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 = 1 } } lore.techCount = 0; // tech.removeJunkTechFromPool(); // tech.removeLoreTechFromPool(); // tech.addLoreTechToPool(); tech.armorFromPowerUps = 0; tech.totalCount = 0; simulation.updateTechHUD(); }, removeTech(index) { 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); } for (let i = 0; i < num; i++) tech.tech[options[Math.floor(Math.random() * options.length)]].frequency++ // for (let i = 0; i < num; i++) { // // find an index that doesn't have dups first // let index = null // for (let i = 0; i < tech.junk.length; i++) { // if (tech.junk[i].numberInPool === 0) { // index = i // break // } // } // if (index === null) index = Math.floor(Math.random() * tech.junk.length) //or just pick a random junk tech to add // tech.junk[index].numberInPool++ // tech.tech.push(Object.assign({}, tech.junk[index])) // push a "clone" of the tech.junk into the pool // if (tech.junk[index].numberInPool > 1) tech.tech[tech.tech.length - 1].name += ` - ${(tech.junk[index].numberInPool + 9).toString(36)}` //give it a unique name so it can be found // } }, // removeJunkTechFromPool() { // for (let i = tech.tech.length - 1; i > 0; i--) { // if (tech.tech[i].isJunk && tech.tech[i].count === 0) tech.tech.splice(i, 1) // } // }, 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()) 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) } } 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.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 } } }, 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 }, damageFromTech() { let dmg = m.fieldDamage if (tech.isFlipFlopDamage && tech.isFlipFlopOn) dmg *= 1.555 if (tech.isAnthropicDamage && tech.isDeathAvoidedThisLevel) dmg *= 2.37 if (tech.isDamageAfterKill) dmg *= (m.lastKillCycle + 300 > m.cycle) ? 1.5 : 0.5 if (tech.isTechDamage) dmg *= 2 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 *= 1.4 if (tech.isEnergyNoAmmo) dmg *= 1.5 if (tech.isDamageForGuns) dmg *= 1 + 0.17 * b.inventory.length if (tech.isLowHealthDmg) dmg *= 1 + 0.6 * Math.max(0, 1 - m.health) if (tech.isHarmDamage && m.lastHarmCycle + 600 > m.cycle) dmg *= 3; if (tech.isEnergyLoss) dmg *= 1.5; if (tech.isAcidDmg && m.health > 1) dmg *= 1.4; if (tech.restDamage > 1 && player.speed < 1) dmg *= tech.restDamage if (tech.isEnergyDamage) dmg *= 1 + m.energy / 9; if (tech.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.0038 if (tech.isRerollDamage) dmg *= 1 + 0.039 * powerUps.research.count if (tech.isOneGun && b.inventory.length < 2) dmg *= 1.25 if (tech.isNoFireDamage && m.cycle > m.fireCDcycle + 120) dmg *= 2 if (tech.isSpeedDamage) dmg *= 1 + Math.min(0.4, player.speed * 0.013) if (tech.isBotDamage) dmg *= 1 + 0.06 * b.totalBots() return dmg * tech.slowFire * tech.aimDamage }, duplicationChance() { return (tech.isBayesian ? 0.2 : 0) + tech.cancelCount * 0.045 + tech.duplicateChance + m.duplicateChance }, maxDuplicationEvent() { if (tech.is100Duplicate && tech.duplicationChance() > 0.99) { tech.is100Duplicate = false const range = 1000 const bossOptions = ["historyBoss", "cellBossCulture", "bomberBoss", "powerUpBoss", "orbitalBoss"] spawn.randomLevelBoss(m.pos.x + range, m.pos.y, bossOptions); spawn.randomLevelBoss(m.pos.x, m.pos.y + range, bossOptions); spawn.randomLevelBoss(m.pos.x - range, m.pos.y, bossOptions); spawn.randomLevelBoss(m.pos.x, m.pos.y - range, bossOptions); } }, tech: [{ name: "integrated armament", description: `increase damage by 25%
your inventory can only hold 1 gun`, maxCount: 1, count: 0, frequency: 1, allowed() { return b.inventory.length < 2 //&& !tech.haveGunCheck("CPT gun") }, requires: "no more than 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: 1, allowed() { return b.inventory.length > 1 && !tech.isEnergyHealth }, requires: "at least 2 guns", effect() { tech.isEntanglement = true setTimeout(function() { simulation.boldActiveGunHUD(); }, 1000); }, remove() { tech.isEntanglement = false; } }, { name: "arsenal", description: "increase damage by 17%
for each gun in your inventory", maxCount: 1, count: 0, frequency: 1, allowed() { return b.inventory.length > 1 }, requires: "at least 2 guns", effect() { tech.isDamageForGuns = true; }, remove() { tech.isDamageForGuns = false; } }, { name: "active cooling", description: "17% decreased delay after firing
for each gun in your inventory", maxCount: 1, count: 0, frequency: 1, allowed() { return b.inventory.length > 1 }, requires: "at least 2 guns", effect() { tech.isFireRateForGuns = true; b.setFireCD(); }, remove() { tech.isFireRateForGuns = false; b.setFireCD(); } }, { name: "generalist", description: "spawn 6 guns, but you can't switch guns
guns cycle automatically with each new level", maxCount: 1, count: 0, frequency: 1, isNonRefundable: true, allowed() { return (tech.isDamageForGuns || tech.isFireRateForGuns) && (b.inventory.length + 5) < b.guns.length }, requires: "arsenal or cyclic rate boost", effect() { tech.isGunCycle = true; for (let i = 0; i < 6; i++) powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "gun"); }, remove() { tech.isGunCycle = false; } }, { name: "specialist", 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 > 2 }, requires: "at least 3 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 200% ammo
but ammo is only added to your current gun", maxCount: 1, count: 0, frequency: 1, 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: 1, isNonRefundable: 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: "when you fire while out of ammo
gain 3 ammo, but lose 5 health", maxCount: 1, count: 0, frequency: 1, allowed() { return !tech.isEnergyHealth && !tech.isEnergyNoAmmo }, requires: "not mass-energy equivalence
not exciton-lattice", effect: () => { tech.isAmmoFromHealth = true; }, remove() { tech.isAmmoFromHealth = false; } }, // { // name: "perpetual ammo", // description: "find 3 ammo at the start of each level", // maxCount: 1, // count: 0, // frequency: 1, // allowed() { // return !tech.isPerpetualReroll && !tech.isPerpetualHeal && !tech.isPerpetualReroll && !tech.isPerpetualStun && !tech.isEnergyNoAmmo // }, // requires: "only 1 perpetual effect, not exciton lattice", // effect() { // tech.isPerpetualAmmo = true // }, // remove() { // tech.isPerpetualAmmo = false // } // }, { name: "desublimated ammunition", description: "use 50% less ammo when crouching", maxCount: 1, count: 0, frequency: 1, 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: 2, frequencyDefault: 2, allowed() { return tech.isCrouchAmmo && !tech.isEnergyHealth }, requires: "desublimated ammunition
not mass-energy equivalence", effect() { tech.isTurret = true }, remove() { tech.isTurret = false; } }, { name: "inertial frame", description: "66% decreased delay after firing
you can only fire when at rest", maxCount: 1, count: 0, frequency: 1, allowed() { return true }, requires: "", effect: () => { tech.isFireNotMove = true; b.setFireCD(); b.setFireMethod(); }, remove() { if (tech.isFireNotMove) { tech.isFireNotMove = false b.setFireCD(); b.setFireMethod(); } } }, { name: "dead reckoning", description: "increase damage by 33% when at rest", maxCount: 9, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isFireNotMove }, requires: "inertial frame", effect: () => { tech.restDamage += 0.33 }, remove() { tech.restDamage = 1; } }, { name: "Higgs mechanism", description: "while firing your position is locked
and harm is reduced by 60%", maxCount: 1, count: 0, frequency: 1, allowed() { return !tech.isEnergyHealth }, requires: "not mass energy", effect: () => { tech.isFireMoveLock = true; b.setFireMethod(); }, remove() { if (tech.isFireMoveLock) { tech.isFireMoveLock = false b.setFireMethod(); } } }, { name: "squirrel-cage rotor", description: "move and jump about 30% faster
take 5% more harm", maxCount: 9, count: 0, frequency: 1, 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 50%", maxCount: 1, count: 0, frequency: 1, allowed() { return m.Fx > 0.016 && !tech.isEnergyHealth }, requires: "speed increase, not mass-energy equivalence", effect() { tech.isSpeedHarm = true }, remove() { tech.isSpeedHarm = false } }, { name: "Newton's 2nd law", description: "moving at high speeds increases damage
by up to 33%", maxCount: 1, count: 0, frequency: 1, allowed() { return m.Fx > 0.016 }, requires: "speed increase", effect() { tech.isSpeedDamage = true }, remove() { tech.isSpeedDamage = false } }, // { // name: "Galilean group", // description: "reduce harm by 50% when at rest", // maxCount: 1, // count: 0, // frequency: 1, // allowed() { // return tech.isFireNotMove || tech.isFireMoveLock // }, // requires: "inertial frame or Higgs manism", // effect() { // tech.isRestHarm = true // }, // remove() { // tech.isRestHarm = 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: 1, allowed() { return true }, requires: "", effect() { tech.isFarAwayDmg = true; //used in mob.damage() }, remove() { tech.isFarAwayDmg = false; } }, { name: "electrostatic discharge", description: "increase damage by 20%
20% increased delay after firing", maxCount: 1, count: 0, frequency: 1, 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: 1, allowed() { return true }, requires: "", effect() { tech.fireRate *= 0.7 b.setFireCD(); }, remove() { tech.fireRate = 1; b.setFireCD(); } }, { name: "iridium-192", description: "explosions release gamma radiation
100% more damage, but over 4 seconds", maxCount: 1, count: 0, frequency: 1, allowed() { return tech.explosiveRadius === 1 && !tech.isSmallExplosion && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1) }, requires: "an explosive damage source, not ammonium nitrate or nitroglycerin", effect: () => { tech.isExplodeRadio = true; }, remove() { tech.isExplodeRadio = false; } }, { name: "ammonium nitrate", description: "increase explosive damage by 20%
increase explosive radius by 20%", maxCount: 9, count: 0, frequency: 1, allowed() { return !tech.isExplodeRadio && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1) }, requires: "an explosive damage source, not iridium-192", effect: () => { tech.explosiveRadius += 0.2; }, remove() { tech.explosiveRadius = 1; } }, { name: "nitroglycerin", description: "increase explosive damage by 60%
decrease explosive radius by 20%", maxCount: 1, count: 0, frequency: 1, allowed() { return !tech.isExplodeRadio && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1) }, 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 400% more harm from explosions", maxCount: 1, count: 0, frequency: 1, allowed() { return !tech.isRewindGrenade && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField) }, requires: "an explosive damage source, not causality bombs", effect: () => { tech.isExplosionHarm = true; }, remove() { tech.isExplosionHarm = false; } }, { name: "electric reactive armor", // description: "explosions do no harm
