fleas please
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"
This commit is contained in:
119
js/bullet.js
119
js/bullet.js
@@ -583,7 +583,7 @@ const b = {
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v1: null,
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v2: null
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};
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if (tech.isPulseAim && input.down) { //find mobs in line of sight
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if (tech.isPulseAim && !input.down) { //find mobs in line of sight
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let dist = 2200
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for (let i = 0, len = mob.length; i < len; i++) {
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const newDist = Vector.magnitude(Vector.sub(path[0], mob[i].position))
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@@ -861,7 +861,7 @@ const b = {
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x: m.Vx / 2 + speed * Math.cos(angle),
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y: m.Vy / 2 + speed * Math.sin(angle)
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});
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bullet[me].endCycle = simulation.cycle + Math.floor(input.down ? 120 : 80);
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bullet[me].endCycle = simulation.cycle + Math.floor(input.down ? 120 : 80) * tech.isBulletsLastLonger;
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bullet[me].restitution = 0.4;
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bullet[me].do = function() {
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this.force.y += this.mass * 0.0025; //extra gravity for harder arcs
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@@ -885,7 +885,7 @@ const b = {
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});
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Composite.add(engine.world, bullet[me]); //add bullet to world
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bullet[me].endCycle = simulation.cycle + 70;
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bullet[me].endCycle = simulation.cycle + 70 * tech.isBulletsLastLonger;
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bullet[me].frictionAir = 0.07;
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const MAG = 0.015
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bullet[me].thrust = {
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@@ -916,7 +916,7 @@ const b = {
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y: m.Vy / 2 + speed * Math.sin(angle)
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});
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Composite.add(engine.world, bullet[me]); //add bullet to world
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bullet[me].endCycle = simulation.cycle + 70;
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bullet[me].endCycle = simulation.cycle + 70 * tech.isBulletsLastLonger;
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bullet[me].frictionAir = 0.07;
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bullet[me].suckCycles = 40
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const MAG = 0.015
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@@ -1033,7 +1033,7 @@ const b = {
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speed = 35
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// speed = input.down ? 43 : 32
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bullet[me].endCycle = simulation.cycle + 70;
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bullet[me].endCycle = simulation.cycle + 70 * tech.isBulletsLastLonger;
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if (input.down) {
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speed += 9
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bullet[me].endCycle += 20;
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@@ -1086,13 +1086,11 @@ const b = {
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if (tech.isRPG) this.thrust = { x: 0, y: 0 }
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this.do = this.radiationMode;
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}
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const mobCollisions = Matter.Query.collides(this, mob)
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if (mobCollisions.length) {
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onCollide()
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this.stuckTo = mobCollisions[0].bodyA
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mobs.statusDoT(this.stuckTo, 0.5, 360) //apply radiation damage status effect on direct hits
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if (this.stuckTo.isVerticesChange) {
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this.stuckToRelativePosition = {
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x: 0,
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@@ -2715,7 +2713,7 @@ const b = {
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thrust: (tech.isSporeFollow ? 0.0012 : 0.00055) * (1 + 0.5 * (Math.random() - 0.5)),
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wormSize: wormSize,
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wormTail: 1 + Math.max(4, Math.min(wormSize - 2 * tech.wormSize, 30)),
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dmg: (tech.isMutualism ? 7 : 2.9) * wormSize, //bonus damage from tech.isMutualism //2.5 is extra damage as worm
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dmg: (tech.isMutualism ? 8 : 3.2) * wormSize, //bonus damage from tech.isMutualism //2.5 is extra damage as worm
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lookFrequency: 100 + Math.floor(37 * Math.random()),
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classType: "bullet",
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collisionFilter: {
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@@ -3021,7 +3019,7 @@ const b = {
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// y: m.Vy / 2 + speed * Math.sin(dir)
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// });
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},
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flea(where, velocity, radius = 7 + 3 * Math.random()) {
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flea(where, velocity, radius = 6 + 3 * Math.random() + 10 * tech.wormSize * Math.random()) {
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const me = bullet.length;
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bullet[me] = Bodies.polygon(where.x, where.y, 5, radius, {
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isFlea: true,
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@@ -3031,9 +3029,8 @@ const b = {
