unified field theory
unified field theory doesn't require research to cycle fields game resets after beating final boss (in 20s)
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@@ -358,13 +358,7 @@ const simulation = {
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}
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},
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switchGun() {
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if (tech.isCrouchAmmo) tech.isCrouchAmmo = 1 //this prevents hacking the tech by switching guns
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b.activeGun = b.inventory[b.inventoryGun];
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simulation.updateGunHUD();
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simulation.boldActiveGunHUD();
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// m.drop();
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if (tech.isGunSwitchField && powerUps.research.count > 0) {
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powerUps.research.changeRerolls(-1)
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if (tech.isGunSwitchField) {
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const energy = m.energy
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m.setField((m.fieldMode === m.fieldUpgrades.length - 1) ? 1 : m.fieldMode + 1) //cycle to next field
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m.energy = energy //field swap sets energy to max, this undoes that
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@@ -373,14 +367,17 @@ const simulation = {
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for (let i = tech.tech.length - 1; i > 0; i--) {
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if (tech.tech[i].name === "unified field theory") {
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const index = (m.fieldMode === m.fieldUpgrades.length - 1) ? 1 : m.fieldMode + 1
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tech.tech[i].description = `after switching <strong>guns</strong><br>use a <strong class='color-r'>research</strong> to cycle your <strong class='color-f'>field</strong>
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tech.tech[i].description = `switching <strong class='color-g'>guns</strong> also cycles your <strong class='color-f'>field</strong>
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<br>(next <strong class='color-f'>field</strong>: ${m.fieldUpgrades[index].name})`
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break
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}
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}
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}
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if (tech.isCrouchAmmo) tech.isCrouchAmmo = 1 //this prevents hacking the tech by switching guns
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b.activeGun = b.inventory[b.inventoryGun];
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simulation.updateGunHUD();
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simulation.boldActiveGunHUD();
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// m.drop();
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},
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zoom: null,
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zoomScale: 1000,
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@@ -587,6 +584,7 @@ const simulation = {
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m.holdingTarget = null
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//set to default field
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m.setMaxEnergy();
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m.fieldMode = 0;
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// simulation.makeTextLog(`${simulation.SVGrightMouse}<strong style='font-size:30px;'> ${m.fieldUpgrades[m.fieldMode].name}</strong><br><span class='faded'></span><br>${m.fieldUpgrades[m.fieldMode].description}`, 600);
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// simulation.makeTextLog(`
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