diff --git a/js/bullet.js b/js/bullet.js
index beff0dd..a890479 100644
--- a/js/bullet.js
+++ b/js/bullet.js
@@ -583,7 +583,7 @@ const b = {
v1: null,
v2: null
};
- if (tech.isPulseAim && input.down) { //find mobs in line of sight
+ if (tech.isPulseAim && !input.down) { //find mobs in line of sight
let dist = 2200
for (let i = 0, len = mob.length; i < len; i++) {
const newDist = Vector.magnitude(Vector.sub(path[0], mob[i].position))
@@ -861,7 +861,7 @@ const b = {
x: m.Vx / 2 + speed * Math.cos(angle),
y: m.Vy / 2 + speed * Math.sin(angle)
});
- bullet[me].endCycle = simulation.cycle + Math.floor(input.down ? 120 : 80);
+ bullet[me].endCycle = simulation.cycle + Math.floor(input.down ? 120 : 80) * tech.isBulletsLastLonger;
bullet[me].restitution = 0.4;
bullet[me].do = function() {
this.force.y += this.mass * 0.0025; //extra gravity for harder arcs
@@ -885,7 +885,7 @@ const b = {
});
Composite.add(engine.world, bullet[me]); //add bullet to world
- bullet[me].endCycle = simulation.cycle + 70;
+ bullet[me].endCycle = simulation.cycle + 70 * tech.isBulletsLastLonger;
bullet[me].frictionAir = 0.07;
const MAG = 0.015
bullet[me].thrust = {
@@ -916,7 +916,7 @@ const b = {
y: m.Vy / 2 + speed * Math.sin(angle)
});
Composite.add(engine.world, bullet[me]); //add bullet to world
- bullet[me].endCycle = simulation.cycle + 70;
+ bullet[me].endCycle = simulation.cycle + 70 * tech.isBulletsLastLonger;
bullet[me].frictionAir = 0.07;
bullet[me].suckCycles = 40
const MAG = 0.015
@@ -1033,7 +1033,7 @@ const b = {
speed = 35
// speed = input.down ? 43 : 32
- bullet[me].endCycle = simulation.cycle + 70;
+ bullet[me].endCycle = simulation.cycle + 70 * tech.isBulletsLastLonger;
if (input.down) {
speed += 9
bullet[me].endCycle += 20;
@@ -1086,13 +1086,11 @@ const b = {
if (tech.isRPG) this.thrust = { x: 0, y: 0 }
this.do = this.radiationMode;
}
-
const mobCollisions = Matter.Query.collides(this, mob)
if (mobCollisions.length) {
onCollide()
this.stuckTo = mobCollisions[0].bodyA
mobs.statusDoT(this.stuckTo, 0.5, 360) //apply radiation damage status effect on direct hits
-
if (this.stuckTo.isVerticesChange) {
this.stuckToRelativePosition = {
x: 0,
@@ -2715,7 +2713,7 @@ const b = {
thrust: (tech.isSporeFollow ? 0.0012 : 0.00055) * (1 + 0.5 * (Math.random() - 0.5)),
wormSize: wormSize,
wormTail: 1 + Math.max(4, Math.min(wormSize - 2 * tech.wormSize, 30)),
- dmg: (tech.isMutualism ? 7 : 2.9) * wormSize, //bonus damage from tech.isMutualism //2.5 is extra damage as worm
+ dmg: (tech.isMutualism ? 8 : 3.2) * wormSize, //bonus damage from tech.isMutualism //2.5 is extra damage as worm
lookFrequency: 100 + Math.floor(37 * Math.random()),
classType: "bullet",
collisionFilter: {
@@ -3021,7 +3019,7 @@ const b = {
// y: m.Vy / 2 + speed * Math.sin(dir)
// });
},
- flea(where, velocity, radius = 7 + 3 * Math.random()) {
+ flea(where, velocity, radius = 6 + 3 * Math.random() + 10 * tech.wormSize * Math.random()) {
const me = bullet.length;
bullet[me] = Bodies.polygon(where.x, where.y, 5, radius, {
isFlea: true,
@@ -3031,9 +3029,8 @@ const b = {
frictionAir: 0, //0.01,
restitution: 0,
density: 0.0005, // 0.001 is normal density
- dmg: 9 * (tech.isMutualism ? 2.5 : 1), //damage done in addition to the damage from momentum //spores do 7 dmg, worms do 18
