elasticity
tech: elasticity - skin, does "crouch landings" a tiny bit more jump and move faster, +15% defense (replaces squirrel cage rotor) tech: diaphragm - skin, defense cycles between -33% and +100% requires aperture tungsten carbide 150->200 maximum health but now does "crouch landings" a more Zectron damage 80->100% and it does a bit less harm to player flip-flop, relay switch are no longer skins pause brings up the most recent in game console message in game console no longer fades out it just instantly goes on and off bug fixes
This commit is contained in:
451
js/tech.js
451
js/tech.js
@@ -299,6 +299,234 @@ const tech = {
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}
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},
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tech: [{
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name: "tungsten carbide",
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description: "<strong>+200</strong> maximum <strong class='color-h'>health</strong><br><strong>lose</strong> <strong class='color-h'>health</strong> after hard <strong>landings</strong>",
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maxCount: 1,
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count: 0,
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frequency: 1,
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frequencyDefault: 1,
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isSkin: true,
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allowed() {
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return !m.isAltSkin
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},
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requires: "not skin",
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effect() {
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tech.hardLanding = 40
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tech.isFallingDamage = true;
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m.setMaxHealth();
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m.addHealth(1 / simulation.healScale)
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m.skin.tungsten()
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},
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remove() {
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tech.hardLanding = 130
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tech.isFallingDamage = false;
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m.setMaxHealth();
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m.resetSkin();
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}
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},
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{
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name: "elasticity",
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description: "<strong>+33%</strong> <strong>movement</strong> and <strong>jumping</strong><br><strong>+15%</strong> <strong class='color-defense'>defense</strong>",
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maxCount: 3,
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count: 0,
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frequency: 1,
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frequencyDefault: 1,
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allowed() {
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return !m.isAltSkin
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},
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requires: "not skinned",
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effect() {
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m.skin.mech();
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tech.hardLanding = 80
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tech.squirrelFx += 0.4;
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tech.squirrelJump += 0.16;
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m.setMovement()
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},
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remove() {
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tech.hardLanding = 130
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tech.squirrelFx = 1;
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tech.squirrelJump = 1;
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m.setMovement()
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m.resetSkin();
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}
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},
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{
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name: "aperture",
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description: "your <strong class='color-d'>damage</strong> cycles every <strong>6</strong> seconds<br>between <strong>-75%</strong> and <strong>+125%</strong> <strong class='color-d'>damage</strong>",
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maxCount: 1,
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count: 0,
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frequency: 1,
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frequencyDefault: 1,
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isSkin: true,
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allowed() {
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return !m.isAltSkin
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},
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requires: "not skinned",
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effect() {
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tech.isDilate = true
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m.skin.dilate()
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},
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remove() {
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tech.isDilate = false
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m.resetSkin();
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}
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},
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{
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name: "diaphragm",
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description: "your <strong class='color-defense'>defense</strong> cycles every <strong>6</strong> seconds<br>between <strong>+100%</strong> and <strong>-33%</strong> <strong class='color-defense'>defense</strong>",
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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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isSkin: true,
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allowed() {
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return tech.isDilate
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},
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requires: "aperture",
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effect() {
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tech.isDiaphragm = true
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m.resetSkin();
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m.skin.dilate2()
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},
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remove() {
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tech.isDiaphragm = false
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m.resetSkin();