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frictionAir: 0, //0.01,
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restitution: 0,
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density: 0.0005, // 0.001 is normal density
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dmg: 9 * (tech.isMutualism ? 2.5 : 1), //damage done in addition to the damage from momentum //spores do 7 dmg, worms do 18
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lookFrequency: 19 + Math.floor(11 * Math.random()),
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endCycle: simulation.cycle + Math.floor((780 * tech.isBulletsLastLonger + 360 * Math.random()) + Math.max(0, 150 - bullet.length)), // 13 - 19s
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lookFrequency: 19 + Math.floor(7 * Math.random()),
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endCycle: simulation.cycle + Math.floor((900 * tech.isBulletsLastLonger + 360 * Math.random()) + Math.max(0, 150 - bullet.length)), // 13 - 19s
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classType: "bullet",
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collisionFilter: {
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category: cat.bullet,
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@@ -3043,6 +3040,10 @@ const b = {
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lockedOn: null,
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delay: 50,
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cd: simulation.cycle + 10,
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dmg: 0,
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setDamage() { //dmg is set to zero after doing damage once, and set back to normal after jumping
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this.dmg = radius * (tech.isMutualism ? 2.5 : 1) //damage done in addition to the damage from momentum //spores do 7 dmg, worms do 18
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},
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beforeDmg(who) {
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// this.endCycle = 0
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Matter.Body.setVelocity(this, Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), 10 + 10 * Math.random())); //push away from target
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@@ -3054,7 +3055,7 @@ const b = {
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if (tech.isSpawnBulletsOnDeath && who.alive && who.isDropPowerUp) {
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setTimeout(() => {
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if (!who.alive) {
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for (let i = 0; i < 3; i++) { //spawn 3 more
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for (let i = 0; i < 2; i++) { //spawn 2 more
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const speed = 10 + 5 * Math.random()
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const angle = 2 * Math.PI * Math.random()
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b.flea(this.position, { x: speed * Math.cos(angle), y: speed * Math.sin(angle) })
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@@ -3063,8 +3064,15 @@ const b = {
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this.endCycle = 0;
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}, 1);
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}
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setTimeout(() => { this.dmg = 0 })
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},
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onEnd() {
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if (tech.isMutualism && this.isMutualismActive && !tech.isEnergyHealth) {
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m.health += 0.01
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if (m.health > m.maxHealth) m.health = m.maxHealth;
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m.displayHealth();
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}
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},
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onEnd() {},
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gravity: 0.002 + 0.002 * tech.isSporeFollow,
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do() {
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// if (true && this.lockedOn && this.cd < simulation.cycle) { //blink towards mobs
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@@ -3137,11 +3145,17 @@ const b = {
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this.force.y = -(0.03 + 0.08 * Math.random()) * this.mass
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}
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Matter.Body.setVelocity(this, { x: 0, y: 0 });
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this.setDamage() //after jumping damage is no longer zero
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}
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}
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})
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Composite.add(engine.world, bullet[me]); //add bullet to world
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Matter.Body.setVelocity(bullet[me], velocity);
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if (tech.isMutualism && m.health > 0.01) {
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m.health -= 0.005
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m.displayHealth();
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bullet[bullet.length - 1].isMutualismActive = true
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}
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},
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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) {
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const me = bullet.length;
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@@ -5544,7 +5558,7 @@ const b = {
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const me = bullet.length;
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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));
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const end = END + Math.random() * 4
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bullet[me].endCycle = 2 * end + simulation.cycle
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bullet[me].endCycle = 2 * end * tech.isBulletsLastLonger + simulation.cycle
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const speed = 25 * end / END
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const dirOff = dir + (Math.random() - 0.5) * spread
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Matter.Body.setVelocity(bullet[me], {
