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

@@ -2227,7 +2227,7 @@ const tech = {
name: "1st ionization energy",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Ionization_energy' class="link">1st ionization energy</a>`,
description: `after you collect ${powerUps.orb.heal()}<br><strong>+10</strong> maximum <strong class='color-f'>energy</strong>`,
description: `convert ${powerUps.orb.heal()} into <div class="heal-circle" style = "background-color: #ff0; border: 0.5px #000 solid;"></div><br><div class="heal-circle" style = "background-color: #ff0; border: 0.5px #000 solid;"></div> give <strong>+10</strong> maximum <strong class='color-f'>energy</strong>`,
description: `convert current and future ${powerUps.orb.heal()} into <div class="heal-circle" style = "background-color: #ff0; border: 0.5px #000 solid;"></div><br><div class="heal-circle" style = "background-color: #ff0; border: 0.5px #000 solid;"></div> give <strong>+10</strong> maximum <strong class='color-f'>energy</strong>`,
maxCount: 1,
count: 0,
frequency: 2,
@@ -3240,7 +3240,8 @@ const tech = {
},
{
name: "abiogenesis",
description: `at the start of a level spawn a 2nd <strong>boss</strong><br>use ${powerUps.orb.research(4)}or add <strong>49%</strong> <strong class='color-j'>JUNK</strong> to the <strong class='color-m'>tech</strong> pool`,
description: `use ${powerUps.orb.research(4)} (or <strong>49%</strong> <strong class='color-j'>JUNK</strong> to the <strong class='color-m'>tech</strong> pool if you can't) to add a 2nd <strong>boss</strong> to each level`,
description: `<span style = 'font-size:94%;'>as a level begins spawn a 2nd <strong>boss</strong> using ${powerUps.orb.research(4)}<br>(<strong>+49%</strong> <strong class='color-j'>JUNK</strong> to the <strong class='color-m'>tech</strong> pool if you can't pay)</span>`,
maxCount: 1,
count: 0,
frequency: 2,
@@ -3297,7 +3298,7 @@ const tech = {
{
name: "exciton",
descriptionFunction() {
return `<span style = 'font-size:94%;'>after mobs <strong>die</strong> they have a <strong>17%</strong> chance to<br>spawn ${powerUps.orb.boost(1)} that give <strong>+${powerUps.boost.damage*100}%</strong> <strong class='color-d'>damage</strong> for <strong>${(powerUps.boost.duration/60).toFixed(0)}</strong> seconds</span>`
return `<span style = 'font-size:94%;'>after mobs <strong>die</strong> they have a <strong>18%</strong> chance to<br>spawn ${powerUps.orb.boost(1)} that give <strong>+${(powerUps.boost.damage*100).toFixed(0)}%</strong> <strong class='color-d'>damage</strong> for <strong>${(powerUps.boost.duration/60).toFixed(0)}</strong> seconds</span>`
},
maxCount: 1,
count: 0,
@@ -3314,6 +3315,29 @@ const tech = {
tech.isBoostPowerUps = false
}
},
{
name: "band gap",
descriptionFunction() {
return `${powerUps.orb.boost(1)} give <strong>+77%</strong> <strong class='color-d'>damage</strong><br>but their duration is reduced by <strong>1</strong> second`
},
maxCount: 9,
count: 1,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isBoostPowerUps || tech.isBoostReplaceAmmo
},
requires: "exciton, quasiparticles",
effect() {
powerUps.boost.duration -= 60
powerUps.boost.damage += 0.77
},
remove() {
powerUps.boost.duration = 600
powerUps.boost.damage = 1.25
}
},
{
name: "eternalism",
description: "<strong>+34%</strong> <strong class='color-d'>damage</strong><br><strong>time</strong> can't be <strong>paused</strong> <em>(time can be dilated)</em>",
@@ -3463,7 +3487,7 @@ const tech = {
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
frequencyDefault: 100,
allowed() {
return true
},
@@ -3474,11 +3498,14 @@ const tech = {
simulation.makeTextLog(`m.coupling <span class='color-symbol'>+=</span> ${(this.value).toFixed(1)}`);