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}
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},
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{
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name: "mass-energy equivalence",
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// description: "<strong class='color-f'>energy</strong> protects you instead of <strong class='color-h'>health</strong><br>√ of <strong class='color-defense'>defense</strong> <strong>reduction</strong> reduces max <strong class='color-f'>energy</strong>",
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description: "<strong class='color-f'>energy</strong> protects you instead of <strong class='color-h'>health</strong><br>exponentially <strong>reduced</strong> <strong class='color-defense'>defense</strong> <em>(~ x^0.12)</em>",
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maxCount: 1,
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count: 0,
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frequency: 1,
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frequencyDefault: 1,
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isSkin: true,
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allowed() {
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return !m.isAltSkin && !tech.isPiezo && !tech.isRewindAvoidDeath && !tech.isAnnihilation //&& !tech.isAmmoFromHealth && !tech.isRewindGun
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},
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requires: "not piezoelectricity, CPT, annihilation",
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effect() {
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m.health = 0
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document.getElementById("health").style.display = "none"
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document.getElementById("health-bg").style.display = "none"
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document.getElementById("dmg").style.backgroundColor = "#0cf";
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tech.isEnergyHealth = true;
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simulation.mobDmgColor = "rgba(0, 255, 255,0.6)" //"#0cf"
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m.displayHealth();
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m.skin.energy();
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},
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remove() {
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if (tech.isEnergyHealth) {
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tech.isEnergyHealth = false;
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document.getElementById("health").style.display = "inline"
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document.getElementById("health-bg").style.display = "inline"
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document.getElementById("dmg").style.backgroundColor = "#f67";
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m.health = Math.max(Math.min(m.maxHealth, m.energy), 0.1);
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simulation.mobDmgColor = "rgba(255,0,0,0.7)"
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m.displayHealth();
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}
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tech.isEnergyHealth = false;
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m.resetSkin();
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}
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},
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{
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name: "1st ionization energy",
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link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Ionization_energy' class="link">1st ionization energy</a>`,
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// description: `after you collect ${powerUps.orb.heal()}<br><strong>+${0.1 * tech.largerHeals}</strong> maximum <strong class='color-f'>energy</strong>`,
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// descriptionFunction: `convert current and future ${powerUps.orb.heal()} into <div class="heal-circle" style = "background-color: #ff0; border: 0.5px #000 solid;"></div><br><div class="heal-circle" style = "background-color: #ff0; border: 0.5px #000 solid;"></div> give <strong>+${10 * tech.largerHeals}</strong> maximum <strong class='color-f'>energy</strong>`,
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descriptionFunction() {
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return `convert current and future <div class="heal-circle"></div> into <div class="heal-circle" style = "background-color: #ff0; border: 0.5px #000 solid;"></div><br><div class="heal-circle" style = "background-color: #ff0; border: 0.5px #000 solid;"></div> give <strong>+${8 * tech.largerHeals * (tech.isHalfHeals ? 0.5 : 1)}</strong> maximum <strong class='color-f'>energy</strong>`
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},
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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.isEnergyHealth
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},
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requires: "mass-energy equivalence",
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effect() {
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powerUps.healGiveMaxEnergy = true; //tech.healMaxEnergyBonus given from heal power up
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powerUps.heal.color = "#ff0" //"#0ae"
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for (let i = 0; i < powerUp.length; i++) { //find active heal power ups and adjust color live
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if (powerUp[i].name === "heal") powerUp[i].color = powerUps.heal.color
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}
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},
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remove() {
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powerUps.healGiveMaxEnergy = false;
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// tech.healMaxEnergyBonus = 0
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powerUps.heal.color = "#0eb"
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for (let i = 0; i < powerUp.length; i++) { //find active heal power ups and adjust color live
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if (powerUp[i].name === "heal") powerUp[i].color = powerUps.heal.color
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}
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}
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},
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{
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name: "CPT symmetry",
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// description: "<strong>charge</strong>, <strong>parity</strong>, and <strong>time</strong> invert to undo <strong class='color-defense'>defense</strong><br><strong class='color-rewind'>rewind</strong> <strong>(1.5—5)</strong> seconds for <strong>(66—220)</strong> <strong class='color-f'>energy</strong>",
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// description: "after losing <strong class='color-h'>health</strong>, if you have <strong>full</strong> <strong class='color-f'>energy</strong><br><strong>rewind</strong> time for <strong>44</strong> <strong class='color-f'>energy</strong> per second",