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@@ -5644,7 +5658,7 @@ const b = {
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x: SPEED * Math.cos(dir),
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y: SPEED * Math.sin(dir)
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});
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bullet[me].endCycle = simulation.cycle + 40
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bullet[me].endCycle = simulation.cycle + 40 * tech.isBulletsLastLonger
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bullet[me].minDmgSpeed = 15
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if (tech.isShotgunReversed) Matter.Body.setDensity(bullet[me], 0.0016)
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// bullet[me].restitution = 0.4
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@@ -6312,6 +6326,15 @@ const b = {
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ammo: 0,
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ammoPack: 2.6,
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have: false,
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nameString(suffix = "") {
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if (tech.isSporeFlea) {
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return `<strong class='color-p' style='letter-spacing: -0.8px;'>flea${suffix}</strong>`
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} else if (tech.isSporeWorm) {
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return `<strong class='color-p' style='letter-spacing: -0.8px;'>worm${suffix}</strong>`
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} else {
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return `<strong class='color-p' style='letter-spacing: 2px;'>spore${suffix}</strong>`
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}
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},
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do() {},
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fire() {
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const me = bullet.length;
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@@ -6326,16 +6349,13 @@ const b = {
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bullet[me].maxRadius = 30;
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bullet[me].restitution = 0.3;
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bullet[me].minDmgSpeed = 0;
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bullet[me].totalSpores = 8 + 2 * tech.isSporeFreeze * (tech.isSporeWorm ? 0.5 : 1)
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bullet[me].totalSpores = 8 + 2 * tech.isSporeFreeze + 3 * tech.isSporeZooid
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bullet[me].stuck = function() {};
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bullet[me].beforeDmg = function() {};
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bullet[me].do = function() {
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function onCollide(that) {
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that.collisionFilter.mask = 0; //non collide with everything
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Matter.Body.setVelocity(that, {
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x: 0,
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y: 0
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});
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Matter.Body.setVelocity(that, { x: 0, y: 0 });
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that.do = that.grow;
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}
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@@ -6345,10 +6365,7 @@ const b = {
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this.stuckTo = mobCollisions[0].bodyA
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if (this.stuckTo.isVerticesChange) {
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this.stuckToRelativePosition = {
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x: 0,
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y: 0
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}
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this.stuckToRelativePosition = { x: 0, y: 0 }
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} else {
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//find the relative position for when the mob is at angle zero by undoing the mobs rotation
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this.stuckToRelativePosition = Vector.rotate(Vector.sub(this.position, this.stuckTo.position), -this.stuckTo.angle)
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@@ -6432,17 +6449,55 @@ const b = {
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};
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//spawn bullets on end
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bullet[me].onEnd = function() {
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if (tech.isSporeFlea) {
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for (let i = 0, len = this.totalSpores * 0.5; i < len; i++) {
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let count = 0 //used in for loop below
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const things = [
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() => { //spore
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b.spore(this.position)
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},
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() => { //worm
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count++ //count as 2 things
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b.worm(this.position)
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},
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() => { //flea
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count++ //count as 2 things
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const speed = 10 + 5 * Math.random()
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const angle = 2 * Math.PI * Math.random()
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b.flea(this.position, { x: speed * Math.cos(angle), y: speed * Math.sin(angle) })
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},
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() => { // drones
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b.drone(this.position)
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},
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() => { // ice IX
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b.iceIX(1, Math.random() * 2 * Math.PI, this.position)
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},
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() => { //missile
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count++ //count as 2 things