while your energy is above 98%", description: "harm from explosions is passively reduced
by 7% for every 10 stored energy", maxCount: 1, count: 0, frequency: 1, allowed() { return tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isMissileField || tech.isExplodeMob || tech.isPulseLaser }, requires: "an explosive damage source", effect: () => { tech.isImmuneExplosion = true; }, remove() { tech.isImmuneExplosion = false; } }, { name: "thermal runaway", description: "mobs explode when they die
be careful", maxCount: 1, count: 0, frequency: 1, allowed() { return (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("vacuum bomb") || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1) && !tech.sporesOnDeath && !tech.nailsDeathMob && !tech.isBotSpawner }, requires: "an explosive damage source, no other mob death tech", effect: () => { tech.isExplodeMob = true; }, remove() { tech.isExplodeMob = false; } }, { name: "zoospore vector", description: "mobs produce spores when they die
9% chance", maxCount: 9, count: 0, frequency: 1, allowed() { return !tech.nailsDeathMob && !tech.isExplodeMob && !tech.isBotSpawner }, requires: "no other mob death tech", effect() { tech.sporesOnDeath += 0.09; for (let i = 0; i < 8; i++) { b.spore(m.pos) } }, remove() { tech.sporesOnDeath = 0; } }, { name: "impact shear", description: "mobs release a nail when they die
nails target nearby mobs", maxCount: 9, count: 0, frequency: 1, allowed() { return !tech.sporesOnDeath && !tech.isExplodeMob && !tech.isBotSpawner }, requires: "no other mob death tech", effect: () => { tech.nailsDeathMob++ }, remove() { tech.nailsDeathMob = 0; } }, { name: "reaction inhibitor", description: "mobs spawn with 11% less health", maxCount: 3, count: 0, frequency: 1, allowed() { return tech.nailsDeathMob || tech.sporesOnDeath || tech.isExplodeMob || tech.isBotSpawner }, 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 66%
after not using your gun or field for 2 seconds", maxCount: 1, count: 0, frequency: 1, allowed() { return (b.totalBots() > 1 || tech.haveGunCheck("drones") || tech.haveGunCheck("mine") || tech.haveGunCheck("spores") || m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing") && !tech.isEnergyHealth }, requires: "drones, spores, mines, or bots", 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: 1, allowed() { return tech.isNoFireDefense }, requires: "decorrelation", effect() { tech.isNoFireDamage = true }, remove() { tech.isNoFireDamage = false } }, { name: "scrap bots", description: "20% chance to build a bot after killing a mob
the bot lasts for about 20 seconds", maxCount: 3, count: 0, frequency: 1, allowed() { return b.totalBots() > 0 && !tech.sporesOnDeath && !tech.nailsDeathMob && !tech.isExplodeMob }, requires: "a bot and no other mob death tech", effect() { tech.isBotSpawner += 0.20; }, remove() { tech.isBotSpawner = 0; } }, { name: "nail-bot", description: "a bot fires nails at mobs in line of sight", maxCount: 9, count: 0, frequency: 1, isBotTech: true, allowed() { return true }, requires: "", effect() { tech.nailBotCount++; b.nailBot(); }, remove() { tech.nailBotCount -= this.count; } }, { name: "nail-bot upgrade", description: "convert all your bots to nail-bots
500% increased nail-bot fire rate", maxCount: 1, count: 0, frequency: 1, allowed() { return tech.nailBotCount > 1 && !b.hasBotUpgrade() }, requires: "2 or more nail bots and only 1 bot upgrade", effect() { tech.isNailBotUpgrade = true b.convertBotsTo("nailBotCount") for (let i = 0; i < bullet.length; i++) { if (bullet[i].botType === 'nail') bullet[i].isUpgraded = true } }, remove() { tech.isNailBotUpgrade = false for (let i = 0; i < bullet.length; i++) { if (bullet[i].botType === 'nail') bullet[i].isUpgraded = false } } }, { name: "foam-bot", description: "a bot fires foam at nearby mobs", maxCount: 9, count: 0, frequency: 1, isBotTech: true, allowed() { return true }, requires: "", effect() { tech.foamBotCount++; b.foamBot(); }, remove() { tech.foamBotCount -= this.count; } }, { name: "foam-bot upgrade", description: "convert all your bots to foam-bots
250% increased foam size and fire rate", maxCount: 1, count: 0, frequency: 1, allowed() { return tech.foamBotCount > 1 && !b.hasBotUpgrade() }, requires: "2 or more foam bots and only 1 bot upgrade", effect() { tech.isFoamBotUpgrade = true b.convertBotsTo("foamBotCount") for (let i = 0; i < bullet.length; i++) { if (bullet[i].botType === 'foam') bullet[i].isUpgraded = true } }, remove() { tech.isFoamBotUpgrade = false for (let i = 0; i < bullet.length; i++) { if (bullet[i].botType === 'foam') bullet[i].isUpgraded = 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, isBotTech: true, allowed() { return true }, requires: "", effect() { tech.boomBotCount++; b.boomBot(); }, remove() { tech.boomBotCount -= this.count; } }, { name: "boom-bot upgrade", description: "convert all your bots to boom-bots
250% increased explosion damage and size", maxCount: 1, count: 0, frequency: 1, allowed() { return tech.boomBotCount > 1 && !b.hasBotUpgrade() }, requires: "2 or more boom bots and only 1 bot upgrade", effect() { tech.isBoomBotUpgrade = true b.convertBotsTo("boomBotCount") for (let i = 0; i < bullet.length; i++) { if (bullet[i].botType === 'boom') bullet[i].isUpgraded = true } }, remove() { tech.isBoomBotUpgrade = false for (let i = 0; i < bullet.length; i++) { if (bullet[i].botType === 'boom') bullet[i].isUpgraded = false } } }, { name: "laser-bot", description: "a bot uses energy to emit a laser beam
that targets nearby mobs", maxCount: 9, count: 0, frequency: 1, isBotTech: true, allowed() { return m.maxEnergy > 0.5 }, requires: "maximum energy above 50%", effect() { tech.laserBotCount++; b.laserBot(); }, remove() { tech.laserBotCount -= this.count; } }, { 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: 1, allowed() { return tech.laserBotCount > 1 && !b.hasBotUpgrade() }, requires: "2 or more laser bots and only 1 bot upgrade", effect() { tech.isLaserBotUpgrade = true b.convertBotsTo("laserBotCount") for (let i = 0; i < bullet.length; i++) { if (bullet[i].botType === 'laser') bullet[i].isUpgraded = true } }, remove() { tech.isLaserBotUpgrade = false for (let i = 0; i < bullet.length; i++) { if (bullet[i].botType === 'laser') bullet[i].isUpgraded = 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, isBotTech: true, allowed() { return true }, requires: "", effect() { b.orbitBot(); tech.orbitBotCount++; }, remove() { tech.orbitBotCount -= this.count; } }, { name: "orbital-bot upgrade", description: "convert all your bots to orbital-bots
increase damage by 200% and radius by 30%", maxCount: 1, count: 0, frequency: 1, allowed() { return tech.orbitBotCount > 1 && !b.hasBotUpgrade() }, requires: "2 or more orbital bots and only 1 bot upgrade", effect() { tech.isOrbitBotUpgrade = true b.convertBotsTo("orbitBotCount") const range = 190 + 60 * 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) } } }, remove() { tech.isOrbitBotUpgrade = false const range = 190 + 60 * 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) } } } }, { 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, isBotTech: true, allowed() { return true }, requires: "", effect() { tech.dynamoBotCount++; b.dynamoBot(); }, remove() { tech.dynamoBotCount -= this.count; } }, { name: "dynamo-bot upgrade", description: "convert your bots to dynamo-bots
dynamo-bots regen 24 energy per second", maxCount: 1, count: 0, frequency: 1, allowed() { return tech.dynamoBotCount > 1 && !b.hasBotUpgrade() }, requires: "2 or more dynamo bots and only 1 bot upgrade", effect() { tech.isDynamoBotUpgrade = true b.convertBotsTo("dynamoBotCount") for (let i = 0; i < bullet.length; i++) { if (bullet[i].botType === 'dynamo') bullet[i].isUpgraded = true } }, remove() { tech.isDynamoBotUpgrade = false for (let i = 0; i < bullet.length; i++) { if (bullet[i].botType === 'dynamo') bullet[i].isUpgraded = false } } }, { name: "bot fabrication", description: "anytime you collect 4 research
use them to build a random bot", maxCount: 1, count: 0, frequency: 1, 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: "perimeter defense", description: "reduce harm by 6%
for each of your permanent bots", maxCount: 1, count: 0, frequency: 1, 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: 1, allowed() { return b.totalBots() > 3 }, requires: "at least 4 bots", effect() { tech.isBotDamage = true }, remove() { tech.isBotDamage = false } }, { name: "bot replication", description: "duplicate your permanent bots
remove all of your guns", maxCount: 1, count: 0, frequency: 1, isNonRefundable: true, isExperimentHide: true, isBadRandomOption: true, allowed() { return b.totalBots() > 3 }, requires: "at least 4 bots", effect() { 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() {} }, { name: "mass driver", description: "increase block collision damage by 100%
charge throws more quickly for less energy", maxCount: 1, count: 0, frequency: 1, allowed() { return m.fieldUpgrades[m.fieldMode].name !== "wormhole" }, requires: "not wormhole", effect() { tech.throwChargeRate = 2 }, remove() { tech.throwChargeRate = 1 } }, { name: "restitution", description: "mobs killed by collisions with blocks
spawn a heal, ammo, or research", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.throwChargeRate > 1 }, requires: "mass driver", effect() { tech.isBlockPowerUps = true }, remove() { tech.isBlockPowerUps = false } }, { name: "inelastic collision", description: "while you are holding a block
reduce harm by 85%", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.throwChargeRate > 1 && m.fieldUpgrades[m.fieldMode].name !== "pilot wave" && m.fieldUpgrades[m.fieldMode].name !== "wormhole" }, requires: "mass driver, a field that can hold things", effect() { tech.isBlockHarm = true }, remove() { tech.isBlockHarm = false } }, // { // name: "perpetual stun", // description: "stun all mobs for up to 12 seconds
at the start of each level", // maxCount: 1, // count: 0, // frequency: 1, // allowed() { // return !tech.isPerpetualReroll && !tech.isPerpetualHeal && !tech.isPerpetualAmmo // }, // requires: "only 1 perpetual effect", // effect() { // tech.isPerpetualStun = true // }, // remove() { // tech.isPerpetualStun = false // } // }, { name: "Pauli exclusion", description: `after receiving harm from a collision become
immune to harm for an extra 0.75 seconds`, maxCount: 9, count: 0, frequency: 1, allowed() { return true }, requires: "", effect() { tech.collisionImmuneCycles += 45; if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to collision damage for 30 cycles }, remove() { tech.collisionImmuneCycles = 30; } }, { name: "complex spin-statistics", description: `become immune to harm for 1 second
