chain reaction

tech: chain reaction now requires vacuum bomb, but it increases grenade radius and damage 33%
  (and makes blocks explode)

needle gun fires with more regular timing
needles despawn 1.5s faster, for performance reasons
intro level power ups are relocated
tech: decomposers renamed necrophage
if mobs are one shotted before they see you, they no longer alert nearby mobs
clicking on a mob in testing will log that mob in console
This commit is contained in:
landgreen
2021-08-03 06:46:19 -07:00
parent f9dc66797b
commit d8e891a681
11 changed files with 160 additions and 117 deletions

View File

@@ -774,7 +774,7 @@ const b = {
const me = bullet.length;
bullet[me] = Bodies.circle(where.x, where.y, 15, b.fireAttributes(angle, false));
Matter.Body.setDensity(bullet[me], 0.0005);
bullet[me].explodeRad = 350 + Math.floor(Math.random() * 50);;
bullet[me].explodeRad = 333 + Math.floor(Math.random() * 50) + tech.isBlockExplode * 100
bullet[me].onEnd = function() {
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
if (tech.fragments) b.targetedNail(this.position, tech.fragments * 4)
@@ -850,7 +850,7 @@ const b = {
const me = bullet.length;
bullet[me] = Bodies.circle(where.x, where.y, 20, b.fireAttributes(angle, false));
Matter.Body.setDensity(bullet[me], 0.0003);
bullet[me].explodeRad = 325 + Math.floor(Math.random() * 50);;
bullet[me].explodeRad = 333 + Math.floor(Math.random() * 50) + tech.isBlockExplode * 100
bullet[me].onEnd = function() {
b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
if (tech.fragments) b.targetedNail(this.position, tech.fragments * 6)
@@ -1260,7 +1260,7 @@ const b = {
Matter.Body.setPosition(this, Vector.add(this.position, q[i].velocity)) //move with the medium
let dmg = this.dmg / Math.min(10, q[i].mass)
q[i].damage(dmg);
q[i].foundPlayer();
if (q[i].alive) q[i].foundPlayer();
//removed to improve performance
// simulation.drawList.push({ //add dmg to draw queue
// x: this.position.x,
@@ -2764,7 +2764,7 @@ const b = {
bullet[me] = Bodies.rectangle(m.pos.x + 40 * Math.cos(m.angle), m.pos.y + 40 * Math.sin(m.angle), 75, 0.75, b.fireAttributes(angle));
bullet[me].collisionFilter.mask = tech.isNeedleShieldPierce ? cat.body : cat.body | cat.mobShield
Matter.Body.setDensity(bullet[me], 0.00001); //0.001 is normal
bullet[me].endCycle = simulation.cycle + 180;
bullet[me].endCycle = simulation.cycle + 100;
bullet[me].immuneList = []
bullet[me].do = function() {
const whom = Matter.Query.collides(this, mob)
@@ -2784,7 +2784,6 @@ const b = {
b.explosion(this.position, 220 + 50 * Math.random()); //makes bullet do explosive damage at end
}
this.immuneList.push(who.id) //remember that this needle has hit this mob once already
who.foundPlayer();
let dmg = b.dmgScale * 6
if (tech.isNailRadiation) {
mobs.statusDoT(who, tech.isFastRadiation ? 12 : 3, tech.isSlowRadiation ? 240 : (tech.isFastRadiation ? 30 : 120)) // one tick every 30 cycles
@@ -2792,6 +2791,7 @@ const b = {
}
if (tech.isCrit && who.isStunned) dmg *= 4
who.damage(dmg, tech.isNeedleShieldPierce);
if (who.alive) who.foundPlayer();
