Files
n-gon-improved/js/tech.js
landgreen 8f702cfa4e wave
matter wave renamed wave
  tech: frequency - wave has unlimited ammo, but -50% wave firerate
  tech: sympathetic resonance - when phonon waves hit a mob they make a new resonance wave
    effect cooldown grows +5s with each chained resonance
  uncertainty principle works with phonon wave
  phase velocity works with all other wave tech, 40->35% damage
  boundstate reduces wave range by 25->15%

non-renewables 88% -> 67% damage
improved fine-structure constant graphic for when you lose coupling
laser mobs pulse a laser 50% of the time for 2x damage

a bunch of bug fixes
caliber does a bit more damage at 1 stack, but does less damage at 3+ stacks
  it grew mass and damage at an exponential rate before
  now it's closer to the +30% damage description
2022-09-11 07:10:14 -07:00

10771 lines
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const tech = {
totalCount: null,
setupAllTech() {
tech.damage = 1
for (let i = 0, len = tech.tech.length; i < len; i++) {
tech.tech[i].count = 0
tech.tech[i].isLost = false
tech.tech[i].isBanished = false
tech.tech[i].remove();
if (tech.tech[i].isJunk) {
tech.tech[i].frequency = 0
} else if (tech.tech[i].frequencyDefault) {
tech.tech[i].frequency = tech.tech[i].frequencyDefault
} else {
tech.tech[i].frequency = 2
}
}
//remove lore if it's your first time playing since it's confusing
//also remove lore if cheating
lore.techCount = 0;
if (simulation.isCheating || localSettings.runCount < 1) { //simulation.isCommunityMaps ||
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isLore) {
tech.tech[i].frequency = 0;
tech.tech[i].count = 0;
}
}
}
// tech.removeJunkTechFromPool();
// tech.removeLoreTechFromPool();
// tech.addLoreTechToPool();
tech.extraMaxHealth = 0;
tech.totalCount = 0;
simulation.updateTechHUD();
},
removeTech(index = 'random') {
if (index === 'random') {
const have = [] //find which tech you have
for (let i = 0; i < tech.tech.length; i++) {
if (tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable) have.push(i)
}
if (have.length) {
index = have[Math.floor(Math.random() * have.length)]
} else {
return 0 //if none found don't remove any tech
}
} else if (isNaN(index)) { //find index by name
let found = false;
for (let i = 0; i < tech.tech.length; i++) {
if (index === tech.tech[i].name) {
index = i;
found = true;
break;
}
}
if (!found) return 0 //if name not found don't remove any tech
}
if (tech.tech[index].count === 0) return 0
const totalRemoved = tech.tech[index].count
simulation.makeTextLog(`<span class='color-var'>tech</span>.removeTech("<span class='color-text'>${tech.tech[index].name}</span>")`, 360)
tech.tech[index].remove();
tech.tech[index].count = 0;
tech.totalCount -= totalRemoved
simulation.updateTechHUD();
tech.tech[index].isLost = true
simulation.updateTechHUD();
return totalRemoved //return the total number of tech removed
},
// onclick="tech.removeTechPaused(${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(percent) { //percent is number between 0-1
//make an array for possible junk tech to add
let options = [];
for (let i = 0; i < tech.tech.length; i++) {
if (tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].isJunk) options.push(i);
}
if (options.length) {
let countNonJunk = 0 // count total non junk tech
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].allowed() && !tech.tech[i].isJunk) countNonJunk += tech.tech[i].frequency
}
const num = percent * countNonJunk //scale number added
for (let i = 0; i < num; i++) tech.tech[options[Math.floor(Math.random() * options.length)]].frequency++ //add random array options to tech pool
simulation.makeTextLog(`<span class='color-var'>tech</span>.tech.push(${num.toFixed(0)} <span class='color-text'>JUNK</span>)`)
return num
} else {
return 0
}
},
removeJunkTechFromPool(num = 1) {
for (let j = 0; j < num; j++) {
for (let i = 0; i < tech.tech.length; i++) {
if (tech.tech[i].isJunk && tech.tech[i].frequency > 0 && tech.tech[i].count < tech.tech[i].maxCount) {
tech.tech[i].frequency--
break
}
}
}
},
giveRandomJUNK() {
const list = []
for (let i = 0; i < tech.tech.length; i++) {
if (tech.tech[i].isJunk) list.push(tech.tech[i].name)
}
let name = list[Math.floor(Math.random() * list.length)]
tech.giveTech(name)
simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${name}</span>")<em>`);
},
giveTech(index = 'random') {
if (index === 'random') {
let options = [];
for (let i = 0; i < tech.tech.length; i++) {
if (tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].allowed() && !tech.tech[i].isJunk && !tech.tech[i].isLore && !tech.tech[i].isBadRandomOption) options.push(i);
}
// give a random tech from the tech I don't have
if (options.length > 0) {
let newTech = options[Math.floor(Math.random() * options.length)]
tech.giveTech(newTech)
simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[newTech].name}</span>")<em> //random tech</em>`);
}
} else {
if (isNaN(index)) { //find index by name
let found = false;
for (let i = 0; i < tech.tech.length; i++) {
if (index === tech.tech[i].name) {
index = i;
found = true;
break;
}
}
if (!found) return //if name not found don't give any tech
}
if (tech.isMetaAnalysis && tech.tech[index].isJunk) {
simulation.makeTextLog(`//tech: meta-analysis replaced junk tech with random tech`);
tech.giveTech('random')
for (let i = 0; i < 2; i++) powerUps.spawn(m.pos.x + 40 * Math.random(), m.pos.y + 40 * Math.random(), "research");
return
}
if (tech.tech[index].isLost) tech.tech[index].isLost = false; //give specific tech
tech.tech[index].effect(); //give specific tech
tech.tech[index].count++
tech.totalCount++ //used in power up randomization
simulation.updateTechHUD();
}
},
// setTechoNonRefundable(name) {
// for (let i = 0; i < tech.tech.length; i++) {
// if (tech.tech.name === name) {
// tech.tech[i].isNonRefundable = true;
// return
// }
// }
// },
setCheating() {
if (!simulation.isCheating) {
simulation.isCheating = true;
level.levelAnnounce();
lore.techCount = 0;
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isLore) {
tech.tech[i].frequency = 0;
tech.tech[i].count = 0;
}
}
console.log('cheating')
sound.tone(250)
sound.tone(300)
sound.tone(375)
}
},
haveGunCheck(name, needActive = true) {
// if (
// !build.isExperimentSelection &&
// b.inventory.length > 2 &&
// name !== b.guns[b.activeGun].name &&
// Math.random() > 2 - b.inventory.length * 0.5
// ) {
// return false
// }
// for (i = 0, len = b.inventory.length; i < len; i++) {
// if (b.guns[b.inventory[i]].name === name) return true
// }
// return false
if (build.isExperimentSelection || !needActive) {
for (i = 0, len = b.inventory.length; i < len; i++) {
if (b.guns[b.inventory[i]].name === name) return true
}
return false
} else { //must be holding gun, this is the standard while playing
return b.inventory.length > 0 && b.guns[b.activeGun].name === name
}
},
hasExplosiveDamageCheck() {
return tech.haveGunCheck("missiles") || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 1) || tech.missileBotCount > 0 || tech.isBoomBotUpgrade || tech.isIncendiary || tech.isPulseLaser || tech.isTokamak || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb)
},
damage: 1, //used for tech changes to player damage that don't have complex conditions
damageFromTech() {
let dmg = tech.damage //m.fieldDamage
if (powerUps.boost.endCycle > m.cycle) dmg *= 1 + powerUps.boost.damage
if (m.coupling && (m.fieldMode === 0 || m.fieldMode === 5)) dmg *= 1 + 0.15 * m.coupling
if (m.isSneakAttack && m.sneakAttackCycle + Math.min(120, 0.5 * (m.cycle - m.enterCloakCycle)) > m.cycle) dmg *= 4.33 * (1 + 0.33 * m.coupling)
if (tech.deathSkipTime) dmg *= 1 + 0.6 * tech.deathSkipTime
if (tech.isTechDebt) dmg *= Math.max(41 / (tech.totalCount + 21), 4 - 0.15 * tech.totalCount)
if (tech.isFlipFlopDamage && tech.isFlipFlopOn) dmg *= 1.555
if (tech.isAnthropicDamage && tech.isDeathAvoidedThisLevel) dmg *= 2.3703599
if (tech.isDupDamage) dmg *= 1 + Math.min(1, tech.duplicationChance())
if (tech.isDamageForGuns) dmg *= 1 + 0.13 * b.inventory.length
if (tech.isLowHealthDmg) dmg *= 1 + Math.max(0, 1 - m.health) * 0.5
if (tech.isOneGun && b.inventory.length < 2) dmg *= 1.25
if (tech.isAcidDmg && m.health > 1) dmg *= 1.35;
if (tech.isRerollDamage) dmg *= 1 + 0.038 * powerUps.research.count
if (tech.isBotDamage) dmg *= 1 + 0.06 * b.totalBots()
if (tech.restDamage > 1 && player.speed < 1) dmg *= tech.restDamage
if (tech.isLowEnergyDamage) dmg *= 1 + 0.7 * Math.max(0, 1 - m.energy)
if (tech.isEnergyDamage) dmg *= 1 + m.energy * 0.125;
if (tech.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.007
if (tech.isNoFireDamage && m.cycle > m.fireCDcycle + 120) dmg *= 2
if (tech.isSpeedDamage) dmg *= 1 + Math.min(0.66, player.speed * 0.0165)
if (tech.isDamageAfterKillNoRegen && m.lastKillCycle + 300 > m.cycle) dmg *= 1.6
if (tech.isAxion && tech.isHarmMACHO) dmg *= 2 - m.harmReduction()
if (tech.isHarmDamage && m.lastHarmCycle + 600 > m.cycle) dmg *= 3;
if (tech.lastHitDamage && m.lastHit) dmg *= 1 + tech.lastHitDamage * m.lastHit * (2 - m.harmReduction()) // if (!simulation.paused) m.lastHit = 0
return dmg
},
duplicationChance() {
return Math.max(0, (tech.isPowerUpsVanish ? 0.12 : 0) + (tech.isStimulatedEmission ? 0.15 : 0) + tech.cancelCount * 0.045 + tech.duplicateChance + 0.05 * tech.isExtraGunField + m.duplicateChance + tech.fieldDuplicate + tech.cloakDuplication + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.5 : 0) + tech.isQuantumEraserDuplication * (1 - 0.016 * (simulation.difficultyMode ** 2))) // + (m.fieldMode === 0 || m.fieldMode === 9) * 0.03 * m.coupling)
},
isScaleMobsWithDuplication: false,
maxDuplicationEvent() {
if (tech.is100Duplicate && tech.duplicationChance() > 0.99) {
tech.is100Duplicate = false
const range = 1300
tech.isScaleMobsWithDuplication = true
for (let i = 0, len = 9; i < len; i++) {
const angle = 2 * Math.PI * i / len
spawn.randomLevelBoss(m.pos.x + range * Math.cos(angle), m.pos.y + range * Math.sin(angle), spawn.nonCollideBossList);
}
spawn.historyBoss(0, 0)
spawn.pulsarBoss(level.exit.x, level.exit.y, 70, true)
spawn.blockBoss(level.enter.x, level.enter.y)
tech.isScaleMobsWithDuplication = false
}
},
setTechFrequency(name, frequency) {
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].name === name) tech.tech[i].frequency = frequency
}
},
setBotTechFrequency(f = 0) {
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isBotTech) {
switch (tech.tech[i].name) {
case "dynamo-bot":
tech.tech[i].frequency = f
break;
case "orbital-bot":
tech.tech[i].frequency = f
break;
case "laser-bot":
tech.tech[i].frequency = f
break;
case "boom-bot":
tech.tech[i].frequency = f
break;
case "foam-bot":
tech.tech[i].frequency = f
break;
case "nail-bot":
tech.tech[i].frequency = f
break;
}
}
}
},
tech: [{
name: "ordnance",
description: "</strong>double</strong> the <strong class='flicker'>frequency</strong> of finding <strong class='color-g'>gun</strong><strong class='color-m'>tech</strong><br>spawn a <strong class='color-g'>gun</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isNonRefundable: true,
isBadRandomOption: true,
allowed: () => true,
requires: "",
effect() {
powerUps.spawn(m.pos.x, m.pos.y, "gun");
// this.count--
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isGunTech) tech.tech[i].frequency *= 2
}
},
remove() {}
},
{
name: "ad hoc",
description: `for each <strong class='color-g'>gun</strong> in your inventory<br>spawn a ${powerUps.orb.heal()}, ${powerUps.orb.research(1)}, <strong class='color-f'>field</strong>, ${powerUps.orb.ammo(1)}, or <strong class='color-m'>tech</strong>`,
maxCount: 1, //random power up
count: 0,
frequency: 1,
frequencyDefault: 1,
isNonRefundable: true,
allowed() {
return b.inventory.length > 1
},
requires: "NOT EXPERIMENT MODE, at least 2 guns",
effect() {
for (let i = 0; i < b.inventory.length; i++) {
if (Math.random() < 0.2) {
powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "tech");
} else if (Math.random() < 0.25) {
powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "field");
} else if (Math.random() < 0.33) {
powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "heal");
} else if (Math.random() < 0.5) {
powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "ammo");
} else {
powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "research");
}
}
},
remove() {}
},
{
name: "applied science",
description: `for each <strong class='color-g'>gun</strong> in your inventory<br>get a random <strong class='color-g'>gun</strong><strong class='color-m'>tech</strong>`, //spawn ${powerUps.orb.research(1)} and
maxCount: 9,
count: 0,
isNonRefundable: true,
frequency: 2,
frequencyDefault: 2,
allowed() {
return b.inventory.length > 1
},
requires: "NOT EXPERIMENT MODE, at least 2 guns",
effect() {
for (let i = b.inventory.length - 1; i > -1; i--) {
const gunTechPool = [] //find gun tech for this gun
for (let j = 0, len = tech.tech.length; j < len; j++) {
// console.log(j, tech.tech[j].isGunTech, tech.tech[j].allowed(), !tech.tech[j].isJunk, !tech.tech[j].isBadRandomOption, tech.tech[j].count < tech.tech[j].maxCount)
const originalActiveGunIndex = b.activeGun //set current gun to active so allowed works
b.activeGun = b.inventory[i] //to make the .allowed work for guns that aren't active
if (tech.tech[j].isGunTech && tech.tech[j].allowed() && !tech.tech[j].isJunk && !tech.tech[j].isBadRandomOption && tech.tech[j].count < tech.tech[j].maxCount) {
const regex = tech.tech[j].requires.search(b.guns[b.inventory[i]].name) //get string index of gun name
const not = tech.tech[j].requires.search(' not ') //get string index of ' not '
if (regex !== -1 && (not === -1 || not > regex)) gunTechPool.push(j) //look for the gun name in the requirements, but the gun name needs to show up before the word ' not '
}
b.activeGun = originalActiveGunIndex
}
if (gunTechPool.length) {
const index = Math.floor(Math.random() * gunTechPool.length)
tech.giveTech(gunTechPool[index]) // choose from the gun pool
tech.tech[gunTechPool[index]].isFromAppliedScience = true //makes it not remove properly under paradigm shift
simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[gunTechPool[index]].name}</span>")`, 360)
}
}
simulation.boldActiveGunHUD();
},
remove() {}
},
{
name: "arsenal",
description: "for each <strong class='color-g'>gun</strong> in your inventory<br><strong>+13%</strong> <strong class='color-d'>damage</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed: () => true,
requires: "",
effect() {
tech.isDamageForGuns = true;
},
remove() {
tech.isDamageForGuns = false;
}
},
{
name: "active cooling",
description: "for each <strong class='color-g'>gun</strong> in your inventory<br><strong>+18%</strong> <strong><em>fire rate</em></strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed: () => true,
requires: "",
effect() {
tech.isFireRateForGuns = true;
b.setFireCD();
},
remove() {
tech.isFireRateForGuns = false;
b.setFireCD();
}
},
{
name: "integrated armament",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Weapon' class="link">integrated armament</a>`,
description: `<span style = 'font-size:95%;'>+<strong>25%</strong> <strong class='color-d'>damage</strong>, but new <strong class='color-g'>guns</strong><br>replace your current <strong class='color-g'>gun</strong> and convert <strong class='color-g'>gun</strong><strong class='color-m'>tech</strong></span>`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return b.inventory.length === 1
},
requires: "only 1 gun",
effect() {
tech.isOneGun = true;
},
remove() {
tech.isOneGun = false;
}
},
{
name: "entanglement",
nameInfo: "<span id = 'tech-entanglement'></span>",
addNameInfo() {
setTimeout(function() {
simulation.boldActiveGunHUD();
}, 1000);
},
description: "if your <strong>first</strong> <strong class='color-g'>gun</strong> is equipped<br><strong>+13%</strong> <strong class='color-defense'>defense</strong> for each of your <strong class='color-g'>guns</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isEnergyHealth
},
requires: "not mass-energy",
effect() {
tech.isEntanglement = true
setTimeout(function() {
simulation.boldActiveGunHUD();
}, 1000);
},
remove() {
tech.isEntanglement = false;
}
},
{
name: "generalist",
description: "spawn <strong>7</strong> <strong class='color-g'>guns</strong>, but you can't <strong>switch</strong> <strong class='color-g'>guns</strong><br><strong class='color-g'>guns</strong> cycle automatically with each new level",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isNonRefundable: true,
isBadRandomOption: true,
allowed() {
return b.inventory.length < b.guns.length - 5 && b.inventory.length > 1 //(tech.isDamageForGuns || tech.isFireRateForGuns) &&
},
requires: "at least 2 guns, at least 5 unclaimed guns",
effect() {
tech.isGunCycle = true;
for (let i = 0; i < 7; i++) powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "gun");
},
remove() {
if (!this.count) tech.isGunCycle = false; // only set to false if you don't have this tech
// if (tech.isGunCycle) {
// for (let i = 0; i < 8; i++) {
// if (b.inventory.length) b.removeGun(b.guns[b.inventory[b.inventory.length - 1]].name) //remove your last gun
// }
// tech.isGunCycle = false;
// }
}
},
{
name: "supply chain",
junk: 0.05,
descriptionFunction() { return `for each <strong class='color-g'>gun</strong> in your inventory<br>double your current <strong class='color-ammo'>ammo</strong>` },
maxCount: 9,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return true },
requires: "",
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();
// this.refundAmount += tech.addJunkTechToPool(this.junk)
},
refundAmount: 0,
remove() {
for (let j = 0; j < this.count; j++) {
for (let i = 0; i < b.guns.length; i++) {
if (b.guns[i].have) b.guns[i].ammo = Math.floor(0.5 * b.guns[i].ammo)
}
}
simulation.makeGunHUD();
// if (this.count > 0 && this.refundAmount > 0) {
// tech.removeJunkTechFromPool(this.refundAmount)
// this.refundAmount = 0
// }
}
},
{
name: "logistics",
description: `${powerUps.orb.ammo()} give <strong>80%</strong> more <strong class='color-ammo'>ammo</strong>, but<br>it's only added to your current <strong class='color-g'>gun</strong>`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isEnergyNoAmmo
},
requires: "not non-renewables",
effect() {
tech.isAmmoForGun = true;
},
remove() {
tech.isAmmoForGun = false;
}
},
{
name: "cache",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Cache_(computing)' class="link">cache</a>`,
description: `${powerUps.orb.ammo()} give <strong>1600%</strong> more <strong class='color-ammo'>ammo</strong>, but<br>you can't <strong>store</strong> any more <strong class='color-ammo'>ammo</strong> than that`,
// ammo powerups always max out your gun,
// but the maximum ammo ti limited
// description: `${powerUps.orb.ammo()} give <strong>13x</strong> more <strong class='color-ammo'>ammo</strong>, but<br>you can't <strong>store</strong> any more <strong class='color-ammo'>ammo</strong> than that`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isEnergyNoAmmo
},
requires: "not non-renewables",
effect() {
tech.ammoCap = 16;
powerUps.ammo.effect()
},
remove() {
tech.ammoCap = 0;
}
},
{
name: "catabolism",
