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:
landgreen
2021-05-03 04:35:49 -07:00
parent 04f29052a9
commit def6076558
5 changed files with 129 additions and 83 deletions

View File

@@ -1908,7 +1908,7 @@
},
{
name: "causality bombs",
description: "before you <strong class='color-rewind'>rewind</strong> drop several <strong>grenades</strong>",
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>",
maxCount: 1,
count: 0,
frequency: 2,
@@ -3612,27 +3612,9 @@
tech.bulletSize = 1;
}
},
{
name: "jabbering",
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>",
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 2,
allowed() {
return tech.haveGunCheck("wave beam")
},
requires: "wave beam",
effect() {
tech.wavePacketLength += 36 //if you change this to not be 36 update /36 in wave .dmg
},
remove() {
tech.wavePacketLength = 36
}
},
{
name: "phase velocity",
description: "the <strong>wave beam</strong> propagates faster in solids",
description: "<strong>wavelets</strong> propagates faster in solids",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -3646,32 +3628,11 @@
},
remove() {
tech.isPhaseVelocity = false;
}
},
{
name: "stationary action",
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>",
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 2,
allowed() {
return tech.haveGunCheck("wave beam")
},
requires: "wave beam",
effect() {
tech.waveBeamSpeed *= 0.75;
tech.waveBeamDamage += 0.5 * 0.4
},
remove() {
tech.waveBeamSpeed = 10;
tech.waveBeamDamage = 0.5
}
},
{
name: "bound state",
description: "instead of dissipating normally<br><strong>wave beam</strong> bullets <strong>reflect</strong> backwards <strong>2</strong> times",
description: "instead of dissipating normally<br><strong>wavelets</strong> <strong>reflect</strong> backwards <strong>2</strong> times",
isGunTech: true,
maxCount: 9,
count: 0,
@@ -3687,9 +3648,69 @@
tech.waveReflections = 0
}
},
{
name: "wavelength",
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",
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 2,
allowed() {
return tech.haveGunCheck("wave beam")
},
requires: "wave beam",
effect() {
tech.wavePacketLength *= 1.25 //if you change this to not be 36 update /36 in wave .dmg
tech.wavePacketFrequency *= 0.7995
tech.waveFrequency *= 0.9
},
remove() {
tech.wavePacketLength = 36
tech.waveFrequency = 0.35
tech.wavePacketFrequency = 0.088
}
},
{
name: "amplitude",
description: "<strong>wavelet</strong> amplitude is <strong>33%</strong> higher<br>wave <strong class='color-d'>damage</strong> is increased by <strong>33%</strong>",
isGunTech: true,
maxCount: 3,
count: 0,
frequency: 2,
allowed() {
return tech.haveGunCheck("wave beam")
},
requires: "wave beam",
effect() {
tech.waveAmplitude += 0.33
},
remove() {
tech.waveAmplitude = 1
}
},
{
name: "least action",
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>",
isGunTech: true,
maxCount: 3,
count: 0,
frequency: 2,
allowed() {
return tech.haveGunCheck("wave beam")
},
requires: "wave beam",
effect() {
tech.waveBeamSpeed -= 2.5;
tech.waveBeamDamage += 0.7 * 0.5
},
remove() {
tech.waveBeamSpeed = 10;
tech.waveBeamDamage = 0.7
}
},
{
name: "imaginary",
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>",
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>",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -4104,8 +4125,8 @@
}
},
{
name: "colloidal foam",
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>",
name: "aerogel",
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>",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -4116,9 +4137,11 @@
requires: "foam",
effect() {
tech.isFastFoam = true
tech.foamGravity = -0.0002
},
remove() {
tech.isFastFoam = false;
tech.foamGravity = 0.00008
}
},
{
@@ -6544,5 +6567,6 @@
isPhaseVelocity: null,
wavePacketLength: null,
isImaginaryWave: null,
waveBeamSpeed: null
waveBeamSpeed: null,
waveAmplitude: null,
}