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b.missile(this.position, -Math.PI / 2 + 0.5 * (Math.random() - 0.5), 0, 1)
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},
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() => { //nail
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b.targetedNail(this.position, 1, 39 + 6 * Math.random())
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},
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]
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for (len = this.totalSpores; count < len; count++) {
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if (tech.isSporeZooid && Math.random() < 0.5) {
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things[Math.floor(Math.random() * things.length)]()
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} else if (tech.isSporeFlea) {
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things[2]()
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} else if (tech.isSporeWorm) {
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things[1]()
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} else {
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things[0]() //spores
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}
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} else if (tech.isSporeWorm) {
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for (let i = 0, len = this.totalSpores * 0.5; i < len; i++) b.worm(this.position)
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} else {
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for (let i = 0; i < this.totalSpores; i++) b.spore(this.position)
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}
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// } else if (tech.isSporeFlea) {
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// for (let i = 0, len = this.totalSpores; i < len; i++) things[2]()
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// } else if (tech.isSporeWorm) {
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// for (let i = 0, len = this.totalSpores; i < len; i++) things[1]()
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// } else {
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// for (let i = 0; i < this.totalSpores; i++) things[0]()
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// }
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if (tech.isStun) b.AoEStunEffect(this.position, 600, 270 + 120 * Math.random()); //AoEStunEffect(where, range, cycles = 120 + 60 * Math.random()) {
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}
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}
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@@ -6721,7 +6776,7 @@ const b = {
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}
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}
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}
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b.harpoon(where, input.down ? closest.target : null, m.angle, harpoonSize, false)
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b.harpoon(where, input.down ? null : closest.target, m.angle, harpoonSize, false)
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}
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this.charge = 0;
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@@ -188,7 +188,7 @@ function collisionChecks(event) {
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obj.beforeDmg(mob[k]); //some bullets do actions when they hits things, like despawn //forces don't seem to work here
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let dmg = m.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
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if (tech.isCrit && mob[k].isStunned) dmg *= 4
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// console.log(dmg)
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// console.log(dmg) //remove this
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mob[k].damage(dmg);
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if (mob[k].alive) mob[k].foundPlayer();
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if (mob[k].damageReduction) {
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29
js/level.js
29
js/level.js
@@ -16,30 +16,27 @@ const level = {
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start() {
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if (level.levelsCleared === 0) { //this code only runs on the first level
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// simulation.enableConstructMode() //used to build maps in testing mode
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// level.difficultyIncrease(8 * 4) //30 is near max on hard //60 is near max on why
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// simulation.isHorizontalFlipped = true
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// m.addHealth(Infinity)
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// m.setField("molecular assembler")
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// b.giveGuns("spores")
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// tech.giveTech("fleas")
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// tech.giveTech("flagella")
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// b.guns[0].ammo = 10000
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// for (let i = 0; i < 1; ++i) tech.giveTech("mycelium manufacturing")
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// for (let i = 0; i < 9; ++i) tech.giveTech("WIMPs")
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// for (let i = 0; i < 100; ++i) tech.giveTech("nail-bot")
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// for (let i = 0; i < 1; ++i) tech.giveTech("necrophage")
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// for (let i = 0; i < 1; i++) tech.giveTech("cryodesiccation")
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "tech");
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "research");
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// m.maxHealth = m.health = 100
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// powerUps.research.changeRerolls(100000)
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// m.immuneCycle = Infinity //you can't take damage
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// powerUps.research.changeRerolls(100)
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// tech.tech[297].frequency = 100
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// b.guns[0].ammo = 10000
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// m.setField("molecular assembler") //molecular assembler time dilation
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// b.giveGuns("spores")
