winter vacation update

mob health tech
  tech: cascading failure - +222% damage to mobs below 25% health
  tech: yield stress - +55% damage to mobs at maximum health
  cloaking tech: topological defect - +88% damage to mobs at maximum health
  harpoon tech: brittle - +88% harpoon/grapple damage to mobs at maximum health

cloaking buffs
  50->66% defense while cloaked
  recloak 0.25s faster
  simplified cloaking field graphics
  boson composite drains much less energy while moving through mobs and shields
    fixed bug where mines and egg mobs were colliding with player while intangible
  patch no longer drains energy when you heal on cloaking
  metamaterial absorber gets 17->22% chance to spawn a power up for each mob alive
  no-cloning theorem changes to 45->40% duplication and 2->1% duplication loss on killing a mob

finalBoss phases:
  new: slow zone, antigravity pulse
  nerfed: laser, black hole, orbitals
  buffed: oscillation, mobs
  improved graphics: boulder

Hilbert space has a skin. 99->142% damage increase, but randomize tech after taking damage
Higgs mechanism has a skin. +45->77% fire rate, player can't move while firing
induction furnace gives +77% harpoon/grapple damage for 8 seconds after picking up a power up
collider 50->100% chance to combine and randomize power ups
quenching gives more bonus max health at high difficulty level  (maybe around 30% more health)
accretion gives 5->7 heal power ups
dynamo bots follow player much closer when you have many of them
scrap-bots don't follow the player as accurately or as quickly
  scrap bot duration 13->15 seconds
JUNK tech: planned obsolescence - make 100 scrap bots that last for about 30 seconds

community map dojo by werid_pusheen
  fixed by Cornbread 2100

hard mode gets 1 less heal at the start
hard and why difficulty don't begin with starter mobs
hopBullet mobs last 2 seconds less time
adjusted button heights on train station level to be consistently the same height
This commit is contained in:
landgreen
2024-01-04 16:38:52 -08:00
parent 2d12f1da42
commit c47d86064b
15 changed files with 1312 additions and 840 deletions

View File

@@ -237,7 +237,7 @@ const tech = {
if (tech.isGunChoice && tech.buffedGun === b.inventoryGun) dmg *= 1 + 0.31 * b.inventory.length
if (powerUps.boost.endCycle > m.cycle) dmg *= 1 + powerUps.boost.damage
if (m.coupling && (m.fieldMode === 0 || m.fieldMode === 5)) dmg *= 1 + 0.015 * m.coupling
if (m.isSneakAttack && m.sneakAttackCycle + Math.min(120, 0.5 * (m.cycle - m.enterCloakCycle)) > m.cycle) dmg *= 4.33 * (1 + 0.033 * m.coupling)
if (m.isSneakAttack && m.sneakAttackCycle + Math.min(100, 0.66 * (m.cycle - m.enterCloakCycle)) > m.cycle) dmg *= 4.33 * (1 + 0.033 * m.coupling)
if (tech.deathSkipTime) dmg *= 1 + 0.6 * tech.deathSkipTime
if (tech.isTechDebt) dmg *= tech.totalCount > 20 ? Math.pow(0.85, tech.totalCount - 20) : 4 - 0.15 * tech.totalCount // if (tech.isTechDebt) dmg *= Math.min(Math.pow(0.85, tech.totalCount - 20), 4 - 0.15 * tech.totalCount)
if (tech.isFlipFlopDamage && tech.isFlipFlopOn) dmg *= 1.555
@@ -365,6 +365,57 @@ const tech = {
if (this.count) m.resetSkin();
}
},
{
name: "Higgs mechanism",
description: "<strong>+77%</strong> <strong><em>fire rate</em></strong><br>while <strong>firing</strong> your <strong>position</strong> is fixed",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isSkin: true,
allowed() {
