pressure wave balance
pressure wave balance - slightly more ammo gamma-ray laser does 200% damage and 250% more drain (was 150% damage, 200% drain) gamma ray now doesn't lock out other laser tech hidden variable now gives 15, not 30 heals
This commit is contained in:
@@ -18,7 +18,7 @@ const level = {
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// b.giveGuns("wave beam")
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// b.giveGuns("wave beam")
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// tech.giveTech("pressure wave")
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// tech.giveTech("pressure wave")
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// for (let i = 0; i < 9; i++) tech.giveTech("spherical harmonics")
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// for (let i = 0; i < 9; i++) tech.giveTech("spherical harmonics")
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// tech.giveTech("supertemporal")
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// tech.giveTech("decoherence")
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// for (let i = 0; i < 3; i++) tech.giveTech("packet length")
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// for (let i = 0; i < 3; i++) tech.giveTech("packet length")
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level.intro(); //starting level
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level.intro(); //starting level
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@@ -47,7 +47,8 @@ const level = {
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// level.vats() //community level
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// level.vats() //community level
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// level["n-gon"]() //community level
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// level["n-gon"]() //community level
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// level.tunnel() //community level
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// level.tunnel() //community level
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// for (let i = 0; i < 3; i++) powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "tech", false);
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// powerUps.research.changeRerolls(3000)
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// for (let i = 0; i < 30; i++) powerUps.spawn(player.position.x + Math.random() * 50, player.position.y - Math.random() * 50, "tech", false);
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// for (let i = 0; i < 7; i++) tech.giveTech("undefined")
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// for (let i = 0; i < 7; i++) tech.giveTech("undefined")
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// lore.techCount = 6
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// lore.techCount = 6
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@@ -488,7 +488,10 @@ const powerUps = {
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if (tech.isBanish) { //remove banished tech from last selection
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if (tech.isBanish) { //remove banished tech from last selection
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for (let i = 0; i < powerUps.tech.banishLog.length; i++) {
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for (let i = 0; i < powerUps.tech.banishLog.length; i++) {
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for (let j = 0; j < options.length; j++) {
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for (let j = 0; j < options.length; j++) {
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if (powerUps.tech.banishLog[i] === options[j]) options.splice(j, 1)
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if (powerUps.tech.banishLog[i] === options[j]) {
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options.splice(j, 1)
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break
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}
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}
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}
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}
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}
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} else { //remove repeats from last selection
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} else { //remove repeats from last selection
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@@ -497,7 +500,10 @@ const powerUps = {
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for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection
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for (let i = 0; i < totalChoices; i++) { //repeat for each choice from the last selection
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if (options.length > totalChoices) {
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if (options.length > totalChoices) {
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for (let j = 0, len = options.length; j < len; j++) {
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for (let j = 0, len = options.length; j < len; j++) {
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if (powerUps.tech.choiceLog[powerUps.tech.choiceLog.length - 1 - i] === options[j]) options.splice(j, 1) //remove previous choice from option pool
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if (powerUps.tech.choiceLog[powerUps.tech.choiceLog.length - 1 - i] === options[j]) {
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options.splice(j, 1) //remove previous choice from option pool
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break;
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}
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}
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}
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}
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}
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}
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}
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32
js/tech.js
32
js/tech.js
@@ -1906,9 +1906,9 @@
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frequency: 1,
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frequency: 1,
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frequencyDefault: 1,
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frequencyDefault: 1,
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allowed() {
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allowed() {
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return true
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return !tech.isEnergyHealth
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},
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},
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requires: "",
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requires: "not mass-energy",
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effect: () => {
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effect: () => {
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tech.isMACHO = true; //this harm reduction comes from the particle toggling tech.isHarmMACHO
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tech.isMACHO = true; //this harm reduction comes from the particle toggling tech.isHarmMACHO
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spawn.MACHO()
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spawn.MACHO()
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@@ -2560,7 +2560,7 @@
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},
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},
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{
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{
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name: "maintenance",
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name: "maintenance",
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description: "</strong>double</strong> the <strong class='flicker'>frequency</strong> of finding <strong class='color-h'>healing</strong> <strong class='color-m'>tech</strong><br>spawn <strong>14</strong> <strong class='color-h'>heals</strong>",
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description: "</strong>double</strong> the <strong class='flicker'>frequency</strong> of finding <strong class='color-h'>healing</strong> <strong class='color-m'>tech</strong><br>spawn <strong>11</strong> <strong class='color-h'>heals</strong>",
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maxCount: 1,
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maxCount: 1,
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count: 0,
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count: 0,
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frequency: 1,
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frequency: 1,
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@@ -2568,11 +2568,11 @@
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isNonRefundable: true,
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isNonRefundable: true,
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isBadRandomOption: true,
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isBadRandomOption: true,
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allowed() {
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allowed() {
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return (m.health / m.maxHealth) < 0.7 && !tech.isNoHeals
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return !tech.isNoHeals
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},
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},
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requires: "health < 70%, not ergodicity",
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requires: "not ergodicity",
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effect() {
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effect() {
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for (let i = 0; i < 14; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "heal");
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for (let i = 0; i < 11; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "heal");
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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if (tech.tech[i].isHealTech) tech.tech[i].frequency *= 2
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if (tech.tech[i].isHealTech) tech.tech[i].frequency *= 2
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}
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}
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@@ -3984,8 +3984,8 @@
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "wave beam") {
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if (b.guns[i].name === "wave beam") {
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b.guns[i].chooseFireMethod()
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b.guns[i].chooseFireMethod()
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b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * 0.1