m.coupling += this.value
m.couplingChange()
this.maxCount = 0
},
remove() {
if (this.count) {
m.coupling -= this.value
m.couplingChange()
} else {
this.maxCount = 1
}
tech.isCouplingNoHit = false
}
@@ -3506,7 +3533,7 @@ const tech = {
{
name: "options exchange",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Option_(finance)' class="link">options exchange</a>`,
description: `clicking <strong style = 'font-size:150%;'>×</strong> for a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong> has a <strong>90%</strong><br>chance to randomize <strong>choices</strong> and not <strong>cancel</strong>`,
description: `clicking <strong style = 'font-size:150%;'>×</strong> for a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong> has a <strong>88%</strong><br>chance to randomize <strong>choices</strong> and not <strong>cancel</strong>`,
maxCount: 1,
count: 0,
frequency: 1,
@@ -3542,7 +3569,7 @@ const tech = {
},
{
name: "futures exchange",
description: "clicking <strong style = 'font-size:150%;'>×</strong> to <strong>cancel</strong> a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br><strong>+4.5%</strong> power up <strong class='color-dup'>duplication</strong> chance",
description: "clicking <strong style = 'font-size:150%;'>×</strong> to <strong>cancel</strong> a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>gives <strong>+4.5%</strong> power up <strong class='color-dup'>duplication</strong> chance",
maxCount: 1,
count: 0,
frequency: 1,
@@ -4034,7 +4061,7 @@ const tech = {
frequencyDefault: 2,
allowed() {
// return (tech.haveGunCheck("nail gun") && !tech.isRivets && !tech.isNeedles) || (tech.haveGunCheck("mines"))
return tech.isMineDrop || tech.isNailBotUpgrade || tech.fragments || tech.nailsDeathMob || (tech.haveGunCheck("mine") && !(tech.isLaserMine || tech.isFoamMine)) || (tech.haveGunCheck("nail gun") && !tech.isRivets && !tech.isNeedles) || (tech.haveGunCheck("shotgun") && (tech.isNeedles || tech.isNailShot))
return tech.isMineDrop || tech.isNailBotUpgrade || tech.fragments || tech.nailsDeathMob || (tech.haveGunCheck("mine") && !(tech.isLaserMine || tech.isFoamMine)) || (tech.haveGunCheck("nail gun") && !tech.isRivets && !tech.isNeedles) || (tech.haveGunCheck("shotgun") && (tech.isNeedles || tech.isNailShot) && !tech.isRivets && !tech.isNeedles)
},
//
requires: "nail gun, not rotary cannon, rivets, or needles",
@@ -4298,7 +4325,7 @@ const tech = {
{
name: "Noether violation",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Noether%27s_theorem' class="link">Noether violation</a>`,
description: "<strong>+60%</strong> <strong>shotgun</strong> <strong class='color-d'>damage</strong><br><strong>shotgun</strong> <strong>recoil</strong> is <strong>reversed</strong>",
description: "<strong>+50%</strong> <strong>shotgun</strong> <strong class='color-d'>damage</strong><br><strong>shotgun</strong> <strong>recoil</strong> is <strong>reversed</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -4318,7 +4345,7 @@ const tech = {
{
name: "nail-shot",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Nail_(fastener)' class="link">nail-shot</a>`,
description: "<strong>shotgun</strong> fires <strong>17</strong> <strong>nails</strong>",
description: "<strong>shotgun</strong> drives a long clip of <strong>nails</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -4338,7 +4365,7 @@ const tech = {
{
name: "foam-shot",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Foam' class="link">foam-shot</a>`,
description: "<strong>shotgun</strong> sprays <strong>15</strong> sticky <strong>foam</strong> bubbles",