return !m.isAltSkin && !m.isShipMode && !tech.isAlwaysFire
},
requires: "not skinned, ship mode, automatic",
effect() {
tech.isFireMoveLock = true;
b.setFireCD();
b.setFireMethod();
m.skin.strokeGap();
},
remove() {
if (tech.isFireMoveLock) {
tech.isFireMoveLock = false
b.setFireCD();
b.setFireMethod();
if (this.count) m.resetSkin();
}
}
},
{
name: "Hilbert space",
description: "<strong>+142%</strong> <strong class='color-d'>damage</strong><br>after a <strong>collision</strong> enter an <strong class='alt'>alternate reality</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isAltRealityTech: true,
isSkin: true,
allowed() {
return !tech.isResearchReality && !tech.isSwitchReality
},
requires: "not Ψ(t) collapse, many-worlds",
damage: 2.42,
effect() {
m.skin.anodize();
tech.damage *= this.damage
tech.isCollisionRealitySwitch = true;
},
remove() {
if (this.count) tech.damage /= this.damage
tech.isCollisionRealitySwitch = false;
}
},
{
name: "aperture",
description: "every <strong>6</strong> seconds your <strong class='color-d'>damage</strong> cycles<br>between <strong>-10%</strong> and <strong>+110%</strong> <strong class='color-d'>damage</strong>",
@@ -460,9 +511,9 @@ const tech = {
frequency: 4,
frequencyDefault: 4,
allowed() {
return tech.isEnergyHealth
return tech.isEnergyHealth && !tech.isOverHeal
},
requires: "mass-energy equivalence",
requires: "mass-energy equivalence, not quenching",
effect() {
powerUps.healGiveMaxEnergy = true; //tech.healMaxEnergyBonus given from heal power up
powerUps.heal.color = "#ff0" //"#0ae"
@@ -947,30 +998,6 @@ const tech = {
tech.isFarAwayDmg = false;
}
},
{
name: "Higgs mechanism",
description: "<strong>+45%</strong> <strong><em>fire rate</em></strong><br>while <strong>firing</strong> your <strong>position</strong> is fixed",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !m.isShipMode && !tech.isAlwaysFire
},
requires: "not ship mode, automatic",
effect() {
tech.isFireMoveLock = true;
b.setFireCD();
b.setFireMethod();
},
remove() {
if (tech.isFireMoveLock) {
tech.isFireMoveLock = false
b.setFireCD();
b.setFireMethod();
}
}
},
{
name: "integrated armament",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Weapon' class="link">integrated armament</a>`,
@@ -1278,21 +1305,21 @@ const tech = {
{
name: "collider",
descriptionFunction() {
return `after mobs <strong>die</strong> there is a <strong>+50%</strong> chance to<br>collide <strong>power ups</strong> to form different <strong>power ups</strong>`
return `after mobs <strong>die</strong> <strong>power ups</strong><br>randomly collide to form different <strong>power ups</strong>`
// return `after mobs <strong>die</strong> there is a <strong>+33%</strong> chance to convert<br>${powerUps.orb.heal()}, ${powerUps.orb.ammo()}, ${powerUps.orb.research(1)}, <strong class='color-m'>tech</strong>, <strong class='color-f'>field</strong>, <strong class='color-g'>gun</strong> into other types`
},
maxCount: 2,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed: () => true,
requires: "",
effect() {
tech.collidePowerUps += 0.5
tech.collidePowerUps = true
},
remove() {
tech.collidePowerUps = 0
tech.collidePowerUps = false
}
},
{
@@ -1316,17 +1343,53 @@ const tech = {
tech.isShieldAmmo = false;
}
},
{
name: "yield stress",
description: "<strong>+55%</strong> <strong class='color-d'>damage</strong><br>to <strong>mobs</strong> at maximum <strong>health</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return m.fieldMode !== 7 && tech.mobSpawnWithHealth === 0
