wavelength
tech: wavelength - wavelets are longer and have more range
This commit is contained in:
58
js/tech.js
58
js/tech.js
@@ -3614,7 +3614,7 @@
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},
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{
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name: "phase velocity",
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description: "<strong>wavelets</strong> propagates faster in solids",
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description: "wavelets <strong>propagate</strong> 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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@@ -3632,7 +3632,7 @@
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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>wavelets</strong> <strong>reflect</strong> backwards <strong>2</strong> times",
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description: "instead of dissipating normally<br>wavelets <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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@@ -3650,7 +3650,7 @@
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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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description: "wavelet <strong>length</strong> and <strong>duration</strong><br>is increased by <strong>33%</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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@@ -3660,8 +3660,8 @@
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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.wavePacketLength *= 1.33 //if you change this to not be 36 update /36 in wave .dmg
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tech.wavePacketFrequency *= 0.752
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tech.waveFrequency *= 0.9
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},
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remove() {
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@@ -3672,7 +3672,7 @@
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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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description: "wavelet <strong>amplitude</strong> 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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@@ -3689,8 +3689,8 @@
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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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name: "propagation",
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description: "wavelet <strong>propagation speed</strong> 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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@@ -3701,31 +3701,31 @@
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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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tech.waveBeamDamage += 0.55 * 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>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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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.isImaginaryWave = true
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},
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remove() {
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tech.isImaginaryWave = false
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tech.waveBeamDamage = 0.55 //this sets base wave beam damage
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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>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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// 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.isImaginaryWave = true
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// },
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// remove() {
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// tech.isImaginaryWave = false
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// }
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// },
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{
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name: "cruise missile",
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description: "<strong>missiles</strong> travel <strong>63%</strong> slower,<br>but have a <strong>50%</strong> larger <strong class='color-e'>explosive</strong> payload",
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@@ -4431,7 +4431,7 @@
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}
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},
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{
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name: "slow light propagation",
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name: "slow light",
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description: "<strong class='color-laser'>laser</strong> beam is <strong>spread</strong> into your recent <strong>past</strong><br>increase total beam <strong class='color-d'>damage</strong> by <strong>300%</strong>",
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isGunTech: true,
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maxCount: 9,
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