tech: electric generator - deflecting mobs generates energy for molecular assembler
tech: homeostasis - for each health below 100 +0.8% defense
tech: compound lens - +77% laser lens damage, +10° lens arc

tech: robotics - 2 random bots, power up choices include a bot tech option
tech: open-source - 3 random bots, 4x bot tech frequency
  renamed from previous robotics tech
slightly buffed all bot upgrades

+9% iceIX damage
catabolism uses energy instead of health if you have mass-energy
optical amplifier laser tech options include laser-bot
rule 90 and rule 30 looks better on more browsers, I hope
This commit is contained in:
landgreen
2022-07-24 12:45:39 -07:00
parent 7a66ea922c
commit cf3ba7d5f2
7 changed files with 443 additions and 180 deletions

View File

@@ -252,7 +252,8 @@ const tech = {
if (tech.isSpeedDamage) dmg *= 1 + Math.min(0.66, player.speed * 0.0165)
if (tech.isDamageAfterKillNoRegen && m.lastKillCycle + 300 > m.cycle) dmg *= 1.6
// if (m.isSneakAttack && m.cycle > m.lastKillCycle + 240) dmg *= tech.sneakAttackDmg
if (m.isSneakAttack && m.sneakAttackCycle + Math.min(120, 0.3 * (m.cycle - m.enterCloakCycle)) > m.cycle) dmg *= tech.sneakAttackDmg
if (m.isSneakAttack && m.sneakAttackCycle + Math.min(120, 0.5 * (m.cycle - m.enterCloakCycle)) > m.cycle) dmg *= tech.sneakAttackDmg
// if (m.isSneakAttack && m.sneakAttackCharge > 0) dmg *= tech.sneakAttackDmg
if (tech.isAxion && tech.isHarmMACHO) dmg *= 2 - m.harmReduction()
return dmg * tech.slowFire * tech.aimDamage
},
@@ -261,8 +262,8 @@ const tech = {
},
isScaleMobsWithDuplication: false,
maxDuplicationEvent() {
if (tech.is111Duplicate && tech.duplicationChance() > 1.11) {
tech.is111Duplicate = false
if (tech.is100Duplicate && tech.duplicationChance() > 0.99) {
tech.is100Duplicate = false
const range = 1300
tech.isScaleMobsWithDuplication = true
for (let i = 0, len = 9; i < len; i++) {
@@ -308,7 +309,7 @@ const tech = {
},
tech: [{
name: "ordnance",
description: "</strong>triple</strong> the <strong class='flicker'>frequency</strong> of finding <strong class='color-g'>gun</strong><strong class='color-m'>tech</strong><br>spawn a <strong class='color-g'>gun</strong>",
description: "</strong>double</strong> the <strong class='flicker'>frequency</strong> of finding <strong class='color-g'>gun</strong><strong class='color-m'>tech</strong><br>spawn a <strong class='color-g'>gun</strong>",
maxCount: 1,
count: 0,
frequency: 1,
@@ -324,7 +325,7 @@ const tech = {
powerUps.spawn(m.pos.x, m.pos.y, "gun");
// this.count--
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isGunTech) tech.tech[i].frequency *= 3
if (tech.tech[i].isGunTech) tech.tech[i].frequency *= 2
}
},
remove() {}
@@ -584,15 +585,15 @@ const tech = {
},
{
name: "catabolism",
description: `if you fire while <strong>out</strong> of <strong class='color-ammo'>ammo</strong><br>spawn ${powerUps.orb.ammo(4)} and <strong>1</strong> maximum <strong class='color-h'>health</strong>`,
descriptionFunction() { return `if you fire while <strong>out</strong> of <strong class='color-ammo'>ammo</strong><br>spawn ${powerUps.orb.ammo(4)} and <strong>1</strong> maximum ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"}` },
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isEnergyNoAmmo && !tech.isEnergyHealth
return !tech.isEnergyNoAmmo
},
requires: "not exciton, mass-energy",
requires: "not exciton",
effect: () => {
tech.isAmmoFromHealth = true;
},
@@ -1372,7 +1373,7 @@ const tech = {
{
name: "dynamo-bot",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">dynamo-bot</a>`,
description: "a <strong class='color-bot'>bot</strong> <strong class='color-d'>damages</strong> mobs while it <strong>traces</strong> your path<br>when it's near generate <strong>7</strong> <strong class='color-f'>energy</strong> per second",