},
requires: "not cloaking, reaction inhibitor",
effect() {
tech.isMobFullHealth = true
},
remove() {
tech.isMobFullHealth = false
}
},
{
name: "cascading failure",
description: "<strong>+222%</strong> <strong class='color-d'>damage</strong><br>to <strong>mobs</strong> below <strong>25%</strong> <strong>health</strong>",
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
allowed() {
return tech.mobSpawnWithHealth > 0
},
requires: "reaction inhibitor",
effect() {
tech.isMobLowHealth = true
},
remove() {
tech.isMobLowHealth = false
}
},
{
name: "reaction inhibitor",
description: "<strong>-11%</strong> maximum mob <strong>health</strong>", //<strong class='color-h'>health</strong>
description: "<strong>mobs</strong> spawn with <strong>-12%</strong> initial <strong>health</strong>",
maxCount: 3,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return true //tech.nailsDeathMob || tech.sporesOnDeath || tech.isExplodeMob || tech.botSpawner || tech.isMobBlockFling || tech.iceIXOnDeath
return !tech.isMobFullHealth
},
requires: "", //"any mob death tech",
requires: "not topological defect",
effect() {
tech.mobSpawnWithHealth++
mobs.setMobSpawnHealth()
@@ -1343,7 +1406,7 @@ const tech = {
{
name: "scrap bots",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Scrap' class="link">scrap bots</a>`,
description: "after mobs <strong>die</strong> you have a <strong>+33%</strong> chance<br>to build scrap <strong class='color-bot'>bots</strong> that operate for <strong>13</strong> seconds",
description: "after mobs <strong>die</strong> you have a <strong>+33%</strong> chance<br>to build scrap <strong class='color-bot'>bots</strong> that operate for <strong>15</strong> seconds",
maxCount: 3,
count: 0,
frequency: 1,
@@ -1363,7 +1426,7 @@ const tech = {
{
name: "scrap refit",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Scrap' class="link">scrap refit</a>`,
description: "after mobs <strong>die</strong><br>reset scrap <strong class='color-bot'>bots</strong> to <strong>13</strong> seconds of operation",
description: "after mobs <strong>die</strong><br>reset scrap <strong class='color-bot'>bots</strong> to <strong>15</strong> seconds of operation",
maxCount: 1,
count: 0,
frequency: 3,
@@ -3108,9 +3171,9 @@ const tech = {
frequencyDefault: 1,
isHealTech: true,
allowed() {
return true
return !tech.isEnergyHealth
},
requires: "",
requires: "not mass-energy",
effect() {
tech.isOverHeal = true;
},
@@ -3121,7 +3184,7 @@ const tech = {
{
name: "accretion",
descriptionFunction() {
return `${powerUps.orb.heal(1)} follow you, even between levels<br>spawn ${powerUps.orb.heal(5)}`
return `${powerUps.orb.heal(1)} follow you, even between levels<br>spawn ${powerUps.orb.heal(7)}`
},
// description: `${powerUps.orb.heal(1)} follow you, even between levels<br>spawn ${powerUps.orb.heal(5)}`,
maxCount: 1,
@@ -3136,7 +3199,7 @@ const tech = {
effect() {
tech.isHealAttract = true
powerUps.setPowerUpMode();
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "heal");
for (let i = 0; i < 7; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "heal");
},
remove() {
tech.isHealAttract = false
@@ -3295,28 +3358,6 @@ const tech = {
tech.isImmortal = false;
}
},
{
name: "Hilbert space",
