pigeonhole principle
tech: junk DNA - +53% spore/worm/flea damage per JUNK tech you have, +50% JUNK added to tech pool
tech: pigeonhole principle - +31% damage for each gun you have, while a chosen gun is active
chosen gun cycles each level
syncs well with generalist
heuristics 30->25% fire rate, and now spawns a gun
arsenal gives 13->22% damage per gun, but no longer counts your current gun
active cooling gives 18->28% fire rate per gun, but no longer counts your current gun
supply chain adds 4% JUNK
dead reckoning 36->50% damage
alternator harpoon 60->80% energy cost reduction
quickly releasing the fire button retracts harpoon early
JUNK tech - circular symmetry - ship gets 200% damage, ship only faces forward but you can rotate the universe
several bug fixes
coupling for molecular assembler 5->8 energy per second
but also fixed a bug where coupling was giving 10x regen
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@@ -332,7 +332,7 @@ const powerUps = {
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},
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endDraft(type, isCanceled = false) { //type should be a gun, tech, or field
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if (isCanceled) {
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if (tech.isCancelTech && Math.random() < 0.88) {
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if (tech.isCancelTech && Math.random() < 0.85) {
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// powerUps.research.use('tech')
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powerUps[type].effect();
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return
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@@ -356,7 +356,7 @@ const powerUps = {
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powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), spawnType, false);
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}
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}
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if (tech.isCancelCouple) powerUps.coupling.spawnDelay(5)
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if (tech.isCancelCouple) powerUps.spawnDelay("coupling", 5)
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// if (tech.isCancelTech && Math.random() < 0.3) {
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// powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "tech", false);
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// simulation.makeTextLog(`<strong>options exchange</strong>: returns 1 <strong class='color-m'>tech</strong>`)
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@@ -401,20 +401,20 @@ const powerUps = {
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effect() {
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m.couplingChange(0.1)
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},
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spawnDelay(num) {
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let count = num
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let respawnDrones = () => {
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if (count > 0) {
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requestAnimationFrame(respawnDrones);
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if (!simulation.paused && !simulation.isChoosing) { //&& !(simulation.cycle % 2)
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count--
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const where = { x: m.pos.x + 50 * (Math.random() - 0.5), y: m.pos.y + 50 * (Math.random() - 0.5) }
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powerUps.spawn(where.x, where.y, "coupling");
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}
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}
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}
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requestAnimationFrame(respawnDrones);
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}
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// spawnDelay(num) {
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// let count = num
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// let respawnDrones = () => {
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// if (count > 0) {
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// requestAnimationFrame(respawnDrones);
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// if (!simulation.paused && !simulation.isChoosing) { //&& !(simulation.cycle % 2)
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// count--
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// const where = { x: m.pos.x + 50 * (Math.random() - 0.5), y: m.pos.y + 50 * (Math.random() - 0.5) }
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// powerUps.spawn(where.x, where.y, "coupling");
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// }
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// }
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// }
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// requestAnimationFrame(respawnDrones);
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// }
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},
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boost: {
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name: "boost",
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@@ -1149,8 +1149,8 @@ const powerUps = {
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let count = num
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let cycle = () => {
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if (count > 0) {
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requestAnimationFrame(cycle);
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if (!simulation.paused && !simulation.isChoosing && m.alive) { //&& !(simulation.cycle % 2)
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if (m.alive) requestAnimationFrame(cycle);
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if (!simulation.paused && !simulation.isChoosing) { //&& !(simulation.cycle % 2)
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count--
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const where = { x: m.pos.x + 50 * (Math.random() - 0.5), y: m.pos.y + 50 * (Math.random() - 0.5) }
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powerUps.spawn(where.x, where.y, type);
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