description: "a <strong class='color-bot'>bot</strong> <strong class='color-d'>damages</strong> mobs while it <strong>traces</strong> your path<br>when it's near generate <strong>+7</strong> <strong class='color-f'>energy</strong> per second",
maxCount: 9,
count: 0,
frequency: 1,
@@ -1396,7 +1397,7 @@ const tech = {
{
name: "dynamo-bot upgrade",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">dynamo-bot upgrade</a>`,
description: "<strong>convert</strong> your bots to <strong>dynamo-bots</strong><br>when it's near generate <strong>23</strong> <strong class='color-f'>energy</strong> per second",
description: "<strong>convert</strong> your bots to <strong>dynamo-bots</strong><br>when it's near generate <strong>+23</strong> <strong class='color-f'>energy</strong> per second",
maxCount: 1,
count: 0,
frequency: 3,
@@ -1451,37 +1452,6 @@ const tech = {
// this.description = `if you collect ${powerUps.orb.research(2 + Math.floor(0.2 * b.totalBots()))}use them to build a<br>random <strong class='color-bot'>bot</strong> <em>(+1 cost every 5 bots)</em>`
}
},
{
name: "robotics",
description: `spawn <strong>2</strong> random <strong>bots</strong><br><strong>quadruple</strong> the <strong class='flicker'>frequency</strong> of finding <strong>bot</strong> <strong class='color-m'>tech</strong>`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isBotTech: true,
allowed() {
return b.totalBots() > 1 || build.isExperimentSelection
},
requires: "at least 2 bots",
effect: () => {
b.randomBot()
b.randomBot()
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isBotTech) tech.tech[i].frequency *= 4
}
},
remove() {
if (this.count > 0) {
b.removeBot()
b.removeBot()
b.clearPermanentBots();
b.respawnBots();
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isBotTech) tech.tech[i].frequency = Math.ceil(tech.tech[i].frequency / 4)
}
}
}
},
{
name: "perimeter defense",
description: "for each permanent <strong class='color-bot'>bot</strong><br><strong>+6%</strong> <strong class='color-defense'>defense</strong>",
@@ -1578,6 +1548,91 @@ const tech = {
}
}
},
// {
// name: "robotics",
// description: `spawn <strong>2</strong> random <strong>bots</strong><br><strong>quadruple</strong> the <strong class='flicker'>frequency</strong> of finding <strong>bot</strong> <strong class='color-m'>tech</strong>`,
// maxCount: 1,
// count: 0,
// frequency: 1,
// frequencyDefault: 1,
// isBotTech: true,
// allowed() {
// return b.totalBots() > 1 || build.isExperimentSelection
// },
// requires: "at least 2 bots",
// effect: () => {
// b.randomBot()
// b.randomBot()
// for (let i = 0, len = tech.tech.length; i < len; i++) {
// if (tech.tech[i].isBotTech) tech.tech[i].frequency *= 4
// }
// },
// remove() {
// if (this.count > 0) {
// b.removeBot()
// b.removeBot()
// b.clearPermanentBots();
// b.respawnBots();
// for (let i = 0, len = tech.tech.length; i < len; i++) {
// if (tech.tech[i].isBotTech) tech.tech[i].frequency = Math.ceil(tech.tech[i].frequency / 4)
// }
// }
// }
// },
{
name: "robotics",
description: `spawn <strong>2</strong> random <strong>bots</strong><br><strong class='color-m'>tech</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong> have <strong>+1</strong> bot <strong>choice</strong>`, //<strong class='color-m'>tech</strong> have an extra <strong>bot</strong> <strong class='color-m'>tech</strong> option
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isBotTech: true,
allowed() {
return b.totalBots() > 1 || build.isExperimentSelection
},
requires: "at least 2 bots",
effect: () => {
tech.isExtraBotOption = true
for (let i = 0; i < 2; i++) b.randomBot()
},
remove() {
if (this.count > 0) {
for (let i = 0; i < 2; i++) b.removeBot()
b.clearPermanentBots();
b.respawnBots();
}
tech.isExtraBotOption = false
}
},
{
name: "open-source", //digital fabricator
description: `spawn <strong>3</strong> random <strong>bots</strong><br><strong>triple</strong> the <strong class='flicker'>frequency</strong> of finding <strong>bot</strong> <strong class='color-m'>tech</strong>`,
