more orbs in text
replaced tech, field, and gun text with orbs orbs length scale with px->em cleaned up simulation variables text in pause menu some minor tech description changes total tech count no longer includes instant tech or removed tech tech: planned obsolescence - at the start of each level eject your oldest tech and gain 1.1 damage heuristics 1.3 -> between 1 and 1.5 fire rate combinatorial optimization 1.35->1.4 damage difficulty reduction per level 0.85->0.87x damage done 1.23->1.22 damage taken
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24
js/player.js
24
js/player.js
@@ -699,7 +699,7 @@ const m = {
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tech.isDeathAvoidedThisLevel = true
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powerUps.research.changeRerolls(-1)
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simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span><span class='color-symbol'>--</span><br>${powerUps.research.count}`)
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for (let i = 0; i < 16; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "heal", false);
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for (let i = 0; i < 22; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "heal", false);
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m.energy = m.maxEnergy + 0.1
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if (m.immuneCycle < m.cycle + 300) m.immuneCycle = m.cycle + 300 //disable this.immuneCycle bonus seconds
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simulation.wipe = function () { //set wipe to have trails
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@@ -2156,7 +2156,6 @@ const m = {
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m.fieldBlockCD = 10;
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m.fieldDamage = 1
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m.fieldHarmReduction = 1;
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m.lastHit = 0
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m.isSneakAttack = false
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m.duplicateChance = 0
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m.grabPowerUpRange2 = 200000;
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@@ -2890,7 +2889,7 @@ const m = {
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couplingDescription(couple = m.coupling) {
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switch (m.fieldMode) {
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case 0: //field emitter
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return `<strong>all</strong> other <strong class='color-f'>field</strong> effects`
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return `<strong>all</strong> effects`
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case 1: //standing wave
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// return `<span style = 'font-size:95%;'><strong>deflecting</strong> condenses +${couple.toFixed(1)} <strong class='color-s'>ice IX</strong></span>`
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return `+${(couple * 5).toFixed(0)} maximum <strong class='color-f'>energy</strong>`
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@@ -3091,7 +3090,7 @@ const m = {
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},
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{
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name: "perfect diamagnetism",
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description: "<strong>deflecting</strong> does not drain <strong class='color-f'>energy</strong><br><strong>shield</strong> maintains <strong>functionality</strong> while inactive<br><strong>5</strong> <strong class='color-f'>energy</strong> per second",
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description: `<strong>deflecting</strong> does not drain <strong class='color-f'>energy</strong><br><strong>shield</strong> maintains <strong>functionality</strong> while inactive<br><strong>5</strong> <strong class='color-f'>energy</strong> per second`,
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effect: () => {
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m.fieldMeterColor = "#48f" //"#0c5"
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m.eyeFillColor = m.fieldMeterColor
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@@ -3326,7 +3325,7 @@ const m = {
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{
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name: "negative mass",
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//<br>hold <strong class='color-block'>blocks</strong> as if they have a lower <strong>mass</strong>
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description: "use <strong class='color-f'>energy</strong> to nullify <strong style='letter-spacing: 7px;'>gravity</strong><br><strong>0.4x</strong> <strong class='color-defense'>damage taken</strong><br><strong>6</strong> <strong class='color-f'>energy</strong> per second",
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description: `use <strong class='color-f'>energy</strong> to nullify <strong style='letter-spacing: 7px;'>gravity</strong><br><strong>0.4x</strong> <strong class='color-defense'>damage taken</strong><br><strong>6</strong> <strong class='color-f'>energy</strong> per second`,
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fieldDrawRadius: 0,
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effect: () => {
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m.fieldFire = true;
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@@ -3572,7 +3571,7 @@ const m = {
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bullet[bullet.length - 1].force.y += 0.005 + push.y * (Math.random() - 0.5)
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// b.missile({ x: m.pos.x, y: m.pos.y - 40 }, -Math.PI / 2 + 0.5 * (Math.random() - 0.5), 0, 1)
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} else if (simulation.molecularMode === 2) {
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m.energy -= 0.045;
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m.energy -= 0.044;
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b.iceIX(1)
