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"
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16
js/player.js
16
js/player.js
@@ -1571,24 +1571,24 @@ const m = {
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case 0: //field emitter
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return `gain the effects of <strong>all</strong> <strong class='color-f'>fields</strong>`
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case 1: //standing wave
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return `<span style = 'font-size:95%;'><strong>deflecting</strong> condenses +${Math.ceil(couple)} <strong class='color-s'>ice IX</strong></span>`
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return `<span style = 'font-size:95%;'><strong>deflecting</strong> condenses +${couple.toFixed(1)} <strong class='color-s'>ice IX</strong></span>`
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case 2: //perfect diamagnetism
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return `<span style = 'font-size:95%;'><strong>deflecting</strong> condenses +${Math.ceil(couple)} <strong class='color-s'>ice IX</strong></span>`
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return `<span style = 'font-size:95%;'><strong>deflecting</strong> condenses +${couple.toFixed(1)} <strong class='color-s'>ice IX</strong></span>`
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// return `<span style = 'font-size:89%;'><strong>invulnerable</strong> <strong>+${2*couple}</strong> seconds post collision</span>`
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case 3: //negative mass
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return `<strong>+${((1-0.73 ** couple)*100).toFixed(1)}%</strong> <strong class='color-defense'>defense</strong>`
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case 4: //assembler
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return `generate <strong>${6*couple}</strong> <strong class='color-f'>energy</strong> per second`
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return `generate <strong>${(6*couple).toFixed(0)}</strong> <strong class='color-f'>energy</strong> per second`
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case 5: //plasma
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return `<strong>+${15*couple}</strong> <strong class='color-d'>damage</strong>`
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return `<strong>+${(15*couple).toFixed(0)}%</strong> <strong class='color-d'>damage</strong>`
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case 6: //time dilation
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return `<strong>+${25*couple}%</strong> longer <strong style='letter-spacing: 2px;'>stopped time</strong>` //<strong>movement</strong>, <strong>jumping</strong>, and
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return `<strong>+${(25*couple).toFixed(0)}%</strong> longer <strong style='letter-spacing: 2px;'>stopped time</strong>` //<strong>movement</strong>, <strong>jumping</strong>, and
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case 7: //cloaking
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return `<strong>+${33*couple}%</strong> ambush <strong class='color-d'>damage</strong>`
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return `<strong>+${(33*couple).toFixed(0)}%</strong> ambush <strong class='color-d'>damage</strong>`
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case 8: //pilot wave
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return `<strong>+${40*couple}%</strong> <strong class='color-block'>block</strong> collision <strong class='color-d'>damage</strong>`
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return `<strong>+${(40*couple).toFixed(0)}%</strong> <strong class='color-block'>block</strong> collision <strong class='color-d'>damage</strong>`
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case 9: //wormhole
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return `<span style = 'font-size:89%;'>after eating <strong class='color-block'>blocks</strong> <strong>+${20*couple}</strong> <strong class='color-f'>energy</strong></span>`
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return `<span style = 'font-size:89%;'>after eating <strong class='color-block'>blocks</strong> <strong>+${(20*couple).toFixed(0)}</strong> <strong class='color-f'>energy</strong></span>`
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}
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},
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couplingChange() {
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