descriptionFunction() { return `if you fire while <strong>out</strong> of <strong class='color-ammo'>ammo</strong><br>spawn ${powerUps.orb.ammo(4)} and <strong>1</strong> maximum ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"}` },
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isEnergyNoAmmo
},
requires: "not non-renewables",
effect() {
tech.isAmmoFromHealth = true;
},
remove() {
tech.isAmmoFromHealth = false;
}
},
{
name: "non-renewables",
description: `<strong>+67%</strong> <strong class='color-d'>damage</strong><br>${powerUps.orb.ammo()} can't <strong>spawn</strong>`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isAmmoFromHealth && !tech.isBoostReplaceAmmo
},
requires: "not catabolism, quasiparticles",
damage: 1.67,
effect() {
tech.damage *= this.damage
tech.isEnergyNoAmmo = true;
},
remove() {
if (this.count) tech.damage /= this.damage
tech.isEnergyNoAmmo = false;
}
},
{
name: "desublimated ammunition",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Deposition_(phase_transition)' class="link">desublimated ammunition</a>`,
description: `if <strong>crouching</strong><br>alternating shots use no <strong class='color-ammo'>ammo</strong>`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed: () => true,
requires: "",
effect() {
tech.crouchAmmoCount = true
},
remove() {
tech.crouchAmmoCount = false;
}
},
{
name: "gun turret",
description: "if <strong>crouching</strong><br><strong>+66%</strong> <strong class='color-defense'>defense</strong> ",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isEnergyHealth //(tech.crouchAmmoCount || tech.isCrouchRegen) &&
},
requires: "not mass-energy",
effect() {
tech.isTurret = true
},
remove() {
tech.isTurret = false;
}
},
{
name: "dead reckoning",
description: "if your <strong>speed</strong> is 0<br><strong>+36%</strong> <strong class='color-d'>damage</strong>",
maxCount: 9,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return true },
requires: "",
effect() {
tech.restDamage += 0.36
},
remove() {
tech.restDamage = 1;
}
},
{
name: "Higgs mechanism",
description: "<strong>+45%</strong> <strong><em>fire rate</em></strong><br>while <strong>firing</strong> your <strong>position</strong> is fixed",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !m.isShipMode && !tech.isAlwaysFire, !tech.isGrapple
},
requires: "not ship mode, automatic, grappling hook",
effect() {
tech.isFireMoveLock = true;
b.setFireCD();
b.setFireMethod();
},
remove() {
if (tech.isFireMoveLock) {
tech.isFireMoveLock = false
b.setFireCD();
b.setFireMethod();
}
}
},
{
name: "squirrel-cage rotor",
description: "<strong>+30%</strong> <strong>movement</strong> and <strong>jumping</strong><br><strong>5%</strong> <strong class='color-defense'>defense</strong>",
maxCount: 9,
count: 0,
frequency: 1,
frequencyDefault: 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: "coyote",
// description: "",
// maxCount: 1,
// count: 0,
// frequency: 1,
// frequencyDefault: 1,
// allowed() { return true },
// requires: "",
// effect() { // good with melee builds, content skipping builds
// tech.coyoteTime = 120
// // simulation.gravity = function() {
// // function addGravity(bodies, magnitude) {
// // for (var i = 0; i < bodies.length; i++) {
// // bodies[i].force.y += bodies[i].mass * magnitude;
// // }
// // }
// // if (!m.isBodiesAsleep) {
// // addGravity(powerUp, simulation.g);
// // addGravity(body, simulation.g);
// // }
// // player.force.y += player.mass * simulation.g
// // }
// },
// remove() {
// tech.coyoteTime = 5
// }
// },
{
name: "Newton's 1st law",
description: "<strong class='color-defense'>defense</strong> is proportional to your <strong>speed</strong><br>up to <strong>+66%</strong> <strong class='color-defense'>defense</strong> at <strong>40 speed</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isEnergyHealth
},
requires: "not mass-energy equivalence",
effect() {
tech.isSpeedHarm = true //max at speed = 40
},
remove() {
tech.isSpeedHarm = false
}
},
{
name: "Newton's 2nd law",
description: "<strong class='color-d'>damage</strong> is proportional to your <strong>speed</strong><br>up to <strong>+66%</strong> <strong class='color-d'>damage</strong> at <strong>40 speed</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return true },
requires: "",
effect() {
tech.isSpeedDamage = true //max at speed = 40
},
remove() {
tech.isSpeedDamage = false
}
},
{
name: "kinetic bombardment",
description: "<strong class='color-d'>damage</strong> is proportional to mob <strong>distance</strong><br>up to <strong>+33%</strong> <strong class='color-d'>damage</strong> at <strong>3000</strong> displacement",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return true },
requires: "",
effect() {
tech.isFarAwayDmg = true; //used in mob.damage()
},
remove() {
tech.isFarAwayDmg = false;
}
},
{
name: "regression",
description: "bullet <strong>collisions</strong> increase <strong>vulnerability</strong> to<br><strong class='color-d'>damage</strong> by <strong>+5%</strong> for mobs <em>(+0.25% for bosses)</em>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return true },
requires: "",
effect() {
tech.isLessDamageReduction = true
},
remove() {
tech.isLessDamageReduction = false
}
},
{
name: "microstates",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Microstate_(statistical_mechanics)' class="link">microstates</a>`,
description: "for each active <strong>bullet / bot</strong><br><strong>+0.7%</strong> <strong class='color-d'>damage</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return true },
requires: "",
effect() {
tech.isDamageFromBulletCount = true
},
remove() {
tech.isDamageFromBulletCount = false
}
},
{
name: "simulated annealing",
description: "<strong>+20%</strong> <strong class='color-d'>damage</strong><br><strong>20%</strong> <strong><em>fire rate</em></strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return true },
damage: 1.2,
effect() {
tech.damage *= this.damage
tech.slowFire = 1.2
b.setFireCD();
},
remove() {
if (this.count) tech.damage /= this.damage
tech.slowFire = 1;
b.setFireCD();
}
},
{
name: "heuristics",
description: "<strong>+30%</strong> <strong><em>fire rate</em></strong>",
maxCount: 9,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return true },
requires: "",
effect() {
tech.fireRate *= 0.7
b.setFireCD();
},
remove() {
tech.fireRate = 1;
b.setFireCD();
}
},
{
name: "fracture analysis",
description: "if a mob is <strong>stunned</strong> it takes<br><strong>+400%</strong> <strong class='color-d'>damage</strong> from bullet impacts",
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isStunField || tech.oneSuperBall || tech.isCloakStun || tech.isOrbitBotUpgrade || tech.isStun
},
requires: "a stun effect",
effect() {
tech.isCrit = true;
},
remove() {
tech.isCrit = false;
}
},
{
name: "anti-shear topology",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Topology' class="link">anti-shear topology</a>`,
description: "<strong>+30%</strong> projectile <strong>duration</strong>", //<br><em style = 'font-size: 83%'>drone spore worm flea missile foam wave neutron ice</em>",
maxCount: 3,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed: () => true,
requires: "",
effect() {
tech.isBulletsLastLonger += 0.3
},
remove() {
tech.isBulletsLastLonger = 1;
}
},
{
name: "thermal runaway",
description: "after mobs <strong>die</strong><br>they <strong class='color-e'>explode</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.sporesOnDeath && !tech.nailsDeathMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.iceIXOnDeath
},
requires: "no other mob death tech",
effect() {
tech.isExplodeMob = true;
},
remove() {
tech.isExplodeMob = false;
}
},
{
name: "shear stress",
description: "after mobs <strong>die</strong><br>they release a <strong>nail</strong> that targets nearby mobs",
maxCount: 9,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.iceIXOnDeath
},
requires: "no other mob death tech",
effect() {
tech.nailsDeathMob++
},
remove() {
tech.nailsDeathMob = 0;
}
},
{
name: "zoospore vector",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Disease_vector' class="link">zoospore vector</a>`,
descriptionFunction() { return `after mobs <strong>die</strong><br>they have a <strong>+10%</strong> chance to grow ${b.guns[6].nameString('s')}` },
// description: "after mobs <strong>die</strong><br>they have a <strong>+10%</strong> chance to grow <strong class='color-p' style='letter-spacing: 2px;'>spores</strong>",
maxCount: 9,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.nailsDeathMob && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.iceIXOnDeath
},
requires: "no other mob death tech",
effect() {
tech.sporesOnDeath += 0.1;
// if (tech.isSporeWorm) {
// for (let i = 0; i < 4; i++) b.worm(m.pos)
// } else {
// for (let i = 0; i < 8; i++) b.spore(m.pos)
// }
},
remove() {
tech.sporesOnDeath = 0;
}
},
{
name: "bubble fusion",
description: `after destroying a mob's natural <strong>shield</strong><br>spawn <strong>1-2</strong> ${powerUps.orb.heal()}, ${powerUps.orb.ammo()}, or ${powerUps.orb.research(1)}`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return true },
requires: "",
effect() {
tech.isShieldAmmo = true;
},
remove() {
tech.isShieldAmmo = false;
}
},
{
name: "reaction inhibitor",
description: "<strong>-12%</strong> maximum mob <strong>health</strong>", //<strong class='color-h'>health</strong>
maxCount: 3,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return true //tech.nailsDeathMob || tech.sporesOnDeath || tech.isExplodeMob || tech.botSpawner || tech.isMobBlockFling || tech.iceIXOnDeath
},
requires: "", //"any mob death tech",
effect() {
tech.mobSpawnWithHealth++
mobs.setMobSpawnHealth()
//set all mobs at full health to 0.85
for (let i = 0; i < mob.length; i++) {
if (mob.health > mobs.mobSpawnWithHealth) mob.health = mobs.mobSpawnWithHealth
}
},
remove() {
tech.mobSpawnWithHealth = 0
mobs.setMobSpawnHealth()
}
},
{
name: "propagator",
description: "after mobs <strong>die</strong> advance time <strong>0.5</strong> seconds<br><strong>+60%</strong> <strong class='color-d'>damage</strong>",
maxCount: 3,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed: () => true,
requires: "",
effect() {
tech.deathSkipTime++
},
remove() {
tech.deathSkipTime = 0
}
},
{
name: "decorrelation",
description: "if your <strong class='color-g'>gun</strong> or <strong class='color-f'>field</strong> are unused for <strong>2</strong> seconds<br><strong>+70%</strong> <strong class='color-defense'>defense</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isEnergyHealth && !tech.isRewindField
},
requires: "not mass-energy, retrocausality",
effect() {
tech.isNoFireDefense = true
},
remove() {
tech.isNoFireDefense = false
}
},
{
name: "anticorrelation",
description: "<strong>+100%</strong> <strong class='color-d'>damage</strong><br>after not using your <strong class='color-g'>gun</strong> or <strong class='color-f'>field</strong> for <strong>2</strong> seconds",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isRewindField
},
requires: "not retrocausality",
effect() {
tech.isNoFireDamage = true
},
remove() {
tech.isNoFireDamage = false
}
},
{
name: "scrap bots",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Scrap' class="link">scrap bots</a>`,
description: "after mobs <strong>die</strong> you have a <strong>+33%</strong> chance<br>to build scrap <strong class='color-bot'>bots</strong> that operate for <strong>14</strong> seconds",
maxCount: 3,
count: 0,
frequency: 1,
frequencyDefault: 1,
isBotTech: true,
allowed() {
return !tech.sporesOnDeath && !tech.nailsDeathMob && !tech.isExplodeMob && !tech.isMobBlockFling && !tech.iceIXOnDeath
},
requires: "no other mob death tech",
effect() {
tech.botSpawner += 0.33;
},
remove() {
tech.botSpawner = 0;
}
},
{
name: "scrap refit",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Scrap' class="link">scrap refit</a>`,
description: "after mobs <strong>die</strong><br>reset scrap <strong class='color-bot'>bots</strong> to <strong>14</strong> seconds of operation",
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
isBotTech: true,
allowed() {
return tech.botSpawner
},
requires: "scrap bots",
effect() {
tech.isBotSpawnerReset = true;
},
remove() {
tech.isBotSpawnerReset = false;
}
},
{
name: "nail-bot",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">nail-bot</a>`,
description: "a <strong class='color-bot'>bot</strong> fires <strong>nails</strong> at mobs in line of sight",
maxCount: 9,
count: 0,
frequency: 1,
frequencyDefault: 1,
isBot: true,
isBotTech: true,
allowed() { return true },
requires: "",
effect() {
tech.nailBotCount++;
b.nailBot();
},
remove() {
if (this.count) {
tech.nailBotCount -= this.count;
b.clearPermanentBots();
b.respawnBots();
}
}
},
{
name: "nail-bot upgrade",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">nail-bot upgrade</a>`,
description: "<strong>convert</strong> your bots to <strong>nail-bots</strong><br><strong>+500%</strong> <strong>fire rate</strong> and <strong>+40%</strong> nail <strong>velocity</strong>",
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
isBotTech: true,
allowed() {
return tech.nailBotCount > 1 && !b.hasBotUpgrade()
},
requires: "2 or more nail bots and no other bot upgrade",
effect() {
tech.isNailBotUpgrade = true
b.convertBotsTo("nail-bot")
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'nail') bullet[i].isUpgraded = true
}
tech.setBotTechFrequency()
tech.setTechFrequency("nail-bot", 5)
},
remove() {
if (this.count) {
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'nail') bullet[i].isUpgraded = false
}
tech.setBotTechFrequency(1)
}
tech.isNailBotUpgrade = false
}
},
{
name: "foam-bot",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">foam-bot</a>`,
description: "a <strong class='color-bot'>bot</strong> fires <strong>foam</strong> at nearby mobs",
maxCount: 9,
count: 0,
frequency: 1,
frequencyDefault: 1,
isBot: true,
isBotTech: true,
allowed() { return true },
requires: "",
effect() {
tech.foamBotCount++;
b.foamBot();
},
remove() {
if (this.count) {
tech.foamBotCount -= this.count;
b.clearPermanentBots();
b.respawnBots();
}
}
},
{
name: "foam-bot upgrade",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">foam-bot upgrade</a>`,
description: "<strong>convert</strong> your bots to <strong>foam-bots</strong><br><strong>+300%</strong> foam <strong>size</strong> and <strong>fire rate</strong>",
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
isBotTech: true,
allowed() {
return tech.foamBotCount > 1 && !b.hasBotUpgrade()
},
requires: "2 or more foam bots and no other bot upgrade",
effect() {
tech.isFoamBotUpgrade = true
b.convertBotsTo("foam-bot")
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'foam') bullet[i].isUpgraded = true
}
tech.setBotTechFrequency()
tech.setTechFrequency("foam-bot", 5)
},
remove() {
if (this.count) {
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'foam') bullet[i].isUpgraded = false
}
tech.setBotTechFrequency(1)
}
tech.isFoamBotUpgrade = false
}
},
{
name: "boom-bot",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">boom-bot</a>`,
description: "a <strong class='color-bot'>bot</strong> <strong>defends</strong> the space around you<br>ignites an <strong class='color-e'>explosion</strong> after hitting a mob",
maxCount: 9,
count: 0,
frequency: 1,
frequencyDefault: 1,
isBot: true,
isBotTech: true,
allowed() { return true },
requires: "",
effect() {
tech.boomBotCount++;
b.boomBot();
},
remove() {
if (this.count) {
tech.boomBotCount -= this.count;
b.clearPermanentBots();
b.respawnBots();
}
}
},
{
name: "boom-bot upgrade",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">boom-bot upgrade</a>`,
description: "<strong>convert</strong> your bots to <strong>boom-bots</strong><br><strong>+300%</strong> <strong class='color-e'>explosion</strong> <strong class='color-d'>damage</strong> and size",
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
isBotTech: true,
allowed() {
return tech.boomBotCount > 1 && !b.hasBotUpgrade()
},
requires: "2 or more boom bots and no other bot upgrade",
effect() {
tech.isBoomBotUpgrade = true
b.convertBotsTo("boom-bot")
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'boom') bullet[i].isUpgraded = true
}
tech.setBotTechFrequency()
tech.setTechFrequency("boom-bot", 5)
},
remove() {
if (this.count) {
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'boom') bullet[i].isUpgraded = false
}
tech.setBotTechFrequency(1)
}
tech.isBoomBotUpgrade = false
}
},
{
name: "laser-bot",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">laser-bot</a>`,
description: "a <strong class='color-bot'>bot</strong> uses <strong class='color-f'>energy</strong> to emit a <strong class='color-laser'>laser</strong> beam<br>that targets nearby mobs",
maxCount: 9,
count: 0,
frequency: 1,
frequencyDefault: 1,
isBot: true,
isBotTech: true,
allowed() {
return m.maxEnergy > 0.5
},
requires: "maximum energy above 50",
effect() {
tech.laserBotCount++;
b.laserBot();
},
remove() {
if (this.count) {
tech.laserBotCount -= this.count;
b.clearPermanentBots();
b.respawnBots();
}
}
},
{
name: "laser-bot upgrade",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">laser-bot upgrade</a>`,
description: "<strong>convert</strong> your bots to <strong>laser-bots</strong><br><strong>+100%</strong> <strong class='color-d'>damage</strong>, efficiency, and range",
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
isBotTech: true,
allowed() {
return tech.laserBotCount > 1 && !b.hasBotUpgrade()
},
requires: "2 or more laser bots and no other bot upgrade",
effect() {
tech.isLaserBotUpgrade = true
b.convertBotsTo("laser-bot")
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'laser') bullet[i].isUpgraded = true
}
tech.setBotTechFrequency()
tech.setTechFrequency("laser-bot", 5)
},
remove() {
if (this.count) {
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'laser') bullet[i].isUpgraded = false
}
tech.setBotTechFrequency(1)
}
tech.isLaserBotUpgrade = false
}
},
{
name: "orbital-bot",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">orbital-bot</a>`,
description: "a <strong class='color-bot'>bot</strong> is locked in <strong>orbit</strong> around you<br><strong>stuns</strong> and <strong class='color-d'>damages</strong> mobs on <strong>contact</strong>",
maxCount: 9,
count: 0,
frequency: 1,
frequencyDefault: 1,
isBot: true,
isBotTech: true,
allowed() { return true },
requires: "",
effect() {
b.orbitBot();
tech.orbitBotCount++;
},
remove() {
if (this.count) {
tech.orbitBotCount -= this.count;
b.clearPermanentBots();
b.respawnBots();
}
}
},
{
name: "orbital-bot upgrade",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">orbital-bot upgrade</a>`,
description: "<strong>convert</strong> your bots to <strong>orbital-bots</strong><br><strong>+300%</strong> orbital <strong class='color-d'>damage</strong> and <strong>+50%</strong> <strong>radius</strong>",
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
isBotTech: true,
allowed() {
return tech.orbitBotCount > 1 && !b.hasBotUpgrade()
},
requires: "2 or more orbital bots and no other bot upgrade",
effect() {
tech.isOrbitBotUpgrade = true
b.convertBotsTo("orbital-bot")
const range = 190 + 120 * tech.isOrbitBotUpgrade
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'orbit') {
bullet[i].isUpgraded = true
