grenade trajectory graphic
grenades display their trajectory, to help you aim I'm might get rid of it, but for now we'll try it out several duplication tech give slightly lower duplication chance strange attractor now properly includes all your tech in duplication chance (it wasn't updated for recent duplication tech)
This commit is contained in:
66
js/bullet.js
66
js/bullet.js
@@ -741,6 +741,7 @@ const b = {
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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);
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bullet[me].restitution = 0.4;
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bullet[me].restitution = 0.4;
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bullet[me].do = function() {
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bullet[me].do = function() {
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// console.log(this.mass * 0.0025)
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this.force.y += this.mass * 0.0025; //extra gravity for harder arcs
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this.force.y += this.mass * 0.0025; //extra gravity for harder arcs
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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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Composite.add(engine.world, bullet[me]); //add bullet to world
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@@ -794,6 +795,7 @@ const b = {
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this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
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this.endCycle = 0; //bullet ends cycle after doing damage //this also triggers explosion
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};
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};
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speed = input.down ? 46 : 32
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speed = input.down ? 46 : 32
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Matter.Body.setVelocity(bullet[me], {
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Matter.Body.setVelocity(bullet[me], {
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x: m.Vx / 2 + speed * Math.cos(angle),
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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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y: m.Vy / 2 + speed * Math.sin(angle)
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@@ -917,6 +919,8 @@ const b = {
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}
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}
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};
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};
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speed = 35
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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;
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if (input.down) {
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if (input.down) {
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speed += 9
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speed += 9
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@@ -950,6 +954,8 @@ const b = {
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Matter.Body.scale(bullet[me], SCALE, SCALE);
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Matter.Body.scale(bullet[me], SCALE, SCALE);
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speed = input.down ? 25 : 15
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speed = input.down ? 25 : 15
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// speed = input.down ? 43 : 32
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Matter.Body.setVelocity(bullet[me], {
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Matter.Body.setVelocity(bullet[me], {
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x: m.Vx / 2 + speed * Math.cos(angle),
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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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y: m.Vy / 2 + speed * Math.sin(angle)
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@@ -1092,9 +1098,36 @@ const b = {
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}
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}
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}
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}
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}
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}
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let gunIndex = null
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for (let i = 0, len = b.guns.length; i < len; i++) {
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if (b.guns[i].name === "grenades") {
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gunIndex = i
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}
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}
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if (tech.isNeutronBomb) {
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if (tech.isNeutronBomb) {
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b.grenade = grenadeNeutron
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b.grenade = grenadeNeutron
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if (tech.isRPG) {
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b.guns[gunIndex].do = function() {}
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} else {
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if (gunIndex) b.guns[gunIndex].do = function() {
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const cycles = 80
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const speed = input.down ? 35 : 20 //input.down ? 43 : 32
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const g = input.down ? 0.137 : 0.135
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const v = { x: m.Vx / 2 + speed * Math.cos(m.angle), y: m.Vy / 2 + speed * Math.sin(m.angle) }
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ctx.strokeStyle = "rgba(68, 68, 68, 0.2)" //color.map