- lookFrequency: 19 + Math.floor(11 * Math.random()),
- endCycle: simulation.cycle + Math.floor((780 * tech.isBulletsLastLonger + 360 * Math.random()) + Math.max(0, 150 - bullet.length)), // 13 - 19s
+ lookFrequency: 19 + Math.floor(7 * Math.random()),
+ endCycle: simulation.cycle + Math.floor((900 * tech.isBulletsLastLonger + 360 * Math.random()) + Math.max(0, 150 - bullet.length)), // 13 - 19s
classType: "bullet",
collisionFilter: {
category: cat.bullet,
@@ -3043,6 +3040,10 @@ const b = {
lockedOn: null,
delay: 50,
cd: simulation.cycle + 10,
+ dmg: 0,
+ setDamage() { //dmg is set to zero after doing damage once, and set back to normal after jumping
+ this.dmg = radius * (tech.isMutualism ? 2.5 : 1) //damage done in addition to the damage from momentum //spores do 7 dmg, worms do 18
+ },
beforeDmg(who) {
// this.endCycle = 0
Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), 10 + 10 * Math.random())); //push away from target
@@ -3054,7 +3055,7 @@ const b = {
if (tech.isSpawnBulletsOnDeath && who.alive && who.isDropPowerUp) {
setTimeout(() => {
if (!who.alive) {
- for (let i = 0; i < 3; i++) { //spawn 3 more
+ for (let i = 0; i < 2; i++) { //spawn 2 more
const speed = 10 + 5 * Math.random()
const angle = 2 * Math.PI * Math.random()
b.flea(this.position, { x: speed * Math.cos(angle), y: speed * Math.sin(angle) })
@@ -3063,8 +3064,15 @@ const b = {
this.endCycle = 0;
}, 1);
}
+ setTimeout(() => { this.dmg = 0 })
+ },
+ onEnd() {
+ if (tech.isMutualism && this.isMutualismActive && !tech.isEnergyHealth) {
+ m.health += 0.01
+ if (m.health > m.maxHealth) m.health = m.maxHealth;
+ m.displayHealth();
+ }
},
- onEnd() {},
gravity: 0.002 + 0.002 * tech.isSporeFollow,
do() {
// if (true && this.lockedOn && this.cd < simulation.cycle) { //blink towards mobs
@@ -3137,11 +3145,17 @@ const b = {
this.force.y = -(0.03 + 0.08 * Math.random()) * this.mass
}
Matter.Body.setVelocity(this, { x: 0, y: 0 });
+ this.setDamage() //after jumping damage is no longer zero
}
}
})
Composite.add(engine.world, bullet[me]); //add bullet to world
Matter.Body.setVelocity(bullet[me], velocity);
+ if (tech.isMutualism && m.health > 0.01) {
+ m.health -= 0.005
+ m.displayHealth();
+ bullet[bullet.length - 1].isMutualismActive = true
+ }
},
drone(where = { x: m.pos.x + 30 * Math.cos(m.angle) + 20 * (Math.random() - 0.5), y: m.pos.y + 30 * Math.sin(m.angle) + 20 * (Math.random() - 0.5) }, speed = 1) {
const me = bullet.length;
@@ -5544,7 +5558,7 @@ const b = {
const me = bullet.length;
bullet[me] = Bodies.rectangle(m.pos.x + 50 * Math.cos(m.angle), m.pos.y + 50 * Math.sin(m.angle), 17, 4, b.fireAttributes(dir));
const end = END + Math.random() * 4
- bullet[me].endCycle = 2 * end + simulation.cycle
+ bullet[me].endCycle = 2 * end * tech.isBulletsLastLonger + simulation.cycle
const speed = 25 * end / END
const dirOff = dir + (Math.random() - 0.5) * spread
Matter.Body.setVelocity(bullet[me], {
@@ -5644,7 +5658,7 @@ const b = {
x: SPEED * Math.cos(dir),
y: SPEED * Math.sin(dir)
});
- bullet[me].endCycle = simulation.cycle + 40
+ bullet[me].endCycle = simulation.cycle + 40 * tech.isBulletsLastLonger
bullet[me].minDmgSpeed = 15
if (tech.isShotgunReversed) Matter.Body.setDensity(bullet[me], 0.0016)
// bullet[me].restitution = 0.4
@@ -6312,6 +6326,15 @@ const b = {
ammo: 0,
ammoPack: 2.6,