bullet[i].range = range
bullet[i].orbitalSpeed = Math.sqrt(0.25 / range)
}
}
tech.setBotTechFrequency()
tech.setTechFrequency("orbital-bot", 5)
},
remove() {
if (this.count) {
const range = 190 + 100 * tech.isOrbitBotUpgrade
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'orbit') {
bullet[i].range = range
bullet[i].orbitalSpeed = Math.sqrt(0.25 / range)
}
}
tech.setBotTechFrequency(1)
}
tech.isOrbitBotUpgrade = false
}
},
{
name: "dynamo-bot",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">dynamo-bot</a>`,
description: "a <strong class='color-bot'>bot</strong> <strong class='color-d'>damages</strong> mobs while it <strong>traces</strong> your path<br>when it's near generate <strong>+7</strong> <strong class='color-f'>energy</strong> per second",
maxCount: 9,
count: 0,
frequency: 1,
frequencyDefault: 1,
isBot: true,
isBotTech: true,
allowed() { return true },
requires: "",
effect() {
tech.dynamoBotCount++;
b.dynamoBot();
},
remove() {
if (this.count) {
tech.dynamoBotCount -= this.count;
b.clearPermanentBots();
b.respawnBots();
}
}
},
{
name: "dynamo-bot upgrade",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">dynamo-bot upgrade</a>`,
description: "<strong>convert</strong> your bots to <strong>dynamo-bots</strong><br>when it's near generate <strong>+23</strong> <strong class='color-f'>energy</strong> per second",
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
isBotTech: true,
allowed() {
return tech.dynamoBotCount > 1 && !b.hasBotUpgrade()
},
requires: "2 or more dynamo bots and no other bot upgrade",
effect() {
tech.isDynamoBotUpgrade = true
b.convertBotsTo("dynamo-bot")
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'dynamo') bullet[i].isUpgraded = true
}
tech.setBotTechFrequency()
tech.setTechFrequency("dynamo-bot", 5)
},
remove() {
if (this.count) {
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType === 'dynamo') bullet[i].isUpgraded = false
}
tech.setBotTechFrequency(1)
}
tech.isDynamoBotUpgrade = false
}
},
{
name: "bot fabrication",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">bot fabrication</a>`,
descriptionFunction() {
return `after you collect ${powerUps.orb.research(2 + Math.floor(0.1666 * b.totalBots()))}use them to build a<br>random <strong class='color-bot'>bot</strong> <em>(+1 cost every 5 bots)</em>`
},
// description: `if you collect ${powerUps.orb.research(2)}use them to build a<br>random <strong class='color-bot'>bot</strong> <em>(+1 cost every 5 bots)</em>`,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
isBotTech: true,
allowed() {
return powerUps.research.count > 1 || build.isExperimentSelection
},
requires: "at least 2 research",
effect() {
tech.isRerollBots = true;
powerUps.research.changeRerolls(0)
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span> <span class='color-symbol'>=</span> 0`)
},
remove() {
tech.isRerollBots = false;
// this.description = `if you collect ${powerUps.orb.research(2 + Math.floor(0.2 * b.totalBots()))}use them to build a<br>random <strong class='color-bot'>bot</strong> <em>(+1 cost every 5 bots)</em>`
}
},
{
name: "perimeter defense",
description: "for each permanent <strong class='color-bot'>bot</strong><br><strong>+6%</strong> <strong class='color-defense'>defense</strong>",
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
isBotTech: true,
allowed() {
return b.totalBots() > 1 && !tech.isEnergyHealth
},
requires: "at least 2 bots",
effect() {
tech.isBotArmor = true
},
remove() {
tech.isBotArmor = false
}
},
{
name: "network effect",
description: "for each permanent <strong class='color-bot'>bot</strong><br><strong>+6%</strong> <strong class='color-d'>damage</strong>",
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
isBotTech: true,
allowed() {
return b.totalBots() > 1
},
requires: "at least 2 bots",
effect() {
tech.isBotDamage = true
},
remove() {
tech.isBotDamage = false
}
},
{
name: "ersatz bots",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Ersatz_good' class="link">ersatz bots</a>`,
description: "<strong>double</strong> your current permanent <strong class='color-bot'>bots</strong><br>remove <strong>all</strong> <strong class='color-g'>guns</strong> in your inventory",
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
isBotTech: true,
// isNonRefundable: true,
isBadRandomOption: true,
numberOfGunsLost: 0,
allowed() {
return b.totalBots() > 3 && !build.isExperimentSelection
},
requires: "NOT EXPERIMENT MODE, at least 4 bots",
effect() {
this.numberOfGunsLost = b.inventory.length
b.removeAllGuns();
simulation.makeGunHUD();
//double bots
for (let i = 0; i < tech.nailBotCount; i++) b.nailBot();
tech.nailBotCount *= 2
for (let i = 0; i < tech.laserBotCount; i++) b.laserBot();
tech.laserBotCount *= 2
for (let i = 0; i < tech.foamBotCount; i++) b.foamBot();
tech.foamBotCount *= 2
for (let i = 0; i < tech.boomBotCount; i++) b.boomBot();
tech.boomBotCount *= 2
for (let i = 0; i < tech.orbitBotCount; i++) b.orbitBot();
tech.orbitBotCount *= 2
for (let i = 0; i < tech.dynamoBotCount; i++) b.dynamoBot();
tech.dynamoBotCount *= 2
for (let i = 0; i < tech.plasmaBotCount; i++) b.plasmaBot();
tech.plasmaBotCount *= 2
for (let i = 0; i < tech.missileBotCount; i++) b.missileBot();
tech.missileBotCount *= 2
},
remove() {
if (this.count) {
//return guns
for (let i = 0; i < this.numberOfGunsLost; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "gun");
this.numberOfGunsLost = 0;
//half all current guns
tech.nailBotCount = Math.round(tech.nailBotCount / 2)
tech.laserBotCount = Math.round(tech.laserBotCount / 2)
tech.foamBotCount = Math.round(tech.foamBotCount / 2)
tech.boomBotCount = Math.round(tech.boomBotCount / 2)
tech.orbitBotCount = Math.round(tech.orbitBotCount / 2)
tech.dynamoBotCount = Math.round(tech.dynamoBotCount / 2)
tech.plasmaBotCount = Math.round(tech.plasmaBotCount / 2)
tech.missileBotCount = Math.round(tech.missileBotCount / 2)
b.clearPermanentBots();
b.respawnBots();
}
}
},
// {
// name: "robotics",
// description: `spawn <strong>2</strong> random <strong>bots</strong><br><strong>quadruple</strong> the <strong class='flicker'>frequency</strong> of finding <strong>bot</strong> <strong class='color-m'>tech</strong>`,
// maxCount: 1,
// count: 0,
// frequency: 1,
// frequencyDefault: 1,
// isBotTech: true,
// allowed() {
// return b.totalBots() > 1 || build.isExperimentSelection
// },
// requires: "at least 2 bots",
// effect: () => {
// b.randomBot()
// b.randomBot()
// for (let i = 0, len = tech.tech.length; i < len; i++) {
// if (tech.tech[i].isBotTech) tech.tech[i].frequency *= 4
// }
// },
// remove() {
// if (this.count > 0) {
// b.removeBot()
// b.removeBot()
// b.clearPermanentBots();
// b.respawnBots();
// for (let i = 0, len = tech.tech.length; i < len; i++) {
// if (tech.tech[i].isBotTech) tech.tech[i].frequency = Math.ceil(tech.tech[i].frequency / 4)
// }
// }
// }
// },
{
name: "robotics",
description: `spawn <strong>2</strong> random <strong>bots</strong><br><strong class='color-m'>tech</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong> have <strong>+1</strong> bot <strong>choice</strong>`, //<strong class='color-m'>tech</strong> have an extra <strong>bot</strong> <strong class='color-m'>tech</strong> option
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isBotTech: true,
allowed() {
return b.totalBots() > 1 || build.isExperimentSelection
},
requires: "at least 2 bots",
effect() {
tech.isExtraBotOption = true
for (let i = 0; i < 2; i++) b.randomBot()
},
remove() {
if (this.count > 0) {
for (let i = 0; i < 2; i++) b.removeBot()
b.clearPermanentBots();
b.respawnBots();
}
tech.isExtraBotOption = false
}
},
{
name: "open-source", //digital fabricator
description: `spawn <strong>3</strong> random <strong>bots</strong><br><strong>triple</strong> the <strong class='flicker'>frequency</strong> of finding <strong>bot</strong> <strong class='color-m'>tech</strong>`,
maxCount: 1,
count: 0,
frequency: 0,
frequencyDefault: 0,
isBotTech: true,
allowed() {
return tech.isExtraBotOption
},
requires: "robotics",
effect() {
for (let i = 0; i < 3; i++) b.randomBot()
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isBotTech) tech.tech[i].frequency *= 3
}
},
remove() {
if (this.count > 0) {
for (let i = 0; i < 3; i++) b.removeBot()
b.clearPermanentBots();
b.respawnBots();
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isBotTech) tech.tech[i].frequency = Math.ceil(tech.tech[i].frequency / 3)
}
}
}
},
{
name: "mass driver",
description: "<strong>+300%</strong> <strong class='color-block'>block</strong> collision <strong class='color-d'>damage</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return m.fieldUpgrades[m.fieldMode].name !== "wormhole"
},
requires: "not wormhole",
effect() {
tech.blockDamage = 0.3
},
remove() {
tech.blockDamage = 0.075
}
},
{
name: "inflation",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Inflation_(cosmology)' class="link">inflation</a>`,
description: "if <strong>holding</strong> a <strong class='color-block'>block</strong> <strong>+85%</strong> <strong class='color-defense'>defense</strong><br>after <strong>throwing</strong> a <strong class='color-block'>block</strong> it expands <strong>300%</strong>",
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
allowed() {
return tech.blockDamage > 0.075 && m.fieldUpgrades[m.fieldMode].name !== "pilot wave" && m.fieldUpgrades[m.fieldMode].name !== "wormhole" && !tech.isTokamak
},
requires: "mass driver, not pilot wave, tokamak, wormhole",
effect() {
tech.isAddBlockMass = true
},
remove() {
tech.isAddBlockMass = false
}
},
{
name: "restitution",
description: "<strong>+150%</strong> <strong class='color-block'>block</strong> collision <strong class='color-d'>damage</strong><br>after <strong>throwing</strong> a <strong class='color-block'>block</strong> it becomes very <strong>bouncy</strong>",
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
allowed() {
return tech.blockDamage > 0.075 && m.fieldUpgrades[m.fieldMode].name !== "pilot wave" && m.fieldUpgrades[m.fieldMode].name !== "wormhole" && !tech.isTokamak
},
requires: "mass driver, not pilot wave not tokamak, wormhole",
effect() {
tech.isBlockRestitution = true
},
remove() {
tech.isBlockRestitution = false
}
},
{
name: "flywheel",
description: "<strong>+150%</strong> <strong class='color-block'>block</strong> collision <strong class='color-d'>damage</strong><br>after a mob <strong>dies</strong> its <strong class='color-block'>block</strong> is <strong>flung</strong> at mobs",
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
allowed() {
return tech.blockDamage > 0.075 && !tech.nailsDeathMob && !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.iceIXOnDeath
},
requires: "mass driver, no other mob death tech",
effect() {
tech.isMobBlockFling = true
},
remove() {
tech.isMobBlockFling = false
}
},
// {
// name: "fermions",
// description: "<strong class='color-block'>blocks</strong> thrown by you or <strong>pilot wave</strong> will<br><strong>collide</strong> with <strong>intangible</strong> mobs, but not you",
// maxCount: 1,
// count: 0,
// frequency: 2,
// frequencyDefault: 2,
// allowed() {
// return (tech.blockDamage > 0.075 || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && !tech.isTokamak
// },
// requires: "mass driver or pilot wave, not tokamak",
// effect() {
// tech.isBlockBullets = true
// },
// remove() {
// tech.isBlockBullets = false
// }
// },
{
name: "buckling",
description: `if a <strong class='color-block'>block</strong> you threw kills a mob<br>spawn either ${powerUps.orb.heal()}, ${powerUps.orb.ammo()}, or ${powerUps.orb.research(1)}`,
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
allowed() {
return tech.blockDamage > 0.075 && m.fieldUpgrades[m.fieldMode].name !== "pilot wave" && !tech.isTokamak
},
requires: "mass driver, not pilot wave, tokamak",
effect() {
tech.isBlockPowerUps = true
},
remove() {
tech.isBlockPowerUps = false
}
},
{
name: "Pauli exclusion",
description: `after mob collisions<br>become <strong>invulnerable</strong> for <strong>+3</strong> seconds`,
maxCount: 9,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return true },
requires: "",
effect() {
m.collisionImmuneCycles += 180;
if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage
},
remove() {
m.collisionImmuneCycles = 30;
}
},
{
name: "spinstatistics theorem",
description: `every <strong>7</strong> seconds<br>become <strong>invulnerable</strong> for <strong>+1.8</strong> seconds`,
maxCount: 3,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return true //m.collisionImmuneCycles > 30
},
requires: "",
effect() {
tech.cyclicImmunity += 108;
},
remove() {
tech.cyclicImmunity = 0;
}
},
{
name: "NOR gate",
description: "if <strong>flip-flop</strong> is <strong class='color-flop'>OFF</strong><br>become <strong>invulnerable</strong> to your next collision",
maxCount: 1,
count: 0,
frequency: 4,
frequencyDefault: 4,
allowed() {
return tech.isFlipFlop
},
requires: "flip-flop",
effect() {
tech.isFlipFlopHarm = true //do you have this tech
},
remove() {
tech.isFlipFlopHarm = false
}
},
{
name: "shape-memory alloy",
description: `if <strong>flip-flop</strong> is <strong class='color-flop'>ON</strong><br><strong>+400</strong> maximum <strong class='color-h'>health</strong> and <strong>+100%</strong> ${powerUps.orb.heal()} effect`,
maxCount: 1,
count: 0,
frequency: 4,
frequencyDefault: 4,
allowed() {
return tech.isFlipFlop && !tech.isEnergyHealth
},
requires: "flip-flop, not mass-energy equivalence",
effect() {
tech.isFlipFlopHealth = true;
m.setMaxHealth();
for (let i = 0; i < powerUp.length; i++) {
if (powerUp[i].name === "heal") {
const oldSize = powerUp[i].size
powerUp[i].size = powerUps.heal.size() //update current heals
const scale = powerUp[i].size / oldSize
Matter.Body.scale(powerUp[i], scale, scale); //grow
}
}
},
remove() {
tech.isFlipFlopHealth = false;
m.setMaxHealth();
for (let i = 0; i < powerUp.length; i++) {
if (powerUp[i].name === "heal") {
const oldSize = powerUp[i].size
powerUp[i].size = powerUps.heal.size() //update current heals
const scale = powerUp[i].size / oldSize
Matter.Body.scale(powerUp[i], scale, scale); //grow
}
}
}
},
{
name: "flip-flop",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Flip-flop_(electronics)' class="link">flip-flop</a>`,
description: `toggle <strong class="color-flop">ON</strong> and <strong class="color-flop">OFF</strong> after a <strong>collision</strong><br>unlock advanced <strong class='color-m'>tech</strong> that runs if <strong class="color-flop">ON</strong>`,
nameInfo: "<span id = 'tech-flip-flop'></span>",
addNameInfo() {
setTimeout(function() {
if (document.getElementById("tech-flip-flop")) {
if (tech.isFlipFlopOn) {
document.getElementById("tech-flip-flop").innerHTML = ` = <strong>ON</strong>`
m.eyeFillColor = m.fieldMeterColor //'#5af'
} else {
document.getElementById("tech-flip-flop").innerHTML = ` = <strong>OFF</strong>`
m.eyeFillColor = "transparent"
}
}
}, 100);
},
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isRelay
},
requires: "not relay switch",
effect() {
tech.isFlipFlop = true //do you have this tech?
if (!tech.isFlipFlopOn) {
tech.isFlipFlopOn = true //what is the state of flip-Flop?
if (tech.isFlipFlopCoupling) {
m.couplingChange(5)
for (let i = 0; i < mob.length; i++) {
if (mob[i].isDecoupling) mob[i].alive = false //remove WIMP
}
}
}
if (!m.isShipMode) {
m.draw = m.drawFlipFlop
}
},
remove() {
tech.isFlipFlop = false
if (tech.isFlipFlopOn) {
tech.isFlipFlopOn = false //what is the state of flip-Flop?
if (tech.isFlipFlopCoupling) {
m.couplingChange(5)
for (let i = 0; i < mob.length; i++) {
if (mob[i].isDecoupling) mob[i].alive = false //remove WIMP
}
}
}
m.eyeFillColor = 'transparent'
}
},
{
name: "NAND gate",
description: "if <strong class='color-flop'>ON</strong><br><strong>+55.5%</strong> <strong class='color-d'>damage</strong>",
maxCount: 1,
count: 0,
frequency: 4,
frequencyDefault: 4,
allowed() {
return tech.isFlipFlop || tech.isRelay
},
requires: "ON/OFF tech",
effect() {
tech.isFlipFlopDamage = true;
},
remove() {
tech.isFlipFlopDamage = false;
}
},
{
name: "integrated circuit",
description: "if <strong class='color-flop'>ON</strong> <strong>+7</strong> power up <strong>choices</strong><br>if <strong class='color-flop'>OFF</strong> <strong>-1</strong> power up <strong>choices</strong>",
maxCount: 1,
count: 0,
frequency: 4,
frequencyDefault: 4,
allowed() {
return (tech.isFlipFlop || tech.isRelay) && !tech.isDeterminism
},
requires: "ON/OFF tech not determinism",
effect() {
tech.isFlipFlopChoices = true //do you have this tech
},
remove() {
tech.isFlipFlopChoices = false
}
},
{
name: "transistor",
description: "if <strong class='color-flop'>ON</strong> generate <strong>+20</strong> <strong class='color-f'>energy</strong> per second<br>if <strong class='color-flop'>OFF</strong> drain <strong>-1</strong> <strong class='color-f'>energy</strong> per second",
maxCount: 1,
count: 0,
frequency: 4,
frequencyDefault: 4,
allowed() {
return tech.isFlipFlop || tech.isRelay
},
requires: "ON/OFF tech",
effect() {
tech.isFlipFlopEnergy = true;
},
remove() {
tech.isFlipFlopEnergy = false;
}
},
{
name: "decoupling",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Decoupling_(cosmology)' class="link">decoupling</a>`,
descriptionFunction() {
//<span style = 'font-size:80%;'>(${ m.couplingDescription(this.bonus)})</span>
return `if <strong class='color-flop'>ON</strong> <strong>+5</strong> <strong class='color-coupling'>coupling</strong><br>if <strong class='color-flop'>OFF</strong> a dangerous particle slowly <strong>chases</strong> you`
},
maxCount: 1,
count: 0,
frequency: 4,
frequencyDefault: 4,
bonus: 5, //coupling given
allowed() {
return tech.isFlipFlop || tech.isRelay
},
requires: "ON/OFF tech",
effect() {
tech.isFlipFlopCoupling = true;
if (tech.isFlipFlopOn) {
m.couplingChange(this.bonus)
} else {
for (let i = 0; i < mob.length; i++) {
if (mob[i].isDecoupling) mob[i].alive = false //remove WIMP
}
spawn.WIMP()
mob[mob.length - 1].isDecoupling = true //so you can find it to remove
}
},
remove() {
tech.isFlipFlopCoupling = false;
if (tech.isFlipFlop || tech.isRelay) {
if (tech.isFlipFlopOn) {
m.couplingChange(-this.bonus)
} else {
for (let i = 0; i < mob.length; i++) {
if (mob[i].isDecoupling) mob[i].alive = false //remove WIMP
}
}
}
}
},
{
name: "relay switch",
description: `toggle <strong class="color-flop">ON</strong> and <strong class="color-flop">OFF</strong> after picking up a <strong>power up</strong><br>unlock advanced <strong class='color-m'>tech</strong> that runs if <strong class="color-flop">ON</strong>`,
nameInfo: "<span id = 'tech-switch'></span>",
addNameInfo() {
setTimeout(function() {
if (document.getElementById("tech-switch")) {
if (tech.isFlipFlopOn) {
document.getElementById("tech-switch").innerHTML = ` = <strong>ON</strong>`
m.eyeFillColor = m.fieldMeterColor //'#5af'
} else {
document.getElementById("tech-switch").innerHTML = ` = <strong>OFF</strong>`
m.eyeFillColor = "transparent"
}
}
}, 100);
},
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isFlipFlop
},
requires: "not flip-flop",
effect() {
tech.isRelay = true //do you have this tech?
if (!tech.isFlipFlopOn) {
tech.isFlipFlopOn = true //what is the state of flip-Flop?