maxCount: 1,
count: 0,
frequency: 0,
frequencyDefault: 0,
isBotTech: true,
allowed() {
return tech.isExtraBotOption
},
requires: "robotics",
effect: () => {
for (let i = 0; i < 3; i++) b.randomBot()
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isBotTech) tech.tech[i].frequency *= 3
}
},
remove() {
if (this.count > 0) {
for (let i = 0; i < 3; i++) b.removeBot()
b.clearPermanentBots();
b.respawnBots();
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isBotTech) tech.tech[i].frequency = Math.ceil(tech.tech[i].frequency / 3)
}
}
}
},
{
name: "mass driver",
description: "<strong>+300%</strong> <strong class='color-block'>block</strong> collision <strong class='color-d'>damage</strong>",
@@ -1853,7 +1908,7 @@ const tech = {
},
{
name: "transistor",
description: "if <strong class='color-flop'>ON</strong> generate <strong>20</strong> <strong class='color-f'>energy</strong> per second<br>if <strong class='color-flop'>OFF</strong> drain <strong>1</strong> <strong class='color-f'>energy</strong> per second",
description: "if <strong class='color-flop'>ON</strong> generate <strong>+20</strong> <strong class='color-f'>energy</strong> per second<br>if <strong class='color-flop'>OFF</strong> drain <strong>-1</strong> <strong class='color-f'>energy</strong> per second",
maxCount: 1,
count: 0,
frequency: 4,
@@ -2138,7 +2193,7 @@ const tech = {
},
{
name: "piezoelectricity",
description: "if you <strong>collide</strong> with a mob<br>generate <strong>2048</strong> <strong class='color-f'>energy</strong>", //<br>reduce <strong class='color-defense'>defense</strong> by <strong>15%</strong>
description: "if you <strong>collide</strong> with a mob<br>generate <strong>+2048</strong> <strong class='color-f'>energy</strong>", //<br>reduce <strong class='color-defense'>defense</strong> by <strong>15%</strong>
maxCount: 1,
count: 0,
frequency: 1,
@@ -2528,7 +2583,7 @@ const tech = {
},
{
name: "negative feedback",
description: "for each <strong>10</strong> <strong class='color-h'>health</strong> below <strong>100</strong><br><strong>+5%</strong> <strong class='color-d'>damage</strong>",
description: `for each <strong class='color-h'>health</strong> below <strong>100</strong><br><strong>+0.5%</strong> <strong class='color-d'>damage</strong>`,
maxCount: 1,
count: 0,
frequency: 1,
@@ -2544,6 +2599,42 @@ const tech = {
tech.isLowHealthDmg = false;
}
},
{
name: "homeostasis",
description: `for each <strong class='color-h'>health</strong> below <strong>100</strong><br><strong>+0.8%</strong> <strong class='color-defense'>defense</strong>`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return (m.health < 0.6 || build.isExperimentSelection) && !tech.isEnergyHealth
},
requires: "health below 60, not mass-energy",
effect() {
tech.isLowHealthDefense = true;
},
remove() {
tech.isLowHealthDefense = false;
}
},
// {
// name: "overshoot", //annoying to code because you'd have to update fire rate too often
// descriptionFunction() { return `for each ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"} below <strong>100</strong><br><strong>+2%</strong> <strong><em>fire rate</em></strong>` },
// maxCount: 1,
// count: 0,
// frequency: 1,
// frequencyDefault: 1,
// allowed() {
// return m.health < 0.5 || build.isExperimentSelection
// },
// requires: "health below 60",
// effect() {
// tech.isLowHealthFireRate = true;
// },
// remove() {
// tech.isLowHealthFireRate = false;
// }
// },
{
name: "antiscience",
description: "<strong>+90%</strong> <strong class='color-d'>damage</strong><br><strong>11</strong> <strong class='color-h'>health</strong> after picking up a <strong class='color-m'>tech</strong>",
@@ -3463,22 +3554,22 @@ const tech = {
},
{
name: "apomixis",
