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:
landgreen
2021-12-22 08:59:10 -08:00
parent 9dc5c8d456
commit bf7a22f243
9 changed files with 620 additions and 243 deletions

View File

@@ -3374,7 +3374,7 @@ const tech = {
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 100,
frequencyDefault: 1,
isNonRefundable: true,
isBadRandomOption: true,
allowed() {
@@ -4972,7 +4972,7 @@ const tech = {
},
{
name: "mutualism",
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>",
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>",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -6114,25 +6114,25 @@ const tech = {
tech.isFlyFaster = false;
}
},
{
name: "Bose Einstein condensate",
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>",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "negative mass" || (m.fieldUpgrades[m.fieldMode].name === "time dilation" && !tech.isRewindField)
},
requires: "pilot wave, negative mass, time dilation, not retrocausality",
effect() {
tech.isFreezeMobs = true
},
remove() {
tech.isFreezeMobs = false
}
},
// {
// name: "Bose Einstein condensate",
// 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>",
// isFieldTech: true,
// maxCount: 1,
// count: 0,
// frequency: 2,
// frequencyDefault: 2,
// allowed() {
// return m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "negative mass" || (m.fieldUpgrades[m.fieldMode].name === "time dilation" && !tech.isRewindField)
// },
// requires: "pilot wave, negative mass, time dilation, not retrocausality",
// effect() {
// tech.isFreezeMobs = true
// },
// remove() {
// tech.isFreezeMobs = false
// }
// },
{
name: "pair production",
description: "picking up a <strong>power up</strong> gives you <strong>200</strong> <strong class='color-f'>energy</strong>",
@@ -7272,7 +7272,7 @@ const tech = {
},
{
name: "density",
description: `<strong class='color-block'>block</strong> are <strong>100</strong> times less <strong>dense</strong>`,
description: `<strong class='color-block'>block</strong> are <strong>10</strong> times less <strong>dense</strong>`,
maxCount: 1,
count: 0,
frequency: 0,
@@ -7282,14 +7282,15 @@ const tech = {
allowed() { return true },
requires: "",
effect() {
for (let i = 0; i < body.length; i++) Matter.Body.setDensity(body[i], 0.00001) //set current blocks to low density
for (let i = 0; i < body.length; i++) Matter.Body.setDensity(body[i], 0.0001) //set current blocks to low density
level.addToWorld = () => {
for (let i = 0; i < body.length; i++) {
if (body[i] !== m.holdingTarget && !body[i].isNoSetCollision) {
body[i].collisionFilter.category = cat.body;
body[i].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
}
Matter.Body.setDensity(body[i], 0.00001) //THIS IS THE ONLY ADDED LINE OF CODE
Matter.Body.setDensity(body[i], 0.0001) //THIS IS THE ONLY ADDED LINE OF CODE
body[i].classType = "body";
Composite.add(engine.world, body[i]); //add to world
}