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ctx.lineWidth = 2
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ctx.beginPath()
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for (let i = 1, len = 19; i < len + 1; i++) {
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const time = cycles * i / len
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ctx.lineTo(m.pos.x + time * v.x, m.pos.y + time * v.y + g * time * time)
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}
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ctx.stroke()
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}
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}
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} else if (tech.isRPG) {
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} else if (tech.isRPG) {
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b.guns[gunIndex].do = function() {}
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if (tech.isVacuumBomb) {
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if (tech.isVacuumBomb) {
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b.grenade = grenadeRPGVacuum
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b.grenade = grenadeRPGVacuum
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} else {
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} else {
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@@ -1102,8 +1135,34 @@ const b = {
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}
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}
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} else if (tech.isVacuumBomb) {
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} else if (tech.isVacuumBomb) {
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b.grenade = grenadeVacuum
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b.grenade = grenadeVacuum
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if (gunIndex) b.guns[gunIndex].do = function() {
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const cycles = Math.floor(input.down ? 50 : 30) //30
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const speed = input.down ? 44 : 35
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const v = { x: m.Vx / 2 + speed * Math.cos(m.angle), y: m.Vy / 2 + speed * Math.sin(m.angle) }
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ctx.strokeStyle = "rgba(68, 68, 68, 0.2)" //color.map
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ctx.lineWidth = 2
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ctx.beginPath()
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for (let i = 1.6, len = 19; i < len + 1; i++) {
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const time = cycles * i / len
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ctx.lineTo(m.pos.x + time * v.x, m.pos.y + time * v.y + 0.34 * time * time)
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}
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ctx.stroke()
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}
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} else {
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} else {
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b.grenade = grenadeDefault
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b.grenade = grenadeDefault
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if (gunIndex) b.guns[gunIndex].do = function() {
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const cycles = Math.floor(input.down ? 120 : 80) //30
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const speed = input.down ? 43 : 32
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const v = { x: m.Vx / 2 + speed * Math.cos(m.angle), y: m.Vy / 2 + speed * Math.sin(m.angle) }
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ctx.strokeStyle = "rgba(68, 68, 68, 0.2)" //color.map
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ctx.lineWidth = 2
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ctx.beginPath()
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for (let i = 0.5, len = 19; i < len + 1; i++) {
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const time = cycles * i / len
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ctx.lineTo(m.pos.x + time * v.x, m.pos.y + time * v.y + 0.34 * time * time)
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}
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ctx.stroke()
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}
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}
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}
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},
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},
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harpoon(where, target, angle = m.angle, harpoonLength = 1, isReturn = false, totalCycles = 15) {
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harpoon(where, target, angle = m.angle, harpoonLength = 1, isReturn = false, totalCycles = 15) {
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@@ -2437,7 +2496,14 @@ const b = {
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if (tech.isIncendiary && simulation.cycle + this.deathCycles < this.endCycle) {
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if (tech.isIncendiary && simulation.cycle + this.deathCycles < this.endCycle) {
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const max = Math.max(Math.min(this.endCycle - simulation.cycle - this.deathCycles, 1500), 0)
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const max = Math.max(Math.min(this.endCycle - simulation.cycle - this.deathCycles, 1500), 0)
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b.explosion(this.position, max * 0.1 + this.isImproved * 110 + 60 * Math.random()); //makes bullet do explosive damage at end
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b.explosion(this.position, max * 0.1 + this.isImproved * 110 + 60 * Math.random()); //makes bullet do explosive damage at end
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if (tech.isForeverDrones) {
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this.endCycle = 0