have: false,
+ nameString(suffix = "") {
+ if (tech.isSporeFlea) {
+ return `flea${suffix}`
+ } else if (tech.isSporeWorm) {
+ return `worm${suffix}`
+ } else {
+ return `spore${suffix}`
+ }
+ },
do() {},
fire() {
const me = bullet.length;
@@ -6326,16 +6349,13 @@ const b = {
bullet[me].maxRadius = 30;
bullet[me].restitution = 0.3;
bullet[me].minDmgSpeed = 0;
- bullet[me].totalSpores = 8 + 2 * tech.isSporeFreeze * (tech.isSporeWorm ? 0.5 : 1)
+ bullet[me].totalSpores = 8 + 2 * tech.isSporeFreeze + 3 * tech.isSporeZooid
bullet[me].stuck = function() {};
bullet[me].beforeDmg = function() {};
bullet[me].do = function() {
function onCollide(that) {
that.collisionFilter.mask = 0; //non collide with everything
- Matter.Body.setVelocity(that, {
- x: 0,
- y: 0
- });
+ Matter.Body.setVelocity(that, { x: 0, y: 0 });
that.do = that.grow;
}
@@ -6345,10 +6365,7 @@ const b = {
this.stuckTo = mobCollisions[0].bodyA
if (this.stuckTo.isVerticesChange) {
- this.stuckToRelativePosition = {
- x: 0,
- y: 0
- }
+ this.stuckToRelativePosition = { x: 0, y: 0 }
} else {
//find the relative position for when the mob is at angle zero by undoing the mobs rotation
this.stuckToRelativePosition = Vector.rotate(Vector.sub(this.position, this.stuckTo.position), -this.stuckTo.angle)
@@ -6432,17 +6449,55 @@ const b = {
};
//spawn bullets on end
bullet[me].onEnd = function() {
- if (tech.isSporeFlea) {
- for (let i = 0, len = this.totalSpores * 0.5; i < len; i++) {
+
+ let count = 0 //used in for loop below
+ const things = [
+ () => { //spore
+ b.spore(this.position)
+ },
+ () => { //worm
+ count++ //count as 2 things
+ b.worm(this.position)
+ },
+ () => { //flea
+ count++ //count as 2 things
const speed = 10 + 5 * Math.random()
const angle = 2 * Math.PI * Math.random()
b.flea(this.position, { x: speed * Math.cos(angle), y: speed * Math.sin(angle) })
+ },
+ () => { // drones
+ b.drone(this.position)
+ },
+ () => { // ice IX
+ b.iceIX(1, Math.random() * 2 * Math.PI, this.position)
+ },
+ () => { //missile
+ count++ //count as 2 things
+ b.missile(this.position, -Math.PI / 2 + 0.5 * (Math.random() - 0.5), 0, 1)
+ },
+ () => { //nail
+ b.targetedNail(this.position, 1, 39 + 6 * Math.random())
+ },
+ ]
+
+ for (len = this.totalSpores; count < len; count++) {
+ if (tech.isSporeZooid && Math.random() < 0.5) {
+ things[Math.floor(Math.random() * things.length)]()
+ } else if (tech.isSporeFlea) {
+ things[2]()
+ } else if (tech.isSporeWorm) {
+ things[1]()
+ } else {
+ things[0]() //spores
}
- } else if (tech.isSporeWorm) {
- for (let i = 0, len = this.totalSpores * 0.5; i < len; i++) b.worm(this.position)
- } else {
- for (let i = 0; i < this.totalSpores; i++) b.spore(this.position)
}
+ // } else if (tech.isSporeFlea) {
+ // for (let i = 0, len = this.totalSpores; i < len; i++) things[2]()
+ // } else if (tech.isSporeWorm) {
+ // for (let i = 0, len = this.totalSpores; i < len; i++) things[1]()
+ // } else {
+ // for (let i = 0; i < this.totalSpores; i++) things[0]()
+ // }
if (tech.isStun) b.AoEStunEffect(this.position, 600, 270 + 120 * Math.random()); //AoEStunEffect(where, range, cycles = 120 + 60 * Math.random()) {
}
}
@@ -6721,7 +6776,7 @@ const b = {
}
}
}
- b.harpoon(where, input.down ? closest.target : null, m.angle, harpoonSize, false)