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
@@ -3008,7 +3008,7 @@ const b = {
// const dmg = 0.5 * b.dmgScale * (this.isUpgraded ? 2.5 : 1)
const dmg = 0.5 * b.dmgScale
q[i].damage(dmg);
q[i].foundPlayer();
if (q[i].alive) q[i].foundPlayer();
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
@@ -3606,7 +3606,7 @@ const b = {
mobs.statusStun(q[i], 180)
const dmg = 0.5 * b.dmgScale * (this.isUpgraded ? 3.5 : 1) * (tech.isCrit ? 4 : 1)
q[i].damage(dmg);
q[i].foundPlayer();
if (q[i].alive) q[i].foundPlayer();
simulation.drawList.push({ //add dmg to draw queue
x: this.position.x,
y: this.position.y,
@@ -3686,24 +3686,38 @@ const b = {
},
fireNeedles() {
if (m.crouch) {
m.fireCDcycle = m.cycle + 45 * b.fireCDscale; // cool down
m.fireCDcycle = m.cycle + 38 * b.fireCDscale; // cool down
b.needle()
for (let i = 1; i < 4; i++) { //4 total needles
setTimeout(() => { if (!simulation.paused) b.needle() }, 60 * i);
function cycle() {
if (simulation.paused || m.isBodiesAsleep) { requestAnimationFrame(cycle) } else {
count++
if (count % 2) b.needle()
if (count < 5 && m.alive) requestAnimationFrame(cycle);
}
}
let count = -1
requestAnimationFrame(cycle);
} else {
m.fireCDcycle = m.cycle + 25 * b.fireCDscale; // cool down
m.fireCDcycle = m.cycle + 28 * b.fireCDscale; // cool down
b.needle()
for (let i = 1; i < 3; i++) { //3 total needles
setTimeout(() => { if (!simulation.paused) b.needle() }, 60 * i);
function cycle() {
if (simulation.paused || m.isBodiesAsleep) { requestAnimationFrame(cycle) } else {
count++
if (count % 2) b.needle()
if (count < 3 && m.alive) requestAnimationFrame(cycle);
}
}
let count = -1
requestAnimationFrame(cycle);
}
},
fireRivets() {
m.fireCDcycle = m.cycle + Math.floor((m.crouch ? 25 : 17) * b.fireCDscale); // cool down
const me = bullet.length;
const size = tech.rivetSize * 7.5
const size = tech.rivetSize * 8
bullet[me] = Bodies.rectangle(m.pos.x + 35 * Math.cos(m.angle), m.pos.y + 35 * Math.sin(m.angle), 5 * size, size, b.fireAttributes(m.angle));
bullet[me].dmg = tech.isNailRadiation ? 0 : 2.75
Matter.Body.setDensity(bullet[me], 0.002);
@@ -3958,7 +3972,7 @@ const b = {
b.foam(where, { x: SPEED * Math.cos(angle), y: SPEED * Math.sin(angle) }, 5 + 8 * Math.random())
}
} else if (tech.isNeedleShot) {
const number = 12 * (tech.isShotgunReversed ? 1.6 : 1)
const number = 11 * (tech.isShotgunReversed ? 1.6 : 1)
const spread = (m.crouch ? 0.03 : 0.05)
let angle = m.angle - (number - 1) * spread * 0.5
for (let i = 0; i < number; i++) {
@@ -4351,7 +4365,7 @@ const b = {
for (let i = 0; i < q.length; i++) {
let dmg = this.dmg // / Math.min(10, q[i].mass)
q[i].damage(dmg);
q[i].foundPlayer();
if (q[i].alive) q[i].foundPlayer();
Matter.Body.setVelocity(q[i], Vector.mult(q[i].velocity, 0.9))
this.endCycle = 0; //bullet ends cycle after doing damage
@@ -4417,7 +4431,7 @@ const b = {
name: "missiles",
description: "launch <strong>homing</strong> missiles that <strong class='color-e'>explode</strong><br>crouch to <strong>rapidly</strong> launch smaller missiles",
ammo: 0,
ammoPack: 3.5,
ammoPack: 4,
have: false,
fireCycle: 0,
ammoLoaded: 0,