once every 7 seconds`, maxCount: 3, count: 0, frequency: 1, allowed() { return true //tech.collisionImmuneCycles > 30 }, requires: "", effect() { tech.cyclicImmunity += 60; }, remove() { tech.cyclicImmunity = 0; } }, { name: "flip-flop", description: `if flip-flop is ON, collisions set it to OFF
if flip-flop is OFF, collisions set it to ON`, // description: `collisions toggle flip-flop ON and OFF //
ON: 0 collision harm, OFF: 25% extra harm`, // on your next collision take 0 harm 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, allowed() { return true }, requires: "", effect() { tech.isFlipFlop = true //do you have this tech? tech.isFlipFlopOn = true //what is the state of flip-Flop? m.draw = () => { 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); 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); let grd = ctx.createLinearGradient(-30, 0, 30, 0); grd.addColorStop(0, m.fillColorDark); grd.addColorStop(1, m.fillColor); ctx.fillStyle = grd; ctx.fill(); ctx.arc(15, 0, 4, 0, 2 * Math.PI); ctx.strokeStyle = "#333"; ctx.lineWidth = 2; ctx.stroke(); //draw eye ctx.beginPath(); ctx.arc(15, 0, 3, 0, 2 * Math.PI); ctx.fillStyle = m.eyeFillColor; ctx.fill() ctx.restore(); m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal } }, remove() { tech.isFlipFlop = false tech.isFlipFlopOn = false m.eyeFillColor = 'transparent' } }, { name: "NOR gate", description: "if flip-flop is in the ON state
take 0 harm from collisions with mobs", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isFlipFlop }, requires: "flip-flop", effect() { tech.isFlipFlopHarm = true //do you have this tech }, remove() { tech.isFlipFlopHarm = false } }, { name: "NAND gate", description: "if flip-flop is in the ON state
do 55.5% more damage", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isFlipFlop }, requires: "flip-flop", effect() { tech.isFlipFlopDamage = true; }, remove() { tech.isFlipFlopDamage = false; } }, { name: "transistor", description: "if flip-flop is ON regen 22 energy per second
if flip-flop is OFF drain 3.1 energy per second", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isFlipFlop }, requires: "flip-flop", effect() { tech.isFlipFlopEnergy = true; }, remove() { tech.isFlipFlopEnergy = false; } }, { name: "shift registers", description: "set flip-flop to the ON state
at the start of a level", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isFlipFlopEnergy || tech.isFlipFlopDamage || tech.isFlipFlopHarm }, requires: "2 flip-flop techs", effect() { tech.isFlipFlopLevelReset = true; }, remove() { tech.isFlipFlopLevelReset = false; } }, { name: "clock gating", description: `slow time by 50% after receiving harm
reduce harm by 20%`, maxCount: 1, count: 0, frequency: 1, allowed() { return simulation.fpsCapDefault > 45 && !tech.isRailTimeSlow }, requires: "FPS above 45", effect() { tech.isSlowFPS = true; }, remove() { tech.isSlowFPS = false; } }, { name: "liquid cooling", description: `freeze all mobs for 7 seconds
after receiving harm`, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isSlowFPS }, requires: "clock gating", effect() { tech.isHarmFreeze = true; }, remove() { tech.isHarmFreeze = false; } }, { name: "osmoprotectant", description: `collisions with stunned or frozen mobs
cause you no harm`, maxCount: 1, count: 0, frequency: 1, allowed() { return tech.isStunField || tech.isPulseStun || tech.oneSuperBall || tech.isHarmFreeze || tech.isIceField || tech.isIceCrystals || tech.isSporeFreeze || tech.isAoESlow || tech.isFreezeMobs || tech.isCloakStun || tech.orbitBotCount > 1 || tech.isWormholeDamage }, requires: "a freezing or stunning effect", effect() { tech.isFreezeHarmImmune = true; }, remove() { tech.isFreezeHarmImmune = false; } }, { name: "ablative drones", description: "rebuild your broken parts as drones
chance to occur after receiving harm", maxCount: 1, count: 0, frequency: 1, 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: 1, 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: 1, 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: 1, 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, piezo, 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: 1, allowed() { return tech.isRewindAvoidDeath }, requires: "CPT", effect() { tech.isRewindBot++; }, remove() { tech.isRewindBot = 0; } }, { name: "causality bombs", description: "before you rewind drop several grenades", maxCount: 1, count: 0, frequency: 1, allowed() { return !tech.isExplosionHarm && tech.isRewindAvoidDeath }, requires: "CPT, not acetone peroxide", 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, allowed() { return !tech.isEnergyHealth && (m.harmReduction() < 1 || tech.isFlipFlopHarm) }, requires: "not mass-energy equivalence, some harm reduction", 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: 1, allowed() { return (tech.iceEnergy || tech.isWormholeEnergy || tech.isPiezo || tech.isRailEnergyGain) && tech.energyRegen !== 0.004 && !tech.isEnergyHealth }, requires: "piezoelectricity, Penrose, half-wave, or thermoelectric, but 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, allowed() { return !tech.isEnergyLoss && !tech.isPiezo && !tech.isRewindAvoidDeath && !tech.isRewindGun && !tech.isSpeedHarm && m.fieldUpgrades[m.fieldMode].name !== "negative mass field" && !tech.isHealLowHealth && !tech.isTechDamage }, requires: "not exothermic process, piezoelectricity, CPT, 1st law, negative mass , ...", effect: () => { m.health = 0 // m.displayHealth(); document.getElementById("health").style.display = "none" document.getElementById("health-bg").style.display = "none" document.getElementById("dmg").style.backgroundColor = "#0cf"; tech.isEnergyHealth = true; m.displayHealth(); }, remove() { 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); m.displayHealth(); } }, { name: "1st ionization energy", description: "each heal power up you collect
increases your maximum energy by 5", maxCount: 1, count: 0, frequency: 1, 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: "electrolytes", description: "increase damage by 1%
for every 9 stored energy", maxCount: 1, count: 0, frequency: 1, allowed() { return m.maxEnergy > 1 || tech.isEnergyRecovery || tech.isPiezo || tech.energySiphon > 0 }, requires: "increased energy regen or max energy", effect: () => { tech.isEnergyDamage = true }, remove() { tech.isEnergyDamage = false; } }, { name: "exciton-lattice", description: `increase damage by 50%, but
ammo will no longer spawn`, maxCount: 1, count: 0, frequency: 1, allowed() { return (tech.haveGunCheck("nail gun") && tech.isIceCrystals) || tech.haveGunCheck("laser") || m.fieldUpgrades[m.fieldMode].name === "plasma torch" || m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" || m.fieldUpgrades[m.fieldMode].name === "pilot wave" }, requires: "energy based damage", 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: 1, allowed() { return !tech.isEnergyHealth }, requires: "not mass-energy equivalence", effect() { tech.isEnergyLoss = true; }, remove() { tech.isEnergyLoss = false; } }, { name: "heat engine", description: `increase damage by 40%, but
reduce maximum energy by 50`, maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isEnergyLoss && m.maxEnergy < 1.1 && !tech.isSporeField && !tech.isRewindAvoidDeath }, requires: "exothermic process, not max energy increase, CPT, or spore nano-scale", 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: 2, frequencyDefault: 2, allowed() { return tech.isEnergyLoss && m.maxEnergy < 1.1 }, requires: "exothermic process, not max energy increase", effect() { tech.isLowEnergyDamage = true; }, remove() { tech.isLowEnergyDamage = false; } }, { name: "overcharge", description: "increase your maximum energy by 50", maxCount: 9, count: 0, frequency: 1, allowed() { return m.maxEnergy > 0.99 }, requires: "max energy >= 1", effect() { // m.maxEnergy += 0.5 // m.energy += 0.5 tech.bonusEnergy += 0.5 m.setMaxEnergy() }, remove() { tech.bonusEnergy = 0; m.setMaxEnergy() } }, { name: "supercapacitor", description: "energy above your max decays 60% slower", maxCount: 1, count: 0, frequency: 1, allowed() { return tech.isEnergyRecovery || tech.isPiezo || tech.energySiphon > 0 || tech.isRailEnergyGain || tech.isWormholeEnergy || tech.iceEnergy > 0 }, requires: "a source of overfilled energy", effect() { tech.overfillDrain = 0.85 }, remove() { tech.overfillDrain = 0.75 } }, { name: "energy conservation", description: "6% of damage done recovered as energy", maxCount: 9, count: 0, frequency: 1, allowed() { return tech.damageFromTech() > 1 }, requires: "some increased damage", 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, allowed() { return m.maxEnergy > 0.99 }, requires: "max energy >= 1", 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, 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 50% else decrease it by 50%", maxCount: 1, count: 0, frequency: 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 75% else increase it by 25%", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isDamageAfterKill }, requires: "dormancy", effect() { tech.isHarmReduceAfterKill = true; }, remove() { tech.isHarmReduceAfterKill = false; } }, { name: "negative feedback", description: "increase damage by 6%
for every 10 health below 100", maxCount: 1, count: 0, frequency: 1, allowed() { return m.health < 0.5 || build.isExperimentSelection }, requires: "health below 60", effect() { tech.isLowHealthDmg = true; //used in mob.damage() }, remove() { tech.isLowHealthDmg = false; } }, { name: "antiscience", description: "increase damage by 100%
lose 11 health when you pick up a tech", maxCount: 1, count: 0, frequency: 1, allowed() { return (m.harmReduction() < 1 || tech.healthDrain || tech.isLowHealthDmg || tech.isHealthRecovery || tech.isHealLowHealth || tech.largerHeals > 1 || tech.isPerpetualHeal) && !tech.isEnergyHealth }, requires: "negative feedback or extra healing tech or harm reduction, not mass-energy", effect() { tech.isTechDamage = true; }, remove() { tech.isTechDamage = false; } }, { name: "entropy exchange", description: "heal for 3% of damage done
take 8% more harm", maxCount: 9, count: 0, frequency: 1, isHealTech: true, allowed() { return !tech.isEnergyHealth && tech.damageFromTech() > 1 }, requires: "some increased damage, not mass-energy equivalence", effect() { tech.healthDrain += 0.03; }, remove() { tech.healthDrain = 0; } }, { name: "fluoroantimonic acid", description: "increase damage by 40%