description: `when you reach <strong>111%</strong> <strong class='color-dup'>duplication</strong><br>spawn <strong>11 bosses</strong> with <strong>111%</strong> more <strong>durability</strong>`,
description: `when you reach <strong>100%</strong> <strong class='color-dup'>duplication</strong><br>spawn <strong>11 bosses</strong> with <strong>100%</strong> more <strong>durability</strong>`,
maxCount: 1,
count: 0,
frequency: 6,
frequencyDefault: 6,
isNonRefundable: true,
allowed() {
return tech.duplicationChance() > 0.6
return tech.duplicationChance() > 0.5
},
requires: "NOT EXPERIMENT MODE, duplication chance above 60%",
requires: "NOT EXPERIMENT MODE, duplication chance above 50%",
effect() {
tech.is111Duplicate = true;
tech.is100Duplicate = true;
tech.maxDuplicationEvent()
},
remove() {
tech.is111Duplicate = false;
tech.is100Duplicate = false;
}
},
{
@@ -3624,7 +3715,7 @@ const tech = {
},
{
name: "reinforcement learning",
description: "increase the <strong class='flicker'>frequency</strong> of finding copies of<br>your current recursive <strong class='color-m'>tech</strong> by <strong>1000%</strong>",
description: "increase the <strong class='flicker'>frequency</strong> of finding copies of<br>your current <strong class='color-m'>tech</strong> by <strong>1000%</strong>",
maxCount: 1,
count: 0,
frequency: 1,
@@ -4211,7 +4302,7 @@ const tech = {
},
{
name: "thermoelectric effect",
description: "<strong>killing</strong> mobs with <strong class='color-s'>ice IX</strong><br>generates <strong>100</strong> <strong class='color-f'>energy</strong>",
description: "after <strong>killing</strong> mobs with <strong class='color-s'>ice IX</strong><br><strong>+100</strong> <strong class='color-f'>energy</strong>",
isGunTech: true,
maxCount: 9,
count: 0,
@@ -5964,7 +6055,7 @@ const tech = {
effect() {
let techGiven = 0
for (let j = 0; j < 3; j++) {
const names = ["lens", "arc length", "laser diode", "free-electron laser", "relativistic momentum", "specular reflection", "diffraction grating", "diffuse beam", "output coupler", "slow light"]
const names = ["lens", "compound lens", "arc length", "laser diode", "free-electron 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++) {
@@ -6099,9 +6190,9 @@ const tech = {
},
{
name: "lens",
description: "<strong>+150%</strong> <strong class='color-laser'>laser</strong> gun <strong class='color-d'>damage</strong> if it passes<br>through a revolving <strong>+90°</strong> arc circular lens", //<span style='font-size: 125%;'>π</span> / 2</strong>
description: "<strong>+150%</strong> <strong class='color-laser'>laser</strong> gun <strong class='color-d'>damage</strong> if it passes<br>through a revolving <strong>90°</strong> arc circular lens", //<span style='font-size: 125%;'>π</span> / 2</strong>
isGunTech: true,
maxCount: 3,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
@@ -6111,15 +6202,73 @@ const tech = {
requires: "laser",
effect() {
tech.isLaserLens = true
b.guns[11].arcRange += 0.78
b.guns[11].chooseFireMethod()
// if (this.count > 0) b.guns[11].lensDamageOn += 20 * Math.PI / 180
// b.guns[11].arcRange = 0.78
},
remove() {
tech.isLaserLens = false
b.guns[11].arcRange = 0
b.guns[11].chooseFireMethod()
// b.guns[11].lensDamageOn = 2.5 // 100% + 150%
// b.guns[11].arcRange = 0
}
},
{
name: "compound lens",
description: "<strong>+77%</strong> <strong class='color-laser'>laser</strong> lens <strong class='color-d'>damage</strong><br><strong>+10°</strong> lens arc",
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isLaserLens
},
requires: "lens",
effect() {
b.guns[11].arcRange += 10 * Math.PI / 180 / 2
b.guns[11].lensDamageOn += 0.77
},
remove() {
b.guns[11].arcRange = 90 * Math.PI / 180 / 2 //0.78 divded by 2 because of how it's drawn
b.guns[11].lensDamageOn = 2.5
}
},
// {
// name: "lens",
// // description: "<strong>+150%</strong> <strong class='color-laser'>laser</strong> gun <strong class='color-d'>damage</strong> if it passes<br>through a revolving <strong>+90°</strong> arc circular lens", //<span style='font-size: 125%;'>π</span> / 2</strong>