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b.drone({ x: m.pos.x + 30 * (Math.random() - 0.5), y: m.pos.y + 30 * (Math.random() - 0.5) }, 5)
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bullet[bullet.length - 1].endCycle = Infinity
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} else {
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this.endCycle -= max
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this.endCycle -= max
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}
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} else {
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} else {
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//move away from target after hitting
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//move away from target after hitting
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const unit = Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), -20)
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const unit = Vector.mult(Vector.normalise(Vector.sub(this.position, who.position)), -20)
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@@ -223,7 +223,7 @@ const build = {
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<strong class='color-d'>damage</strong> increase: ${((tech.damageFromTech()-1)*100).toFixed(0)}%
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<strong class='color-d'>damage</strong> increase: ${((tech.damageFromTech()-1)*100).toFixed(0)}%
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<br><strong class='color-harm'>harm</strong> reduction: ${harm.toFixed(harm > 90 ? 2 : 0)}%
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<br><strong class='color-harm'>harm</strong> reduction: ${harm.toFixed(harm > 90 ? 2 : 0)}%
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<br><strong><em>fire delay</em></strong> decrease: ${((1-b.fireCDscale)*100).toFixed(b.fireCDscale < 0.1 ? 2 : 0)}%
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<br><strong><em>fire delay</em></strong> decrease: ${((1-b.fireCDscale)*100).toFixed(b.fireCDscale < 0.1 ? 2 : 0)}%
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<br><strong class='color-dup'>duplication</strong> chance: ${(Math.min(1,tech.duplicationChance())*100).toFixed(0)}%
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<br><strong class='color-dup'>duplication</strong> chance: ${(tech.duplicationChance()*100).toFixed(0)}%
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${botText}
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${botText}
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<br>
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<br>
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<br><strong class='color-m'>tech</strong>: ${tech.totalCount} <strong class='color-r'>research</strong>: ${powerUps.research.count}
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<br><strong class='color-m'>tech</strong>: ${tech.totalCount} <strong class='color-r'>research</strong>: ${powerUps.research.count}
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@@ -16,9 +16,9 @@ const level = {
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
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// simulation.isHorizontalFlipped = true
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// simulation.isHorizontalFlipped = true
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// m.setField("time dilation")
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// m.setField("time dilation")
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// b.giveGuns("harpoon")
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// b.giveGuns("grenades")
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// tech.giveTech("retrocausality")
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// tech.giveTech("neutron bomb")
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// tech.giveTech("causality bots")
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// tech.giveTech("vacuum bomb")
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// tech.giveTech("causality bombs")
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// tech.giveTech("causality bombs")
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// for (let i = 0; i < 2; i++) tech.giveTech("refractory metal")
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// for (let i = 0; i < 2; i++) tech.giveTech("refractory metal")
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// tech.giveTech("antiscience")
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// tech.giveTech("antiscience")
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@@ -1167,7 +1167,7 @@ const mobs = {
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}
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}
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}
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}
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if (tech.cloakDuplication && !this.isBoss) {
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if (tech.cloakDuplication && !this.isBoss) {
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tech.cloakDuplication -= 0.01
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tech.cloakDuplication -= 0.02
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powerUps.setDupChance(); //needed after adjusting duplication chance
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powerUps.setDupChance(); //needed after adjusting duplication chance
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}
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}
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} else if (tech.isShieldAmmo && this.shield && !this.isExtraShield) {
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} else if (tech.isShieldAmmo && this.shield && !this.isExtraShield) {
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@@ -2379,10 +2379,10 @@ const spawn = {
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this.checkStatus();
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this.checkStatus();
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};
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};
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},
