const tech = { totalCount: null, setupAllTech() { for (let i = 0, len = tech.tech.length; i < len; i++) { tech.tech[i].remove(); tech.tech[i].isLost = false tech.tech[i].count = 0 if (tech.tech[i].isJunk) { tech.tech[i].frequency = 0 } else if (tech.tech[i].frequencyDefault) { tech.tech[i].frequency = tech.tech[i].frequencyDefault } else { tech.tech[i].frequency = 2 } } lore.techCount = 0; if (simulation.isCheating) { //simulation.isCommunityMaps || for (let i = 0, len = tech.tech.length; i < len; i++) { if (tech.tech[i].isLore) { tech.tech[i].frequency = 0; tech.tech[i].count = 0; } } } // tech.removeJunkTechFromPool(); // tech.removeLoreTechFromPool(); // tech.addLoreTechToPool(); tech.extraMaxHealth = 0; tech.totalCount = 0; simulation.updateTechHUD(); }, removeTech(index) { if (isNaN(index)) { //find index by name let found = false; for (let i = 0; i < tech.tech.length; i++) { if (index === tech.tech[i].name) { index = i; found = true; break; } } if (!found) return //if name not found don't remove any tech } tech.tech[index].remove(); tech.tech[index].count = 0; simulation.updateTechHUD(); }, // onclick="tech.removeTechPaused(${i}, this)" //add this to tech elements in pause menu // removeTechPaused(index, who) { // tech.tech[index].remove(); // tech.tech[index].count = 0; // simulation.updateTechHUD(); // who.innerHTML = "removed" // // who.style.display = "none" // }, // removeLoreTechFromPool() { // for (let i = tech.tech.length - 1; i > 0; i--) { // if (tech.tech[i].isLore && tech.tech[i].count === 0) tech.tech.splice(i, 1) // } // }, addJunkTechToPool(num = 1) { let options = []; for (let i = 0; i < tech.tech.length; i++) { if (tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].isJunk) options.push(i); } if (options.length) { for (let i = 0; i < num; i++) tech.tech[options[Math.floor(Math.random() * options.length)]].frequency++ } simulation.makeTextLog(`tech.tech.push(${num} JUNK)`) }, removeJunkTechFromPool(num = 1) { for (let j = 0; j < num; j++) { for (let i = 0; i < tech.tech.length; i++) { if (tech.tech[i].isJunk && tech.tech[i].frequency > 0 && tech.tech[i].count < tech.tech[i].maxCount) { tech.tech[i].frequency-- break } } } }, giveTech(index = 'random') { if (index === 'random') { let options = []; for (let i = 0; i < tech.tech.length; i++) { if (tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].allowed() && !tech.tech[i].isJunk && !tech.tech[i].isLore && !tech.tech[i].isBadRandomOption) options.push(i); } // give a random tech from the tech I don't have if (options.length > 0) { let newTech = options[Math.floor(Math.random() * options.length)] tech.giveTech(newTech) simulation.makeTextLog(`tech.giveTech("${tech.tech[newTech].name}") //random tech`); } } else { if (isNaN(index)) { //find index by name let found = false; for (let i = 0; i < tech.tech.length; i++) { if (index === tech.tech[i].name) { index = i; found = true; break; } } if (!found) return //if name not found don't give any tech } if (tech.isMetaAnalysis && tech.tech[index].isJunk) { simulation.makeTextLog(`//tech: meta-analysis replaced junk tech with random tech`); tech.giveTech('random') for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 40 * Math.random(), m.pos.y + 40 * Math.random(), "research"); return } if (tech.tech[index].isLost) tech.tech[index].isLost = false; //give specific tech tech.tech[index].effect(); //give specific tech tech.tech[index].count++ tech.totalCount++ //used in power up randomization simulation.updateTechHUD(); } }, setTechoNonRefundable(name) { for (let i = 0; i < tech.tech.length; i++) { if (tech.tech.name === name) { tech.tech[i].isNonRefundable = true; return } } }, setCheating() { if (!simulation.isCheating) { simulation.isCheating = true; level.levelAnnounce(); lore.techCount = 0; for (let i = 0, len = tech.tech.length; i < len; i++) { if (tech.tech[i].isLore) { tech.tech[i].frequency = 0; tech.tech[i].count = 0; } } sound.tone(250) sound.tone(300) sound.tone(375) } }, haveGunCheck(name) { // if ( // !build.isExperimentSelection && // b.inventory.length > 2 && // name !== b.guns[b.activeGun].name && // Math.random() > 2 - b.inventory.length * 0.5 // ) { // return false // } // for (i = 0, len = b.inventory.length; i < len; i++) { // if (b.guns[b.inventory[i]].name === name) return true // } // return false if (build.isExperimentSelection) { for (i = 0, len = b.inventory.length; i < len; i++) { if (b.guns[b.inventory[i]].name === name) return true } return false } else { return b.inventory.length > 0 && b.guns[b.activeGun].name === name } }, hasExplosiveDamageCheck() { return tech.haveGunCheck("missiles") || tech.isMissileField || tech.missileBotCount > 0 || tech.boomBotCount > 1 || tech.isIncendiary || tech.isPulseLaser || tech.isTokamak || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) }, damageFromTech() { let dmg = 1 //m.fieldDamage if (tech.isCloakingDamage) dmg *= 1.35 if (tech.isFlipFlopDamage && tech.isFlipFlopOn) dmg *= 1.5 if (tech.isAnthropicDamage && tech.isDeathAvoidedThisLevel) dmg *= 2.3703599 if (tech.isDamageAfterKill) dmg *= (m.lastKillCycle + 300 > m.cycle) ? 2 : 0.66 if (m.isSneakAttack && m.cycle > m.lastKillCycle + 240) dmg *= tech.sneakAttackDmg if (tech.isTechDamage) dmg *= 1.9 if (tech.isDupDamage) dmg *= 1 + Math.min(1, tech.duplicationChance()) if (tech.isLowEnergyDamage) dmg *= 1 + Math.max(0, 1 - m.energy) * 0.5 if (tech.isMaxEnergyTech) dmg *= 1.5 if (tech.isEnergyNoAmmo) dmg *= 1.6 if (tech.isDamageForGuns) dmg *= 1 + 0.14 * b.inventory.length if (tech.isLowHealthDmg) dmg *= 1 + 0.5 * Math.max(0, 1 - m.health) if (tech.isHarmDamage && m.lastHarmCycle + 600 > m.cycle) dmg *= 3; if (tech.isEnergyLoss) dmg *= 1.55; if (tech.isAcidDmg && m.health > 1) dmg *= 1.35; if (tech.restDamage > 1 && player.speed < 1) dmg *= tech.restDamage if (tech.isEnergyDamage) dmg *= 1 + m.energy / 11; if (tech.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.005 if (tech.isRerollDamage) dmg *= 1 + 0.037 * powerUps.research.count if (tech.isOneGun && b.inventory.length < 2) dmg *= 1.23 if (tech.isNoFireDamage && m.cycle > m.fireCDcycle + 120) dmg *= 2 if (tech.isSpeedDamage) dmg *= 1 + Math.min(0.66, player.speed * 0.0165) if (tech.isBotDamage) dmg *= 1 + 0.06 * b.totalBots() return dmg * tech.slowFire * tech.aimDamage }, duplicationChance() { return (tech.isPowerUpsVanish ? 0.17 : 0) + (tech.isStimulatedEmission ? 0.2 : 0) + tech.cancelCount * 0.048 + tech.duplicateChance + m.duplicateChance + tech.wormDuplicate + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.5 : 0) }, maxDuplicationEvent() { if (tech.is100Duplicate && tech.duplicationChance() > 0.99) { tech.is100Duplicate = false const range = 550 for (let i = 0, len = 8; i < len; i++) { const angle = 2 * Math.PI * i / len spawn.randomLevelBoss(m.pos.x + range * Math.cos(angle), m.pos.y + range * Math.sin(angle), spawn.nonCollideBossList); } // spawn.randomLevelBoss(m.pos.x + range, m.pos.y, spawn.nonCollideBossList); // spawn.randomLevelBoss(m.pos.x, m.pos.y + range, spawn.nonCollideBossList); // spawn.randomLevelBoss(m.pos.x - range, m.pos.y, spawn.nonCollideBossList); // spawn.randomLevelBoss(m.pos.x, m.pos.y - range, spawn.nonCollideBossList); // spawn.randomLevelBoss(m.pos.x + range, m.pos.y + range, spawn.nonCollideBossList); // spawn.randomLevelBoss(m.pos.x + range, m.pos.y - range, spawn.nonCollideBossList); // spawn.randomLevelBoss(m.pos.x - range, m.pos.y + range, spawn.nonCollideBossList); // spawn.randomLevelBoss(m.pos.x - range, m.pos.y - range, spawn.nonCollideBossList); } }, setTechFrequency(name, frequency) { for (let i = 0, len = tech.tech.length; i < len; i++) { if (tech.tech[i].name === name) tech.tech[i].frequency = frequency } }, setBotTechFrequency(f = 0) { for (let i = 0, len = tech.tech.length; i < len; i++) { if (tech.tech[i].isBotTech) { switch (tech.tech[i].name) { case "dynamo-bot": tech.tech[i].frequency = f break; case "orbital-bot": tech.tech[i].frequency = f break; case "laser-bot": tech.tech[i].frequency = f break; case "boom-bot": tech.tech[i].frequency = f break; case "foam-bot": tech.tech[i].frequency = f break; case "nail-bot": tech.tech[i].frequency = f break; } } } }, tech: [{ name: "integrated armament", description: `increase damage by 23%
your inventory can only hold 1 gun`, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return b.inventory.length === 1 //&& !tech.haveGunCheck("CPT gun") }, requires: "only 1 gun", effect() { tech.isOneGun = true; for (let i = 0; i < tech.tech.length; i++) { if (tech.tech[i].name === "CPT gun") tech.tech[i].description = `adds the CPT gun to your inventory
it rewinds your health, velocity, and position
replaces your current gun
` } }, remove() { tech.isOneGun = false; for (let i = 0; i < tech.tech.length; i++) { if (tech.tech[i].name === "CPT gun") tech.tech[i].description = `adds the CPT gun to your inventory
it rewinds your health, velocity, and position` } } }, { name: "entanglement", nameInfo: "", addNameInfo() { setTimeout(function() { simulation.boldActiveGunHUD(); }, 1000); }, description: "while your first gun is equipped
reduce harm by 13% for each of your guns", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return b.inventory.length > 1 && !tech.isEnergyHealth }, requires: "at least 2 guns, not mass-energy", effect() { tech.isEntanglement = true setTimeout(function() { simulation.boldActiveGunHUD(); }, 1000); }, remove() { tech.isEntanglement = false; } }, { name: "arsenal", description: "increase damage by 14%
for each gun in your inventory", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return b.inventory.length > 0 }, requires: "at least 1 gun", effect() { tech.isDamageForGuns = true; }, remove() { tech.isDamageForGuns = false; } }, { name: "active cooling", description: "18% decreased delay after firing
for each gun in your inventory", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return b.inventory.length > 0 }, requires: "at least 1 gun", effect() { tech.isFireRateForGuns = true; b.setFireCD(); }, remove() { tech.isFireRateForGuns = false; b.setFireCD(); } }, { name: "generalist", description: "spawn 8 guns, but you can't switch guns
guns cycle automatically with each new level", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return (tech.isDamageForGuns || tech.isFireRateForGuns) && b.inventory.length + 5 < b.guns.length }, requires: "arsenal or active cooling and less than 7 guns", effect() { tech.isGunCycle = true; for (let i = 0; i < 8; i++) powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "gun"); }, remove() { if (tech.isGunCycle) { for (let i = 0; i < 8; i++) { if (b.inventory.length) b.removeGun(b.guns[b.inventory[b.inventory.length - 1]].name) //remove your last gun } tech.isGunCycle = false; } } }, { name: "gun sciences", description: "spawn a gun and double the frequency
of finding tech for your guns", maxCount: 1, count: 0, frequency: 1, isNonRefundable: true, // isExperimentHide: true, isBadRandomOption: true, allowed() { return !tech.isSuperDeterminism }, requires: "not superdeterminism", effect() { powerUps.spawn(m.pos.x, m.pos.y, "gun"); // this.count-- for (let i = 0, len = tech.tech.length; i < len; i++) { if (tech.tech[i].isGunTech) tech.tech[i].frequency *= 2 } }, remove() {} }, { name: "ad hoc", description: "for every gun in your inventory spawn a
heal, research, field, ammo, or tech", maxCount: 1, //random power up count: 0, frequency: 1, isNonRefundable: true, // isExperimentHide: true, allowed() { return b.inventory.length > 1 }, requires: "at least 2 guns", effect() { for (let i = 0; i < b.inventory.length; i++) { if (Math.random() < 0.2) { powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "tech"); } else if (Math.random() < 0.25) { powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "field"); } else if (Math.random() < 0.33) { powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "heal"); } else if (Math.random() < 0.5) { powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "ammo"); } else { powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "research"); } } }, remove() {} }, { name: "logistics", description: "ammo power ups give 80% more ammo
but ammo is only added to your current gun", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return !tech.isEnergyNoAmmo }, requires: "not exciton-lattice", effect() { tech.isAmmoForGun = true; }, remove() { tech.isAmmoForGun = false; } }, { name: "supply chain", description: "double your current ammo for all guns", maxCount: 9, count: 0, frequency: 2, frequencyDefault: 2, isNonRefundable: true, isBadRandomOption: true, allowed() { return tech.isAmmoForGun }, requires: "logistics", effect() { for (let i = 0; i < b.guns.length; i++) { if (b.guns[i].have) b.guns[i].ammo = Math.floor(2 * b.guns[i].ammo) } simulation.makeGunHUD(); }, remove() {} }, { name: "catabolism", description: "firing while out of ammo spawns 4 ammo
and reduces your maximum health by 1", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return !tech.isEnergyNoAmmo && !tech.isEnergyHealth }, requires: "exciton-lattice, not mass-energy", effect: () => { tech.isAmmoFromHealth = true; }, remove() { tech.isAmmoFromHealth = false; } }, { name: "desublimated ammunition", description: "use 50% less ammo when crouching", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return true }, requires: "", effect() { tech.isCrouchAmmo = true }, remove() { tech.isCrouchAmmo = false; } }, { name: "gun turret", description: "reduce harm by 55% when crouching", maxCount: 1, count: 0, frequency: 4, frequencyDefault: 4, allowed() { return tech.isCrouchAmmo && !tech.isEnergyHealth }, requires: "desublimated ammunition, not mass-energy", effect() { tech.isTurret = true }, remove() { tech.isTurret = false; } }, { name: "dead reckoning", description: "increase damage by 36% when at rest", maxCount: 9, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return true }, requires: "", effect: () => { tech.restDamage += 0.36 }, remove() { tech.restDamage = 1; } }, { name: "Higgs mechanism", description: "while firing your position is locked
50% decreased delay after firing", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return !m.isShipMode && !tech.isAlwaysFire }, requires: "not ship mode, not automatic", effect: () => { tech.isFireMoveLock = true; b.setFireCD(); b.setFireMethod(); }, remove() { if (tech.isFireMoveLock) { tech.isFireMoveLock = false b.setFireCD(); b.setFireMethod(); } } }, { name: "squirrel-cage rotor", description: "move and jump about 30% faster
take 5% more harm", maxCount: 9, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return true }, requires: "", effect() { // good with melee builds, content skipping builds tech.squirrelFx += 0.25; tech.squirrelJump += 0.1; m.setMovement() }, remove() { tech.squirrelFx = 1; tech.squirrelJump = 1; m.setMovement() } }, { name: "Newton's 1st law", description: "moving at high speeds reduces harm
by up to 66%", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return !tech.isEnergyHealth }, requires: "not mass-energy equivalence", effect() { tech.isSpeedHarm = true //max at speed = 40 }, remove() { tech.isSpeedHarm = false } }, { name: "Newton's 2nd law", description: "moving at high speeds increases damage
by up to 66%", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return true }, requires: "", effect() { tech.isSpeedDamage = true //max at speed = 40 }, remove() { tech.isSpeedDamage = false } }, { name: "kinetic bombardment", description: "increase damage by up to 33%
at a distance of 40 steps from the target", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return true }, requires: "", effect() { tech.isFarAwayDmg = true; //used in mob.damage() }, remove() { tech.isFarAwayDmg = false; } }, { name: "simulated annealing", description: "increase damage by 20%
20% increased delay after firing", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return true }, effect() { tech.slowFire = 1.2 b.setFireCD(); }, remove() { tech.slowFire = 1; b.setFireCD(); } }, { name: "auto-loading heuristics", description: "30% decreased delay after firing", maxCount: 9, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return true }, requires: "", effect() { tech.fireRate *= 0.7 b.setFireCD(); }, remove() { tech.fireRate = 1; b.setFireCD(); } }, { name: "fracture analysis", description: "bullet impacts do 400% damage
to stunned mobs", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isStunField || tech.oneSuperBall || tech.isCloakStun || tech.orbitBotCount > 1 || tech.isExplosionStun }, requires: "a stun effect", effect() { tech.isCrit = true; }, remove() { tech.isCrit = false; } }, { name: "microstates", description: "increase damage by 6%
for every 10 active projectiles", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return true }, requires: "", effect() { tech.isDamageFromBulletCount = true }, remove() { tech.isDamageFromBulletCount = false } }, { name: "anti-shear topology", description: "some projectiles last 30% longer
drones, spores, missiles, foam, wave, neutron", // isGunTech: true, maxCount: 3, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" || tech.haveGunCheck("spores") || tech.haveGunCheck("drones") || tech.haveGunCheck("missiles") || tech.haveGunCheck("foam") || tech.haveGunCheck("wave beam") || tech.isNeutronBomb || tech.isIceField || tech.isIceShot || tech.relayIce || tech.blockingIce > 1 }, requires: "drones, spores, missiles, foam, wave beam, neutron bomb, ice IX", effect() { tech.isBulletsLastLonger += 0.3 }, remove() { tech.isBulletsLastLonger = 1; } }, { name: "radioactive contamination", description: "after a mob or shield dies,
leftover radiation spreads to a nearby mob", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isNailRadiation || tech.isWormholeDamage || tech.isNeutronBomb || tech.isExplodeRadio }, requires: "radiation damage source", effect() { tech.isRadioactive = true }, remove() { tech.isRadioactive = false } }, { name: "water shielding", description: "radioactive effects on you are reduced by 75%
neutron bomb, drones, explosions, slime", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isNeutronBomb || tech.isDroneRadioactive || tech.isExplodeRadio }, requires: "neutron bomb or irradiated drones or iridium-192", effect() { tech.isRadioactiveResistance = true }, remove() { tech.isRadioactiveResistance = false } }, { name: "iridium-192", description: "explosions release gamma radiation
100% more damage, but over 4 seconds", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.explosiveRadius === 1 && !tech.isSmallExplosion && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1 || tech.isTokamak) }, requires: "an explosive damage source, not ammonium nitrate or nitroglycerin", effect: () => { tech.isExplodeRadio = true; //iridium-192 }, remove() { tech.isExplodeRadio = false; } }, { name: "ammonium nitrate", description: "increase explosive damage by 30%
increase explosive radius by 30%", maxCount: 9, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return !tech.isExplodeRadio && tech.hasExplosiveDamageCheck() }, requires: "an explosive damage source, not iridium-192", effect: () => { tech.explosiveRadius += 0.3; }, remove() { tech.explosiveRadius = 1; } }, { name: "nitroglycerin", description: "increase explosive damage by 66%
decrease explosive radius by 33%", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return !tech.isExplodeRadio && tech.hasExplosiveDamageCheck() }, requires: "an explosive damage source, not iridium-192", effect: () => { tech.isSmallExplosion = true; }, remove() { tech.isSmallExplosion = false; } }, { name: "acetone peroxide", description: "increase explosive radius by 80%, but
you take 300% more harm from explosions", maxCount: 1, count: 0, frequency: 2, isBadRandomOption: true, allowed() { return tech.hasExplosiveDamageCheck() }, requires: "an explosive damage source", effect: () => { tech.isExplosionHarm = true; }, remove() { tech.isExplosionHarm = false; } }, { name: "shock wave", description: "explosions stun mobs for 1-2 seconds
decrease explosive damage by 30%", isGunTech: true, maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return !tech.isExplodeRadio && tech.hasExplosiveDamageCheck() }, requires: "an explosive damage source, not iridium-192", effect() { tech.isExplosionStun = true; }, remove() { tech.isExplosionStun = false; } }, { name: "electric reactive armor", // description: "explosions do no harm
while your energy is above 98%", description: "harm from explosions is passively reduced
by 6% for every 10 stored energy", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return !tech.isExplodeRadio && tech.hasExplosiveDamageCheck() }, requires: "an explosive damage source, not iridium-192", effect: () => { tech.isImmuneExplosion = true; }, remove() { tech.isImmuneExplosion = false; } }, { name: "incendiary ammunition", description: "shotgun, super balls, and drones
are loaded with explosives", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return ((m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isDroneTeleport || tech.isDroneRadioactive || tech.isSporeField || tech.isMissileField || tech.isIceField)) || (tech.haveGunCheck("drones") && !tech.isDroneRadioactive && !tech.isDroneTeleport) || tech.haveGunCheck("super balls") || tech.haveGunCheck("shotgun")) && !tech.isNailShot && !tech.isIceShot && !tech.isFoamShot && !tech.isWormShot }, requires: "super balls, basic or slug shotgun, drones, not irradiated drones or burst drones", effect() { tech.isIncendiary = true }, remove() { tech.isIncendiary = false; } }, { name: "fragmentation", description: "some detonations and collisions eject nails