+ b.harpoon(where, input.down ? null : closest.target, m.angle, harpoonSize, false)
}
this.charge = 0;
diff --git a/js/engine.js b/js/engine.js
index 456b1d7..5767467 100644
--- a/js/engine.js
+++ b/js/engine.js
@@ -188,7 +188,7 @@ function collisionChecks(event) {
obj.beforeDmg(mob[k]); //some bullets do actions when they hits things, like despawn //forces don't seem to work here
let dmg = m.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
if (tech.isCrit && mob[k].isStunned) dmg *= 4
- // console.log(dmg)
+ // console.log(dmg) //remove this
mob[k].damage(dmg);
if (mob[k].alive) mob[k].foundPlayer();
if (mob[k].damageReduction) {
diff --git a/js/level.js b/js/level.js
index 2d38281..686627b 100644
--- a/js/level.js
+++ b/js/level.js
@@ -16,30 +16,27 @@ const level = {
start() {
if (level.levelsCleared === 0) { //this code only runs on the first level
// simulation.enableConstructMode() //used to build maps in testing mode
+ // level.difficultyIncrease(8 * 4) //30 is near max on hard //60 is near max on why
// simulation.isHorizontalFlipped = true
- // m.addHealth(Infinity)
- // m.setField("molecular assembler")
- // b.giveGuns("spores")
- // tech.giveTech("fleas")
- // tech.giveTech("flagella")
- // b.guns[0].ammo = 10000
- // for (let i = 0; i < 1; ++i) tech.giveTech("mycelium manufacturing")
- // for (let i = 0; i < 9; ++i) tech.giveTech("WIMPs")
- // for (let i = 0; i < 100; ++i) tech.giveTech("nail-bot")
- // for (let i = 0; i < 1; ++i) tech.giveTech("necrophage")
- // for (let i = 0; i < 1; i++) tech.giveTech("cryodesiccation")
- // for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "tech");
- // for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "research");
// m.maxHealth = m.health = 100
// powerUps.research.changeRerolls(100000)
// m.immuneCycle = Infinity //you can't take damage
// powerUps.research.changeRerolls(100)
// tech.tech[297].frequency = 100
+ // b.guns[0].ammo = 10000
+ // m.setField("molecular assembler") //molecular assembler time dilation
+ // b.giveGuns("spores")
+ // tech.giveTech("K-selection")
+ // tech.giveTech("fleas")
+ // tech.giveTech("colony")
+ // tech.giveTech("mycelium manufacturing")
+ // for (let i = 0; i < 100; ++i) tech.giveTech("nail-bot")
+ // for (let i = 0; i < 1; ++i) tech.giveTech("necrophage")
+ // for (let i = 0; i < 1; i++) tech.giveTech("cryodesiccation")
+ // for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "tech");
+ // for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "research");
// spawn.starter(1900, -500, 200)
// for (let i = 0; i < 10; ++i) spawn.hopBullet(1900, -500)
- // spawn.hopMomBoss(1900, -500)
- // spawn.grenadier(1900, -1450, 10)
- // level.difficultyIncrease(8 * 4) //30 is near max on hard //60 is near max on why
// level.testing(); //not in rotation, used for testing
// for (let i = 0; i < 7; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "research");
// for (let i = 0; i < 4; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "tech");
diff --git a/js/mob.js b/js/mob.js
index 2b795a0..1217e20 100644
--- a/js/mob.js
+++ b/js/mob.js
@@ -1181,7 +1181,14 @@ const mobs = {
powerUps.spawnRandomPowerUp(this.position.x, this.position.y);
m.lastKillCycle = m.cycle; //tracks the last time a kill was made, mostly used in simulation.checks()
if (Math.random() < tech.sporesOnDeath) {