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b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * 0.125
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b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 0.1);
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b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 0.125);
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simulation.updateGunHUD();
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simulation.updateGunHUD();
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break
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break
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}
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}
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@@ -3997,7 +3997,7 @@
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b.guns[i].chooseFireMethod()
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b.guns[i].chooseFireMethod()
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if (tech.isLongitudinal) {
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if (tech.isLongitudinal) {
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b.guns[i].ammoPack = b.guns[i].defaultAmmoPack
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b.guns[i].ammoPack = b.guns[i].defaultAmmoPack
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b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 10);
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b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 8);
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simulation.updateGunHUD();
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simulation.updateGunHUD();
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}
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}
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break
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break
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@@ -4658,19 +4658,19 @@
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},
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},
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{
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{
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name: "gamma-ray laser",
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name: "gamma-ray laser",
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description: "increase all <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong> by <strong>150%</strong><br>increase all <strong class='color-laser'>laser</strong> <strong class='color-f'>energy</strong> drain by <strong>200%</strong>",
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description: "increase all <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong> by <strong>200%</strong><br>increase all <strong class='color-laser'>laser</strong> <strong class='color-f'>energy</strong> drain by <strong>250%</strong>",
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isGunTech: true,
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isGunTech: true,
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maxCount: 1,
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maxCount: 1,
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count: 0,
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count: 0,
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frequency: 2,
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frequency: 2,
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frequencyDefault: 2,
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frequencyDefault: 2,
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allowed() {
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allowed() {
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return (tech.haveGunCheck("laser") || tech.isLaserMine || tech.laserBotCount > 1) && !tech.isWideLaser && !tech.isPulseLaser && !tech.historyLaser
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return (tech.haveGunCheck("laser") || tech.isLaserMine || tech.laserBotCount > 1) && !tech.isPulseLaser
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},
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},
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requires: "laser, not pulse",
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requires: "laser, not pulse",
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effect() {
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effect() {
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tech.laserFieldDrain = 0.006 //base is 0.002
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tech.laserFieldDrain = 0.007 //base is 0.002
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tech.laserDamage = 0.375; //base is 0.15
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tech.laserDamage = 0.45; //base is 0.15
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tech.laserColor = "#83f"
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tech.laserColor = "#83f"
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tech.laserColorAlpha = "rgba(136, 51, 255,0.5)"
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tech.laserColorAlpha = "rgba(136, 51, 255,0.5)"
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},
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},
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@@ -5937,7 +5937,7 @@
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},
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},
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{
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{
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name: "hidden variable",
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name: "hidden variable",
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description: "spawn <strong>30</strong> <strong class='color-h'>heal</strong> power ups<br>but hide your <strong class='color-h'>health</strong> bar",
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description: "spawn <strong>15</strong> <strong class='color-h'>heal</strong> power ups<br>but hide your <strong class='color-h'>health</strong> bar",
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maxCount: 1,
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maxCount: 1,
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count: 0,
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count: 0,
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frequency: 0,
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frequency: 0,
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@@ -5951,7 +5951,7 @@
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effect() {
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effect() {
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document.getElementById("health").style.display = "none"
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document.getElementById("health").style.display = "none"
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document.getElementById("health-bg").style.display = "none"
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document.getElementById("health-bg").style.display = "none"
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for (let i = 0; i < 30; i++) powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal");
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for (let i = 0; i < 15; i++) powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal");
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},
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},
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remove() {}
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remove() {}
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},
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},
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@@ -6802,7 +6802,7 @@
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ctx.stroke();
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ctx.stroke();
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ctx.beginPath();
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ctx.beginPath();
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ctx.arc(18, 13, 10, 0, 2 * Math.PI);
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ctx.arc(18, 13, 10, 0, 2 * Math.PI);
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ctx.fillStyle = grd;
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ctx.fillStyle = this.bodyGradient;
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ctx.fill();
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ctx.fill();
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ctx.stroke();
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ctx.stroke();
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ctx.beginPath();
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ctx.beginPath();
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17
todo.txt
17
todo.txt
@@ -1,18 +1,9 @@
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******************************************************** NEXT PATCH ********************************************************
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******************************************************** NEXT PATCH ********************************************************
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pressure wave balance - slightly more ammo
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tech: pressure wave - wave beam fires lower frequency, higher damage, wide arcs that propagate through solids
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gamma-ray laser does 200% damage and 250% more drain (was 150% damage, 200% drain)
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gamma ray now doesn't lock out other laser tech
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tech: gamma-ray laser - increase laser damage by 150% and energy drain by 200%
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hidden variable now gives 15, not 30 heals
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works for all lasers except pulse
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tech: specular reflection - now just gives +2 laser reflections (was +1, and damage/energy increase)
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you, pilot wave, and drones can't pick up ammo if you have Infinite ammo on your current gun
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wormhole still eats everything
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Bayesian statistics gives 4.2% damage per research (was 3.9%)
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bot fabrication needs 3 research to make a random bot (was 4)
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******************************************************** TODO ********************************************************
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******************************************************** TODO ********************************************************
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