if (tech.isFlipFlopCoupling) {
m.couplingChange(5)
for (let i = 0; i < mob.length; i++) {
if (mob[i].isDecoupling) mob[i].alive = false //remove WIMP
}
}
}
if (!m.isShipMode) {
m.draw = m.drawFlipFlop
}
},
remove() {
tech.isRelay = false
if (tech.isFlipFlopOn) {
tech.isFlipFlopOn = false //what is the state of flip-Flop?
if (tech.isFlipFlopCoupling) {
m.couplingChange(-5)
for (let i = 0; i < mob.length; i++) {
if (mob[i].isDecoupling) mob[i].alive = false //remove WIMP
}
}
}
m.eyeFillColor = 'transparent'
}
},
{
name: "lithium-ion",
description: "if <strong>relay switch</strong> is <strong class='color-flop'>ON</strong><br><strong>+300</strong> maximum <strong class='color-f'>energy</strong>",
maxCount: 1,
count: 0,
frequency: 4,
frequencyDefault: 4,
allowed() {
return tech.isRelay
},
requires: "relay switch",
effect() {
tech.isRelayEnergy = true
m.setMaxEnergy()
},
remove() {
tech.isRelayEnergy = false
m.setMaxEnergy()
}
},
{
name: "thermocouple",
description: "if <strong>relay switch</strong> is <strong class='color-flop'>ON</strong><br>condense <strong>4-13</strong> <strong class='color-s'>ice IX</strong> crystals per second",
maxCount: 9,
count: 0,
frequency: 4,
frequencyDefault: 4,
allowed() {
return tech.isRelay
},
requires: "relay switch",
effect() {
tech.relayIce++
},
remove() {
tech.relayIce = 0
}
},
{
name: "liquid cooling",
description: `after losing <strong class='color-h'>health</strong><br><strong class='color-s'>freeze</strong> all mobs for <strong>7</strong> seconds`,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isSlowFPS
},
requires: "clock gating",
effect() {
tech.isHarmFreeze = true;
},
remove() {
tech.isHarmFreeze = false;
}
},
{
name: "clock gating",
description: `after losing <strong class='color-h'>health</strong> <strong>slow</strong> <strong>time</strong> by <strong>50%</strong><br><strong>+20%</strong> <strong class='color-defense'>defense</strong>`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return simulation.fpsCapDefault > 45
},
requires: "FPS above 45",
effect() {
tech.isSlowFPS = true;
},
remove() {
tech.isSlowFPS = false;
}
},
{
name: "MACHO",
description: "a massive but compact object slowly follows you<br>if you are inside the <strong>MACHO</strong> <strong>+60%</strong> <strong class='color-defense'>defense</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isEnergyHealth
},
requires: "not mass-energy",
effect() {
tech.isMACHO = true; //this harm reduction comes from the particle toggling tech.isHarmMACHO
spawn.MACHO()
},
remove() {
tech.isMACHO = false;
tech.isHarmMACHO = false;
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].isMACHO) mob[i].alive = false;
}
}
},
{
name: "axion",
description: "while inside the <strong>MACHO</strong><br><strong class='color-defense'>defense</strong> increases <strong class='color-d'>damage</strong>",
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isMACHO
},
requires: "MACHO",
effect() {
tech.isAxion = true
},
remove() {
tech.isAxion = false
}
},
{
name: "ablative drones",
description: "after losing <strong class='color-h'>health</strong> there is a chance<br>to rebuild your broken parts as <strong>drones</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed: () => true,
requires: "",
effect() {
tech.isDroneOnDamage = true;
// for (let i = 0; i < 4; i++) b.drone()
},
remove() {
tech.isDroneOnDamage = false;
}
},
{
name: "non-Newtonian armor",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Non-Newtonian_fluid' class="link">non-Newtonian armor</a>`,
description: "after mob collisions<br><strong>+66%</strong> <strong class='color-defense'>defense</strong> for <strong>10</strong> seconds",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isEnergyHealth
},
requires: "not mass-energy",
effect() {
tech.isHarmArmor = true;
},
remove() {
tech.isHarmArmor = false;
}
},
{
name: "CPT symmetry",
// description: "<strong>charge</strong>, <strong>parity</strong>, and <strong>time</strong> invert to undo <strong class='color-defense'>defense</strong><br><strong class='color-rewind'>rewind</strong> <strong>(1.5—5)</strong> seconds for <strong>(66—220)</strong> <strong class='color-f'>energy</strong>",
description: "if you have <strong>66</strong> <strong class='color-f'>energy</strong> after losing <strong class='color-h'>health</strong><br><strong>rewind</strong> time for <strong>44</strong> <strong class='color-f'>energy</strong> per second",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return m.maxEnergy > 0.99 && m.fieldUpgrades[m.fieldMode].name !== "standing wave" && !tech.isEnergyHealth && !tech.isRewindField //&& !tech.isRewindGun
},
requires: "not standing wave, mass-energy, max energy reduction, retrocausality",
effect() {
tech.isRewindAvoidDeath = true;
},
remove() {
tech.isRewindAvoidDeath = false;
}
},
{
name: "causality bots",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Causality' class="link">causality bots</a>`,
description: "after you <strong class='color-rewind'>rewind</strong>, build several <strong class='color-bot'>bots</strong><br>that protect you for about <strong>9</strong> seconds",
maxCount: 3,
count: 0,
frequency: 2,
frequencyDefault: 2,
isBotTech: true,
allowed() {
return tech.isRewindAvoidDeath || tech.isRewindField
},
requires: "CPT, retrocausality",
effect() {
tech.isRewindBot++;
},
remove() {
tech.isRewindBot = 0;
}
},
{
name: "causality bombs",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Causality' class="link">causality bombs</a>`,
description: "after you <strong class='color-rewind'>rewind</strong> drop several <strong>grenades</strong><br>become <strong>invulnerable</strong> until they <strong class='color-e'>explode</strong>",
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isRewindAvoidDeath || tech.isRewindField
},
requires: "CPT, retrocausality",
effect() {
tech.isRewindGrenade = true;
},
remove() {
tech.isRewindGrenade = false;
}
},
{
name: "piezoelectricity",
description: "if you <strong>collide</strong> with a mob<br>generate <strong>+2048</strong> <strong class='color-f'>energy</strong>", //<br>reduce <strong class='color-defense'>defense</strong> by <strong>15%</strong>
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isEnergyHealth
},
requires: "not mass-energy",
effect() {
tech.isPiezo = true;
// if (simulation.isTextLogOpen) m.energy += 20.48;
},
remove() {
tech.isPiezo = false;
}
},
{
name: "mass-energy equivalence",
// description: "<strong class='color-f'>energy</strong> protects you instead of <strong class='color-h'>health</strong><br>√ of <strong class='color-defense'>defense</strong> <strong>reduction</strong> reduces max <strong class='color-f'>energy</strong>",
description: "<strong class='color-f'>energy</strong> protects you instead of <strong class='color-h'>health</strong><br><strong class='color-defense'>defense</strong> provides <strong>no</strong> benefit",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isZeno && !tech.isNoHeals && !tech.isPiezo && !tech.isRewindAvoidDeath && !tech.isMutualism //&& !tech.isAmmoFromHealth && !tech.isRewindGun
},
requires: "not Zeno, ergodicity, piezoelectricity, CPT, antiscience, mutualism",
effect() {
m.health = 0
document.getElementById("health").style.display = "none"
document.getElementById("health-bg").style.display = "none"
document.getElementById("dmg").style.backgroundColor = "#0cf";
tech.isEnergyHealth = true;
simulation.mobDmgColor = "rgba(14, 190, 235,0.7)" //"#0cf"
m.displayHealth();
},
remove() {
if (tech.isEnergyHealth) {
tech.isEnergyHealth = false;
document.getElementById("health").style.display = "inline"
document.getElementById("health-bg").style.display = "inline"
document.getElementById("dmg").style.backgroundColor = "#f67";
m.health = Math.max(Math.min(m.maxHealth, m.energy), 0.1);
simulation.mobDmgColor = "rgba(255,0,0,0.7)"
m.displayHealth();
}
tech.isEnergyHealth = false;
}
},
{
name: "1st ionization energy",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Ionization_energy' class="link">1st ionization energy</a>`,
description: `after you collect ${powerUps.orb.heal()}<br><strong>+10</strong> maximum <strong class='color-f'>energy</strong>`,
description: `convert current and future ${powerUps.orb.heal()} into <div class="heal-circle" style = "background-color: #ff0; border: 0.5px #000 solid;"></div><br><div class="heal-circle" style = "background-color: #ff0; border: 0.5px #000 solid;"></div> give <strong>+10</strong> maximum <strong class='color-f'>energy</strong>`,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isEnergyHealth
},
requires: "mass-energy equivalence",
effect() {
tech.healGiveMaxEnergy = true; //tech.healMaxEnergyBonus given from heal power up
powerUps.heal.color = "#ff0" //"#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: "weak interaction",
// description: "for each unused <strong>power up</strong> at the end of a <strong>level</strong><br><strong>+10</strong> maximum <strong class='color-f'>energy</strong>", // <em>(up to 51 health per level)</em>",
// maxCount: 1,
// count: 0,
// frequency: 1,
// frequencyDefault: 1,
// allowed() {
// return !tech.isDroneGrab
// },
// requires: "not delivery drone",
// effect() {
// tech.isExtraMaxEnergy = true; //tracked by tech.extraMaxHealth
// },
// remove() {
// tech.isExtraMaxEnergy = false;
// }
// },
// {
// name: "electroweak interaction",
// description: "unused <strong>power ups</strong> at the end of a <strong>level</strong><br>are still activated <em>(selections are random)</em>",
// maxCount: 1,
// count: 0,
// frequency: 2,
// frequencyDefault: 2,
// allowed() {
// return tech.isExtraMaxEnergy
// },
// requires: "weak interaction",
// effect() {
// tech.isEndLevelPowerUp = true;
// },
// remove() {
// tech.isEndLevelPowerUp = false;
// }
// },
{
name: "electronegativity",
description: "<strong>+1%</strong> <strong class='color-d'>damage</strong> per <strong>8</strong> stored <strong class='color-f'>energy</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return true },
requires: "",
effect() {
tech.isEnergyDamage = true
},
remove() {
tech.isEnergyDamage = false;
}
},
{
name: "ground state",
description: "<strong>+200</strong> maximum <strong class='color-f'>energy</strong><br><strong>50%</strong> passive <strong class='color-f'>energy</strong> generation",
// description: "reduce <strong class='color-defense'>defense</strong> by <strong>66%</strong><br>you <strong>no longer</strong> passively regenerate <strong class='color-f'>energy</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isTimeCrystals
},
requires: "not time crystals",
effect() {
tech.isGroundState = true
m.setFieldRegen()
m.setMaxEnergy()
},
remove() {
tech.isGroundState = false
m.setFieldRegen()
m.setMaxEnergy()
}
},
{
name: "heat engine",
description: `<strong>+50%</strong> <strong class='color-d'>damage</strong><br><strong>50</strong> maximum <strong class='color-f'>energy</strong>`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isRewindAvoidDeath
},
requires: "not CPT",
damage: 1.5,
effect() {
tech.damage *= this.damage
tech.isMaxEnergyTech = true;
m.setMaxEnergy()
},
remove() {
if (this.count) tech.damage /= this.damage
tech.isMaxEnergyTech = false;
m.setMaxEnergy()
}
},
{
name: "exothermic process",
description: "<strong>+50%</strong> <strong class='color-d'>damage</strong><br>after mobs <strong>die</strong> <strong>25%</strong> <strong class='color-f'>energy</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return true },
requires: "",
damage: 1.55,
effect() {
tech.damage *= this.damage
tech.isEnergyLoss = true;
},
remove() {
if (this.count) tech.damage /= this.damage
tech.isEnergyLoss = false;
}
},
{
name: "Gibbs free energy",
description: `for each <strong class='color-f'>energy</strong> below <strong>100</strong><br><strong>+0.7%</strong> <strong class='color-d'>damage</strong>`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed: () => true,
requires: "",
effect() {
tech.isLowEnergyDamage = true;
},
remove() {
tech.isLowEnergyDamage = false;
}
},
{
name: "overcharge",
description: "<strong>+60</strong> maximum <strong class='color-f'>energy</strong><br><strong>+10%</strong> <strong class='color-j'>JUNK</strong> to <strong class='color-m'>tech</strong> pool",
maxCount: 9,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return true },
requires: "",
effect() {
tech.bonusEnergy += 0.6
m.setMaxEnergy()
this.refundAmount += tech.addJunkTechToPool(0.1)
},
refundAmount: 0,
remove() {
tech.bonusEnergy = 0;
m.setMaxEnergy()
if (this.count > 0 && this.refundAmount > 0) {
tech.removeJunkTechFromPool(this.refundAmount)
this.refundAmount = 0
}
}
},
{
name: "Maxwell's demon",
description: "<strong class='color-f'>energy</strong> above your max decays <strong>95%</strong> slower<br><strong>+10%</strong> <strong class='color-j'>JUNK</strong> to <strong class='color-m'>tech</strong> pool",
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.energy > m.maxEnergy || build.isExperimentSelection
},
requires: "energy above your max",
effect() {
tech.overfillDrain = 0.92 //70% = 1-(1-0.75)/(1-0.15) //92% = 1-(1-0.75)/(1-0.87)
this.refundAmount += tech.addJunkTechToPool(0.1)
},
refundAmount: 0,
remove() {
tech.overfillDrain = 0.7
if (this.count > 0 && this.refundAmount > 0) {
tech.removeJunkTechFromPool(this.refundAmount)
this.refundAmount = 0
}
}
},
{
name: "inductive charging",
description: "if <strong>crouched</strong> <strong>+600%</strong> passive <strong class='color-f'>energy</strong> generation<br>if not <strong>crouched</strong> <strong class='color-f'>energy</strong> generation is disabled",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isDamageAfterKillNoRegen
},
requires: "not parasitism",
effect() {
tech.isCrouchRegen = true; //only used to check for requirements
m.regenEnergy = function() {
if (m.immuneCycle < m.cycle && m.crouch) m.energy += 7 * m.fieldRegen;
if (m.energy < 0) m.energy = 0
}
},
remove() {
tech.isCrouchRegen = false;
m.regenEnergy = m.regenEnergyDefault
}
},
{
name: "energy conservation",
description: "<strong>5%</strong> of <strong class='color-d'>damage</strong> done recovered as <strong class='color-f'>energy</strong>",
maxCount: 9,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return true },
requires: "",
effect() {
tech.energySiphon += 0.05;
},
remove() {
tech.energySiphon = 0;
}
},
{
name: "waste heat recovery",
description: "if a mob has <strong>died</strong> in the last <strong>5 seconds</strong><br>generate <strong>5%</strong> of max <strong class='color-f'>energy</strong> per second",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return true },
requires: "",
effect() {
tech.isEnergyRecovery = true;
},
remove() {
tech.isEnergyRecovery = false;
}
},
{
name: "recycling",
description: "if a mob has <strong>died</strong> in the last <strong>5 seconds</strong><br>recover <strong>0.5%</strong> of max <strong class='color-h'>health</strong> per second",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isHealTech: true,
allowed() {
return !tech.isEnergyHealth
},
requires: "not mass-energy equivalence",
effect() {
tech.isHealthRecovery = true;
},
remove() {
tech.isHealthRecovery = false;
}
},
{
name: "parasitism",
description: "if a mob has <strong>died</strong> in the last <strong>5 seconds</strong><br><strong>+60%</strong> <strong class='color-d'>damage</strong>, inhibit <strong class='color-f'>energy</strong> generation",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isCrouchRegen
},
requires: "not inductive charging",
effect() {
tech.isDamageAfterKillNoRegen = true;
m.regenEnergy = function() {
if (m.immuneCycle < m.cycle && (m.lastKillCycle + 300 < m.cycle)) m.energy += m.fieldRegen;
if (m.energy < 0) m.energy = 0
}
},
remove() {
if (this.count) m.regenEnergy = m.regenEnergyDefault
tech.isDamageAfterKillNoRegen = false;
}
},
{
name: "torpor",
description: "if a mob has <strong>not died</strong> in the last <strong>5 seconds</strong><br><strong>+66%</strong> <strong class='color-defense'>defense</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isEnergyHealth
},
requires: "not mass-energy",
effect() {
tech.isHarmReduceNoKill = true;
},
remove() {
tech.isHarmReduceNoKill = false;
}
},
{
name: "Zeno's paradox",
description: "<strong>+85%</strong> <strong class='color-defense'>defense</strong><br><strong>5%</strong> of current <strong class='color-h'>health</strong> every <strong>5</strong> seconds",
// description: "every <strong>5</strong> seconds remove <strong>1/10</strong> of your <strong class='color-h'>health</strong><br>reduce <strong class='color-defense'>defense</strong> by <strong>90%</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return !tech.isEnergyHealth },
requires: "not mass-energy",
effect() {
tech.isZeno = true;
},
remove() {
tech.isZeno = false;
}
},
{
name: "negative feedback",
description: `for each <strong class='color-h'>health</strong> below <strong>100</strong><br><strong>+0.5%</strong> <strong class='color-d'>damage</strong>`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return m.health < 0.6 || build.isExperimentSelection
},
requires: "health below 60",
effect() {
tech.isLowHealthDmg = true; //used in mob.damage()
},
remove() {
tech.isLowHealthDmg = false;
}
},
{
name: "homeostasis",
description: `for each <strong class='color-h'>health</strong> below <strong>100</strong><br><strong>+0.8%</strong> <strong class='color-defense'>defense</strong>`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return (m.health < 0.6 || build.isExperimentSelection) && !tech.isEnergyHealth
},
requires: "health below 60, not mass-energy",
effect() {
tech.isLowHealthDefense = true;
},
remove() {
tech.isLowHealthDefense = false;
}
},
// {
// name: "overshoot", //annoying to code because you'd have to update fire rate too often
// descriptionFunction() { return `for each ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"} below <strong>100</strong><br><strong>+2%</strong> <strong><em>fire rate</em></strong>` },
// maxCount: 1,
// count: 0,
// frequency: 1,
// frequencyDefault: 1,
// allowed() {
// return m.health < 0.5 || build.isExperimentSelection
// },
// requires: "health below 60",
// effect() {
// tech.isLowHealthFireRate = true;
// },
// remove() {
// tech.isLowHealthFireRate = false;
// }
// },
{
name: "antiscience",
description: "<strong>+90%</strong> <strong class='color-d'>damage</strong><br><strong>12</strong> <strong class='color-h'>health</strong> after picking up a <strong class='color-m'>tech</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return true },
requires: "",
damage: 1.9,
effect() {
tech.damage *= this.damage
tech.isTechDamage = true;
},
remove() {
if (this.count) tech.damage /= this.damage
tech.isTechDamage = false;
}
},
{
name: "fluoroantimonic acid",
description: "if your <strong class='color-h'>health</strong> is above <strong>100</strong><br><strong>+35%</strong> <strong class='color-d'>damage</strong>",
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.maxHealth > 1;
},
requires: "max health above 100",
effect() {
tech.isAcidDmg = true;
},
remove() {
tech.isAcidDmg = false;
}
},
{
name: "tungsten carbide",
description: "<strong>+100</strong> maximum <strong class='color-h'>health</strong><br><strong>lose</strong> <strong class='color-h'>health</strong> after hard <strong>landings</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isEnergyHealth
},
requires: "not mass-energy equivalence",
effect() {
tech.isFallingDamage = true;
m.setMaxHealth();
m.addHealth(1 / simulation.healScale)
},
remove() {
tech.isFallingDamage = false;
m.setMaxHealth();
}
},
{
name: "quenching",
description: `after over healing from ${powerUps.orb.heal()}<br>gain max <strong class='color-h'>health</strong> and lose current <strong class='color-h'>health</strong>`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isEnergyHealth && !tech.isNoHeals
},
requires: "not mass-energy equivalence, ergodicity",
effect() {
tech.isOverHeal = true;
},
remove() {
tech.isOverHeal = false;
}
},
{
name: "negative entropy",
description: `at the start of each <strong>level</strong><br>for every <strong>29</strong> missing <strong class='color-h'>health</strong> spawn ${powerUps.orb.heal()}`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isHealTech: true,
allowed() {
return !tech.isNoHeals
},
requires: "not ergodicity",
effect() {
tech.isHealLowHealth = true;
},
remove() {
tech.isHealLowHealth = false;
}
},
{
name: "adiabatic healing",
description: `${powerUps.orb.heal()} are <strong>100%</strong> more effective<br><strong>+5%</strong> <strong class='color-j'>JUNK</strong> to <strong class='color-m'>tech</strong> pool`,
maxCount: 3,
count: 0,
frequency: 1,
frequencyDefault: 1,
isHealTech: true,
allowed() {
return ((m.health / m.maxHealth) < 0.7 || build.isExperimentSelection) && !tech.isEnergyHealth && !tech.isNoHeals
},
requires: "under 70% health, not mass-energy equivalence, ergodicity",
effect() {
tech.largerHeals++;
