not a full patch, just syncing between my 2 computers
This commit is contained in:
94
js/tech.js
94
js/tech.js
@@ -4669,9 +4669,9 @@ const tech = {
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frequency: 1,
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frequencyDefault: 1,
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allowed() {
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return (tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIceShot && !tech.isRivets && !tech.isFoamShot && !tech.isSporeWorm && !tech.isSporeFlea && !tech.isNeedles) || (tech.haveGunCheck("super balls") && !tech.isFoamBall) || (tech.isRivets && !tech.isNailCrit) || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 3) || (tech.haveGunCheck("drones") && !tech.isForeverDrones && !tech.isDroneRadioactive && !tech.isDroneTeleport)
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return (tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIceShot && !tech.isRivets && !tech.isFoamShot && !tech.isSporeWorm && !tech.isSporeFlea && !tech.isNeedles) || (tech.haveGunCheck("super balls") && !tech.isFoamBall && !tech.isSuperHarm) || (tech.isRivets && !tech.isNailCrit) || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 3) || (tech.haveGunCheck("drones") && !tech.isForeverDrones && !tech.isDroneRadioactive && !tech.isDroneTeleport)
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},
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requires: "shotgun, super balls, rivets, drones, not irradiated drones, burst drones, polyurethane",
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requires: "shotgun, super balls, rivets, drones, not irradiated drones, burst drones, polyurethane, Zectron",
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effect() {
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tech.isIncendiary = true
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},
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@@ -4706,6 +4706,25 @@ const tech = {
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}
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}
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},
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{
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name: "Zectron",
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description: `<strong>+100%</strong> <strong>super ball</strong> density and <strong class='color-d'>damage</strong><br>after colliding with <strong>super balls</strong> <strong>lose</strong> <strong class='color-h'>health</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("super balls") && !tech.isIncendiary
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},
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requires: "super balls not incendiary ammunition",
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effect() {
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tech.isSuperHarm = true
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},
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remove() {
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tech.isSuperHarm = false
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}
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},
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{
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name: "super duper",
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description: `randomly fire <strong>+0</strong>, <strong>+1</strong>, or <strong>+2</strong> extra <strong>super balls</strong><br> `,
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@@ -5016,7 +5035,7 @@ const tech = {
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},
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{
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name: "launch system",
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description: `<strong>+500%</strong> <strong>missile</strong> <strong><em>fire rate</em></strong><br><strong>+20%</strong> missile <strong class='color-ammo'>ammo</strong> per ${powerUps.orb.ammo(1)}`,
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description: `<strong>+500%</strong> <strong>missile</strong> <strong class='color-g'>gun</strong> <strong><em>fire rate</em></strong><br><strong>+20%</strong> missile <strong class='color-ammo'>ammo</strong> per ${powerUps.orb.ammo(1)}`,
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isGunTech: true,
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maxCount: 1,
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count: 0,
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@@ -5607,6 +5626,25 @@ const tech = {
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tech.isSporeGrowth = false
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}
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},
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{
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name: "cordyceps",
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description: "mobs infected by <strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong><br><strong>resurrect</strong> and attack other mobs",
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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("spores")
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},
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requires: "spores",
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effect() {
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tech.isZombieMobs = true
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},
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remove() {
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tech.isZombieMobs = false
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}
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},
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{
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name: "colony",
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description: "<strong>+50%</strong> <strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> discharge<br><strong>40%</strong> chance to discharge something different",
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@@ -6314,28 +6352,18 @@ const tech = {
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ammoBonus: 9,
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effect() {
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tech.isRailGun = 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 === "harpoon") {
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b.guns[i].chooseFireMethod()
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b.guns[i].ammoPack = 5;
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b.guns[i].ammo = b.guns[i].ammo * 6;
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simulation.updateGunHUD();
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break
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}
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}
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b.guns[9].chooseFireMethod()
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b.guns[9].ammoPack = 5;
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b.guns[9].ammo = b.guns[9].ammo * 6;
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simulation.updateGunHUD();
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},
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remove() {
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if (tech.isRailGun) {
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tech.isRailGun = 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 === "harpoon") {
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b.guns[i].chooseFireMethod()
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b.guns[i].ammoPack = 1.7;
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b.guns[i].ammo = Math.ceil(b.guns[i].ammo / 6);
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simulation.updateGunHUD();
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break
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}
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}
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b.guns[9].chooseFireMethod()
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b.guns[9].ammoPack = 1.7;
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b.guns[9].ammo = Math.ceil(b.guns[9].ammo / 6);
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simulation.updateGunHUD();
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}
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}
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},
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@@ -9288,6 +9316,28 @@ const tech = {
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if (this.count) m.look = m.lookDefault
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}
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},
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{
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name: "p-zombie",
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description: "set your <strong class='color-h'>health</strong> to <strong>1</strong><br>all mobs die and <strong>resurrect</strong> as zombies",
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maxCount: 1,
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count: 0,
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frequency: 0,
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isNonRefundable: true,
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isJunk: true,
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allowed() {return true},
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requires: "",
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effect() {
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m.health = 0.01 //set health to 1
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m.displayHealth();
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for (let i = mob.length - 1; i > -1; i--) { //replace mobs with zombies
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if (mob[i].isDropPowerUp && !mob[i].isBoss && mob[i].alive) {
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mob[i].isSoonZombie = true
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mob[i].death()
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}
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}
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},
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remove() {}
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},
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{
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name: "decomposers",
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description: "after they die <strong>mobs</strong> leave behind <strong>spawns</strong><br> ",
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@@ -11256,4 +11306,6 @@ const tech = {
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buffedGun: 0,
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isGunChoice: null,
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railChargeRate: null,
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isSuperHarm: null,
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isZombieMobs: null
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}
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