railgun buffs
JUNK tech - 🐱
railgun buffs
600% -> 800% more ammo
more dense (more damage)
only targets mobs when pressing down
does a bit of damage to nearby mobs after you fire
extra damage to mob bullets
pneumatic hammer renamed caliber
also applies to super balls
5% less size increase per stack
pure science and unified field theory have a pause animation to show they are clickable
bug fixes
This commit is contained in:
135
js/tech.js
135
js/tech.js
@@ -3797,23 +3797,42 @@ const tech = {
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// tech.isSlugShot = false;
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// }
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// },
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// {
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// name: "super sized",
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// description: `increase <strong>super ball</strong> radius by <strong>14%</strong><br>increases <strong class='color-d'>damage</strong> by about <strong>27%</strong>`,
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// isGunTech: true,
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// maxCount: 9,
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// count: 0,
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// frequency: 2,
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// frequencyDefault: 2,
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// allowed() {
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// return tech.haveGunCheck("super balls")
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// },
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// requires: "super balls",
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// effect() {
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// tech.bulletSize += 0.14
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// },
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// remove() {
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// tech.bulletSize = 1;
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// }
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// },
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{
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name: "pneumatic hammer",
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description: `<span style = 'font-size:95%;'><strong>rivets</strong>, <strong>needles</strong>, and <strong>nails</strong> are <strong>18%</strong> larger</span><br>increases mass and physical <strong class='color-d'>damage</strong>`,
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name: "caliber",
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description: `<strong>rivets</strong>, <strong>needles</strong>, <strong>super balls</strong>, and <strong>nails</strong><br>have <strong>16%</strong> increased mass and physical <strong class='color-d'>damage</strong>`,
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isGunTech: true,
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maxCount: 9,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.isMineDrop + tech.nailBotCount + tech.fragments + tech.nailsDeathMob + ((tech.haveGunCheck("mine") && !tech.isLaserMine) + (tech.haveGunCheck("nail gun")) + tech.isNeedles + tech.isNailShot + tech.isRivets) * 2 > 1
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return tech.isMineDrop + tech.nailBotCount + tech.fragments + tech.nailsDeathMob + (tech.haveGunCheck("super balls") + (tech.haveGunCheck("mine") && !tech.isLaserMine) + (tech.haveGunCheck("nail gun")) + tech.isNeedles + tech.isNailShot + tech.isRivets) * 2 > 1
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},
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requires: "nails, nail gun, rivets, shotgun",
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effect() {
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tech.nailSize += 0.18
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tech.bulletSize += 0.16
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},
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remove() {
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tech.nailSize = 1;
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tech.bulletSize = 1;
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}
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},
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{
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@@ -4174,25 +4193,6 @@ const tech = {
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}
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}
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},
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{
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name: "super sized",
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description: `increase <strong>super ball</strong> radius by <strong>14%</strong><br>increases <strong class='color-d'>damage</strong> by about <strong>27%</strong>`,
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isGunTech: true,
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maxCount: 9,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.haveGunCheck("super balls")
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},
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requires: "super balls",
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effect() {
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tech.bulletSize += 0.14
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},
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remove() {
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tech.bulletSize = 1;
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}
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},
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{
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name: "super duper",
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description: `randomly fire <strong>+0</strong>, <strong>+1</strong>, or <strong>+2</strong> extra <strong>super balls</strong>`,
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@@ -5420,7 +5420,7 @@ const tech = {
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},
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{
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name: "railgun",
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description: `<strong>harpoons</strong> are <strong>50% denser</strong>, but don't <strong>retract</strong><br>gain <strong>600%</strong> more harpoon <strong class='color-ammo'>ammo</strong> per ${powerUps.orb.ammo(1)}`,
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description: `<strong>harpoons</strong> are <strong>50% denser</strong>, but don't <strong>retract</strong><br>gain <strong>800%</strong> more harpoon <strong class='color-ammo'>ammo</strong> per ${powerUps.orb.ammo(1)}`,
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isGunTech: true,
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maxCount: 1,
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count: 0,
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@@ -5430,7 +5430,7 @@ const tech = {
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return tech.haveGunCheck("harpoon") && !tech.isFilament && !tech.isHarpoonPowerUp && !tech.isGrapple
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},
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requires: "harpoon, not filament, toggling harpoon, grappling hook",
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ammoBonus: 6,
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ammoBonus: 8,
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effect() {
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tech.isRailGun = true;
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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@@ -8776,6 +8776,87 @@ const tech = {
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},
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remove() {}
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},
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{
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name: "🐱",
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description: "🐈",
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maxCount: 1,
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count: 0,
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frequency: 0,
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isNonRefundable: true,
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isJunk: true,
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allowed() {
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return !m.isShipMode
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},
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requires: "",
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effect() {
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m.draw = function() {
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ctx.fillStyle = m.fillColor;
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m.walk_cycle += m.flipLegs * m.Vx;
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ctx.save();
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ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5
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ctx.translate(m.pos.x, m.pos.y);
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m.calcLeg(Math.PI, -3);
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m.drawLeg("#4a4a4a");
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if (!(m.angle > -Math.PI / 2 && m.angle < Math.PI / 2)) {
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ctx.scale(1, -1);
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ctx.rotate(Math.PI);
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}
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ctx.beginPath();
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ctx.moveTo(-30, 0);
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ctx.bezierCurveTo(-65, -75,
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-5, 150 + (5 * Math.sin(simulation.cycle / 10)),
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-70 + (10 * Math.sin(simulation.cycle / 10)), 0 + (10 * Math.sin(simulation.cycle / 10)));
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ctx.strokeStyle = "#333";
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ctx.lineWidth = 4;
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ctx.stroke();
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if (!(m.angle > -Math.PI / 2 && m.angle < Math.PI / 2)) {
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ctx.scale(1, -1);
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ctx.rotate(0 - Math.PI);
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}
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m.calcLeg(0, 0);
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m.drawLeg("#333");
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ctx.rotate(m.angle);
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if (!(m.angle > -Math.PI / 2 && m.angle < Math.PI / 2)) ctx.scale(1, -1);
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ctx.beginPath();
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ctx.moveTo(5, -30);
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ctx.lineTo(20, -40);
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ctx.lineTo(20, -20);
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ctx.lineWidth = 2;
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ctx.fillStyle = "#f3f";
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ctx.fill();
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ctx.stroke();
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ctx.beginPath();
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ctx.arc(0, 0, 30, 0, 2 * Math.PI);
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ctx.fillStyle = this.bodyGradient
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ctx.fill();
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ctx.stroke();
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ctx.moveTo(19, 0);
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ctx.arc(15, 0, 4, Math.PI, 2 * Math.PI);
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ctx.stroke();
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ctx.beginPath();
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ctx.arc(24.3, 6, 5, Math.PI * 2, Math.PI);
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ctx.stroke();
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ctx.beginPath();
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ctx.moveTo(30, 6);
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ctx.lineTo(32, 0);
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ctx.lineTo(26, 0);
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ctx.lineTo(30, 6);
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ctx.fillStyle = "#f3f";
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ctx.fill();
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ctx.stroke();
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ctx.restore();
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m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
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}
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},
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remove() {}
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},
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{
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name: "pareidolia",
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description: "don't",
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@@ -9404,7 +9485,7 @@ const tech = {
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isAxion: null,
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isWormholeMapIgnore: null,
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isLessDamageReduction: null,
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nailSize: null,
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// bulletSize: null,
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needleTunnel: null,
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isBrainstorm: null,
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isBrainstormActive: null,
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