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descriptionFunction() {
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return `after losing <strong class='color-h'>health</strong>, if you have <strong>${(100*Math.min(100,m.maxEnergy)).toFixed(0)}</strong> <strong class='color-f'>energy</strong><br><strong>rewind</strong> time for <strong>40</strong> <strong class='color-f'>energy</strong> per second`
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},
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maxCount: 1,
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count: 0,
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frequency: 1,
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frequencyDefault: 1,
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isSkin: true,
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allowed() {
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return !m.isAltSkin && m.fieldUpgrades[m.fieldMode].name !== "standing wave" && !tech.isRewindField && !tech.isEnergyHealth
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},
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requires: "not skinned, standing wave, max energy reduction, retrocausality, mass-energy",
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effect() {
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tech.isRewindAvoidDeath = true;
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m.skin.CPT()
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},
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remove() {
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tech.isRewindAvoidDeath = false;
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m.resetSkin();
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}
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},
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{
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name: "causality bots",
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link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Causality' class="link">causality bots</a>`,
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description: "when you <strong class='color-rewind'>rewind</strong> build scrap <strong class='color-bot'>bots</strong><br>that protect you for about <strong>9</strong> seconds",
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maxCount: 3,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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isBotTech: true,
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allowed() {
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return tech.isRewindAvoidDeath || tech.isRewindField
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},
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requires: "CPT, retrocausality",
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effect() {
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tech.isRewindBot++;
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},
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remove() {
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tech.isRewindBot = 0;
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}
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},
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{
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name: "causality bombs",
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link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Causality' class="link">causality bombs</a>`,
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description: "when you <strong class='color-rewind'>rewind</strong> drop several <strong>grenades</strong><br>become <strong>invulnerable</strong> until they <strong class='color-e'>explode</strong>",
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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.isRewindAvoidDeath || tech.isRewindField
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},
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requires: "CPT, retrocausality",
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effect() {
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tech.isRewindGrenade = true;
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},
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remove() {
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tech.isRewindGrenade = false;
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}
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},
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{
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name: "ordnance",
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description: "<strong>double</strong> the <strong class='flicker'>frequency</strong> of finding <strong class='color-g'>gun</strong><strong class='color-m'>tech</strong><br>spawn a <strong class='color-g'>gun</strong> and <strong>+7%</strong> <strong class='color-junk'>JUNK</strong> to <strong class='color-m'>tech</strong> pool",
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maxCount: 1,
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@@ -726,28 +954,7 @@ const tech = {
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}
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}
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},
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{
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name: "squirrel-cage rotor",
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description: "<strong>+30%</strong> <strong>movement</strong> and <strong>jumping</strong><br><strong>–5%</strong> <strong class='color-defense'>defense</strong>",
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maxCount: 9,
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count: 0,
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frequency: 1,
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frequencyDefault: 1,
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allowed() {
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return this.count > 0
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},
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requires: "",
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effect() {
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tech.squirrelFx += 0.25;
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tech.squirrelJump += 0.1;
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m.setMovement()
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},
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remove() {
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tech.squirrelFx = 1;
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tech.squirrelJump = 1;
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m.setMovement()
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}
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},
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// {
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// name: "coyote",
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// description: "",
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@@ -1913,9 +2120,9 @@ const tech = {
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}
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}
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}