for (let i = 0; i < powerUp.length; i++) {
if (powerUp[i].name === "heal") {
const oldSize = powerUp[i].size
powerUp[i].size = powerUps.heal.size() //update current heals
const scale = powerUp[i].size / oldSize
Matter.Body.scale(powerUp[i], scale, scale); //grow
}
}
this.refundAmount += tech.addJunkTechToPool(0.05)
},
refundAmount: 0,
remove() {
tech.largerHeals = 1;
for (let i = 0; i < powerUp.length; i++) {
if (powerUp[i].name === "heal") {
const oldSize = powerUp[i].size
powerUp[i].size = powerUps.heal.size() //update current heals
const scale = powerUp[i].size / oldSize
Matter.Body.scale(powerUp[i], scale, scale); //grow
}
}
if (this.count > 0 && this.refundAmount > 0) {
tech.removeJunkTechFromPool(this.refundAmount)
this.refundAmount = 0
}
}
},
{
name: "enthalpy",
description: `doing <strong class='color-d'>damage</strong> has a chance to spawn ${powerUps.orb.heal(1)}<br><strong>10%</strong> <strong class='color-defense'>defense</strong>`,
maxCount: 9,
count: 0,
frequency: 1,
frequencyDefault: 1,
isHealTech: true,
allowed() {
return !tech.isNoHeals
},
requires: "not ergodicity",
effect() {
tech.healthDrain += 0.02;
},
remove() {
tech.healthDrain = 0;
}
},
{
name: "ergodicity",
description: `<strong>+91%</strong> <strong class='color-d'>damage</strong><br>${powerUps.orb.heal()} have <strong>no</strong> effect`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isEnergyHealth && !tech.healthDrain
},
requires: "not mass-energy, enthalpy",
damage: 1.91,
effect() {
tech.damage *= this.damage
tech.isNoHeals = true;
powerUps.heal.color = "#abb"
for (let i = 0; i < powerUp.length; i++) { //find active heal power ups and adjust color live
if (powerUp[i].name === "heal") powerUp[i].color = powerUps.heal.color
}
},
remove() {
if (this.count) {
tech.damage /= this.damage
powerUps.heal.color = "#0eb"
for (let i = 0; i < powerUp.length; i++) { //find active heal power ups and adjust color live
if (powerUp[i].name === "heal") powerUp[i].color = powerUps.heal.color
}
}
tech.isNoHeals = false;
}
},
{
name: "maintenance",
description: `</strong>double</strong> the <strong class='flicker'>frequency</strong> of finding <strong class='color-h'>healing</strong> <strong class='color-m'>tech</strong><br>spawn ${powerUps.orb.heal(13)}`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isNonRefundable: true,
isBadRandomOption: true,
allowed() { return true },
requires: "NOT EXPERIMENT MODE",
effect() {
for (let i = 0; i < 13; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "heal");
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isHealTech) tech.tech[i].frequency *= 2
}
},
remove() {}
},
{
name: "anthropic principle",
nameInfo: "<span id = 'tech-anthropic'></span>",
addNameInfo() {
setTimeout(function() {
powerUps.research.changeRerolls(0)
}, 1000);
},
description: `once per level, instead of <strong>dying</strong><br>use ${powerUps.orb.research(1)} and spawn ${powerUps.orb.heal(5)}`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 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: "weak anthropic principle",
description: "after <strong>anthropic principle</strong> prevents your <strong>death</strong><br><strong>+50%</strong> <strong class='color-dup'>duplication</strong> chance for that level",
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
allowed() {
return tech.isDeathAvoid
},
requires: "anthropic principle",
effect() {
tech.isAnthropicTech = true
powerUps.setDupChance(); //needed after adjusting duplication chance
},
remove() {
tech.isAnthropicTech = false
powerUps.setDupChance(); //needed after adjusting duplication chance
}
},
{
name: "strong anthropic principle",
description: "after <strong>anthropic principle</strong> prevents your <strong>death</strong><br><strong>+137.03599%</strong> <strong class='color-d'>damage</strong> for that level",
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
allowed() {
return tech.isDeathAvoid
},
requires: "anthropic principle",
effect() {
tech.isAnthropicDamage = true
},
remove() {
tech.isAnthropicDamage = false
}
},
{
name: "quantum immortality",
description: "<strong>+33%</strong> <strong class='color-defense'>defense</strong><br>after <strong>dying</strong>, continue in an <strong class='alt'>alternate reality</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return true },
requires: "",
effect() {
tech.isImmortal = true;
},
remove() {
tech.isImmortal = false;
}
},
{
name: "Hilbert space",
description: "<strong>+91%</strong> <strong class='color-d'>damage</strong><br>after a <strong>collision</strong> enter an <strong class='alt'>alternate reality</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isResearchReality && !tech.isSwitchReality
},
requires: "not Ψ(t) collapse, many-worlds",
damage: 1.91,
effect() {
tech.damage *= this.damage
tech.isCollisionRealitySwitch = true;
},
remove() {
if (this.count) tech.damage /= this.damage
tech.isCollisionRealitySwitch = false;
}
},
{
name: "many-worlds",
// description: "each <strong>level</strong> is an <strong class='alt'>alternate reality</strong>, where you<br>find a <strong class='color-m'>tech</strong> at the start of each level",
description: `on each new <strong>level</strong> use ${powerUps.orb.research(1)} to enter an<br><strong class='alt'>alternate reality</strong> and spawn a <strong class='color-m'>tech</strong> power up`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isResearchReality && !tech.isCollisionRealitySwitch
},
requires: "not Ψ(t) collapse, Hilbert space",
effect() {
tech.isSwitchReality = true;
},
remove() {
tech.isSwitchReality = false;
}
},
{
name: "Ψ(t) collapse",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Wave_function_collapse' class="link">Ψ(t) collapse</a>`,
description: `after you <strong class='color-r'>research</strong> enter an <strong class='alt'>alternate reality</strong><br>spawn ${powerUps.orb.research(17)}`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isSwitchReality && !tech.isCollisionRealitySwitch && !tech.isJunkResearch
},
requires: "not many-worlds, Hilbert space, pseudoscience",
bonusResearch: 17,
effect() {
tech.isResearchReality = true;
for (let i = 0; i < this.bonusResearch; i++) powerUps.spawn(m.pos.x + Math.random() * 60, m.pos.y + Math.random() * 60, "research", false);
},
remove() {
tech.isResearchReality = false;
if (this.count > 0) powerUps.research.changeRerolls(-this.bonusResearch)
}
},
{
name: "decoherence",
description: `<strong class='color-m'>tech</strong> options you don't <strong>choose</strong> won't <strong>reoccur</strong><br>spawn ${powerUps.orb.research(7)}`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isSuperDeterminism
},
requires: "not superdeterminism",
bonusResearch: 7,
effect() {
tech.isBanish = true
for (let i = 0; i < this.bonusResearch; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
},
remove() {
if (tech.isBanish) {
tech.isBanish = false
//reset banish list
for (let i = 0; i < tech.tech.length; i++) {
if (tech.tech[i].isBanished) tech.tech[i].isBanished = false
}
powerUps.research.changeRerolls(-this.bonusResearch)
}
tech.isBanish = false
}
},
{
name: "renormalization",
description: `using ${powerUps.orb.research(1)} for <strong>any</strong> purpose<br>has a <strong>40%</strong> chance to spawn ${powerUps.orb.research(1)}`,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (powerUps.research.count > 3 || build.isExperimentSelection) && !tech.isSuperDeterminism
},
requires: "at least 4 research, not superdeterminism",
effect() {
tech.renormalization = true;
},
remove() {
tech.renormalization = false;
}
},
{
name: "perturbation theory",
description: `if you have no ${powerUps.orb.research(1)} in your inventory<br><strong>+60%</strong> <strong><em>fire rate</em></strong>`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return powerUps.research.count === 0
},
requires: "no research",
effect() {
tech.isRerollHaste = true;
tech.researchHaste = 0.4;
b.setFireCD();
},
remove() {
tech.isRerollHaste = false;
tech.researchHaste = 1;
b.setFireCD();
}
},
{
name: "ansatz",
description: `after choosing a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>if you have no ${powerUps.orb.research(1)} in your inventory spawn ${powerUps.orb.research(2)}`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return powerUps.research.count === 0 && !tech.isSuperDeterminism && !tech.isRerollHaste && !tech.isResearchReality
},
requires: "no research, not superdeterminism, Ψ(t) collapse, perturbation theory",
effect() {
tech.isAnsatz = true;
},
remove() {
tech.isAnsatz = false;
}
},
{
name: "Bayesian statistics",
description: `for each ${powerUps.orb.research(1)} in your inventory<br><strong>+3.8%</strong> <strong class='color-d'>damage</strong>`,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return powerUps.research.count > 5 || build.isExperimentSelection
},
requires: "at least 6 research",
effect() {
tech.isRerollDamage = true;
},
remove() {
tech.isRerollDamage = false;
}
},
{
name: "pseudoscience",
description: "<span style = 'font-size:94%;'>when <strong>selecting</strong> a power up, <strong class='color-r'>research</strong> <strong>3</strong> times</span><br>for <strong>free</strong>, but add <strong>1-3%</strong> <strong class='color-j'>JUNK</strong> to the <strong class='color-m'>tech</strong> pool",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isResearchReality && !tech.isSuperDeterminism //tech.isResearchBoss || tech.isMetaAnalysis || tech.isRerollBots || tech.isDeathAvoid || tech.isRerollDamage || build.isExperimentSelection
},
requires: "not Ψ(t) collapse, superdeterminism", //"abiogenesis, meta-analysis, bot fabrication, anthropic principle, or Bayesian statistics, not Ψ(t) collapse",
effect() {
tech.isJunkResearch = true;
},
remove() {
tech.isJunkResearch = false;
}
},
{
name: "brainstorming",
description: "<strong class='color-m'>tech</strong> choices <strong>randomize</strong><br>every <strong>2</strong> seconds for <strong>10</strong> seconds",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isSuperDeterminism
},
requires: "not superdeterminism",
effect() {
tech.isBrainstorm = true
tech.isBrainstormActive = false
tech.brainStormDelay = 150 - simulation.difficultyMode * 7
},
remove() {
tech.isBrainstorm = false
tech.isBrainstormActive = false
}
},
{
name: "cross disciplinary",
description: "<strong class='color-m'>tech</strong> have an extra <strong class='color-f'>field</strong> or <strong class='color-g'>gun</strong> <strong>choice</strong><br><strong>+5%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isDeterminism && tech.duplicationChance() < 1
},
requires: "below 100% duplication chance not determinism",
effect() {
tech.isExtraGunField = true;
},
remove() {
tech.isExtraGunField = false;
}
},
{
name: "emergence",
description: "<strong class='color-m'>tech</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong> have <strong>+2</strong> <strong>choices</strong><br><strong>+4%</strong> <strong class='color-j'>JUNK</strong> to <strong class='color-m'>tech</strong> pool",
maxCount: 9,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isDeterminism
},
requires: "not determinism",
effect() {
tech.extraChoices += 2;
this.refundAmount += tech.addJunkTechToPool(0.04)
},
refundAmount: 0,
remove() {
tech.extraChoices = 0;
if (this.count > 0 && this.refundAmount > 0) {
tech.removeJunkTechFromPool(this.refundAmount)
this.refundAmount = 0
}
}
},
{
name: "path integral",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Path_integral_formulation' class="link">path integral</a>`,
description: "your next <strong class='color-m'>tech</strong> choice<br>presents every possible <strong>option</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isNonRefundable: true,
// isJunk: true,
allowed() { return !tech.isDeterminism },
requires: "not determinism",
effect() {
tech.tooManyTechChoices = 1
// for (let i = 0; i < this.bonusResearch; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
},
remove() {
tech.tooManyTechChoices = 0
}
},
{
name: "determinism",
description: "spawn <strong>5</strong> <strong class='color-m'>tech</strong><br>only <strong>1 choice</strong> for <strong class='color-m'>tech</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isBadRandomOption: true,
isNonRefundable: true,
allowed() {
return !tech.extraChoices && !tech.isExtraGunField && !tech.isFlipFlopChoices
},
requires: "NOT EXPERIMENT MODE, not emergence, cross disciplinary, integrated circuit",
effect() {
tech.isDeterminism = true;
//if you change the number spawned also change it in Born rule
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "tech");
},
remove() {
tech.isDeterminism = false;
}
},
{
name: "superdeterminism",
description: `spawn <strong>5</strong> <strong class='color-m'>tech</strong><br>you have <strong>no cancel</strong> and ${powerUps.orb.research(1)} no longer <strong>spawn</strong>`,
maxCount: 1,
count: 0,
frequency: 4,
frequencyDefault: 4,
isBadRandomOption: true,
isNonRefundable: true,
allowed() {
return tech.isDeterminism && !tech.isAnsatz && !tech.isJunkResearch && !tech.isBrainstorm
},
requires: "determinism, not ansatz, pseudoscience, brainstorming",
effect() {
tech.isSuperDeterminism = true;
//if you change the number spawned also change it in Born rule
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "tech");
},
remove() {
tech.isSuperDeterminism = false;
}
},
{
name: "technical debt", // overengineering
descriptionFunction() {
return `<strong>+300%</strong> <strong class='color-d'>damage</strong> <strong>15%</strong> <strong class='color-d'>damage</strong><br>for each <strong class='color-m'>tech</strong> you have learned <em>(${Math.floor(100*(Math.max(41 / (tech.totalCount + 21), 4 - 0.15 * tech.totalCount) ))-100}%)</em>`
},
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return true },
requires: "",
effect() {
tech.isTechDebt = true;
},
remove() {
tech.isTechDebt = false;
}
},
{
name: "abiogenesis",
description: `use ${powerUps.orb.research(4)} (or <strong>49%</strong> <strong class='color-j'>JUNK</strong> to the <strong class='color-m'>tech</strong> pool if you can't) to add a 2nd <strong>boss</strong> to each level`,
description: `<span style = 'font-size:94%;'>as a level begins spawn a 2nd <strong>boss</strong> using ${powerUps.orb.research(4)}<br>(<strong>+49%</strong> <strong class='color-j'>JUNK</strong> to the <strong class='color-m'>tech</strong> pool if you can't pay)</span>`,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (build.isExperimentSelection || powerUps.research.count > 3) && !tech.isDuplicateBoss
},
requires: "at least 4 research, not parthenogenesis",
effect() {
tech.isResearchBoss = true;
},
remove() {
tech.isResearchBoss = false;
}
},
{
name: "meta-analysis",
description: `if you choose a <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> you instead get a<br>random normal <strong class='color-m'>tech</strong> and spawn ${powerUps.orb.research(2)}`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return true },
requires: "",
effect() {
tech.isMetaAnalysis = true
},
remove() {
tech.isMetaAnalysis = false
}
},
{
name: "dark patterns",
description: "<strong>+38%</strong> <strong class='color-d'>damage</strong><br><strong>+53%</strong> <strong class='color-j'>JUNK</strong> to <strong class='color-m'>tech</strong> pool",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() { return true },
requires: "",
damage: 1.38,
effect() {
tech.damage *= this.damage
this.refundAmount += tech.addJunkTechToPool(0.53)
},
refundAmount: 0,
remove() {
if (this.count > 0) {
tech.damage /= this.damage
if (this.refundAmount > 0) tech.removeJunkTechFromPool(this.refundAmount)
}
}
},
{
name: "exciton",
descriptionFunction() {
return `<span style = 'font-size:94%;'>after mobs <strong>die</strong> they have a <strong>18%</strong> chance to<br>spawn ${powerUps.orb.boost(1)} that give <strong>+${(powerUps.boost.damage*100).toFixed(0)}%</strong> <strong class='color-d'>damage</strong> for <strong>${(powerUps.boost.duration/60).toFixed(0)}</strong> seconds</span>`
},
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed: () => true,
requires: "",
effect() {
tech.isBoostPowerUps = true
},
remove() {
tech.isBoostPowerUps = false
}
},
{
name: "band gap",
descriptionFunction() {
return `${powerUps.orb.boost(1)} give <strong>+77%</strong> <strong class='color-d'>damage</strong><br>but their duration is reduced by <strong>1</strong> second`
},
maxCount: 9,
count: 1,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isBoostPowerUps || tech.isBoostReplaceAmmo
},
requires: "exciton, quasiparticles",
effect() {
powerUps.boost.duration -= 60
powerUps.boost.damage += 0.77
},
remove() {
powerUps.boost.duration = 600
powerUps.boost.damage = 1.25
}
},
{
name: "eternalism",
description: "<strong>+34%</strong> <strong class='color-d'>damage</strong><br><strong>time</strong> can't be <strong>paused</strong> <em>(time can be dilated)</em>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isPauseSwitchField && !tech.isPauseEjectTech && !tech.isWormHolePause
},
requires: "not unified field theory, paradigm shift, invariant",
damage: 1.34,
effect() {
tech.damage *= this.damage
tech.isNoDraftPause = true
},
remove() {
if (this.count) tech.damage /= this.damage
tech.isNoDraftPause = false
}
},
{
name: "paradigm shift",
description: `<strong>clicking</strong> <strong class='color-m'>tech</strong> while paused <strong>ejects</strong> them<br><strong>16%</strong> chance to remove without <strong>ejecting</strong>`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isSuperDeterminism && !tech.isNoDraftPause
},
requires: "not superdeterminism, eternalism",
effect() {
tech.isPauseEjectTech = true;
},
remove() {
tech.isPauseEjectTech = false;
}
},
{
name: "unified field theory",
description: `<span style = 'font-size:90%;'><strong>clicking</strong> the <strong class='color-f'>field</strong> box when <strong>paused</strong> cycles your <strong class='color-f'>field</strong><br><strong>triple</strong> the <strong class='flicker'>frequency</strong> of finding <strong class='color-f'>field</strong><strong class='color-m'>tech</strong></span>`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isSuperDeterminism && !tech.isNoDraftPause
},
requires: "not superdeterminism, eternalism",
effect() {
tech.isPauseSwitchField = true;
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isFieldTech) tech.tech[i].frequency *= 3
}
},
remove() {
tech.isPauseSwitchField = false;
if (this.count > 1) {
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isFieldTech) tech.tech[i].frequency /= 3
}
}
}
},
{
name: "field coupling",
descriptionFunction() {
return `spawn ${powerUps.orb.coupling(10)}<br>that each give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong><br>${ m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}`
},
maxCount: 9,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return (build.isExperimentSelection || powerUps.research.count > 1)
},
requires: "",
effect() {
powerUps.spawnDelay("coupling", 10)
},
remove() {
if (this.count) {
m.couplingChange(-this.count)
}
}
},
{
name: "quintessence",
descriptionFunction() {
let converted = powerUps.research.count * this.couplingToResearch * 10
if (this.count) converted = this.researchUsed * this.couplingToResearch * 10
let orbText
if (converted > 15) {
orbText = `${converted} ${powerUps.orb.coupling()}`
} else {
orbText = powerUps.orb.coupling(converted)
}
return `use all your ${powerUps.orb.research(1)} to spawn <strong>${orbText}</strong><br>that each give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong><br>${ m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}`
},
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return powerUps.research.count > 3
},
requires: "",
researchUsed: 0,
couplingToResearch: 0.25,
effect() {
let count = 0
while (powerUps.research.count > 0) {
powerUps.research.changeRerolls(-1)
count += 2.5
this.researchUsed++
}
powerUps.spawnDelay("coupling", Math.floor(count))
},
remove() {
if (this.count) {
m.couplingChange(-this.researchUsed * this.couplingToResearch)
powerUps.research.changeRerolls(this.researchUsed)
this.researchUsed = 0
}
}
},
{
name: "virtual particles",
descriptionFunction() {
return `after mobs <strong>die</strong> they have a <strong>17%</strong> chance to<br>spawn ${powerUps.orb.coupling(1)} that each give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong><br>${m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}`
},
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed: () => true,
requires: "",
effect() {
tech.isCouplingPowerUps = true //about 20-30 mobs per level so at 16% and 0.1 coupling that's about 25 * 0.16 * 0.1 = 0.4 coupling per level with out duplication
},
remove() {
tech.isCouplingPowerUps = false
}
},
{
name: "fine-structure constant",
descriptionFunction() {
