tech debt negative fix
plasma ball moves faster grows/drains extra fast when you have excess energy bug: technical debt no longer produces negative damage at high tech levels maybe this was causing the NaN position bug?
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17
js/tech.js
17
js/tech.js
@@ -212,7 +212,7 @@ const tech = {
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},
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damageFromTech() {
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let dmg = 1 //m.fieldDamage
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if (tech.isTechDebt) dmg *= 4 - 0.15 * tech.totalCount
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if (tech.isTechDebt) dmg *= Math.max(41 / (tech.totalCount + 21), 4 - 0.15 * tech.totalCount)
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if (tech.isAxion && tech.isHarmMACHO) dmg *= 1 + 0.75 * (1 - m.harmReduction())
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if (tech.OccamDamage) dmg *= tech.OccamDamage
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if (tech.isCloakingDamage) dmg *= 1.35
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@@ -543,7 +543,7 @@ const tech = {
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{
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name: "cache",
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link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Cache_(computing)' class="link">cache</a>`,
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description: `${powerUps.orb.ammo()} give <strong>13x</strong> more <strong class='color-ammo'>ammo</strong>, but<br>you can't <strong>store</strong> any more <strong class='color-ammo'>ammo</strong> than that`,
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description: `${powerUps.orb.ammo()} give <strong>14x</strong> more <strong class='color-ammo'>ammo</strong>, but<br>you can't <strong>store</strong> any more <strong class='color-ammo'>ammo</strong> than that`,
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// ammo powerups always max out your gun,
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// but the maximum ammo ti limited
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// description: `${powerUps.orb.ammo()} give <strong>13x</strong> more <strong class='color-ammo'>ammo</strong>, but<br>you can't <strong>store</strong> any more <strong class='color-ammo'>ammo</strong> than that`,
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@@ -556,7 +556,7 @@ const tech = {
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},
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requires: "not exciton",
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effect() {
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tech.ammoCap = 13;
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tech.ammoCap = 14;
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powerUps.ammo.effect()
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},
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remove() {
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@@ -3089,7 +3089,8 @@ const tech = {
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// description: `increase <strong class='color-d'>damage</strong> by <strong>300%</strong> minus <strong>10%</strong> for <strong class='color-m'>tech</strong> you have learned(${4 - 0.1 * tech.totalCount})`,
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// description: `increase <strong class='color-d'>damage</strong> by <strong>300%</strong>, but reduce <strong class='color-d'>damage</strong><br>by <strong>10%</strong> for <strong class='color-m'>tech</strong> you have learned`,
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descriptionFunction() {
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return `increase <strong class='color-d'>damage</strong> by <strong>300%</strong> minus <strong>15%</strong><br>for each <strong class='color-m'>tech</strong> you have learned <em>(${Math.floor(100*(4 - 0.14 * tech.totalCount))-100}%)</em>`
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// return `increase <strong class='color-d'>damage</strong> by <strong>300%</strong> minus <strong>15%</strong><br>for each <strong class='color-m'>tech</strong> you have learned <em>(${Math.floor(100*(4 - 0.14 * tech.totalCount))-100}%)</em>`
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return `increase <strong class='color-d'>damage</strong> by <strong>300%</strong> minus <strong>15%</strong><br>for each <strong class='color-m'>tech</strong> you have learned <em>(${Math.floor(100*(Math.max(41 / (tech.totalCount + 21), 4 - 0.15 * tech.totalCount) ))-100}%)</em>`
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},
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maxCount: 1,
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count: 0,
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@@ -6622,9 +6623,9 @@ const tech = {
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return (tech.plasmaBotCount || m.fieldUpgrades[m.fieldMode].name === "plasma torch") && (build.isExperimentSelection || powerUps.research.count > 1)
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return (tech.plasmaBotCount || m.fieldUpgrades[m.fieldMode].name === "plasma torch") && (build.isExperimentSelection || powerUps.research.count > 1) && !tech.isPlasmaBall
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},
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requires: "plasma torch",
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requires: "plasma torch, not plasma ball",
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effect() {
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tech.isPlasmaRange += 0.5;
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for (let i = 0; i < 2; i++) {
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@@ -6645,9 +6646,9 @@ const tech = {
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return m.fieldUpgrades[m.fieldMode].name === "plasma torch" && !tech.isExtruder
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return m.fieldUpgrades[m.fieldMode].name === "plasma torch" && !tech.isExtruder && tech.isPlasmaRange === 1
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},
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requires: "plasma torch, not extruder",
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requires: "plasma torch, not extruder, plasma jet",
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effect() {
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tech.isPlasmaBall = true;
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m.fieldUpgrades[m.fieldMode].set()
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