blocks, rail gun, grenades, missiles, shotgun slugs", maxCount: 9, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("missiles") || tech.missileBotCount || tech.haveGunCheck("rail gun") || (tech.haveGunCheck("shotgun") && tech.isSlugShot) || tech.throwChargeRate > 1 }, requires: "grenades, missiles, rail gun, shotgun slugs, or mass driver", effect() { tech.fragments++ }, remove() { tech.fragments = 0 } }, { name: "thermal runaway", description: "mobs explode when they die", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return !tech.sporesOnDeath && !tech.nailsDeathMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.iceIXOnDeath }, requires: "no other mob death tech", effect: () => { tech.isExplodeMob = true; }, remove() { tech.isExplodeMob = false; } }, { name: "impact shear", description: "mobs release a nail when they die
nails target nearby mobs", maxCount: 9, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.iceIXOnDeath }, requires: "no other mob death tech", effect: () => { tech.nailsDeathMob++ }, remove() { tech.nailsDeathMob = 0; } }, { name: "zoospore vector", description: "mobs produce spores when they die
11% chance", maxCount: 9, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return !tech.nailsDeathMob && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.iceIXOnDeath }, requires: "no other mob death tech", effect() { tech.sporesOnDeath += 0.11; if (tech.isSporeWorm) { for (let i = 0; i < 4; i++) b.worm(m.pos) } else { for (let i = 0; i < 8; i++) b.spore(m.pos) } }, remove() { tech.sporesOnDeath = 0; } }, { name: "reaction inhibitor", description: "mobs spawn with 11% less health", maxCount: 3, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return tech.nailsDeathMob || tech.sporesOnDeath || tech.isExplodeMob || tech.botSpawner || tech.isMobBlockFling || tech.iceIXOnDeath }, requires: "any mob death tech", effect: () => { tech.mobSpawnWithHealth *= 0.89 //set all mobs at full health to 0.85 for (let i = 0; i < mob.length; i++) { if (mob.health > tech.mobSpawnWithHealth) mob.health = tech.mobSpawnWithHealth } }, remove() { tech.mobSpawnWithHealth = 1; } }, { name: "decorrelation", description: "reduce harm by 70% after not activating
your gun or field for 2 seconds", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return !tech.isEnergyHealth //((m.fieldUpgrades[m.fieldMode].name === "standing wave harmonics" && (tech.blockingIce !== 0 || tech.blockDmg !== 0)) || b.totalBots() > 1 || tech.haveGunCheck("mine") || tech.haveGunCheck("spores") || m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing") && }, requires: "not mass-energy", effect() { tech.isNoFireDefense = true }, remove() { tech.isNoFireDefense = false } }, { name: "anticorrelation", description: "increase damage by 100%
after not using your gun or field for 2 seconds", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isNoFireDefense }, requires: "decorrelation", effect() { tech.isNoFireDamage = true }, remove() { tech.isNoFireDamage = false } }, { name: "scrap bots", description: "33% chance after killing a mob to build
a scrap bot that operates for 14 seconds", maxCount: 3, count: 0, frequency: 1, frequencyDefault: 1, isBotTech: true, allowed() { return !tech.sporesOnDeath && !tech.nailsDeathMob && !tech.isExplodeMob && !tech.isMobBlockFling && !tech.iceIXOnDeath }, requires: "no other mob death tech", effect() { tech.botSpawner += 0.33; }, remove() { tech.botSpawner = 0; } }, { name: "scrap refit", description: "killing a mob resets your functional scrap bots
to 14 seconds of operation", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, isBotTech: true, allowed() { return tech.botSpawner }, requires: "scrap bots", effect() { tech.isBotSpawnerReset = true; }, remove() { tech.isBotSpawnerReset = false; } }, { name: "nail-bot", description: "a bot fires nails at mobs in line of sight", maxCount: 9, count: 0, frequency: 1, frequencyDefault: 1, isBot: true, isBotTech: true, allowed() { return true }, requires: "", effect() { tech.nailBotCount++; b.nailBot(); }, remove() { if (this.count) { tech.nailBotCount -= this.count; b.clearPermanentBots(); b.respawnBots(); } } }, { name: "nail-bot upgrade", description: "convert all your bots to nail-bots
500% increased nail-bot fire rate", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, isBotTech: true, allowed() { return tech.nailBotCount > 1 && !b.hasBotUpgrade() }, requires: "2 or more nail bots and only 1 bot upgrade", effect() { tech.isNailBotUpgrade = true b.convertBotsTo("nail-bot") for (let i = 0; i < bullet.length; i++) { if (bullet[i].botType === 'nail') bullet[i].isUpgraded = true } tech.setBotTechFrequency() tech.setTechFrequency("nail-bot", 5) }, remove() { if (this.count) { for (let i = 0; i < bullet.length; i++) { if (bullet[i].botType === 'nail') bullet[i].isUpgraded = false } tech.setBotTechFrequency(1) } tech.isNailBotUpgrade = false } }, { name: "foam-bot", description: "a bot fires foam at nearby mobs", maxCount: 9, count: 0, frequency: 1, frequencyDefault: 1, isBot: true, isBotTech: true, allowed() { return true }, requires: "", effect() { tech.foamBotCount++; b.foamBot(); }, remove() { if (this.count) { tech.foamBotCount -= this.count; b.clearPermanentBots(); b.respawnBots(); } } }, { name: "foam-bot upgrade", description: "convert all your bots to foam-bots
250% increased foam size and fire rate", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, isBotTech: true, allowed() { return tech.foamBotCount > 1 && !b.hasBotUpgrade() }, requires: "2 or more foam bots and only 1 bot upgrade", effect() { tech.isFoamBotUpgrade = true b.convertBotsTo("foam-bot") for (let i = 0; i < bullet.length; i++) { if (bullet[i].botType === 'foam') bullet[i].isUpgraded = true } tech.setBotTechFrequency() tech.setTechFrequency("foam-bot", 5) }, remove() { if (this.count) { for (let i = 0; i < bullet.length; i++) { if (bullet[i].botType === 'foam') bullet[i].isUpgraded = false } tech.setBotTechFrequency(1) } tech.isFoamBotUpgrade = false } }, { name: "boom-bot", description: "a bot defends the space around you
ignites an explosion after hitting a mob", maxCount: 9, count: 0, frequency: 1, frequencyDefault: 1, isBot: true, isBotTech: true, allowed() { return true }, requires: "", effect() { tech.boomBotCount++; b.boomBot(); }, remove() { if (this.count) { tech.boomBotCount -= this.count; b.clearPermanentBots(); b.respawnBots(); } } }, { name: "boom-bot upgrade", description: "convert all your bots to boom-bots
250% increased explosion damage and size", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, isBotTech: true, allowed() { return tech.boomBotCount > 1 && !b.hasBotUpgrade() }, requires: "2 or more boom bots and only 1 bot upgrade", effect() { tech.isBoomBotUpgrade = true b.convertBotsTo("boom-bot") for (let i = 0; i < bullet.length; i++) { if (bullet[i].botType === 'boom') bullet[i].isUpgraded = true } tech.setBotTechFrequency() tech.setTechFrequency("boom-bot", 5) }, remove() { if (this.count) { for (let i = 0; i < bullet.length; i++) { if (bullet[i].botType === 'boom') bullet[i].isUpgraded = false } tech.setBotTechFrequency(1) } tech.isBoomBotUpgrade = false } }, { name: "laser-bot", description: "a bot uses energy to emit a laser beam
that targets nearby mobs", maxCount: 9, count: 0, frequency: 1, frequencyDefault: 1, isBot: true, isBotTech: true, allowed() { return m.maxEnergy > 0.5 }, requires: "maximum energy above 50", effect() { tech.laserBotCount++; b.laserBot(); }, remove() { if (this.count) { tech.laserBotCount -= this.count; b.clearPermanentBots(); b.respawnBots(); } } }, { name: "laser-bot upgrade", description: "convert all your bots to laser-bots
75% improved damage, efficiency, and range", // 400% increased laser-bot laser damage", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, isBotTech: true, allowed() { return tech.laserBotCount > 1 && !b.hasBotUpgrade() }, requires: "2 or more laser bots and only 1 bot upgrade", effect() { tech.isLaserBotUpgrade = true b.convertBotsTo("laser-bot") for (let i = 0; i < bullet.length; i++) { if (bullet[i].botType === 'laser') bullet[i].isUpgraded = true } tech.setBotTechFrequency() tech.setTechFrequency("laser-bot", 5) }, remove() { if (this.count) { for (let i = 0; i < bullet.length; i++) { if (bullet[i].botType === 'laser') bullet[i].isUpgraded = false } tech.setBotTechFrequency(1) } tech.isLaserBotUpgrade = false } }, { name: "orbital-bot", description: "a bot is locked in orbit around you
stuns and damages mobs on contact", maxCount: 9, count: 0, frequency: 1, frequencyDefault: 1, isBot: true, isBotTech: true, allowed() { return true }, requires: "", effect() { b.orbitBot(); tech.orbitBotCount++; }, remove() { if (this.count) { tech.orbitBotCount -= this.count; b.clearPermanentBots(); b.respawnBots(); } } }, { name: "orbital-bot upgrade", description: "convert all your bots to orbital-bots
increase damage by 250% and radius by 40%", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, isBotTech: true, allowed() { return tech.orbitBotCount > 1 && !b.hasBotUpgrade() }, requires: "2 or more orbital bots and only 1 bot upgrade", effect() { tech.isOrbitBotUpgrade = true b.convertBotsTo("orbital-bot") const range = 190 + 100 * tech.isOrbitBotUpgrade for (let i = 0; i < bullet.length; i++) { if (bullet[i].botType === 'orbit') { bullet[i].isUpgraded = true bullet[i].range = range bullet[i].orbitalSpeed = Math.sqrt(0.25 / range) } } tech.setBotTechFrequency() tech.setTechFrequency("orbital-bot", 5) }, remove() { if (this.count) { const range = 190 + 100 * tech.isOrbitBotUpgrade for (let i = 0; i < bullet.length; i++) { if (bullet[i].botType === 'orbit') { bullet[i].range = range bullet[i].orbitalSpeed = Math.sqrt(0.25 / range) } } tech.setBotTechFrequency(1) } tech.isOrbitBotUpgrade = false } }, { name: "dynamo-bot", description: "a bot damages mobs while it traces your path
regen 6 energy per second when it's near", maxCount: 9, count: 0, frequency: 1, frequencyDefault: 1, isBot: true, isBotTech: true, allowed() { return true }, requires: "", effect() { tech.dynamoBotCount++; b.dynamoBot(); }, remove() { if (this.count) { tech.dynamoBotCount -= this.count; b.clearPermanentBots(); b.respawnBots(); } } }, { name: "dynamo-bot upgrade", description: "convert your bots to dynamo-bots
increase regen to 16 energy per second", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, isBotTech: true, allowed() { return tech.dynamoBotCount > 1 && !b.hasBotUpgrade() }, requires: "2 or more dynamo bots and only 1 bot upgrade", effect() { tech.isDynamoBotUpgrade = true b.convertBotsTo("dynamo-bot") for (let i = 0; i < bullet.length; i++) { if (bullet[i].botType === 'dynamo') bullet[i].isUpgraded = true } tech.setBotTechFrequency() tech.setTechFrequency("dynamo-bot", 5) }, remove() { if (this.count) { for (let i = 0; i < bullet.length; i++) { if (bullet[i].botType === 'dynamo') bullet[i].isUpgraded = false } tech.setBotTechFrequency(1) } tech.isDynamoBotUpgrade = false } }, { name: "bot fabrication", description: "anytime you collect 4 research
use them to build a random bot", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, isBotTech: true, allowed() { return powerUps.research.count > 3 || build.isExperimentSelection }, requires: "at least 4 research", effect() { tech.isRerollBots = true; powerUps.research.changeRerolls(0) simulation.makeTextLog(`m.research = 0`) }, remove() { tech.isRerollBots = false; } }, { name: "robotics", description: "use 1 research to spawn a random bot
quadruple the frequency of finding bot tech", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, isBotTech: true, allowed() { return (b.totalBots() > 1 && powerUps.research.count > 0) || build.isExperimentSelection }, requires: "at least 2 bots", effect: () => { if (powerUps.research.count > 0) { powerUps.research.changeRerolls(-1) b.randomBot() } for (let i = 0, len = tech.tech.length; i < len; i++) { if (tech.tech[i].isBotTech) tech.tech[i].frequency *= 4 } }, remove() { if (this.count > 0) { for (let i = 0, len = tech.tech.length; i < len; i++) { if (tech.tech[i].isBotTech) tech.tech[i].frequency /= 4 } } } }, { name: "perimeter defense", description: "reduce harm by 7%
for each of your permanent bots", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, isBotTech: true, allowed() { return b.totalBots() > 3 && !tech.isEnergyHealth }, requires: "at least 4 bots", effect() { tech.isBotArmor = true }, remove() { tech.isBotArmor = false } }, { name: "network effect", description: "increase damage by 6%
for each of your permanent bots", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, isBotTech: true, allowed() { return b.totalBots() > 3 }, requires: "at least 4 bots", effect() { tech.isBotDamage = true }, remove() { tech.isBotDamage = false } }, { name: "ersatz bots", description: "double your current permanent bots
remove all of your current guns", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, isBotTech: true, // isNonRefundable: true, isBadRandomOption: true, numberOfGunsLost: 0, allowed() { return b.totalBots() > 3 }, requires: "at least 4 bots", effect() { this.numberOfGunsLost = b.inventory.length b.removeAllGuns(); simulation.makeGunHUD(); //double bots for (let i = 0; i < tech.nailBotCount; i++) b.nailBot(); tech.nailBotCount *= 2 for (let i = 0; i < tech.laserBotCount; i++) b.laserBot(); tech.laserBotCount *= 2 for (let i = 0; i < tech.foamBotCount; i++) b.foamBot(); tech.foamBotCount *= 2 for (let i = 0; i < tech.boomBotCount; i++) b.boomBot(); tech.boomBotCount *= 2 for (let i = 0; i < tech.orbitBotCount; i++) b.orbitBot(); tech.orbitBotCount *= 2 for (let i = 0; i < tech.dynamoBotCount; i++) b.dynamoBot(); tech.dynamoBotCount *= 2 for (let i = 0; i < tech.plasmaBotCount; i++) b.plasmaBot(); tech.plasmaBotCount *= 2 for (let i = 0; i < tech.missileBotCount; i++) b.missileBot(); tech.missileBotCount *= 2 }, remove() { if (this.count) { //return guns for (let i = 0; i < this.numberOfGunsLost; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "gun"); this.numberOfGunsLost = 0; //half all current guns tech.nailBotCount = Math.round(tech.nailBotCount / 2) tech.laserBotCount = Math.round(tech.laserBotCount / 2) tech.foamBotCount = Math.round(tech.foamBotCount / 2) tech.boomBotCount = Math.round(tech.boomBotCount / 2) tech.orbitBotCount = Math.round(tech.orbitBotCount / 2) tech.dynamoBotCount = Math.round(tech.dynamoBotCount / 2) tech.plasmaBotCount = Math.round(tech.plasmaBotCount / 2) tech.missileBotCount = Math.round(tech.missileBotCount / 2) b.clearPermanentBots(); b.respawnBots(); } } }, { name: "mass driver", description: "charge throws more quickly for less energy
increase block collision damage by 200%", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return m.fieldUpgrades[m.fieldMode].name !== "wormhole" }, requires: "not wormhole", effect() { tech.throwChargeRate = 3 }, remove() { tech.throwChargeRate = 1 } }, { name: "inflation", description: "throwing a block expands it by 300%
increase throw charge rate by 200%", maxCount: 1, count: 0, frequency: 3, frequencyDefault: 3, allowed() { return tech.throwChargeRate > 1 && m.fieldUpgrades[m.fieldMode].name === "pilot wave" && !tech.isTokamak }, requires: "mass driver, not pilot wave not tokamak", effect() { tech.isAddBlockMass = true }, remove() { tech.isAddBlockMass = false } }, { name: "restitution", description: "throwing a block makes it very bouncy
increase block collision damage by 150%", maxCount: 1, count: 0, frequency: 3, frequencyDefault: 3, allowed() { return tech.throwChargeRate > 1 && m.fieldUpgrades[m.fieldMode].name === "pilot wave" && !tech.isTokamak }, requires: "mass driver, not pilot wave not tokamak", effect() { tech.isBlockRestitution = true }, remove() { tech.isBlockRestitution = false } }, { name: "flywheel", description: "after a mob dies its block is flung at mobs
increase block collision damage by 150%", maxCount: 1, count: 0, frequency: 3, frequencyDefault: 3, allowed() { return tech.throwChargeRate > 1 && !tech.nailsDeathMob && !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.iceIXOnDeath }, requires: "mass driver, no other mob death tech", effect() { tech.isMobBlockFling = true }, remove() { tech.isMobBlockFling = false } }, // { // name: "fermions", // description: "blocks thrown by you or pilot wave will
collide with intangible mobs, but not you", // maxCount: 1, // count: 0, // frequency: 2, // frequencyDefault: 2, // allowed() { // return (tech.throwChargeRate > 1 || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && !tech.isTokamak // }, // requires: "mass driver or pilot wave, not tokamak", // effect() { // tech.isBlockBullets = true // }, // remove() { // tech.isBlockBullets = false // } // }, { name: "inelastic collision", description: "holding a block reduces harm by 85%
increase block collision damage by 150%", maxCount: 1, count: 0, frequency: 3, frequencyDefault: 3, allowed() { return tech.throwChargeRate > 1 && m.fieldUpgrades[m.fieldMode].name === "pilot wave" && m.fieldUpgrades[m.fieldMode].name !== "wormhole" && !tech.isEnergyHealth }, requires: "mass driver, a field that can hold things, not mass-energy", effect() { tech.isBlockHarm = true }, remove() { tech.isBlockHarm = false } }, { name: "buckling", description: "if a block you threw kills a mob
spawn 1 heal, ammo, or research", maxCount: 1, count: 0, frequency: 3, frequencyDefault: 3, allowed() { return tech.throwChargeRate > 1 && m.fieldUpgrades[m.fieldMode].name === "pilot wave" && !tech.isTokamak }, requires: "mass driver, not pilot wave not tokamak", effect() { tech.isBlockPowerUps = true }, remove() { tech.isBlockPowerUps = false } }, { name: "Pauli exclusion", description: `after receiving harm from a collision become
immune to harm for 1 extra second`, maxCount: 9, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return true }, requires: "", effect() { tech.collisionImmuneCycles += 60; if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles }, remove() { tech.collisionImmuneCycles = 30; } }, { name: "complex spin-statistics", description: `become immune to harm for 1.5 seconds
once every 7 seconds`, maxCount: 3, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return true //tech.collisionImmuneCycles > 30 }, requires: "", effect() { tech.cyclicImmunity += 90; }, remove() { tech.cyclicImmunity = 0; } }, { name: "NOR gate", description: "if flip-flop is in the ON state
take 0 harm from collisions with mobs", maxCount: 1, count: 0, frequency: 4, frequencyDefault: 4, allowed() { return tech.isFlipFlop }, requires: "flip-flop", effect() { tech.isFlipFlopHarm = true //do you have this tech }, remove() { tech.isFlipFlopHarm = false } }, { name: "flip-flop", description: `toggle ON and OFF after a collision
unlock advanced tech that runs if ON`, nameInfo: "", addNameInfo() { setTimeout(function() { if (document.getElementById("tech-flip-flop")) { if (tech.isFlipFlopOn) { document.getElementById("tech-flip-flop").innerHTML = ` = ON` m.eyeFillColor = m.fieldMeterColor //'#5af' } else { document.getElementById("tech-flip-flop").innerHTML = ` = OFF` m.eyeFillColor = "transparent" } } }, 100); }, maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return !tech.isRelay }, requires: "not relay switch", effect() { tech.isFlipFlop = true //do you have this tech? tech.isFlipFlopOn = true //what is the state of flip-Flop? if (!m.isShipMode) { m.draw = m.drawFlipFlop } }, remove() { tech.isFlipFlop = false tech.isFlipFlopOn = false m.eyeFillColor = 'transparent' } }, { name: "relay switch", description: `toggle ON and OFF after picking up a power up
unlock advanced tech that runs if ON`, nameInfo: "", addNameInfo() { setTimeout(function() { if (document.getElementById("tech-switch")) { if (tech.isFlipFlopOn) { document.getElementById("tech-switch").innerHTML = ` = ON` m.eyeFillColor = m.fieldMeterColor //'#5af' } else { document.getElementById("tech-switch").innerHTML = ` = OFF` m.eyeFillColor = "transparent" } } }, 100); }, maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return !tech.isFlipFlop }, requires: "not flip-flop", effect() { tech.isRelay = true //do you have this tech? tech.isFlipFlopOn = true //what is the state of flip-Flop? if (!m.isShipMode) { m.draw = m.drawFlipFlop } }, remove() { tech.isRelay = false tech.isFlipFlopOn = false m.eyeFillColor = 'transparent' } }, { name: "thermocouple", description: "if relay switch is in the ON state
condense 1-9 ice IX crystals every second", maxCount: 9, count: 0, frequency: 4, frequencyDefault: 4, allowed() { return tech.isRelay }, requires: "relay switch", effect() { tech.relayIce++ }, remove() { tech.relayIce = 0 } }, { name: "NAND gate", description: "if in the ON state
do 50% more damage", maxCount: 1, count: 0, frequency: 4, frequencyDefault: 4, allowed() { return tech.isFlipFlop || tech.isRelay }, requires: "ON/OFF tech", effect() { tech.isFlipFlopDamage = true; }, remove() { tech.isFlipFlopDamage = false; } }, { name: "transistor", description: "if ON regen 22 energy per second