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} else if (simulation.molecularMode === 3) {
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if (tech.isDroneRadioactive) {
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@@ -4091,7 +4090,7 @@ const m = {
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},
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{
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name: "time dilation",
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description: "use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 2px;'>stop time</strong><br><strong>1.2x</strong> movement and <strong><em>fire rate</em></strong><br><strong>12</strong> <strong class='color-f'>energy</strong> per second",
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description: `use <strong class='color-f'>energy</strong> to <strong style='letter-spacing: 2px;'>stop time</strong><br><strong>1.2x</strong> movement and <strong><em>fire rate</em></strong><br><strong>12</strong> <strong class='color-f'>energy</strong> per second`,
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set() {
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// m.fieldMeterColor = "#0fc"
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// m.fieldMeterColor = "#ff0"
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@@ -4290,7 +4289,7 @@ const m = {
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},
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{
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name: "metamaterial cloaking",
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description: "<strong>0.3x</strong> <strong class='color-defense'>damage taken</strong> while <strong class='color-cloaked'>cloaked</strong><br>after <strong class='color-cloaked'>decloaking</strong> <strong>4.5x</strong> <strong class='color-d'>damage</strong> for <strong>2</strong> s<br><strong>6</strong> <strong class='color-f'>energy</strong> per second",
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description: `<strong>0.3x</strong> <strong class='color-defense'>damage taken</strong> while <strong class='color-cloaked'>cloaked</strong><br>after <strong class='color-cloaked'>decloaking</strong> <strong>4.5x</strong> <strong class='color-d'>damage</strong> for <strong>2</strong> s<br><strong>6</strong> <strong class='color-f'>energy</strong> per second`,
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effect: () => {
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m.fieldFire = true;
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m.fieldMeterColor = "#333";
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@@ -4451,10 +4450,7 @@ const m = {
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},
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{
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name: "pilot wave",
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//<br><strong class='color-block'>blocks</strong> can't <strong>collide</strong> with <strong>intangible</strong> mobs
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//field <strong>radius</strong> decreases out of <strong>line of sight</strong>
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//<strong>unlock</strong> <strong class='color-m'>tech</strong> from other <strong class='color-f'>fields</strong>
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description: "use <strong class='color-f'>energy</strong> to guide <strong class='color-block'>blocks</strong><br><strong class='color-m'>tech</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong> have <strong>+3</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong><br><strong>10</strong> <strong class='color-f'>energy</strong> per second",
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description: `use <strong class='color-f'>energy</strong> to guide <strong class='color-block'>blocks</strong><br><div class="circle-grid tech"></div>, <div class="circle-grid gun"></div>, and <div class="circle-grid field"></div> have <strong>+3</strong> <strong class='color-choice'><span>ch</span><span>oi</span><span>ces</span></strong><br><strong>10</strong> <strong class='color-f'>energy</strong> per second`,
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effect: () => {
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m.fieldMeterColor = "#333"
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m.eyeFillColor = m.fieldMeterColor
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@@ -5231,13 +5227,13 @@ const m = {
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},
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{
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name: "grappling hook",
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description: `use <strong class='color-f'>energy</strong> to fire a hook that <strong>pulls</strong> you<br><strong>0.6x</strong> <strong class='color-defense'>damage taken</strong><br><strong>9</strong> <strong class='color-f'>energy</strong> per second`,
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description: `use <strong class='color-f'>energy</strong> to fire a hook that <strong>pulls</strong> you<br><strong>0.5x</strong> <strong class='color-defense'>damage taken</strong><br><strong>9</strong> <strong class='color-f'>energy</strong> per second`,
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effect: () => {
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m.fieldFire = true;
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// m.holdingMassScale = 0.01; //can hold heavier blocks with lower cost to jumping
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// m.fieldMeterColor = "#789"//"#456"
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m.eyeFillColor = m.fieldMeterColor
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m.fieldHarmReduction = 0.6; //40% reduction
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m.fieldHarmReduction = 0.5; //40% reduction
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m.grabPowerUpRange2 = 300000 //m.grabPowerUpRange2 = 200000;
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m.hold = function () {
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