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if (!m.isShipMode) {
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m.skin.flipFlop()
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}
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// if (!m.isShipMode) {
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// m.skin.flipFlop()
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// }
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},
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remove() {
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tech.isFlipFlop = false
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@@ -1929,7 +2136,7 @@ const tech = {
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}
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}
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m.eyeFillColor = 'transparent'
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m.resetSkin();
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// m.resetSkin();
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}
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},
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{
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@@ -2067,9 +2274,9 @@ const tech = {
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}
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}
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}
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if (!m.isShipMode) {
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m.skin.flipFlop()
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}
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// if (!m.isShipMode) {
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// m.skin.flipFlop()
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// }
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},
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remove() {
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tech.isRelay = false
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@@ -2083,7 +2290,7 @@ const tech = {
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}
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}
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m.eyeFillColor = 'transparent'
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m.resetSkin();
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// m.resetSkin();
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}
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},
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{
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@@ -2294,70 +2501,7 @@ const tech = {
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tech.isSlowFPS = false;
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}
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},
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{
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name: "CPT symmetry",
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// description: "<strong>charge</strong>, <strong>parity</strong>, and <strong>time</strong> invert to undo <strong class='color-defense'>defense</strong><br><strong class='color-rewind'>rewind</strong> <strong>(1.5—5)</strong> seconds for <strong>(66—220)</strong> <strong class='color-f'>energy</strong>",
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// description: "after losing <strong class='color-h'>health</strong>, if you have <strong>full</strong> <strong class='color-f'>energy</strong><br><strong>rewind</strong> time for <strong>44</strong> <strong class='color-f'>energy</strong> per second",
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descriptionFunction() {
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return `after losing <strong class='color-h'>health</strong>, if you have <strong>${(100*Math.min(100,m.maxEnergy)).toFixed(0)}</strong> <strong class='color-f'>energy</strong><br><strong>rewind</strong> time for <strong>40</strong> <strong class='color-f'>energy</strong> per second`
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},
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maxCount: 1,
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count: 0,
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frequency: 1,
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frequencyDefault: 1,
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isSkin: true,
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allowed() {
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return !m.isAltSkin && m.fieldUpgrades[m.fieldMode].name !== "standing wave" && !tech.isRewindField && !tech.isEnergyHealth
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},
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requires: "not skinned, standing wave, max energy reduction, retrocausality, mass-energy",
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effect() {
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tech.isRewindAvoidDeath = true;
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m.skin.CPT()
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},
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remove() {
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tech.isRewindAvoidDeath = false;
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m.resetSkin();
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}
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},
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{
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name: "causality bots",
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link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Causality' class="link">causality bots</a>`,
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description: "when you <strong class='color-rewind'>rewind</strong> build scrap <strong class='color-bot'>bots</strong><br>that protect you for about <strong>9</strong> seconds",
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maxCount: 3,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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isBotTech: true,
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allowed() {
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return tech.isRewindAvoidDeath || tech.isRewindField
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},
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requires: "CPT, retrocausality",
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effect() {
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tech.isRewindBot++;
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},
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remove() {
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tech.isRewindBot = 0;
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}
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},
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{
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name: "causality bombs",
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link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Causality' class="link">causality bombs</a>`,
|
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description: "when you <strong class='color-rewind'>rewind</strong> drop several <strong>grenades</strong><br>become <strong>invulnerable</strong> until they <strong class='color-e'>explode</strong>",
|