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// tech.giveTech("K-selection")
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// tech.giveTech("fleas")
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// tech.giveTech("colony")
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// tech.giveTech("mycelium manufacturing")
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// for (let i = 0; i < 100; ++i) tech.giveTech("nail-bot")
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// for (let i = 0; i < 1; ++i) tech.giveTech("necrophage")
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// for (let i = 0; i < 1; i++) tech.giveTech("cryodesiccation")
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "tech");
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// for (let i = 0; i < 10; i++) powerUps.directSpawn(450, -50, "research");
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// spawn.starter(1900, -500, 200)
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// for (let i = 0; i < 10; ++i) spawn.hopBullet(1900, -500)
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// spawn.hopMomBoss(1900, -500)
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// spawn.grenadier(1900, -1450, 10)
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// level.difficultyIncrease(8 * 4) //30 is near max on hard //60 is near max on why
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// level.testing(); //not in rotation, used for testing
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// for (let i = 0; i < 7; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "research");
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// for (let i = 0; i < 4; ++i) powerUps.directSpawn(m.pos.x + 50 * Math.random(), m.pos.y + 50 * Math.random(), "tech");
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@@ -1181,7 +1181,14 @@ const mobs = {
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powerUps.spawnRandomPowerUp(this.position.x, this.position.y);
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m.lastKillCycle = m.cycle; //tracks the last time a kill was made, mostly used in simulation.checks()
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if (Math.random() < tech.sporesOnDeath) {
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if (tech.isSporeWorm) {
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if (tech.isSporeFlea) {
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const len = Math.min(25, Math.floor(2 + this.mass * (0.5 + 0.5 * Math.random()))) / 2
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for (let i = 0; i < len; i++) {
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const speed = 10 + 5 * Math.random()
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const angle = 2 * Math.PI * Math.random()
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b.flea(this.position, { x: speed * Math.cos(angle), y: speed * Math.sin(angle) })
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}
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} else if (tech.isSporeWorm) {
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const len = Math.min(25, Math.floor(2 + this.mass * (0.5 + 0.5 * Math.random()))) / 2
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for (let i = 0; i < len; i++) b.worm(this.position)
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} else {
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@@ -555,6 +555,8 @@ const m = {
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x: who.velocity.x * 0.5,
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y: who.velocity.y * 0.5
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});
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who.endCycle = simulation.cycle + immunityDuration
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} else if (tech.isRPG) {
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||||
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) })
|
||||
|
||||
@@ -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;
|
||||
|
||||
170
js/tech.js
170
js/tech.js
@@ -880,6 +880,26 @@ const tech = {
|
||||
tech.isCrit = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "anti-shear topology",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Topology' class="link">anti-shear topology</a>`,
|
||||
description: "<strong>+30%</strong> projectile <strong>duration</strong>", //<br><em style = 'font-size: 83%'>drone spore worm flea missile foam wave neutron ice</em>",
|
||||
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 <strong>die</strong><br>they <strong class='color-e'>explode</strong>",
|
||||
@@ -919,7 +939,8 @@ const tech = {
|
||||
{
|
||||
name: "zoospore vector",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Disease_vector' class="link">zoospore vector</a>`,
|
||||
description: "after mobs <strong>die</strong><br>they have a <strong>+10%</strong> chance to grow <strong class='color-p' style='letter-spacing: 2px;'>spores</strong>",
|
||||
descriptionFunction() { return `after mobs <strong>die</strong><br>they have a <strong>+10%</strong> chance to grow ${b.guns[6].nameString('s')}` },
|
||||
// description: "after mobs <strong>die</strong><br>they have a <strong>+10%</strong> chance to grow <strong class='color-p' style='letter-spacing: 2px;'>spores</strong>",
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 1,
|
||||
@@ -5159,7 +5180,7 @@ const tech = {
|
||||
{
|
||||
name: "mycelial fragmentation",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Fungus' class="link">mycelial fragmentation</a>`,
|
||||
description: "during their <strong>growth</strong> phase<br><strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> release <strong>+6</strong> <strong class='color-p' style='letter-spacing: 2px;'>spores</strong>",
|
||||
description: "during their <strong>growth</strong> phase<br><strong>+70%</strong> <strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> discharge",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -5176,49 +5197,30 @@ const tech = {
|
||||
tech.isSporeGrowth = false
|
||||
}
|
||||
},
|
||||
// {
|
||||
// name: "tinsellated flagella",
|
||||
// link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Zoospore#Flagella_types' class="link">tinsellated flagella</a>`,
|
||||
// description: "<strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> release <strong>+2</strong> <strong class='color-p' style='letter-spacing: 2px;'>spores</strong><br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> accelerate <strong>50% faster</strong>",
|
||||
// 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: "<strong>+50%</strong> <strong class='color-p' style='letter-spacing: 2px;'>spores</strong> acceleration<br>if they can't find a target <strong class='color-p' style='letter-spacing: 2px;'>spores</strong> follow you",
|
||||
name: "colony",
|
||||