View File

@@ -177,8 +177,8 @@ function collisionChecks(event) {
obj.beforeDmg(mob[k]); //some bullets do actions when they hits things, like despawn //forces don't seem to work here
let dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
if (tech.isCrit && mob[k].isStunned) dmg *= 4
mob[k].foundPlayer();
mob[k].damage(dmg);
if (mob[k].alive) mob[k].foundPlayer();
simulation.drawList.push({ //add dmg to draw queue
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
@@ -207,7 +207,7 @@ function collisionChecks(event) {
const stunTime = dmg / Math.sqrt(obj.mass)
if (stunTime > 0.5) mobs.statusStun(mob[k], 60 + 60 * Math.sqrt(stunTime))
if (mob[k].distanceToPlayer2() < 1000000 && !m.isCloak) mob[k].foundPlayer();
if (mob[k].alive && mob[k].distanceToPlayer2() < 1000000 && !m.isCloak) mob[k].foundPlayer();
if (tech.fragments && obj.speed > 10 && !obj.hasFragmented) {
obj.hasFragmented = true;
b.targetedNail(obj.position, tech.fragments * 4)

View File

@@ -494,8 +494,10 @@ const build = {
count = 0;
for (let i = 0; i < tech.tech.length; i++) {
for (let j = 0; j < tech.tech[i].count; j++) {
url += `&tech${count}=${encodeURIComponent(tech.tech[i].name.trim())}`
count++
if (!tech.tech[i].isLore && !tech.tech[i].isJunk && !tech.tech[i].isNonRefundable && !tech.tech[i].isExperimentHide) {
url += `&tech${count}=${encodeURIComponent(tech.tech[i].name.trim())}`
count++
}
}
}
url += `&field=${encodeURIComponent(m.fieldUpgrades[m.fieldMode].name.trim())}`