description: "<strong>shotgun</strong> sprays sticky <strong>foam</strong> bubbles",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -4358,7 +4385,7 @@ const tech = {
{
name: "ice-shot",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Ice-nine_(disambiguation)' class="link">ice-shot</a>`,
description: "<strong>shotgun</strong> grows <strong>15</strong> freezing <strong class='color-s'>ice IX</strong> crystals",
description: "<strong>shotgun</strong> grows freezing <strong class='color-s'>ice IX</strong> crystals",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -4756,7 +4783,7 @@ const tech = {
},
{
name: "cruise missile",
description: "<strong>+100%</strong> <strong>missile</strong> <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong>, radius<br><strong>50%</strong> <strong>missiles</strong> speed",
description: "<strong>+100%</strong> <strong>missile</strong> <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong>, radius<br><strong>50%</strong> <strong>missile</strong> speed",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -4765,7 +4792,7 @@ const tech = {
allowed() {
return (tech.haveGunCheck("missiles") && tech.missileFireCD === 45) || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 1) || tech.missileBotCount
},
requires: "missiles",
requires: "missiles, not launch system",
effect() {
tech.isMissileBig = true
},
@@ -4775,7 +4802,7 @@ const tech = {
},
{
name: "ICBM",
description: "<strong>+100%</strong> <strong>missile</strong> <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong>, radius<br><strong>66%</strong> <strong>missiles</strong> speed",
description: "<strong>+75%</strong> <strong>missile</strong> <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong>, radius<br><strong>50%</strong> <strong>missile</strong> speed",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -4803,7 +4830,7 @@ const tech = {
allowed() {
return tech.haveGunCheck("missiles") && !tech.isMissileBig
},
requires: "missiles",
requires: "missiles, not cruise missile",
ammoBonus: 1.2,
effect() {
tech.missileFireCD = 10
@@ -4976,7 +5003,7 @@ const tech = {
}
},
{
name: "controlled explosion",
name: "shaped charge",
description: `use ${powerUps.orb.research(4)} to dynamically <strong>reduce</strong><br>all <strong class='color-e'>explosions</strong> to prevent <strong class='color-h'>health</strong> loss`,
isGunTech: true,
maxCount: 1,
@@ -5959,9 +5986,9 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("harpoon") && !tech.isFilament && !tech.isHarpoonPowerUp && !tech.isGrapple
return tech.haveGunCheck("harpoon") && !tech.isFilament && !tech.isHarpoonPowerUp && !tech.isGrapple && !tech.isBoostReplaceAmmo
},
requires: "harpoon, not UHMWPE, induction furnace, grappling hook",
requires: "harpoon, not UHMWPE, induction furnace, grappling hook, quasiparticles",
ammoBonus: 9,
effect() {
tech.isRailGun = true;
@@ -6179,6 +6206,35 @@ const tech = {
tech.harpoonDensity = 0.004
}
},
{
name: "quasiparticles",
descriptionFunction() {
return `convert current and future ${powerUps.orb.ammo(1)} into ${powerUps.orb.boost(1)} which<br>give <strong>+${(powerUps.boost.damage*100).toFixed(0)}%</strong> <strong class='color-d'>damage</strong> for <strong>${(powerUps.boost.duration/60).toFixed(0)}</strong> seconds`
},
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("laser") || (tech.haveGunCheck("harpoon") && !tech.isRailGun)
},
requires: "harpoon, laser, not railgun",
effect() {
tech.isBoostReplaceAmmo = true
for (let i = powerUp.length - 1; i > -1; i--) {
if (powerUp[i].name === "ammo") {
powerUps.spawn(powerUp[i].position.x + 50 * (Math.random() - 0.5), powerUp[i].position.y + 50 * (Math.random() - 0.5), "boost");