if OFF drain 2.2 energy per second", maxCount: 1, count: 0, frequency: 4, frequencyDefault: 4, allowed() { return tech.isFlipFlop || tech.isRelay }, requires: "ON/OFF tech", effect() { tech.isFlipFlopEnergy = true; }, remove() { tech.isFlipFlopEnergy = false; } }, { name: "shift registers", description: "set to the ON state
at the start of a level", maxCount: 1, count: 0, frequency: 4, frequencyDefault: 4, allowed() { return tech.isFlipFlopEnergy || tech.isFlipFlopDamage || tech.isFlipFlopHarm || tech.relayIce }, requires: "2 ON/OFF techs", effect() { tech.isFlipFlopLevelReset = true; }, remove() { tech.isFlipFlopLevelReset = false; } }, { name: "crystallizer", description: "after frozen mobs die they
shatter into ice IX crystals", maxCount: 9, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return (tech.isIceCrystals || tech.isSporeFreeze || tech.isIceField || tech.isIceShot || tech.relayIce || tech.blockingIce > 1) && !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.nailsDeathMob }, requires: "a localized freeze effect, no other mob death tech", effect() { tech.iceIXOnDeath++ }, remove() { tech.iceIXOnDeath = 0 } }, { name: "thermoelectric effect", description: "killing mobs with ice IX
generates 100 energy", maxCount: 9, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isIceField || tech.relayIce || tech.blockingIce || tech.iceIXOnDeath || tech.isIceShot }, requires: "ice IX", effect() { tech.iceEnergy++ }, remove() { tech.iceEnergy = 0; } }, { name: "superfluidity", description: "freeze effects are applied to a small area", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isIceCrystals || tech.isSporeFreeze || tech.isIceField || tech.relayIce || tech.blockingIce > 1 || tech.iceIXOnDeath || tech.isIceShot }, requires: "a localized freeze effect", effect() { tech.isAoESlow = true }, remove() { tech.isAoESlow = false } }, { name: "osmoprotectant", description: `collisions with stunned or frozen mobs
cause you no harm`, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isStunField || tech.isExplosionStun || tech.oneSuperBall || tech.isHarmFreeze || tech.isIceField || tech.relayIce || tech.isIceCrystals || tech.isSporeFreeze || tech.isAoESlow || tech.isFreezeMobs || tech.isCloakStun || tech.orbitBotCount > 1 || tech.isWormholeDamage || tech.blockingIce > 1 || tech.iceIXOnDeath || tech.isIceShot }, requires: "a freezing or stunning effect", effect() { tech.isFreezeHarmImmune = true; }, remove() { tech.isFreezeHarmImmune = false; } }, { name: "liquid cooling", description: `freeze all mobs for 7 seconds
after receiving harm`, maxCount: 1, count: 0, frequency: 3, frequencyDefault: 3, allowed() { return tech.isSlowFPS }, requires: "clock gating", effect() { tech.isHarmFreeze = true; }, remove() { tech.isHarmFreeze = false; } }, { name: "clock gating", description: `slow time by 50% after receiving harm
reduce harm by 20%`, maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return simulation.fpsCapDefault > 45 }, requires: "FPS above 45", effect() { tech.isSlowFPS = true; }, remove() { tech.isSlowFPS = false; } }, { name: "MACHO", description: "a massive but compact object slowly follows you
take 66% less harm inside it's halo", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return !tech.isEnergyHealth }, requires: "not mass-energy", effect: () => { tech.isMACHO = true; //this harm reduction comes from the particle toggling tech.isHarmMACHO spawn.MACHO() }, remove() { tech.isMACHO = false; for (let i = 0, len = mob.length; i < len; i++) { if (mob[i].isMACHO) mob[i].alive = false; } } }, { name: "ablative drones", description: "rebuild your broken parts as drones
chance to occur after receiving harm", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return m.harmReduction() < 1 }, requires: "some harm reduction", effect() { tech.isDroneOnDamage = true; for (let i = 0; i < 4; i++) { b.drone() //spawn drone } }, remove() { tech.isDroneOnDamage = false; } }, { name: "non-Newtonian armor", description: "for 10 seconds after receiving harm
reduce harm by 66%", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return !tech.isEnergyHealth && m.harmReduction() < 1 }, requires: "some harm reduction", effect() { tech.isHarmArmor = true; }, remove() { tech.isHarmArmor = false; } }, { name: "radiative equilibrium", description: "for 10 seconds after receiving harm
increase damage by 200%", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return m.harmReduction() < 1 }, requires: "some harm reduction", effect() { tech.isHarmDamage = true; }, remove() { tech.isHarmDamage = false; } }, { name: "CPT reversal", description: "charge, parity, and time invert to undo harm
rewind (1.5—5) seconds for (66—220) energy", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { //&& (m.fieldUpgrades[m.fieldMode].name !== "nano-scale manufacturing" || m.maxEnergy > 1) return m.maxEnergy > 0.99 && m.fieldUpgrades[m.fieldMode].name !== "standing wave harmonics" && !tech.isEnergyHealth && !tech.isRewindGun }, requires: "not standing wave, mass-energy, max energy reduction, CPT gun", effect() { tech.isRewindAvoidDeath = true; }, remove() { tech.isRewindAvoidDeath = false; } }, { name: "causality bots", description: "when you rewind, build several bots
that protect you for about 9 seconds", maxCount: 3, count: 0, frequency: 2, frequencyDefault: 2, isBotTech: true, allowed() { return tech.isRewindAvoidDeath }, requires: "CPT", effect() { tech.isRewindBot++; }, remove() { tech.isRewindBot = 0; } }, { name: "causality bombs", description: "before you rewind drop several grenades
become immune to harm until they explode", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isRewindAvoidDeath }, requires: "CPT", effect() { tech.isRewindGrenade = true; }, remove() { tech.isRewindGrenade = false; } }, { name: "piezoelectricity", description: "colliding with mobs gives you 2048 energy", //
reduce harm by 15% maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return !tech.isEnergyHealth }, requires: "not mass-energy", effect() { tech.isPiezo = true; m.energy += 20.48; }, remove() { tech.isPiezo = false; } }, { name: "ground state", description: "reduce harm by 66%
you no longer passively regenerate energy", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return (tech.iceEnergy || tech.isWormholeEnergy || tech.isPiezo || tech.isRailEnergyGain || tech.energySiphon || tech.isEnergyRecovery || tech.dynamoBotCount || tech.isFlipFlopEnergy || tech.isTokamak) && tech.energyRegen !== 0.004 && !tech.isEnergyHealth }, requires: "a way to regen extra energy, not time crystals", effect: () => { tech.energyRegen = 0; m.fieldRegen = tech.energyRegen; }, remove() { tech.energyRegen = 0.001; m.fieldRegen = tech.energyRegen; } }, { name: "mass-energy equivalence", description: "energy protects you instead of health
harm reduction effects provide no benefit", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return !tech.isZeno && !tech.isNoHeals && !tech.isPiezo && !tech.isRewindAvoidDeath && !tech.isRewindGun && !tech.isTechDamage && !tech.isMutualism }, requires: "not Zeno, ergodicity, piezoelectricity, CPT, rewind gun, antiscience, mutualism", effect: () => { m.health = 0 document.getElementById("health").style.display = "none" document.getElementById("health-bg").style.display = "none" document.getElementById("dmg").style.backgroundColor = "#0cf"; tech.isEnergyHealth = true; simulation.mobDmgColor = "rgba(14, 190, 235,0.7)" //"#0cf" m.displayHealth(); }, remove() { if (tech.isEnergyHealth) { tech.isEnergyHealth = false; document.getElementById("health").style.display = "inline" document.getElementById("health-bg").style.display = "inline" document.getElementById("dmg").style.backgroundColor = "#f67"; m.health = Math.max(Math.min(m.maxHealth, m.energy), 0.1); simulation.mobDmgColor = "rgba(255,0,0,0.7)" m.displayHealth(); } } }, { name: "1st ionization energy", description: "each heal power up you collect
increases your maximum energy by 6", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isEnergyHealth }, requires: "mass-energy equivalence", effect() { tech.healGiveMaxEnergy = true; //tech.healMaxEnergyBonus given from heal power up powerUps.heal.color = "#0ae" for (let i = 0; i < powerUp.length; i++) { //find active heal power ups and adjust color live if (powerUp[i].name === "heal") powerUp[i].color = powerUps.heal.color } }, remove() { tech.healGiveMaxEnergy = false; // tech.healMaxEnergyBonus = 0 powerUps.heal.color = "#0eb" for (let i = 0; i < powerUp.length; i++) { //find active heal power ups and adjust color live if (powerUp[i].name === "heal") powerUp[i].color = powerUps.heal.color } } }, { name: "inductive coupling", description: "each unused power up at the end of a level
adds 3 maximum energy", // (up to 51 health per level)", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return !tech.isDroneGrab }, requires: "not drone harvester", effect() { tech.isExtraMaxEnergy = true; //tracked by tech.extraMaxHealth }, remove() { tech.isExtraMaxEnergy = false; } }, { name: "transceiver chip", description: "unused power ups at the end of each level
are still activated (selections are random)", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isExtraMaxEnergy }, requires: "inductive coupling", effect() { tech.isEndLevelPowerUp = true; }, remove() { tech.isEndLevelPowerUp = false; } }, { name: "electrolytes", description: "increase damage by 1%
for every 11 stored energy", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return true }, requires: "", effect: () => { tech.isEnergyDamage = true }, remove() { tech.isEnergyDamage = false; } }, { name: "exciton-lattice", description: `increase damage by 60%, but
ammo will no longer spawn`, maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return true }, requires: "", effect() { tech.isEnergyNoAmmo = true; }, remove() { tech.isEnergyNoAmmo = false; } }, { name: "exothermic process", description: "increase damage by 50%
if a mob dies drain energy by 25%", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return true }, requires: "", effect() { tech.isEnergyLoss = true; }, remove() { tech.isEnergyLoss = false; } }, { name: "heat engine", description: `increase damage by 50%, but
reduce maximum energy by 50`, maxCount: 1, count: 0, frequency: 4, frequencyDefault: 4, allowed() { return tech.isEnergyLoss && !tech.isRewindAvoidDeath }, requires: "exothermic process, not CPT", effect() { tech.isMaxEnergyTech = true; m.setMaxEnergy() }, remove() { tech.isMaxEnergyTech = false; m.setMaxEnergy() } }, { name: "Gibbs free energy", description: `increase damage by 5%
for every 10 energy below 100`, maxCount: 1, count: 0, frequency: 4, frequencyDefault: 4, allowed() { return tech.isEnergyLoss && m.maxEnergy < 1.01 }, requires: "exothermic process, not max energy increase", effect() { tech.isLowEnergyDamage = true; }, remove() { tech.isLowEnergyDamage = false; } }, { name: "overcharge", description: "increase your maximum energy by 60
+10 JUNK to the potential tech pool", maxCount: 9, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return true }, requires: "", effect() { tech.bonusEnergy += 0.6 m.setMaxEnergy() tech.addJunkTechToPool(10) }, remove() { tech.bonusEnergy = 0; m.setMaxEnergy() if (this.count > 0) tech.removeJunkTechFromPool(10) } }, { name: "Maxwell's demon", description: "energy above your max decays 92% slower
+18 JUNK to the potential tech pool", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isEnergyRecovery || tech.isPiezo || tech.energySiphon > 0 || tech.isRailEnergyGain || tech.isWormholeEnergy || tech.iceEnergy > 0 || tech.isMassEnergy || tech.isTokamak }, requires: "a source of overfilled energy", effect() { tech.overfillDrain = 0.85 //70% = 1-(1-0.75)/(1-0.15) //92% = 1-(1-0.75)/(1-0.87) tech.addJunkTechToPool(18) }, remove() { tech.overfillDrain = 0.7 if (this.count > 0) tech.removeJunkTechFromPool(18) } }, { name: "energy conservation", description: "6% of damage done recovered as energy", maxCount: 9, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return true }, requires: "", effect() { tech.energySiphon += 0.06; }, remove() { tech.energySiphon = 0; } }, { name: "waste energy recovery", description: "if a mob has died in the last 5 seconds
regen 5% of max energy every second", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return true }, requires: "", effect() { tech.isEnergyRecovery = true; }, remove() { tech.isEnergyRecovery = false; } }, { name: "scrap recycling", description: "if a mob has died in the last 5 seconds
regain 1% of max health every second", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, isHealTech: true, allowed() { return !tech.isEnergyHealth }, requires: "not mass-energy equivalence", effect() { tech.isHealthRecovery = true; }, remove() { tech.isHealthRecovery = false; } }, { name: "dormancy", description: "if a mob has died in the last 5 seconds
increase damage by 99% else decrease it by 33%", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return true }, requires: "", effect() { tech.isDamageAfterKill = true; }, remove() { tech.isDamageAfterKill = false; } }, { name: "torpor", description: "if a mob has died in the last 5 seconds
reduce harm by 66% else increase it by 15%", maxCount: 1, count: 0, frequency: 3, frequencyDefault: 3, allowed() { return tech.isDamageAfterKill && !tech.isEnergyHealth }, requires: "dormancy, not mass-energy", effect() { tech.isHarmReduceAfterKill = true; }, remove() { tech.isHarmReduceAfterKill = false; } }, { name: "Zeno's paradox", description: "reduce harm by 84%, but every 5 seconds
remove 1/10 of your current health", // description: "every 5 seconds remove 1/10 of your health
reduce harm by 90%", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return !tech.isEnergyHealth }, requires: "not mass-energy", effect() { tech.isZeno = true; }, remove() { tech.isZeno = false; } }, { name: "negative feedback", description: "increase damage by 5%
for every 10 health below 100", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return m.health < 0.6 || build.isExperimentSelection }, requires: "health below 60", effect() { tech.isLowHealthDmg = true; //used in mob.damage() }, remove() { tech.isLowHealthDmg = false; } }, { name: "antiscience", description: "increase damage by 90%
lose 11 health when you pick up a tech", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return !tech.isEnergyHealth }, requires: "not mass-energy", effect() { tech.isTechDamage = true; }, remove() { tech.isTechDamage = false; } }, { name: "entropy exchange", description: "heal for 3% of damage done
take 10% more harm", maxCount: 9, count: 0, frequency: 2, frequencyDefault: 2, isHealTech: true, allowed() { return !tech.isEnergyHealth }, requires: "not mass-energy equivalence", effect() { tech.healthDrain += 0.03; }, remove() { tech.healthDrain = 0; } }, { name: "fluoroantimonic acid", description: "increase damage by 35%
when your health is above 100", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return m.maxHealth > 1; }, requires: "health above 100", effect() { tech.isAcidDmg = true; }, remove() { tech.isAcidDmg = false; } }, { name: "tungsten carbide", description: "increase your maximum health by 100
landings that force you to crouch cause harm", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return !tech.isEnergyHealth }, requires: "not mass-energy equivalence", effect() { tech.isFallingDamage = true; m.setMaxHealth(); m.addHealth(1 / simulation.healScale) }, remove() { tech.isFallingDamage = false; m.setMaxHealth(); } }, { name: "quenching", description: "over healing from heal power ups does harm
but it also increase your maximum health", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return !tech.isEnergyHealth && !tech.isNoHeals }, requires: "not mass-energy equivalence, ergodicity", effect() { tech.isOverHeal = true; }, remove() { tech.isOverHeal = false; } }, { name: "negative entropy", description: `at the start of each level
spawn a heal for every 26 missing health`, maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, isHealTech: true, allowed() { return m.health > 0.1 && !tech.isNoHeals }, requires: "has some health, not ergodicity", effect() { tech.isHealLowHealth = true; }, remove() { tech.isHealLowHealth = false; } }, { name: "adiabatic healing", description: "heal power ups are 100% more effective", maxCount: 3, count: 0, frequency: 2, frequencyDefault: 2, isHealTech: true, allowed() { return ((m.health / m.maxHealth) < 0.7 || build.isExperimentSelection) && !tech.isEnergyHealth && !tech.isNoHeals }, requires: "under 70% health, not mass-energy equivalence, ergodicity", effect() { tech.largerHeals++; }, remove() { tech.largerHeals = 1; } }, { name: "maintenance", description: "double the frequency of finding healing tech
spawn 11 heals", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, isNonRefundable: true, isBadRandomOption: true, allowed() { return true }, requires: "", effect() { for (let i = 0; i < 11; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "heal"); for (let i = 0, len = tech.tech.length; i < len; i++) { if (tech.tech[i].isHealTech) tech.tech[i].frequency *= 2 } }, remove() {} }, { name: "anthropic principle", nameInfo: "", addNameInfo() { setTimeout(function() { powerUps.research.changeRerolls(0) }, 1000); }, description: "once per level, instead of dying
consume 1 research and spawn 6 heals", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, isHealTech: true, allowed() { return powerUps.research.count > 0 || build.isExperimentSelection }, requires: "at least 1 research", effect() { tech.isDeathAvoid = true; tech.isDeathAvoidedThisLevel = false; setTimeout(function() { powerUps.research.changeRerolls(0) }, 1000); }, remove() { tech.isDeathAvoid = false; } }, { name: "weak anthropic principle", description: "after anthropic principle prevents your death
add 50% duplication chance for that level", maxCount: 1, count: 0, frequency: 3, frequencyDefault: 3, allowed() { return tech.isDeathAvoid && tech.duplicationChance() < 0.66 }, requires: "anthropic principle, below 66% duplication chance", effect() { tech.isAnthropicTech = true powerUps.setDo(); //needed after adjusting duplication chance }, remove() { tech.isAnthropicTech = false powerUps.setDo(); //needed after adjusting duplication chance } }, { name: "strong anthropic principle", description: "after anthropic principle prevents your death
increase damage by 137.03599% for that level", maxCount: 1, count: 0, frequency: 3, frequencyDefault: 3, allowed() { return tech.isDeathAvoid }, requires: "anthropic principle", effect() { tech.isAnthropicDamage = true }, remove() { tech.isAnthropicDamage = false } }, { name: "quantum immortality", description: "reduce harm by 33%
after dying, continue in an alternate reality", maxCount: 1, count: 0, frequency: 3, frequencyDefault: 3, allowed() { return tech.isDeathAvoid }, requires: "anthropic principle", effect() { tech.isImmortal = true; }, remove() { tech.isImmortal = false; } }, { name: "non-unitary operator", description: "reduce combat difficulty by 2 levels, but
after a collision enter an alternate reality", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return !tech.isResearchReality && !tech.isSwitchReality }, requires: "Ψ(t) collapse, many-worlds", effect() { tech.isCollisionRealitySwitch = true; level.difficultyDecrease(simulation.difficultyMode * 2) }, remove() { tech.isCollisionRealitySwitch = false; if (this.count > 0) { level.difficultyIncrease(simulation.difficultyMode * 2) } } }, { name: "many-worlds", // description: "each level is an alternate reality, where you
find a tech at the start of each level", description: "on each new level use 1 research to enter an
alternate reality and spawn a tech power up", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return !tech.isResearchReality && !tech.isCollisionRealitySwitch }, requires: "not Ψ(t) collapse, non-unitary", effect() { tech.isSwitchReality = true; }, remove() { tech.isSwitchReality = false; } }, { name: "Ψ(t) collapse", description: "enter an alternate reality after you research
spawn 16 research", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return !tech.isSwitchReality && !tech.isCollisionRealitySwitch && !tech.isJunkResearch }, requires: "many-worlds, non-unitary, not pseudoscience", effect() { tech.isResearchReality = true; for (let i = 0; i < 16; i++) powerUps.spawn(m.pos.x + Math.random() * 60, m.pos.y + Math.random() * 60, "research", false); }, remove() { tech.isResearchReality = false; } }, { name: "decoherence", description: "researched or canceled tech won't reoccur
spawn 9 research", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return (powerUps.research.count > 2 || build.isExperimentSelection) && !tech.isDeterminism }, requires: "not determinism, at least 3 research", effect() { tech.isBanish = true for (let i = 0; i < 9; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false); }, remove() { if (tech.isBanish) { tech.isBanish = false powerUps.tech.banishLog = [] //reset banish log powerUps.research.changeRerolls(-10) } } }, { name: "renormalization", description: "using a research for any purpose