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},
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pulsarBoss(x, y, radius = 90) {
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pulsarBoss(x, y, radius = 90, isNonCollide = false) {
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mobs.spawn(x, y, 3, radius, "#a0f");
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mobs.spawn(x, y, 3, radius, "#a0f");
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let me = mob[mob.length - 1];
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let me = mob[mob.length - 1];
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if (isNonCollide) me.collisionFilter.mask = cat.bullet | cat.player
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setTimeout(() => { //fix mob in place, but allow rotation
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setTimeout(() => { //fix mob in place, but allow rotation
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me.constraint = Constraint.create({
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me.constraint = Constraint.create({
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pointA: {
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pointA: {
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81
js/tech.js
81
js/tech.js
@@ -234,18 +234,21 @@
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return dmg * tech.slowFire * tech.aimDamage
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return dmg * tech.slowFire * tech.aimDamage
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},
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},
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duplicationChance() {
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duplicationChance() {
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return Math.max(0, (tech.isPowerUpsVanish ? 0.13 : 0) + (tech.isStimulatedEmission ? 0.17 : 0) + tech.cancelCount * 0.045 + tech.duplicateChance + m.duplicateChance + tech.wormDuplicate + tech.cloakDuplication + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.5 : 0))
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return Math.max(0, (tech.isPowerUpsVanish ? 0.12 : 0) + (tech.isStimulatedEmission ? 0.15 : 0) + tech.cancelCount * 0.04 + tech.duplicateChance + m.duplicateChance + tech.wormDuplicate + tech.cloakDuplication + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.45 : 0))
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},
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},
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isScaleMobsWithDuplication: false,
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isScaleMobsWithDuplication: false,
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maxDuplicationEvent() {
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maxDuplicationEvent() {
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if (tech.is100Duplicate && tech.duplicationChance() > 0.99) {
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if (tech.is111Duplicate && tech.duplicationChance() > 1.11) {
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tech.is100Duplicate = false
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tech.is111Duplicate = false
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const range = 500
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const range = 1300
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tech.isScaleMobsWithDuplication = true
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tech.isScaleMobsWithDuplication = true
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for (let i = 0, len = 8; i < len; i++) {
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for (let i = 0, len = 9; i < len; i++) {
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const angle = 2 * Math.PI * i / len
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const angle = 2 * Math.PI * i / len
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spawn.randomLevelBoss(m.pos.x + range * Math.cos(angle), m.pos.y + range * Math.sin(angle), spawn.nonCollideBossList);
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spawn.randomLevelBoss(m.pos.x + range * Math.cos(angle), m.pos.y + range * Math.sin(angle), spawn.nonCollideBossList);
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}
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}
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spawn.historyBoss(0, 0)
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spawn.pulsarBoss(level.exit.x, level.exit.y, 70, true)
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spawn.blockBoss(level.enter.x, level.enter.y)
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tech.isScaleMobsWithDuplication = false
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tech.isScaleMobsWithDuplication = false
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}
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}
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},
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},
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@@ -2850,15 +2853,15 @@
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},
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},
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{
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{
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name: "weak anthropic principle",
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name: "weak anthropic principle",
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description: "after <strong>anthropic principle</strong> prevents your <strong>death</strong><br>add <strong>50%</strong> <strong class='color-dup'>duplication</strong> chance for that level",
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description: "after <strong>anthropic principle</strong> prevents your <strong>death</strong><br>add <strong>45%</strong> <strong class='color-dup'>duplication</strong> chance for that level",
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maxCount: 1,
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maxCount: 1,
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count: 0,
