toggle
tech supertemporal - fire your super balls at the same place in space, but delayed in time super ball starts with 3 not 4 balls, but they are is 25% larger, 10% faster, and 25% lower divergence (this makes adding more balls much stronger) gun - super balls has 15% less ammo standing wave harmonics - still has no block cooldown, but now it has a cooldown for how often it can drain energy this should make rapidly blocking drain upto 10x less energy base blocking cost have increased by 25% wormhole gets 10% duplication (was 7%) ice-IX does 15% more damage new level element - toggle(x, y, isLockOn = false) similar to a button but doesn't require a block used on the level highrise can toggle "off and on" or "lock on"
This commit is contained in:
49
js/tech.js
49
js/tech.js
@@ -3643,7 +3643,33 @@
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tech.superBallNumber++
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},
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remove() {
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tech.superBallNumber = 4;
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tech.superBallNumber = 3;
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}
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},
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{
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name: "supertemporal",
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description: "fire <strong>super ball</strong> from the same point in <strong>space</strong><br> but separated by <strong>0.1</strong> seconds in <strong>time</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("super balls") && !tech.oneSuperBall
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},
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requires: "super balls, but not the tech super ball or super duper",
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effect() {
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tech.superBallDelay = 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 === "super balls") b.guns[i].chooseFireMethod()
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}
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},
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remove() {
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if (tech.superBallDelay) {
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tech.superBallDelay = 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 === "super balls") b.guns[i].chooseFireMethod()
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}
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}
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}
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},
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{
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@@ -3654,14 +3680,22 @@
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count: 0,
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frequency: 2,
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allowed() {
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return tech.haveGunCheck("super balls") && tech.superBallNumber === 4
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return tech.haveGunCheck("super balls") && tech.superBallNumber === 3 && !tech.superBallDelay
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},
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requires: "super balls, but not super duper",
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requires: "super balls, but not super duper or super queue",
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effect() {
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tech.oneSuperBall = 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 === "super balls") b.guns[i].chooseFireMethod()
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}
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},
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remove() {
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tech.oneSuperBall = false;
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if (tech.oneSuperBall) {
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tech.oneSuperBall = 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 === "super balls") b.guns[i].chooseFireMethod()
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}
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}
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}
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},
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{
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@@ -4559,12 +4593,12 @@
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requires: "standing wave harmonics",
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effect() {
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tech.harmonics++
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m.fieldShieldingScale = Math.pow(0.6, (tech.harmonics - 2))
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m.fieldShieldingScale = 1.3 * Math.pow(0.6, (tech.harmonics - 2))
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m.harmonicShield = m.harmonicAtomic
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},
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remove() {
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tech.harmonics = 2
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m.fieldShieldingScale = Math.pow(0.6, (tech.harmonics - 2))
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m.fieldShieldingScale = 1.3 * Math.pow(0.6, (tech.harmonics - 2))
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m.harmonicShield = m.harmonic3Phase
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}
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},
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@@ -6893,5 +6927,6 @@
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isFallingDamage: null,
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harmonics: null,
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isStandingWaveExpand: null,
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isBlockExplosion: null
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isBlockExplosion: null,
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superBallDelay: null
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}
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