frequency
some tech now has 2x,3x,4x frequency of showing up (most tech is at 1x, a few are at 2x if they have a rare requirement to unlock) reworked junk and lore tech systems (might be some new bugs) tech that used to just summon a power up now also increases tech frequency removed the 4 perpetual techs maybe fixed immune boss bug on detours level
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34
js/player.js
34
js/player.js
@@ -310,22 +310,30 @@ const m = {
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//remove all tech and count current tech total
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let totalTech = 0;
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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if (
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!tech.tech[i].isNonRefundable &&
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!tech.tech[i].isLore &&
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tech.tech[i].name !== "many-worlds" &&
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tech.tech[i].name !== "decoherence"
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) {
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totalTech += tech.tech[i].count
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tech.tech[i].remove();
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tech.tech[i].isLost = false
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tech.tech[i].count = 0
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if (!tech.tech[i].isLore) {
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if (tech.tech[i].isJunk) {
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tech.tech[i].frequency = 0
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} else if (tech.tech[i].frequencyDefault) {
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tech.tech[i].frequency = tech.tech[i].frequencyDefault
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} else {
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tech.tech[i].frequency = 1
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}
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if (
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!tech.tech[i].isNonRefundable &&
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tech.tech[i].name !== "many-worlds" &&
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tech.tech[i].name !== "decoherence"
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) {
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totalTech += tech.tech[i].count
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tech.tech[i].remove();
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tech.tech[i].isLost = false
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tech.tech[i].count = 0
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}
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}
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}
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// lore.techCount = 0;
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// tech.removeLoreTechFromPool();
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// tech.addLoreTechToPool();
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tech.removeJunkTechFromPool();
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// tech.removeJunkTechFromPool();
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tech.armorFromPowerUps = 0;
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tech.totalCount = 0;
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const randomBotCount = b.totalBots()
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@@ -508,7 +516,7 @@ const m = {
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if (tech.isHarmArmor && m.lastHarmCycle + 600 > m.cycle) dmg *= 0.33;
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if (tech.isNoFireDefense && m.cycle > m.fireCDcycle + 120) dmg *= 0.34
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if (tech.energyRegen === 0) dmg *= 0.34
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if (tech.isTurret && m.crouch) dmg *= 0.5;
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if (tech.isTurret && m.crouch) dmg *= 0.55;
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if (tech.isFireMoveLock && input.fire) dmg *= 0.4;
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if (tech.isEntanglement && b.inventory[0] === b.activeGun) {
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for (let i = 0, len = b.inventory.length; i < len; i++) dmg *= 0.87 // 1 - 0.15
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@@ -2833,7 +2841,7 @@ const m = {
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y: mob[k].velocity.y - 8 * Math.sin(angle)
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});
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if (tech.isAnnihilation && !mob[k].shield && !mob[k].isShielded && mob[k].dropPowerUp && m.energy > 0.34 * m.maxEnergy) {
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if (tech.isAnnihilation && !mob[k].shield && !mob[k].isShielded && !mob[k].isBoss && mob[k].dropPowerUp && m.energy > 0.34 * m.maxEnergy) {
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m.energy -= 0.33 * m.maxEnergy
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m.immuneCycle = 0; //player doesn't go immune to collision damage
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mob[k].death();
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