when your health is above 100", maxCount: 1, count: 0, frequency: 1, allowed() { return m.maxHealth > 1; }, requires: "health above 100", effect() { tech.isAcidDmg = true; }, remove() { tech.isAcidDmg = false; } }, { name: "supersaturation", description: "increase your maximum health by 50", maxCount: 9, count: 0, frequency: 1, allowed() { return !tech.isEnergyHealth }, requires: "not mass-energy equivalence", effect() { tech.bonusHealth += 0.5 m.addHealth(0.50) m.setMaxHealth(); }, remove() { tech.bonusHealth = 0 m.setMaxHealth(); } }, { name: "inductive coupling", description: "for each unused power up at the end of a level
add 3 max health (up to 51 health per level)", maxCount: 1, count: 0, frequency: 1, allowed() { return !tech.isEnergyHealth && !tech.isDroneGrab }, requires: "not mass-energy equivalence, not drone harvester", effect() { tech.isArmorFromPowerUps = true; //tracked by tech.armorFromPowerUps }, remove() { tech.isArmorFromPowerUps = false; // tech.armorFromPowerUps = 0; //this is now reset in tech.setupAllTech(); m.setMaxHealth(); } }, { name: "transceiver chip", description: "unused power ups at the end of each level
are still activated (selections are random)", maxCount: 1, count: 0, frequency: 1, allowed() { return tech.isArmorFromPowerUps }, requires: "inductive coupling", effect() { tech.isEndLevelPowerUp = true; }, remove() { tech.isEndLevelPowerUp = false; } }, { name: "negentropy", description: `at the start of each level
spawn a heal for every 50 missing health`, maxCount: 1, count: 0, frequency: 1, isHealTech: true, allowed() { return m.maxHealth > 1 || tech.isArmorFromPowerUps }, requires: "increased max health", effect() { tech.isHealLowHealth = true; }, remove() { tech.isHealLowHealth = false; } }, { name: "adiabatic healing", description: "heal power ups are 100% more effective", maxCount: 3, count: 0, frequency: 1, isHealTech: true, allowed() { return (m.health < 0.75 || build.isExperimentSelection) && !tech.isEnergyHealth }, requires: "not mass-energy equivalence", effect() { tech.largerHeals++; }, remove() { tech.largerHeals = 1; } }, // { // name: "perpetual heals", // description: "find 3 heals at the start of each level", // maxCount: 1, // count: 0, // frequency: 1, // isHealTech: true, // allowed() { // return !tech.isPerpetualReroll && !tech.isPerpetualAmmo && !tech.isPerpetualStun // }, // requires: "only 1 perpetual effect", // effect() { // tech.isPerpetualHeal = true // }, // remove() { // tech.isPerpetualHeal = false // } // }, { name: "anthropic principle", nameInfo: "", addNameInfo() { setTimeout(function() { powerUps.research.changeRerolls(0) }, 1000); }, description: "once per level use 1 research to avoid dying
and spawn 6 heal power ups", maxCount: 1, count: 0, frequency: 1, 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: "strong anthropic principle", description: "after anthropic principle prevents your death
increase damage by 137.03599% on that level", maxCount: 1, count: 0, frequency: 2, frequencyDefault: 2, allowed() { return tech.isDeathAvoid }, requires: "anthropic principle", effect() { tech.isAnthropicDamage = true }, remove() { tech.isAnthropicDamage = false } }, { name: "quantum immortality", description: "after dying, continue in an alternate reality
reduce harm by 16%", //spawn 4 research maxCount: 1, count: 0, frequency: 1, allowed() { return !tech.isSwitchReality && !tech.isResearchReality }, requires: "not many-worlds, perturbation theory", effect() { tech.isImmortal = true; // for (let i = 0; i < 4; i++) powerUps.spawn(m.pos.x + Math.random() * 10, m.pos.y + Math.random() * 10, "research", false); }, remove() { tech.isImmortal = false; } }, { name: "many-worlds", description: "each new level is an alternate reality
find 2 tech power ups in that reality", maxCount: 1, count: 0, frequency: 1, allowed() { return !tech.isImmortal && !tech.isResearchReality }, requires: "not quantum immortality, perturbation theory", effect() { tech.isSwitchReality = true; }, remove() { tech.isSwitchReality = false; } }, { name: "Ψ(t) collapse", description: "enter an alternate reality after you research
spawn 11 research", maxCount: 1, count: 0, frequency: 1, allowed() { return !tech.isImmortal && !tech.isSwitchReality }, requires: "not quantum immortality, many-worlds", effect() { tech.isResearchReality = true; for (let i = 0; i < 11; i++) powerUps.spawn(m.pos.x + Math.random() * 10, m.pos.y + Math.random() * 10, "research", false); }, remove() { tech.isResearchReality = false; } }, { name: "renormalization", description: "using a research for any purpose
has a 37% chance to spawn a research", maxCount: 1, count: 0, frequency: 1, allowed() { return (powerUps.research.count > 1 || build.isExperimentSelection) && !tech.isSuperDeterminism && !tech.isRerollHaste }, requires: "not superdeterminism or Ψ(t) collapse
at least 2 research", effect() { tech.renormalization = true; }, remove() { tech.renormalization = false; } }, { name: "decoherence", description: "researched or canceled tech won't reoccur
spawn 5 research", maxCount: 1, count: 0, frequency: 1, 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 < 5; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "research", false); }, remove() { tech.isBanish = false powerUps.tech.banishLog = [] //reset banish log } }, { name: "perturbation theory", description: "66% decreased delay after firing
when you have no research in your inventory", maxCount: 1, count: 0, frequency: 1, allowed() { return powerUps.research.count === 0 && !tech.manyWorlds }, 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: 1, allowed() { return powerUps.research.count === 0 && !tech.isSuperDeterminism && !tech.isRerollHaste }, requires: "not superdeterminism or Ψ(t) collapse
no research", effect: () => { tech.manyWorlds = true; }, remove() { tech.manyWorlds = false; } }, { name: "Bayesian statistics", description: "increase damage by 3.9%
for each research in your inventory", maxCount: 1, count: 0, frequency: 1, allowed() { return powerUps.research.count > 4 || build.isExperimentSelection }, requires: "at least 5 research", effect() { tech.isRerollDamage = true; }, remove() { tech.isRerollDamage = false; } }, { name: "Born rule", description: "remove all current tech
spawn new tech to replace them", maxCount: 1, count: 0, frequency: 1, // isNonRefundable: true, isBadRandomOption: true, isExperimentHide: 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.World.remove(engine.world, bullet[i]); bullet = []; let count = 0 //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 -= 3 //remove the bonus tech if (tech.isSuperDeterminism) count -= 2 //remove the bonus tech tech.setupAllTech(); // remove all tech // tech.addLoreTechToPool(); for (let i = 0; i < count; i++) { // spawn new tech power ups powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "tech"); } //have state is checked in m.death() }, remove() {} }, // { // name: "perpetual research", // description: "find 1 research at the start of each level", // maxCount: 1, // count: 0, // frequency: 1, // allowed() { // return !tech.isSuperDeterminism && !tech.isPerpetualHeal && !tech.isPerpetualAmmo && !tech.isPerpetualStun // }, // requires: "only 1 perpetual effect, not superdeterminism", // effect() { // tech.isPerpetualReroll = true // }, // remove() { // tech.isPerpetualReroll = 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, allowed() { return true }, requires: "", effect() { tech.isShieldAmmo = true; }, remove() { tech.isShieldAmmo = false; } }, { name: "stimulated emission", description: "20% chance to duplicate spawned power ups
after a collision, eject 1 tech", maxCount: 1, count: 0, frequency: 1, allowed() { return tech.duplicationChance() < 1 }, requires: "below 100% duplication chance", effect: () => { tech.isBayesian = true simulation.draw.powerUp = simulation.draw.powerUpBonus //change power up draw tech.maxDuplicationEvent() }, remove() { tech.isBayesian = false if (tech.duplicationChance() === 0) simulation.draw.powerUp = simulation.draw.powerUpNormal } }, { name: "replication", description: "7% chance to duplicate spawned power ups
add 12 junk tech to the potential pool", maxCount: 9, count: 0, frequency: 1, allowed() { return tech.duplicationChance() < 1 }, requires: "below 100% duplication chance", effect() { tech.duplicateChance += 0.075 simulation.draw.powerUp = simulation.draw.powerUpBonus //change power up draw tech.addJunkTechToPool(12) tech.maxDuplicationEvent() }, remove() { tech.duplicateChance = 0 if (tech.duplicationChance() === 0) simulation.draw.powerUp = simulation.draw.powerUpNormal } }, { name: "futures exchange", description: "clicking × to cancel a field, tech, or gun
adds 4.5% power up duplication chance", maxCount: 1, count: 0, frequency: 1, allowed() { return tech.duplicationChance() < 1 && !tech.isDeterminism && (level.levelsCleared < 5 || Math.random() < 0.5) }, requires: "below 100% duplication chance, not determinism", effect() { tech.isCancelDuplication = true tech.cancelCount = 0 simulation.draw.powerUp = simulation.draw.powerUpBonus //change power up draw }, remove() { tech.isCancelDuplication = false // tech.cancelCount = 0 if (tech.duplicationChance() === 0) simulation.draw.powerUp = simulation.draw.powerUpNormal } }, { name: "commodities exchange", description: "clicking × to cancel a field, tech, or gun
spawns 8 heals, ammo, and research", maxCount: 1, count: 0, frequency: 1, allowed() { return tech.isCancelDuplication }, requires: "futures exchange", 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: 1, allowed() { return tech.duplicationChance() > 0.15 }, requires: "some duplication chance", effect() { tech.isDupDamage = true; }, remove() { tech.isDupDamage = false; } }, { name: "parthenogenesis", description: "each level has a chance to spawn a level boss
equal to double your duplication chance", maxCount: 1, count: 0, frequency: 1, allowed() { return tech.duplicationChance() > 0 }, requires: "some duplication chance", effect() { tech.isDuplicateBoss = true; }, remove() { tech.isDuplicateBoss = false; } }, { name: "apomixis", description: "after reaching 100% duplication chance
immediately spawn 4 level bosses", maxCount: 1, count: 0, frequency: 1, allowed() { return tech.isDuplicateBoss }, requires: "parthenogenesis", effect() { tech.is100Duplicate = true; tech.maxDuplicationEvent() }, remove() { tech.is100Duplicate = false; } }, { name: "exchange symmetry", description: "convert 1 a random tech into 3 new guns
recursive tech lose all stacks", maxCount: 1, count: 0, frequency: 1, isNonRefundable: true, isExperimentHide: true, allowed() { return (tech.totalCount > 3) && !tech.isSuperDeterminism }, requires: "at least 1 tech, a chance to duplicate power ups", 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, isNonRefundable: true, isExperimentHide: true, allowed() { return (tech.totalCount > 3) && !tech.isSuperDeterminism && tech.duplicationChance() > 0 }, requires: "at least 1 tech, a chance to duplicate power ups", 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, "tech"); powerUps.spawn(m.pos.x, m.pos.y, "tech"); 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: "strange attractor", description: `use 2 research to spawn 1 tech
