radioisotope generator
tech - radioisotope generator - drones have the effect of neutron bomb, but you get less ammo bug fix - reduced tolerances now properly gives extra ammo water shielding now protects you from all radioactivity, but only gives 75% protection (drones, neutron bomb, radioactive explosions, and even slime) final boss has more durability in it's final phase final boss no longers gets knocked around as much from explosions level.warehouse predraw lighting for performance bug fix on sewers where slime was doing too much harm
This commit is contained in:
129
js/tech.js
129
js/tech.js
@@ -177,7 +177,7 @@
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if (tech.isOneGun && b.inventory.length < 2) dmg *= 1.22
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if (tech.isNoFireDamage && m.cycle > m.fireCDcycle + 120) dmg *= 1.9
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if (tech.isSpeedDamage) dmg *= 1 + Math.min(0.43, player.speed * 0.015)
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if (tech.isBotDamage) dmg *= 1 + 0.05 * b.totalBots()
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if (tech.isBotDamage) dmg *= 1 + 0.06 * b.totalBots()
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return dmg * tech.slowFire * tech.aimDamage
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},
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duplicationChance() {
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@@ -716,7 +716,7 @@
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},
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requires: "an explosive damage source, not ammonium nitrate or nitroglycerin",
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effect: () => {
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tech.isExplodeRadio = true;
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tech.isExplodeRadio = true; //iridium-192
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},
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remove() {
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tech.isExplodeRadio = false;
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@@ -823,9 +823,9 @@
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isMissileField || tech.isExplodeMob || tech.isPulseLaser || tech.isBlockExplosion
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return !tech.isExplodeRadio && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isMissileField || tech.isExplodeMob || tech.isPulseLaser || tech.isBlockExplosion)
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},
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requires: "an explosive damage source",
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requires: "an explosive damage source, not iridium-192",
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effect: () => {
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tech.isImmuneExplosion = true;
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},
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@@ -841,9 +841,9 @@
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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 === "nano-scale manufacturing" && !(tech.isSporeField || tech.isMissileField || tech.isIceField)) || tech.haveGunCheck("drones") || tech.haveGunCheck("super balls") || tech.haveGunCheck("shotgun")) && !tech.isNailShot
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return ((m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isDroneRadioactive || tech.isSporeField || tech.isMissileField || tech.isIceField)) || (tech.haveGunCheck("drones") && !tech.isDroneRadioactive) || tech.haveGunCheck("super balls") || tech.haveGunCheck("shotgun")) && !tech.isNailShot
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},
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requires: "drones, super balls, shotgun",
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requires: "super balls, shotgun, drones, not radioactive drones",
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effect() {
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tech.isIncendiary = true
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},
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@@ -1376,7 +1376,7 @@
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},
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{
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name: "perimeter defense",
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description: "reduce <strong class='color-harm'>harm</strong> by <strong>6%</strong><br>for each of your permanent <strong class='color-bot'>bots</strong>",
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description: "reduce <strong class='color-harm'>harm</strong> by <strong>7%</strong><br>for each of your permanent <strong class='color-bot'>bots</strong>",
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maxCount: 1,
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count: 0,
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frequency: 2,
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@@ -1394,7 +1394,7 @@
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},
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{
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name: "network effect",
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description: "increase <strong class='color-d'>damage</strong> by <strong>5%</strong><br>for each of your permanent <strong class='color-bot'>bots</strong>",
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description: "increase <strong class='color-d'>damage</strong> by <strong>6%</strong><br>for each of your permanent <strong class='color-bot'>bots</strong>",
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maxCount: 1,
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count: 0,
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frequency: 2,
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@@ -2509,7 +2509,7 @@
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},
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{
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name: "negentropy",
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description: `at the start of each <strong>level</strong><br>spawn a <strong class='color-h'>heal</strong> for every <strong>33</strong> missing health`,
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description: `at the start of each <strong>level</strong><br>spawn a <strong class='color-h'>heal</strong> for every <strong>25</strong> missing health`,
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maxCount: 1,
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count: 0,
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frequency: 1,
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@@ -4039,7 +4039,7 @@
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},
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{
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name: "neutron bomb",
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description: "<strong>grenades</strong> are irradiated with <strong class='color-p'>Cf-252</strong><br>does <strong class='color-d'>damage</strong>, <strong class='color-harm'>harm</strong>, and drains <strong class='color-f'>energy</strong>",
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description: "<strong>grenades</strong> are <strong class='color-p'>irradiated</strong> with <strong class='color-p'>Cf-252</strong><br>does <strong class='color-d'>damage</strong>, <strong class='color-harm'>harm</strong>, and drains <strong class='color-f'>energy</strong>",
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isGunTech: true,
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maxCount: 1,
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count: 0,
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@@ -4060,35 +4060,35 @@
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},
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{
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name: "water shielding",
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description: "increase <strong>neutron bomb's</strong> range by <strong>20%</strong><br>you are <strong>immune</strong> to its harmful effects",
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description: "<strong class='color-p'>radioactive</strong> effects on you are reduced by 75%<br><em>neutron bomb, drones, explosions, slime</em>",
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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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frequencyDefault: 2,
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allowed() {
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return tech.isNeutronBomb
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return tech.isNeutronBomb || tech.isDroneRadioactive
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},
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requires: "neutron bomb",
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requires: "neutron bomb or radioactive drones",
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effect() {
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tech.isNeutronImmune = true
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tech.isRadioactiveResistance = true
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},
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remove() {
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tech.isNeutronImmune = false
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tech.isRadioactiveResistance = false
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}
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},
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{