return `spawn ${this.value} ${powerUps.orb.coupling(1)} that each give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong><br><strong>-0.5</strong> <strong class='color-coupling'>coupling</strong> after mob <strong>collisions</strong><br>${m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}`
},
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isNonRefundable: true,
allowed: () => true,
requires: "",
// allowed() { return !build.isExperimentSelection },
// requires: "NOT EXPERIMENT MODE",
value: 60,
effect() {
tech.isCouplingNoHit = true
powerUps.spawnDelay("coupling", this.value)
},
remove() {
// if (this.count) {
// m.couplingChange(-this.value)
// } else {
// this.maxCount = 1 //reset only take this once per game
// }
tech.isCouplingNoHit = false
}
},
{
name: "residual dipolar coupling",
descriptionFunction() {
return `clicking <strong style = 'font-size:150%;'>×</strong> to <strong>cancel</strong> a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>spawns ${powerUps.orb.coupling(5)}that each give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong><br>${ m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}`
},
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isSuperDeterminism
},
requires: "not superdeterminism",
effect() {
tech.isCancelCouple = true
},
remove() {
tech.isCancelCouple = false
}
},
{
name: "commodities exchange",
description: `clicking <strong style = 'font-size:150%;'>×</strong> to <strong>cancel</strong> a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>spawns <strong>5-10</strong> ${powerUps.orb.heal()}, ${powerUps.orb.ammo()}, or ${powerUps.orb.research(1)}`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isSuperDeterminism
},
requires: "not superdeterminism",
effect() {
tech.isCancelRerolls = true
},
remove() {
tech.isCancelRerolls = false
}
},
{
name: "options exchange",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Option_(finance)' class="link">options exchange</a>`,
description: `clicking <strong style = 'font-size:150%;'>×</strong> for a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong> has a <strong>88%</strong><br>chance to randomize <strong>choices</strong> and not <strong>cancel</strong>`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isSuperDeterminism //&& (tech.isCancelRerolls || tech.isCancelDuplication)
},
requires: "not superdeterminism", //futures exchange, commodities exchange,
effect() {
tech.isCancelTech = true
},
remove() {
tech.isCancelTech = false
}
},
{
name: "futures exchange",
description: "clicking <strong style = 'font-size:150%;'>×</strong> to <strong>cancel</strong> a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>gives <strong>+4.5%</strong> power up <strong class='color-dup'>duplication</strong> chance",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return tech.duplicationChance() < 1.11 && !tech.isSuperDeterminism
},
requires: "below 111% duplication chance, not superdeterminism",
effect() {
tech.isCancelDuplication = true //search for tech.cancelCount to balance
powerUps.setDupChance(); //needed after adjusting duplication chance
},
remove() {
tech.isCancelDuplication = false
powerUps.setDupChance(); //needed after adjusting duplication chance
}
},
{
name: "replication",
description: "<strong>+10%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br><strong>+30%</strong> <strong class='color-j'>JUNK</strong> to <strong class='color-m'>tech</strong> pool",
maxCount: 9,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return tech.duplicationChance() < 1.11
},
requires: "below 111% duplication chance",
effect() {
tech.duplicateChance += 0.1
powerUps.setDupChance(); //needed after adjusting duplication chance
if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.1);
this.refundAmount += tech.addJunkTechToPool(0.3)
},
refundAmount: 0,
remove() {
tech.duplicateChance = 0
powerUps.setDupChance(); //needed after adjusting duplication chance
if (this.count > 0 && this.refundAmount > 0) {
tech.removeJunkTechFromPool(this.refundAmount)
this.refundAmount = 0
}
}
},
{
name: "stimulated emission",
description: "<strong>+15%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>but, after a <strong>collision</strong> eject <strong>1</strong> <strong class='color-m'>tech</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return tech.duplicationChance() < 1.11
},
requires: "below 111% duplication chance",
effect() {
tech.isStimulatedEmission = true
powerUps.setDupChance(); //needed after adjusting duplication chance
if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.15);
},
remove() {
tech.isStimulatedEmission = false
powerUps.setDupChance(); //needed after adjusting duplication chance
}
},
{
name: "metastability",
description: "<strong>+12%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br><strong class='color-dup'>duplicates</strong> <strong class='color-e'>explode</strong> with a <strong>3</strong> second <strong>half-life</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return tech.duplicationChance() < 1.11
},
requires: "below 111% duplication chance",
effect() {
tech.isPowerUpsVanish = true
powerUps.setDupChance(); //needed after adjusting duplication chance
if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.12);
},
remove() {
tech.isPowerUpsVanish = false
powerUps.setDupChance(); //needed after adjusting duplication chance
}
},
{
name: "correlated damage",
description: "<strong class='color-dup'>duplication</strong> increases <strong class='color-d'>damage</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return tech.duplicationChance() > 0.15
},
requires: "duplication chance > 15%",
effect() {
tech.isDupDamage = true;
},
remove() {
tech.isDupDamage = false;
}
},
{
name: "parthenogenesis",
description: "your <strong class='color-dup'>duplication</strong> has a chance to<br><strong class='color-dup'>duplicate</strong> <strong>mobs</strong> and <strong>bosses</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return tech.duplicationChance() > 0 && !tech.isResearchBoss
},
requires: "some duplication chance, not abiogenesis",
effect() {
tech.isDuplicateBoss = true;
},
remove() {
tech.isDuplicateBoss = false;
}
},
{
name: "apomixis",
description: `when you reach <strong>100%</strong> <strong class='color-dup'>duplication</strong><br>spawn <strong>11 bosses</strong> with <strong>100%</strong> more <strong>durability</strong>`,
maxCount: 1,
count: 0,
frequency: 6,
frequencyDefault: 6,
isNonRefundable: true,
allowed() {
return tech.duplicationChance() > 0.5
},
requires: "NOT EXPERIMENT MODE, duplication chance above 50%",
effect() {
tech.is100Duplicate = true;
tech.maxDuplicationEvent()
},
remove() {
tech.is100Duplicate = false;
}
},
{
name: "Born rule",
description: "<strong>remove</strong> all current <strong class='color-m'>tech</strong><br>spawn new <strong class='color-m'>tech</strong> to replace them",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isNonRefundable: true,
isBadRandomOption: true,
allowed() {
return (tech.totalCount > 6)
},
requires: "NOT EXPERIMENT MODE, more than 6 tech",
effect() {
//remove active bullets //to get rid of bots
for (let i = 0; i < bullet.length; ++i) Matter.Composite.remove(engine.world, bullet[i]);
bullet = [];
let count = 1 //count tech
for (let i = 0, len = tech.tech.length; i < len; i++) { // spawn new tech power ups
if (!tech.tech[i].isNonRefundable) count += tech.tech[i].count
}
if (tech.isDeterminism) count -= 4 //remove the bonus tech
if (tech.isSuperDeterminism) count -= 4 //remove the bonus tech
tech.setupAllTech(); // remove all tech
if (simulation.isCheating) tech.setCheating();
lore.techCount = 0;
// tech.addLoreTechToPool();
for (let i = 0; i < count; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "tech"); // spawn new tech power ups
//have state is checked in m.death()
},
remove() {}
},
{
name: "Occam's razor",
descriptionFunction() {
return `randomly remove <strong>half</strong> your <strong class='color-m'>tech</strong><br>for each removed <strong>+${this.damagePerRemoved * 100 }%</strong> <strong class='color-d'>damage</strong> <em>(~${(this.count === 0) ? this.damagePerRemoved * 50 * tech.totalCount : this.damage*100}%)</em>`
},
maxCount: 1,
count: 0,
frequency: 199,
frequencyDefault: 1,
isNonRefundable: true,
isBadRandomOption: true,
allowed() {
return (tech.totalCount > 6)
},
requires: "more than 6 tech",
// removePercent: 0.5,
damagePerRemoved: 0.5,
damage: null,
effect() {
let pool = []
for (let i = 0, len = tech.tech.length; i < len; i++) { // spawn new tech power ups
if (tech.tech[i].count && !tech.tech[i].isNonRefundable && !tech.tech[i].isFromAppliedScience) pool.push(i)
}
pool = shuffle(pool); //shuffles order of maps
let removeCount = 0
for (let i = 0, len = pool.length * this.damagePerRemoved; i < len; i++) removeCount += tech.removeTech(pool[i])
this.damage = 1 + this.damagePerRemoved * removeCount
tech.damage *= this.damage
},
remove() {
if (this.count) tech.damage /= this.damage
}
},
{
name: "exchange symmetry",
description: "remove <strong>1</strong> random <strong class='color-m'>tech</strong><br>spawn <strong>2</strong> new <strong class='color-g'>guns</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isNonRefundable: true,
isBadRandomOption: true,
allowed() {
return (tech.totalCount > 3) && !tech.isSuperDeterminism
},
requires: "NOT EXPERIMENT MODE, at least 4 tech, not superdeterminism",
effect() {
const have = [] //find which tech you have
for (let i = 0; i < tech.tech.length; i++) {
if (tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable) have.push(i)
}
const choose = have[Math.floor(Math.random() * have.length)]
simulation.makeTextLog(`<span class='color-var'>tech</span>.removeTech("<span class='color-text'>${tech.tech[choose].name}</span>")`, 360)
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: "remove <strong>1</strong> random <strong class='color-m'>tech</strong><br>spawn <strong>2</strong> <strong class='color-m'>tech</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isNonRefundable: true,
isBadRandomOption: true,
allowed() {
return (tech.totalCount > 3) && tech.duplicationChance() > 0 && !tech.isSuperDeterminism
},
requires: "NOT EXPERIMENT MODE, some duplication, at least 4 tech, not superdeterminism",
effect() {
const removeTotal = tech.removeTech()
for (let i = 0; i < removeTotal + 1; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "tech");
},
remove() {}
},
{
name: "strange attractor",
descriptionFunction() { return `use ${powerUps.orb.research(2)} to spawn <strong>1</strong> <strong class='color-m'>tech</strong> with<br><strong>double</strong> your <strong class='color-dup'>duplication</strong> chance <em>(${(2*tech.duplicationChance()*100).toFixed(0)}%)</em>` },
// description: `use ${powerUps.orb.research(2)} to spawn <strong>1</strong> <strong class='color-m'>tech</strong> with <strong>double</strong><br>your <strong class='color-dup'>duplication</strong> chance <em>(${(2*tech.duplicationChance()*100).toFixed(0)}%)</em>`,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isNonRefundable: true,
isBadRandomOption: true,
allowed() {
return !tech.isSuperDeterminism && tech.duplicationChance() > 0 && powerUps.research.count > 1
},
requires: "NOT EXPERIMENT MODE, some duplication, not superdeterminism",
effect() {
powerUps.research.changeRerolls(-2)
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span> <span class='color-symbol'>-=</span> 2`)
powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
if (Math.random() < tech.duplicationChance() * 2) powerUps.directSpawn(m.pos.x + 10, m.pos.y + 5, "tech");
},
remove() {}
},
{
name: "reinforcement learning",
description: "increase the <strong class='flicker'>frequency</strong> of finding copies of<br>your current <strong class='color-m'>tech</strong> by <strong>1000%</strong>",
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return tech.totalCount > 9
},
requires: "at least 10 tech",
effect() {
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].count > 0) tech.tech[i].frequency *= 10
}
},
remove() {
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].count > 0 && tech.tech[i].frequency > 1) tech.tech[i].frequency /= 10
}
}
},
// {
// name: "backward induction",
// descriptionFunction() {
// if (build.isExperimentSelection || powerUps.tech.choiceLog.length < 10) return `use ${powerUps.orb.research(2)} to <strong>choose</strong> all the unchosen <strong class='color-m'>tech</strong><br>from your last selection`
// text = ``
// let num = 3
// if (tech.extraChoices) num = 5
// if (tech.isDeterminism) num = 1
// for (let i = 0; i < num; i++) {
// const index = powerUps.tech.choiceLog[powerUps.tech.choiceLog.length - i - 1]
// if (index !== powerUps.lastTechIndex && tech.tech[index].count < tech.tech[index].maxCount && tech.tech[index].allowed() && tech.tech[index].name !== "backward induction") {
// text += `${tech.tech[index].name}, `
// }
// }
// text = text.slice(0, -2);
// return `use ${powerUps.orb.research(2)}to <strong>choose</strong> the unchosen<br><strong class='color-m'>tech</strong> from your previous selection:<br><em style = 'font-size:${num===5 ? 70 : 85}%;'>${text}</em>`
// },
// // description: `use ${powerUps.orb.research(2)}to <strong>choose</strong> all the unchosen<br> <strong class='color-m'>tech</strong> from your previous <strong class='color-m'>tech</strong> selection`,
// maxCount: 1,
// count: 0,
// frequency: 100,
// frequencyDefault: 100,
// isNonRefundable: true,
// isBadRandomOption: true,
// allowed() {
// return powerUps.tech.choiceLog.length > 10 && !tech.isDeterminism && powerUps.research.count > 1
// },
// requires: "NOT EXPERIMENT MODE, rejected an option in the last tech selection, at least 2 research, not determinism",
// effect: () => {
// powerUps.research.changeRerolls(-2)
// let num = 3
// if (tech.extraChoices) num = 5
// if (tech.isDeterminism) num = 1
// for (let i = 0; i < num; i++) {
// const index = powerUps.tech.choiceLog[powerUps.tech.choiceLog.length - i - 1]
// if (index !== powerUps.lastTechIndex && tech.tech[index].count < tech.tech[index].maxCount && tech.tech[index].allowed() && tech.tech[index].name !== "backward induction") {
// tech.giveTech(index)
// simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[index].name}</span>") <em> //backward induction</em>`);
// }
// }
// },
// remove() {}
// },
//**************************************************
//************************************************** gun
//************************************************** tech
//**************************************************
{
name: "needle ice",
description: `after <strong>needles</strong> impact walls<br>they chip off <strong>1-2</strong> freezing <strong class='color-s'>ice IX</strong> crystals`,
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (tech.isNeedles || tech.isNeedles) && !tech.needleTunnel
},
requires: "nail gun, needle gun, not nanowires",
effect() {
tech.isNeedleIce = true
},
remove() {
tech.isNeedleIce = false
}
},
{
name: "nanowires",
description: `<strong>needles</strong> tunnel through <strong class='color-block'>blocks</strong> and <strong>map</strong><br><strong>+20%</strong> needle <strong class='color-d'>damage</strong>`,
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return ((tech.haveGunCheck("nail gun") && tech.isNeedles) || (tech.isNeedles && tech.haveGunCheck("shotgun"))) && !tech.isNeedleIce
},
requires: "nail gun, needle gun, not needle ice",
effect() {
tech.needleTunnel = true
},
remove() {
tech.needleTunnel = false
}
},
{
name: "needle gun",
description: "<strong>nail gun</strong> and <strong>shotgun</strong> fire mob piercing <strong>needles</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return ((tech.haveGunCheck("nail gun") && !tech.nailInstantFireRate && !tech.nailRecoil) || (tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isFoamShot && !tech.isSporeWorm && !tech.isSporeFlea)) && !tech.isRivets && !tech.isIncendiary && !tech.isIceCrystals && !tech.isIceShot
},
requires: "nail gun, shotgun, not ice crystal, rivets, rotary cannon, or pneumatic, incendiary, nail-shot, rivets, foam-shot, worm-shot, ice-shot",
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: "rivet gun",
description: "<strong>nail gun</strong> and <strong>shotgun</strong> slowly lob a heavy <strong>rivet</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return ((tech.haveGunCheck("nail gun") && !tech.nailInstantFireRate) || (tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isFoamShot && !tech.isSporeWorm && !tech.isSporeFlea)) && !tech.isNeedles && !tech.isIceCrystals && !tech.isIceShot
},
requires: "nail gun, shotgun, 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
}
}
}
tech.isRivets = false
}
},
{
name: "caliber",
description: `<strong>rivets</strong>, <strong>needles</strong>, <strong>super balls</strong>, and <strong>nails</strong><br>have <strong>+30%</strong> mass and physical <strong class='color-d'>damage</strong>`,
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isMineDrop + tech.isNailBotUpgrade + tech.fragments + tech.nailsDeathMob + (tech.haveGunCheck("super balls") + (tech.haveGunCheck("mine") && !(tech.isLaserMine || tech.isFoamMine)) + (tech.haveGunCheck("nail gun")) + tech.isNeedles + tech.isNailShot + tech.isRivets) * 2 > 1
},
requires: "nails, nail gun, rivets, shotgun",
effect() {
tech.bulletSize = 1 + 0.25 * Math.pow(this.count + 1, 0.5)
},
remove() {
tech.bulletSize = 1;
}
},
{
name: "ricochet",
description: "after <strong>nails</strong> hit a mob they <strong>rebound</strong> towards<br>a new mob with <strong>+180%</strong> <strong class='color-d'>damage</strong> per bounce",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
// return (tech.haveGunCheck("nail gun") && !tech.isRivets && !tech.isNeedles) || (tech.haveGunCheck("mines"))
return tech.isMineDrop || tech.isNailBotUpgrade || tech.fragments || tech.nailsDeathMob || (tech.haveGunCheck("mine") && !(tech.isLaserMine || tech.isFoamMine)) || (tech.haveGunCheck("nail gun") && !tech.isRivets && !tech.isNeedles) || (tech.haveGunCheck("shotgun") && (tech.isNeedles || tech.isNailShot) && !tech.isRivets && !tech.isNeedles)
},
//
requires: "nail gun, not rotary cannon, rivets, or needles",
effect() {
tech.isRicochet = true
},
remove() {
tech.isRicochet = false
}
},
{
name: "pneumatic actuator",
description: "<strong>nail gun</strong> takes <strong>no</strong> time to ramp up<br>to its fastest <strong><em>fire rate</em></strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("nail gun") && !tech.isRivets && !tech.isNeedles && !tech.nailRecoil
},
requires: "nail gun, not rotary cannon, rivets, or needles",
effect() {
tech.nailInstantFireRate = true
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod()
}
},
remove() {
if (tech.nailInstantFireRate) {
tech.nailInstantFireRate = false
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod()
}
}
}
},
{
name: "ice crystal nucleation",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Nucleation' class="link">ice crystal nucleation</a>`,
description: "<strong>nail gun</strong> uses <strong class='color-f'>energy</strong> to condense<br>unlimited <strong class='color-s'>freezing</strong> <strong>ice shards</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("nail gun") && !tech.isRivets && !tech.isNeedles // && !tech.isNailRadiation && !tech.isNailCrit
},
requires: "nail gun, not rivets, needles",
effect() {
tech.isIceCrystals = true;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "nail gun") {
b.guns[i].ammoPack = Infinity
b.guns[i].recordedAmmo = b.guns[i].ammo
b.guns[i].ammo = Infinity
simulation.updateGunHUD();
break;
}
}
},
remove() {
if (tech.isIceCrystals) {
tech.isIceCrystals = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "nail gun") {
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
if (b.guns[i].recordedAmmo) b.guns[i].ammo = b.guns[i].recordedAmmo
simulation.updateGunHUD();
break;
}
}
}
}
},
{
name: "rotary cannon",
description: "<strong>nail gun</strong> has increased muzzle <strong>speed</strong>,<br>maximum <strong>fire rate</strong>, <strong>accuracy</strong>, and <strong>recoil</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("nail gun") && !tech.nailInstantFireRate && !tech.isNeedles
},
requires: "nail gun, not pneumatic actuator, needle gun",
effect() {
tech.nailRecoil = 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.nailRecoil) {
tech.nailRecoil = 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: "stress concentration",
description: "mobs below <strong>50%</strong> durability <strong>die</strong> after you shoot<br>them near their <strong>center</strong> with <strong>needles</strong> or <strong>rivets</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (tech.isNeedles || tech.isRivets) && !tech.isNailCrit && !tech.isIncendiary
},
requires: "needles, rivets, not incendiary, supercritical fission",
effect() {
tech.isCritKill = true
},
remove() {
tech.isCritKill = false
}
},
{
name: "supercritical fission",
