isotropic radiator

"pressure wave" renamed "phonon"
  tech packet length removed
  most wave beam tech is now compatible with phonon

wave beam tech: isotropic radiator - phonon has shorter range but expands in every direction

drone tech: torque bursts - teleport towards targets and do 30% more collision damage

irradiated drones do 33% more damage, 33% less collisions damage
   5% more ammo, 30% less range, don't lose duration on collisions

pseudoscience only gets 3 free rerolls per tech
This commit is contained in:
landgreen
2021-07-15 06:14:56 -07:00
parent 95adf9fa06
commit f590cfc99e
11 changed files with 324 additions and 296 deletions

View File

@@ -647,7 +647,7 @@
},
{
name: "microstates",
description: "increase <strong class='color-d'>damage</strong> by <strong>6%</strong><br>for every <strong>10</strong> active <strong>bullets</strong>",
description: "increase <strong class='color-d'>damage</strong> by <strong>6%</strong><br>for every <strong>10</strong> active <strong>projectiles</strong>",
maxCount: 1,
count: 0,
frequency: 2,
@@ -665,7 +665,7 @@
},
{
name: "anti-shear topology",
description: "some <strong>bullets</strong> last <strong>30% longer</strong><br><em style = 'font-size: 83%'>drones, spores, missiles, foam, wave, neutron</em>",
description: "some <strong>projectiles</strong> last <strong>30% longer</strong><br><em style = 'font-size: 83%'>drones, spores, missiles, foam, wave, neutron</em>",
// isGunTech: true,
maxCount: 3,
count: 0,
@@ -2802,7 +2802,7 @@
},
{
name: "pseudoscience",
description: "<strong>rerolling</strong> choices no longer costs <strong class='color-r'>research</strong><br>instead it adds <strong>0-4</strong> <strong class='color-j'>JUNK</strong> to the <strong class='color-m'>tech</strong> pool",
description: "<span style = 'font-size:94%;'>when <strong>selecting</strong> a power up, <strong class='color-r'>research</strong> <strong>3</strong> times</span><br>for <strong>free</strong>, but add <strong>0-3</strong> <strong class='color-j'>JUNK</strong> to the <strong class='color-m'>tech</strong> pool",
maxCount: 1,
count: 0,
frequency: 1,
@@ -3883,28 +3883,9 @@
tech.bulletSize = 1;
}
},
{
name: "bound state",
description: "instead of dissipating normally<br>wave packets <strong>reflect</strong> backwards <strong>2</strong> times",
isGunTech: true,
maxCount: 3,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("wave beam") && !tech.isLongitudinal
},
requires: "wave beam",
effect() {
tech.waveReflections += 2
},
remove() {
tech.waveReflections = 1
}
},
{
name: "phase velocity",
description: "wave beam <strong>propagates</strong> faster through solids<br>up by <strong>3000%</strong> in the map and <strong>760%</strong> in <strong class='color-block'>blocks</strong>",
description: "wave beam <strong>propagates</strong> faster through <strong>solids</strong><br>up by <strong>3000%</strong> in the map and <strong>760%</strong> in <strong class='color-block'>blocks</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -3913,7 +3894,7 @@
allowed() {
return tech.haveGunCheck("wave beam") && !tech.isLongitudinal
},
requires: "wave beam",
requires: "wave beam, not phonon",
effect() {
tech.isPhaseVelocity = true;
},
@@ -3922,27 +3903,22 @@
}
},
{
name: "packet length",
description: "wave packet <strong>length</strong> and <strong>duration</strong><br>is increased by <strong>50%</strong>", // description: "holding fire allows the <strong>wave beam</strong> to emits a second <strong>packet</strong><br>at zero ammo cost",
name: "bound state",
description: "wave packets <strong>reflect</strong> backwards <strong>2</strong> times<br><strong>range</strong> is reduced by <strong>25%</strong>",
isGunTech: true,
maxCount: 3,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("wave beam") && !tech.isLongitudinal