View File

@@ -11,13 +11,14 @@ const level = {
levels: [],
start() {
if (level.levelsCleared === 0) { //this code only runs on the first level
// localSettings.levelsClearedLastGame = 10
// simulation.enableConstructMode() //used to build maps in testing mode
// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
// simulation.isHorizontalFlipped = true
// tech.isFieldFree = true
// m.setField("perfect diamagnetism")
// b.giveGuns("shotgun")
// tech.giveTech("Noether violation")
// m.setField("time dilation")
// b.giveGuns("nail gun")
// tech.giveTech("needle gun")
// b.giveGuns("wave beam")
// tech.giveTech("Lenz's law")
// for (let i = 0; i < 3; i++) tech.giveTech("packet length")
@@ -2105,6 +2106,7 @@ const level = {
}
// const hazardSlime = level.hazard(-1800, 150, 3600, 650, 0.004, "hsla(160, 100%, 35%,0.75)")
level.isHazardRise = false //this is set to true to make the slime rise up
const hazardSlime = level.hazard(-1800, -800, 3600, 1600, 0.004, "hsla(160, 100%, 35%,0.75)")
hazardSlime.height -= 950
hazardSlime.min.y += 950
@@ -2454,6 +2456,39 @@ const level = {
}
},
intro() {
if (level.levelsCleared === 0) { //if this is the 1st level of the game
// powerUps.spawn(2500, -50, "research", false);
powerUps.spawn(2095 + 15 * (Math.random() - 0.5), -2070, "research", false);
powerUps.spawn(2095 + 15 * (Math.random() - 0.5), -2070 - 25, "heal", false);
powerUps.spawn(2095 + 15 * (Math.random() - 0.5), -2070 - 75, "heal", false);
powerUps.spawnStartingPowerUps(2095 + 15 * (Math.random() - 0.5), -2070 - 125);
if (localSettings.levelsClearedLastGame < 3) {
if (!simulation.isCheating && !m.isShipMode) {
spawn.wireFoot();
spawn.wireFootLeft();
spawn.wireKnee();
spawn.wireKneeLeft();
spawn.wireHead();
// for (let i = 0; i < 3; i++) powerUps.spawn(2095, -1220 - 50 * i, "tech", false); //unavailable tech spawns
// spawn.mapRect(2000, -1025, 200, 25);
}
} else {
simulation.trails()
//bonus power ups for clearing runs in the last game
if (!simulation.isCheating && localSettings.levelsClearedLastGame > 1) {
for (let i = 0; i < localSettings.levelsClearedLastGame / 3; i++) powerUps.spawn(2095 + 2 * Math.random(), -1270 - 50 * i, "tech", false); //spawn a tech for levels cleared in last game
simulation.makeTextLog(`for (let i <span class='color-symbol'>=</span> 0; i <span class='color-symbol'><</span> localSettings.levelsClearedLastGame <span class='color-symbol'>/</span> 3; i<span class='color-symbol'>++</span>)`);
simulation.makeTextLog(`{ powerUps.spawn(m.pos.x, m.pos.y, "tech") <em>//simulation superposition</em>}`);
localSettings.levelsClearedLastGame = 0 //after getting bonus power ups reset run history
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
}
}
} else {
for (let i = 0; i < 60; i++) {
setTimeout(() => { spawn.sneaker(2100, -1500 - 50 * i); }, 2000 + 500 * i);
}
}
level.custom = () => {
//draw binary number
const binary = (localSettings.runCount >>> 0).toString(2)
@@ -2611,6 +2646,11 @@ const level = {
//exit room glow
ctx.fillStyle = "rgba(0,255,255,0.05)"
ctx.fillRect(2600, -600, 400, 300)
//draw shade for ceiling tech
ctx.fillStyle = "rgba(68, 68, 68,0.95)"
ctx.fillRect(2030, -2800, 150, 1800);
ctx.fillStyle = "rgba(68, 68, 68,0.95)"
ctx.fillRect(2030, 0, 150, 1800);
};
level.setPosToSpawn(460, -100); //normal spawn
@@ -2623,10 +2663,26 @@ const level = {
simulation.zoomTransition(level.defaultZoom, 1)
document.body.style.backgroundColor = "#e1e1e1";
spawn.mapRect(-250, 0, 3600, 1800); //ground
spawn.mapRect(-2750, -2800, 2600, 4600); //left wall
spawn.mapRect(3000, -2800, 2600, 4600); //right wall
spawn.mapRect(-250, -2800, 3600, 1800); //roof
// spawn.mapRect(-250, 0, 3600, 1800); //ground
spawn.mapRect(-250, 0, 2300, 1800); //split roof
spawn.mapRect(2150, 0, 1200, 1800); //split roof
spawn.mapRect(2025, -3, 25, 15); //lip on power up chamber
spawn.mapRect(2150, -3, 25, 15); //lip on power up chamber
spawn.mapRect(2025, 0, 150, 50);
// spawn.mapRect(-250, -2800, 3600, 1800); //roof
spawn.mapRect(-250, -2800, 2300, 1800); //split roof
map[map.length - 1].friction = 0
map[map.length - 1].frictionStatic = 0
spawn.mapRect(2150, -2800, 1200, 1800); //split roof
map[map.length - 1].friction = 0
map[map.length - 1].frictionStatic = 0
spawn.mapRect(2025, -1010, 25, 13); //lip on power up chamber
spawn.mapRect(2150, -1010, 25, 13); //lip on power up chamber
spawn.mapRect(2600, -300, 500, 500); //exit shelf
spawn.mapRect(2600, -1200, 500, 600); //exit roof
spawn.mapRect(-95, -1100, 80, 110); //wire source
@@ -2635,25 +2691,6 @@ const level = {
spawn.bodyRect(2425, -120, 70, 50);
spawn.bodyRect(2400, -100, 100, 60);
spawn.bodyRect(2500, -150, 100, 150); //exit step
// localSettings.levelsClearedLastGame = 20
if (level.levelsCleared === 0) {
// powerUps.spawn(2500, -50, "research", false);
powerUps.spawn(1900, -50, "heal", false);
powerUps.spawn(2050, -50, "heal", false);
if (localSettings.levelsClearedLastGame < 6) {
if (!simulation.isCheating && !m.isShipMode) {
spawn.wireFoot();
spawn.wireFootLeft();
spawn.wireKnee();
spawn.wireKneeLeft();
spawn.wireHead();
}
} else {
simulation.trails()
}
}
powerUps.spawnStartingPowerUps(2300, -50);
},
testChamber() {
level.setPosToSpawn(0, -50); //lower start

View File

@@ -1054,7 +1054,9 @@ const mobs = {
this.health -= dmg
//this.fill = this.color + this.health + ')';
this.onDamage(dmg); //custom damage effects
if (this.health < 0.05 && this.alive) this.death();
if (this.health < 0.05 && this.alive) {
this.death();
}
}
},
onDamage() {