description: "<strong>+38%</strong> <strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> discharge<br><strong>38%</strong> chance to discharge something different",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Colony_(biology)' class="link">colony</a>`,
|
||||
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: "<strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> release <strong>2</strong> more <strong class='color-p' style='letter-spacing: 2px;'>spores</strong><br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> <strong class='color-s'>freeze</strong> mobs for <strong>1.5</strong> second",
|
||||
// <br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> do <strong>1/3</strong> <strong class='color-d'>damage</strong>
|
||||
descriptionFunction() { return `<strong>+25%</strong> <strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> discharge<br> ${b.guns[6].nameString('s')} <strong class='color-s'>freeze</strong> mobs for <strong>1.5</strong> second` },
|
||||
// description: "<strong>+25%</strong> <strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> discharge<br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> <strong class='color-s'>freeze</strong> mobs for <strong>1.5</strong> second",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -5235,28 +5237,30 @@ const tech = {
|
||||
tech.isSporeFreeze = false
|
||||
}
|
||||
},
|
||||
// {
|
||||
// name: "diplochory",
|
||||
// description: "if <strong class='color-p' style='letter-spacing: 2px;'>spores</strong> can't <strong>locate</strong> a viable host<br>they use you for <strong>dispersal</strong>",
|
||||
// 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 `<strong>+50%</strong> ${b.guns[6].nameString()} acceleration<br>if they can't find a target ${b.guns[6].nameString('s')} follow you` },
|
||||
// description: "<strong>+50%</strong> <strong class='color-p' style='letter-spacing: 2px;'>spore</strong> acceleration<br>if they can't find a target <strong class='color-p' style='letter-spacing: 2px;'>spores</strong> 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: "<strong>+150%</strong> <strong class='color-p' style='letter-spacing: 2px;'>spore</strong> <strong class='color-d'>damage</strong><br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> borrow <strong>0.5</strong> <strong class='color-h'>health</strong> until they <strong>die</strong>",
|
||||
descriptionFunction() { return `<strong>+150%</strong> ${b.guns[6].nameString()} <strong class='color-d'>damage</strong><br>${b.guns[6].nameString('s')} borrow <strong>0.5</strong> <strong class='color-h'>health</strong> until they <strong>die</strong>` },
|
||||
// description: `<strong>+150%</strong> ${b.guns[6].name()} <strong class='color-d'>damage</strong><br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> borrow <strong>0.5</strong> <strong class='color-h'>health</strong> until they <strong>die</strong>`,
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -5275,7 +5279,7 @@ const tech = {
|
||||
},
|
||||
{
|
||||
name: "fleas",
|
||||
description: "<strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> hatch <strong class='color-p' style='letter-spacing: -0.8px;'>fleas</strong><br><strong class='color-p' style='letter-spacing: 2px;'>spore</strong> <strong class='color-m'>tech</strong> applies to <strong class='color-p' style='letter-spacing: -0.8px;'>fleas</strong>",
|
||||
description: "<strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> hatch <strong class='color-p' style='letter-spacing: -0.8px;'>fleas</strong>", //<br><strong class='color-p' style='letter-spacing: 2px;'>spore</strong> <strong class='color-m'>tech</strong> applies to <strong class='color-p' style='letter-spacing: -0.8px;'>fleas</strong>
|
||||
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: "<strong>shotgun</strong> and <strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> hatch <strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong><br><strong class='color-p' style='letter-spacing: 2px;'>spore</strong> <strong class='color-m'>tech</strong> applies to <strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong>",
|
||||
description: "<strong>shotgun</strong> and <strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> hatch <strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong>", //<br><strong class='color-p' style='letter-spacing: 2px;'>spore</strong> <strong class='color-m'>tech</strong> applies to <strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong>
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -5342,17 +5317,17 @@ const tech = {
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "annelids",
|
||||
description: "<strong>+37%</strong> <strong class='color-p' style='letter-spacing: -0.8px;'>worm</strong> size and <strong class='color-d'>damage</strong>",
|
||||
name: "K-selection",
|
||||
description: "<strong>+37%</strong> size and <strong class='color-d'>damage</strong><br>for <strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong> and <strong class='color-p' style='letter-spacing: -0.8px;'>fleas</strong>",
|
||||
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: `<a target="_blank" href='https://en.wikipedia.org/wiki/Topology' class="link">anti-shear topology</a>`,
|
||||
description: "<strong>+30%</strong> projectile <strong>duration</strong><br><em style = 'font-size: 83%'>drone spore worm flea missile foam wave neutron ice</em>",
|
||||
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: `<a target="_blank" href='https://en.wikipedia.org/wiki/Engineering_tolerance' class="link">reduced tolerances</a>`,
|
||||
@@ -6865,8 +6820,8 @@ const tech = {
|
||||
{
|
||||
name: "mycelium manufacturing",
|
||||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Mycelium' class="link">mycelium manufacturing</a>`,
|
||||
description: `use ${powerUps.orb.research(1)}to repurpose <strong>molecular assembler</strong><br>excess <strong class='color-f'>energy</strong> used to grow <strong class='color-p' style='letter-spacing: 2px;'>spores</strong>`,
|
||||
// description: "use <strong>3</strong> <strong class='color-r'>research</strong> to repurpose <strong>assembler</strong><br>excess <strong class='color-f'>energy</strong> used to grow <strong class='color-p' style='letter-spacing: 2px;'>spores</strong>",
|
||||
// description: `use ${powerUps.orb.research(1)}to repurpose <strong>molecular assembler</strong><br>excess <strong class='color-f'>energy</strong> used to grow <strong class='color-p' style='letter-spacing: 2px;'>spores</strong>`,
|
||||
descriptionFunction() { return `use ${powerUps.orb.research(1)}to repurpose <strong>molecular assembler</strong><br>excess <strong class='color-f'>energy</strong> 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,
|
||||
}
|
||||
38
todo.txt
38
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%?
|
||||
|
||||
Reference in New Issue
Block a user