has a 40% chance to spawn a research", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return (powerUps.research.count > 2 || build.isExperimentSelection) && !tech.isSuperDeterminism }, requires: "at least 3 research and not superdeterminism", effect() { tech.renormalization = true; }, remove() { tech.renormalization = false; } }, { name: "perturbation theory", description: "66% decreased delay after firing
when you have no research in your inventory", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return powerUps.research.count === 0 }, requires: "no research", effect() { tech.isRerollHaste = true; tech.researchHaste = 0.33; b.setFireCD(); }, remove() { tech.isRerollHaste = false; tech.researchHaste = 1; b.setFireCD(); } }, { name: "ansatz", description: "after choosing a field, tech, or gun
if you have no research spawn 2", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return powerUps.research.count === 0 && !tech.isSuperDeterminism && !tech.isRerollHaste && !tech.isResearchReality }, requires: "no research, not superdeterminism, Ψ(t) collapse, perturbation theory", effect: () => { tech.isAnsatz = true; }, remove() { tech.isAnsatz = false; } }, { name: "Bayesian statistics", description: "increase damage by 3.7%
for each research in your inventory", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return powerUps.research.count > 4 || build.isExperimentSelection }, requires: "at least 5 research", effect() { tech.isRerollDamage = true; }, remove() { tech.isRerollDamage = false; } }, { name: "pseudoscience", description: "when selecting a power up, research 3 times
for free, but add 0-3 JUNK to the tech pool", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return !tech.isResearchReality //tech.isResearchBoss || tech.isMetaAnalysis || tech.isRerollBots || tech.isDeathAvoid || tech.isRerollDamage || build.isExperimentSelection }, requires: "not Ψ(t) collapse", //"abiogenesis, meta-analysis, bot fabrication, anthropic principle, or Bayesian statistics, not Ψ(t) collapse", effect() { tech.isJunkResearch = true; }, remove() { tech.isJunkResearch = false; } }, { name: "Born rule", description: "remove all current tech
spawn new tech to replace them", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, isNonRefundable: true, isBadRandomOption: true, allowed() { return (tech.totalCount > 6) }, requires: "more than 6 tech", effect: () => { //remove active bullets //to get rid of bots for (let i = 0; i < bullet.length; ++i) Matter.Composite.remove(engine.world, bullet[i]); bullet = []; let count = 1 //count tech for (let i = 0, len = tech.tech.length; i < len; i++) { // spawn new tech power ups if (!tech.tech[i].isNonRefundable) count += tech.tech[i].count } if (tech.isDeterminism) count -= 4 //remove the bonus tech if (tech.isSuperDeterminism) count -= 4 //remove the bonus tech tech.setupAllTech(); // remove all tech if (simulation.isCheating) tech.setCheating(); lore.techCount = 0; // tech.addLoreTechToPool(); for (let i = 0; i < count; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "tech"); // spawn new tech power ups //have state is checked in m.death() }, remove() {} }, { name: "abiogenesis", description: "at the start of a level spawn a 2nd boss for
4 research or +49 JUNK to the tech pool", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return (build.isExperimentSelection || powerUps.research.count > 3) && !tech.isDuplicateBoss }, requires: "at least 4 research and not parthenogenesis", effect() { tech.isResearchBoss = true; //abiogenesis }, remove() { tech.isResearchBoss = false; } }, { name: "bubble fusion", description: "after destroying a mob's natural shield
spawn 1-2 heals, ammo, or research", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return true }, requires: "", effect() { tech.isShieldAmmo = true; }, remove() { tech.isShieldAmmo = false; } }, { name: "meta-analysis", description: "if you choose a JUNK tech you instead get a
random normal tech and 5 research", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return tech.duplicateChance }, requires: "replication", effect() { tech.isMetaAnalysis = true }, remove() { tech.isMetaAnalysis = false } }, { name: "replication", description: "10% chance to duplicate spawned power ups
+30 JUNK to the potential tech pool", maxCount: 9, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return tech.duplicationChance() < 1 }, requires: "below 100% duplication chance", effect() { tech.duplicateChance += 0.1 powerUps.setDo(); //needed after adjusting duplication chance tech.addJunkTechToPool(30) }, remove() { tech.duplicateChance = 0 powerUps.setDo(); //needed after adjusting duplication chance if (this.count > 1) tech.removeJunkTechFromPool(30) } }, { name: "stimulated emission", description: "20% chance to duplicate spawned power ups
but, after a collision eject 1 tech", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return tech.duplicationChance() < 1 }, requires: "below 100% duplication chance", effect: () => { tech.isStimulatedEmission = true powerUps.setDo(); //needed after adjusting duplication chance }, remove() { tech.isStimulatedEmission = false powerUps.setDo(); //needed after adjusting duplication chance } }, { name: "metastability", description: "17% chance to duplicate spawned power ups
duplicates explode with a 3 second half-life ", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return tech.duplicationChance() < 1 }, requires: "below 100% duplication chance", effect: () => { tech.isPowerUpsVanish = true powerUps.setDo(); //needed after adjusting duplication chance }, remove() { tech.isPowerUpsVanish = false powerUps.setDo(); //needed after adjusting duplication chance } }, { name: "futures exchange", description: "clicking × to cancel a field, tech, or gun
adds 4.8% power up duplication chance", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return tech.duplicationChance() < 1 && !tech.isDeterminism }, requires: "below 100% duplication chance, not determinism", effect() { // tech.cancelCount = 0 tech.isCancelDuplication = true powerUps.setDo(); //needed after adjusting duplication chance }, remove() { // tech.cancelCount = 0 tech.isCancelDuplication = false powerUps.setDo(); //needed after adjusting duplication chance } }, { name: "commodities exchange", description: "clicking × to cancel a field, tech, or gun
spawns 9 heals, ammo, and research", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return !tech.isDeterminism }, requires: "not determinism", effect() { tech.isCancelRerolls = true }, remove() { tech.isCancelRerolls = false } }, { name: "correlated damage", description: "your chance to duplicate power ups
increases your damage by the same percent", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.duplicationChance() > 0.15 }, requires: "duplication chance > 15%", effect() { tech.isDupDamage = true; }, remove() { tech.isDupDamage = false; } }, { name: "parthenogenesis", description: "levels have a chance to spawn a 2nd boss
equal to double your duplication chance", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.duplicationChance() > 0 && !tech.isResearchBoss }, requires: "some duplication chance, not abiogenesis", effect() { tech.isDuplicateBoss = true; }, remove() { tech.isDuplicateBoss = false; } }, { name: "apomixis", description: "after reaching 100% duplication chance
immediately spawn 8 bosses", maxCount: 1, count: 0, frequency: 4, frequencyDefault: 4, allowed() { return tech.duplicationChance() > 0.6 }, requires: "duplication chance above 60%", effect() { tech.is100Duplicate = true; tech.maxDuplicationEvent() }, remove() { tech.is100Duplicate = false; } }, { name: "exchange symmetry", description: "convert 1 random tech into 3 new guns
recursive tech lose all stacks", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, isNonRefundable: true, isBadRandomOption: true, allowed() { return (tech.totalCount > 3) && !tech.isSuperDeterminism }, requires: "at least 4 tech, not superdeterminism", effect: () => { const have = [] //find which tech you have for (let i = 0; i < tech.tech.length; i++) { if (tech.tech[i].count > 0) have.push(i) } const choose = have[Math.floor(Math.random() * have.length)] simulation.makeTextLog(`tech.remove("${tech.tech[choose].name}")`) for (let i = 0; i < tech.tech[choose].count; i++) { powerUps.spawn(m.pos.x, m.pos.y, "gun"); } powerUps.spawn(m.pos.x, m.pos.y, "gun"); powerUps.spawn(m.pos.x, m.pos.y, "gun"); tech.tech[choose].count = 0; tech.tech[choose].remove(); // remove a random tech form the list of tech you have tech.tech[choose].isLost = true simulation.updateTechHUD(); }, remove() {} }, { name: "monte carlo experiment", description: "spawn 2 tech
remove 1 random tech", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, isNonRefundable: true, isBadRandomOption: true, allowed() { return (tech.totalCount > 3) && !tech.isSuperDeterminism && tech.duplicationChance() > 0 }, requires: "at least 4 tech, a chance to duplicate power ups, not superdeterminism", effect: () => { const removeTotal = powerUps.removeRandomTech() for (let i = 0; i < removeTotal + 1; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "tech"); }, remove() {} }, { name: "strange attractor", description: `use 2 research to spawn 1 tech
with double your duplication chance`, maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, isNonRefundable: true, isBadRandomOption: true, allowed() { return !tech.isSuperDeterminism && tech.duplicationChance() > 0 && powerUps.research.count > 1 }, requires: "at least 2 research, not super determinism", effect: () => { powerUps.research.changeRerolls(-2) simulation.makeTextLog(`m.research -= 2
${powerUps.research.count}`) const chanceStore = tech.duplicateChance tech.duplicateChance = (tech.isStimulatedEmission ? 0.2 : 0) + tech.cancelCount * 0.045 + m.duplicateChance + tech.duplicateChance * 2 //increase duplication chance to simulate doubling all 3 sources of duplication chance powerUps.spawn(m.pos.x, m.pos.y, "tech"); tech.duplicateChance = chanceStore }, remove() {} }, { name: "vector fields", description: "double the frequency of finding field tech
spawn a field", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, isNonRefundable: true, isBadRandomOption: true, allowed() { return !tech.isSuperDeterminism }, requires: "not superdeterminism", effect() { powerUps.spawn(m.pos.x, m.pos.y, "field"); for (let i = 0, len = tech.tech.length; i < len; i++) { if (tech.tech[i].isFieldTech) tech.tech[i].frequency *= 2 } }, remove() { // if (this.count > 1) { // for (let i = 0, len = tech.tech.length; i < len; i++) { // if (tech.tech[i].isFieldTech) tech.tech[i].frequency /= 2 // } // } } }, { name: "reinforcement learning", description: "increase the frequency of finding copies of
recursive tech you already have by 1000%", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return tech.totalCount > 9 }, requires: "at least 10 tech", effect: () => { for (let i = 0, len = tech.tech.length; i < len; i++) { if (tech.tech[i].count > 0) tech.tech[i].frequency *= 10 } }, remove() { for (let i = 0, len = tech.tech.length; i < len; i++) { if (tech.tech[i].count > 0 && tech.tech[i].frequency > 1) tech.tech[i].frequency /= 10 } } }, { name: "backward induction", description: "use 2 research to choose all the unchosen
tech from your previous tech selection", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, isNonRefundable: true, isBadRandomOption: true, allowed() { return powerUps.tech.choiceLog.length > 10 && !tech.isDeterminism && powerUps.research.count > 1 }, requires: "rejected an option in the last tech selection, at least 2 research, not determinism", effect: () => { powerUps.research.changeRerolls(-2) let num = 3 if (tech.isExtraChoice) num = 5 if (tech.isDeterminism) num = 1 for (let i = 0; i < num; i++) { const index = powerUps.tech.choiceLog[powerUps.tech.choiceLog.length - i - 1] if (index !== powerUps.lastTechIndex && tech.tech[index].count < tech.tech[index].maxCount && tech.tech[index].allowed() && tech.tech[index].name !== "backward induction") { tech.giveTech(index) simulation.makeTextLog(`tech.giveTech("${tech.tech[index].name}") //backward induction`); } } }, remove() {} }, { name: "unified field theory", description: `spawn 6 research, and when paused
clicking the field box switches your field`, // description: `in the pause menu, change your field
by clicking on your field's box`, maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return !tech.isSuperDeterminism }, requires: "not superdeterminism", effect() { tech.isGunSwitchField = true; for (let i = 0; i < 6; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false); }, remove() { if (tech.isGunSwitchField) { tech.isGunSwitchField = false; powerUps.research.changeRerolls(-6) } } }, { name: "cross disciplinary", description: "tech have an extra field or gun choice", //
+7 JUNK to the potential tech pool //
spawn 2 research maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return !tech.isDeterminism }, requires: "not determinism", effect: () => { tech.isExtraGunField = true; // for (let i = 0; i < 2; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false); }, remove() { tech.isExtraGunField = false; // if (this.count > 0) powerUps.research.changeRerolls(-2) } }, { name: "emergence", description: "tech, fields, and guns have 5 choices
+5 JUNK to the potential tech pool", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return !tech.isDeterminism }, requires: "not determinism", effect: () => { tech.isExtraChoice = true; tech.addJunkTechToPool(5) }, remove() { tech.isExtraChoice = false; if (this.count > 0) tech.removeJunkTechFromPool(5) } }, { name: "determinism", description: "spawn 5 tech, but you have no cancel
and 1 choice for tech, fields, and guns", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, isBadRandomOption: true, allowed() { return !tech.isExtraChoice && !tech.isCancelDuplication && !tech.isCancelRerolls }, requires: "not emergence, not futures or commodities exchanges", effect: () => { tech.isDeterminism = true; //if you change the number spawned also change it in Born rule for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "tech"); }, remove() { if (tech.isDeterminism) { tech.isDeterminism = false; for (let i = 0; i < 5; i++) powerUps.removeRandomTech() } } }, { name: "superdeterminism", description: "spawn 5 tech
research, guns, and fields no longer spawn", maxCount: 1, count: 0, frequency: 8, frequencyDefault: 8, isBadRandomOption: true, allowed() { return tech.isDeterminism && !tech.isAnsatz && !tech.isGunSwitchField }, requires: "determinism, not unified field theory, not ansatz", effect: () => { tech.isSuperDeterminism = true; //if you change the number spawned also change it in Born rule for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "tech"); }, remove() { tech.isSuperDeterminism = false; for (let i = 0; i < 5; i++) powerUps.removeRandomTech() } }, { name: "dark patterns", description: "reduce combat difficulty by 1 level
+31 JUNK to the potential tech pool", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return level.onLevel < 8 && level.onLevel > 0 }, requires: "on levels 1 through 7", effect() { level.difficultyDecrease(simulation.difficultyMode) // simulation.difficulty-= simulation.makeTextLog(`level.difficultyDecrease(simulation.difficultyMode)`) tech.addJunkTechToPool(31) // for (let i = 0; i < tech.junk.length; i++) tech.tech.push(tech.junk[i]) }, remove() { if (this.count > 0) { tech.removeJunkTechFromPool(31) level.difficultyIncrease(simulation.difficultyMode) } } }, { name: "ergodicity", description: "reduce combat difficulty by 2 levels
heal power ups have no effect", maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return level.onLevel > 1 && !tech.isEnergyHealth }, requires: "past levels 1, not mass-energy", effect() { tech.isNoHeals = true; level.difficultyDecrease(simulation.difficultyMode * 2) simulation.makeTextLog(`level.difficultyDecrease(simulation.difficultyMode * 2)`) powerUps.heal.color = "#abb" for (let i = 0; i < powerUp.length; i++) { //find active heal power ups and adjust color live if (powerUp[i].name === "heal") powerUp[i].color = powerUps.heal.color } }, remove() { if (tech.isNoHeals) { powerUps.heal.color = "#0eb" for (let i = 0; i < powerUp.length; i++) { //find active heal power ups and adjust color live if (powerUp[i].name === "heal") powerUp[i].color = powerUps.heal.color } } tech.isNoHeals = false; if (this.count > 0) level.difficultyIncrease(simulation.difficultyMode * 2) } }, //************************************************** //************************************************** gun //************************************************** tech //************************************************** { name: "CPT gun", description: `adds the CPT gun to your inventory
it rewinds your health, velocity, and position`, isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return (b.totalBots() > 3 || m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" || m.fieldUpgrades[m.fieldMode].name === "plasma torch" || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && !tech.isEnergyHealth && !tech.isRewindAvoidDeath //build.isExperimentSelection || }, requires: "bots > 3, plasma torch, nano-scale, pilot wave, not mass-energy equivalence, CPT", effect() { tech.isRewindGun = true b.guns.push(b.gunRewind) b.giveGuns("CPT gun"); }, remove() { if (tech.isRewindGun) { b.removeGun("CPT gun", true) // for (let i = 0; i < b.guns.length; i++) { // if (b.guns[i].name === "CPT gun") { // b.guns[i].have = false // for (let j = 0; j < b.inventory.length; j++) { // if (b.inventory[j] === i) { // b.inventory.splice(j, 1) // break // } // } // if (b.inventory.length) { // b.activeGun = b.inventory[0]; // } else { // b.activeGun = null; // } // simulation.makeGunHUD(); // b.guns.splice(i, 1) //also remove CPT gun from gun pool array // break // } // } tech.isRewindGun = false } } }, { name: "needle gun", description: "nail gun fires 3 mob piercing needles
requires 3 times more ammo", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("nail gun") && !tech.nailInstantFireRate && !tech.isIceCrystals && !tech.isRivets }, requires: "nail gun, not ice crystal, rivets, or pneumatic actuator", effect() { tech.isNeedles = true for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "nail gun") { b.guns[i].ammo = Math.ceil(b.guns[i].ammo / 3); b.guns[i].ammoPack = Math.ceil(b.guns[i].defaultAmmoPack / 3); b.guns[i].chooseFireMethod() simulation.updateGunHUD(); break } } }, remove() { if (tech.isNeedles) { tech.isNeedles = false for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "nail gun") { b.guns[i].chooseFireMethod() b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 3); b.guns[i].ammoPack = b.guns[i].defaultAmmoPack; simulation.updateGunHUD(); break } } } } }, { name: "ceramic needles", description: `needles pierce shields
directly damaging shielded mobs`, isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return (tech.isNeedles || tech.isNeedleShot) && !tech.isNailRadiation }, requires: "needle gun, needle-shot, not irradiated nails", effect() { tech.isNeedleShieldPierce = true }, remove() { tech.isNeedleShieldPierce = false } }, { name: "rivet gun", description: "nail gun slowly fires a heavy rivet", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("nail gun") && !tech.nailInstantFireRate && !tech.isIceCrystals && !tech.isNeedles }, requires: "nail gun, not ice crystal, needles, or pneumatic actuator", effect() { tech.isRivets = true for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "nail gun") { b.guns[i].chooseFireMethod() break } } }, remove() { if (tech.isRivets) { tech.isRivets = false for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "nail gun") { b.guns[i].chooseFireMethod() break } } } } }, { name: "rivet diameter", description: `rivets are 20% larger
increases mass and physical damage`, isGunTech: true, maxCount: 9, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isRivets }, requires: "rivet gun", effect() { tech.rivetSize += 0.2 }, remove() { tech.rivetSize = 1; } }, { name: "ice crystal nucleation", description: "the nail gun uses energy to condense
unlimited freezing ice shards", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("nail gun") && !tech.isRivets && !tech.isNeedles // && !tech.isNailRadiation && !tech.isNailCrit }, requires: "nail gun, not rivets, needles", effect() { tech.isIceCrystals = true; for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "nail gun") { b.guns[i].ammoPack = Infinity b.guns[i].recordedAmmo = b.guns[i].ammo b.guns[i].ammo = Infinity simulation.updateGunHUD(); break; } } }, remove() { if (tech.isIceCrystals) { tech.isIceCrystals = false; for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "nail gun") { b.guns[i].ammoPack = b.guns[i].defaultAmmoPack; if (b.guns[i].recordedAmmo) b.guns[i].ammo = b.guns[i].recordedAmmo simulation.updateGunHUD(); break; } } } } }, { name: "pneumatic actuator", description: "nail gun takes no time to ramp up
to it's shortest delay after firing", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("nail gun") && !tech.isRivets && !tech.isNeedles }, requires: "nail gun, not rivets or needles", effect() { tech.nailInstantFireRate = true for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod() } }, remove() { if (tech.nailInstantFireRate) { tech.nailInstantFireRate = false for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod() } } } }, // { // name: "powder-actuated", // description: "nail gun takes no time to ramp up