description: "<strong>+99%</strong> <strong class='color-d'>damage</strong><br>after a <strong>collision</strong> enter an <strong class='alt'>alternate reality</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isAltRealityTech: true,
allowed() {
return !tech.isResearchReality && !tech.isSwitchReality
},
requires: "not Ψ(t) collapse, many-worlds",
damage: 1.99,
effect() {
tech.damage *= this.damage
tech.isCollisionRealitySwitch = true;
},
remove() {
if (this.count) tech.damage /= this.damage
tech.isCollisionRealitySwitch = false;
}
},
{
name: "many-worlds",
// description: "each <strong>level</strong> is an <strong class='alt'>alternate reality</strong>, where you<br>find a <strong class='color-m'>tech</strong> at the start of each level",
@@ -3415,7 +3456,10 @@ const tech = {
},
{
name: "perturbation theory",
description: `if you have no ${powerUps.orb.research(1)} in your inventory<br><strong>+70%</strong> <strong><em>fire rate</em></strong>`,
description: `if you have no ${powerUps.orb.research(1)} in your inventory<br><strong>+60%</strong> <strong><em>fire rate</em></strong>`,
// descriptionFunction() {
// return `<strong>+40%</strong> <strong class='color-d'>damage</strong>, but <strong>-10%</strong> <strong class='color-d'>damage</strong><br>for each ${powerUps.orb.research(1)} in your inventory <em>(${40 - 10 * powerUps.research.count}% damage)</em>`
// },
maxCount: 1,
count: 0,
frequency: 1,
@@ -3426,7 +3470,7 @@ const tech = {
requires: "no research",
effect() {
tech.isRerollHaste = true;
tech.researchHaste = 0.3;
tech.researchHaste = 0.4; //+60% fire rate
b.setFireCD();
},
remove() {
@@ -3482,7 +3526,7 @@ const tech = {
{
name: "mass production",
descriptionFunction() {
return `<strong class='color-m'>tech</strong> always have <strong>+3</strong> choices to spawn<br>${powerUps.orb.ammo(8)} ${powerUps.orb.heal(8)} &nbsp;&nbsp; or ${powerUps.orb.research(5)}`
return `<strong class='color-m'>tech</strong> always have <strong>+3</strong> choices to spawn<br>${powerUps.orb.ammo(10)} ${powerUps.orb.heal(10)} &nbsp;&nbsp; or ${powerUps.orb.research(7)}`
},
// description: `<strong class='color-m'>tech</strong> always have <strong>+3</strong> choices to spawn<br>${powerUps.orb.ammo(8)} ${powerUps.orb.heal(8)} &nbsp;&nbsp; or ${powerUps.orb.research(5)}`,
maxCount: 1,
@@ -3500,7 +3544,7 @@ const tech = {
},
{
name: "research",
description: `spawn ${powerUps.orb.research(5)}`,
description: `spawn ${powerUps.orb.research(7)}`,
maxCount: 1,
count: 0,
frequency: 0,
@@ -3510,13 +3554,13 @@ const tech = {
allowed() { return true },
requires: "",
effect() {
powerUps.spawnDelay("research", 5);
powerUps.spawnDelay("research", 7);
},
remove() { }
},
{
name: "ammo",
description: `spawn ${powerUps.orb.ammo(8)}`,
description: `spawn ${powerUps.orb.ammo(10)}`,
maxCount: 1,
count: 0,
frequency: 0,
@@ -3526,14 +3570,14 @@ const tech = {
allowed() { return true },
requires: "",
effect() {
powerUps.spawnDelay("ammo", 8);
powerUps.spawnDelay("ammo", 10);
},
remove() { }
},
{
name: "heals",
descriptionFunction() {
return `spawn ${powerUps.orb.heal(8)}`
return `spawn ${powerUps.orb.heal(10)}`
},
maxCount: 1,
count: 0,
@@ -3544,7 +3588,7 @@ const tech = {
allowed() { return true },
requires: "mass production",
effect() {
powerUps.spawnDelay("heal", 8);
powerUps.spawnDelay("heal", 10);
},
remove() { }
},
@@ -5339,7 +5383,7 @@ const tech = {
}
},
{
name: "phonon", //longitudinal //gravitational wave?
