factory
map: factory this is completely unbalanced, so let me know if what rough edges need to be sanded found on seed 47086 level 6 tech: ternary - +40 damage if any gun has ammo divisible by 3 level element: transport - horizontal moving platforms level element: mover - stationary platform that pushes the player horizontally to see examples of transport and mover look in level.testing()
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34
js/tech.js
34
js/tech.js
@@ -220,6 +220,14 @@ const tech = {
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damage: 1, //used for tech changes to player damage that don't have complex conditions
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damageFromTech() {
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let dmg = tech.damage //m.fieldDamage
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if (tech.isDivisor) {
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for (let i = 0; i < b.inventory.length; i++) {
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if (b.guns[b.inventory[i]].ammo % 3 === 0) {
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dmg *= 1.4
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break
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}
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}
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}
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if (tech.isNoGroundDamage) dmg *= m.onGround ? 0.78 : 1.88
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if (tech.isDilate) dmg *= 1.5 + Math.sin(m.cycle * 0.0075)
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if (tech.isGunChoice && tech.buffedGun === b.inventoryGun) dmg *= 1 + 0.31 * b.inventory.length
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@@ -312,7 +320,7 @@ const tech = {
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},
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requires: "not skin",
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effect() {
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tech.hardLanding = 40
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tech.hardLanding = 70
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tech.isFallingDamage = true;
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m.setMaxHealth();
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m.addHealth(1 / simulation.healScale)
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@@ -339,7 +347,7 @@ const tech = {
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requires: "not skinned",
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effect() {
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m.skin.mech();
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tech.hardLanding = 90
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tech.hardLanding = 110
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tech.squirrelFx += 0.4;
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tech.squirrelJump += 0.16;
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m.setMovement()
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@@ -528,6 +536,25 @@ const tech = {
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tech.isRewindGrenade = false;
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}
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},
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{
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name: "ternary", //"divisor",
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descriptionFunction() {
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return `<strong>+40%</strong> <strong class='color-d'>damage</strong> while one of your <strong class='color-g'>guns</strong><br>has <strong class='color-ammo'>ammo</strong> divisible by <strong>3</strong>`
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},
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maxCount: 1,
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count: 0,
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frequency: 1,
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frequencyDefault: 1,
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allowed: () => true,
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requires: "",
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// divisible: 3, // + Math.floor(6 * Math.random()),
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effect() {
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tech.isDivisor = true;
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},
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remove() {
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tech.isDivisor = false;
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}
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},
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{
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name: "ordnance",
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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> and <strong>+7%</strong> <strong class='color-junk'>JUNK</strong> to <strong class='color-m'>tech</strong> pool",
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@@ -4831,7 +4858,7 @@ const tech = {
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},
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{
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name: "Zectron",
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description: `<strong>+66%</strong> <strong>super ball</strong> density and <strong class='color-d'>damage</strong>, but<br>after colliding with <strong>super balls</strong> <strong>-25%</strong> <strong class='color-f'>energy</strong>`,
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description: `<strong>+75%</strong> <strong>super ball</strong> density and <strong class='color-d'>damage</strong>, but<br>after colliding with <strong>super balls</strong> <strong>-25%</strong> <strong class='color-f'>energy</strong>`,
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isGunTech: true,
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maxCount: 1,
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count: 0,
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@@ -11365,4 +11392,5 @@ const tech = {
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hardLanding: null,
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isNoGroundDamage: null,
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isSuperBounce: null,
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isDivisor: null
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}
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