spawns
experiment and junk tech: decomposers - mobs leave behind spawns when they die new levelBoss - a cluster of larger spawns while it's alive all mobs other leave behind spawns added block collisions to most no collide mobs (this should buff block throwing and pilot wave)
This commit is contained in:
61
js/tech.js
61
js/tech.js
@@ -154,7 +154,7 @@
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if (tech.is100Duplicate && tech.duplicationChance() > 0.99) {
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tech.is100Duplicate = false
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const range = 1000
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const bossOptions = ["historyBoss", "cellBossCulture", "bomberBoss", "powerUpBoss", "orbitalBoss"]
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const bossOptions = ["historyBoss", "cellBossCulture", "bomberBoss", "powerUpBoss", "orbitalBoss", "spawnerBossCulture"]
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spawn.randomLevelBoss(m.pos.x + range, m.pos.y, bossOptions);
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spawn.randomLevelBoss(m.pos.x, m.pos.y + range, bossOptions);
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spawn.randomLevelBoss(m.pos.x - range, m.pos.y, bossOptions);
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@@ -230,7 +230,7 @@
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},
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{
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name: "active cooling",
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description: "<strong>17%</strong> decreased <strong><em>delay</em></strong> after firing<br>for each <strong class='color-g'>gun</strong> in your inventory",
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description: "<strong>14%</strong> decreased <strong><em>delay</em></strong> after firing<br>for each <strong class='color-g'>gun</strong> in your inventory",
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maxCount: 1,
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count: 0,
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frequency: 2,
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@@ -2641,13 +2641,13 @@
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},
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requires: "below 100% duplication chance, below level 5, not determinism",
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effect() {
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// tech.cancelCount = 0
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tech.isCancelDuplication = true
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tech.cancelCount = 0
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simulation.draw.powerUp = simulation.draw.powerUpBonus //change power up draw
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},
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remove() {
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tech.isCancelDuplication = false
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// tech.cancelCount = 0
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tech.isCancelDuplication = false
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if (tech.duplicationChance() === 0) simulation.draw.powerUp = simulation.draw.powerUpNormal
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}
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},
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@@ -5015,7 +5015,7 @@
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effect() {
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setInterval(() => {
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for (let i = 0; i < mob.length; i++) {
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if (!mob[i].isShielded && !mob[i].shield && mob[i].dropPowerUp) spawn.shield(mob[i], mob[i].position.x, mob[i].position.y, 1, true);
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if (!mob[i].isShielded && !mob[i].shield && mob[i].isDropPowerUp) spawn.shield(mob[i], mob[i].position.x, mob[i].position.y, 1, true);
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}
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}, 5000); //every 5 seconds
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},
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@@ -5048,7 +5048,7 @@
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},
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{
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name: "panopticon",
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description: "<strong style='color: #f55;'>experiment:</strong> mobs can see you all the time",
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description: "<strong style='color: #f55;'>experiment:</strong> mobs can always see you",
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maxCount: 1,
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count: 0,
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frequency: 0,
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@@ -5062,7 +5062,7 @@
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effect() {
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setInterval(() => {
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for (let i = 0; i < mob.length; i++) {
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if (!mob[i].shield && mob[i].dropPowerUp) {
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if (!mob[i].shield && mob[i].isDropPowerUp) {
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mob[i].locatePlayer()
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mob[i].seePlayer.yes = true;
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}
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@@ -5071,6 +5071,26 @@
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},
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remove() {}
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},
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{
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name: "decomposers",
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description: "<strong style='color: #f55;'>experiment:</strong> after they die<br>mobs leave behind spawns",
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maxCount: 1,
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count: 0,
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frequency: 0,
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isBadRandomOption: true,
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isExperimentalMode: true,
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allowed() {
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return build.isExperimentSelection
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},
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requires: "",
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effect() {
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tech.deathSpawns = 0.2
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},
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remove() {
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tech.deathSpawns = 0
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}
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},
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//**************************************************
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//************************************************** JUNK
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//************************************************** tech
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@@ -5093,9 +5113,29 @@
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// },
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// remove() {}
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// },
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{
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name: "decomposers",
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description: "after they die <strong>mobs</strong> leave behind <strong>spawns</strong>",
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maxCount: 1,
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count: 0,
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frequency: 0,
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isExperimentHide: true,
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isNonRefundable: true,
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isJunk: true,
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allowed() {
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return build.isExperimentSelection
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},
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requires: "",
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effect() {
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tech.deathSpawns = 0.2
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},
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remove() {
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tech.deathSpawns = 0
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}
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},
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{
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name: "panopticon",
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description: "<strong>experiment:</strong> mobs can see you all the time",
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description: "<strong>mobs</strong> can always see you",
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maxCount: 1,
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count: 0,
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frequency: 0,
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@@ -5109,7 +5149,7 @@
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effect() {
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setInterval(() => {
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for (let i = 0; i < mob.length; i++) {
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if (!mob[i].shield && mob[i].dropPowerUp) {
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if (!mob[i].shield && mob[i].isDropPowerUp) {
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mob[i].locatePlayer()
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mob[i].seePlayer.yes = true;
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}
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@@ -6365,5 +6405,6 @@
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isNoHeals: null,
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frequencyResonance: null,
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isAlwaysFire: null,
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isDroneRespawn: null
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isDroneRespawn: null,
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deathSpawns: null
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}
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