description: "if <strong>nails</strong>, <strong>needles</strong>, or <strong>rivets</strong> strike mobs<br>near their <strong>center</strong> they can <strong class='color-e'>explode</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (tech.isNailShot || tech.isNeedles || tech.isNailBotUpgrade || tech.haveGunCheck("nail gun") || tech.isRivets) && !tech.isIncendiary && !tech.isCritKill
},
requires: "nail gun, needles, nails, rivets, not incendiary, fire-control system",
effect() {
tech.isNailCrit = true
},
remove() {
tech.isNailCrit = false
}
},
{
name: "irradiated nails",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Irradiation' class="link">irradiated nails</a>`,
description: "<strong>nails</strong>, <strong>needles</strong>, and <strong>rivets</strong> are <strong class='color-p'>radioactive</strong><br>about <strong>+90%</strong> <strong class='color-d'>damage</strong> over <strong>3</strong> seconds",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isMineDrop || tech.isNailBotUpgrade || tech.fragments || tech.nailsDeathMob || (tech.haveGunCheck("mine") && !(tech.isLaserMine || tech.isFoamMine)) || (tech.haveGunCheck("nail gun") && !tech.isShieldPierce) || (tech.haveGunCheck("shotgun") && (tech.isNeedles || tech.isNailShot))
},
requires: "nail gun, nails, rivets, mine, not ceramic needles",
effect() {
tech.isNailRadiation = true;
},
remove() {
tech.isNailRadiation = false;
}
},
{
name: "6s half-life",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Half-life' class="link">6s half-life</a>`,
description: "<span style = 'font-size:90%;'><strong>nails</strong>, <strong>needles</strong>, <strong>rivets</strong> are made of <strong class='color-p'>plutonium-238</strong></span><br><strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong> lasts <strong>+3</strong> seconds",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isNailRadiation && !tech.isFastRadiation
},
requires: "nail gun, mine, irradiated nails, not 1s half-life",
effect() {
tech.isSlowRadiation = true;
},
remove() {
tech.isSlowRadiation = false;
}
},
{
name: "1s half-life",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Half-life' class="link">1s half-life</a>`,
description: "<span style = 'font-size:95%;'><strong>nails</strong>, <strong>needles</strong>, <strong>rivets</strong> are made of <strong class='color-p'>lithium-8</strong><br><strong>+300%</strong> <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong> for <strong>1</strong> second</span>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isNailRadiation && !tech.isSlowRadiation
},
requires: "nail gun, mine, irradiated nails, not 6s half-life",
effect() {
tech.isFastRadiation = true;
},
remove() {
tech.isFastRadiation = false;
}
},
{
name: "spin-statistics",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Spin%E2%80%93statistics_theorem' class="link">spin-statistics</a>`,
description: "after firing the <strong>shotgun</strong> you are <strong>invulnerable</strong><br>shotgun has <strong>50%</strong> fewer shots",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("shotgun")
},
requires: "shotgun",
effect() {
tech.isShotgunImmune = true;
//cut current ammo by 1/2
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "shotgun") {
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 0.5);
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * 0.5
break;
}
}
simulation.updateGunHUD();
},
remove() {
if (tech.isShotgunImmune) {
tech.isShotgunImmune = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "shotgun") {
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 2);
break;
}
}
simulation.updateGunHUD();
}
}
},
{
name: "Newton's 3rd law",
description: "<strong>+66%</strong> <strong>shotgun</strong> <strong><em>fire rate</em></strong> and <strong>recoil</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("shotgun") && !tech.isShotgunReversed
},
requires: "shotgun, not Noether violation",
effect() {
tech.isShotgunRecoil = true;
},
remove() {
tech.isShotgunRecoil = false;
}
},
{
name: "Noether violation",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Noether%27s_theorem' class="link">Noether violation</a>`,
description: "<strong>+50%</strong> <strong>shotgun</strong> <strong class='color-d'>damage</strong><br><strong>shotgun</strong> <strong>recoil</strong> is <strong>reversed</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return (tech.haveGunCheck("shotgun")) && !tech.isShotgunRecoil
},
requires: "shotgun, not Newton's 3rd law",
effect() {
tech.isShotgunReversed = true;
},
remove() {
tech.isShotgunReversed = false;
}
},
{
name: "nail-shot",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Nail_(fastener)' class="link">nail-shot</a>`,
description: "<strong>shotgun</strong> drives a long clip of <strong>nails</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("shotgun") && !tech.isIncendiary && !tech.isRivets && !tech.isIceShot && !tech.isFoamShot && !tech.isSporeWorm && !tech.isSporeFlea && !tech.isNeedles
},
requires: "shotgun, not incendiary, rivets, foam-shot, worm-shot, ice-shot, needles",
effect() {
tech.isNailShot = true;
},
remove() {
tech.isNailShot = false;
}
},
{
name: "foam-shot",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Foam' class="link">foam-shot</a>`,
description: "<strong>shotgun</strong> sprays sticky <strong>foam</strong> bubbles",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIncendiary && !tech.isRivets && !tech.isIceShot && !tech.isSporeWorm && !tech.isSporeFlea && !tech.isNeedles
},
requires: "shotgun, not incendiary, nail-shot, rivet, worm-shot, ice-shot, needle",
effect() {
tech.isFoamShot = true;
},
remove() {
tech.isFoamShot = false;
}
},
{
name: "ice-shot",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Ice-nine_(disambiguation)' class="link">ice-shot</a>`,
description: "<strong>shotgun</strong> grows freezing <strong class='color-s'>ice IX</strong> crystals",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIncendiary && !tech.isRivets && !tech.isFoamShot && !tech.isSporeWorm && !tech.isSporeFlea && !tech.isNeedles
},
requires: "shotgun, not incendiary, nail-shot, rivet, foam-shot, worm-shot",
effect() {
tech.isIceShot = true;
},
remove() {
tech.isIceShot = false;
}
},
{
name: "freezer burn",
description: "mobs <strong class='color-s'>frozen</strong> while below <strong>33%</strong> durability <strong>die</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isIceCrystals || tech.isSporeFreeze || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 2) || tech.isIceShot || tech.relayIce || tech.isNeedleIce || (m.coupling && m.fieldMode < 3)
},
requires: "a freeze effect",
effect() {
tech.isIceKill = true
},
remove() {
tech.isIceKill = false
}
},
{
name: "flash freeze",
description: "mobs <strong class='color-s'>frozen</strong> while above <strong>66%</strong> durability<br>have their durability reduced to <strong>66%</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isIceCrystals || tech.isSporeFreeze || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 2) || tech.isIceShot || tech.relayIce || tech.isNeedleIce || (m.coupling && m.fieldMode < 3)
},
requires: "a freeze effect",
effect() {
tech.isIceMaxHealthLoss = true
},
remove() {
tech.isIceMaxHealthLoss = false
}
},
{
name: "crystallizer",
description: "after <strong class='color-s'>frozen</strong> mobs <strong>die</strong> they<br>shatter into <strong class='color-s'>ice IX</strong> crystals",
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (tech.isIceCrystals || tech.isSporeFreeze || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 2) || tech.isIceShot || tech.relayIce || tech.isNeedleIce || (m.coupling && m.fieldMode < 3)) && !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.nailsDeathMob
},
requires: "a localized freeze effect, no other mob death tech",
effect() {
tech.iceIXOnDeath++
},
remove() {
tech.iceIXOnDeath = 0
}
},
{
name: "thermoelectric effect",
description: "after <strong>killing</strong> mobs with <strong class='color-s'>ice IX</strong><br><strong>+100</strong> <strong class='color-f'>energy</strong>",
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 2) || tech.relayIce || tech.isNeedleIce || (m.coupling && m.fieldMode < 3) || tech.iceIXOnDeath || tech.isIceShot
},
requires: "ice IX",
effect() {
tech.iceEnergy++
},
remove() {
tech.iceEnergy = 0;
}
},
{
name: "superfluidity",
description: "<strong class='color-s'>freeze</strong> effects are applied<br>to a small area around the target",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isIceCrystals || tech.isSporeFreeze || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 2) || tech.relayIce || tech.isNeedleIce || (m.coupling && m.fieldMode < 3) || tech.iceIXOnDeath || tech.isIceShot
},
requires: "a localized freeze effect",
effect() {
tech.isAoESlow = true
},
remove() {
tech.isAoESlow = false
}
},
{
name: "incendiary ammunition",
description: "<strong>shotgun</strong>, <strong>rivets</strong>, <strong>super balls</strong>, and <strong>drones</strong><br>are loaded with <strong class='color-e'>explosives</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return (tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIceShot && !tech.isRivets && !tech.isFoamShot && !tech.isSporeWorm && !tech.isSporeFlea && !tech.isNeedles) || (tech.haveGunCheck("super balls") && !tech.isFoamBall) || (tech.isRivets && !tech.isNailCrit) || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 3) || (tech.haveGunCheck("drones") && !tech.isForeverDrones && !tech.isDroneRadioactive && !tech.isDroneTeleport)
},
requires: "shotgun, super balls, rivets, drones, not irradiated drones, burst drones, polyurethane",
effect() {
tech.isIncendiary = true
},
remove() {
tech.isIncendiary = false;
}
},
{
name: "autocannon",
description: "fire <strong>+1</strong> extra <strong>super ball</strong><br><strong>balls</strong> are quickly released in same direction",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("super balls") && !tech.oneSuperBall
},
requires: "super balls, but not the tech super ball",
effect() {
tech.superBallDelay = true
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod()
}
},
remove() {
if (tech.superBallDelay) {
tech.superBallDelay = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod()
}
}
}
},
{
name: "super duper",
description: `randomly fire <strong>+0</strong>, <strong>+1</strong>, or <strong>+2</strong> extra <strong>super balls</strong>`,
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("super balls") && !tech.oneSuperBall
},
requires: "super balls, not super ball",
effect() {
tech.extraSuperBalls += 3
},
remove() {
tech.extraSuperBalls = 0;
}
},
{
name: "super ball",
description: "fire just <strong>1 large</strong> super <strong>ball</strong><br>that <strong>stuns</strong> mobs for <strong>3</strong> second",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("super balls") && !tech.extraSuperBalls && !tech.superBallDelay
},
requires: "super balls, not super duper or supertemporal",
effect() {
tech.oneSuperBall = true;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod()
}
},
remove() {
if (tech.oneSuperBall) {
tech.oneSuperBall = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod()
}
}
}
},
{
name: "polyurethane foam",
description: "<strong>super balls</strong> and <strong>harpoons</strong> colliding with <strong>mobs</strong><br>catalyzes a reaction that yields <strong>foam</strong> bubbles",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("super balls") || (tech.haveGunCheck("harpoon") && !tech.fragments)
},
requires: "super balls, harpoon, not fragmentation",
effect() {
tech.isFoamBall = true;
},
remove() {
tech.isFoamBall = false;
}
},
//
{
name: "phase velocity",
description: "wave particles <strong>propagate</strong> faster as <strong>solids</strong><br><strong>+35%</strong> wave <strong class='color-d'>damage</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("wave")
},
requires: "wave",
effect() {
tech.isPhaseVelocity = true;
},
remove() {
tech.isPhaseVelocity = false;
}
},
{
name: "amplitude",
description: "<strong>+37%</strong> wave <strong class='color-d'>damage</strong><br><strong>+37%</strong> wave particle <strong>amplitude</strong>",
isGunTech: true,
maxCount: 3,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("wave")
},
requires: "wave",
effect() {
tech.waveFrequency *= 0.66
tech.wavePacketDamage *= 1.37
},
remove() {
tech.waveFrequency = 0.2
tech.wavePacketDamage = 1
}
},
{
name: "propagation",
description: "<strong>25%</strong> wave packet propagation <strong>speed</strong><br><strong>+37%</strong> wave <strong class='color-d'>damage</strong>",
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("wave")
},
requires: "wave",
effect() {
tech.waveBeamSpeed *= 0.8;
tech.waveBeamDamage += 1.55 * 0.37 //this sets base wave damage
},
remove() {
tech.waveBeamSpeed = 12;
tech.waveBeamDamage = 1.55 //this sets base wave damage
}
},
{
name: "bound state",
description: "wave packets <strong>reflect</strong> backwards <strong>2</strong> times<br><strong>20%</strong> <strong>range</strong>",
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("wave")
},
requires: "wave",
effect() {
tech.waveReflections += 2
},
remove() {
tech.waveReflections = 1
}
},
{
name: "frequency",
description: `<strong>wave</strong> has unlimited <strong class='color-ammo'>ammo</strong><br><strong>-50%</strong> wave <strong><em>fire rate</em></strong>`,
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed: () => tech.haveGunCheck("wave"),
requires: "wave",
effect() {
tech.infiniteWaveAmmo = 2
b.guns[3].savedAmmo = b.guns[3].ammo
b.guns[3].ammo = Infinity
simulation.updateGunHUD();
},
remove() {
tech.infiniteWaveAmmo = 1
b.guns[3].ammo = b.guns[3].savedAmmo
simulation.updateGunHUD();
}
},
{
name: "phonon", //longitudinal //gravitational wave?
description: "waves are low <strong>frequency</strong>, high <strong class='color-d'>damage</strong><br><strong>expanding arcs</strong> that propagate through <strong>solids</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("wave")
},
requires: "wave",
ammoScale: 11,
effect() {
tech.isLongitudinal = true;
b.guns[3].chooseFireMethod()
b.guns[3].ammoPack = b.guns[3].defaultAmmoPack / this.ammoScale
if (tech.infiniteWaveAmmo === 1) {
b.guns[3].ammo = Math.ceil(b.guns[3].ammo / this.ammoScale);
} else {
b.guns[3].savedAmmo = Math.ceil(b.guns[3].savedAmmo / this.ammoScale); //used with low frequency
}
simulation.updateGunHUD();
},
remove() {
if (tech.isLongitudinal) {
tech.isLongitudinal = false;
b.guns[3].chooseFireMethod()
b.guns[3].ammoPack = b.guns[3].defaultAmmoPack
if (tech.infiniteWaveAmmo === 1) {
b.guns[3].ammo = Math.ceil(b.guns[3].ammo * this.ammoScale);
} else {
b.guns[3].savedAmmo = Math.ceil(b.guns[3].savedAmmo * this.ammoScale); //used with low frequency
}
simulation.updateGunHUD();
}
tech.isLongitudinal = false;
}
},
{
name: "isotropic",
description: "<strong>waves</strong> expand in <strong>all</strong> directions<br><strong>40%</strong> <strong>range</strong> and <strong>+50%</strong> <strong class='color-d'>damage</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isLongitudinal && tech.haveGunCheck("wave") && !tech.isBulletTeleport
},
requires: "wave, phonon, not uncertainty principle",
effect() {
tech.is360Longitudinal = true;
b.guns[3].chooseFireMethod()
},
remove() {
tech.is360Longitudinal = false;
b.guns[3].chooseFireMethod()
}
},
{
name: "mechanical resonance",
description: "after a <strong class='color-block'>block</strong> gets vibrated by a <strong>phonon</strong><br>there is a chance it's <strong>flung</strong> at nearby mobs",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isLongitudinal && tech.haveGunCheck("wave")
},
requires: "wave, phonon",
effect() {
tech.isPhononBlock = true
},
remove() {
tech.isPhononBlock = false
}
},
{
name: "sympathetic resonance",
description: "after a <strong>mob</strong> gets vibrated by a <strong>phonon</strong><br>a new <strong>resonance wave</strong> expands from their location",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isLongitudinal && tech.haveGunCheck("wave")
},
requires: "wave, phonon",
effect() {
tech.isPhononWave = true
},
remove() {
tech.isPhononWave = false
}
},
{
name: "cruise missile",
description: "<strong>+100%</strong> <strong>missile</strong> <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong>, radius<br><strong>50%</strong> <strong>missile</strong> speed",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (tech.haveGunCheck("missiles") && tech.missileFireCD === 45) || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 1) || tech.missileBotCount
},
requires: "missiles, not launch system",
effect() {
tech.isMissileBig = true
},
remove() {
tech.isMissileBig = false
}
},
{
name: "ICBM",
description: "<strong>+75%</strong> <strong>missile</strong> <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong>, radius<br><strong>50%</strong> <strong>missile</strong> speed",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (tech.haveGunCheck("missiles") || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 1)) && tech.isMissileBig
},
requires: "missiles, cruise missile",
effect() {
tech.isMissileBiggest = true
},
remove() {
tech.isMissileBiggest = false
}
},
{
name: "launch system",
description: `<strong>+500%</strong> <strong>missile</strong> <strong><em>fire rate</em></strong><br><strong>+20%</strong> missile <strong class='color-ammo'>ammo</strong> per ${powerUps.orb.ammo(1)}`,
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("missiles") && !tech.isMissileBig
},
requires: "missiles, not cruise missile",
ammoBonus: 1.2,
effect() {
tech.missileFireCD = 10
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "missiles") {
b.guns[i].ammoPack *= this.ammoBonus;
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * this.ammoBonus);
simulation.updateGunHUD();
break
}
}
},
remove() {
if (tech.missileFireCD !== 45) {
tech.missileFireCD = 45;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "missiles") {
b.guns[i].ammoPack = 5;
b.guns[i].ammo = Math.ceil(b.guns[i].ammo / this.ammoBonus);
simulation.updateGunHUD();
break
}
}
}
}
},
{
name: "missile-bot",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">missile-bot</a>`,
description: "gain a <strong class='color-bot'>bot</strong> that fires <strong>missiles</strong> at mobs<br>remove your <strong>missile gun</strong>",
isGunTech: true,
isRemoveGun: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
isBot: true,
isBotTech: true,
allowed() {
return tech.haveGunCheck("missiles", false) && tech.missileFireCD === 45
},
requires: "missiles",
effect() {
tech.missileBotCount++;
b.missileBot();
if (tech.haveGunCheck("missiles", false)) b.removeGun("missiles") //remove your last gun
},
remove() {
if (this.count) {
tech.missileBotCount = 0;
b.clearPermanentBots();
b.respawnBots();
if (!tech.haveGunCheck("missiles", false)) b.giveGuns("missiles")
}
}
},
{
name: "iridium-192",
description: "<strong class='color-e'>explosions</strong> release <strong class='color-p'>gamma radiation</strong><br><strong>+100%</strong> <strong class='color-d'>damage</strong> over <strong>4</strong> seconds",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return !tech.isImmuneExplosion && tech.explosiveRadius === 1 && !tech.isSmallExplosion && !tech.isBlockExplode && !tech.fragments && (tech.haveGunCheck("missiles") || tech.missileBotCount || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.isPulseLaser || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 1) || tech.isBoomBotUpgrade || tech.isTokamak)
},
requires: "an explosive damage source, not ammonium nitrate, nitroglycerin, chain reaction, fragmentation",
effect() {
tech.isExplodeRadio = true; //iridium-192
},
remove() {
tech.isExplodeRadio = false;
}
},
{
name: "fragmentation",
description: "some <strong class='color-e'>detonations</strong> and collisions eject <strong>nails</strong><br><em style = 'font-size: 90%'>blocks, grenades, missiles, rivets, harpoon</em>",
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return !tech.isExplodeRadio && ((tech.haveGunCheck("harpoon") && !tech.isFoamBall) || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("missiles") || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 1) || tech.missileBotCount || tech.isRivets || tech.blockDamage > 0.075)
},
requires: "grenades, missiles, rivets, harpoon, or mass driver, not iridium-192, not polyurethane foam",
effect() {
tech.fragments++
},
remove() {
tech.fragments = 0
}
},
{
name: "ammonium nitrate",
description: "<strong>+24%</strong> <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong>, radius",
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return !tech.isExplodeRadio && tech.hasExplosiveDamageCheck()
},
requires: "an explosive damage source, not iridium-192",
effect() {
tech.explosiveRadius += 0.24;
},
remove() {
tech.explosiveRadius = 1;
}
},
{
name: "nitroglycerin",