name: "phonon",
description: "waves are low <strong>frequency</strong>, high <strong class='color-d'>damage</strong><br><strong>expanding arcs</strong> that propagate through <strong>solids</strong>",
isGunTech: true,
maxCount: 1,
@@ -6818,7 +6862,7 @@ const tech = {
},
remove() {
tech.railChargeRate = 0.97;
tech.harpoonDensity = 0.007
tech.harpoonDensity = tech.isRailGun ? 0.007 : 0.004
}
},
{
@@ -6837,6 +6881,7 @@ const tech = {
ammoBonus: 9,
effect() {
tech.isRailGun = true;
tech.harpoonDensity = tech.isRailGun ? 0.007 : 0.004
b.guns[9].chooseFireMethod()
b.guns[9].ammoPack = 5;
b.guns[9].ammo = b.guns[9].ammo * 6;
@@ -6845,6 +6890,7 @@ const tech = {
remove() {
if (tech.isRailGun) {
tech.isRailGun = false;
tech.harpoonDensity = tech.isRailGun ? 0.007 : 0.004
b.guns[9].chooseFireMethod()
b.guns[9].ammoPack = 1.7;
b.guns[9].ammo = Math.ceil(b.guns[9].ammo / 6);
@@ -7025,21 +7071,41 @@ const tech = {
},
{
name: "induction furnace",
description: "after using <strong>harpoon</strong> to collect a <strong>power up</strong><br><strong>+600%</strong> <strong>harpoon</strong> <strong class='color-d'>damage</strong>",
description: "after using <strong>harpoon</strong> or <strong>grapple</strong> to collect <strong>power ups</strong><br><strong>+77%</strong> <strong>harpoon</strong> or <strong>grapple</strong> <strong class='color-d'>damage</strong> for 8 seconds",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("harpoon") && !tech.isRailGun
return ((tech.haveGunCheck("harpoon") && !tech.isRailGun) || m.fieldMode === 10) && !tech.isHarpoonFullHealth
},
requires: "harpoon, not railgun",
requires: "harpoon, grappling hook, not railgun, brittle",
effect() {
tech.isHarpoonPowerUp = true
},
remove() {
tech.isHarpoonPowerUp = false
tech.harpoonPowerUpCycle = 0
}
},
{
name: "brittle",
description: "<strong>+88%</strong> <strong>harpoon</strong> and <strong>grapple</strong> <strong class='color-d'>damage</strong><br>to <strong>mobs</strong> at maximum <strong>health</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (tech.haveGunCheck("harpoon") || m.fieldMode === 10) && !tech.isHarpoonPowerUp
},
requires: "harpoon, grappling hook, not induction furnace",
effect() {
tech.isHarpoonFullHealth = true
},
remove() {
tech.isHarpoonFullHealth = false
}
},
{
@@ -7437,7 +7503,7 @@ const tech = {
//**************************************************
{
name: "spherical harmonics",
description: "<strong>+50%</strong> <strong>standing wave</strong> deflection efficiency<br>shield deflection radius maintains it's maximum range", //<strong>standing wave</strong> oscillates in a 3rd dimension<br>
description: "<strong>+50%</strong> <strong>standing wave</strong> deflection efficiency<br>shield deflection radius holds it's max range", //<strong>standing wave</strong> oscillates in a 3rd dimension<br>
isFieldTech: true,
maxCount: 9,
count: 0,
@@ -8133,7 +8199,7 @@ const tech = {
},
{
name: "degenerate matter",
description: "if your <strong class='color-f'>field</strong> is active<br><strong>+85%</strong> <strong class='color-defense'>defense</strong>",
description: "if your <strong class='color-f'>field</strong> is active<br><strong>+88%</strong> <strong class='color-defense'>defense</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
@@ -8400,7 +8466,7 @@ const tech = {
{
name: "no-cloning theorem",
// descriptionFunction() { return `<strong>+45%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>after a mob <strong>dies</strong> <strong>2%</strong> <strong class='color-dup'>duplication</strong> <em>(${tech.duplicationChance()})</em>` },
description: `<strong>+45%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>after a mob <strong>dies</strong> <strong>2%</strong> <strong class='color-dup'>duplication</strong>`,