nails have a 30% faster muzzle speed", // isGunTech: true, // maxCount: 1, // count: 0, // frequency: 2, // frequencyDefault: 2, // allowed() { // return tech.haveGunCheck("nail gun") && tech.nailFireRate && !tech.isIceCrystals // }, // requires: "nail gun and pneumatic actuator not ice crystal nucleation", // effect() { // tech.nailInstantFireRate = true // for (i = 0, len = b.guns.length; i < len; i++) { //find which gun // if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod() // } // }, // remove() { // if (tech.nailInstantFireRate) { // tech.nailInstantFireRate = false // for (i = 0, len = b.guns.length; i < len; i++) { //find which gun // if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod() // } // } // } // }, { name: "supercritical fission", description: "nails, needles, and rivets can explode
if they strike mobs near their center", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return (tech.isNailShot || tech.isNeedleShot || tech.nailBotCount > 1 || tech.haveGunCheck("nail gun")) }, requires: "nails", effect() { tech.isNailCrit = true }, remove() { tech.isNailCrit = false } }, { name: "irradiated nails", description: "nails, needles, and rivets are radioactive
about 90% more damage over 2 seconds", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isMineDrop + tech.nailBotCount + tech.fragments + tech.nailsDeathMob / 2 + ((tech.haveGunCheck("mine") && !tech.isLaserMine) + (tech.haveGunCheck("nail gun") && !tech.isNeedleShieldPierce) + tech.isNeedleShot + tech.isNailShot) * 2 > 1 }, requires: "nails, rivets, not ceramic needles", effect() { tech.isNailRadiation = true; }, remove() { tech.isNailRadiation = false; } }, { name: "4s half-life", description: "nails are made of plutonium-238
increase damage by 100% over 6 seconds", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isNailRadiation && !tech.isFastRadiation }, requires: "irradiated nails, not 1/2s half-life", effect() { tech.isSlowRadiation = true; }, remove() { tech.isSlowRadiation = false; } }, { name: "1/2s half-life", description: "nails are made of lithium-8
damage occurs after 1/2 a second", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isNailRadiation && !tech.isSlowRadiation }, requires: "irradiated nails, not 4s half-life", effect() { tech.isFastRadiation = true; }, remove() { tech.isFastRadiation = false; } }, { name: "shotgun spin-statistics", description: "immune to harm while firing the shotgun
shotgun ammo gives 50% less shots", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("shotgun") }, requires: "shotgun", effect() { tech.isShotgunImmune = true; //cut current ammo by 1/2 for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "shotgun") { b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 0.5); b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * 0.5 break; } } simulation.updateGunHUD(); }, remove() { if (tech.isShotgunImmune) { tech.isShotgunImmune = false; for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "shotgun") { b.guns[i].ammoPack = b.guns[i].defaultAmmoPack; b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 2); break; } } } } }, { name: "Newton's 3rd law", description: "shotgun recoil is increased
decrease shotgun delay after firing by 66%", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("shotgun") && !tech.isShotgunReversed }, requires: "shotgun, not Noether violation", effect() { tech.isShotgunRecoil = true; }, remove() { tech.isShotgunRecoil = false; } }, { name: "Noether violation", description: "increase shotgun and rail gun damage 60%
their recoil is increased and reversed", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return (tech.haveGunCheck("shotgun") || tech.haveGunCheck("rail gun")) && !tech.isShotgunRecoil }, requires: "shotgun or rail gun, not Newton's 3rd law", effect() { tech.isShotgunReversed = true; }, remove() { tech.isShotgunReversed = false; } }, { name: "shotgun slug", description: "shotgun lobs 1 huge bullet", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIncendiary && !tech.isIceShot && !tech.isFoamShot && !tech.isWormShot && !tech.isNeedleShot }, requires: "shotgun, not nail-shot, foam-shot, worm-shot, ice-shot", effect() { tech.isSlugShot = true; }, remove() { tech.isSlugShot = false; } }, { name: "nail-shot", description: "shotgun fires 17 nails", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("shotgun") && !tech.isIncendiary && !tech.isSlugShot && !tech.isIceShot && !tech.isFoamShot && !tech.isWormShot && !tech.isNeedleShot }, requires: "shotgun, not incendiary, slug, foam-shot, worm-shot, ice-shot", effect() { tech.isNailShot = true; }, remove() { tech.isNailShot = false; } }, { name: "needle-shot", description: "shotgun propels 11 mob piercing needles", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIncendiary && !tech.isSlugShot && !tech.isFoamShot && !tech.isWormShot && !tech.isIceShot }, requires: "shotgun, not incendiary, nail-shot, slug, foam-shot, worm-shot, ice-shot", effect() { tech.isNeedleShot = true; }, remove() { tech.isNeedleShot = false; } }, { name: "worm-shot", description: "shotgun hatches 3-4 mob seeking worms
worms benefit from spore technology", //
worms seek out nearby mobs isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIncendiary && !tech.isSlugShot && !tech.isIceShot && !tech.isFoamShot && !tech.isNeedleShot }, requires: "shotgun, not incendiary, nail-shot, slug, foam-shot, ice-shot", effect() { tech.isWormShot = true; }, remove() { tech.isWormShot = false; } }, { name: "foam-shot", description: "shotgun sprays 13 sticky foam bubbles", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIncendiary && !tech.isSlugShot && !tech.isIceShot && !tech.isWormShot && !tech.isNeedleShot }, requires: "shotgun, not incendiary, nail-shot, slug, worm-shot, ice-shot", effect() { tech.isFoamShot = true; }, remove() { tech.isFoamShot = false; } }, { name: "ice-shot", description: "shotgun grows 18 freezing ice IX crystals", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIncendiary && !tech.isSlugShot && !tech.isFoamShot && !tech.isWormShot && !tech.isNeedleShot }, requires: "shotgun, not incendiary, nail-shot, slug, foam-shot, worm-shot", effect() { tech.isIceShot = true; }, remove() { tech.isIceShot = false; } }, { name: "super duper", description: "fire 1 additional super ball", isGunTech: true, maxCount: 9, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("super balls") && !tech.oneSuperBall }, requires: "super balls, but not the tech super ball", effect() { tech.superBallNumber++ }, remove() { tech.superBallNumber = 3; } }, { name: "supertemporal", description: "fire super ball from the same point in space
but separated by 0.1 seconds in time", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("super balls") && !tech.oneSuperBall }, requires: "super balls, but not the tech super ball", 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() } } } }, { name: "super ball", description: "fire just 1 large super ball
that stuns mobs for 3 second", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("super balls") && tech.superBallNumber === 3 && !tech.superBallDelay }, requires: "super balls, but not super duper or supertemporal", 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() { 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() } } } }, { name: "super sized", description: `super balls are 20% larger
increases mass and physical damage`, isGunTech: true, maxCount: 9, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("super balls") }, requires: "super balls", effect() { tech.bulletSize += 0.15 }, remove() { tech.bulletSize = 1; } }, { name: "phase velocity", description: "wave beam propagates faster through solids
up by 3000% in the map and 760% in blocks", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("wave beam") && !tech.isLongitudinal }, requires: "wave beam, not phonon", effect() { tech.isPhaseVelocity = true; }, remove() { tech.isPhaseVelocity = false; } }, { name: "bound state", description: "wave packets reflect backwards 2 times
range is reduced by 25%", isGunTech: true, maxCount: 9, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("wave beam") }, requires: "wave beam", effect() { tech.waveReflections += 2 }, remove() { tech.waveReflections = 1 } }, { name: "amplitude", description: "wave packet amplitude is 33% higher
wave damage is increased by 50%", isGunTech: true, maxCount: 3, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("wave beam") }, requires: "wave beam", effect() { tech.waveFrequency *= 0.66 tech.wavePacketDamage *= 1.5 }, remove() { tech.waveFrequency = 0.2 tech.wavePacketDamage = 1 } }, { name: "propagation", description: "wave packet propagation speed is 20% slower
wave damage is increased by 50%", isGunTech: true, maxCount: 9, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("wave beam") }, requires: "wave beam", effect() { 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, not used by arcs or circles } }, { name: "phonon", //longitudinal //gravitational wave? description: "wave beam emits low frequency, high damage
expanding arcs that propagate through solids", isGunTech: true, maxCount: 1, count: 0, frequency: 4, frequencyDefault: 4, allowed() { return tech.haveGunCheck("wave beam") && !tech.isPhaseVelocity }, requires: "wave beam, not phase velocity ", effect() { tech.isLongitudinal = 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() b.guns[i].ammoPack = b.guns[i].defaultAmmoPack / 8 b.guns[i].ammo = Math.ceil(b.guns[i].ammo / 8); simulation.updateGunHUD(); break } } }, remove() { if (tech.isLongitudinal) { for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "wave beam") { tech.isLongitudinal = false; b.guns[i].chooseFireMethod() b.guns[i].ammoPack = b.guns[i].defaultAmmoPack b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 8); simulation.updateGunHUD(); break } } } tech.isLongitudinal = false; } }, { name: "isotropic radiator", description: "wave beam expands in all directions
range reduced 40% and damage increased 50%", 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: "missiles travel 63% slower,
but have a 50% larger explosive payload", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("missiles") || tech.isMissileField || tech.missileBotCount }, requires: "missiles", effect() { tech.missileSize = true }, remove() { tech.missileSize = false } }, { name: "MIRV", description: "missile gun and bot launch +1 missile
decrease size and fire rate by 10%", isGunTech: true, maxCount: 9, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("missiles") || tech.missileBotCount }, requires: "missiles", effect() { tech.missileCount++; }, remove() { tech.missileCount = 1; } }, { name: "missile-bot", description: "remove your missile gun
gain a bot that fires missiles at mobs", isGunTech: true, maxCount: 1, count: 0, frequency: 3, frequencyDefault: 3, isBot: true, isBotTech: true, allowed() { return tech.haveGunCheck("missiles") }, requires: "missiles", effect() { tech.missileBotCount++; b.missileBot(); if (tech.haveGunCheck("missiles")) b.removeGun("missiles") //remove your last gun }, remove() { if (this.count) { tech.missileBotCount = 0; b.clearPermanentBots(); b.respawnBots(); if (!tech.haveGunCheck("missiles")) b.giveGuns("missiles") } } }, { name: "rocket-propelled grenade", description: "grenades rapidly accelerate forward
map collisions trigger an explosion", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("grenades") }, requires: "grenades", effect() { tech.isRPG = true; b.setGrenadeMode() }, remove() { tech.isRPG = false; b.setGrenadeMode() } }, { name: "vacuum bomb", description: "grenades fire slower, explode bigger
and, suck everything towards them", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("grenades") && !tech.isNeutronBomb }, requires: "grenades, not neutron bomb", effect() { tech.isVacuumBomb = true; b.setGrenadeMode() }, remove() { tech.isVacuumBomb = false; b.setGrenadeMode() } }, { name: "chain reaction", description: "increase grenade radius and damage 33%
blocks caught in explosions also explode", isGunTech: true, maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return tech.isVacuumBomb && !tech.isExplodeRadio }, requires: "vacuum bomb && not iridium-192", effect() { tech.isBlockExplode = true; //chain reaction }, remove() { tech.isBlockExplode = false; } }, { name: "neutron bomb", description: "grenades are irradiated with Cf-252
does damage, harm, and drains energy", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("grenades") && !tech.fragments && !tech.isVacuumBomb }, requires: "grenades, not fragmentation, vacuum bomb", effect() { tech.isNeutronBomb = true; b.setGrenadeMode() }, remove() { tech.isNeutronBomb = false; b.setGrenadeMode() } }, { name: "vacuum permittivity", description: "increase radioactive range by 20%
objects in range of the bomb are slowed", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isNeutronBomb }, requires: "neutron bomb", effect() { tech.isNeutronSlow = true }, remove() { tech.isNeutronSlow = false } }, { name: "laser-mines", description: "mines hover in place until mobs get in range
mines use energy to emit 3 unaimed lasers", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return (tech.haveGunCheck("mine") || tech.isMineDrop) && !tech.isMineSentry }, requires: "mines, not sentry", effect() { tech.isLaserMine = true; }, remove() { tech.isLaserMine = false; } }, { name: "mine reclamation", description: "retrieve ammo from all undetonated mines
and 20% of mines after detonation", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("mine") && !tech.isMineSentry }, requires: "mine, not sentry", effect() { tech.isMineAmmoBack = true; }, remove() { tech.isMineAmmoBack = false; } }, { name: "sentry", description: "mines target mobs with nails over time
mines last about 14 seconds", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return (tech.haveGunCheck("mine") || tech.isMineDrop) && !tech.isMineAmmoBack && !tech.isLaserMine }, requires: "mines, not mine reclamation, laser-mines", effect() { tech.isMineSentry = true; }, remove() { tech.isMineSentry = false; } }, { name: "booby trap", description: "drop a mine after picking up a power up
+23 JUNK to the potential tech pool", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isMineSentry === true || tech.isLaserMine === true || tech.isMineAmmoBack === true }, requires: "some mine tech", effect() { tech.isMineDrop = true; if (tech.isMineDrop) b.mine(m.pos, { x: 0, y: 0 }, 0, tech.isMineAmmoBack) tech.addJunkTechToPool(23) }, remove() { tech.isMineDrop = false; if (this.count > 0) tech.removeJunkTechFromPool(13) } }, { name: "mycelial fragmentation", description: "sporangium release 6 extra spores
during their growth phase", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("spores") }, requires: "spores", effect() { tech.isSporeGrowth = true }, remove() { tech.isSporeGrowth = false } }, { name: "tinsellated flagella", description: "sporangium release 2 more spores
spores accelerate 40% faster", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField }, requires: "spores", effect() { tech.isFastSpores = true }, remove() { tech.isFastSpores = false } }, { name: "cryodesiccation", description: "sporangium release 2 more spores
spores freeze mobs for 1.5 second", //
spores do 1/3 damage isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField || tech.isWormShot }, requires: "spores or worms", effect() { tech.isSporeFreeze = true }, remove() { tech.isSporeFreeze = false } }, { name: "diplochory", description: "spores use you for dispersal
until they locate a viable host", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField || tech.isWormShot }, requires: "spores or worms", effect() { tech.isSporeFollow = true }, remove() { tech.isSporeFollow = false } }, { name: "mutualism", description: "increase spore damage by 150%
spores borrow 0.5 health until they die", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return (tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField) && !tech.isEnergyHealth || tech.isWormShot }, requires: "spores, worms, not mass-energy", effect() { tech.isMutualism = true }, remove() { tech.isMutualism = false } }, { name: "nematodes", description: "spores develop into 1/2 as many worms
worms do 250% more damage", isGunTech: true, maxCount: 1, count: 0, frequency: 4, frequencyDefault: 4, allowed() { return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField || tech.isWormholeSpores }, requires: "spores", effect() { tech.isSporeWorm = true }, remove() { tech.isSporeWorm = false } }, { name: "necrophage", description: "if worms kill their target
they reset their lifespan", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isSporeWorm || tech.isWormShot }, requires: "worms", effect() { tech.wormSurviveDmg = true }, remove() { tech.wormSurviveDmg = false } }, { name: "reduced tolerances", description: "increase drone ammo/efficiency by 66%
reduce the average drone lifetime by 40%", isGunTech: true, maxCount: 3, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return !tech.isDroneRadioactive && (tech.haveGunCheck("drones") || (m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isSporeField || tech.isMissileField || tech.isIceField))) }, requires: "drones, not irradiated drones", effect() { tech.droneCycleReduction = Math.pow(0.6, 1 + this.count) tech.droneEnergyReduction = Math.pow(0.333, 1 + this.count) for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "drones") { const scale = Math.pow(3, this.count + 1) b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * scale } } }, remove() { tech.droneCycleReduction = 1 tech.droneEnergyReduction = 1 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 } } }, { name: "delivery drone", description: "if a drone picks up a power up,
it becomes larger, faster, and more durable", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return !tech.isExtraMaxEnergy && (tech.haveGunCheck("drones") || (m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isSporeField || tech.isMissileField || tech.isIceField))) }, requires: "drones, not inductive coupling", effect() { tech.isDroneGrab = true }, remove() { tech.isDroneGrab = false } }, { name: "drone repair", description: "broken drones repair if the drone gun is active
repairing has a 25% chance to use 1 ammo", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("drones") }, requires: "drone gun", effect() { tech.isDroneRespawn = true }, remove() { tech.isDroneRespawn = false } }, { name: "torque bursts", description: "drones rapidly rush towards their target
increase drone collision damage by 33%", isGunTech: true, maxCount: 1, count: 0, frequency: 3, frequencyDefault: 3, allowed() { return tech.haveGunCheck("drones") && !tech.isDroneRadioactive && !tech.isIncendiary }, requires: "drone gun, not irradiated drones, incendiary", effect() { tech.isDroneTeleport = true }, remove() { tech.isDroneTeleport = false } }, { name: "brushless motor", description: "drones can rush 66% more often
increase drone collision damage by 44%", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isDroneTeleport }, requires: "torque bursts", effect() { tech.isDroneFastLook = true }, remove() { tech.isDroneFastLook = false } }, { name: "irradiated drones", description: "the space around drones is irradiated
reduce ammo/efficiency by 75%", 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: "drones, not reduced tolerances, incendiary, torque bursts", 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 * 0.25 b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 0.25) } } }, remove() { if (tech.isDroneRadioactive) { tech.isDroneRadioactive = false 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 * 4 } } } } }, { name: "beta radiation", //"control rod ejection", description: "reduce the average drone lifetime by 50%
increase radiation damage by 100%", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isDroneRadioactive }, requires: "irradiated drones", effect() { tech.droneRadioDamage = 2 }, remove() { tech.droneRadioDamage = 1 } }, { name: "orthocyclic winding", description: "drones accelerate 66% faster
increase radiation damage by 33%", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isDroneRadioactive }, requires: "irradiated drones", effect() { tech.isFastDrones = true }, remove() { tech.isFastDrones = false } }, { name: "electrostatic induction", description: "foam bubbles are electrically charged
causing attraction to nearby mobs", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return !tech.isFoamTeleport && (tech.haveGunCheck("foam") || tech.foamBotCount > 1 || tech.isFoamShot) }, requires: "foam, not uncertainty", effect() { tech.isFoamAttract = true }, remove() { tech.isFoamAttract = false } }, { name: "uncertainty principle", description: "foam bubbles randomly change position
increase foam damage per second by 60%", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return !tech.isFoamAttract && (tech.haveGunCheck("foam") || tech.foamBotCount > 1 || tech.isFoamShot) }, requires: "foam, not electrostatic induction", effect() { tech.isFoamTeleport = true }, remove() { tech.isFoamTeleport = false; } }, { name: "necrophoresis", description: "foam bubbles grow and split into 3 copies
