wave bullets end after damage
wave beam bullets now end after hitting mobs bullets do more damage, and reduce mob velocity a bit more ammo, more fire delay most wave beam tech has been buffed a bit also
This commit is contained in:
56
js/tech.js
56
js/tech.js
@@ -1738,7 +1738,7 @@
|
||||
frequency: 4,
|
||||
frequencyDefault: 4,
|
||||
allowed() {
|
||||
return tech.isFlipFlopEnergy || tech.isFlipFlopDamage || tech.isFlipFlopHarm
|
||||
return tech.isFlipFlopEnergy || tech.isFlipFlopDamage || tech.isFlipFlopHarm || tech.relayIce
|
||||
},
|
||||
requires: "2 ON/OFF techs",
|
||||
effect() {
|
||||
@@ -1965,9 +1965,9 @@
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
allowed() {
|
||||
return (tech.iceEnergy || tech.isWormholeEnergy || tech.isPiezo || tech.isRailEnergyGain) && tech.energyRegen !== 0.004 && !tech.isEnergyHealth
|
||||
return (tech.iceEnergy || tech.isWormholeEnergy || tech.isPiezo || tech.isRailEnergyGain || tech.energySiphon || tech.isEnergyRecovery || tech.dynamoBotCount || tech.isFlipFlopEnergy) && tech.energyRegen !== 0.004 && !tech.isEnergyHealth
|
||||
},
|
||||
requires: "piezoelectricity, Penrose, half-wave, or thermoelectric, but not time crystals",
|
||||
requires: "a way to regen extra energy, but not time crystals",
|
||||
effect: () => {
|
||||
tech.energyRegen = 0;
|
||||
m.fieldRegen = tech.energyRegen;
|
||||
@@ -2012,7 +2012,7 @@
|
||||
description: "each <strong class='color-h'>heal</strong> <strong>power up</strong> you collect<br>increases your <strong>maximum</strong> <strong class='color-f'>energy</strong> by <strong>5</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequency: 3,
|
||||
allowed() {
|
||||
return tech.isEnergyHealth && !tech.isNoHeals
|
||||
},
|
||||
@@ -3686,25 +3686,7 @@
|
||||
},
|
||||
{
|
||||
name: "bound state",
|
||||
description: "instead of dissipating normally<br>wave packets <strong>reflect</strong> backwards <strong>1</strong> times",
|
||||
isGunTech: true,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("wave beam")
|
||||
},
|
||||
requires: "wave beam",
|
||||
effect() {
|
||||
tech.waveReflections++
|
||||
},
|
||||
remove() {
|
||||
tech.waveReflections = 1
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "packet length",
|
||||
description: "wave packet <strong>length</strong> and <strong>duration</strong><br>is increased by <strong>40%</strong>", // description: "holding fire allows the <strong>wave beam</strong> to emits a second <strong>packet</strong><br>at zero ammo cost",
|
||||
description: "instead of dissipating normally<br>wave packets <strong>reflect</strong> backwards <strong>2</strong> times",
|
||||
isGunTech: true,
|
||||
maxCount: 3,
|
||||
count: 0,
|
||||
@@ -3714,7 +3696,25 @@
|
||||
},
|
||||
requires: "wave beam",
|
||||
effect() {
|
||||
const scale = 1.4 - 0.025 * this.count
|
||||
tech.waveReflections += 2
|
||||
},
|
||||
remove() {
|
||||
tech.waveReflections = 1
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "packet length",
|
||||
description: "wave packet <strong>length</strong> and <strong>duration</strong><br>is increased by <strong>50%</strong>", // description: "holding fire allows the <strong>wave beam</strong> to emits a second <strong>packet</strong><br>at zero ammo cost",
|
||||
isGunTech: true,
|
||||
maxCount: 3,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
allowed() {
|
||||
return tech.haveGunCheck("wave beam")
|
||||
},
|
||||
requires: "wave beam",
|
||||
effect() {
|
||||
const scale = 1.5 - 0.025 * this.count
|
||||
tech.wavePacketLength *= scale
|
||||
tech.wavePacketFrequency /= scale
|
||||
tech.waveLengthRange *= Math.sqrt(scale)
|
||||
@@ -3727,7 +3727,7 @@
|
||||
},
|
||||
{
|
||||
name: "amplitude",
|
||||
description: "wave packet <strong>amplitude</strong> is <strong>33%</strong> higher<br>wave <strong class='color-d'>damage</strong> is increased by <strong>33%</strong>",
|
||||
description: "wave packet <strong>amplitude</strong> is <strong>33%</strong> higher<br>wave <strong class='color-d'>damage</strong> is increased by <strong>50%</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 3,
|
||||
count: 0,
|
||||
@@ -3747,7 +3747,7 @@
|
||||
},
|
||||
{
|
||||
name: "propagation",
|
||||
description: "wave packet propagation <strong>speed</strong> is <strong>30%</strong> slower<br>wave <strong class='color-d'>damage</strong> is increased by <strong>50%</strong>",
|
||||
description: "wave packet propagation <strong>speed</strong> is <strong>25%</strong> slower<br>wave <strong class='color-d'>damage</strong> is increased by <strong>50%</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
@@ -3757,7 +3757,7 @@
|
||||
},
|
||||
requires: "wave beam",
|
||||
effect() {
|
||||
tech.waveBeamSpeed *= 0.7;
|
||||
tech.waveBeamSpeed *= 0.75;
|
||||
tech.waveBeamDamage += 1.3 * 0.5
|
||||
},
|
||||
remove() {
|
||||
@@ -6025,7 +6025,7 @@
|
||||
},
|
||||
{
|
||||
name: "diegesis",
|
||||
description: "indicate gun fire delay<br>through a rotation of your head",
|
||||
description: "indicate gun fire <strong><em>delay</em></strong><br>through a rotation of your head",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
frequency: 0,
|
||||
|
||||
Reference in New Issue
Block a user