Matter.Composite.remove(engine.world, powerUp[i]);
powerUp.splice(i, 1);
}
}
},
remove() {
tech.isBoostReplaceAmmo = false
}
},
{
name: "optical amplifier",
description: "gain <strong>3</strong> random <strong class='color-laser'>laser</strong> <strong class='color-g'>gun</strong><strong class='color-m'>tech</strong><br><strong class='color-laser'>laser</strong> only turns <strong>off</strong> if you have no <strong class='color-f'>energy</strong>",
@@ -6195,7 +6251,7 @@ const tech = {
effect() {
let techGiven = 0
for (let j = 0; j < 3; j++) {
const names = ["lens", "compound lens", "arc length", "infrared diode", "free-electron laser", "dye laser", "relativistic momentum", "specular reflection", "diffraction grating", "diffuse beam", "output coupler", "slow light", "laser-bot", "laser-bot upgrade"]
const names = ["quasiparticles", "lens", "compound lens", "arc length", "infrared diode", "free-electron laser", "dye laser", "relativistic momentum", "specular reflection", "diffraction grating", "diffuse beam", "output coupler", "slow light", "laser-bot", "laser-bot upgrade"]
//convert names into indexes
const options = []
for (let i = 0; i < names.length; i++) {
@@ -6241,27 +6297,6 @@ const tech = {
tech.isStuckOn = false
}
},
{
name: "quasiparticles",
descriptionFunction() {
return `replace all ${powerUps.orb.ammo(1)} spawns with ${powerUps.orb.boost(1)} which give<br><strong>+${powerUps.boost.damage*100}%</strong> <strong class='color-d'>damage</strong> for <strong>${(powerUps.boost.duration/60).toFixed(0)}</strong> seconds`
},
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("laser")
},
requires: "laser, not pulse",
effect() {
tech.isBoostReplaceAmmo = true
},
remove() {
tech.isBoostReplaceAmmo = false
}
},
{
name: "relativistic momentum",
description: "<strong class='color-laser'>lasers</strong> push <strong>mobs</strong> and <strong class='color-block'>blocks</strong>",
@@ -7812,207 +7847,153 @@ const tech = {
//************************************************** experimental
//************************************************** modes
//**************************************************
{
name: "-ship-",
description: "<strong style='color: #f55;'>experiment:</strong> fly around with no legs<br>aim with the keyboard",
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isBadRandomOption: true,
isExperimentalMode: true,
allowed() {
return build.isExperimentSelection && !m.isShipMode && m.fieldUpgrades[m.fieldMode].name !== "negative mass"
},
requires: "",
effect() {
m.shipMode()
},
remove() {}
},
{
name: "-quantum leap-",
description: "<strong style='color: #f55;'>experiment:</strong> every 20 seconds<br>become an <strong class='alt'>alternate</strong> version of yourself",
maxCount: 1,
count: 0,
frequency: 0,
isBadRandomOption: true,
isExperimentalMode: true,
allowed() {
return build.isExperimentSelection
},
requires: "",
interval: undefined,
effect() {
this.interval = setInterval(() => {
if (!build.isExperimentSelection) {
m.switchWorlds()
simulation.trails()
}
}, 20000); //every 20 seconds
// {
// name: "-ship-",
// description: "<strong style='color: #f55;'>experiment:</strong> fly around with no legs<br>aim with the keyboard",
// maxCount: 1,
// count: 0,
// frequency: 0,
// isNonRefundable: true,
// isBadRandomOption: true,
// isExperimentalMode: true,
// allowed() {
// return build.isExperimentSelection && !m.isShipMode && m.fieldUpgrades[m.fieldMode].name !== "negative mass"
// },
// requires: "",
// effect() {
// m.shipMode()
// },
// remove() {}
// },
// {
// name: "-quantum leap-",
// description: "<strong style='color: #f55;'>experiment:</strong> every 20 seconds<br>become an <strong class='alt'>alternate</strong> version of yourself",