when the mob they are stuck to dies", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("foam") || tech.foamBotCount > 1 || tech.isFoamShot }, requires: "foam", effect() { tech.isFoamGrowOnDeath = true }, remove() { tech.isFoamGrowOnDeath = false; } }, { name: "aerogel", description: "foam bubbles float and dissipate 50% faster
increase foam damage per second by 300%", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("foam") || tech.foamBotCount > 1 || tech.isFoamShot }, requires: "foam", effect() { tech.isFastFoam = true tech.foamGravity = -0.0003 }, remove() { tech.isFastFoam = false; tech.foamGravity = 0.00008 } }, { name: "quantum foam", description: "foam gun fires 0.25 seconds into the future
increase foam gun damage by 70%", isGunTech: true, maxCount: 9, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("foam") }, requires: "foam gun", effect() { tech.foamFutureFire++ }, remove() { tech.foamFutureFire = 0; } }, { name: "foam fractionation", description: "foam gun bubbles are 100% larger
when you have below 300 ammo", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("foam") }, requires: "foam gun", effect() { tech.isAmmoFoamSize = true }, remove() { tech.isAmmoFoamSize = false; } }, { name: "half-wave rectifier", description: "charging the rail gun gives you energy
instead of draining it", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("rail gun") }, requires: "rail gun", effect() { tech.isRailEnergyGain = true; }, remove() { tech.isRailEnergyGain = false; } }, { name: "dielectric polarization", description: "firing the rail gun damages nearby mobs", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("rail gun") }, requires: "rail gun", effect() { tech.isRailAreaDamage = true; }, remove() { tech.isRailAreaDamage = false; } }, { name: "capacitor bank", description: "the rail gun no longer takes time to charge
rail gun rods are 66% less massive", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("rail gun") }, requires: "rail gun", effect() { tech.isCapacitor = true; }, remove() { tech.isCapacitor = false; } }, { name: "laser diode", description: "all lasers drain 30% less energy
affects laser-gun, laser-bot, and laser-mines", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return (tech.haveGunCheck("laser") || tech.laserBotCount > 1 || tech.isLaserMine) && tech.laserDamage === 0.15 }, requires: "laser, not free-electron", effect() { tech.isLaserDiode = 0.70; //100%-37% tech.laserColor = "rgb(0, 11, 255)" tech.laserColorAlpha = "rgba(0, 11, 255,0.5)" }, remove() { tech.isLaserDiode = 1; tech.laserColor = "#f02" tech.laserColorAlpha = "rgba(255, 0, 0, 0.5)" } }, { name: "free-electron laser", description: "increase all laser damage by 200%
increase all laser energy drain by 250%", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return (tech.haveGunCheck("laser") || tech.isLaserMine || tech.laserBotCount > 1) && !tech.isPulseLaser && tech.isLaserDiode === 1 }, requires: "laser, not pulse, diodes", effect() { tech.laserFieldDrain = 0.007 //base is 0.002 tech.laserDamage = 0.45; //base is 0.15 tech.laserColor = "#83f" tech.laserColorAlpha = "rgba(136, 51, 255,0.5)" }, remove() { tech.laserFieldDrain = 0.002; tech.laserDamage = 0.15; //used in check on pulse: tech.laserDamage === 0.15 tech.laserColor = "#f00" tech.laserColorAlpha = "rgba(255, 0, 0, 0.5)" } }, { name: "relativistic momentum", description: "all lasers push mobs away
affects laser-gun, laser-bot, and laser-mines", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return (tech.haveGunCheck("laser") && !tech.isPulseLaser) || tech.laserBotCount > 1 }, requires: "laser, not pulse", effect() { tech.isLaserPush = true; }, remove() { tech.isLaserPush = false; } }, { name: "specular reflection", description: "+2 reflection for all lasers
affects laser-gun, laser-bot, and laser-mines", isGunTech: true, maxCount: 3, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return (tech.haveGunCheck("laser") || tech.isLaserMine || tech.laserBotCount > 1) && !tech.isWideLaser && !tech.isPulseLaser && !tech.historyLaser }, requires: "laser, not wide beam, diffuse beam, pulse, or slow light", effect() { tech.laserReflections += 2; }, remove() { tech.laserReflections = 2; } }, { name: "diffraction grating", description: `laser gains a diverging beam`, isGunTech: true, maxCount: 9, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("laser") && !tech.isWideLaser && !tech.isPulseAim && !tech.historyLaser }, requires: "laser gun, not neocognitron, diffuse beam, or slow light", effect() { tech.beamSplitter++ for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod() } }, remove() { if (tech.beamSplitter !== 0) { tech.beamSplitter = 0 for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod() } } } }, { name: "diffuse beam", description: "laser beam is wider and doesn't reflect
increase full beam damage by 200%", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("laser") && tech.laserReflections < 3 && !tech.beamSplitter && !tech.isPulseLaser && !tech.historyLaser }, requires: "laser gun, not specular reflection, diffraction grating, slow light, pulse", effect() { if (tech.wideLaser === 0) tech.wideLaser = 3 tech.isWideLaser = true; for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod() } }, remove() { if (tech.isWideLaser) { // tech.wideLaser = 0 tech.isWideLaser = false; for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod() } } } }, { name: "output coupler", description: "widen diffuse laser beam by 40%
increase full beam damage by 40%", isGunTech: true, maxCount: 9, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isWideLaser }, requires: "diffuse beam", effect() { tech.wideLaser += 2 for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod() } }, remove() { if (tech.isWideLaser) { tech.wideLaser = 3 } else { tech.wideLaser = 0 } for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod() } } }, { name: "slow light", description: "laser beam is spread into your recent past
increase total beam damage by 300%", isGunTech: true, maxCount: 9, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("laser") && tech.laserReflections < 3 && !tech.beamSplitter && !tech.isWideLaser }, requires: "laser gun, not specular reflection, diffraction grating, diffuse beam", effect() { // this.description = `add 5 more laser beams into into your past` tech.historyLaser++ for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod() } }, remove() { // this.description = "laser beam is spread into your recent past
increase total beam damage by 300%" if (tech.historyLaser) { tech.historyLaser = 0 for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod() } } } }, { name: "pulse", description: "charge your energy and release it as a
laser pulse that initiates an explosion cluster", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.haveGunCheck("laser") && tech.laserReflections < 3 && !tech.isWideLaser && tech.laserDamage === 0.15 }, requires: "laser gun, not specular reflection, diffuse, free-electron laser", effect() { tech.isPulseLaser = true; for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod() } }, remove() { if (tech.isPulseLaser) { tech.isPulseLaser = false; for (i = 0, len = b.guns.length; i < len; i++) { //find which gun if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod() } } } }, { name: "neocognitron", description: "pulse automatically aims at a nearby mob", isGunTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isPulseLaser && !tech.beamSplitter }, requires: "pulse, not diffraction grating", effect() { tech.isPulseAim = true; }, remove() { tech.isPulseAim = false; } }, //************************************************** //************************************************** field //************************************************** tech //************************************************** { name: "zero point energy", description: "use 2 research to
increase your maximum energy by 74", isFieldTech: true, maxCount: 1, count: 0, frequency: 3, frequencyDefault: 3, allowed() { return (m.fieldUpgrades[m.fieldMode].name === "standing wave harmonics" || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && (build.isExperimentSelection || powerUps.research.count > 1) }, requires: "standing wave harmonics or pilot wave", effect() { tech.harmonicEnergy = 0.74 m.setMaxEnergy() for (let i = 0; i < 2; i++) { if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1) } }, remove() { tech.harmonicEnergy = 0; m.setMaxEnergy() if (this.count > 0) powerUps.research.changeRerolls(2) } }, { name: "spherical harmonics", description: "standing wave oscillates in a 3rd dimension
increasing deflecting efficiency by 40%", isFieldTech: true, maxCount: 9, count: 0, frequency: 3, frequencyDefault: 3, allowed() { return m.fieldUpgrades[m.fieldMode].name === "standing wave harmonics" }, requires: "standing wave harmonics", effect() { tech.harmonics++ m.fieldShieldingScale = 1.3 * Math.pow(0.6, (tech.harmonics - 2)) m.harmonicShield = m.harmonicAtomic }, remove() { tech.harmonics = 2 m.fieldShieldingScale = 1.3 * Math.pow(0.6, (tech.harmonics - 2)) m.harmonicShield = m.harmonic3Phase } }, { name: "expansion", description: "using standing wave field uses energy
to temporarily expand its radius", // description: "use energy to expand standing wave
the field slowly contracts when not used", isFieldTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return m.fieldUpgrades[m.fieldMode].name === "standing wave harmonics" }, requires: "standing wave harmonics", effect() { tech.isStandingWaveExpand = true }, remove() { tech.isStandingWaveExpand = false m.harmonicRadius = 1 } }, { name: "bremsstrahlung", description: "deflecting does damage to mobs", isFieldTech: true, maxCount: 9, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return m.fieldUpgrades[m.fieldMode].name === "standing wave harmonics" || m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism" }, requires: "standing wave harmonics, perfect diamagnetism", effect() { tech.blockDmg += 1.25 //if you change this value also update the for loop in the electricity graphics in m.pushMass }, remove() { tech.blockDmg = 0; } }, { name: "triple point", description: "the pressure from deflecting is used
to condense ice IX crystals", isFieldTech: true, maxCount: 9, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return m.fieldUpgrades[m.fieldMode].name === "standing wave harmonics" || m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism" }, requires: "standing wave harmonics, perfect diamagnetism", effect() { tech.blockingIce++ }, remove() { tech.blockingIce = 0; } }, { name: "flux pinning", description: "deflecting mobs with your field
stuns them for 2 seconds", isFieldTech: true, maxCount: 9, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism" || m.fieldUpgrades[m.fieldMode].name === "standing wave harmonics" || m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" }, requires: "a field that can block", effect() { tech.isStunField += 120; }, remove() { tech.isStunField = 0; } }, { name: "eddy current brake", description: "project a field that limits the top speed of mobs
field radius scales with stored energy", isFieldTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism" }, requires: "perfect diamagnetism", effect() { tech.isPerfectBrake = true; }, remove() { tech.isPerfectBrake = false; } }, { name: "Lenz's law", description: "after deactivation perfect diamagnetism
maintains at the location you left it", isFieldTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism" }, requires: "perfect diamagnetism", effect() { tech.isFieldFree = true; }, remove() { tech.isFieldFree = false; } }, { name: "tessellation", description: "use 4 research
reduce harm by 50%", isFieldTech: true, maxCount: 1, count: 0, frequency: 3, frequencyDefault: 3, allowed() { return (m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism" || m.fieldUpgrades[m.fieldMode].name === "negative mass field") && (build.isExperimentSelection || powerUps.research.count > 3) }, requires: "perfect diamagnetism or negative mass field", effect() { tech.isFieldHarmReduction = true for (let i = 0; i < 4; i++) { if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1) } }, remove() { tech.isFieldHarmReduction = false if (this.count > 0) powerUps.research.changeRerolls(4) } }, { name: "degenerate matter", description: "reduce harm by 60% while your field is active", isFieldTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return (m.fieldUpgrades[m.fieldMode].name === "plasma torch" || m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism" || m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "negative mass field") && !tech.isEnergyHealth }, requires: "field: perfect, negative mass, pilot wave, plasma, not mass-energy", effect() { tech.isHarmReduce = true }, remove() { tech.isHarmReduce = false; } }, { name: "annihilation", description: "touching normal mobs annihilates them
but drains 33% of your maximum energy", isFieldTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return m.fieldUpgrades[m.fieldMode].name === "negative mass field" }, requires: "negative mass field", effect() { tech.isAnnihilation = true }, remove() { tech.isAnnihilation = false; } }, { name: "inertial mass", description: "negative mass field is larger and faster
blocks also move horizontally with the field", isFieldTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return m.fieldUpgrades[m.fieldMode].name === "negative mass field" }, requires: "negative mass field", effect() { tech.isFlyFaster = true }, remove() { tech.isFlyFaster = false; } }, { name: "Bose Einstein condensate", description: "mobs inside your field are frozen
pilot wave, negative mass, time dilation", isFieldTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "negative mass field" || m.fieldUpgrades[m.fieldMode].name === "time dilation" }, requires: "pilot wave, negative mass field, time dilation", effect() { tech.isFreezeMobs = true }, remove() { tech.isFreezeMobs = false } }, { name: "bot manufacturing", description: "use nano-scale manufacturing and 2 research
to build 3 random bots", isFieldTech: true, maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, isBotTech: true, isNonRefundable: true, // isExperimentHide: true, allowed() { return powerUps.research.count > 1 && m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" }, requires: "nano-scale manufacturing", effect: () => { for (let i = 0; i < 2; i++) { if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1) } m.energy = 0.01; b.randomBot() b.randomBot() b.randomBot() }, remove() {} }, { name: "bot prototypes", description: "use nano-scale and 3 research to build
2 random bots and upgrade all bots to that type", isFieldTech: true, maxCount: 1, count: 0, frequency: 1, frequencyDefault: 1, isBotTech: true, isNonRefundable: true, // isExperimentHide: true, allowed() { return powerUps.research.count > 2 && m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" }, requires: "nano-scale manufacturing", effect: () => { for (let i = 0; i < 3; i++) { if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1) } //fill array of available bots const notUpgradedBots = [] const num = 2 notUpgradedBots.push(() => { tech.giveTech("nail-bot upgrade") for (let i = 0; i < num; i++) { b.nailBot() tech.nailBotCount++; } simulation.makeTextLog(`tech.isNailBotUpgrade = true`) }) notUpgradedBots.push(() => { tech.giveTech("foam-bot upgrade") for (let i = 0; i < num; i++) { b.foamBot() tech.foamBotCount++; } simulation.makeTextLog(`tech.isFoamBotUpgrade = true`) }) notUpgradedBots.push(() => { tech.giveTech("boom-bot upgrade") for (let i = 0; i < num; i++) { b.boomBot() tech.boomBotCount++; } simulation.makeTextLog(`tech.isBoomBotUpgrade = true`) }) notUpgradedBots.push(() => { tech.giveTech("laser-bot upgrade") for (let i = 0; i < num; i++) { b.laserBot() tech.laserBotCount++; } simulation.makeTextLog(`tech.isLaserBotUpgrade = true`) }) notUpgradedBots.push(() => { tech.giveTech("orbital-bot upgrade") for (let i = 0; i < num; i++) { b.orbitBot() tech.orbitBotCount++; } simulation.makeTextLog(`tech.isOrbitalBotUpgrade = true`) }) for (let i = 0; i < 2; i++) { //double chance for dynamo-bot, since it's very good for nano-scale notUpgradedBots.push(() => { tech.giveTech("dynamo-bot upgrade") for (let i = 0; i < num; i++) { b.dynamoBot() tech.dynamoBotCount++; } simulation.makeTextLog(`tech.isDynamoBotUpgrade = true`) }) } notUpgradedBots[Math.floor(Math.random() * notUpgradedBots.length)]() //choose random function from the array and run it }, remove() {} }, { name: "mycelium manufacturing", description: "use 3 research to repurpose nano-scale
excess energy used to grow spores", isFieldTech: true, maxCount: 1, count: 0, frequency: 3, frequencyDefault: 3, allowed() { return (build.isExperimentSelection || powerUps.research.count > 2) && m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isMissileField || tech.isIceField || tech.isFastDrones || tech.isDroneGrab || tech.isDroneRadioactive || tech.isDroneTeleport) }, requires: "nano-scale manufacturing, no other manufacturing, no drone tech", effect() { if (!build.isExperimentSelection) { for (let i = 0; i < 3; i++) { if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1) } } tech.isSporeField = true; }, remove() { tech.isSporeField = false; if (this.count > 0) powerUps.research.changeRerolls(3) } }, { name: "missile manufacturing", description: "use 3 research to repurpose nano-scale
excess energy used to construct missiles", isFieldTech: true, maxCount: 1, count: 0, frequency: 3, frequencyDefault: 3, allowed() { return (build.isExperimentSelection || powerUps.research.count > 2) && m.maxEnergy > 0.5 && m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isSporeField || tech.isIceField || tech.isFastDrones || tech.isDroneGrab || tech.isDroneRadioactive || tech.isDroneTeleport) }, requires: "nano-scale manufacturing, no other manufacturing, no drone tech", effect() { if (!build.isExperimentSelection) { for (let i = 0; i < 3; i++) { if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1) } } tech.isMissileField = true; }, remove() { tech.isMissileField = false; if (this.count > 0) powerUps.research.changeRerolls(3) } }, { name: "ice IX manufacturing", description: "use 3 research to repurpose nano-scale
excess energy used to condense ice IX", isFieldTech: true, maxCount: 1, count: 0, frequency: 3, frequencyDefault: 3, allowed() { return (build.isExperimentSelection || powerUps.research.count > 2) && m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isSporeField || tech.isMissileField || tech.isFastDrones || tech.isDroneGrab || tech.isDroneRadioactive || tech.isDroneTeleport) }, requires: "nano-scale manufacturing, no other manufacturing, no drone tech", effect() { if (!build.isExperimentSelection) { for (let i = 0; i < 3; i++) { if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1) } } tech.isIceField = true; }, remove() { tech.isIceField = false; if (this.count > 0) powerUps.research.changeRerolls(3) } }, { name: "pair production", description: "picking up a power up gives you 200 energy", isFieldTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" || m.fieldUpgrades[m.fieldMode].name === "pilot wave" }, requires: "nano-scale manufacturing or pilot wave", effect: () => { tech.isMassEnergy = true // used in m.grabPowerUp m.energy += 2 }, remove() { tech.isMassEnergy = false; } }, // { // name: "thermal reservoir", // description: "increase your plasma damage by 100%
plasma temporarily lowers health not energy", // isFieldTech: true, // maxCount: 1, // count: 0, // frequency: 2, // allowed() { // return m.fieldUpgrades[m.fieldMode].name === "plasma torch" && !tech.isEnergyHealth // }, // requires: "plasma torch, not mass-energy equivalence", // effect() { // tech.isPlasmaRange += 0.27; // }, // remove() { // tech.isPlasmaRange = 1; // } // }, { name: "plasma-bot", description: "use 1 research to build a bot
that uses energy to emit plasma", isFieldTech: true, maxCount: 1, count: 0, frequency: 3, frequencyDefault: 3, isBot: true, isBotTech: true, allowed() { return m.fieldUpgrades[m.fieldMode].name === "plasma torch" && (build.isExperimentSelection || powerUps.research.count > 0) }, requires: "plasma torch", effect() { tech.plasmaBotCount++; b.plasmaBot(); for (let i = 0; i < 1; i++) { if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1) } }, remove() { tech.plasmaBotCount = 0; b.clearPermanentBots(); b.respawnBots(); if (this.count > 0) powerUps.research.changeRerolls(1) } }, { name: "plasma jet", description: "increase plasma torch's range by 30%", isFieldTech: true, maxCount: 9, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return m.fieldUpgrades[m.fieldMode].name === "plasma torch" && !tech.isExtruder }, requires: "plasma torch, not micro-extruder", effect() { tech.isPlasmaRange += 0.3; }, remove() { tech.isPlasmaRange = 1; } }, { name: "tokamak", description: "throwing a block converts it into energy
and a pulsed fusion explosion", isFieldTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return m.fieldUpgrades[m.fieldMode].name === "plasma torch" }, requires: "plasma torch", effect() { tech.isTokamak = true; }, remove() { tech.isTokamak = false; } }, { name: "micro-extruder", description: "plasma torch extrudes a thin hot wire
