wave beam
several small wave beam tech adjustments I lost track of what I did
This commit is contained in:
168
js/tech.js
168
js/tech.js
@@ -3612,9 +3612,93 @@
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tech.bulletSize = 1;
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}
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},
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{
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name: "bound state",
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description: "instead of dissipating normally<br>wave packets <strong>reflect</strong> backwards <strong>2</strong> times",
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isGunTech: true,
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maxCount: 9,
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count: 0,
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frequency: 2,
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allowed() {
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return tech.haveGunCheck("wave beam") && tech.wavePacketLength === 36
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},
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requires: "wave beam, not wavelength",
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effect() {
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tech.waveReflections += 2
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// tech.waveFrequency = 0.2
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},
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remove() {
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tech.waveReflections = 0
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// tech.waveFrequency = 0.35 //this is also set in "wavelength"
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}
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},
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{
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name: "wavelength",
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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",
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isGunTech: true,
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maxCount: 9,
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count: 0,
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frequency: 2,
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allowed() {
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return tech.haveGunCheck("wave beam") && !tech.waveReflections
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},
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requires: "wave beam, not bound state",
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effect() {
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const scale = 1.5
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tech.wavePacketLength *= scale //if you change this to not be 36 update /36 in wave .dmg
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tech.wavePacketFrequency /= scale
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// tech.wavePacketLength = tech.wavePacketFrequency * 420 //36 //how many wave packets are released // double this to emit 2 packets
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// tech.waveFrequency *= 0.8
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},
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remove() {
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tech.wavePacketFrequency = 0.088 //shorten wave packet
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tech.wavePacketLength = tech.wavePacketFrequency * 408 //36.96 //how many wave packets are released // double this to emit 2 packets
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// tech.waveFrequency = 0.35 //this is also set in "bound state" //increase -> shrink amplitude, add more nodes
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}
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},
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{
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name: "amplitude",
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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>",
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isGunTech: true,
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maxCount: 3,
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count: 0,
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frequency: 2,
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allowed() {
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return tech.haveGunCheck("wave beam")
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},
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requires: "wave beam",
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effect() {
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tech.waveFrequency *= 0.5
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tech.wavePacketDamage *= 1.33
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},
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remove() {
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tech.waveFrequency = 0.35
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tech.wavePacketDamage = 1
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}
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},
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{
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name: "propagation",
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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>",
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isGunTech: true,
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maxCount: 3,
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count: 0,
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frequency: 2,
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allowed() {
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return tech.haveGunCheck("wave beam")
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},
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requires: "wave beam",
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effect() {
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tech.waveBeamSpeed *= 0.75;
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tech.waveBeamDamage += 0.55 * 0.5
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},
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remove() {
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tech.waveBeamSpeed = 10;
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tech.waveBeamDamage = 0.55 //this sets base wave beam damage
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}
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},
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{
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name: "phase velocity",
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description: "wavelets <strong>propagate</strong> faster in solids",
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description: "wave beam <strong>propagates</strong> faster through solids<br>up by <strong>3000%</strong> in the map and <strong>760%</strong> in blocks",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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@@ -3630,87 +3714,9 @@
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tech.isPhaseVelocity = false;
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}
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},
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{
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name: "bound state",
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description: "instead of dissipating normally<br>wavelets <strong>reflect</strong> backwards <strong>2</strong> times",
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isGunTech: true,
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maxCount: 9,
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count: 0,
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frequency: 2,
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allowed() {
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return tech.haveGunCheck("wave beam")
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},
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requires: "wave beam",
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effect() {
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tech.waveReflections += 2
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},
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remove() {
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tech.waveReflections = 0
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}
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},
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{
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name: "wavelength",
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description: "wavelet <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",
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isGunTech: true,
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maxCount: 9,
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count: 0,
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frequency: 2,
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allowed() {
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return tech.haveGunCheck("wave beam")
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},
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requires: "wave beam",
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effect() {
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tech.wavePacketLength *= 1.5 //if you change this to not be 36 update /36 in wave .dmg
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tech.wavePacketFrequency *= 0.66666
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tech.waveFrequency *= 0.9
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},
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remove() {
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tech.wavePacketLength = 36
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tech.waveFrequency = 0.35
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tech.wavePacketFrequency = 0.088
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}
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},
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{
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name: "amplitude",
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description: "wavelet <strong>amplitude</strong> is <strong>33%</strong> higher<br>wave <strong class='color-d'>damage</strong> is increased by <strong>33%</strong>",
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isGunTech: true,
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maxCount: 3,
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count: 0,
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frequency: 2,
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allowed() {
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return tech.haveGunCheck("wave beam")
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},
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requires: "wave beam",
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effect() {
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tech.waveAmplitude += 0.33
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},
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remove() {
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tech.waveAmplitude = 1
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}
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},
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{
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name: "propagation",
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description: "wavelet <strong>propagation speed</strong> is <strong>25%</strong> slower<br>wave <strong class='color-d'>damage</strong> is increased by <strong>50%</strong>",
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isGunTech: true,
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maxCount: 3,
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count: 0,
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frequency: 2,
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allowed() {
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return tech.haveGunCheck("wave beam")
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},
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requires: "wave beam",
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effect() {
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tech.waveBeamSpeed -= 2.5;
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tech.waveBeamDamage += 0.55 * 0.5
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},
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remove() {
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tech.waveBeamSpeed = 10;
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tech.waveBeamDamage = 0.55 //this sets base wave beam damage
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}
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},
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// {
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// name: "imaginary",
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// description: "the <strong>wavelet</strong> is limited to a <strong>single</strong> strand<br>wave <strong class='color-d'>damage</strong> is increased by <strong>300%</strong>",
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// description: "the <strong>wavePacket</strong> is limited to a <strong>single</strong> strand<br>wave <strong class='color-d'>damage</strong> is increased by <strong>300%</strong>",
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// isGunTech: true,
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// maxCount: 1,
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// count: 0,
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@@ -6568,5 +6574,5 @@
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wavePacketLength: null,
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isImaginaryWave: null,
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waveBeamSpeed: null,
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waveAmplitude: null,
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wavePacketAmplitude: null,
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}
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