// descriptionFunction() {
// if (this.count) {
// return `<strong>+70%</strong> lens <strong class='color-d'>damage</strong><br><strong>+20°</strong> arc circular lens`
// } else {
// return `<strong>+150%</strong> <strong class='color-laser'>laser</strong> gun <strong class='color-d'>damage</strong> if it passes<br>through a revolving <strong>90°</strong> arc circular lens`
// }
// },
// isGunTech: true,
// maxCount: 3,
// count: 0,
// frequency: 2,
// frequencyDefault: 2,
// allowed() {
// return tech.haveGunCheck("laser")
// },
// requires: "laser",
// effect() {
// tech.isLaserLens = true
// if (this.count) {
// b.guns[11].lensDamageOn += 0.7
// b.guns[11].arcRange += 20 * Math.PI / 180
// } else [
// b.guns[11].lensDamageOn = 2.5 // 100% + 150%
// ]
// b.guns[11].chooseFireMethod()
// },
// remove() {
// tech.isLaserLens = false
// b.guns[11].arcRange = 90 * Math.PI / 180
// b.guns[11].chooseFireMethod()
// }
// },
// {
// name: "arc length",
// description: "increase the circular arc of your <strong class='color-laser'>laser</strong> <strong>lens</strong><br>by <strong>+<span style='font-size: 125%;'>π</span> / 4</strong>",
@@ -6614,26 +6763,6 @@ const tech = {
// tech.isFreezeMobs = false
// }
// },
{
name: "pair production",
description: "after picking up a <strong>power up</strong><br><strong>+200</strong> <strong class='color-f'>energy</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "molecular assembler" || m.fieldUpgrades[m.fieldMode].name === "standing wave" || m.fieldUpgrades[m.fieldMode].name === "pilot wave"
},
requires: "molecular assembler, pilot wave, standing wave",
effect: () => {
tech.isMassEnergy = true // used in m.grabPowerUp
m.energy += 2
},
remove() {
tech.isMassEnergy = false;
}
},
{
name: "bot manufacturing",
description: `use ${powerUps.orb.research(2)} to build<br><strong>3</strong> random <strong class='color-bot'>bots</strong>`,
@@ -6644,9 +6773,8 @@ const tech = {
frequencyDefault: 1,
isBotTech: true,
isNonRefundable: true,
// isExperimentHide: true,
allowed() {
return powerUps.research.count > 1 && m.fieldUpgrades[m.fieldMode].name === "molecular assembler"
return powerUps.research.count > 1 && (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" || m.fieldUpgrades[m.fieldMode].name === "pilot wave")
},
requires: "NOT EXPERIMENT MODE, molecular assembler",
effect: () => {
@@ -6672,7 +6800,7 @@ const tech = {
isNonRefundable: true,
// isExperimentHide: true,
allowed() {
return powerUps.research.count > 2 && m.fieldUpgrades[m.fieldMode].name === "molecular assembler"
return powerUps.research.count > 2 && (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" || m.fieldUpgrades[m.fieldMode].name === "pilot wave")
},
requires: "NOT EXPERIMENT MODE, molecular assembler",
effect: () => {
@@ -6817,6 +6945,45 @@ const tech = {
// if (this.count > 0) powerUps.research.changeRerolls(1)
// }
// },
{
name: "pair production",
description: "after picking up a <strong>power up</strong><br><strong>+200</strong> <strong class='color-f'>energy</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "molecular assembler" || m.fieldUpgrades[m.fieldMode].name === "standing wave" || m.fieldUpgrades[m.fieldMode].name === "pilot wave"
},
requires: "molecular assembler, pilot wave, standing wave",
effect: () => {
tech.isMassEnergy = true // used in m.grabPowerUp
m.energy += 2
},
remove() {
tech.isMassEnergy = false;
}
},
{
name: "electric generator",
description: "after <strong>deflecting</strong> mobs<br>molecular assembler generates <strong>+50</strong> <strong class='color-f'>energy</strong>",
isFieldTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "molecular assembler"
},
requires: "molecular assembler",
effect() {
tech.deflectEnergy += 0.5;
},