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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.isRewindAvoidDeath || tech.isRewindField
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},
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||||
requires: "CPT, retrocausality",
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effect() {
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tech.isRewindGrenade = true;
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},
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remove() {
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tech.isRewindGrenade = false;
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}
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||||
},
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||||
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||||
{
|
||||
name: "piezoelectricity",
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||||
description: "if you <strong>collide</strong> with a mob<br>generate <strong>+2048</strong> <strong class='color-f'>energy</strong>", //<br>reduce <strong class='color-defense'>defense</strong> by <strong>15%</strong>
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||||
@@ -2377,75 +2521,6 @@ const tech = {
|
||||
tech.isPiezo = false;
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||||
}
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||||
},
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||||
{
|
||||
name: "mass-energy equivalence",
|
||||
// description: "<strong class='color-f'>energy</strong> protects you instead of <strong class='color-h'>health</strong><br>√ of <strong class='color-defense'>defense</strong> <strong>reduction</strong> reduces max <strong class='color-f'>energy</strong>",
|
||||
description: "<strong class='color-f'>energy</strong> protects you instead of <strong class='color-h'>health</strong><br>exponentially <strong>reduced</strong> <strong class='color-defense'>defense</strong> <em>(~ x^0.12)</em>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
isSkin: true,
|
||||
allowed() {
|
||||
return !m.isAltSkin && !tech.isPiezo && !tech.isRewindAvoidDeath && !tech.isAnnihilation //&& !tech.isAmmoFromHealth && !tech.isRewindGun
|
||||
},
|
||||
requires: "not piezoelectricity, CPT, annihilation",
|
||||
effect() {
|
||||
m.health = 0
|
||||
document.getElementById("health").style.display = "none"
|
||||
document.getElementById("health-bg").style.display = "none"
|
||||
document.getElementById("dmg").style.backgroundColor = "#0cf";
|
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tech.isEnergyHealth = true;
|
||||
simulation.mobDmgColor = "rgba(0, 255, 255,0.6)" //"#0cf"
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m.displayHealth();
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||||
m.skin.energy();
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||||
},
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remove() {
|
||||
if (tech.isEnergyHealth) {
|
||||
tech.isEnergyHealth = false;
|
||||
document.getElementById("health").style.display = "inline"
|
||||
document.getElementById("health-bg").style.display = "inline"
|
||||
document.getElementById("dmg").style.backgroundColor = "#f67";
|
||||
m.health = Math.max(Math.min(m.maxHealth, m.energy), 0.1);
|
||||
simulation.mobDmgColor = "rgba(255,0,0,0.7)"
|
||||
m.displayHealth();
|
||||
}
|
||||
tech.isEnergyHealth = false;
|
||||
m.resetSkin();
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "1st ionization energy",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Ionization_energy' class="link">1st ionization energy</a>`,
|
||||
// description: `after you collect ${powerUps.orb.heal()}<br><strong>+${0.1 * tech.largerHeals}</strong> maximum <strong class='color-f'>energy</strong>`,
|
||||
// descriptionFunction: `convert current and future ${powerUps.orb.heal()} into <div class="heal-circle" style = "background-color: #ff0; border: 0.5px #000 solid;"></div><br><div class="heal-circle" style = "background-color: #ff0; border: 0.5px #000 solid;"></div> give <strong>+${10 * tech.largerHeals}</strong> maximum <strong class='color-f'>energy</strong>`,
|
||||
descriptionFunction() {
|
||||
return `convert current and future <div class="heal-circle"></div> into <div class="heal-circle" style = "background-color: #ff0; border: 0.5px #000 solid;"></div><br><div class="heal-circle" style = "background-color: #ff0; border: 0.5px #000 solid;"></div> give <strong>+${8 * tech.largerHeals * (tech.isHalfHeals ? 0.5 : 1)}</strong> maximum <strong class='color-f'>energy</strong>`
|
||||
},
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.isEnergyHealth
|
||||
},
|
||||
requires: "mass-energy equivalence",
|
||||
effect() {
|
||||
powerUps.healGiveMaxEnergy = true; //tech.healMaxEnergyBonus given from heal power up
|
||||
powerUps.heal.color = "#ff0" //"#0ae"
|
||||
for (let i = 0; i < powerUp.length; i++) { //find active heal power ups and adjust color live
|
||||
if (powerUp[i].name === "heal") powerUp[i].color = powerUps.heal.color
|
||||
}
|
||||
},
|
||||
remove() {
|
||||
powerUps.healGiveMaxEnergy = false;
|
||||
// tech.healMaxEnergyBonus = 0
|
||||
powerUps.heal.color = "#0eb"
|
||||
for (let i = 0; i < powerUp.length; i++) { //find active heal power ups and adjust color live
|
||||
if (powerUp[i].name === "heal") powerUp[i].color = powerUps.heal.color
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "electronegativity",
|
||||
descriptionFunction() {
|
||||
@@ -2860,30 +2935,7 @@ const tech = {
|
||||
tech.isAcidDmg = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "tungsten carbide",
|
||||
description: "<strong>+150</strong> maximum <strong class='color-h'>health</strong><br><strong>lose</strong> <strong class='color-h'>health</strong> after hard <strong>landings</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
isSkin: true,
|
||||
allowed() {
|
||||
return !m.isAltSkin
|
||||
},
|
||||
requires: "not skin",
|
||||
effect() {
|
||||
tech.isFallingDamage = true;
|
||||
m.setMaxHealth();
|
||||
m.addHealth(1 / simulation.healScale)
|
||||
m.skin.tungsten()
|
||||
},
|
||||
remove() {
|
||||
tech.isFallingDamage = false;
|
||||
m.setMaxHealth();
|
||||
m.resetSkin();
|
||||
}
|
||||
},
|
||||
|
||||
{
|
||||
name: "adiabatic healing",
|
||||
descriptionFunction() {
|
||||
@@ -3510,27 +3562,6 @@ const tech = {
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "aperture",
|
||||
description: "your damage cycles every <strong>6</strong> seconds<br>between <strong>-75%</strong> and <strong>+125%</strong> <strong class='color-d'>damage</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
frequencyDefault: 1,
|
||||
isSkin: true,
|
||||
allowed() {
|
||||
return !m.isAltSkin
|
||||
},
|
||||
requires: "not skinned",
|
||||
effect() {
|
||||
tech.isDilate = true
|
||||
m.skin.dilate()
|
||||
},
|
||||
remove() {
|
||||
tech.isDilate = false
|
||||
m.resetSkin();
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "exciton",
|
||||
descriptionFunction() {
|
||||
@@ -4781,7 +4812,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "Zectron",
|
||||
description: `<strong>+80%</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>`,
|
||||
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>`,
|
||||
isGunTech: true,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
@@ -11292,4 +11323,6 @@ const tech = {
|
||||
sentryAmmo: null,
|
||||
collidePowerUps: null,
|
||||
isDilate: null,
|
||||
isDiaphragm: null,
|
||||
hardLanding: null,
|
||||
}
|
||||
Reference in New Issue
Block a user