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()
This commit is contained in:
landgreen
2023-03-04 09:37:11 -08:00
parent f9849d4222
commit d00a94a22b
10 changed files with 487 additions and 269 deletions

View File

@@ -220,6 +220,14 @@ const tech = {
damage: 1, //used for tech changes to player damage that don't have complex conditions
damageFromTech() {
let dmg = tech.damage //m.fieldDamage
if (tech.isDivisor) {
for (let i = 0; i < b.inventory.length; i++) {
if (b.guns[b.inventory[i]].ammo % 3 === 0) {
dmg *= 1.4
break
}
}
}
if (tech.isNoGroundDamage) dmg *= m.onGround ? 0.78 : 1.88
if (tech.isDilate) dmg *= 1.5 + Math.sin(m.cycle * 0.0075)
if (tech.isGunChoice && tech.buffedGun === b.inventoryGun) dmg *= 1 + 0.31 * b.inventory.length
@@ -312,7 +320,7 @@ const tech = {
},
requires: "not skin",
effect() {
tech.hardLanding = 40
tech.hardLanding = 70
tech.isFallingDamage = true;
m.setMaxHealth();
m.addHealth(1 / simulation.healScale)
@@ -339,7 +347,7 @@ const tech = {
requires: "not skinned",
effect() {
m.skin.mech();
tech.hardLanding = 90
tech.hardLanding = 110
tech.squirrelFx += 0.4;
tech.squirrelJump += 0.16;
m.setMovement()
@@ -528,6 +536,25 @@ const tech = {
tech.isRewindGrenade = false;
}
},
{
name: "ternary", //"divisor",
descriptionFunction() {
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>`
},
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed: () => true,
requires: "",
// divisible: 3, // + Math.floor(6 * Math.random()),
effect() {
tech.isDivisor = true;
},
remove() {
tech.isDivisor = false;
}
},
{
name: "ordnance",
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",
@@ -4831,7 +4858,7 @@ const tech = {
},
{
name: "Zectron",
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>`,
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>`,
isGunTech: true,
maxCount: 1,
count: 0,
@@ -11365,4 +11392,5 @@ const tech = {
hardLanding: null,
isNoGroundDamage: null,
isSuperBounce: null,
isDivisor: null
}