- if (tech.isSporeWorm) {
+ if (tech.isSporeFlea) {
+ const len = Math.min(25, Math.floor(2 + this.mass * (0.5 + 0.5 * Math.random()))) / 2
+ for (let i = 0; i < len; i++) {
+ const speed = 10 + 5 * Math.random()
+ const angle = 2 * Math.PI * Math.random()
+ b.flea(this.position, { x: speed * Math.cos(angle), y: speed * Math.sin(angle) })
+ }
+ } else if (tech.isSporeWorm) {
const len = Math.min(25, Math.floor(2 + this.mass * (0.5 + 0.5 * Math.random()))) / 2
for (let i = 0; i < len; i++) b.worm(this.position)
} else {
diff --git a/js/player.js b/js/player.js
index 171162a..c3733f4 100644
--- a/js/player.js
+++ b/js/player.js
@@ -555,6 +555,8 @@ const m = {
x: who.velocity.x * 0.5,
y: who.velocity.y * 0.5
});
+ who.endCycle = simulation.cycle + immunityDuration
+
} else if (tech.isRPG) {
who.endCycle = simulation.cycle + 10
} else {
@@ -2027,14 +2029,14 @@ const m = {
if (m.energy > m.maxEnergy - 0.02 && m.fieldCDcycle < m.cycle && !input.field && bullet.length < 300 && (m.cycle % 2)) {
if (tech.isSporeField) {
if (tech.isSporeFlea) {
- const drain = 0.16 + (Math.max(bullet.length, 130) - 130) * 0.02
+ const drain = 0.15 + (Math.max(bullet.length, 130) - 130) * 0.02
if (m.energy > drain) {
m.energy -= drain
const speed = m.crouch ? 20 + 8 * Math.random() : 10 + 3 * Math.random()
b.flea({ x: m.pos.x + 35 * Math.cos(m.angle), y: m.pos.y + 35 * Math.sin(m.angle) }, { x: speed * Math.cos(m.angle), y: speed * Math.sin(m.angle) })
}
} else if (tech.isSporeWorm) {
- const drain = 0.16 + (Math.max(bullet.length, 130) - 130) * 0.02
+ const drain = 0.15 + (Math.max(bullet.length, 130) - 130) * 0.02
if (m.energy > drain) {
m.energy -= drain
b.worm({ x: m.pos.x + 35 * Math.cos(m.angle), y: m.pos.y + 35 * Math.sin(m.angle) })
diff --git a/js/simulation.js b/js/simulation.js
index dfc0cad..6915d26 100644
--- a/js/simulation.js
+++ b/js/simulation.js
@@ -857,7 +857,7 @@ const simulation = {
if (tech.isMutualism && !tech.isEnergyHealth) {
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].isMutualismActive) {
- m.health += 0.005 + 0.005 * tech.isSporeWorm
+ m.health += 0.005 + 0.005 * (bullet[i].isSpore || bullet[i].isFlea)
if (m.health > m.maxHealth) m.health = m.maxHealth;
m.displayHealth();
}
@@ -878,6 +878,7 @@ const simulation = {
}
}
simulation.lastLogTime = 0; //clear previous messages
+ spawn.allowShields = true;
powerUps.totalPowerUps = powerUp.length
let holdTarget = (m.holdingTarget) ? m.holdingTarget : undefined //if player is holding something this remembers it before it gets deleted
tech.deathSpawnsFromBoss = 0;
diff --git a/js/tech.js b/js/tech.js
index ed55bf9..30f2aac 100644
--- a/js/tech.js
+++ b/js/tech.js
@@ -880,6 +880,26 @@ const tech = {
tech.isCrit = false;
}
},
+ {
+ name: "anti-shear topology",
+ link: `anti-shear topology`,
+ description: "+30% projectile duration", //
drone spore worm flea missile foam wave neutron ice",
+ isGunTech: true,
+ maxCount: 3,
+ count: 0,
+ frequency: 1,
+ frequencyDefault: 1,
+ allowed() {
+ return true //m.fieldUpgrades[m.fieldMode].name === "molecular assembler" || tech.haveGunCheck("spores") || tech.haveGunCheck("drones") || tech.haveGunCheck("missiles") || tech.haveGunCheck("foam") || tech.haveGunCheck("matter wave") || tech.isNeutronBomb || tech.isIceField || tech.isIceShot || tech.relayIce || tech.isNeedleIce || tech.blockingIce > 1 || tech.isSporeWorm || tech.isFoamBotUpgrade || tech.isFoamBall