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count: 0,
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frequency: 3,
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frequency: 3,
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frequencyDefault: 3,
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frequencyDefault: 3,
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allowed() {
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allowed() {
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return tech.isDeathAvoid && tech.duplicationChance() < 0.66
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return tech.isDeathAvoid
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},
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},
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requires: "anthropic principle, below 66% duplication chance",
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requires: "anthropic principle",
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effect() {
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effect() {
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tech.isAnthropicTech = true
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tech.isAnthropicTech = true
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powerUps.setDupChance(); //needed after adjusting duplication chance
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powerUps.setDupChance(); //needed after adjusting duplication chance
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@@ -3154,7 +3157,7 @@
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},
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},
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{
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{
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name: "replication",
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name: "replication",
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description: "<strong>10%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br><strong>+30%</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
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description: "<strong>10%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br><strong>+40%</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
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maxCount: 9,
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maxCount: 9,
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count: 0,
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count: 0,
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frequency: 1,
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frequency: 1,
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@@ -3167,7 +3170,7 @@
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tech.duplicateChance += 0.1
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tech.duplicateChance += 0.1
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powerUps.setDupChance(); //needed after adjusting duplication chance
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powerUps.setDupChance(); //needed after adjusting duplication chance
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if (!build.isExperimentSelection) simulation.circleFlare(0.1);
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if (!build.isExperimentSelection) simulation.circleFlare(0.1);
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this.refundAmount += tech.addJunkTechToPool(0.3)
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this.refundAmount += tech.addJunkTechToPool(0.4)
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},
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},
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refundAmount: 0,
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refundAmount: 0,
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remove() {
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remove() {
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@@ -3181,7 +3184,7 @@
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},
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},
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{
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{
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name: "stimulated emission",
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name: "stimulated emission",
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description: "<strong>17%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>but, after a <strong>collision</strong> eject <strong>1</strong> <strong class='color-m'>tech</strong>",
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description: "<strong>15%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>but, after a <strong>collision</strong> eject <strong>1</strong> <strong class='color-m'>tech</strong>",
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maxCount: 1,
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maxCount: 1,
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count: 0,
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count: 0,
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frequency: 1,
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frequency: 1,
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@@ -3192,8 +3195,8 @@
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requires: "below 100% duplication chance",
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requires: "below 100% duplication chance",
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effect: () => {
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effect: () => {
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tech.isStimulatedEmission = true
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tech.isStimulatedEmission = true
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powerUps.setDupChance(0.17); //needed after adjusting duplication chance
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powerUps.setDupChance(); //needed after adjusting duplication chance
