shotgun rivets

some shotgun ammo tech upgrades will continue to fire some original recipe shotgun bullets
  rivets, fleas, worms, iceIX
tech: band gap - boosts give more damage but it lasts for 1 less second

WIMPs are 10% faster
controlled explosion renamed shaped charge

bug fixes
  construction mode works better with my buttons
  to unlock run this and press T to enter testing mode
  simulation.enableConstructMode() //used to build maps in testing mode

removed -experiment- tech because it's function was reproduced by "tech - tinker"
This commit is contained in:
landgreen
2022-08-28 19:47:32 -07:00
parent 6d1e62d6b8
commit cc1bbeb53b
11 changed files with 525 additions and 378 deletions

View File

@@ -1571,24 +1571,24 @@ const m = {
case 0: //field emitter
return `gain the effects of <strong>all</strong> <strong class='color-f'>fields</strong>`
case 1: //standing wave
return `<span style = 'font-size:95%;'><strong>deflecting</strong> condenses +${Math.ceil(couple)} <strong class='color-s'>ice IX</strong></span>`
return `<span style = 'font-size:95%;'><strong>deflecting</strong> condenses +${couple.toFixed(1)} <strong class='color-s'>ice IX</strong></span>`
case 2: //perfect diamagnetism
return `<span style = 'font-size:95%;'><strong>deflecting</strong> condenses +${Math.ceil(couple)} <strong class='color-s'>ice IX</strong></span>`
return `<span style = 'font-size:95%;'><strong>deflecting</strong> condenses +${couple.toFixed(1)} <strong class='color-s'>ice IX</strong></span>`
// return `<span style = 'font-size:89%;'><strong>invulnerable</strong> <strong>+${2*couple}</strong> seconds post collision</span>`
case 3: //negative mass
return `<strong>+${((1-0.73 ** couple)*100).toFixed(1)}%</strong> <strong class='color-defense'>defense</strong>`
case 4: //assembler
return `generate <strong>${6*couple}</strong> <strong class='color-f'>energy</strong> per second`
return `generate <strong>${(6*couple).toFixed(0)}</strong> <strong class='color-f'>energy</strong> per second`
case 5: //plasma
return `<strong>+${15*couple}</strong> <strong class='color-d'>damage</strong>`
return `<strong>+${(15*couple).toFixed(0)}%</strong> <strong class='color-d'>damage</strong>`
case 6: //time dilation
return `<strong>+${25*couple}%</strong> longer <strong style='letter-spacing: 2px;'>stopped time</strong>` //<strong>movement</strong>, <strong>jumping</strong>, and
return `<strong>+${(25*couple).toFixed(0)}%</strong> longer <strong style='letter-spacing: 2px;'>stopped time</strong>` //<strong>movement</strong>, <strong>jumping</strong>, and
case 7: //cloaking
return `<strong>+${33*couple}%</strong> ambush <strong class='color-d'>damage</strong>`
return `<strong>+${(33*couple).toFixed(0)}%</strong> ambush <strong class='color-d'>damage</strong>`
case 8: //pilot wave
return `<strong>+${40*couple}%</strong> <strong class='color-block'>block</strong> collision <strong class='color-d'>damage</strong>`
return `<strong>+${(40*couple).toFixed(0)}%</strong> <strong class='color-block'>block</strong> collision <strong class='color-d'>damage</strong>`
case 9: //wormhole
return `<span style = 'font-size:89%;'>after eating <strong class='color-block'>blocks</strong> <strong>+${20*couple}</strong> <strong class='color-f'>energy</strong></span>`
return `<span style = 'font-size:89%;'>after eating <strong class='color-block'>blocks</strong> <strong>+${(20*couple).toFixed(0)}</strong> <strong class='color-f'>energy</strong></span>`
}
},
couplingChange() {