increases damage, energy drain, and lag", isFieldTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return m.fieldUpgrades[m.fieldMode].name === "plasma torch" && tech.isPlasmaRange === 1 }, requires: "plasma torch, not plasma jet", effect() { tech.isExtruder = true; }, remove() { tech.isExtruder = false; } }, { name: "timelike world line", description: "time dilation doubles your relative time rate
and makes you immune to harm", isFieldTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return m.fieldUpgrades[m.fieldMode].name === "time dilation" }, requires: "time dilation", effect() { tech.isTimeSkip = true; b.setFireCD(); }, remove() { tech.isTimeSkip = false; b.setFireCD(); } }, { name: "Lorentz transformation", description: "use 3 research to increase your time rate
move, jump, and shoot 50% faster", isFieldTech: true, maxCount: 1, count: 0, frequency: 3, frequencyDefault: 3, allowed() { return m.fieldUpgrades[m.fieldMode].name === "time dilation" && (build.isExperimentSelection || powerUps.research.count > 2) }, requires: "time dilation", effect() { tech.isFastTime = true m.setMovement(); b.setFireCD(); for (let i = 0; i < 3; i++) { if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1) } }, remove() { tech.isFastTime = false m.setMovement(); b.setFireCD(); if (this.count > 0) powerUps.research.changeRerolls(3) } }, { name: "time crystals", description: "quadruple your default energy regeneration", isFieldTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return (m.fieldUpgrades[m.fieldMode].name === "time dilation") && tech.energyRegen !== 0 }, requires: "time dilation, not ground state", effect: () => { tech.energyRegen = 0.004; m.fieldRegen = tech.energyRegen; }, remove() { tech.energyRegen = 0.001; m.fieldRegen = tech.energyRegen; } }, { name: "boson composite", description: "intangible to blocks and mobs while cloaked
passing through mobs drains your energy", isFieldTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking" }, requires: "metamaterial cloaking", effect() { tech.isIntangible = true; }, remove() { tech.isIntangible = false; } }, { name: "dazzler", description: "decloaking stuns nearby mobs
drains 25% of your stored energy", isFieldTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking" }, requires: "metamaterial cloaking", effect() { tech.isCloakStun = true; }, remove() { tech.isCloakStun = false; } }, { name: "ambush", description: "metamaterial cloaking field damage effect
is increased from 300% to 600%", isFieldTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking" }, requires: "metamaterial cloaking", effect() { tech.sneakAttackDmg = 7 }, remove() { tech.sneakAttackDmg = 4 } }, { name: "dynamical systems", description: "use 1 research
increase your damage by 35%", isFieldTech: true, maxCount: 1, count: 0, frequency: 3, frequencyDefault: 3, allowed() { return (m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking" || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && (build.isExperimentSelection || powerUps.research.count > 0) }, requires: "metamaterial cloaking or pilot wave", effect() { tech.isCloakingDamage = true for (let i = 0; i < 1; i++) { if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1) } }, remove() { tech.isCloakingDamage = false if (this.count > 0) powerUps.research.changeRerolls(1) } }, { name: "discrete optimization", description: "increase damage by 50%
50% increased delay after firing", isFieldTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking" || m.fieldUpgrades[m.fieldMode].name === "pilot wave" }, requires: "metamaterial cloaking or pilot wave", effect() { tech.aimDamage = 1.5 b.setFireCD(); }, remove() { tech.aimDamage = 1 b.setFireCD(); } }, { name: "potential well", description: "the force that pilot wave generates
to trap blocks is greatly increased", isFieldTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return m.fieldUpgrades[m.fieldMode].name === "pilot wave" }, requires: "pilot wave", effect() { tech.pilotForce = 0.0006 }, remove() { tech.pilotForce = 0.00002 } }, { name: "WIMPs", description: "at the end of each level spawn 3-9 research
and a harmful particle that slowly chases you", isFieldTech: true, maxCount: 9, count: 0, frequency: 1, frequencyDefault: 1, allowed() { return m.fieldUpgrades[m.fieldMode].name === "wormhole" }, requires: "wormhole", effect: () => { tech.wimpCount++ spawn.WIMP() for (let j = 0, len = 1 + 5 * Math.random(); j < len; j++) powerUps.spawn(level.exit.x + 100 * (Math.random() - 0.5), level.exit.y - 100 + 100 * (Math.random() - 0.5), "research", false) }, remove() { tech.wimpCount = 0 } }, { name: "cosmic string", description: "stun and do radioactive damage to mobs
if you tunnel through them with a wormhole", isFieldTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return m.fieldUpgrades[m.fieldMode].name === "wormhole" }, requires: "wormhole", effect() { tech.isWormholeDamage = true }, remove() { tech.isWormholeDamage = false } }, { name: "virtual particles", description: "use 3 research to exploit your wormhole for a
17% chance to duplicate spawned power ups", isFieldTech: true, maxCount: 1, count: 0, frequency: 3, frequencyDefault: 3, allowed() { return m.fieldUpgrades[m.fieldMode].name === "wormhole" && (build.isExperimentSelection || powerUps.research.count > 2) && tech.duplicationChance() < 1 }, requires: "wormhole,below 100% duplication chance", effect() { tech.wormDuplicate = 0.17 powerUps.setDo(); //needed after adjusting duplication chance for (let i = 0; i < 3; i++) { if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1) } }, remove() { tech.wormDuplicate = 0 powerUps.setDo(); //needed after adjusting duplication chance if (this.count > 0) powerUps.research.changeRerolls(3) } }, { name: "Penrose process", description: "after a block falls into a wormhole
you gain 63 energy", isFieldTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return m.fieldUpgrades[m.fieldMode].name === "wormhole" }, requires: "wormhole", effect() { tech.isWormholeEnergy = true }, remove() { tech.isWormholeEnergy = false } }, { name: "transdimensional spores", description: "when blocks fall into a wormhole
higher dimension spores are summoned", isFieldTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return m.fieldUpgrades[m.fieldMode].name === "wormhole" }, requires: "wormhole", effect() { tech.isWormholeSpores = true }, remove() { tech.isWormholeSpores = false } }, { name: "traversable geodesics", description: "your projectiles can traverse wormholes
spawn 2 guns and ammo", isFieldTech: true, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return m.fieldUpgrades[m.fieldMode].name === "wormhole" }, requires: "wormhole", effect() { tech.isWormBullets = true for (let i = 0; i < 2; i++) { powerUps.spawn(m.pos.x, m.pos.y, "gun"); powerUps.spawn(m.pos.x, m.pos.y, "ammo"); } }, remove() { if (tech.isWormBullets) { for (let i = 0; i < 2; i++) { if (b.inventory.length) b.removeGun(b.guns[b.inventory[b.inventory.length - 1]].name) //remove your last gun } tech.isWormBullets = false; } } }, //************************************************** //************************************************** experimental //************************************************** modes //************************************************** { name: "-ship-", description: "experiment: fly around with no legs
aim with the keyboard", maxCount: 1, count: 0, frequency: 0, isNonRefundable: true, isBadRandomOption: true, isExperimentalMode: true, allowed() { return build.isExperimentSelection && !m.isShipMode && m.fieldUpgrades[m.fieldMode].name !== "negative mass field" }, requires: "", effect() { m.shipMode() }, remove() {} }, { name: "-quantum leap-", description: "experiment: every 20 seconds
become an alternate version of yourself", maxCount: 1, count: 0, frequency: 0, isBadRandomOption: true, isExperimentalMode: true, allowed() { return build.isExperimentSelection }, requires: "", interval: undefined, effect() { this.interval = setInterval(() => { if (!build.isExperimentSelection) { m.switchWorlds() simulation.trails() } }, 20000); //every 20 seconds }, remove() { if (this.count > 0) clearTimeout(this.interval); } }, { name: "-shields-", description: "experiment: every 5 seconds
all mobs gain a shield", maxCount: 1, count: 0, frequency: 0, isBadRandomOption: true, isExperimentalMode: true, allowed() { return build.isExperimentSelection }, requires: "", effect() { this.interval = setInterval(() => { if (!build.isExperimentSelection) { for (let i = 0; i < mob.length; i++) { if (!mob[i].isShielded && !mob[i].shield && mob[i].isDropPowerUp) spawn.shield(mob[i], mob[i].position.x, mob[i].position.y, 1, true); } } }, 5000); //every 5 seconds }, interval: undefined, remove() { if (this.count > 0) clearTimeout(this.interval); } }, { name: "-Fourier analysis-", description: "experiment: your aiming is random", maxCount: 1, count: 0, frequency: 0, isBadRandomOption: true, isExperimentalMode: true, allowed() { return build.isExperimentSelection && !m.isShipMode }, requires: "not ship", effect() { m.look = () => { m.angle = 2 * Math.sin(m.cycle * 0.0133) + Math.sin(m.cycle * 0.013) + 0.5 * Math.sin(m.cycle * 0.031) + 0.33 * Math.sin(m.cycle * 0.03) const scale = 0.8; m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale; m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale; m.transX += (m.transSmoothX - m.transX) * 0.07; m.transY += (m.transSmoothY - m.transY) * 0.07; } }, remove() { if (this.count > 0) m.look = m.lookDefault() } }, { name: "-panopticon-", description: "experiment: mobs can always see you", maxCount: 1, count: 0, frequency: 0, isBadRandomOption: true, isExperimentalMode: true, allowed() { return build.isExperimentSelection }, requires: "", effect() { this.interval = setInterval(() => { if (!build.isExperimentSelection) { for (let i = 0; i < mob.length; i++) { if (!mob[i].shield && mob[i].isDropPowerUp) { mob[i].locatePlayer() mob[i].seePlayer.yes = true; } } } }, 1000); //every 1 seconds }, interval: undefined, remove() { if (this.count > 0) clearTimeout(this.interval); } }, { name: "-decomposers-", description: "experiment: after they die
mobs leave behind spawns", maxCount: 1, count: 0, frequency: 0, isBadRandomOption: true, isExperimentalMode: true, allowed() { return build.isExperimentSelection }, requires: "", effect() { tech.deathSpawns = 0.2 }, remove() { tech.deathSpawns = 0 } }, { name: "-WIMP-", description: "experiment: harmful particles slowly chase you", maxCount: 1, count: 0, frequency: 0, isBadRandomOption: true, isExperimentalMode: true, allowed() { return build.isExperimentSelection }, requires: "", effect() { tech.wimpExperiment = 3 }, remove() { tech.wimpExperiment = 0 } }, //************************************************** //************************************************** JUNK //************************************************** tech //************************************************** // { // name: "junk", // description: "", // maxCount: 9, // count: 0, // frequency: 0, // isNonRefundable: true, // isExperimentHide: true, // isJunk: true, // allowed() { // return true // }, // requires: "", // effect() { // }, // remove() {} // }, { name: "emergency broadcasting", description: "emit 2 sound sine waveforms at 853 Hz and 960 Hz
lower your volume", maxCount: 1, count: 0, frequency: 0, isExperimentHide: true, isJunk: true, isNonRefundable: true, allowed() { return true }, requires: "", effect: () => { //setup audio context function tone(frequency) { const audioCtx = new(window.AudioContext || window.webkitAudioContext)(); const oscillator1 = audioCtx.createOscillator(); const gainNode1 = audioCtx.createGain(); gainNode1.gain.value = 0.5; //controls volume oscillator1.connect(gainNode1); gainNode1.connect(audioCtx.destination); oscillator1.type = "sine"; // 'sine' 'square', 'sawtooth', 'triangle' and 'custom' oscillator1.frequency.value = frequency; // value in hertz oscillator1.start(); return audioCtx } // let sound = tone(1050) function EBS() { const audioCtx = new(window.AudioContext || window.webkitAudioContext)(); const oscillator1 = audioCtx.createOscillator(); const gainNode1 = audioCtx.createGain(); gainNode1.gain.value = 0.3; //controls volume oscillator1.connect(gainNode1); gainNode1.connect(audioCtx.destination); oscillator1.type = "sine"; // 'sine' 'square', 'sawtooth', 'triangle' and 'custom' oscillator1.frequency.value = 853; // value in hertz oscillator1.start(); const oscillator2 = audioCtx.createOscillator(); const gainNode2 = audioCtx.createGain(); gainNode2.gain.value = 0.3; //controls volume oscillator2.connect(gainNode2); gainNode2.connect(audioCtx.destination); oscillator2.type = "sine"; // 'sine' 'square', 'sawtooth', 'triangle' and 'custom' oscillator2.frequency.value = 960; // value in hertz oscillator2.start(); return audioCtx } let sound = EBS() delay = 1000 setTimeout(() => { sound.suspend() powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal"); setTimeout(() => { sound.resume() setTimeout(() => { sound.suspend() powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal"); setTimeout(() => { sound.resume() setTimeout(() => { sound.suspend() powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal"); setTimeout(() => { sound.resume() setTimeout(() => { sound.suspend() powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal"); setTimeout(() => { sound.resume() setTimeout(() => { sound.suspend() powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal"); setTimeout(() => { sound.resume() setTimeout(() => { sound.suspend() sound.close() powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal"); }, delay); }, delay); }, delay); }, delay); }, delay); }, delay); }, delay); }, delay); }, delay); }, delay); }, delay); }, remove() {} }, { name: "automatic", description: "you can't fire when moving
always fire when at rest", maxCount: 1, count: 0, frequency: 0, isExperimentHide: true, isJunk: true, allowed() { return !tech.isFireMoveLock }, requires: "not Higgs mechanism", effect: () => { tech.isAlwaysFire = true; b.setFireMethod(); }, remove() { if (tech.isAlwaysFire) { tech.isAlwaysFire = false b.setFireMethod(); } } }, { name: "hidden variable", description: "spawn 15 heal power ups
but hide your health bar", maxCount: 1, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return !tech.isEnergyHealth }, requires: "not mass-energy", effect() { document.getElementById("health").style.display = "none" document.getElementById("health-bg").style.display = "none" for (let i = 0; i < 15; i++) powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal"); }, remove() {} }, { name: "not a bug", description: "initiate a totally safe game crash for 5 seconds", maxCount: 1, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return true }, requires: "", effect() { const savedfunction = simulation.drawCircle simulation.drawCircle = () => { const a = mob[Infinity].position //crashed the game in a visually interesting way, because of the ctx.translate command is never reverted in the main game loop } setTimeout(() => { simulation.drawCircle = savedfunction canvas.width = canvas.width //clears the canvas // works on chrome at least }, 5000); // for (;;) {} //freezes the tab }, remove() {} }, { name: "posture", description: "stand a bit taller", maxCount: 1, count: 0, frequency: 0, isExperimentHide: true, isJunk: true, allowed() { return !m.isShipMode }, requires: "", effect() { m.yOffWhen.stand = 70 }, remove() { m.yOffWhen.stand = 49 } }, { name: "rhythm", description: "you oscillate up and down", maxCount: 1, count: 0, frequency: 0, isExperimentHide: true, isJunk: true, isNonRefundable: true, allowed() { return !m.isShipMode }, requires: "", effect() { setInterval(() => { m.yOffWhen.stand = 53 + 28 * Math.sin(simulation.cycle * 0.2) if (m.onGround && !m.crouch) m.yOffGoal = m.yOffWhen.stand }, 100); }, remove() {} }, { name: "spinor", description: "the direction you aim is determined by your position", maxCount: 1, count: 0, frequency: 0, isExperimentHide: true, isNonRefundable: true, isJunk: true, allowed() { return !m.isShipMode }, requires: "", effect() { m.look = function() { //always on mouse look m.angle = (((m.pos.x + m.pos.y) / 100 + Math.PI) % Math.PI * 2) - Math.PI //smoothed mouse look translations const scale = 0.8; m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale; m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale; m.transX += (m.transSmoothX - m.transX) * 0.07; m.transY += (m.transSmoothY - m.transY) * 0.07; } }, remove() { if (this.count) m.look = m.lookDefault } }, { name: "decomposers", description: "after they die mobs leave behind spawns", maxCount: 1, count: 0, frequency: 0, isExperimentHide: true, isNonRefundable: true, isJunk: true, allowed() { return tech.deathSpawns === 0 }, requires: "", effect() { tech.deathSpawns = 0.2 }, remove() { tech.deathSpawns = 0 } }, { name: "panopticon", description: "mobs can always see you", maxCount: 1, count: 0, frequency: 0, isExperimentHide: true, isNonRefundable: true, isJunk: true, allowed() { return true }, requires: "", effect() { setInterval(() => { for (let i = 0; i < mob.length; i++) { if (!mob[i].shield && mob[i].isDropPowerUp) { mob[i].locatePlayer() mob[i].seePlayer.yes = true; } } }, 1000); //every 1 seconds }, remove() {} }, { name: "inverted mouse", description: "your mouse is scrambled
it's fine, just rotate it 90 degrees", maxCount: 1, count: 0, frequency: 0, isExperimentHide: true, isNonRefundable: true, isJunk: true, allowed() { return !m.isShipMode }, requires: "not ship", effect() { document.body.addEventListener("mousemove", (e) => { const ratio = window.innerWidth / window.innerHeight simulation.mouse.x = e.clientY * ratio simulation.mouse.y = e.clientX / ratio; }); }, remove() { // m.look = m.lookDefault } }, { name: "Fourier analysis", description: "your aiming is now controlled by this equation:
2sin(0.0133t) + sin(0.013t) + 0.5sin(0.031t)+ 0.33sin(0.03t)", maxCount: 1, count: 0, frequency: 0, isExperimentHide: true, isJunk: true, allowed() { return !m.isShipMode }, requires: "not ship", effect() { m.look = () => { m.angle = 2 * Math.sin(m.cycle * 0.0133) + Math.sin(m.cycle * 0.013) + 0.5 * Math.sin(m.cycle * 0.031) + 0.33 * Math.sin(m.cycle * 0.03) const scale = 0.8; simulation.mouse.y m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale; m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale; m.transX += (m.transSmoothX - m.transX) * 0.07; m.transY += (m.transSmoothY - m.transY) * 0.07; } }, remove() { if (this.count) m.look = m.lookDefault } }, { name: "disintegrated armament", description: "spawn a gun
remove your active gun", maxCount: 1, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return b.inventory.length > 0 }, requires: "at least 1 gun", effect() { if (b.inventory.length > 0) b.removeGun(b.guns[b.activeGun].name) simulation.makeGunHUD() powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "gun"); }, remove() {} }, { name: "probability", description: "increase the frequency
of one random tech by 100", maxCount: 1, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return true }, requires: "", effect() { let options = []; //find what tech I could get for (let i = 0, len = tech.tech.length; i < len; i++) { if ( tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].allowed() && !tech.tech[i].isJunk && !tech.tech.isLore ) { options.push(i); } } if (options.length) { const index = options[Math.floor(Math.random() * options.length)] tech.tech[index].frequency = 100 } }, remove() {} }, { name: "encryption", description: "secure tech information", maxCount: 1, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return true }, requires: "", effect() { String.prototype.shuffle = function() { var a = this.split(""), n = a.length; for (var i = n - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var tmp = a[i]; a[i] = a[j]; a[j] = tmp; } return a.join(""); } for (let i = 0, len = tech.tech.length; i < len; i++) tech.tech[i].name = tech.tech[i].name.shuffle() }, remove() {} }, { name: "transparency", description: "become invisible to yourself
mobs can still see you", maxCount: 1, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return true }, requires: "", effect() { m.draw = () => {} }, remove() {} }, { name: "quantum leap", description: "become an alternate version of yourself
every 20 seconds", maxCount: 1, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return true }, requires: "", effect() { setInterval(() => { m.switchWorlds() simulation.trails() }, 20000); //every 30 seconds }, remove() {} }, { name: "pop-ups", description: "sign up to learn endless easy ways to win n-gon
that Landgreen doesn't want you to know!!!1!!", maxCount: 1, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return true }, requires: "", effect() { setInterval(() => { alert(`The best combo is ${tech.tech[Math.floor(Math.random() * tech.tech.length)].name} with ${tech.tech[Math.floor(Math.random() * tech.tech.length)].name}!`); }, 30000); //every 30 seconds }, remove() {} }, { name: "music", description: "add music to n-gon", maxCount: 1, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return true }, requires: "", effect() { window.open('https://www.youtube.com/results?search_query=music', '_blank') }, remove() {} }, { name: "performance", description: "display performance stats to n-gon", maxCount: 1, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return true }, requires: "", effect() { (function() { var script = document.createElement('script'); script.onload = function() { var stats = new Stats(); document.body.appendChild(stats.dom); requestAnimationFrame(function loop() { stats.update(); requestAnimationFrame(loop) }); }; script.src = 'https://unpkg.com/stats.js@0.17.0/build/stats.min.js'; document.head.appendChild(script); })() //move health to the right document.getElementById("health").style.left = "86px" document.getElementById("health-bg").style.left = "86px" }, remove() {} }, { name: "repartitioning", description: "set the frequency of finding normal tech to 0
