wavelets
harm immunity effects now apply to explosion self damage tech: CPT grenades no longer harm you tech: least action - wavelets are slower and do more damage tech: amplitude - wavelets are taller and do more damage tech: wavelength - wavelets are longer and do more damage
This commit is contained in:
116
js/tech.js
116
js/tech.js
@@ -1908,7 +1908,7 @@
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},
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{
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name: "causality bombs",
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description: "before you <strong class='color-rewind'>rewind</strong> drop several <strong>grenades</strong>",
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description: "before you <strong class='color-rewind'>rewind</strong> drop several <strong>grenades</strong><br>become immune to <strong class='color-harm'>harm</strong> until they <strong class='color-e'>explode</strong>",
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maxCount: 1,
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count: 0,
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frequency: 2,
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@@ -3612,27 +3612,9 @@
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tech.bulletSize = 1;
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}
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},
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{
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name: "jabbering",
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description: "the <strong>wave beam</strong> generates another <strong>packet</strong><br>wave <strong class='color-d'>damage</strong> is increased by <strong>25%</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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allowed() {
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return tech.haveGunCheck("wave beam")
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},
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requires: "wave beam",
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effect() {
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tech.wavePacketLength += 36 //if you change this to not be 36 update /36 in wave .dmg
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},
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remove() {
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tech.wavePacketLength = 36
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}
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},
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{
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name: "phase velocity",
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description: "the <strong>wave beam</strong> propagates faster in solids",
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description: "<strong>wavelets</strong> propagates faster in solids",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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@@ -3646,32 +3628,11 @@
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},
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remove() {
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tech.isPhaseVelocity = false;
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}
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},
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{
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name: "stationary action",
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description: "the <strong>wave beam</strong> propagates <strong>25%</strong> slower<br>wave <strong class='color-d'>damage</strong> is increased by <strong>40%</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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allowed() {
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return tech.haveGunCheck("wave beam")
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},
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requires: "wave beam",
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effect() {
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tech.waveBeamSpeed *= 0.75;
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tech.waveBeamDamage += 0.5 * 0.4
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},
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remove() {
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tech.waveBeamSpeed = 10;
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tech.waveBeamDamage = 0.5
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}
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},
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{
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name: "bound state",
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description: "instead of dissipating normally<br><strong>wave beam</strong> bullets <strong>reflect</strong> backwards <strong>2</strong> times",
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description: "instead of dissipating normally<br><strong>wavelets</strong> <strong>reflect</strong> backwards <strong>2</strong> times",
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isGunTech: true,
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maxCount: 9,
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count: 0,
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@@ -3687,9 +3648,69 @@
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tech.waveReflections = 0
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}
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},
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{
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name: "wavelength",
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description: "<strong>wavelet</strong> length is <strong>25%</strong> longer<br>wave <strong class='color-d'>damage</strong> is increased by <strong>25%</strong>", // description: "holding fire allows the <strong>wave beam</strong> to emits a second <strong>packet</strong><br>at zero ammo cost",
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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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allowed() {
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return tech.haveGunCheck("wave beam")
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},
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requires: "wave beam",
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effect() {
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tech.wavePacketLength *= 1.25 //if you change this to not be 36 update /36 in wave .dmg
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tech.wavePacketFrequency *= 0.7995
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tech.waveFrequency *= 0.9
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},
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remove() {
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tech.wavePacketLength = 36
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tech.waveFrequency = 0.35
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tech.wavePacketFrequency = 0.088
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}
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},
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{
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name: "amplitude",
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description: "<strong>wavelet</strong> amplitude is <strong>33%</strong> higher<br>wave <strong class='color-d'>damage</strong> is increased by <strong>33%</strong>",
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isGunTech: true,
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maxCount: 3,
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count: 0,
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frequency: 2,
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allowed() {
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return tech.haveGunCheck("wave beam")
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},
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requires: "wave beam",
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effect() {
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tech.waveAmplitude += 0.33
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},
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remove() {
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tech.waveAmplitude = 1
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}
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},
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{
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name: "least action",
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description: "<strong>wavelets</strong> propagation speed is <strong>25%</strong> slower<br>wave <strong class='color-d'>damage</strong> is increased by <strong>50%</strong>",
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isGunTech: true,
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maxCount: 3,
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count: 0,
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frequency: 2,
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allowed() {
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return tech.haveGunCheck("wave beam")
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},
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requires: "wave beam",
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effect() {
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tech.waveBeamSpeed -= 2.5;
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tech.waveBeamDamage += 0.7 * 0.5
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},
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remove() {
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tech.waveBeamSpeed = 10;
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tech.waveBeamDamage = 0.7
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}
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},
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{
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name: "imaginary",
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description: "the <strong>wave beam</strong> is limited to a <strong>single</strong> strand<br>wave <strong class='color-d'>damage</strong> is increased by <strong>300%</strong>",
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description: "the <strong>wavelet</strong> is limited to a <strong>single</strong> strand<br>wave <strong class='color-d'>damage</strong> is increased by <strong>300%</strong>",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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@@ -4104,8 +4125,8 @@
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}
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},
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{
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name: "colloidal foam",
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description: "<strong>foam</strong> bubbles dissipate <strong>40%</strong> faster<br>increase <strong>foam</strong> <strong class='color-d'>damage</strong> per second by <strong>300%</strong>",
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name: "aerogel",
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description: "<strong>foam</strong> bubbles <strong>float</strong> and dissipate <strong>40%</strong> faster<br>increase <strong>foam</strong> <strong class='color-d'>damage</strong> per second by <strong>300%</strong>",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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@@ -4116,9 +4137,11 @@
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requires: "foam",
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effect() {
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tech.isFastFoam = true
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tech.foamGravity = -0.0002
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},
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remove() {
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tech.isFastFoam = false;
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tech.foamGravity = 0.00008
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}
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},
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{
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@@ -6544,5 +6567,6 @@
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isPhaseVelocity: null,
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wavePacketLength: null,
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isImaginaryWave: null,
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waveBeamSpeed: null
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waveBeamSpeed: null,
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waveAmplitude: null,
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}
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