with double your duplication chance`, maxCount: 1, count: 0, frequency: 1, isNonRefundable: true, isExperimentHide: true, allowed() { return !tech.isSuperDeterminism && tech.duplicationChance() > 0 && powerUps.research.count > 1 }, requires: "at least 1 tech and 1 research, a chance to duplicate power ups", effect: () => { powerUps.research.changeRerolls(-2) simulation.makeTextLog(`m.research -= 2
${powerUps.research.count}`) const chanceStore = tech.duplicateChance tech.duplicateChance = (tech.isBayesian ? 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: "mine synthesis", description: "drop a mine after picking up a power up", maxCount: 1, count: 0, frequency: 1, allowed() { return tech.duplicationChance() > 0 }, requires: "some power up duplication", effect() { tech.isMineDrop = true; if (tech.isMineDrop) b.mine(m.pos, { x: 0, y: 0 }, 0, tech.isMineAmmoBack) }, remove() { tech.isMineDrop = false; } }, { name: "unified field theory", description: `in the pause menu, change your field
by clicking on your field's box`, maxCount: 1, count: 0, frequency: 1, allowed() { return (b.inventory.length > 1) || build.isExperimentSelection && !tech.isSuperDeterminism }, requires: "at least 2 guns, not superdeterminism", effect() { tech.isGunSwitchField = true; }, remove() { tech.isGunSwitchField = false; } }, { name: "dark patterns", description: "reduce combat difficulty by 1 level
add 18 junk tech to the potential pool", maxCount: 1, isNonRefundable: true, isExperimentHide: true, count: 0, frequency: 1, allowed() { return level.onLevel < 8 && level.onLevel > 0 }, requires: "between levels 1 and 7", effect() { level.difficultyDecrease(simulation.difficultyMode) simulation.makeTextLog(`simulation.difficultyMode--`) tech.addJunkTechToPool(18) // for (let i = 0; i < tech.junk.length; i++) tech.tech.push(tech.junk[i]) }, remove() {} }, { name: "cardinality", description: "tech, fields, and guns have 5 choices", maxCount: 1, count: 0, frequency: 1, allowed() { return !tech.isDeterminism }, requires: "not determinism", effect: () => { tech.isExtraChoice = true; }, remove() { tech.isExtraChoice = false; } }, { name: "determinism", description: "spawn 5 tech
tech, fields, and guns have only 1 choice", maxCount: 1, count: 0, frequency: 1, isNonRefundable: true, isBadRandomOption: true, allowed() { return !tech.isExtraChoice && !tech.isCancelDuplication && !tech.isCancelRerolls }, requires: "not cardinality, not futures or commodities exchanges", effect: () => { tech.isDeterminism = true; //if you change the six 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.isDeterminism = false; } }, { name: "superdeterminism", description: "spawn 7 tech
research, guns, and fields no longer spawn", maxCount: 1, count: 0, frequency: 3, frequencyDefault: 3, isNonRefundable: true, isBadRandomOption: true, allowed() { return tech.isDeterminism && !tech.manyWorlds && !tech.isGunSwitchField }, requires: "determinism, not unified field theory", effect: () => { tech.isSuperDeterminism = true; //if you change the six also change it in Born rule for (let i = 0; i < 7; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "tech"); }, remove() { tech.isSuperDeterminism = false; } }, { name: "gun technology", description: "double the frequency of finding gun tech
spawn a gun", 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: "ammo technology", description: "double the frequency of finding gun tech
spawn 6 ammo", maxCount: 1, count: 0, frequency: 1, isNonRefundable: true, // isExperimentHide: true, // isBadRandomOption: true, allowed() { return !tech.isEnergyNoAmmo }, requires: "not exciton lattice", effect() { for (let i = 0; i < 6; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "ammo"); for (let i = 0, len = tech.tech.length; i < len; i++) { if (tech.tech[i].isGunTech) tech.tech[i].frequency *= 2 } }, remove() {} }, { name: "field technology", description: "double the frequency of finding field tech
spawn a field", 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, "field"); for (let i = 0, len = tech.tech.length; i < len; i++) { if (tech.tech[i].isFieldTech) tech.tech[i].frequency *= 2 } }, remove() {} }, { name: "healing technology", description: "double the frequency of finding healing tech
spawn 12 heals", maxCount: 1, count: 0, frequency: 1, isNonRefundable: true, // isExperimentHide: true, // isBadRandomOption: true, allowed() { return true }, requires: "", effect() { for (let i = 0; i < 12; 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 *= 200 } }, remove() {} }, //************************************************** //************************************************** 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: 1, 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: "incendiary ammunition", description: "shotgun, super balls, and drones
are loaded with explosives", isGunTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return ((m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isSporeField || tech.isMissileField || tech.isIceField)) || tech.haveGunCheck("drones") || tech.haveGunCheck("super balls") || tech.haveGunCheck("shotgun")) && !tech.isNailShot }, requires: "drones, super balls, shotgun", effect() { tech.isIncendiary = true }, remove() { tech.isIncendiary = false; } }, { name: "fragmentation", description: "some detonations and collisions eject nails
blocks, rail gun, grenades, missiles, shotgun slugs", isGunTech: true, maxCount: 9, count: 0, frequency: 1, allowed() { return (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("missiles") || 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: "superfluidity", description: "freeze effects are applied to a small area", isGunTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return tech.isIceCrystals || tech.isSporeFreeze || tech.isIceField }, requires: "a freeze effect", effect() { tech.isAoESlow = true }, remove() { tech.isAoESlow = false } }, { name: "radioactive contamination", description: "after a mob or shield dies,
leftover radiation spreads to a nearby mob", isGunTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return tech.isNailRadiation || tech.isWormholeDamage || tech.isNeutronBomb || tech.isExplodeRadio }, requires: "radiation damage source", effect() { tech.isRadioactive = true }, remove() { tech.isRadioactive = false } }, { name: "anti-shear topology", description: "some bullets last 30% longer
drones, spores, missiles, foam, wave, neutron", isGunTech: true, maxCount: 3, count: 0, frequency: 1, 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 }, requires: "drones, spores, missiles, foam
wave beam, neutron bomb", effect() { tech.isBulletsLastLonger += 0.3 }, remove() { tech.isBulletsLastLonger = 1; } }, { name: "microstates", description: "increase damage by 4%
for every 10 active bullets", isGunTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return tech.isBulletsLastLonger > 1 }, requires: "Lorentzian topology", effect() { tech.isDamageFromBulletCount = true }, remove() { tech.isDamageFromBulletCount = false } }, { name: "needle gun", description: "nail gun fires 3 mob piercing needles
requires 3 times more ammo", isGunTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return tech.haveGunCheck("nail gun") && !tech.nailFireRate && !tech.isIceCrystals && !tech.isRivets && !tech.isNailRadiation }, 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 needle", description: `your needles pierce shields
directly damaging shielded mobs`, isGunTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return tech.isNeedles && !tech.isNailRadiation }, requires: "needle gun, 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: 1, allowed() { return tech.haveGunCheck("nail gun") && !tech.nailFireRate && !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: `your rivets are 20% larger
increases mass and physical damage`, isGunTech: true, maxCount: 9, count: 0, frequency: 1, 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: 1, allowed() { return tech.haveGunCheck("nail gun") && !tech.nailInstantFireRate && !tech.isRivets && !tech.isNeedles && !tech.isNailRadiation && !tech.isNailCrit }, requires: "nail gun, not powder-actuated, rivets, needles, irradiated, or fission", 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 45% less time to ramp up
to it's shortest delay after firing", isGunTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return tech.haveGunCheck("nail gun") && !tech.isRivets && !tech.isNeedles }, requires: "nail gun, not rivets or needles", effect() { tech.nailFireRate = 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.nailFireRate) { tech.nailFireRate = 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: 1, allowed() { return tech.haveGunCheck("nail gun") && tech.nailFireRate && !tech.isIceCrystals }, requires: "nail gun and pneumatic actuator", 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: 1, allowed() { return (tech.isNailShot || tech.nailBotCount > 1 || tech.haveGunCheck("nail gun")) && !tech.isIceCrystals }, requires: "nails", effect() { tech.isNailCrit = true }, remove() { tech.isNailCrit = false } }, { name: "irradiated nails", description: "nails and rivets are radioactive
about 90% more damage over 2 seconds", isGunTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return (tech.isMineDrop + tech.nailBotCount + tech.fragments + tech.nailsDeathMob / 2 + ((tech.haveGunCheck("mine") && !tech.isLaserMine) + tech.isNailShot + (tech.haveGunCheck("nail gun") && !tech.isNeedleShieldPierce)) * 2 > 1) && !tech.isIceCrystals }, requires: "nails, rivets, nonceramic needles, not ice crystals", 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: 1, allowed() { return tech.isNailRadiation && !tech.isFastRadiation }, requires: "irradiated nails", 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: 1, allowed() { return tech.isNailRadiation && !tech.isSlowRadiation }, requires: "irradiated nails", effect() { tech.isFastRadiation = true; }, remove() { tech.isFastRadiation = false; } }, { name: "shotgun spin-statistics", description: "immune to harm while firing the shotgun