return tech.haveGunCheck("wave beam")
},
requires: "wave beam",
effect() {
const scale = 1.5 - 0.025 * this.count
tech.wavePacketLength *= scale
tech.wavePacketFrequency /= scale
tech.waveLengthRange *= Math.sqrt(scale)
tech.waveReflections += 2
},
remove() {
tech.wavePacketFrequency = 0.088 //0.0968 //0.1012 //0.11 //0.088 //shorten wave packet
tech.wavePacketLength = 35 //32.7 //31.3 //28.8 //36 //how many wave packets are released // double this to emit 2 packets
tech.waveLengthRange = 130;
tech.waveReflections = 1
}
},
{
@@ -3968,7 +3944,7 @@
},
{
name: "propagation",
description: "wave packet propagation <strong>speed</strong> is <strong>25%</strong> slower<br>wave <strong class='color-d'>damage</strong> is increased by <strong>50%</strong>",
description: "wave packet propagation <strong>speed</strong> is <strong>20%</strong> slower<br>wave <strong class='color-d'>damage</strong> is increased by <strong>50%</strong>",
isGunTech: true,
maxCount: 9,
count: 0,
@@ -3979,26 +3955,26 @@
},
requires: "wave beam",
effect() {
tech.waveBeamSpeed *= 0.75;
tech.waveBeamDamage += 1.3 * 0.5
tech.waveBeamSpeed *= 0.8;
tech.waveBeamDamage += 1.5 * 0.5 //this sets base wave beam damage, not used by arcs or circles
},
remove() {
tech.waveBeamSpeed = 10;
tech.waveBeamDamage = 1.5 //this sets base wave beam damage
tech.waveBeamDamage = 1.5 //this sets base wave beam damage, not used by arcs or circles
}
},
{
name: "pressure wave", //longitudinal //gravitational wave?
description: "wave beam emits low <strong>frequency</strong>, high <strong class='color-d'>damage</strong><br><strong>expanding arcs</strong> that propagate through solids",
name: "phonon", //longitudinal //gravitational wave?
description: "wave beam emits low <strong>frequency</strong>, high <strong class='color-d'>damage</strong><br><strong>expanding arcs</strong> that propagate through <strong>solids</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 4,
frequencyDefault: 4,
allowed() {
return tech.haveGunCheck("wave beam") && !tech.isPhaseVelocity && tech.waveLengthRange === 130 && tech.waveReflections === 1
return tech.haveGunCheck("wave beam") && !tech.isPhaseVelocity
},
requires: "wave beam, not phase velocity, packet length, bound state",
requires: "wave beam, not phase velocity ",
effect() {
tech.isLongitudinal = true;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
@@ -4026,6 +4002,37 @@
tech.isLongitudinal = false;
}
},
{
name: "isotropic radiator",
description: "<strong>wave beam</strong> expands in <strong>all</strong> directions<br><span style = 'font-size:90%;'><strong>range</strong> reduced <strong>40%</strong> and <strong class='color-d'>damage</strong> increased <strong>50%</strong></span>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 4,
frequencyDefault: 4,
allowed() {
return tech.isLongitudinal
},
requires: "phonon",
effect() {
tech.is360Longitudinal = true;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "wave beam") {
b.guns[i].chooseFireMethod()
break
}
}
},
remove() {
tech.is360Longitudinal = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "wave beam") {
b.guns[i].chooseFireMethod()
break
}
}
}
},
{
name: "cruise missile",
description: "<strong>missiles</strong> travel <strong>63%</strong> slower,<br>but have a <strong>50%</strong> larger <strong class='color-e'>explosive</strong> payload",
@@ -4432,24 +4439,42 @@
}
},
{
name: "irradiated drones",
description: "<strong class='color-p'>irradiate</strong> the space around your <strong>drones</strong><br>reduce <strong class='color-g'>ammo</strong>/<strong class='color-f'>efficiency</strong> by <strong>80%</strong>",
//<br>does <strong class='color-d'>damage</strong>, <strong class='color-harm'>harm</strong>, and drains <strong class='color-f'>energy</strong>
name: "torque bursts",