remove() {
tech.deflectEnergy = 0;
}
},
{
name: "tokamak",
description: "throwing a <strong class='color-block'>block</strong> converts it into <strong class='color-f'>energy</strong><br>and a pulsed fusion <strong class='color-e'>explosion</strong>",
@@ -6828,7 +6995,7 @@ const tech = {
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "plasma torch" || m.fieldUpgrades[m.fieldMode].name === "molecular assembler"
},
requires: "plasma torch or molecular assembler",
requires: "plasma torch, molecular assembler",
effect() {
tech.isTokamak = true;
},
@@ -6845,9 +7012,9 @@ const tech = {
frequency: 2,
frequencyDefault: 2,
allowed() {
return (m.fieldUpgrades[m.fieldMode].name === "plasma torch" || m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism" || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && !tech.isEnergyHealth
return (m.fieldUpgrades[m.fieldMode].name === "plasma torch" || m.fieldUpgrades[m.fieldMode].name === "molecular assembler" || m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism" || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && !tech.isEnergyHealth
},
requires: "plasma torch, perfect diamagnetism, pilot wave, not mass-energy",
requires: "molecular assembler, plasma torch, perfect diamagnetism, pilot wave, not mass-energy",
effect() {
tech.isHarmReduce = true
},
@@ -7182,7 +7349,8 @@ const tech = {
},
{
name: "dazzler",
description: "after <strong class='color-cloaked'>decloaking</strong> <strong>stun</strong> nearby mobs<br>for <strong>10</strong> <strong class='color-f'>energy</strong>",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Dazzler_(weapon)' class="link">dazzler</a>`,
description: "after <strong class='color-cloaked'>decloaking</strong> <strong>stun</strong> nearby mobs<br>for <strong>15</strong> <strong class='color-f'>energy</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
@@ -7243,7 +7411,7 @@ const tech = {
}
},
{
name: "discrete optimization",
name: "combinatorial optimization",
description: "<strong>+35%</strong> <strong class='color-d'>damage</strong><br><strong>35%</strong> <strong><em>fire rate</em></strong>",
isFieldTech: true,
maxCount: 1,
@@ -9681,7 +9849,7 @@ const tech = {
effect() {},
remove() {},
state: [
[Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, false, false, false, false, false, true, false, false, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, Math.random() > 0.8, false]
[false, false, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, false, false, false, false, false, true, false, false, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, Math.random() > 0.8, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, false, false, false, false, false]
],
rule(state, a, b, c) {
//30
@@ -9706,27 +9874,29 @@ const tech = {
b.push(this.rule(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 2, this.state[this.state.length - 1].length - 1, 0)); //right edge wrap around
this.state.push(b)
if (document.getElementById(`cellular-rule-id${this.id}`)) document.getElementById(`cellular-rule-id${this.id}`).innerHTML = this.outputText() //convert to squares and send HTML
if (this.count && this.state.length < 120 && !(this.state.length % 10)) powerUps.spawn(m.pos.x - 50 + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "research");
setTimeout(() => { loop() }, 400);
if (this.count && this.state.length < 150 && !(this.state.length % 10)) powerUps.spawn(m.pos.x - 50 + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "research");
setTimeout(() => { loop() }, 300);
}
}
setTimeout(() => { loop() }, 400);
setTimeout(() => { loop() }, 300);
this.id++
return `<span id = "cellular-rule-id${this.id}" style = "letter-spacing: 0px;font-size: 50%;line-height: normal;">${this.outputText()}</span>`
return `<span id = "cellular-rule-id${this.id}" style = "letter-spacing: -0.5px;font-size: 100%;line-height: normal;font-family: 'Courier New', monospace;">${this.outputText()}</span>`
