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pause menu can sort tech by keywords tech: mechatronics - randomly add +(7 to 13)% damage a few new images bug fixes cherenkov radiation damage bug fixed it does much more damage and matches the description
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80
js/tech.js
80
js/tech.js
@@ -254,7 +254,7 @@ const tech = {
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if (tech.isSpeedDamage) dmg *= 1 + Math.min(0.66, player.speed * 0.0165)
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if (tech.isDamageAfterKillNoRegen && m.lastKillCycle + 300 > m.cycle) dmg *= 1.6
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if (tech.isAxion && tech.isHarmMACHO) dmg *= 2 - m.defense()
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if (tech.isHarmDamage && m.lastHarmCycle + 600 > m.cycle) dmg *= 3;
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if (tech.isHarmDamage && m.lastHarmCycle + 480 > m.cycle) dmg *= 3;
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if (tech.lastHitDamage && m.lastHit) dmg *= 1 + tech.lastHitDamage * m.lastHit * (2 - m.defense()) // if (!simulation.paused) m.lastHit = 0
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if (tech.isLowHealthDmg) dmg *= 1 + 0.7 * Math.max(0, 1 - (tech.isEnergyHealth ? m.energy : m.health))
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return dmg
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@@ -757,25 +757,6 @@ const tech = {
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// }
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}
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},
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{
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name: "integrated armament",
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link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Weapon' class="link">integrated armament</a>`,
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description: `<span style = 'font-size:95%;'>+<strong>25%</strong> <strong class='color-d'>damage</strong>, but new <strong class='color-g'>guns</strong><br>replace your current <strong class='color-g'>gun</strong> and convert <strong class='color-g'>gun</strong><strong class='color-m'>tech</strong></span>`,
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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() {
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return b.inventory.length === 1
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},
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requires: "only 1 gun",
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effect() {
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tech.isOneGun = true;
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},
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remove() {
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tech.isOneGun = false;
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}
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},
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{
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name: "supply chain",
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descriptionFunction() {
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@@ -987,7 +968,52 @@ const tech = {
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}
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}
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},
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{
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name: "integrated armament",
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link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Weapon' class="link">integrated armament</a>`,
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description: `<span style = 'font-size:95%;'>+<strong>25%</strong> <strong class='color-d'>damage</strong>, but new <strong class='color-g'>guns</strong> replace<br>your current <strong class='color-g'>gun</strong> and convert <strong class='color-g'>gun</strong><strong class='color-m'>tech</strong></span>`,
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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() {
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return b.inventory.length === 1
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},
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requires: "only 1 gun",
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effect() {
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tech.isOneGun = true;
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},
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remove() {
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tech.isOneGun = false;
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}
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},
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{
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name: "mechatronics",
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descriptionFunction() {
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let damageTotal = 1
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for (let i = 0; i < this.damageSoFar.length; i++) damageTotal *= this.damageSoFar[i]
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let currentDamage = ""
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if (this.count) currentDamage = `<br><em>(+${(100 * (damageTotal - 1)).toFixed(0)}%)</em>`
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return `gain between <strong>+7%</strong> and <strong>+13%</strong> <strong class='color-d'>damage</strong>` + currentDamage
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},
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maxCount: 9,
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count: 0,
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frequency: 1,
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frequencyDefault: 1,
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allowed() { return true },
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requires: "",
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damage: 1.1,
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damageSoFar: [], //tracks the random damage upgrades so it can be removed and in descriptionFunction
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effect() {
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const damage = (Math.floor((Math.random() * 0.07 + 0.07 + 1) * 100)) / 100
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tech.damage *= damage
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this.damageSoFar.push(damage)
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},
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remove() {
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for (let i = 0; i < this.damageSoFar.length; i++) tech.damage /= this.damageSoFar[i]
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this.damageSoFar.length = 0
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}
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},
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// {
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// name: "coyote",
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// description: "",
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@@ -1055,7 +1081,7 @@ const tech = {
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{
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name: "microstates",
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link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Microstate_(statistical_mechanics)' class="link">microstates</a>`,
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description: "for each active <strong>bullet / bot</strong><br><strong>+0.7%</strong> <strong class='color-d'>damage</strong>",
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description: "for each active <strong>bullet</strong> or <strong>bot</strong><br><strong>+0.7%</strong> <strong class='color-d'>damage</strong>",
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -3166,7 +3192,7 @@ const tech = {
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},
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{
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name: "quantum immortality",
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description: "<strong>+33%</strong> <strong class='color-defense'>defense</strong><br>after <strong>dying</strong>, continue in an <strong class='alt'>alternate reality</strong>",
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description: "<strong>+30%</strong> <strong class='color-defense'>defense</strong><br>after <strong>dying</strong>, continue in an <strong class='alt'>alternate reality</strong>",
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -4068,7 +4094,7 @@ const tech = {
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},
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{
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name: "null hypothesis",
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description: `<strong>+9%</strong> <strong class='color-d'>damage</strong><br><strong>removing</strong> this spawns ${powerUps.orb.research(15)}`,
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description: `<strong>+8%</strong> <strong class='color-d'>damage</strong><br><strong>removing</strong> this spawns ${powerUps.orb.research(15)}`,
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -4078,7 +4104,7 @@ const tech = {
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return true
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},
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requires: "",
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damage: 1.09,
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damage: 1.08,
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effect() {
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tech.damage *= this.damage
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},
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@@ -7360,7 +7386,7 @@ const tech = {
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},
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{
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name: "cherenkov radiation", //<strong>deflecting</strong> and <strong class='color-block'>blocks</strong>
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description: "bremsstrahlung's effects are <strong class='color-p'>radioactive</strong><br><strong>+300%</strong> <strong class='color-d'>damage</strong> over <strong>6</strong> seconds",
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description: "bremsstrahlung's effects are <strong class='color-p'>radioactive</strong><br><strong>+250%</strong> <strong class='color-d'>damage</strong> over <strong>3</strong> seconds",
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isFieldTech: true,
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maxCount: 1,
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count: 0,
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@@ -7483,7 +7509,7 @@ const tech = {
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},
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{
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name: "radiative equilibrium",
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description: "after losing <strong class='color-h'>health</strong><br><strong>+200%</strong> <strong class='color-d'>damage</strong> for <strong>10</strong> seconds",
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description: "after losing <strong class='color-h'>health</strong><br><strong>+200%</strong> <strong class='color-d'>damage</strong> for <strong>8</strong> seconds",
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isFieldTech: true,
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maxCount: 1,
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count: 0,
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