ammo costs are doubled", isGunTech: true, maxCount: 1, count: 0, frequency: 1, 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); break; } } simulation.updateGunHUD(); 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 * 0.5 break; } } }, remove() { 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; break; } } } }, { name: "nailshot", description: "the shotgun fires a burst of nails", isGunTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return tech.haveGunCheck("shotgun") && !tech.isIncendiary && !tech.isSlugShot }, requires: "shotgun", effect() { tech.isNailShot = true; }, remove() { tech.isNailShot = false; } }, { name: "shotgun slug", description: "the shotgun fires 1 large bullet", isGunTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return tech.haveGunCheck("shotgun") && !tech.isNailShot }, requires: "shotgun", effect() { tech.isSlugShot = true; }, remove() { tech.isSlugShot = false; } }, { name: "Newton's 3rd law", description: "shotgun recoil is greatly increased
and has a 66% decreased delay after firing", isGunTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return tech.haveGunCheck("shotgun") }, requires: "shotgun", effect() { tech.isShotgunRecoil = true; }, remove() { tech.isShotgunRecoil = false; } }, { name: "super duper", description: "fire 1 additional super ball", isGunTech: true, maxCount: 9, count: 0, frequency: 1, allowed() { return tech.haveGunCheck("super balls") && !tech.oneSuperBall }, requires: "super balls, but not the tech super ball", effect() { tech.superBallNumber++ }, remove() { tech.superBallNumber = 4; } }, { name: "super ball", description: "fire just 1 large super ball
that stuns mobs for 3 second", isGunTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return tech.haveGunCheck("super balls") && tech.superBallNumber === 4 }, requires: "super balls, but not super duper", effect() { tech.oneSuperBall = true; }, remove() { tech.oneSuperBall = false; } }, { name: "super sized", description: `your super balls are 20% larger
increases mass and physical damage`, isGunTech: true, maxCount: 9, count: 0, frequency: 1, allowed() { return tech.haveGunCheck("super balls") }, requires: "super balls", effect() { tech.bulletSize += 0.15 }, remove() { tech.bulletSize = 1; } }, { name: "wave packet", description: "wave beam emits two oscillating particles
decrease wave damage by 20%", isGunTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return tech.haveGunCheck("wave beam") }, requires: "wave beam", effect() { tech.waveHelix = 2 }, remove() { tech.waveHelix = 1 } }, { name: "phase velocity", description: "the wave beam propagates faster in solids", isGunTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return tech.haveGunCheck("wave beam") && !tech.isWaveReflect }, requires: "wave beam", effect() { tech.waveSpeedMap = 3 //needs to be 3 to stop bound state require check tech.waveSpeedBody = 1.9 }, remove() { tech.waveSpeedMap = 0.08 tech.waveSpeedBody = 0.25 } }, { name: "bound state", description: "wave beam bullets last 5x longer
bullets are bound to a region around player", isGunTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return tech.haveGunCheck("wave beam") && tech.waveSpeedMap !== 3 }, requires: "wave beam", effect() { tech.isWaveReflect = true }, remove() { tech.isWaveReflect = false } }, { name: "cruise missile", description: "missiles travel 50% slower,
but have a 50% larger explosive payload", isGunTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return tech.haveGunCheck("missiles") || tech.isMissileField }, requires: "missiles", effect() { tech.missileSize = true }, remove() { tech.missileSize = false } }, { name: "MIRV", description: "launch +1 missile at a time
decrease size and fire rate by 10%", isGunTech: true, maxCount: 9, count: 0, frequency: 1, allowed() { return tech.haveGunCheck("missiles") }, requires: "missiles", effect() { tech.missileCount++; }, remove() { tech.missileCount = 1; } }, { name: "missile-bot", description: "a bot fires missiles at far away mobs", isGunTech: true, maxCount: 1, count: 0, frequency: 1, isBotTech: true, allowed() { return tech.haveGunCheck("missiles") }, requires: "missiles", effect() { tech.missileBotCount++; b.missileBot(); }, remove() { tech.missileBotCount = 0; } }, { name: "rocket-propelled grenade", description: "grenades rapidly accelerate forward
map collisions trigger an explosion", isGunTech: true, maxCount: 1, count: 0, frequency: 1, 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: 1, 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: "neutron bomb", description: "grenades are irradiated with Cf-252
does damage, harm, and drains energy", isGunTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return tech.haveGunCheck("grenades") && !tech.fragments && !tech.isVacuumBomb }, requires: "grenades, not fragmentation", effect() { tech.isNeutronBomb = true; b.setGrenadeMode() }, remove() { tech.isNeutronBomb = false; b.setGrenadeMode() } }, { name: "water shielding", description: "increase neutron bomb's range by 20%
player is immune to its harmful effects", isGunTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return tech.isNeutronBomb }, requires: "neutron bomb", effect() { tech.isNeutronImmune = true }, remove() { tech.isNeutronImmune = false } }, { name: "vacuum permittivity", description: "increase neutron bomb's range by 20%
objects in range of the bomb are slowed", isGunTech: true, maxCount: 1, count: 0, frequency: 1, 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: 1, 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: 1, 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 12 seconds", isGunTech: true, maxCount: 1, count: 0, frequency: 1, 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: "mycelial fragmentation", description: "sporangium release an extra spore
once a second during their growth phase", isGunTech: true, maxCount: 1, count: 0, frequency: 1, 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 50% faster", isGunTech: true, maxCount: 1, count: 0, frequency: 1, 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: 1, allowed() { return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField }, requires: "spores", effect() { tech.isSporeFreeze = true }, remove() { tech.isSporeFreeze = false } }, { name: "diplochory", description: "spores use the player for dispersal
until they locate a viable host", isGunTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField }, requires: "spores", 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: 1, allowed() { return (tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField) && !tech.isEnergyHealth }, requires: "spores", effect() { tech.isMutualism = true }, remove() { tech.isMutualism = false } }, { name: "brushless motor", description: "drones accelerate 50% faster", isGunTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return tech.haveGunCheck("drones") || (m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isSporeField || tech.isMissileField || tech.isIceField)) }, requires: "drones", effect() { tech.isFastDrones = true }, remove() { tech.isFastDrones = false } }, { name: "harvester", description: "after a drone picks up a power up,
it's larger, faster, and very durable", isGunTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return !tech.isArmorFromPowerUps && (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: "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: 1, allowed() { return tech.haveGunCheck("foam") || tech.foamBotCount > 1 }, requires: "foam", effect() { tech.isFoamGrowOnDeath = true }, remove() { tech.isFoamGrowOnDeath = false; } }, { name: "colloidal foam", description: "foam bubbles dissipate 40% faster
increase foam damage per second by 300%", isGunTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return tech.haveGunCheck("foam") || tech.foamBotCount > 1 }, requires: "foam", effect() { tech.isFastFoam = true }, remove() { tech.isFastFoam = false; } }, { name: "foam fractionation", description: "foam gun bubbles are 100% larger
when you have below 300 ammo", isGunTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return tech.haveGunCheck("foam") }, requires: "foam", effect() { tech.isAmmoFoamSize = true }, remove() { tech.isAmmoFoamSize = false; } }, { name: "quantum foam", description: "foam gun fires 0.25 seconds into the future
increase foam gun damage by 143%", isGunTech: true, maxCount: 9, count: 0, frequency: 1, allowed() { return tech.haveGunCheck("foam") }, requires: "foam", effect() { tech.foamFutureFire++ }, remove() { tech.foamFutureFire = 0; } }, // { // name: "foam size", // description: "increase foam damage by 200%
foam dissipates 50% faster", // maxCount: 1, // count: 0, // frequency: 1, // allowed() { // return tech.haveGunCheck("foam") || tech.foamBotCount > 2 // }, // requires: "foam", // effect() { // tech.isLargeFoam = true // }, // remove() { // tech.isLargeFoam = false; // } // }, // { // name: "frame-dragging", // description: "slow time while charging the rail gun
charging no longer drains energy", // maxCount: 1, // count: 0, // frequency: 1, // allowed() { // return simulation.fpsCapDefault > 45 && tech.haveGunCheck("rail gun") && !tech.isSlowFPS && !tech.isCapacitor // }, // requires: "rail gun and FPS above 45", // effect() { // tech.isRailTimeSlow = true; // }, // remove() { // tech.isRailTimeSlow = false; // simulation.fpsCap = simulation.fpsCapDefault // simulation.fpsInterval = 1000 / simulation.fpsCap; // } // }, { name: "half-wave rectifier", description: "charging the rail gun gives you energy
instead of draining it", isGunTech: true, maxCount: 1, count: 0, frequency: 1, 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: 1, 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: 1, allowed() { return tech.haveGunCheck("rail gun") }, requires: "rail gun", effect() { tech.isCapacitor = true; }, remove() { tech.isCapacitor = false; } }, { name: "laser diodes", description: "all lasers drain 30% less energy
effects laser-gun, laser-bot, and laser-mines", isGunTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return tech.haveGunCheck("laser") || tech.laserBotCount > 1 || tech.isLaserMine }, requires: "laser", effect() { tech.isLaserDiode = 0.70; //100%-37% }, remove() { tech.isLaserDiode = 1; } }, { name: "relativistic momentum", description: "all lasers push mobs away
effects laser-gun, laser-bot, and laser-mines", isGunTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return tech.haveGunCheck("laser") || tech.laserBotCount > 1 }, requires: "laser", effect() { tech.isLaserPush = true; }, remove() { tech.isLaserPush = false; } }, { name: "specular reflection", description: "increase damage and energy drain by 50%
