rotary cannon

tech: rotary cannon - nail gun (and rivet gun) have increased fire rate, muzzle speed, recoil, and accuracy
experiment -parthenocarpy- spawn about 50% more mobs
This commit is contained in:
landgreen
2021-10-23 08:50:52 -07:00
parent 61b365ff6c
commit bac02c35f6
6 changed files with 244 additions and 92 deletions

View File

@@ -3670,45 +3670,6 @@
}
}
},
{
name: "needle gun",
description: "<strong>nail gun</strong> fires <strong>3</strong> mob piercing <strong>needles</strong><br>requires <strong>3</strong> times more <strong>bullets</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("nail gun") && !tech.nailInstantFireRate && !tech.isIceCrystals && !tech.isRivets
},
requires: "nail gun, not ice crystal, rivets, or pneumatic actuator",
effect() {
tech.isNeedles = true
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "nail gun") {
b.guns[i].ammo = Math.ceil(b.guns[i].ammo / 3);
b.guns[i].ammoPack = Math.ceil(b.guns[i].defaultAmmoPack / 3);
b.guns[i].chooseFireMethod()
simulation.updateGunHUD();
break
}
}
},
remove() {
if (tech.isNeedles) {
tech.isNeedles = false
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "nail gun") {
b.guns[i].chooseFireMethod()
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 3);
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
simulation.updateGunHUD();
break
}
}
}
}
},
{
name: "needle ice",
description: `when <strong>needles</strong> impact walls<br>they chip off <strong>1-2</strong> freezing <strong class='color-s'>ice IX</strong> crystals`,
@@ -3747,6 +3708,45 @@
tech.isNeedleShieldPierce = false
}
},
{
name: "needle gun",
description: "<strong>nail gun</strong> fires <strong>3</strong> mob piercing <strong>needles</strong><br>requires <strong>3</strong> times more <strong>bullets</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("nail gun") && !tech.nailInstantFireRate && !tech.isIceCrystals && !tech.isRivets && !tech.nailRecoil
},
requires: "nail gun, not ice crystal, rivets, or pneumatic actuator",
effect() {
tech.isNeedles = true
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "nail gun") {
b.guns[i].ammo = Math.ceil(b.guns[i].ammo / 3);
b.guns[i].ammoPack = Math.ceil(b.guns[i].defaultAmmoPack / 3);
b.guns[i].chooseFireMethod()
simulation.updateGunHUD();
break
}
}
},
remove() {
if (tech.isNeedles) {
tech.isNeedles = false
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "nail gun") {
b.guns[i].chooseFireMethod()
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 3);
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
simulation.updateGunHUD();
break
}
}
}
}
},
{
name: "rivet gun",
description: "<strong>nail gun</strong> slowly fires a heavy <strong>rivet</strong>",
@@ -3847,9 +3847,9 @@
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("nail gun") && !tech.isRivets && !tech.isNeedles
return tech.haveGunCheck("nail gun") && !tech.isRivets && !tech.isNeedles && !tech.nailRecoil
},
requires: "nail gun, not rivets or needles",
requires: "nail gun, not rotary cannon, rivets, or needles",
effect() {
tech.nailInstantFireRate = true
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
@@ -3865,33 +3865,33 @@
}
}
},
// {
// name: "powder-actuated",
// description: "<strong>nail gun</strong> takes <strong>no</strong> time to ramp up<br>nails have a <strong>30%</strong> faster muzzle <strong>speed</strong>",
// isGunTech: true,
// maxCount: 1,
// count: 0,
// frequency: 2,
// frequencyDefault: 2,
// allowed() {
// return tech.haveGunCheck("nail gun") && tech.nailFireRate && !tech.isIceCrystals
// },
// requires: "nail gun and pneumatic actuator not ice crystal nucleation",
// effect() {
// tech.nailInstantFireRate = true
// for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
// if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod()
// }
// },
// remove() {
// if (tech.nailInstantFireRate) {
// tech.nailInstantFireRate = false
// for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
// if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod()
// }
// }
// }
// },
{
name: "rotary cannon",
description: "<strong>nail gun</strong> has increased muzzle <strong>speed</strong>,<br>maximum <strong>fire rate</strong>, <strong>accuracy</strong>, and <strong>recoil</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("nail gun") && !tech.nailInstantFireRate
},
requires: "nail gun, not pneumatic actuator",
effect() {
tech.nailRecoil = true
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod()
}
},
remove() {
if (tech.nailRecoil) {
tech.nailRecoil = false
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod()
}
}
}
},
{
name: "supercritical fission",
description: "<strong>nails</strong>, <strong>needles</strong>, and <strong>rivets</strong> can <strong class='color-e'>explode</strong><br>if they strike mobs near their <strong>center</strong>",
@@ -6776,6 +6776,25 @@
tech.removeMaxHealthOnKill = 0
}
},
{
name: "-parthenocarpy-",
description: "<strong style='color: #f55;'>experiment:</strong> spawn about 50% more mobs",
maxCount: 1,
count: 1,
frequency: 0,
isBadRandomOption: true,
isExperimentalMode: true,
allowed() {
return build.isExperimentSelection
},
requires: "",
effect() {
tech.isMoreMobs = true
},
remove() {
tech.isMoreMobs = false
}
},
//**************************************************
//************************************************** JUNK
//************************************************** tech
@@ -6800,7 +6819,7 @@
// },
{
name: "negative friction",
description: "when you touch walls you speed up instead of slowing down. It's actually pretty cool, seriously.",
description: "when you touch walls you speed up instead of slowing down. It's kinda fun.",
maxCount: 1,
count: 0,
frequency: 0,
@@ -6811,7 +6830,7 @@
},
requires: "",
effect() {
player.friction = -0.5
player.friction = -0.4
},
remove() {
if (this.count) player.friction = 0.002
@@ -8624,5 +8643,7 @@
cloakDuplication: null,
extruderRange: null,
isRodAreaDamage: null,
isForeverDrones: null
isForeverDrones: null,
isMoreMobs: null,
nailRecoil: null
}