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name: "vacuum permittivity",
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description: "increase <strong>neutron bomb's</strong> range by <strong>20%</strong><br>objects in range of the bomb are <strong>slowed</strong>",
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description: "increase <strong class='color-p'>radioactive</strong> range by <strong>20%</strong><br>objects in range of the bomb are <strong>slowed</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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frequencyDefault: 2,
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allowed() {
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return tech.isNeutronBomb
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return tech.isNeutronBomb || tech.isDroneRadioactive
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},
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requires: "neutron bomb",
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requires: "neutron bomb or radioactive drones",
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effect() {
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tech.isNeutronSlow = true
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},
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@@ -4270,6 +4270,39 @@
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tech.isMutualism = false
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}
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},
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{
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name: "radioisotope generator",
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description: "<strong class='color-p'>irradiate</strong> <strong>drones</strong>, reduce <strong class='color-g'>ammo</strong> by <strong>75%</strong><br>does <strong class='color-d'>damage</strong>, <strong class='color-harm'>harm</strong>, and drains <strong class='color-f'>energy</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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frequencyDefault: 2,
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allowed() {
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return tech.haveGunCheck("drones") && tech.droneCycleReduction === 1 && !tech.isIncendiary
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},
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requires: "drone gun, not reduced tolerances or incendiary",
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effect() {
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tech.isDroneRadioactive = true
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "drones") {
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b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * 0.25
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b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 0.25)
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}
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}
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},
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remove() {
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if (tech.isDroneRadioactive) {
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tech.isDroneRadioactive = false
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "drones") {
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b.guns[i].ammoPack = b.guns[i].defaultAmmoPack
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b.guns[i].ammo = b.guns[i].ammo * 4
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}
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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: "brushless motor",
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description: "<strong>drones</strong> accelerate <strong>50%</strong> faster",
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@@ -4308,33 +4341,6 @@
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tech.isDroneGrab = false
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}
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},
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{
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name: "reduced tolerances",
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description: "increase <strong>drone</strong> <strong class='color-g'>ammo</strong>/<strong class='color-f'>efficiency</strong> by <strong>66%</strong><br>reduce the average <strong>drone</strong> lifetime by <strong>40%</strong>",
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isGunTech: true,
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maxCount: 3,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return tech.haveGunCheck("drones") || (m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isSporeField || tech.isMissileField || tech.isIceField))
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},
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requires: "drones",
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effect() {
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tech.droneCycleReduction = Math.pow(0.6, 1 + this.count)
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tech.droneEnergyReduction = Math.pow(0.333, 1 + this.count)
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "drones") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * Math.pow(3, this.count)
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}
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},
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remove() {
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tech.droneCycleReduction = 1
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tech.droneEnergyReduction = 1
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "drones") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack
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}
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}
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},
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{
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name: "drone repair",
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description: "broken <strong>drones</strong> <strong>repair</strong> if the drone <strong class='color-g'>gun</strong> is active<br><strong>repairing</strong> has a <strong>33%</strong> chance to use <strong>1</strong> <strong class='color-g'>ammo</strong>",
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@@ -4354,6 +4360,36 @@
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tech.isDroneRespawn = false
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}
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},
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{
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name: "reduced tolerances",
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description: "increase <strong>drone</strong> <strong class='color-g'>ammo</strong>/<strong class='color-f'>efficiency</strong> by <strong>66%</strong><br>reduce the average <strong>drone</strong> lifetime by <strong>40%</strong>",
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isGunTech: true,
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maxCount: 3,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return !tech.isDroneRadioactive && (tech.haveGunCheck("drones") || (m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isSporeField || tech.isMissileField || tech.isIceField)))
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},
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requires: "drones",
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effect() {
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tech.droneCycleReduction = Math.pow(0.6, 1 + this.count)
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tech.droneEnergyReduction = Math.pow(0.333, 1 + this.count)
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "drones") {
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const scale = Math.pow(3, this.count + 1)
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b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * scale
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}
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}
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},
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remove() {
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tech.droneCycleReduction = 1
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tech.droneEnergyReduction = 1
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "drones") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack
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}
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}
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},
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{
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name: "necrophoresis",
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description: "<strong>foam</strong> bubbles grow and split into 3 <strong>copies</strong><br> when the mob they are stuck to <strong>dies</strong>",
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@@ -7209,5 +7245,6 @@
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isBlockExplosion: null,
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superBallDelay: null,
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isBlockExplode: null,
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isOverHeal: null
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isOverHeal: null,
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isDroneRadioactive: null
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}
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