+ },
+ requires: "", //drones, spores, missiles, foam, matter wave, neutron bomb, ice IX, flea
+ effect() {
+ tech.isBulletsLastLonger += 0.3
+ },
+ remove() {
+ tech.isBulletsLastLonger = 1;
+ }
+ },
{
name: "thermal runaway",
description: "after mobs die
they explode",
@@ -919,7 +939,8 @@ const tech = {
{
name: "zoospore vector",
link: `zoospore vector`,
- description: "after mobs die
they have a +10% chance to grow spores",
+ descriptionFunction() { return `after mobs die
they have a +10% chance to grow ${b.guns[6].nameString('s')}` },
+ // description: "after mobs die
they have a +10% chance to grow spores",
maxCount: 9,
count: 0,
frequency: 1,
@@ -5159,7 +5180,7 @@ const tech = {
{
name: "mycelial fragmentation",
link: `mycelial fragmentation`,
- description: "during their growth phase
sporangium release +6 spores",
+ description: "during their growth phase
+70% sporangium discharge",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -5176,49 +5197,30 @@ const tech = {
tech.isSporeGrowth = false
}
},
- // {
- // name: "tinsellated flagella",
- // link: `tinsellated flagella`,
- // description: "sporangium release +2 spores
spores accelerate 50% faster",
- // isGunTech: true,
- // maxCount: 1,
- // count: 0,
- // frequency: 2,
- // frequencyDefault: 2,
- // allowed() {
- // return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField
- // },
- // requires: "spores",
- // effect() {
- // tech.isFastSpores = true
- // },
- // remove() {
- // tech.isFastSpores = false
- // }
- // },
{
- name: "flagella",
- description: "+50% spores acceleration
if they can't find a target spores follow you",
+ name: "colony",
+ description: "+38% sporangium discharge
38% chance to discharge something different",
+ link: `colony`,
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
- return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField || tech.isSporeWorm || tech.isSporeFlea
+ return tech.haveGunCheck("spores")
},
requires: "spores",
effect() {
- tech.isSporeFollow = true //isSporeFollow
+ tech.isSporeZooid = true
},
remove() {
- tech.isSporeFollow = false //isFastSpores
+ tech.isSporeZooid = false
}
},
{
name: "cryodesiccation",
- description: "sporangium release 2 more spores
spores freeze mobs for 1.5 second",
- //
spores do 1/3 damage
+ descriptionFunction() { return `+25% sporangium discharge
${b.guns[6].nameString('s')} freeze mobs for 1.5 second` },
+ // description: "+25% sporangium discharge
spores freeze mobs for 1.5 second",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -5235,28 +5237,30 @@ const tech = {
tech.isSporeFreeze = false
}
},
- // {
- // name: "diplochory",
- // description: "if spores can't locate a viable host
they use you for dispersal",
- // isGunTech: true,
- // maxCount: 1,
- // count: 0,
- // frequency: 2,
- // frequencyDefault: 2,
- // allowed() {
- // return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField || tech.isSporeWorm
- // },
- // requires: "spores",
- // effect() {
- // tech.isSporeFollow = true
- // },
- // remove() {
- // tech.isSporeFollow = false
- // }
- // },
+ {
+ name: "flagella",
+ descriptionFunction() { return `+50% ${b.guns[6].nameString()} acceleration