View File

@@ -3208,8 +3208,8 @@ const m = {
obj.beforeDmg(mob[k]); //some bullets do actions when they hits things, like despawn //forces don't seem to work here
let dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
if (tech.isCrit && mob[k].isStunned) dmg *= 4
mob[k].foundPlayer();
mob[k].damage(dmg);
if (mob[k].alive) mob[k].foundPlayer();
simulation.drawList.push({ //add dmg to draw queue
x: pairs[i].activeContacts[0].vertex.x,
y: pairs[i].activeContacts[0].vertex.y,
@@ -3239,7 +3239,7 @@ const m = {
const stunTime = dmg / Math.sqrt(obj.mass)
if (stunTime > 0.5) mobs.statusStun(mob[k], 30 + 60 * Math.sqrt(stunTime))
if (mob[k].distanceToPlayer2() < 1000000 && !m.isCloak) mob[k].foundPlayer();
if (mob[k].alive && mob[k].distanceToPlayer2() < 1000000 && !m.isCloak) mob[k].foundPlayer();
if (tech.fragments && obj.speed > 10 && !obj.hasFragmented) {
obj.hasFragmented = true;
b.targetedNail(obj.position, tech.fragments * 4)

View File

@@ -175,7 +175,7 @@ const powerUps = {
tech.maxDuplicationEvent()
}
if (tech.isCancelRerolls) {
for (let i = 0; i < 10; i++) {
for (let i = 0; i < 9; i++) {
let spawnType = (m.health < 0.25 || tech.isEnergyNoAmmo) ? "heal" : "ammo"
if (Math.random() < 0.33) {
spawnType = "heal"
@@ -780,15 +780,6 @@ const powerUps = {
spawnStartingPowerUps(x, y) { //used for map specific power ups, mostly to give player a starting gun
if (level.levelsCleared < 4) { //runs 4 times on all difficulty levels
if (level.levelsCleared > 1) powerUps.spawn(x, y, "tech")
//bonus power ups for clearing runs in the last game
if (level.levelsCleared === 0 && !simulation.isCheating && localSettings.levelsClearedLastGame > 1) {
for (let i = 0; i < localSettings.levelsClearedLastGame / 3; i++) powerUps.spawn(m.pos.x, m.pos.y, "tech", false); //spawn a tech for levels cleared in last game
simulation.makeTextLog(`for (let i <span class='color-symbol'>=</span> 0; i <span class='color-symbol'><</span> localSettings.levelsClearedLastGame <span class='color-symbol'>/</span> 3; i<span class='color-symbol'>++</span>)`);
simulation.makeTextLog(`{ powerUps.spawn(m.pos.x, m.pos.y, "tech") <em>//simulation superposition</em>}`);
localSettings.levelsClearedLastGame = 0 //after getting bonus power ups reset run history
localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
}
if (b.inventory.length === 0) {
powerUps.spawn(x, y, "gun", false); //first gun
} else if (tech.totalCount === 0) { //first tech
@@ -886,9 +877,7 @@ const powerUps = {
name: target.name,
size: size
});
if (mode) {
powerUp[index].mode = mode
}
if (mode) powerUp[index].mode = mode
if (moving) {
Matter.Body.setVelocity(powerUp[index], {
x: (Math.random() - 0.5) * 15,

View File

@@ -57,6 +57,14 @@ const simulation = {
m.hold();
level.customTopLayer();
simulation.draw.wireFrame();
if (input.fire && m.fireCDcycle < m.cycle) {
m.fireCDcycle = m.cycle + 15; //fire cooldown
for (let i = 0, len = mob.length; i < len; i++) {
if (Vector.magnitudeSquared(Vector.sub(mob[i].position, simulation.mouseInGame)) < mob[i].radius * mob[i].radius) {
console.log(mob[i])
}
}
}
simulation.draw.cons();
simulation.draw.testing();
simulation.drawCircle();