description: "<strong>drones</strong> rapidly <strong>rush</strong> towards their target<br>increase <strong>drone</strong> collision <strong class='color-d'>damage</strong> by <strong>33%</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.droneCycleReduction === 1 && !tech.isIncendiary && (tech.haveGunCheck("drones") || (m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isSporeField || tech.isMissileField || tech.isIceField)))
return tech.haveGunCheck("drones") && !tech.isDroneRadioactive
},
requires: "drone gun",
effect() {
tech.isDroneTeleport = true
},
remove() {
tech.isDroneTeleport = false
}
},
{
name: "irradiated drones",
description: "<strong class='color-p'>irradiate</strong> the space around your <strong>drones</strong><br>reduce <strong class='color-g'>ammo</strong>/<strong class='color-f'>efficiency</strong> by <strong>75%</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.droneCycleReduction === 1 && !tech.isIncendiary && !tech.isDroneTeleport && (tech.haveGunCheck("drones") || (m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isSporeField || tech.isMissileField || tech.isIceField)))
},
requires: "drone gun, not reduced tolerances or incendiary",
effect() {
tech.isDroneRadioactive = true
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "drones") {
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * 0.2
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 0.2)
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * 0.25
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 0.25)
}
}
},
@@ -4459,7 +4484,7 @@
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "drones") {
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack
b.guns[i].ammo = b.guns[i].ammo * 5
b.guns[i].ammo = b.guns[i].ammo * 4
}
}
}
@@ -4583,7 +4608,7 @@
},
{
name: "electrostatic induction",
description: "<strong>foam</strong> bullets are electrically charged<br>causing <strong>attraction</strong> to nearby <strong>mobs</strong>",
description: "<strong>foam</strong> bubbles are electrically charged<br>causing <strong>attraction</strong> to nearby <strong>mobs</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
@@ -5173,7 +5198,7 @@
m.energy = 0.01;
b.randomBot()
b.randomBot()
// b.randomBot()
b.randomBot()
},
remove() {}
},
@@ -5726,7 +5751,7 @@
},
{
name: "traversable geodesics",
description: "your <strong>bullets</strong> can traverse <strong class='color-worm'>wormholes</strong><br>spawn 2 <strong class='color-g'>guns</strong> and <strong class='color-g'>ammo</strong>",
description: "your <strong>projectiles</strong> can traverse <strong class='color-worm'>wormholes</strong><br>spawn 2 <strong class='color-g'>guns</strong> and <strong class='color-g'>ammo</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
@@ -6299,13 +6324,16 @@
if (
tech.tech[i].count < tech.tech[i].maxCount &&
tech.tech[i].allowed() &&
!tech.tech[i].isJunk
!tech.tech[i].isJunk &&
!tech.tech.isLore
) {
for (let j = 0; j < tech.tech[i].frequency; j++) options.push(i);
options.push(i);
}
}
const index = options[Math.floor(Math.random() * options.length)]
tech.tech[index].frequency = 100
if (options.length) {
const index = options[Math.floor(Math.random() * options.length)]
tech.tech[index].frequency = 100
}
},
remove() {}
},
@@ -7445,10 +7473,8 @@
isMobBlockFling: null,
blockingIce: null,
isPhaseVelocity: null,
wavePacketLength: null,
waveBeamSpeed: null,
wavePacketAmplitude: null,
waveLengthRange: null,
isCollisionRealitySwitch: null,
iceIXOnDeath: null,
wimpCount: null,
@@ -7473,10 +7499,12 @@
laserColor: null,
laserColorAlpha: null,
isLongitudinal: null,
is360Longitudinal: null,
isShotgunReversed: null,
wormDuplicate: null,
isCloakingDamage: null,
harmonicEnergy: null,
isFieldHarmReduction: null,
isFastTime: null
isFastTime: null,
isDroneTeleport: null
}