frequency
tech: robotics - 3x frequency of bot tech, spawn a random bot tech: statistical ensemble - 10000% increased frequency of recursive tech you already have non-refundable tech can no longer display as "off" in the experiment menu when you click it a second time these tech can't be removed with out resetting please don't submit bug reports about this... added more junk tech
This commit is contained in:
@@ -2241,12 +2241,11 @@ const b = {
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//remove all bots techs and convert them to the new type so that tech refunds work correctly
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//remove all bots techs and convert them to the new type so that tech refunds work correctly
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let totalTechToConvert = 0 //count how many tech need to be converted
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let totalTechToConvert = 0 //count how many tech need to be converted
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for (let i = 0; i < tech.tech.length; i++) {
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for (let i = 0; i < tech.tech.length; i++) {
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if (tech.tech[i].count && tech.tech[i].isBotTech) {
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if (tech.tech[i].count && tech.tech[i].isBot) {
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totalTechToConvert += tech.tech[i].count
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totalTechToConvert += tech.tech[i].count
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tech.removeTech(i)
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tech.removeTech(i)
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}
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}
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}
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}
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console.log(totalTechToConvert)
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let name = ""
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let name = ""
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if (type === "nailBotCount") name = "nail-bot"
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if (type === "nailBotCount") name = "nail-bot"
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10
js/index.js
10
js/index.js
@@ -289,9 +289,16 @@ const build = {
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if (tech.tech[index].count < tech.tech[index].maxCount) {
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if (tech.tech[index].count < tech.tech[index].maxCount) {
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if (!who.classList.contains("build-tech-selected")) who.classList.add("build-tech-selected");
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if (!who.classList.contains("build-tech-selected")) who.classList.add("build-tech-selected");
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tech.giveTech(index)
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tech.giveTech(index)
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} else {
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} else if (!tech.tech[index].isNonRefundable) {
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tech.totalCount -= tech.tech[index].count
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tech.removeTech(index);
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tech.removeTech(index);
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who.classList.remove("build-tech-selected");
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who.classList.remove("build-tech-selected");
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} else {
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who.classList.remove("build-tech-selected")
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setTimeout(() => { //return energy
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who.classList.add("build-tech-selected")
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}, 50);
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}
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}
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}
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}
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//update tech text //disable not allowed tech
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//update tech text //disable not allowed tech
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@@ -308,7 +315,6 @@ const build = {
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<div class="circle-grid field" style="position:absolute; top:0; left:10px;opacity:0.65;"></div>
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<div class="circle-grid field" style="position:absolute; top:0; left:10px;opacity:0.65;"></div>
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</span>
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</span>
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${tech.tech[i].name} ${isCount}</div>${tech.tech[i].description}</div>`
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${tech.tech[i].name} ${isCount}</div>${tech.tech[i].description}</div>`
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// <div class="circle-grid gun" style="position:absolute; top:-3px; left:-3px; opacity:1; height: 33px; width:33px;"></div>
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// <div class="circle-grid gun" style="position:absolute; top:-3px; left:-3px; opacity:1; height: 33px; width:33px;"></div>
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// <div class="circle-grid tech" style="position:absolute; top:5px; left:5px;opacity:1;height: 20px; width:20px;border: #fff solid 2px;"></div>
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// <div class="circle-grid tech" style="position:absolute; top:5px; left:5px;opacity:1;height: 20px; width:20px;border: #fff solid 2px;"></div>
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// border: #fff solid 0px;
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// border: #fff solid 0px;
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15
js/player.js
15
js/player.js
@@ -380,15 +380,15 @@ const m = {
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//find what tech I could get
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//find what tech I could get
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let options = [];
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let options = [];
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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if (tech.tech[i].count < tech.tech[i].maxCount &&
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if (
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tech.tech[i].count < tech.tech[i].maxCount &&
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tech.tech[i].allowed() &&
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!tech.tech[i].isBadRandomOption &&
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!tech.tech[i].isBadRandomOption &&
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!tech.tech[i].isLore &&
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!tech.tech[i].isLore &&
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tech.tech[i].allowed() &&
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(!tech.tech[i].isJunk || Math.random() < 0.15)
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(!tech.tech[i].isJunk || Math.random() < 0.25)) options.push(i);
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) {
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// !tech.tech[i].isNonRefundable &&
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for (let j = 0; j < tech.tech[i].frequency; j++) options.push(i);
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// tech.tech[i].name !== "quantum immortality" &&
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}
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// tech.tech[i].name !== "many-worlds" &&
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// tech.tech[i].name !== "perturbation theory" &&
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}
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}
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//add a new tech from options pool
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//add a new tech from options pool
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if (options.length > 0) tech.giveTech(options[Math.floor(Math.random() * options.length)])
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if (options.length > 0) tech.giveTech(options[Math.floor(Math.random() * options.length)])
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@@ -399,6 +399,7 @@ const m = {
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simulation.updateTechHUD();
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simulation.updateTechHUD();
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simulation.isTextLogOpen = true;
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simulation.isTextLogOpen = true;
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if (m.holdingTarget) m.drop();
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if (m.holdingTarget) m.drop();
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if (simulation.paused) build.pauseGrid() //update the build when paused
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},
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},
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death() {
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death() {
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if (tech.isImmortal) { //if player has the immortality buff, spawn on the same level with randomized damage
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if (tech.isImmortal) { //if player has the immortality buff, spawn on the same level with randomized damage
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@@ -125,6 +125,7 @@ const spawn = {
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} else if (count === 900) {
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} else if (count === 900) {
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simulation.makeTextLog(`World.clear(engine.world)`);
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simulation.makeTextLog(`World.clear(engine.world)`);
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} else if (count === 1140) {
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} else if (count === 1140) {
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tech.isImmortal = false;
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m.death()
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m.death()
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return
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return
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}
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}
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805
js/tech.js
805
js/tech.js
File diff suppressed because it is too large
Load Diff
23
style.css
23
style.css
@@ -714,6 +714,29 @@ summary {
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}
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}
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.flicker {
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animation: flicker 4s linear infinite;
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}
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@keyframes flicker {
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0% {
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opacity: 1;
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}
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80% {
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opacity: 1;
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}
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90% {
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opacity: 0;
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}
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100% {
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opacity: 1;
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}
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}
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.box {
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.box {
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padding: 3px 8px 3px 8px;
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padding: 3px 8px 3px 8px;
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border: 2px solid #444;
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border: 2px solid #444;
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12
todo.txt
12
todo.txt
@@ -1,14 +1,5 @@
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******************************************************** NEXT PATCH ********************************************************
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******************************************************** NEXT PATCH ********************************************************
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some tech now has 2x,3x,4x frequency of showing up
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(most tech is at 1x, a few are at 2x if they have a rare requirement to unlock)
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reworked junk and lore tech systems
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(might be some new bugs)
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tech that used to just summon a power up now also increases tech frequency
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removed the 4 perpetual techs
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maybe fixed immune boss bug on detours level
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******************************************************** BUGS ********************************************************
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******************************************************** BUGS ********************************************************
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@@ -54,6 +45,9 @@ use the floor of portal sensor on the player? to unstuck player
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******************************************************** TODO ********************************************************
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******************************************************** TODO ********************************************************
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mob - grows after taking damage
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mob - attack outwardly after taking damage
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tech- foam is attracted to mobs
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tech- foam is attracted to mobs
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use a gravitational attraction model?
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use a gravitational attraction model?
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could foam be attracted to other foam bullets too?
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could foam be attracted to other foam bullets too?
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