+ ${simulation.isCheating? "
lore disabled": ""}
damage increase: ${((tech.damageFromTech()-1)*100).toFixed(0)}%
harm reduction: ${harm.toFixed(harm > 90 ? 2 : 0)}%
fire delay decrease: ${((1-b.fireCD)*100).toFixed(b.fireCD < 0.1 ? 2 : 0)}%
duplication chance: ${(Math.min(1,tech.duplicationChance())*100).toFixed(0)}%
-
research: ${powerUps.research.count}
+
tech: ${tech.totalCount}
research: ${powerUps.research.count}
health: (${(mech.health*100).toFixed(0)} / ${(mech.maxHealth*100).toFixed(0)})
energy: (${(mech.energy*100).toFixed(0)} / ${(mech.maxEnergy*100).toFixed(0)})
position: (${player.position.x.toFixed(1)}, ${player.position.y.toFixed(1)}) velocity: (${player.velocity.x.toFixed(1)}, ${player.velocity.y.toFixed(1)})
mouse: (${simulation.mouseInGame.x.toFixed(1)}, ${simulation.mouseInGame.y.toFixed(1)}) mass: ${player.mass.toFixed(1)}
level: ${level.levels[level.onLevel]} (${level.difficultyText()}) ${mech.cycle} cycles
-
${mob.length} mobs, ${body.length} blocks, ${bullet.length} bullets, ${powerUp.length} power ups
+
${mob.length} mobs, ${body.length} blocks, ${bullet.length} bullets, ${powerUp.length} power ups
damage difficulty scale: ${(b.dmgScale*100).toFixed(2) }%
harm difficulty scale: ${(simulation.dmgScale*100).toFixed(0)}%
heal difficulty scale: ${(simulation.healScale*100).toFixed(1)}%
@@ -216,7 +217,6 @@ const build = {
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].count > 0) {
const isCount = tech.tech[i].count > 1 ? `(${tech.tech[i].count}x)` : "";
-
if (tech.tech[i].isFieldTech) {
text += `
@@ -231,6 +231,8 @@ const build = {
${tech.tech[i].name} ${isCount}
${tech.tech[i].description}
`
+ } else if (tech.tech[i].isLore) {
+ text += `