// maxCount: 1,
// count: 0,
// frequency: 0,
// isBadRandomOption: true,
// isExperimentalMode: true,
// allowed() {
// return build.isExperimentSelection
// },
// requires: "",
// interval: undefined,
// effect() {
// this.interval = setInterval(() => {
// if (!build.isExperimentSelection) {
// m.switchWorlds()
// simulation.trails()
// }
// }, 20000); //every 20 seconds
// },
// remove() {
// if (this.count > 0) clearTimeout(this.interval);
// }
// },
// {
// name: "-shields-",
// description: "<strong style='color: #f55;'>experiment:</strong> every 5 seconds<br>all mobs gain a shield",
// maxCount: 1,
// count: 0,
// frequency: 0,
// isBadRandomOption: true,
// isExperimentalMode: true,
// allowed() {
// return build.isExperimentSelection
// },
// requires: "",
// effect() {
// this.interval = setInterval(() => {
// if (!build.isExperimentSelection) {
// for (let i = 0; i < mob.length; i++) {
// if (!mob[i].isShielded && !mob[i].shield && mob[i].isDropPowerUp) spawn.shield(mob[i], mob[i].position.x, mob[i].position.y, 1, true);
// }
// }
// }, 5000); //every 5 seconds
// },
// interval: undefined,
// remove() {
// if (this.count > 0) clearTimeout(this.interval);
// }
// },
// {
// name: "-Fourier analysis-",
// description: "<strong style='color: #f55;'>experiment:</strong> your aiming is random",
// maxCount: 1,
// count: 0,
// frequency: 0,
// isBadRandomOption: true,
// isExperimentalMode: true,
// allowed() {
// return build.isExperimentSelection && !m.isShipMode
// },
// requires: "not ship",
// effect() {
// m.look = () => {
// m.angle = 2 * Math.sin(m.cycle * 0.0133) + Math.sin(m.cycle * 0.013) + 0.5 * Math.sin(m.cycle * 0.031) + 0.33 * Math.sin(m.cycle * 0.03)
// const scale = 0.8;
// m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale;
// m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale;
// m.transX += (m.transSmoothX - m.transX) * 0.07;
// m.transY += (m.transSmoothY - m.transY) * 0.07;
// }
// },
// remove() {
// if (this.count > 0) m.look = m.lookDefault()
// }
// },
// {
// name: "-panopticon-",
// description: "<strong style='color: #f55;'>experiment:</strong> mobs can always see you",
// maxCount: 1,
// count: 0,
// frequency: 0,
// isBadRandomOption: true,
// isExperimentalMode: true,
// allowed() {
// return build.isExperimentSelection
// },
// requires: "",
// effect() {
// this.interval = setInterval(() => {
// if (!build.isExperimentSelection) {
// for (let i = 0; i < mob.length; i++) {
// if (!mob[i].shield && mob[i].isDropPowerUp) {
// mob[i].locatePlayer()
// mob[i].seePlayer.yes = true;
// }
// }
// }
// }, 1000); //every 1 seconds
// },
// interval: undefined,
// remove() {
// if (this.count > 0) clearTimeout(this.interval);
// }
// },
// {
// name: "-decomposers-",
// description: "<strong style='color: #f55;'>experiment:</strong> after they die<br>mobs leave behind spawns",
// maxCount: 1,
// count: 0,
// frequency: 0,
// isBadRandomOption: true,
// isExperimentalMode: true,
// allowed() {
// return build.isExperimentSelection
// },
// requires: "",
// effect() {
// tech.deathSpawns = 0.2
// },
// remove() {
// tech.deathSpawns = 0
// }
// },
},
remove() {
if (this.count > 0) clearTimeout(this.interval);
}
},
{
name: "-shields-",
description: "<strong style='color: #f55;'>experiment:</strong> every 5 seconds<br>all mobs gain a shield",
maxCount: 1,
count: 0,
frequency: 0,
isBadRandomOption: true,
isExperimentalMode: true,
allowed() {
return build.isExperimentSelection
},
requires: "",
effect() {
this.interval = setInterval(() => {
if (!build.isExperimentSelection) {
for (let i = 0; i < mob.length; i++) {