View File

@@ -180,7 +180,7 @@
if (tech.restDamage > 1 && player.speed < 1) dmg *= tech.restDamage
if (tech.isEnergyDamage) dmg *= 1 + m.energy / 9;
if (tech.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.005
if (tech.isRerollDamage) dmg *= 1 + 0.042 * powerUps.research.count
if (tech.isRerollDamage) dmg *= 1 + 0.04 * powerUps.research.count
if (tech.isOneGun && b.inventory.length < 2) dmg *= 1.23
if (tech.isNoFireDamage && m.cycle > m.fireCDcycle + 120) dmg *= 2
if (tech.isSpeedDamage) dmg *= 1 + Math.min(0.66, player.speed * 0.0165)
@@ -188,12 +188,12 @@
return dmg * tech.slowFire * tech.aimDamage
},
duplicationChance() {
return (tech.isPowerUpsVanish ? 0.2 : 0) + (tech.isStimulatedEmission ? 0.22 : 0) + tech.cancelCount * 0.05 + tech.duplicateChance + m.duplicateChance + tech.wormDuplicate + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.5 : 0)
return (tech.isPowerUpsVanish ? 0.2 : 0) + (tech.isStimulatedEmission ? 0.22 : 0) + tech.cancelCount * 0.048 + tech.duplicateChance + m.duplicateChance + tech.wormDuplicate + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.5 : 0)
},
maxDuplicationEvent() {
if (tech.is100Duplicate && tech.duplicationChance() > 0.99) {
tech.is100Duplicate = false
const range = 600
const range = 450
spawn.randomLevelBoss(m.pos.x + range, m.pos.y, spawn.nonCollideBossList);
spawn.randomLevelBoss(m.pos.x, m.pos.y + range, spawn.nonCollideBossList);
spawn.randomLevelBoss(m.pos.x - range, m.pos.y, spawn.nonCollideBossList);
@@ -767,7 +767,7 @@
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.explosiveRadius === 1 && !tech.isSmallExplosion && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1 || tech.isBlockExplosion)
return !tech.isBlockExplode && tech.explosiveRadius === 1 && !tech.isSmallExplosion && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1 || tech.isBlockExplosion)
},
requires: "an explosive damage source, not ammonium nitrate or nitroglycerin",
effect: () => {
@@ -785,7 +785,7 @@
frequency: 2,
frequencyDefault: 2,
allowed() {
return !tech.isExplodeRadio && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1 || tech.isBlockExplosion)
return !tech.isExplodeRadio && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1 || tech.isBlockExplosion)
},
requires: "an explosive damage source, not iridium-192",
effect: () => {
@@ -803,7 +803,7 @@
frequency: 2,
frequencyDefault: 2,
allowed() {
return !tech.isExplodeRadio && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1 || tech.isBlockExplosion)
return !tech.isExplodeRadio && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1 || tech.isBlockExplosion)
},
requires: "an explosive damage source, not iridium-192",
effect: () => {
@@ -821,7 +821,7 @@
frequency: 2,
isBadRandomOption: true,
allowed() {
return !tech.isRewindGrenade && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.isBlockExplosion)
return !tech.isRewindGrenade && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.isPulseLaser || tech.isMissileField || tech.isBlockExplosion)
},
requires: "an explosive damage source, not causality bombs",
effect: () => {
@@ -831,25 +831,6 @@
tech.isExplosionHarm = false;
}
},
{
name: "chain reaction",
description: "<strong class='color-block'>blocks</strong> caught in <strong class='color-e'>explosions</strong> also <strong class='color-e'>explode</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isExplodeRadio && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1 || tech.isBlockExplosion)
},
requires: "an explosive damage source, not iridium-192",
effect() {
tech.isBlockExplode = true;
},
remove() {
tech.isBlockExplode = false;
}
},
{
name: "shock wave",
description: "<strong class='color-e'>explosions</strong> <strong>stun</strong> mobs for <strong>1-2</strong> seconds<br>decrease <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong> by <strong>30%</strong>",
@@ -859,7 +840,7 @@
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isExplodeRadio && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1 || tech.isBlockExplosion)
return !tech.isExplodeRadio && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1 || tech.isBlockExplosion)
},
requires: "an explosive damage source, not iridium-192",
effect() {
@@ -878,7 +859,7 @@
frequency: 2,
frequencyDefault: 2,
allowed() {
return !tech.isExplodeRadio && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isMissileField || tech.isExplodeMob || tech.isPulseLaser || tech.isBlockExplosion)
return !tech.isExplodeRadio && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.isMissileField || tech.isExplodeMob || tech.isPulseLaser || tech.isBlockExplosion)