},
outputText() {
let text = ""
let text = "<pre>"
for (let j = 0; j < this.state.length; j++) {
text += "<p style = 'margin-bottom: -11px;'>"
// text += "<p style = 'margin-bottom: -12px;'>"
text += "<p style = 'margin-top: -7px;margin-bottom: -7px;'>"
for (let i = 0; i < this.state[j].length; i++) {
if (this.state[j][i]) {
text += "" //"█" //"■"
text += "" //"☻" //"⬛" //"█" //"■"
} else {
text += "" //"&nbsp;&nbsp;&nbsp;&nbsp;" //"□"
text += " " //"□" //"☺" //"⬜" //"&nbsp;&nbsp;&nbsp;&nbsp;" //"□"
}
}
text += "</p>"
}
text += "</pre>"
return text
},
},
@@ -9743,7 +9913,7 @@ const tech = {
effect() {},
remove() {},
state: [
[false, false, false, false, Math.random() > 0.8, false, false, false, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, true, true, false, false, false, false, Math.random() > 0.8, Math.random() > 0.8, false, false, false, false, false, false, Math.random() > 0.8]
[false, false, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, false, false, false, false, false, true, true, false, false, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, Math.random() > 0.8, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, false, false, false, false]
],
rule(state, a, b, c) { //90
if (state[a] && state[b] && state[c]) return false; // TTT => F
@@ -9768,27 +9938,29 @@ const tech = {
b.push(this.rule(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 2, this.state[this.state.length - 1].length - 1, 0)); //right edge wrap around
this.state.push(b)
if (document.getElementById(`cellular-rule-id${this.id}`)) document.getElementById(`cellular-rule-id${this.id}`).innerHTML = this.outputText() //convert to squares and send HTML
if (this.count && this.state.length < 120 && !(this.state.length % 10)) powerUps.spawn(m.pos.x - 50 + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "research");
setTimeout(() => { loop() }, 400);
if (this.count && this.state.length < 150 && !(this.state.length % 10)) powerUps.spawn(m.pos.x - 50 + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "research");
setTimeout(() => { loop() }, 300);
}
}
setTimeout(() => { loop() }, 400);
setTimeout(() => { loop() }, 300);
this.id++
return `<span id = "cellular-rule-id${this.id}" style = "letter-spacing: 0px;font-size: 50%;line-height: normal;">${this.outputText()}</span>`
return `<span id = "cellular-rule-id${this.id}" style = "letter-spacing: -0.5px;font-size: 100%;line-height: normal;font-family: 'Courier New', monospace;">${this.outputText()}</span>`
},
outputText() {
let text = ""
let text = "<pre>"
for (let j = 0; j < this.state.length; j++) {
text += "<p style = 'margin-bottom: -11px;'>"
// text += "<p style = 'margin-bottom: -12px;'>"
text += "<p style = 'margin-top: -7px;margin-bottom: -7px;'>"
for (let i = 0; i < this.state[j].length; i++) {
if (this.state[j][i]) {
text += "" //"█" //"■"
text += "" //"☻" //"⬛" //"█" //"■"
} else {
text += "" //"&nbsp;&nbsp;&nbsp;&nbsp;" //"□"
text += " " //"□" //"☺" //"⬜" //"&nbsp;&nbsp;&nbsp;&nbsp;" //"□"
}
}
text += "</p>"
}
text += "</pre>"
return text
},
},
@@ -10051,6 +10223,8 @@ const tech = {
squirrelFx: null,
isCrit: null,
isLowHealthDmg: null,
isLowHealthDefense: null,
isLowHealthFireRate: null,
isFarAwayDmg: null,
isEntanglement: null,
isMassEnergy: null,
@@ -10216,7 +10390,7 @@ const tech = {
isPauseEjectTech: null,
isShieldPierce: null,
isDuplicateBoss: null,
is111Duplicate: null,
is100Duplicate: null,
isDynamoBotUpgrade: null,
isBlockPowerUps: null,
isDamageAfterKillNoRegen: null,
@@ -10257,6 +10431,7 @@ const tech = {
harmonics: null,
isStandingWaveExpand: null,
isTokamak: null,
deflectEnergy: null,
superBallDelay: null,
isBlockExplode: null,
isOverHeal: null,
@@ -10353,4 +10528,5 @@ const tech = {
isLaserLens: null,
laserCrit: null,
isSporeColony: null,
isExtraBotOption: null
}