if (!mob[i].isShielded && !mob[i].shield && mob[i].isDropPowerUp) spawn.shield(mob[i], mob[i].position.x, mob[i].position.y, 1, true);
}
}
}, 5000); //every 5 seconds
},
interval: undefined,
remove() {
if (this.count > 0) clearTimeout(this.interval);
}
},
{
name: "-Fourier analysis-",
description: "<strong style='color: #f55;'>experiment:</strong> your aiming is random",
maxCount: 1,
count: 0,
frequency: 0,
isBadRandomOption: true,
isExperimentalMode: true,
allowed() {
return build.isExperimentSelection && !m.isShipMode
},
requires: "not ship",
effect() {
m.look = () => {
m.angle = 2 * Math.sin(m.cycle * 0.0133) + Math.sin(m.cycle * 0.013) + 0.5 * Math.sin(m.cycle * 0.031) + 0.33 * Math.sin(m.cycle * 0.03)
const scale = 0.8;
m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale;
m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale;
m.transX += (m.transSmoothX - m.transX) * 0.07;
m.transY += (m.transSmoothY - m.transY) * 0.07;
}
},
remove() {
if (this.count > 0) m.look = m.lookDefault()
}
},
{
name: "-panopticon-",
description: "<strong style='color: #f55;'>experiment:</strong> mobs can always see you",
maxCount: 1,
count: 0,
frequency: 0,
isBadRandomOption: true,
isExperimentalMode: true,
allowed() {
return build.isExperimentSelection
},
requires: "",
effect() {
this.interval = setInterval(() => {
if (!build.isExperimentSelection) {
for (let i = 0; i < mob.length; i++) {
if (!mob[i].shield && mob[i].isDropPowerUp) {
mob[i].locatePlayer()
mob[i].seePlayer.yes = true;
}
}
}
}, 1000); //every 1 seconds
},
interval: undefined,
remove() {
if (this.count > 0) clearTimeout(this.interval);
}
},
{
name: "-decomposers-",
description: "<strong style='color: #f55;'>experiment:</strong> after they die<br>mobs leave behind spawns",
maxCount: 1,
count: 0,
frequency: 0,
isBadRandomOption: true,
isExperimentalMode: true,
allowed() {
return build.isExperimentSelection
},
requires: "",
effect() {
tech.deathSpawns = 0.2
},
remove() {
tech.deathSpawns = 0
}
},
{
name: "-WIMP-",
description: "<strong style='color: #f55;'>experiment:</strong> <strong class='color-defense'>harmful</strong> particles slowly <strong>chase</strong> you",
maxCount: 1,
count: 0,
frequency: 0,
isBadRandomOption: true,
isExperimentalMode: true,
allowed() {
return build.isExperimentSelection
},
requires: "",
effect() {
tech.wimpExperiment = 5
},
remove() {
tech.wimpExperiment = 0
}
},
{
name: "-symbiosis-",
description: "<strong style='color: #f55;'>experiment:</strong> if you <strong>kill</strong> a <strong>mob</strong><br>lose <strong>0.2</strong> max <strong class='color-h'>health</strong>",
maxCount: 1,
count: 0,
frequency: 0,
isBadRandomOption: true,
isExperimentalMode: true,
allowed() {
return build.isExperimentSelection
},
requires: "",
effect() {
tech.removeMaxHealthOnKill = 0.002
},
remove() {
tech.removeMaxHealthOnKill = 0
}
},
{
name: "-parthenocarpy-",
description: "<strong style='color: #f55;'>experiment:</strong> spawn about 50% more mobs",
maxCount: 1,
count: 1,
frequency: 0,
isBadRandomOption: true,
isExperimentalMode: true,
allowed() {
return build.isExperimentSelection
},
requires: "",
effect() {
tech.isMoreMobs = true
},
remove() {
tech.isMoreMobs = false
}
},
//**************************************************
//************************************************** JUNK
//************************************************** tech
@@ -10629,12 +10610,10 @@ const tech = {
isHarpoonPowerUp: null,
harpoonDensity: null,
isAddRemoveMaxHealth: null,
removeMaxHealthOnKill: null,
isSpawnExitTech: null,
cloakDuplication: null,
extruderRange: null,
isForeverDrones: null,
isMoreMobs: null,
nailRecoil: null,
baseJumpForce: null,
baseFx: null,