spawn 5 tech", maxCount: 1, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return true }, requires: "", effect() { for (let i = 0, len = tech.tech.length; i < len; i++) { if (tech.tech[i].isJunk) { tech.tech[i].frequency = 2 } else { tech.tech[i].frequency = 0 } } for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x, m.pos.y, "tech"); }, remove() {} }, { name: "defragment", description: "set the frequency of finding JUNK tech to zero", maxCount: 1, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return true }, requires: "", effect() { for (let i = tech.tech.length - 1; i > 0; i--) { if (tech.tech[i].isJunk) tech.tech[i].frequency = 0 } }, remove() {} }, { name: "ship", description: "fly around with no legs
reduce combat difficulty by 1 level", maxCount: 1, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return !m.isShipMode && m.fieldUpgrades[m.fieldMode].name !== "negative mass field" }, requires: "", effect() { m.shipMode() level.difficultyDecrease(simulation.difficultyMode) }, remove() {} }, // { // name: "lubrication", // description: "reduce block density and friction for this level", // maxCount: 9, // count: 0, // frequency: 0, // isNonRefundable: true, // isExperimentHide: true, // isJunk: true, // allowed() { // return true // }, // requires: "", // effect() { // for (let i = 0; i < body.length; i++) { // Matter.Body.setDensity(body[i], 0.0001) // 0.001 is normal // body[i].friction = 0.01 // } // }, // remove() {} // }, { name: "pitch", description: "oscillate the pitch of your world", maxCount: 1, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return true }, requires: "", effect() { setInterval(() => { if (!simulation.paused) ctx.rotate(0.001 * Math.sin(simulation.cycle * 0.01)) }, 16); }, remove() {} }, { name: "umbra", description: "produce a blue glow around everything
and probably some simulation lag", maxCount: 1, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return true }, requires: "", effect() { ctx.shadowColor = '#06f'; ctx.shadowBlur = 25; }, remove() {} }, { name: "lighter", description: `ctx.globalCompositeOperation = "lighter"`, maxCount: 1, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return m.fieldUpgrades[m.fieldMode].name !== "negative mass field" }, requires: "", effect() { ctx.globalCompositeOperation = "lighter"; }, remove() {} }, { name: "rewind", description: "every 5 seconds rewind 2 seconds
lasts 120 seconds", maxCount: 9, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return true }, requires: "", effect() { for (let i = 0; i < 24; i++) { setTimeout(() => { m.rewind(120) }, i * 5000); } }, remove() {} }, { name: "energy to mass conversion", description: "convert your energy into blocks", maxCount: 9, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return true }, requires: "", effect() { for (let i = 0, len = 40; i < len; i++) { setTimeout(() => { m.energy -= 1 / len const index = body.length where = Vector.add(m.pos, { x: 400 * (Math.random() - 0.5), y: 400 * (Math.random() - 0.5) }) spawn.bodyRect(where.x, where.y, Math.floor(15 + 100 * Math.random()), Math.floor(15 + 100 * Math.random())); body[index].collisionFilter.category = cat.body; body[index].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet body[index].classType = "body"; Composite.add(engine.world, body[index]); //add to world }, i * 100); } }, remove() {} }, { name: "level.nextLevel()", description: "advance to the next level", maxCount: 9, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return true }, requires: "", effect() { level.nextLevel(); }, remove() {} }, { name: "expert system", description: "spawn a tech power up
+64 JUNK to the potential tech pool", maxCount: 9, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return true }, requires: "", effect() { powerUps.spawn(m.pos.x, m.pos.y, "tech"); tech.addJunkTechToPool(64) }, remove() {} }, { name: "energy investment", description: "every 10 seconds drain your energy
return it doubled 10 seconds later
lasts 180 seconds", maxCount: 9, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return true }, requires: "", effect() { for (let i = 0; i < 18; i++) { setTimeout(() => { //drain energy const energy = m.energy m.energy = 0 setTimeout(() => { //return energy m.energy += 2 * energy }, 5000); }, i * 10000); } }, remove() {} }, { name: "missile Launching System", description: "fire missiles for the next 60 seconds", maxCount: 9, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return true }, requires: "", effect() { for (let i = 0; i < 60; i++) { setTimeout(() => { const where = { x: m.pos.x, y: m.pos.y - 40 } b.missile(where, -Math.PI / 2 + 0.2 * (Math.random() - 0.5) * Math.sqrt(tech.missileCount), -2) }, i * 1000); } }, remove() {} }, { name: "grenade production", description: "drop grenades for the next 120 seconds", maxCount: 9, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return true }, requires: "", effect() { for (let i = 0; i < 120; i++) { setTimeout(() => { b.grenade(Vector.add(m.pos, { x: 10 * (Math.random() - 0.5), y: 10 * (Math.random() - 0.5) }), -Math.PI / 2) //fire different angles for each grenade const who = bullet[bullet.length - 1] Matter.Body.setVelocity(who, { x: who.velocity.x * 0.1, y: who.velocity.y * 0.1 }); }, i * 1000); } }, remove() {} }, // { // name: "inverted input", // description: "left input becomes right and up input becomes down", // maxCount: 9, // count: 0, // frequency: 0, // isNonRefundable: true, // isExperimentHide: true, // isJunk: true, // allowed() { // return true // }, // requires: "", // effect() { // const left = input.key.left // input.key.left = input.key.right // input.key.right = left // const up = input.key.up // input.key.up = input.key.down // input.key.down = up // }, // remove() {} // }, { name: "Sleipnir", description: "grow more legs", maxCount: 1, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return !m.isShipMode }, requires: "", effect() { m.draw = function() { ctx.fillStyle = m.fillColor; m.walk_cycle += m.flipLegs * m.Vx; //draw body ctx.save(); ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5 ctx.translate(m.pos.x, m.pos.y); for (let i = 0; i < 16; i++) { m.calcLeg(Math.PI * i / 8, -3 * i / 16) m.drawLeg("#444") } ctx.rotate(m.angle); ctx.beginPath(); ctx.arc(0, 0, 30, 0, 2 * Math.PI); ctx.fillStyle = this.bodyGradient ctx.fill(); ctx.arc(15, 0, 4, 0, 2 * Math.PI); ctx.strokeStyle = "#333"; ctx.lineWidth = 2; ctx.stroke(); // ctx.beginPath(); // ctx.arc(15, 0, 3, 0, 2 * Math.PI); // ctx.fillStyle = '#0cf'; // ctx.fill() ctx.restore(); m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal } }, remove() {} }, { name: "diegesis", description: "indicate gun fire delay
through a rotation of your head", maxCount: 1, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return !m.isShipMode }, requires: "", effect() { m.draw = function() { ctx.fillStyle = m.fillColor; m.walk_cycle += m.flipLegs * m.Vx; ctx.save(); ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5 ctx.translate(m.pos.x, m.pos.y); m.calcLeg(Math.PI, -3); m.drawLeg("#4a4a4a"); m.calcLeg(0, 0); m.drawLeg("#333"); ctx.rotate(m.angle - (m.fireCDcycle != Infinity ? m.flipLegs * 0.25 * Math.pow(Math.max(m.fireCDcycle - m.cycle, 0), 0.5) : 0)); ctx.beginPath(); ctx.arc(0, 0, 30, 0, 2 * Math.PI); ctx.fillStyle = this.bodyGradient ctx.fill(); ctx.arc(15, 0, 4, 0, 2 * Math.PI); ctx.strokeStyle = "#333"; ctx.lineWidth = 2; ctx.stroke(); ctx.restore(); m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal } }, remove() {} }, { name: "pareidolia", description: "don't", maxCount: 1, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return !m.isShipMode }, requires: "", effect() { m.draw = function() { ctx.fillStyle = m.fillColor; m.walk_cycle += m.flipLegs * m.Vx; ctx.save(); ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.7 ctx.translate(m.pos.x, m.pos.y); m.calcLeg(Math.PI, -3); m.drawLeg("#4a4a4a"); m.calcLeg(0, 0); m.drawLeg("#333"); ctx.rotate(m.angle); ctx.beginPath(); ctx.arc(0, 0, 30, 0, 2 * Math.PI); ctx.fillStyle = this.bodyGradient ctx.fill(); ctx.strokeStyle = "#333"; ctx.lineWidth = 2; if (!(m.angle > -Math.PI / 2 && m.angle < Math.PI / 2)) ctx.scale(1, -1); //here is the flip ctx.stroke(); ctx.beginPath(); ctx.arc(2, -6, 7, 0, 2 * Math.PI); ctx.stroke(); ctx.beginPath(); ctx.arc(25, -6, 7, 0.25 * Math.PI, 1.6 * Math.PI); ctx.stroke(); ctx.beginPath(); ctx.arc(2, -10, 9, 1.25 * Math.PI, 1.75 * Math.PI); ctx.stroke(); ctx.beginPath(); ctx.arc(25, -10, 9, 1.25 * Math.PI, 1.4 * Math.PI); ctx.stroke(); ctx.beginPath(); ctx.arc(18, 13, 10, 0, 2 * Math.PI); ctx.fillStyle = this.bodyGradient; ctx.fill(); ctx.stroke(); ctx.beginPath(); ctx.arc(18, 13, 6, 0, 2 * Math.PI); ctx.fillStyle = "#555"; ctx.fill(); ctx.stroke(); ctx.beginPath(); ctx.arc(3, -6, 3, 0, 2 * Math.PI); ctx.fill(); ctx.stroke(); ctx.beginPath(); ctx.arc(26, -6, 3, 0, 2 * Math.PI); ctx.fill(); ctx.stroke(); ctx.restore(); m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; } }, remove() {} }, { name: "prism", description: "you cycle through different colors", maxCount: 1, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return true }, requires: "", effect() { m.color = { hue: 0, sat: 100, light: 50 } setInterval(function() { m.color.hue++ m.setFillColors() }, 10); }, remove() {} }, { name: "assimilation", description: "all your bots are converted to the same random model", maxCount: 1, count: 0, frequency: 0, isBotTech: true, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return b.totalBots() > 2 }, requires: "at least 3 bots", effect() { const total = b.totalBots(); tech.dynamoBotCount = 0; tech.nailBotCount = 0; tech.laserBotCount = 0; tech.orbitBotCount = 0; tech.foamBotCount = 0; tech.boomBotCount = 0; tech.plasmaBotCount = 0; tech.missileBotCount = 0; for (let i = 0; i < bullet.length; i++) { if (bullet[i].botType) bullet[i].endCycle = 0 } const bots = [ () => { b.nailBot(); tech.nailBotCount++; }, () => { b.foamBot(); tech.foamBotCount++; }, () => { b.boomBot(); tech.boomBotCount++; }, () => { b.laserBot(); tech.laserBotCount++; }, () => { b.orbitBot(); tech.orbitBotCount++ }, () => { b.dynamoBot(); tech.dynamoBotCount++ } ] const index = Math.floor(Math.random() * bots.length) for (let i = 0; i < total; i++) bots[index]() }, remove() {} }, { name: "growth hacking", description: "increase combat difficulty by 1 level", maxCount: 1, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return true }, requires: "", effect() { level.difficultyIncrease(simulation.difficultyMode) }, remove() {} }, { name: "stun", description: "stun all mobs for up to 8 seconds", maxCount: 9, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return true }, requires: "", effect() { for (let i = 0; i < mob.length; i++) mobs.statusStun(mob[i], 480) }, remove() {} }, { name: "re-arm", description: "remove all your guns,
and spawn new ones", maxCount: 9, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return b.inventory.length > 0 }, requires: "at least 1 gun", effect() { for (let i = 0; i < b.inventory.length; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "gun"); //removes guns and ammo b.inventory = []; b.activeGun = null; b.inventoryGun = 0; for (let i = 0, len = b.guns.length; i < len; ++i) { b.guns[i].have = false; if (b.guns[i].ammo !== Infinity) b.guns[i].ammo = 0; } simulation.makeGunHUD(); //update gun HUD }, remove() {} }, { name: "re-research", description: "eject all your research", maxCount: 9, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return powerUps.research.count > 3 }, requires: "at least 4 research", effect() { for (let i = 0; i < powerUps.research.count; i++) powerUps.directSpawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "research"); powerUps.research.count = 0 }, remove() {} }, { name: "quantum black hole", description: "use your energy and 4 research to spawn
inside the event horizon of a huge black hole", maxCount: 9, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return powerUps.research.count > 3 }, requires: "at least 4 research", effect() { m.energy = 0 spawn.suckerBoss(m.pos.x, m.pos.y - 700) powerUps.research.changeRerolls(-4) simulation.makeTextLog(`m.research --
${powerUps.research.count}`) }, remove() {} }, { name: "black hole cluster", description: "spawn 2 research
spawn 40 nearby black holes", maxCount: 9, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return true }, requires: "", effect() { for (let i = 0; i < 2; i++) powerUps.spawn(m.pos.x, m.pos.y, "research"); const unit = { x: 1, y: 0 } for (let i = 0; i < 40; i++) { const where = Vector.add(m.pos, Vector.mult(Vector.rotate(unit, Math.random() * 2 * Math.PI), 600 + 800 * Math.random())) spawn.sucker(where.x, where.y) } }, remove() {} }, //************************************************** //************************************************** undefined / lore //************************************************** tech //************************************************** { name: `undefined`, // description: `${lore.techCount+1}/${lore.techGoal}
add copies of this to the potential tech pool`, description: `this`, maxCount: 1, count: 0, frequency: 3, frequencyDefault: 3, isLore: true, // isNonRefundable: true, isExperimentHide: true, allowed() { return true }, requires: "", effect() { setTimeout(() => { //a short delay, I can't remember why lore.techCount++ if (lore.techCount === lore.techGoal) { // tech.removeLoreTechFromPool(); this.frequency = 0; this.description = `null is open` } else { this.frequency += lore.techGoal // for (let i = 0; i < tech.tech.length; i++) { //set name for all unchosen copies of this tech // if (tech.tech[i].isLore && tech.tech[i].count === 0) tech.tech[i].description = `${lore.techCount+1}/${lore.techGoal}
add copies of this to the potential tech pool` // } // for (let i = 0, len = 10; i < len; i++) tech.addLoreTechToPool() this.description = `uncaught error:
${lore.techGoal-lore.techCount} more required for access to null` } }, 1); }, remove() { lore.techCount = 0; this.maxCount = lore.techGoal; this.description = `this` } } ], // addLoreTechToPool() { //adds lore tech to tech pool // if (!simulation.isCheating) { // tech.tech.push({ // name: `undefined`, // description: `${lore.techCount+1}/${lore.techGoal}
add copies of this to the potential tech pool`, // maxCount: 1, // count: 0, // frequency: 2, // isLore: true, // isNonRefundable: true, // isExperimentHide: true, // allowed() { // return true // }, // requires: "", // effect() { // setTimeout(() => { //a short delay, I can't remember why // lore.techCount++ // if (lore.techCount > lore.techGoal - 1) { // // tech.removeLoreTechFromPool(); // for (let i = tech.tech.length - 1; i > 0; i--) { // if (tech.tech[i].isLore && tech.tech[i].count === 0) tech.tech.splice(i, 1) // } // } else { // for (let i = 0; i < tech.tech.length; i++) { //set name for all unchosen copies of this tech // if (tech.tech[i].isLore && tech.tech[i].count === 0) tech.tech[i].description = `${lore.techCount+1}/${lore.techGoal}
add copies of this to the potential tech pool` // } // for (let i = 0, len = 10; i < len; i++) tech.addLoreTechToPool() // } // }, 1); // }, // remove() {} // }) // } // }, // junk: [ // ], //variables use for gun tech upgrades fireRate: null, bulletSize: null, energySiphon: null, healthDrain: null, isCrouchAmmo: null, isBulletsLastLonger: null, isImmortal: null, sporesOnDeath: null, isImmuneExplosion: null, isExplodeMob: null, isDroneOnDamage: null, isAcidDmg: null, isAnnihilation: null, largerHeals: null, squirrelFx: null, isCrit: null, isLowHealthDmg: null, isFarAwayDmg: null, isEntanglement: null, isMassEnergy: null, isExtraChoice: null, laserBotCount: null, dynamoBotCount: null, nailBotCount: null, foamBotCount: null, boomBotCount: null, plasmaBotCount: null, missileBotCount: null, orbitBotCount: null, collisionImmuneCycles: null, blockDmg: null, isPiezo: null, isFastDrones: null, isFastSpores: null, superBallNumber: null, oneSuperBall: null, laserReflections: null, laserDamage: null, laserFieldDrain: null, isAmmoFromHealth: null, mobSpawnWithHealth: null, isEnergyRecovery: null, isHealthRecovery: null, isEnergyLoss: null, isDeathAvoid: null, isDeathAvoidedThisLevel: null, isSporeField: null, isMissileField: null, isIceField: null, isMineAmmoBack: null, isPlasmaRange: null, isFreezeMobs: null, isIceCrystals: null, throwChargeRate: null, isBlockStun: null, isStunField: null, isHarmDamage: null, energyRegen: null, isVacuumBomb: null, renormalization: null, fragments: null, isEnergyDamage: null, botSpawner: null, isBotSpawnerReset: null, isSporeFollow: null, isNailRadiation: null, isEnergyHealth: null, isExplosionStun: null, restDamage: null, isRPG: null, missileCount: null, isDeterminism: null, isSuperDeterminism: null, isHarmReduce: null, nailsDeathMob: null, isSlowFPS: null, isNeutronStun: null, isAnsatz: null, isDamageFromBulletCount: null, isLaserDiode: null, isNailShot: null, slowFire: null, fastTime: null, squirrelJump: null, isFastRadiation: null, isExtraMaxEnergy: null, isAmmoForGun: null, isRapidPulse: null, isPulseAim: null, isSporeFreeze: null, isShotgunRecoil: null, isHealLowHealth: null, isAoESlow: null, isHarmArmor: null, isTurret: null, isRerollDamage: null, isHarmFreeze: null, isBotArmor: null, isRerollHaste: null, researchHaste: null, isMineDrop: null, isRerollBots: null, isNailBotUpgrade: null, isFoamBotUpgrade: null, isLaserBotUpgrade: null, isBoomBotUpgrade: null, isOrbitBotUpgrade: null, isDroneGrab: null, isOneGun: null, isDamageForGuns: null, isGunCycle: null, isFastFoam: null, isSporeGrowth: null, isStimulatedEmission: null, nailGun: null, nailInstantFireRate: null, isCapacitor: null, isEnergyNoAmmo: null, isFreezeHarmImmune: null, isSmallExplosion: null, isExplosionHarm: null, extraMaxHealth: null, // bonusHealth: null, isIntangible: null, isCloakStun: null, bonusEnergy: null, healGiveMaxEnergy: null, healMaxEnergyBonus: 0, //not null aimDamage: null, isNoFireDefense: null, isNoFireDamage: null, duplicateChance: null, beamSplitter: null, iceEnergy: null, isPerfectBrake: null, explosiveRadius: null, isWormholeEnergy: null, isWormholeDamage: null, isNailCrit: null, isFlechetteExplode: null, isWormholeSpores: null, isWormBullets: null, isWideLaser: null, wideLaser: null, isPulseLaser: null, isRadioactive: null, isRailEnergyGain: null, isMineSentry: null, isIncendiary: null, overfillDrain: null, isNeutronSlow: null, isRailAreaDamage: null, historyLaser: null, isSpeedHarm: null, isSpeedDamage: null, isTimeSkip: null, isCancelDuplication: null, cancelCount: null, isCancelRerolls: null, isBotDamage: null, isBanish: null, isMaxEnergyTech: null, isLowEnergyDamage: null, isRewindBot: null, isRewindGrenade: null, isExtruder: null, isEndLevelPowerUp: null, isRewindGun: null, missileSize: null, isLaserMine: null, isAmmoFoamSize: null, isIceIX: null, isDupDamage: null, isFireRateForGuns: null, cyclicImmunity: null, isTechDamage: null, isRestHarm: null, isFireMoveLock: null, isRivets: null, isNeedles: null, isExplodeRadio: null, isGunSwitchField: null, isNeedleShieldPierce: null, isDuplicateBoss: null, is100Duplicate: null, isDynamoBotUpgrade: null, isBlockPowerUps: null, isBlockHarm: null, foamFutureFire: null, isDamageAfterKill: null, isHarmReduceAfterKill: null, isSwitchReality: null, isResearchReality: null, isAnthropicDamage: null, isFlipFlop: null, isFlipFlopHarm: null, isFlipFlopOn: null, isFlipFlopLevelReset: null, isFlipFlopDamage: null, isFlipFlopEnergy: null, isRelay: null, relayIce: null, isMetaAnalysis: null, isFoamAttract: null, droneCycleReduction: null, droneEnergyReduction: null, isNoHeals: null, isAlwaysFire: null, isDroneRespawn: null, deathSpawns: null, isMobBlockFling: null, blockingIce: null, isPhaseVelocity: null, waveBeamSpeed: null, wavePacketAmplitude: null, isCollisionRealitySwitch: null, iceIXOnDeath: null, wimpCount: null, isAddBlockMass: null, isMACHO: null, isHarmMACHO: null, isSneakAttack: null, isFallingDamage: null, harmonics: null, isStandingWaveExpand: null, isTokamak: null, superBallDelay: null, isBlockExplode: null, isOverHeal: null, isDroneRadioactive: null, droneRadioDamage: null, isDroneTeleport: null, isDroneFastLook: null, isFoamTeleport: null, isResearchBoss: null, isJunkResearch: null, junkResearchNumber: null, laserColor: null, laserColorAlpha: null, isLongitudinal: null, is360Longitudinal: null, isShotgunReversed: null, wormDuplicate: null, isCloakingDamage: null, harmonicEnergy: null, isFieldHarmReduction: null, isFastTime: null, isAnthropicTech: null, isSporeWorm: null, isWormShot: null, isFoamShot: null, isIceShot: null, isNeedleShot: null, isBlockRestitution: null, isZeno: null, isFieldFree: null, wormSurviveDmg: null, isExtraGunField: null }