more training levels
more training levels: "trainingWalk", "trainingCrouch", "trainingJump", "trainingHold", "trainingThrow", "trainingHit", "trainingHeal", "trainingFire", "trainingDeflect" tech: Bose Einstein condensate is removed until I can balance it bug fixes
This commit is contained in:
49
js/tech.js
49
js/tech.js
@@ -3374,7 +3374,7 @@ const tech = {
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maxCount: 1,
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count: 0,
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frequency: 1,
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frequencyDefault: 100,
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frequencyDefault: 1,
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isNonRefundable: true,
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isBadRandomOption: true,
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allowed() {
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@@ -4972,7 +4972,7 @@ const tech = {
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},
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{
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name: "mutualism",
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description: "increase <strong class='color-p' style='letter-spacing: 2px;'>spore</strong> <strong class='color-d'>damage</strong> by <strong>150%</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>",
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description: "increase <strong class='color-p' style='letter-spacing: 2px;'>spore</strong> <strong class='color-d'>damage</strong> by <strong>150%</strong><br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> borrow <strong>0.5</strong> <strong>health</strong> until they <strong>die</strong>",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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@@ -6114,25 +6114,25 @@ const tech = {
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tech.isFlyFaster = false;
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}
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},
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{
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name: "Bose Einstein condensate",
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description: "<strong>mobs</strong> inside your <strong class='color-f'>field</strong> are <strong class='color-s'>frozen</strong><br><em style = 'font-size: 100%'>pilot wave, negative mass, time dilation</em>",
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isFieldTech: true,
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maxCount: 1,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "negative mass" || (m.fieldUpgrades[m.fieldMode].name === "time dilation" && !tech.isRewindField)
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},
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requires: "pilot wave, negative mass, time dilation, not retrocausality",
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effect() {
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tech.isFreezeMobs = true
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},
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remove() {
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tech.isFreezeMobs = false
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}
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},
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// {
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// name: "Bose Einstein condensate",
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// description: "use <strong class='color-f'>energy</strong> to <strong class='color-s'>freeze</strong> <strong>mobs</strong> in your <strong class='color-f'>field</strong><br><em style = 'font-size: 100%'>pilot wave, negative mass, time dilation</em>",
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// isFieldTech: true,
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// maxCount: 1,
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// count: 0,
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// frequency: 2,
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// frequencyDefault: 2,
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// allowed() {
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// return m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "negative mass" || (m.fieldUpgrades[m.fieldMode].name === "time dilation" && !tech.isRewindField)
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// },
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// requires: "pilot wave, negative mass, time dilation, not retrocausality",
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// effect() {
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// tech.isFreezeMobs = true
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// },
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// remove() {
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// tech.isFreezeMobs = false
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// }
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// },
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{
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name: "pair production",
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description: "picking up a <strong>power up</strong> gives you <strong>200</strong> <strong class='color-f'>energy</strong>",
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@@ -7272,7 +7272,7 @@ const tech = {
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},
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{
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name: "density",
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description: `<strong class='color-block'>block</strong> are <strong>100</strong> times less <strong>dense</strong>`,
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description: `<strong class='color-block'>block</strong> are <strong>10</strong> times less <strong>dense</strong>`,
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maxCount: 1,
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count: 0,
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frequency: 0,
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@@ -7282,14 +7282,15 @@ const tech = {
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allowed() { return true },
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requires: "",
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effect() {
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for (let i = 0; i < body.length; i++) Matter.Body.setDensity(body[i], 0.00001) //set current blocks to low density
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for (let i = 0; i < body.length; i++) Matter.Body.setDensity(body[i], 0.0001) //set current blocks to low density
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level.addToWorld = () => {
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for (let i = 0; i < body.length; i++) {
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if (body[i] !== m.holdingTarget && !body[i].isNoSetCollision) {
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body[i].collisionFilter.category = cat.body;
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body[i].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
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}
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Matter.Body.setDensity(body[i], 0.00001) //THIS IS THE ONLY ADDED LINE OF CODE
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Matter.Body.setDensity(body[i], 0.0001) //THIS IS THE ONLY ADDED LINE OF CODE
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body[i].classType = "body";
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Composite.add(engine.world, body[i]); //add to world
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}
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