if they can't find a target ${b.guns[6].nameString('s')} follow you` },
+ // description: "+50% spore acceleration
if they can't find a target spores follow you",
+ isGunTech: true,
+ maxCount: 1,
+ count: 0,
+ frequency: 2,
+ frequencyDefault: 2,
+ allowed() {
+ return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField || tech.isSporeWorm || tech.isSporeFlea
+ },
+ requires: "spores",
+ effect() {
+ tech.isSporeFollow = true
+ },
+ remove() {
+ tech.isSporeFollow = false
+ }
+ },
{
name: "mutualism",
- description: "+150% spore damage
spores borrow 0.5 health until they die",
+ descriptionFunction() { return `+150% ${b.guns[6].nameString()} damage
${b.guns[6].nameString('s')} borrow 0.5 health until they die` },
+ // description: `+150% ${b.guns[6].name()} damage
spores borrow 0.5 health until they die`,
isGunTech: true,
maxCount: 1,
count: 0,
@@ -5275,7 +5279,7 @@ const tech = {
},
{
name: "fleas",
- description: "sporangium hatch fleas
spore tech applies to fleas",
+ description: "sporangium hatch fleas", //
spore tech applies to fleas
isGunTech: true,
maxCount: 1,
count: 0,
@@ -5293,38 +5297,9 @@ const tech = {
}
},
-
- // ammoBonus: 8,
- // effect() {
- // tech.isRailGun = true;
- // for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
- // if (b.guns[i].name === "harpoon") {
- // b.guns[i].chooseFireMethod()
- // b.guns[i].ammoPack = this.ammoBonus;
- // b.guns[i].ammo = b.guns[i].ammo * this.ammoBonus;
- // simulation.updateGunHUD();
- // break
- // }
- // }
- // },
- // remove() {
- // if (tech.isRailGun) {
- // tech.isRailGun = false;
- // for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
- // if (b.guns[i].name === "harpoon") {
- // b.guns[i].chooseFireMethod()
- // b.guns[i].ammoPack = 0.6;
- // b.guns[i].ammo = Math.ceil(b.guns[i].ammo / this.ammoBonus);
- // simulation.updateGunHUD();
- // break
- // }
- // }
- // }
- // }
-
{
name: "nematodes",
- description: "shotgun and sporangium hatch worms
spore tech applies to worms",
+ description: "shotgun and sporangium hatch worms", //
spore tech applies to worms
isGunTech: true,
maxCount: 1,
count: 0,
@@ -5342,17 +5317,17 @@ const tech = {
}
},
{
- name: "annelids",
- description: "+37% worm size and damage",
+ name: "K-selection",
+ description: "+37% size and damage
for worms and fleas",
isGunTech: true,
maxCount: 3,
count: 0,
frequency: 3,
frequencyDefault: 3,
allowed() {
- return tech.isSporeWorm
+ return tech.isSporeWorm || tech.isSporeFlea
},
- requires: "spores, shotgun, worms",
+ requires: "spores, shotgun, worms, fleas",
effect() {
tech.wormSize++
},
@@ -5379,26 +5354,6 @@ const tech = {
tech.isDronesTravel = false
}
},
- {
- name: "anti-shear topology",
- link: `anti-shear topology`,
- description: "+30% projectile duration
drone spore worm flea missile foam wave neutron ice",
- isGunTech: true,
- maxCount: 3,
- count: 0,
- frequency: 2,
- frequencyDefault: 2,
- allowed() {
- return m.fieldUpgrades[m.fieldMode].name === "molecular assembler" || tech.haveGunCheck("spores") || tech.haveGunCheck("drones") || tech.haveGunCheck("missiles") || tech.haveGunCheck("foam") || tech.haveGunCheck("matter wave") || tech.isNeutronBomb || tech.isIceField || tech.isIceShot || tech.relayIce || tech.isNeedleIce || tech.blockingIce > 1 || tech.isSporeWorm || tech.isFoamBotUpgrade || tech.isFoamBall
