finalBoss has a bit less health

laser lens has a glow effect
slow light has 11->7 unique beams
  slow light has 38% more damage per beam
infrared diode 50->60% energy efficiency
dye laser 20->25% energy efficiency
          20->25% laser damage
free-electron laser 190->200% laser damage
crit angle is smaller for iridescence and stress concentration on large mobs
ordnance has +5% JUNK
CPT uses 25% less energy and leaves you with about 10-20 energy

JUNK tech: placebo -  +777% damage +777% defense

bug fixes
This commit is contained in:
landgreen
2022-10-15 08:16:01 -07:00
parent 3c860797b3
commit d996c4f2a2
8 changed files with 306 additions and 139 deletions

View File

@@ -288,7 +288,7 @@ const tech = {
},
tech: [{
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>",
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>+5%</strong> <strong class='color-j'>JUNK</strong> to <strong class='color-m'>tech</strong> pool",
maxCount: 1,
count: 0,
frequency: 1,
@@ -299,12 +299,18 @@ const tech = {
requires: "",
effect() {
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 *= 2
}
this.refundAmount += tech.addJunkTechToPool(0.05)
},
remove() {}
refundAmount: 0,
remove() {
if (this.count > 0 && this.refundAmount > 0) {
tech.removeJunkTechFromPool(this.refundAmount)
this.refundAmount = 0
}
}
},
{
name: "ad hoc",
@@ -4956,8 +4962,8 @@ const tech = {
isRemoveGun: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
frequency: 1,
frequencyDefault: 1,
isBot: true,
isBotTech: true,
allowed() {
@@ -4984,8 +4990,8 @@ const tech = {
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isImmuneExplosion && tech.explosiveRadius === 1 && !tech.isSmallExplosion && !tech.isBlockExplode && !tech.fragments && (tech.haveGunCheck("missiles") || tech.missileBotCount || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.isPulseLaser || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 1) || tech.isBoomBotUpgrade || tech.isTokamak)
},
@@ -6305,8 +6311,8 @@ const tech = {
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
frequency: 1,
frequencyDefault: 1,
allowed() {
return ((tech.haveGunCheck("wave") && tech.infiniteWaveAmmo !== 1) || tech.haveGunCheck("laser") || (tech.haveGunCheck("harpoon") && !tech.isRailGun)) && !tech.isEnergyNoAmmo
},
@@ -6479,8 +6485,8 @@ const tech = {
isGunTech: true,
maxCount: 3,
count: 0,
frequency: 2,
frequencyDefault: 2,
frequency: 1,
frequencyDefault: 1,
allowed() {
return (tech.haveGunCheck("laser") || tech.isLaserMine || tech.isLaserBotUpgrade) && !tech.isWideLaser && !tech.isPulseLaser && !tech.historyLaser
},
@@ -6498,8 +6504,8 @@ const tech = {
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
frequency: 1,
frequencyDefault: 1,
allowed() {
return tech.haveGunCheck("laser") && !tech.isWideLaser && !tech.isPulseAim && !tech.historyLaser
},
@@ -6522,8 +6528,8 @@ const tech = {
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("laser") && tech.laserReflections < 3 && !tech.beamSplitter && !tech.isPulseLaser && !tech.historyLaser
},
@@ -6592,7 +6598,7 @@ const tech = {
},
{
name: "infrared diode",
description: "<strong>+50%</strong> <strong class='color-laser'>laser</strong> <strong class='color-f'>energy</strong> efficiency<br><em>infrared light is outside visual perception</em>",
description: "<strong>+60%</strong> <strong class='color-laser'>laser</strong> <strong class='color-f'>energy</strong> efficiency<br><em>infrared light is outside visual perception</em>",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -6603,7 +6609,7 @@ const tech = {
},
requires: "laser, not free-electron, pulse",
effect() {
tech.laserDrain *= 0.5; //100%-50%
tech.laserDrain *= 0.4; //100%-50%
tech.laserColor = "transparent" //"rgb(255,0,20,0.02)"
// tech.laserColorAlpha = "rgba(255,0,20,0.05)"
},
@@ -6615,7 +6621,7 @@ const tech = {
},
{
name: "dye laser",
description: "<strong>+20%</strong> <strong class='color-laser'>laser</strong> <strong class='color-f'>energy</strong> efficiency<br><strong>+20%</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong>",
description: "<strong>+25%</strong> <strong class='color-laser'>laser</strong> <strong class='color-f'>energy</strong> efficiency<br><strong>+25%</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -6626,8 +6632,8 @@ const tech = {
},
requires: "laser, not pulse, infrared diode",
effect() {
tech.laserDrain *= 0.8
tech.laserDamage *= 1 + 0.2
tech.laserDrain *= 0.75
tech.laserDamage *= 1.25
tech.laserColor = "rgb(0, 11, 255)"
tech.laserColorAlpha = "rgba(0, 11, 255,0.5)"
},
@@ -6640,7 +6646,7 @@ const tech = {
},
{
name: "free-electron laser",
description: "<strong>250%</strong> <strong class='color-laser'>laser</strong> <strong class='color-f'>energy</strong> efficiency<br><strong>+190%</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong>",
description: "<strong>250%</strong> <strong class='color-laser'>laser</strong> <strong class='color-f'>energy</strong> efficiency<br><strong>+200%</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -6652,7 +6658,7 @@ const tech = {
requires: "laser, not pulse, infrared diode",
effect() {
tech.laserDrain *= 1 + 2.5 //250% more drain
tech.laserDamage *= 1 + 1.9 //190% more damage
tech.laserDamage *= 1 + 2 //190% more damage
tech.laserColor = "#83f"
tech.laserColorAlpha = "rgba(136, 51, 255,0.5)"
},
@@ -8172,6 +8178,18 @@ const tech = {
return `<span id = "boost-JUNK-id${this.id}">${this.text}</span>`
},
},
{
name: "placebo",
description: "<strong>+777%</strong> <strong class='color-d'>damage</strong><br><strong>+777%</strong> <strong class='color-defense'>defense</strong><br>",
maxCount: 1,
count: 0,
frequency: 0,
isJunk: true,
allowed: () => true,
requires: "",
effect() {},
remove() {}
},
{
name: "return",
description: "return to the introduction level<br>reduce combat <strong>difficulty</strong> by <strong>2 levels</strong>",