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:
landgreen
2021-06-15 05:58:28 -07:00
parent a285375e2b
commit fe05a57a13
7 changed files with 311 additions and 143 deletions

View File

@@ -3643,7 +3643,33 @@
tech.superBallNumber++
},
remove() {
tech.superBallNumber = 4;
tech.superBallNumber = 3;
}
},
{
name: "supertemporal",
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>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
allowed() {
return tech.haveGunCheck("super balls") && !tech.oneSuperBall
},
requires: "super balls, but not the tech super ball or super duper",
effect() {
tech.superBallDelay = true
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod()
}
},
remove() {
if (tech.superBallDelay) {
tech.superBallDelay = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod()
}
}
}
},
{
@@ -3654,14 +3680,22 @@
count: 0,
frequency: 2,
allowed() {
return tech.haveGunCheck("super balls") && tech.superBallNumber === 4
return tech.haveGunCheck("super balls") && tech.superBallNumber === 3 && !tech.superBallDelay
},
requires: "super balls, but not super duper",
requires: "super balls, but not super duper or super queue",
effect() {
tech.oneSuperBall = true;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod()
}
},
remove() {
tech.oneSuperBall = false;
if (tech.oneSuperBall) {
tech.oneSuperBall = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod()
}
}
}
},
{
@@ -4559,12 +4593,12 @@
requires: "standing wave harmonics",
effect() {
tech.harmonics++
m.fieldShieldingScale = Math.pow(0.6, (tech.harmonics - 2))
m.fieldShieldingScale = 1.3 * Math.pow(0.6, (tech.harmonics - 2))
m.harmonicShield = m.harmonicAtomic
},
remove() {
tech.harmonics = 2
m.fieldShieldingScale = Math.pow(0.6, (tech.harmonics - 2))
m.fieldShieldingScale = 1.3 * Math.pow(0.6, (tech.harmonics - 2))
m.harmonicShield = m.harmonic3Phase
}
},
@@ -6893,5 +6927,6 @@
isFallingDamage: null,
harmonics: null,
isStandingWaveExpand: null,
isBlockExplosion: null
isBlockExplosion: null,
superBallDelay: null
}