- },
- requires: "drones, spores, missiles, foam, matter wave, neutron bomb, ice IX, flea",
- effect() {
- tech.isBulletsLastLonger += 0.3
- },
- remove() {
- tech.isBulletsLastLonger = 1;
- }
- },
{
name: "reduced tolerances",
link: `reduced tolerances`,
@@ -6865,8 +6820,8 @@ const tech = {
{
name: "mycelium manufacturing",
link: `mycelium manufacturing`,
- description: `use ${powerUps.orb.research(1)}to repurpose molecular assembler
excess energy used to grow spores`,
- // description: "use 3 research to repurpose assembler
excess energy used to grow spores",
+ // description: `use ${powerUps.orb.research(1)}to repurpose molecular assembler
excess energy used to grow spores`,
+ descriptionFunction() { return `use ${powerUps.orb.research(1)}to repurpose molecular assembler
excess energy used to grow ${b.guns[6].nameString('s')}` },
isFieldTech: true,
maxCount: 1,
count: 0,
@@ -10524,5 +10479,6 @@ const tech = {
isPhononBlock: null,
isMicroTransactions: null,
isLaserLens: null,
- laserCrit: null
+ laserCrit: null,
+ isSporeZooid: null,
}
\ No newline at end of file
diff --git a/todo.txt b/todo.txt
index 183e888..4ba0790 100644
--- a/todo.txt
+++ b/todo.txt
@@ -1,21 +1,10 @@
******************************************************** NEXT PATCH **************************************************
-tech: fleas - replace spores with little hoppers
-frame-dragging - time dilation field stops time when you aren't moving or firing, +33% defense
- the odds of finding this tech is low because I find it kinda annoying, but maybe you will like it
-
-molecular assembler field energy meter is yellow
- wormhole is lavender
- perfect diamagnetism is blue
- time dilation is green blue
- pilot wave is black
-
-new room in labs: hopBossMom
-harpoon now auto targets by default, but disabled when crouched
-pulse + neocognitron auto targeting also disabled when crouched
-
-bug fixes
+tech: colony - sporangium discharge 38% more stuff, but it has a chance to discharge random bullet type
+tech: annelids renamed -> K-selection - fleas and worms are bigger and do more damage
+tech: anti-shear topology now applies to grenades, shotgun so basically everything that matters
+ no longer a "gun tech"
*********************************************************** TODO *****************************************************
@@ -24,25 +13,8 @@ fleas
zero velocity while on short delay? try it?
flea tech:
add a delay to flea jumping also +dmg
- reduce lifespan after hitting mob, like drones
- but add in a long cooldown after a hit
- mid flight attraction towards nearby mobs?
- if close to mob and line of sight: set isAttached flag = true
- draw a line to mob, attraction
- reset isAttached to false after: 1-2s or distance gets too big
- tech for shotgun?
-anti-shear topology apply to grenades too? and other less useful bullets
- then open up tech requirements
-
-menagerie: sporangium release a variety of things
- spores, worms, hoppers, drones, iceIX?, foam?, missiles?
- benefit: they release more stuff than normal
-
-swim through slime
- hold up to float while in slime?
-
-level element: exploding barrels
+molecular fabricator defaults to random type on game load
improve mob invincible graphic
opacity oscillates from 100% to 0%?