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if (!build.isExperimentSelection) simulation.circleFlare(0.17);
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if (!build.isExperimentSelection) simulation.circleFlare(0.15);
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},
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},
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remove() {
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remove() {
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tech.isStimulatedEmission = false
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tech.isStimulatedEmission = false
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@@ -3202,7 +3205,7 @@
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},
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},
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{
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{
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name: "metastability",
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name: "metastability",
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description: "<strong>13%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br><strong class='color-dup'>duplicates</strong> <strong class='color-e'>explode</strong> with a <strong>3</strong> second <strong>half-life</strong> ",
|
description: "<strong>12%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br><strong class='color-dup'>duplicates</strong> <strong class='color-e'>explode</strong> with a <strong>3</strong> second <strong>half-life</strong> ",
|
||||||
maxCount: 1,
|
maxCount: 1,
|
||||||
count: 0,
|
count: 0,
|
||||||
frequency: 1,
|
frequency: 1,
|
||||||
@@ -3214,7 +3217,7 @@
|
|||||||
effect: () => {
|
effect: () => {
|
||||||
tech.isPowerUpsVanish = true
|
tech.isPowerUpsVanish = true
|
||||||
powerUps.setDupChance(); //needed after adjusting duplication chance
|
powerUps.setDupChance(); //needed after adjusting duplication chance
|
||||||
if (!build.isExperimentSelection) simulation.circleFlare(0.13);
|
if (!build.isExperimentSelection) simulation.circleFlare(0.12);
|
||||||
},
|
},
|
||||||
remove() {
|
remove() {
|
||||||
tech.isPowerUpsVanish = false
|
tech.isPowerUpsVanish = false
|
||||||
@@ -3223,7 +3226,7 @@
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
name: "futures exchange",
|
name: "futures exchange",
|
||||||
description: "clicking <strong style = 'font-size:150%;'>×</strong> to <strong>cancel</strong> a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>adds <strong>4.5%</strong> power up <strong class='color-dup'>duplication</strong> chance",
|
description: "clicking <strong style = 'font-size:150%;'>×</strong> to <strong>cancel</strong> a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>adds <strong>4%</strong> power up <strong class='color-dup'>duplication</strong> chance",
|
||||||
maxCount: 1,
|
maxCount: 1,
|
||||||
count: 0,
|
count: 0,
|
||||||
frequency: 1,
|
frequency: 1,
|
||||||
@@ -3297,21 +3300,21 @@
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
name: "apomixis",
|
name: "apomixis",
|
||||||
description: `when you reach <strong>100%</strong> <strong class='color-dup'>duplication</strong><br>spawn <strong>8 bosses</strong> with <strong>100%</strong> more <strong>health</strong>`,
|
description: `when you reach <strong>111%</strong> <strong class='color-dup'>duplication</strong><br>spawn <strong>11 bosses</strong> with <strong>111%</strong> more <strong>health</strong>`,
|
||||||
maxCount: 1,
|
maxCount: 1,
|
||||||
count: 0,
|
count: 0,
|
||||||
frequency: 2,
|
frequency: 10,
|
||||||
frequencyDefault: 2,
|
frequencyDefault: 10,
|
||||||
allowed() {
|
allowed() {
|
||||||
return tech.duplicationChance() > 0.33
|
return tech.duplicationChance() > 0.99
|
||||||
},
|
},
|
||||||
requires: "duplication chance above 33%",
|
requires: "duplication chance above 33%",
|
||||||
effect() {
|
effect() {
|
||||||
tech.is100Duplicate = true;
|
tech.is111Duplicate = true;
|
||||||
tech.maxDuplicationEvent()
|
tech.maxDuplicationEvent()
|
||||||
},
|
},
|
||||||
remove() {
|
remove() {
|
||||||
tech.is100Duplicate = false;
|
tech.is111Duplicate = false;
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
@@ -3381,10 +3384,8 @@
|
|||||||
effect: () => {
|
effect: () => {
|
||||||
powerUps.research.changeRerolls(-2)
|
powerUps.research.changeRerolls(-2)
|
||||||
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span> <span class='color-symbol'>-=</span> 2<br>${powerUps.research.count}`)
|
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span> <span class='color-symbol'>-=</span> 2<br>${powerUps.research.count}`)
|
||||||
const chanceStore = tech.duplicateChance
|
powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
|
||||||
tech.duplicateChance = (tech.isStimulatedEmission ? 0.2 : 0) + tech.cancelCount * 0.045 + m.duplicateChance + tech.duplicateChance * 2 //increase duplication chance to simulate doubling all 3 sources of duplication chance
|
if (Math.random() < tech.duplicationChance() * 2) powerUps.directSpawn(m.pos.x + 10, m.pos.y + 5, "tech");
|
||||||
powerUps.spawn(m.pos.x, m.pos.y, "tech");
|
|
||||||
tech.duplicateChance = chanceStore
|
|
||||||
},
|
},
|
||||||
remove() {}
|
remove() {}
|
||||||
},
|
},
|
||||||
@@ -5778,9 +5779,9 @@
|
|||||||
frequency: 3,
|
frequency: 3,
|
||||||
frequencyDefault: 3,
|
frequencyDefault: 3,
|
||||||
allowed() {
|
allowed() {
|
||||||
return (m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism" || m.fieldUpgrades[m.fieldMode].name === "negative mass") && (build.isExperimentSelection || powerUps.research.count > 3)
|
return (m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism" || m.fieldUpgrades[m.fieldMode].name === "negative mass") && (build.isExperimentSelection || powerUps.research.count > 3)
|
||||||
},
|
},
|
||||||
requires: "perfect diamagnetism or negative mass",
|
requires: "perfect diamagnetism, negative mass, pilot wave",
|
||||||
effect() {
|
effect() {
|
||||||
tech.isFieldHarmReduction = true
|
tech.isFieldHarmReduction = true
|
||||||
for (let i = 0; i < 2; i++) {
|
for (let i = 0; i < 2; i++) {
|
||||||
@@ -6266,7 +6267,7 @@
|
|||||||
// },
|
// },
|
||||||
{
|
{
|
||||||
name: "retrocausality",
|
name: "retrocausality",
|
||||||