},
requires: "an explosive damage source, not iridium-192",
effect: () => {
@@ -2915,7 +2896,7 @@
},
{
name: "Bayesian statistics",
description: "increase <strong class='color-d'>damage</strong> by <strong>4.2%</strong><br>for each <strong class='color-r'>research</strong> in your inventory",
description: "increase <strong class='color-d'>damage</strong> by <strong>4%</strong><br>for each <strong class='color-r'>research</strong> in your inventory",
maxCount: 1,
count: 0,
frequency: 2,
@@ -3038,7 +3019,7 @@
},
{
name: "replication",
description: "<strong>10%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br><strong>+18</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
description: "<strong>10%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br><strong>+30</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
maxCount: 9,
count: 0,
frequency: 1,
@@ -3055,7 +3036,7 @@
remove() {
tech.duplicateChance = 0
powerUps.setDo(); //needed after adjusting duplication chance
if (this.count > 1) tech.removeJunkTechFromPool(18)
if (this.count > 1) tech.removeJunkTechFromPool(30)
}
},
{
@@ -3100,7 +3081,7 @@
},
{
name: "futures exchange",
description: "clicking <strong style = 'font-size:150%;'>×</strong> to <strong>cancel</strong> a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>adds <strong>5%</strong> power up <strong class='color-dup'>duplication</strong> chance",
description: "clicking <strong style = 'font-size:150%;'>×</strong> to <strong>cancel</strong> a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>adds <strong>4.8%</strong> power up <strong class='color-dup'>duplication</strong> chance",
maxCount: 1,
count: 0,
frequency: 1,
@@ -3122,7 +3103,7 @@
},
{
name: "commodities exchange",
description: "clicking <strong style = 'font-size:150%;'>×</strong> to cancel a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>spawns <strong>10</strong> <strong class='color-h'>heals</strong>, <strong class='color-g'>ammo</strong>, and <strong class='color-r'>research</strong>",
description: "clicking <strong style = 'font-size:150%;'>×</strong> to cancel a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>spawns <strong>9</strong> <strong class='color-h'>heals</strong>, <strong class='color-g'>ammo</strong>, and <strong class='color-r'>research</strong>",
maxCount: 1,
count: 0,
frequency: 1,
@@ -3651,7 +3632,7 @@
allowed() {
return tech.haveGunCheck("nail gun") && !tech.isRivets && !tech.isNeedles // && !tech.isNailRadiation && !tech.isNailCrit
},
requires: "nail gun, not powder-actuated, rivets, needles, irradiated, or fission",
requires: "nail gun, not rivets, needles",
effect() {
tech.isIceCrystals = true;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
@@ -3762,7 +3743,7 @@
allowed() {
return tech.isMineDrop + tech.nailBotCount + tech.fragments + tech.nailsDeathMob / 2 + ((tech.haveGunCheck("mine") && !tech.isLaserMine) + (tech.haveGunCheck("nail gun") && !tech.isNeedleShieldPierce) + tech.isNeedleShot + tech.isNailShot) * 2 > 1
},
requires: "nails, rivets, not ceramic needles, not ice crystals",
requires: "nails, rivets, not ceramic needles",
effect() {
tech.isNailRadiation = true;
},
@@ -3924,7 +3905,7 @@
},
{
name: "needle-shot",
description: "<strong>shotgun</strong> propels <strong>12</strong> mob piercing <strong>needles</strong>",
description: "<strong>shotgun</strong> propels <strong>11</strong> mob piercing <strong>needles</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -4345,6 +4326,25 @@
b.setGrenadeMode()
}
},
{
name: "chain reaction",
description: "increase <strong>grenade</strong> radius and <strong class='color-d'>damage</strong> <strong>33%</strong><br><strong class='color-block'>blocks</strong> caught in <strong class='color-e'>explosions</strong> also <strong class='color-e'>explode</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return tech.isVacuumBomb && !tech.isExplodeRadio
},
requires: "vacuum bomb && not iridium-192",
effect() {
tech.isBlockExplode = true; //chain reaction
},
remove() {
tech.isBlockExplode = false;
}
},
{
name: "neutron bomb",
description: "<strong>grenades</strong> are <strong class='color-p'>irradiated</strong> with <strong class='color-p'>Cf-252</strong><br>does <strong class='color-d'>damage</strong>, <strong class='color-harm'>harm</strong>, and drains <strong class='color-f'>energy</strong>",
@@ -4579,7 +4579,7 @@
}
},
{
name: "decomposer",
name: "necrophage",
description: "if <strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong> <strong>kill</strong> their target<br>they reset their <strong>lifespan</strong>",
isGunTech: true,
maxCount: 1,