weak anthropic principle
tech: weak anthropic principle - after anthropic principle prevents your death, gain 50% duplication for that level
anthropic principle now correctly gives 6 seconds of harm immunity after preventing your death
almost all energy regen is disabled while immune to harm
you aren't immune very often so you may not notice, but it will limit some builds that let you get almost constant immunity
Pauli exclusion gives 1 s of harm immunity (was .75 s)
CPT reversal requires 10% less energy (min energy is 60% to activate)
CPT grenades gives many more bombs
CPT bots gives many more bots
growBoss balance: a bit smaller and slower, and a extra high chance to drop a random power up when you kill one
sneaker mobs are a bit slower, and have much lower health
starter mobs are no longer aggressive
gun tech will now only show up for your active gun
set CSS max width of the update element to match other elements
This commit is contained in:
61
js/tech.js
61
js/tech.js
@@ -141,18 +141,24 @@
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}
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},
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haveGunCheck(name) {
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if (
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!build.isExperimentSelection &&
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b.inventory.length > 2 &&
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name !== b.guns[b.activeGun].name &&
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Math.random() > 2 - b.inventory.length * 0.5
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) {
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return false
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// if (
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// !build.isExperimentSelection &&
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// b.inventory.length > 2 &&
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// name !== b.guns[b.activeGun].name &&
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// Math.random() > 2 - b.inventory.length * 0.5
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// ) {
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// return false
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// }
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// for (i = 0, len = b.inventory.length; i < len; i++) {
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// if (b.guns[b.inventory[i]].name === name) return true
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// }
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// return false
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if (build.isExperimentSelection) {
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for (i = 0, len = b.inventory.length; i < len; i++) {
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if (b.guns[b.inventory[i]].name === name) return true
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}
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}
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for (i = 0, len = b.inventory.length; i < len; i++) {
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if (b.guns[b.inventory[i]].name === name) return true
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}
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return false
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return b.inventory.length > 0 && b.guns[b.activeGun].name === name
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},
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damageFromTech() {
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let dmg = 1 //m.fieldDamage
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@@ -182,12 +188,12 @@
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return dmg * tech.slowFire * tech.aimDamage
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},
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duplicationChance() {
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return (tech.isPowerUpsVanish ? 0.2 : 0) + (tech.isStimulatedEmission ? 0.22 : 0) + tech.cancelCount * 0.05 + tech.duplicateChance + m.duplicateChance + tech.wormDuplicate
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return (tech.isPowerUpsVanish ? 0.2 : 0) + (tech.isStimulatedEmission ? 0.22 : 0) + tech.cancelCount * 0.05 + tech.duplicateChance + m.duplicateChance + tech.wormDuplicate + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.5 : 0)
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},
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maxDuplicationEvent() {
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if (tech.is100Duplicate && tech.duplicationChance() > 0.99) {
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tech.is100Duplicate = false
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const range = 700
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const range = 600
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spawn.randomLevelBoss(m.pos.x + range, m.pos.y, spawn.nonCollideBossList);
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spawn.randomLevelBoss(m.pos.x, m.pos.y + range, spawn.nonCollideBossList);
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spawn.randomLevelBoss(m.pos.x - range, m.pos.y, spawn.nonCollideBossList);
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@@ -1597,7 +1603,7 @@
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},
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{
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name: "Pauli exclusion",
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description: `after receiving <strong class='color-harm'>harm</strong> from a <strong>collision</strong> become<br><strong>immune</strong> to <strong class='color-harm'>harm</strong> for an extra <strong>0.75</strong> seconds`,
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description: `after receiving <strong class='color-harm'>harm</strong> from a <strong>collision</strong> become<br><strong>immune</strong> to <strong class='color-harm'>harm</strong> for <strong>1</strong> extra second`,
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maxCount: 9,
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count: 0,
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frequency: 1,
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@@ -1607,7 +1613,7 @@
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},
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requires: "",
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effect() {
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tech.collisionImmuneCycles += 45;
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tech.collisionImmuneCycles += 60;
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if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
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},
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remove() {
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@@ -2597,9 +2603,29 @@
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tech.isDeathAvoid = false;
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}
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},
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{
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name: "weak anthropic principle",
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description: "after <strong>anthropic principle</strong> prevents your <strong>death</strong><br>add <strong>50%</strong> <strong class='color-dup'>duplication</strong> chance for that level",
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maxCount: 1,
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count: 0,
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frequency: 3,
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frequencyDefault: 3,
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allowed() {
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return tech.isDeathAvoid
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},
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requires: "anthropic principle",
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effect() {
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tech.isAnthropicTech = true
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powerUps.setDo(); //needed after adjusting duplication chance
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},
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remove() {
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tech.isAnthropicTech = false
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powerUps.setDo(); //needed after adjusting duplication chance
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}
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},
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{
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name: "strong anthropic principle",
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description: "after <strong>anthropic principle</strong> prevents your <strong>death</strong><br>increase <strong class='color-d'>damage</strong> by <strong>137.03599%</strong> on that level",
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description: "after <strong>anthropic principle</strong> prevents your <strong>death</strong><br>increase <strong class='color-d'>damage</strong> by <strong>137.03599%</strong> for that level",
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maxCount: 1,
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count: 0,
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frequency: 3,
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@@ -7527,5 +7553,6 @@
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isFieldHarmReduction: null,
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isFastTime: null,
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isDroneTeleport: null,
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isSporeWorm: null
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isSporeWorm: null,
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isAnthropicTech: null
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}
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