description: "<strong>time dilation</strong> uses <strong class='color-f'>energy</strong> to <strong>rewind</strong> your<br><strong class='color-h'>health</strong>, <strong>velocity</strong>, and <strong>position</strong> up to <strong>10</strong> s",
|
description: "<strong>time dilation</strong> uses <strong class='color-f'>energy</strong> to <strong>rewind</strong> your<br><strong class='color-h'>health</strong>, <strong>velocity</strong>, and <strong>position</strong> up to <strong>10 s</strong>",
|
||||||
isFieldTech: true,
|
isFieldTech: true,
|
||||||
maxCount: 1,
|
maxCount: 1,
|
||||||
count: 0,
|
count: 0,
|
||||||
@@ -6316,9 +6317,9 @@
|
|||||||
frequency: 3,
|
frequency: 3,
|
||||||
frequencyDefault: 3,
|
frequencyDefault: 3,
|
||||||
allowed() {
|
allowed() {
|
||||||
return m.fieldUpgrades[m.fieldMode].name === "time dilation" && (build.isExperimentSelection || powerUps.research.count > 2)
|
return (m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "time dilation") && (build.isExperimentSelection || powerUps.research.count > 2)
|
||||||
},
|
},
|
||||||
requires: "time dilation",
|
requires: "time dilation, pilot wave",
|
||||||
effect() {
|
effect() {
|
||||||
tech.isFastTime = true
|
tech.isFastTime = true
|
||||||
m.setMovement();
|
m.setMovement();
|
||||||
@@ -6357,7 +6358,7 @@
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
name: "no-cloning theorem",
|
name: "no-cloning theorem",
|
||||||
description: `<strong>38%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>after a <strong>mob</strong> <strong>dies</strong>, lose <strong>1%</strong> <strong class='color-dup'>duplication</strong> chance`,
|
description: `<strong>40%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>after a <strong>mob</strong> <strong>dies</strong>, lose <strong>2%</strong> <strong class='color-dup'>duplication</strong> chance`,
|
||||||
isFieldTech: true,
|
isFieldTech: true,
|
||||||
maxCount: 1,
|
maxCount: 1,
|
||||||
count: 0,
|
count: 0,
|
||||||
@@ -6368,9 +6369,9 @@
|
|||||||
},
|
},
|
||||||
requires: "cloaking, wormhole or time dilation and below 100% duplication chance",
|
requires: "cloaking, wormhole or time dilation and below 100% duplication chance",
|
||||||
effect() {
|
effect() {
|
||||||
tech.cloakDuplication = 0.38
|
tech.cloakDuplication = 0.4
|
||||||
powerUps.setDupChance(); //needed after adjusting duplication chance
|
powerUps.setDupChance(); //needed after adjusting duplication chance
|
||||||
if (!build.isExperimentSelection) simulation.circleFlare(0.38);
|
if (!build.isExperimentSelection) simulation.circleFlare(0.4);
|
||||||
},
|
},
|
||||||
remove() {
|
remove() {
|
||||||
tech.cloakDuplication = 0
|
tech.cloakDuplication = 0
|
||||||
@@ -6607,20 +6608,20 @@
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
name: "virtual particles",
|
name: "virtual particles",
|
||||||
description: `use ${powerUps.orb.research(4)}to exploit your <strong>wormhole</strong> for a<br><strong>14%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>`,
|
description: `use ${powerUps.orb.research(4)}to exploit your <strong>wormhole</strong> for a<br><strong>13%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>`,
|
||||||
isFieldTech: true,
|
isFieldTech: true,
|
||||||
maxCount: 1,
|
maxCount: 1,
|
||||||
count: 0,
|
count: 0,
|
||||||
frequency: 3,
|
frequency: 3,
|
||||||
frequencyDefault: 3,
|
frequencyDefault: 3,
|
||||||
allowed() {
|
allowed() {
|
||||||
return m.fieldUpgrades[m.fieldMode].name === "wormhole" && (build.isExperimentSelection || powerUps.research.count > 3) && tech.duplicationChance() < 1
|
return m.fieldUpgrades[m.fieldMode].name === "wormhole" && (build.isExperimentSelection || powerUps.research.count > 3)
|
||||||
},
|
},
|
||||||
requires: "wormhole, below 100% duplication chance",
|
requires: "wormhole",
|
||||||
effect() {
|
effect() {
|
||||||
tech.wormDuplicate = 0.14
|
tech.wormDuplicate = 0.13
|
||||||
powerUps.setDupChance(); //needed after adjusting duplication chance
|
powerUps.setDupChance(); //needed after adjusting duplication chance
|
||||||
if (!build.isExperimentSelection) simulation.circleFlare(0.14);
|
if (!build.isExperimentSelection) simulation.circleFlare(0.13);
|
||||||
for (let i = 0; i < 4; i++) {
|
for (let i = 0; i < 4; i++) {
|
||||||
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||||||
}
|
}
|
||||||
@@ -8727,7 +8728,7 @@
|
|||||||
isGunSwitchField: null,
|
isGunSwitchField: null,
|
||||||
isNeedleShieldPierce: null,
|
isNeedleShieldPierce: null,
|
||||||
isDuplicateBoss: null,
|
isDuplicateBoss: null,
|
||||||
is100Duplicate: null,
|
is111Duplicate: null,
|
||||||
isDynamoBotUpgrade: null,
|
isDynamoBotUpgrade: null,
|
||||||
isBlockPowerUps: null,
|
isBlockPowerUps: null,
|
||||||
isBlockHarm: null,
|
isBlockHarm: null,
|
||||||
|
|||||||
10
todo.txt
10
todo.txt
@@ -1,11 +1,17 @@
|
|||||||
******************************************************** NEXT PATCH **************************************************
|
******************************************************** NEXT PATCH **************************************************
|
||||||
|
|
||||||
number of undefined tech needed to get lore is now lower at higher difficulty modes
|
grenades display their trajectory, to help you aim
|
||||||
|
I'm might get rid of it, but for now we'll try it out
|
||||||
|
|
||||||
bug fixes
|
several duplication tech give slightly lower duplication chance
|
||||||
|
strange attractor now properly includes all your tech in duplication chance (it wasn't updated for recent duplication tech)
|
||||||
|
|
||||||
******************************************************** TODO ********************************************************
|
******************************************************** TODO ********************************************************
|
||||||
|
|
||||||
|
give all duplicated power ups a half life that scales with the duplication chance
|
||||||
|
metastability reduces the half life
|
||||||
|
how to communicate the half-life?
|
||||||
|
|
||||||
tech: after bullets hit a mob, the mob takes 1% more damage
|
tech: after bullets hit a mob, the mob takes 1% more damage
|
||||||
this.damageReduction *= 1.01
|
this.damageReduction *= 1.01
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user