unified field theory
unified field theory doesn't require research to cycle fields game resets after beating final boss (in 20s)
This commit is contained in:
74
js/tech.js
74
js/tech.js
@@ -120,7 +120,7 @@ const tech = {
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},
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tech: [{
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name: "integrated armament",
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description: "increase <strong class='color-d'>damage</strong> by <strong>25%</strong><br>your inventory can only hold <strong>1 gun</strong>",
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description: "increase <strong class='color-d'>damage</strong> by <strong>25%</strong><br>your inventory can only hold 1 <strong class='color-g'>gun</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -243,7 +243,7 @@ const tech = {
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},
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{
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name: "logistics",
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description: "<strong class='color-g'>ammo</strong> power ups give <strong>200%</strong> <strong class='color-g'>ammo</strong><br>but <strong class='color-g'>ammo</strong> is only added to your <strong>current gun</strong>",
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description: "<strong class='color-g'>ammo</strong> power ups give <strong>200%</strong> <strong class='color-g'>ammo</strong><br>but <strong class='color-g'>ammo</strong> is only added to your current <strong class='color-g'>gun</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -1893,6 +1893,38 @@ const tech = {
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tech.isMineDrop = false;
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}
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},
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{
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name: "unified field theory",
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description: "",
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maxCount: 1,
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count: 0,
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allowed() {
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return (b.inventory.length > 1) || build.isExperimentSelection && !tech.isSuperDeterminism
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},
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requires: "at least 2 guns, not superdeterminism",
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effect() {
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tech.isGunSwitchField = true;
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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 = `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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remove() {
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tech.isGunSwitchField = false;
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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 = `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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},
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{
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name: "cardinality",
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description: "<strong class='color-m'>tech</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong> have <strong>5</strong> <strong>choices</strong>",
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@@ -1936,9 +1968,9 @@ const tech = {
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count: 0,
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isNonRefundable: true,
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allowed() {
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return tech.isDeterminism && !tech.manyWorlds
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return tech.isDeterminism && !tech.manyWorlds && !tech.isGunSwitchField
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},
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requires: "determinism",
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requires: "determinism, not unified field theory",
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effect: () => {
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tech.isSuperDeterminism = true;
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for (let i = 0; i < 7; i++) { //if you change the six also change it in Born rule
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@@ -1985,36 +2017,6 @@ const tech = {
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tech.manyWorlds = false;
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}
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},
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{
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name: "unified field theory",
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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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maxCount: 1,
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count: 0,
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allowed() {
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return (powerUps.research.count > 1 && b.inventory.length > 1) || build.isExperimentSelection
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},
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requires: "at least 2 guns, and 2 research",
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effect() {
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tech.isGunSwitchField = true;
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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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<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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remove() {
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tech.isGunSwitchField = false;
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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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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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break
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}
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}
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}
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},
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{
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name: "renormalization",
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description: "using a <strong class='color-r'>research</strong> for <strong>any</strong> purpose<br>has a <strong>37%</strong> chance to spawn a <strong class='color-r'>research</strong>",
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@@ -2042,9 +2044,7 @@ const tech = {
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requires: "not determinism, at least 3 research",
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effect() {
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tech.isBanish = true
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for (let i = 0; i < 4; i++) {
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powerUps.spawn(m.pos.x, m.pos.y, "research", false);
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}
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for (let i = 0; i < 4; i++) powerUps.spawn(m.pos.x, m.pos.y, "research", false);
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},
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remove() {
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tech.isBanish = false
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