and +1 reflection for all lasers (gun, bot, mine)", isGunTech: true, maxCount: 9, count: 0, frequency: 1, allowed() { return (tech.haveGunCheck("laser") || tech.isLaserMine || tech.laserBotCount > 1) && !tech.isWideLaser && !tech.isPulseLaser && !tech.historyLaser }, requires: "laser, not wide beam", effect() { tech.laserReflections++; tech.laserDamage += 0.08; //base is 0.12 tech.laserFieldDrain += 0.0009 //base is 0.002 }, remove() { tech.laserReflections = 2; tech.laserDamage = 0.16; tech.laserFieldDrain = 0.0018; } }, { name: "diffraction grating", description: `your laser gains 2 diverging beams
decrease individual beam damage by 10%`, isGunTech: true, maxCount: 9, count: 0, frequency: 1, allowed() { return tech.haveGunCheck("laser") && !tech.isWideLaser && !tech.isPulseAim && !tech.historyLaser }, requires: "laser, not specular reflection", 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 175%", isGunTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return tech.haveGunCheck("laser") && tech.laserReflections < 3 && !tech.beamSplitter && !tech.isPulseLaser && !tech.historyLaser }, requires: "laser, not specular reflection, diffraction grating, slow light", 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: 1, allowed() { return tech.haveGunCheck("laser") && tech.isWideLaser }, requires: "laser, not specular reflection
not diffraction grating", 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 propagation", description: "laser beam is spread into your recent past
increase total beam damage by 300%", isGunTech: true, maxCount: 9, count: 0, frequency: 1, allowed() { return tech.haveGunCheck("laser") && tech.laserReflections < 3 && !tech.beamSplitter && !tech.isPulseLaser && !tech.isWideLaser }, requires: "laser, 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: "use 25% of your energy in a pulsed laser
that instantly initiates a fusion explosion", isGunTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return tech.haveGunCheck("laser") && tech.laserReflections < 3 && !tech.isWideLaser && !tech.historyLaser }, requires: "laser, not specular reflection, not diffuse", 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: "shock wave", description: "mobs caught in pulse's explosion are stunned
for up to 2 seconds", isGunTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return tech.isPulseLaser }, requires: "pulse", effect() { tech.isPulseStun = true; }, remove() { tech.isPulseStun = false; } }, { name: "neocognitron", description: "pulse automatically aims at a nearby mob
50% decreased delay after firing", isGunTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return tech.isPulseLaser && !tech.beamSplitter }, requires: "pulse", effect() { tech.isPulseAim = true; }, remove() { tech.isPulseAim = false; } }, //************************************************** //************************************************** field //************************************************** tech //************************************************** { name: "bremsstrahlung radiation", description: "blocking with standing wave harmonics
does damage to mobs", isFieldTech: true, maxCount: 9, count: 0, frequency: 1, allowed() { return m.fieldUpgrades[m.fieldMode].name === "standing wave harmonics" }, requires: "standing wave harmonics", 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: "frequency resonance", description: "standing wave harmonics shield is retuned
increase size and blocking efficiency by 50%", isFieldTech: true, maxCount: 9, count: 0, frequency: 1, allowed() { return m.fieldUpgrades[m.fieldMode].name === "standing wave harmonics" }, requires: "standing wave harmonics", effect() { m.fieldRange += 175 * 0.25 m.fieldShieldingScale *= 0.5 }, remove() { m.fieldRange = 175; m.fieldShieldingScale = 1; } }, { name: "flux pinning", description: "blocking with your field
stuns mobs for +2 second", isFieldTech: true, maxCount: 9, count: 0, frequency: 1, 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: "fracture analysis", description: "bullet impacts do 400% damage
to stunned mobs", isFieldTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return tech.isStunField || tech.oneSuperBall || tech.isCloakStun || tech.orbitBotCount > 1 || tech.isPerpetualStun }, requires: "a stun effect", effect() { tech.isCrit = true; }, remove() { tech.isCrit = false; } }, { name: "eddy current brake", description: "your stored energy projects a field that
limits the top speed of mobs", isFieldTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism" }, requires: "perfect diamagnetism", effect() { tech.isPerfectBrake = true; }, remove() { tech.isPerfectBrake = false; } }, { name: "pair production", description: "picking up a power up gives you 250 energy", isFieldTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" || m.fieldUpgrades[m.fieldMode].name === "pilot wave" }, requires: "nano-scale manufacturing", effect: () => { tech.isMassEnergy = true // used in m.grabPowerUp m.energy += 3 }, remove() { tech.isMassEnergy = false; } }, { name: "bot manufacturing", description: "use nano-scale manufacturing
to build 3 random bots", isFieldTech: true, maxCount: 1, count: 0, frequency: 1, isNonRefundable: true, isExperimentHide: true, allowed() { return m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" }, requires: "nano-scale manufacturing", effect: () => { m.energy = 0.01; b.randomBot() b.randomBot() b.randomBot() }, remove() {} }, { name: "bot prototypes", description: "use nano-scale manufacturing to upgrade
all bots to a random type and build 2 of that bot", isFieldTech: true, maxCount: 1, count: 0, frequency: 1, isNonRefundable: true, isExperimentHide: true, allowed() { return m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isNailBotUpgrade && tech.isFoamBotUpgrade && tech.isBoomBotUpgrade && tech.isLaserBotUpgrade && tech.isOrbitBotUpgrade) }, requires: "nano-scale manufacturing", effect: () => { m.energy = 0.01; //fill array of available bots const notUpgradedBots = [] if (!tech.isNailBotUpgrade) notUpgradedBots.push(() => { tech.giveTech("nail-bot upgrade") tech.setTechoNonRefundable("nail-bot upgrade") for (let i = 0; i < 2; i++) { b.nailBot() tech.nailBotCount++; } simulation.makeTextLog(`tech.isNailBotUpgrade = true`) }) if (!tech.isFoamBotUpgrade) notUpgradedBots.push(() => { tech.giveTech("foam-bot upgrade") tech.setTechoNonRefundable("foam-bot upgrade") for (let i = 0; i < 2; i++) { b.foamBot() tech.foamBotCount++; } simulation.makeTextLog(`tech.isFoamBotUpgrade = true`) }) if (!tech.isBoomBotUpgrade) notUpgradedBots.push(() => { tech.giveTech("boom-bot upgrade") tech.setTechoNonRefundable("boom-bot upgrade") for (let i = 0; i < 2; i++) { b.boomBot() tech.boomBotCount++; } simulation.makeTextLog(`tech.isBoomBotUpgrade = true`) }) if (!tech.isLaserBotUpgrade) notUpgradedBots.push(() => { tech.giveTech("laser-bot upgrade") tech.setTechoNonRefundable("laser-bot upgrade") for (let i = 0; i < 2; i++) { b.laserBot() tech.laserBotCount++; } simulation.makeTextLog(`tech.isLaserBotUpgrade = true`) }) if (!tech.isOrbitBotUpgrade) notUpgradedBots.push(() => { tech.giveTech("orbital-bot upgrade") tech.setTechoNonRefundable("orbital-bot upgrade") for (let i = 0; i < 2; i++) { b.orbitBot() tech.orbitBotCount++; } simulation.makeTextLog(`tech.isOrbitalBotUpgrade = true`) }) if (!tech.isDynamoBotUpgrade) notUpgradedBots.push(() => { tech.giveTech("dynamo-bot upgrade") tech.setTechoNonRefundable("dynamo-bot upgrade") for (let i = 0; i < 2; i++) { b.dynamoBot() tech.dynamoBotCount++; } simulation.makeTextLog(`tech.isDynamoBotUpgrade = true`) }) //double chance for dynamo-bot, since it's very good for nano-scale if (!tech.isDynamoBotUpgrade) notUpgradedBots.push(() => { tech.giveTech("dynamo-bot upgrade") tech.setTechoNonRefundable("dynamo-bot upgrade") for (let i = 0; i < 2; i++) { b.dynamoBot() tech.dynamoBotCount++; } simulation.makeTextLog(`tech.isDynamoBotUpgrade = true`) }) //choose random function from the array and run it notUpgradedBots[Math.floor(Math.random() * notUpgradedBots.length)]() }, remove() {} }, { name: "mycelium manufacturing", description: "nano-scale manufacturing is repurposed
excess energy used to grow spores", isFieldTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return m.maxEnergy > 0.99 && m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isMissileField || tech.isIceField || tech.isFastDrones || tech.isDroneGrab) }, requires: "nano-scale manufacturing", effect() { tech.isSporeField = true; }, remove() { tech.isSporeField = false; } }, { name: "missile manufacturing", description: "nano-scale manufacturing is repurposed
excess energy used to construct missiles", isFieldTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return m.maxEnergy > 0.5 && m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isSporeField || tech.isIceField || tech.isFastDrones || tech.isDroneGrab) }, requires: "nano-scale manufacturing", effect() { tech.isMissileField = true; }, remove() { tech.isMissileField = false; } }, { name: "ice IX manufacturing", description: "nano-scale manufacturing is repurposed
excess energy used to synthesize ice IX", isFieldTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isSporeField || tech.isMissileField || tech.isFastDrones || tech.isDroneGrab) }, requires: "nano-scale manufacturing", effect() { tech.isIceField = true; }, remove() { tech.isIceField = false; } }, { name: "thermoelectric effect", description: "killing mobs with ice IX gives 4 health
and 80 energy", isFieldTech: true, maxCount: 9, count: 0, frequency: 1, allowed() { return tech.isIceField }, requires: "ice IX", effect() { tech.iceEnergy++ }, remove() { tech.iceEnergy = 0; } }, { name: "degenerate matter", description: "reduce harm by 50%
while negative mass field is active", isFieldTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return m.fieldUpgrades[m.fieldMode].name === "negative mass field" }, requires: "negative mass field", effect() { tech.isHarmReduce = true }, remove() { tech.isHarmReduce = false; } }, { name: "annihilation", description: "touching normal mobs annihilates them
drains 33% of maximum energy", isFieldTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return m.fieldUpgrades[m.fieldMode].name === "negative mass field" || m.fieldUpgrades[m.fieldMode].name === "pilot wave" }, requires: "negative mass field", effect() { tech.isAnnihilation = true }, remove() { tech.isAnnihilation = 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: 1, allowed() { return m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "negative mass field" || m.fieldUpgrades[m.fieldMode].name === "time dilation field" }, requires: "pilot wave, negative mass field, time dilation field", effect() { tech.isFreezeMobs = true }, remove() { tech.isFreezeMobs = false } }, // { // name: "thermal reservoir", // description: "increase your plasma damage by 100%
