires: "wave beam, not wavelength",
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requires: "wave beam",
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effect() {
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tech.waveReflections += 2
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// tech.waveFrequency = 0.2
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tech.waveReflections++
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},
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remove() {
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tech.waveReflections = 0
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// tech.waveFrequency = 0.35 //this is also set in "wavelength"
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tech.waveReflections = 1
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}
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},
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{
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name: "wavelength",
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name: "packet length",
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description: "wave packet <strong>length</strong> and <strong>duration</strong><br>is increased by <strong>50%</strong>", // description: "holding fire allows the <strong>wave beam</strong> to emits a second <strong>packet</strong><br>at zero ammo cost",
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isGunTech: true,
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maxCount: 9,
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maxCount: 3,
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count: 0,
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frequency: 2,
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allowed() {
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return tech.haveGunCheck("wave beam") && !tech.waveReflections
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return tech.haveGunCheck("wave beam")
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},
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requires: "wave beam, not bound state",
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requires: "wave beam",
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effect() {
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const scale = 1.5
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tech.wavePacketLength *= scale //if you change this to not be 36 update /36 in wave .dmg
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const scale = 1.5 - 0.025 * this.count
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tech.waveLengthRange *= Math.sqrt(scale)
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tech.wavePacketLength *= scale
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tech.wavePacketFrequency /= scale
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// tech.wavePacketLength = tech.wavePacketFrequency * 420 //36 //how many wave packets are released // double this to emit 2 packets
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// tech.waveFrequency *= 0.8
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},
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remove() {
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tech.wavePacketFrequency = 0.088 //shorten wave packet
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tech.wavePacketLength = tech.wavePacketFrequency * 408 //36.96 //how many wave packets are released // double this to emit 2 packets
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// tech.waveFrequency = 0.35 //this is also set in "bound state" //increase -> shrink amplitude, add more nodes
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tech.waveLengthRange = 140;
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}
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},
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{
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@@ -3680,7 +3677,7 @@
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name: "propagation",
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description: "wave packet propagation <strong>speed</strong> is <strong>25%</strong> slower<br>wave <strong class='color-d'>damage</strong> is increased by <strong>50%</strong>",
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isGunTech: true,
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maxCount: 3,
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maxCount: 9,
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count: 0,
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frequency: 2,
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allowed() {
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@@ -3689,11 +3686,11 @@
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requires: "wave beam",
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effect() {
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tech.waveBeamSpeed *= 0.75;
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tech.waveBeamDamage += 0.55 * 0.5
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tech.waveBeamDamage += 1.2 * 0.5
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},
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remove() {
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tech.waveBeamSpeed = 10;
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tech.waveBeamDamage = 0.55 //this sets base wave beam damage
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tech.waveBeamDamage = 1.2 //this sets base wave beam damage
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}
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},
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{
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@@ -3714,24 +3711,6 @@
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tech.isPhaseVelocity = false;
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}
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},
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// {
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// name: "imaginary",
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// description: "the <strong>wavePacket</strong> is limited to a <strong>single</strong> strand<br>wave <strong class='color-d'>damage</strong> is increased by <strong>300%</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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// allowed() {
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// return tech.haveGunCheck("wave beam")
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// },
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// requires: "wave beam",
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// effect() {
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// tech.isImaginaryWave = true
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// },
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// remove() {
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// tech.isImaginaryWave = false
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// }
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// },
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{
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name: "cruise missile",
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description: "<strong>missiles</strong> travel <strong>63%</strong> slower,<br>but have a <strong>50%</strong> larger <strong class='color-e'>explosive</strong> payload",
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@@ -6575,4 +6554,5 @@
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isImaginaryWave: null,
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waveBeamSpeed: null,
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wavePacketAmplitude: null,
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waveLengthRange: null,
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}
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