description: `<strong>+40%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>after a mob <strong>dies</strong> <strong>1%</strong> <strong class='color-dup'>duplication</strong>`,
isFieldTech: true,
maxCount: 1,
count: 0,
@@ -8411,7 +8477,7 @@ const tech = {
},
requires: "cloaking, time dilation",
effect() {
tech.cloakDuplication = 0.45
tech.cloakDuplication = 0.4
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.4);
},
@@ -8423,7 +8489,7 @@ const tech = {
{
name: "metamaterial absorber", //quantum eraser
descriptionFunction() {
return `for each mob left <strong>alive</strong> after you exit a <strong>level</strong><br>there is a <strong>17%</strong> chance to spawn a random <strong>power up</strong>`
return `for each mob left <strong>alive</strong> after you exit a <strong>level</strong><br>there is a <strong>22%</strong> chance to spawn a random <strong>power up</strong>`
},
// descriptionFunction() {
// return `for each mob left <strong>alive</strong> after you exit a <strong>level</strong><br>`
@@ -8447,7 +8513,7 @@ const tech = {
{
name: "symbiosis",
descriptionFunction() {
return `after a <strong>boss</strong> <strong>dies</strong> spawn ${powerUps.orb.research(3)}${powerUps.orb.heal(3)} and a <strong class='color-m'>tech</strong><br>after a <strong>mob</strong> <strong>dies</strong> <strong>0.5</strong> maximum ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"}`
return `after a <strong>boss</strong> <strong>dies</strong> spawn ${powerUps.orb.research(4)}${powerUps.orb.heal(3)} and a <strong class='color-m'>tech</strong><br>after a <strong>mob</strong> <strong>dies</strong> <strong>0.5</strong> maximum ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"}`
},
isFieldTech: true,
maxCount: 1,
@@ -8491,7 +8557,7 @@ const tech = {
{
name: "patch",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Patch_(computing)' class="link">patch</a>`,
description: "after <strong class='color-cloaked'>cloaking</strong> recover <strong>75%</strong> of your<br>last <strong class='color-h'>health</strong> loss using that much <strong class='color-f'>energy</strong>",
description: "after <strong class='color-cloaked'>cloaking</strong> recover <strong>75%</strong><br>of your last <strong class='color-h'>health</strong> lost",
isFieldTech: true,
maxCount: 1,
count: 0,
@@ -8528,6 +8594,25 @@ const tech = {
tech.isCloakStun = false;
}
},
{
name: "topological defect",
description: "<strong>+88%</strong> <strong class='color-d'>damage</strong><br>to <strong>mobs</strong> at maximum <strong>health</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return (m.fieldMode === 8 || m.fieldMode === 7) && tech.mobSpawnWithHealth === 0 && !tech.isMobFullHealth
},
requires: "cloaking, pilot wave, not reaction inhibitor, yield stress",
effect() {
tech.isMobFullHealthCloak = true
},
remove() {
tech.isMobFullHealthCloak = false
}
},
// {
// name: "ambush",
// description: "metamaterial cloaking field <strong class='color-d'>damage</strong> effect<br>is increased from <span style = 'text-decoration: line-through;'>333%</span> to <strong>555%</strong>",
@@ -9192,6 +9277,23 @@ const tech = {
},
remove() { }
},
{
name: "planned obsolescence",
description: "build <strong>100</strong> scrap <strong class='color-bot'>bots</strong><br>bots might last for <strong>30</strong> seconds",
maxCount: 1,
count: 0,
frequency: 0,
isJunk: true,
allowed: () => true,
requires: "",
effect() {
for (let i = 0; i < 100; i++) {
b.randomBot(m.pos, false)
bullet[bullet.length - 1].endCycle = simulation.cycle + 800 + 1000 * Math.random() //15 seconds
}
},
remove() { }
},
// {
// name: "synchrotron",
// descriptionFunction() {
@@ -11921,4 +12023,9 @@ const tech = {
isHookExplosion: null,
isHarpoonDefense: null,
isReel: null,
harpoonPowerUpCycle: null,
isHarpoonFullHealth: null,
isMobFullHealth: null,
isMobFullHealthCloak: null,
isMobLowHealth: null
}