plasma temporarily lowers health not energy", // isFieldTech: true, // maxCount: 1, // count: 0, // frequency: 1, // 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 jet", description: "increase plasma torch's range by 27%", isFieldTech: true, maxCount: 9, count: 0, frequency: 1, allowed() { return m.fieldUpgrades[m.fieldMode].name === "plasma torch" }, requires: "plasma torch", effect() { tech.isPlasmaRange += 0.27; }, remove() { tech.isPlasmaRange = 1; } }, { name: "plasma-bot", description: "a bot uses energy to emit plasma
that damages and pushes mobs", isFieldTech: true, maxCount: 1, count: 0, frequency: 1, isBotTech: true, allowed() { return m.fieldUpgrades[m.fieldMode].name === "plasma torch" }, requires: "plasma torch", effect() { tech.plasmaBotCount++; b.plasmaBot(); }, remove() { tech.plasmaBotCount = 0; } }, { name: "micro-extruder", description: "plasma torch extrudes a thin hot wire
increases damage, and energy drain", isFieldTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return m.fieldUpgrades[m.fieldMode].name === "plasma torch" }, requires: "plasma torch", 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: 1, allowed() { return m.fieldUpgrades[m.fieldMode].name === "time dilation field" }, requires: "time dilation field", effect() { tech.isTimeSkip = true; b.setFireCD(); }, remove() { tech.isTimeSkip = false; b.setFireCD(); } }, { name: "Lorentz transformation", description: "permanently increase your relative time rate
move, jump, and shoot 40% faster", isFieldTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return m.fieldUpgrades[m.fieldMode].name === "time dilation field" || m.fieldUpgrades[m.fieldMode].name === "pilot wave" }, requires: "time dilation field", effect() { tech.fastTime = 1.40; tech.fastTimeJump = 1.11; m.setMovement(); b.setFireCD(); }, remove() { tech.fastTime = 1; tech.fastTimeJump = 1; m.setMovement(); b.setFireCD(); } }, { name: "time crystals", description: "quadruple your default energy regeneration", isFieldTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return (m.fieldUpgrades[m.fieldMode].name === "time dilation field" || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && tech.energyRegen !== 0; }, requires: "time dilation field", 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: 1, 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 30% of your stored energy", isFieldTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking" }, requires: "metamaterial cloaking", effect() { tech.isCloakStun = true; }, remove() { tech.isCloakStun = false; } }, { name: "discrete optimization", description: "increase damage by 66%
50% increased delay after firing", isFieldTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking" || m.fieldUpgrades[m.fieldMode].name === "pilot wave" }, requires: "metamaterial cloaking", effect() { tech.aimDamage = 1.66 b.setFireCD(); }, remove() { tech.aimDamage = 1 b.setFireCD(); } }, { 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: 1, allowed() { return m.fieldUpgrades[m.fieldMode].name === "wormhole" }, requires: "wormhole", effect() { tech.isWormholeDamage = true }, remove() { tech.isWormholeDamage = false } }, { name: "Penrose process", description: "after a block falls into a wormhole
you gain 50 energy", isFieldTech: true, maxCount: 1, count: 0, frequency: 1, 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: 1, allowed() { return m.fieldUpgrades[m.fieldMode].name === "wormhole" }, requires: "wormhole", effect() { tech.isWormSpores = true }, remove() { tech.isWormSpores = false } }, { name: "traversable geodesics", description: "your bullets can traverse wormholes
spawn a gun and ammo", isFieldTech: true, maxCount: 1, count: 0, frequency: 1, allowed() { return m.fieldUpgrades[m.fieldMode].name === "wormhole" }, requires: "wormhole", effect() { tech.isWormBullets = true powerUps.spawn(m.pos.x, m.pos.y, "gun"); powerUps.spawn(m.pos.x, m.pos.y, "ammo"); }, remove() { 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, isNonRefundable: true, isBadRandomOption: true, isExperimentalMode: true, allowed() { return build.isExperimentSelection }, requires: "", effect() { setInterval(() => { m.switchWorlds() simulation.trails() }, 20000); //every 20 sections }, remove() {} }, { name: "shields", description: "experiment: every 5 seconds
all mobs gain a shield", maxCount: 1, count: 0, frequency: 0, isNonRefundable: true, isBadRandomOption: true, isExperimentalMode: true, allowed() { return build.isExperimentSelection }, requires: "", effect() { setInterval(() => { for (let i = 0; i < mob.length; i++) { if (!mob[i].isShielded && !mob[i].shield && mob[i].dropPowerUp) spawn.shield(mob[i], mob[i].position.x, mob[i].position.y, 1, true); } }, 5000); //every 5 sections }, remove() {} }, //************************************************** //************************************************** JUNK //************************************************** tech //************************************************** // { // name: "junk", // description: "", // maxCount: 9, // count: 0, // frequency: 0, // isNonRefundable: true, // isExperimentHide: true, // isJunk: true, // allowed() { // return true // }, // requires: "", // effect() { // }, // 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 sections }, remove() {} }, { name: "pop-ups", description: "sign up to learn endless easy ways to win n-gon
that landgreen doesn't want you to know about!!!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 sections }, 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: "defragment", description: "erase all junk tech from the possible pool
probably...", maxCount: 1, count: 0, frequency: 0, isNonRefundable: true, isExperimentHide: true, isJunk: true, allowed() { return true }, requires: "", effect() { setTimeout(() => { //have to wait a sec so that the tech that is this doesn't get removed before it is done running for (let i = tech.tech.length - 1; i > 0; i--) { if (tech.tech[i].isJunk && tech.tech[i] !== this) tech.tech.splice(i, 1) } }, 1000); }, 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 = Math.floor(m.energy * 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"; World.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
add 64 junk tech to the potential 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); let grd = ctx.createLinearGradient(-30, 0, 30, 0); grd.addColorStop(0, m.fillColorDark); grd.addColorStop(1, m.fillColor); ctx.fillStyle = grd; 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); let grd = ctx.createLinearGradient(-30, 0, 30, 0); grd.addColorStop(0, m.fillColorDark); grd.addColorStop(1, m.fillColor); ctx.fillStyle = grd; 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); let grd = ctx.createLinearGradient(-30, 0, 30, 0); grd.addColorStop(0, m.fillColorDark); grd.addColorStop(1, m.fillColor); ctx.fillStyle = grd; 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 = grd; 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, 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: "eject all your guns", 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.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "research"); powerUps.research.count = 0 }, remove() {} }, { name: "quantum black hole", description: "use all your energy 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 true }, requires: "", effect() { m.energy = 0 spawn.suckerBoss(m.pos.x, m.pos.y - 1000) }, 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}/${lore.techGoal}
add copies of this to the potential tech pool`, description: `this`, maxCount: 1, count: 0, frequency: 1, isLore: true, isNonRefundable: true, isExperimentHide: true, allowed() { return true }, requires: "", effect() { setTimeout(() => { //a short delay, I can't remember why lore.techCount++ if (lore.techCount === lore.techGoal) { // tech.removeLoreTechFromPool(); this.frequency = 0; this.description = `null is open` } else { this.frequency += lore.techGoal // for (let i = 0; i < tech.tech.length; i++) { //set name for all unchosen copies of this tech // if (tech.tech[i].isLore && tech.tech[i].count === 0) tech.tech[i].description = `${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:
${lore.techGoal-lore.techCount} more required for access to null` } }, 1); }, remove() { this.maxCount = lore.techGoal } } ], // addLoreTechToPool() { //adds lore tech to tech pool // if (!simulation.isCheating) { // tech.tech.push({ // name: `undefined`, // description: `${lore.techCount+1}/${lore.techGoal}
add copies of this to the potential tech pool`, // maxCount: 1, // count: 0, // frequency: 1, // isLore: true, // isNonRefundable: true, // isExperimentHide: true, // allowed() { // return true // }, // requires: "", // effect() { // setTimeout(() => { //a short delay, I can't remember why // lore.techCount++ // if (lore.techCount > lore.techGoal - 1) { // // tech.removeLoreTechFromPool(); // for (let i = tech.tech.length - 1; i > 0; i--) { // if (tech.tech[i].isLore && tech.tech[i].count === 0) tech.tech.splice(i, 1) // } // } else { // for (let i = 0; i < tech.tech.length; i++) { //set name for all unchosen copies of this tech // if (tech.tech[i].isLore && tech.tech[i].count === 0) tech.tech[i].description = `${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, waveSpeedMap: null, waveSpeedBody: 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, isBotSpawner: null, waveHelix: null, isSporeFollow: null, isNailRadiation: null, isEnergyHealth: null, isPulseStun: null, restDamage: null, isRPG: null, missileCount: null, isDeterminism: null, isSuperDeterminism: null, isHarmReduce: null, nailsDeathMob: null, isSlowFPS: null, isNeutronStun: null, manyWorlds: null, isDamageFromBulletCount: null, isLaserDiode: null, isNailShot: null, slowFire: null, fastTime: null, squirrelJump: null, fastTimeJump: null, isFastRadiation: null, isArmorFromPowerUps: 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, isRailTimeSlow: null, isNailBotUpgrade: null, isFoamBotUpgrade: null, isLaserBotUpgrade: null, isBoomBotUpgrade: null, isOrbitBotUpgrade: null, isDroneGrab: null, isOneGun: null, isDamageForGuns: null, isGunCycle: null, isFastFoam: null, isSporeGrowth: null, isBayesian: null, nailGun: null, nailInstantFireRate: null, isCapacitor: null, isEnergyNoAmmo: null, isFreezeHarmImmune: null, isSmallExplosion: null, isExplosionHarm: null, armorFromPowerUps: null, bonusHealth: null, isIntangible: null, isCloakStun: null, bonusEnergy: null, healGiveMaxEnergy: null, healMaxEnergyBonus: 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, isWormSpores: 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, isPerpetualReroll: null, isPerpetualAmmo: null, isPerpetualHeal: null, isPerpetualStun: 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, isFireNotMove: 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 }