description: "<strong>+66%</strong> <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong><br><strong>33%</strong> <strong class='color-e'>explosive</strong> <strong>radius</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return !tech.isExplodeRadio && tech.hasExplosiveDamageCheck() && !tech.isExplosionHarm
},
requires: "an explosive damage source, not iridium-192, acetone peroxide",
effect() {
tech.isSmallExplosion = true;
},
remove() {
tech.isSmallExplosion = false;
}
},
{
name: "acetone peroxide",
description: "<strong>+70%</strong> <strong class='color-e'>explosive</strong> <strong>radius</strong><br><strong>40%</strong> <strong class='color-e'>explosive</strong> <strong class='color-defense'>defense</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
isBadRandomOption: true,
allowed() {
return tech.hasExplosiveDamageCheck() && !tech.isSmallExplosion
},
requires: "an explosive damage source, not nitroglycerin",
effect() {
tech.isExplosionHarm = true;
},
remove() {
tech.isExplosionHarm = false;
}
},
{
name: "shock wave",
description: "<strong>mines</strong> and <strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> <strong>stun</strong> for <strong>3-5</strong> seconds<br><strong class='color-e'>explosions</strong> <strong>stun</strong> for <strong>0.5</strong> seconds",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return tech.haveGunCheck("spores") || tech.haveGunCheck("mine") || (!tech.isExplodeRadio && tech.hasExplosiveDamageCheck())
},
requires: "mine, spores, an explosive damage source, not iridium-192",
effect() {
tech.isStun = true;
},
remove() {
tech.isStun = false;
}
},
{
name: "shaped charge",
description: `use ${powerUps.orb.research(4)} to dynamically <strong>reduce</strong><br>all <strong class='color-e'>explosions</strong> to prevent <strong class='color-h'>health</strong> loss`,
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return !tech.isImmuneExplosion && (build.isExperimentSelection || powerUps.research.count > 3) && (tech.haveGunCheck("missiles") || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 1) || tech.missileBotCount > 0 || tech.isIncendiary || tech.isPulseLaser || tech.isTokamak || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb))
},
requires: "an explosive damage source, not electric reactive armor",
effect() {
tech.isSmartRadius = true;
for (let i = 0; i < 4; i++) {
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
}
},
remove() {
tech.isSmartRadius = false;
if (this.count > 0) powerUps.research.changeRerolls(4)
}
},
{
name: "electric armor",
// description: "<strong class='color-e'>explosions</strong> do no <strong class='color-defense'>defense</strong><br> while your <strong class='color-f'>energy</strong> is above <strong>98%</strong>",
description: "instead of causing <strong class='color-h'>health</strong> loss, <strong class='color-e'>explosions</strong><br>drain <strong>12</strong> <strong class='color-f'>energy</strong> and have more knockback",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return !tech.isSmartRadius && !tech.isExplodeRadio && tech.hasExplosiveDamageCheck() && !tech.isEnergyHealth
},
requires: "an explosive damage source, not iridium-192, mass-energy",
effect() {
tech.isImmuneExplosion = true;
},
remove() {
tech.isImmuneExplosion = false;
}
},
{
name: "MIRV",
description: "fire <strong>+1</strong> <strong>missile</strong> or <strong>grenade</strong> per shot<br><strong>12%</strong> <strong class='color-e'>explosion</strong> <strong class='color-d'>damage</strong> and <strong>radius</strong>",
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("missiles") || tech.missileBotCount || tech.haveGunCheck("grenades")
},
requires: "missiles, grenades",
effect() {
tech.missileCount++;
},
remove() {
tech.missileCount = 1;
}
},
{
name: "rocket-propelled grenade",
description: "<strong>grenades</strong> rapidly <strong>accelerate</strong> forward<br>map <strong>collisions</strong> trigger an <strong class='color-e'>explosion</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("grenades")
},
requires: "grenades",
effect() {
tech.isRPG = true;
b.setGrenadeMode()
},
remove() {
tech.isRPG = false;
b.setGrenadeMode()
}
},
{
name: "vacuum bomb",
description: "<strong>grenades</strong> fire slower, <strong class='color-e'>explode</strong> bigger,<br>and <strong>suck</strong> everything towards them",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("grenades") && !tech.isNeutronBomb && !tech.isBlockExplode
},
requires: "grenades, not neutron bomb, chain reaction",
effect() {
tech.isVacuumBomb = true;
b.setGrenadeMode()
},
remove() {
tech.isVacuumBomb = false;
b.setGrenadeMode()
}
},
{
name: "chain reaction",
description: "<strong>+33%</strong> <strong>grenade</strong> radius and <strong class='color-d'>damage</strong><br><strong class='color-block'>blocks</strong> caught in <strong class='color-e'>explosions</strong> also <strong class='color-e'>explode</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("grenades") && !tech.isExplodeRadio && !tech.isNeutronBomb && !tech.isVacuumBomb
},
requires: "grenades, not iridium-192, neutron bomb, vacuum bomb",
effect() {
tech.isBlockExplode = true; //chain reaction
},
remove() {
tech.isBlockExplode = false;
}
},
{
name: "flame test",
description: "after <strong>grenades</strong> detonate they release<br>a colorful <strong>cluster</strong> of small <strong class='color-e'>explosions</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("grenades") && !tech.isNeutronBomb && !tech.isCircleExplode && !tech.isPetalsExplode
},
requires: "grenades, not neutron bomb, pyrotechnics, fireworks",
effect() {
tech.isClusterExplode = true;
},
remove() {
tech.isClusterExplode = false;
}
},
{
name: "pyrotechnics",
description: "after <strong>grenades</strong> detonate they release<br>a colorful <strong>circle</strong> of <strong class='color-e'>explosions</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("grenades") && !tech.isNeutronBomb && !tech.isClusterExplode && !tech.isPetalsExplode
},
requires: "grenades, not neutron bomb, flame test, fireworks",
effect() {
tech.isCircleExplode = true;
},
remove() {
tech.isCircleExplode = false;
}
},
{
name: "fireworks",
description: "after <strong>grenades</strong> detonate they release<br>colorful <strong>petals</strong> of <strong class='color-e'>explosions</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("grenades") && !tech.isNeutronBomb && !tech.isClusterExplode && !tech.isCircleExplode
},
requires: "grenades, not neutron bomb, pyrotechnics, flame test",
effect() {
tech.isPetalsExplode = true;
},
remove() {
tech.isPetalsExplode = false;
}
},
{
name: "neutron bomb",
description: "<strong>grenades</strong> are <strong class='color-p'>irradiated</strong> with <strong class='color-p'>Cf-252</strong><br>does <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong> over time",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("grenades") && !tech.fragments && !tech.isVacuumBomb && !tech.isExplodeRadio && !tech.isBlockExplode && !tech.isClusterExplode && !tech.isPetalsExplode && !tech.isCircleExplode
},
requires: "grenades, not fragmentation, vacuum bomb, iridium-192, pyrotechnics, fireworks, flame test",
effect() {
tech.isNeutronBomb = true;
b.setGrenadeMode()
},
remove() {
tech.isNeutronBomb = false;
b.setGrenadeMode()
}
},
{
name: "vacuum permittivity",
description: "<strong>+20%</strong> <strong class='color-p'>radioactive</strong> range<br>objects in range of the bomb are <strong>slowed</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isNeutronBomb
},
requires: "grenades, neutron bomb",
effect() {
tech.isNeutronSlow = true
},
remove() {
tech.isNeutronSlow = false
}
},
{
name: "radioactive contamination",
description: "after a mob or shield <strong>dies</strong>,<br>leftover <strong class='color-p'>radiation</strong> <strong>spreads</strong> to a nearby mob",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isNailRadiation || tech.isWormholeDamage || tech.isNeutronBomb || tech.isExplodeRadio || tech.isBlockRadiation
},
requires: "radiation damage source",
effect() {
tech.isRadioactive = true
},
remove() {
tech.isRadioactive = false
}
},
{
name: "nuclear transmutation",
description: "<strong>+47%</strong> <strong class='color-p'>radiation</strong> <strong class='color-d'>damage</strong><br><em>nail, drone, neutron bomb, iridium, string, deflect</em>",
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isNailRadiation || tech.isWormholeDamage || tech.isNeutronBomb || tech.isExplodeRadio || tech.isBlockRadiation || tech.isDroneRadioactive
},
requires: "radiation damage source",
effect() {
tech.radioactiveDamage += 1.47
},
remove() {
tech.radioactiveDamage = 1
}
},
{
name: "water shielding",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Radiation_protection#Radiation_shielding' class="link">water shielding</a>`,
description: "<strong class='color-p'>radioactive</strong> effects on you are reduced by 75%<br><em>neutron bomb, drones, explosions, slime</em>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isNeutronBomb || tech.isDroneRadioactive || tech.isExplodeRadio
},
requires: "neutron bomb or irradiated drones or iridium-192",
effect() {
tech.isRadioactiveResistance = true
},
remove() {
tech.isRadioactiveResistance = false
}
},
{
name: "booby trap",
description: "<strong>60%</strong> chance to drop a <strong>mine</strong> from <strong>power ups</strong><br><strong>+46%</strong> <strong class='color-j'>JUNK</strong> to <strong class='color-m'>tech</strong> pool",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("mine")
},
requires: "mines",
effect() {
tech.isMineDrop = true;
if (tech.isMineDrop) b.mine(m.pos, { x: 0, y: 0 }, 0)
this.refundAmount += tech.addJunkTechToPool(0.46)
},
refundAmount: 0,
remove() {
tech.isMineDrop = false;
if (this.count > 0 && this.refundAmount > 0) {
tech.removeJunkTechFromPool(this.refundAmount)
this.refundAmount = 0
}
}
},
{
name: "elephant's toothpaste",
description: "<strong>mines</strong> catalyze a reaction<br>that yields <strong>foam</strong> bubbles",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("mine") && !tech.isMineSentry
},
requires: "mines, not sentry",
effect() {
tech.isFoamMine = true;
},
remove() {
tech.isFoamMine = false;
}
},
{
name: "laser-mines",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Laser' class="link">laser-mines</a>`,
description: "<strong>mines</strong> laid while you are <strong>crouched</strong><br>use <strong class='color-f'>energy</strong> to emit <strong>3</strong> unaimed <strong class='color-laser'>lasers</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("mine")
},
requires: "mines",
effect() {
tech.isLaserMine = true;
},
remove() {
tech.isLaserMine = false;
}
},
{
name: "sentry",
description: "instead of detonating, <strong>mines</strong> <strong>target</strong> mobs<br>with a stream of nails for about <strong>17</strong> seconds",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("mine") && !tech.isFoamMine
},
requires: "mines, not elephant's toothpaste",
effect() {
tech.isMineSentry = true;
},
remove() {
tech.isMineSentry = false;
}
},
{
name: "mycelial fragmentation",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Fungus' class="link">mycelial fragmentation</a>`,
description: "during their <strong>growth</strong> phase<br><strong>+70%</strong> <strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> discharge",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("spores")
},
requires: "spores",
effect() {
tech.isSporeGrowth = true
},
remove() {
tech.isSporeGrowth = false
}
},
{
name: "colony",
description: "<strong>+50%</strong> <strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> discharge<br><strong>40%</strong> chance to discharge something different",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Colony_(biology)' class="link">colony</a>`,
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("spores")
},
requires: "spores",
effect() {
tech.isSporeColony = true
},
remove() {
tech.isSporeColony = false
}
},
{
name: "cryodesiccation",
descriptionFunction() { return `<strong>+25%</strong> <strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> discharge<br> ${b.guns[6].nameString('s')} <strong class='color-s'>freeze</strong> mobs for <strong>1.5</strong> second` },
// description: "<strong>+25%</strong> <strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> discharge<br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> <strong class='color-s'>freeze</strong> mobs for <strong>1.5</strong> second",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 0) || tech.isSporeWorm || tech.isSporeFlea
},
requires: "spores",
effect() {
tech.isSporeFreeze = true
},
remove() {
tech.isSporeFreeze = false
}
},
{
name: "flagella",
descriptionFunction() { return `<strong>+50%</strong> ${b.guns[6].nameString()} acceleration<br>if they can't find a target ${b.guns[6].nameString('s')} follow you` },
// description: "<strong>+50%</strong> <strong class='color-p' style='letter-spacing: 2px;'>spore</strong> acceleration<br>if they can't find a target <strong class='color-p' style='letter-spacing: 2px;'>spores</strong> follow you",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 0) || tech.isSporeWorm || tech.isSporeFlea
},
requires: "spores",
effect() {
tech.isSporeFollow = true
},
remove() {
tech.isSporeFollow = false
}
},
{
name: "mutualism",
descriptionFunction() { return `<strong>+150%</strong> ${b.guns[6].nameString()} <strong class='color-d'>damage</strong><br>${b.guns[6].nameString('s')} borrow <strong>0.5</strong> <strong class='color-h'>health</strong> until they <strong>die</strong>` },
// description: `<strong>+150%</strong> ${b.guns[6].name()} <strong class='color-d'>damage</strong><br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> borrow <strong>0.5</strong> <strong class='color-h'>health</strong> until they <strong>die</strong>`,
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 0)) && !tech.isEnergyHealth || tech.isSporeWorm || tech.isSporeFlea
},
requires: "spores, not mass-energy",
effect() {
tech.isMutualism = true
},
remove() {
tech.isMutualism = false
}
},
{
name: "siphonaptera",
description: "<strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> and <strong>shotgun</strong> hatch <strong class='color-p' style='letter-spacing: -0.8px;'>fleas</strong>", //<br><strong class='color-p' style='letter-spacing: 2px;'>spore</strong> <strong class='color-m'>tech</strong> applies to <strong class='color-p' style='letter-spacing: -0.8px;'>fleas</strong>
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
allowed() {
return (tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 0) || (tech.haveGunCheck("shotgun") && !tech.isIncendiary && !tech.isRivets && !tech.isIceShot && !tech.isFoamShot && !tech.isNeedles && !tech.isNailShot)) && !tech.isSporeWorm
},
requires: "spores, not worms",
effect() {
tech.isSporeFlea = true
},
remove() {
tech.isSporeFlea = false
}
},
{
name: "nematodes",
description: "<strong>shotgun</strong> and <strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> hatch <strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong>", //<br><strong class='color-p' style='letter-spacing: 2px;'>spore</strong> <strong class='color-m'>tech</strong> applies to <strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong>
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
allowed() {
return (tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 0) || (tech.haveGunCheck("shotgun") && !tech.isIncendiary && !tech.isRivets && !tech.isIceShot && !tech.isFoamShot && !tech.isNeedles && !tech.isNailShot)) && !tech.isSporeFlea
},
requires: "spores, not fleas",
effect() {
tech.isSporeWorm = true
},
remove() {
tech.isSporeWorm = false
}
},
{
name: "K-selection",
description: "<strong>+37%</strong> size and <strong class='color-d'>damage</strong><br>for <strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong> and <strong class='color-p' style='letter-spacing: -0.8px;'>fleas</strong>",
isGunTech: true,
maxCount: 3,
count: 0,
frequency: 3,
frequencyDefault: 3,
allowed() {
return tech.isSporeWorm || tech.isSporeFlea
},
requires: "spores, shotgun, worms, fleas",
effect() {
tech.wormSize++
},
remove() {
tech.wormSize = 0
}
},
{
name: "path integration",
description: "<strong>drones</strong>, <strong class='color-p' style='letter-spacing: 2px;'>spores</strong>, <strong class='color-p' style='letter-spacing: -0.8px;'>fleas</strong>, and <strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong><br>travel with you through <strong>levels</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (tech.isSporeFollow && (tech.haveGunCheck("spores") || (tech.haveGunCheck("shotgun") && tech.isSporeWorm))) || tech.haveGunCheck("drones") || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && (simulation.molecularMode === 0 || simulation.molecularMode === 3))
},
requires: "spores, worms, flagella, drones",
effect() {
tech.isDronesTravel = true
},
remove() {
tech.isDronesTravel = false
}
},
{
name: "reduced tolerances",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Engineering_tolerance' class="link">reduced tolerances</a>`,
description: `<strong>+66%</strong> <strong>drones</strong> per ${powerUps.orb.ammo()} and <strong class='color-f'>energy</strong><br><strong>40%</strong> drone <strong>duration</strong>`,
isGunTech: true,
maxCount: 3,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return !tech.isDroneRadioactive && (tech.haveGunCheck("drones") || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 3))
},
requires: "drones, not irradiated drones",
effect() {
tech.droneCycleReduction = Math.pow(0.6, 1 + this.count)
tech.droneEnergyReduction = Math.pow(0.333, 1 + this.count)
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "drones") {
const scale = Math.pow(3, this.count + 1)
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * scale
}
}
},
remove() {
tech.droneCycleReduction = 1
tech.droneEnergyReduction = 1
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "drones") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack
}
}
},
{
name: "delivery drone",
description: "if a <strong>drone</strong> picks up a <strong>power up</strong>,<br>it becomes <strong>larger</strong>, <strong>faster</strong>, and more <strong>durable</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return !tech.isExtraMaxEnergy && (tech.haveGunCheck("drones") || tech.isForeverDrones || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 3))
},
requires: "drones, not weak interaction",
effect() {
tech.isDroneGrab = true
},
remove() {
tech.isDroneGrab = false
}
},
{
name: "drone repair",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Unmanned_aerial_vehicle' class="link">drone repair</a>`,
description: "after a <strong>drone</strong> expires it <strong>redeploys</strong><br>for a <strong>20%</strong> chance to use <strong>1</strong> <strong>drone</strong> <strong class='color-ammo'>ammo</strong>",
// description: "broken <strong>drones</strong> <strong>repair</strong> if the drone <strong class='color-g'>gun</strong> is active<br><strong>repairing</strong> has a <strong>25%</strong> chance to use <strong>1</strong> <strong>drone</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("drones")
},
requires: "drones",
effect() {
tech.isDroneRespawn = true
},
remove() {
tech.isDroneRespawn = false
}
},
{
name: "brushless motor",
description: "<strong>drones</strong> rapidly <strong>rush</strong> towards their target<br><strong>+33%</strong> <strong>drone</strong> collision <strong class='color-d'>damage</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
allowed() {
return (tech.haveGunCheck("drones") || tech.isForeverDrones || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 3)) && !tech.isDroneRadioactive && !tech.isIncendiary
},
requires: "drones, molecular assembler, not irradiated drones, incendiary",
effect() {
tech.isDroneTeleport = true
},
remove() {
tech.isDroneTeleport = false
}
},
{
name: "axial flux motor",
description: "<strong>+66%</strong> <strong>drones</strong> <strong>rush</strong> frequency<br><strong>+44%</strong> <strong>drone</strong> collision <strong class='color-d'>damage</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isDroneTeleport
},
requires: "drones, brushless motor",
effect() {
tech.isDroneFastLook = true
},
remove() {
tech.isDroneFastLook = false
}
},
{
name: "irradiated drones",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Irradiation' class="link">irradiated drones</a>`,
description: `the space around <strong>drones</strong> is <strong class='color-p'>irradiated</strong><br><strong>75%</strong> <strong>drones</strong> per ${powerUps.orb.ammo()} and <strong class='color-f'>energy</strong>`,
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.droneCycleReduction === 1 && !tech.isIncendiary && !tech.isDroneTeleport && (tech.haveGunCheck("drones") || tech.isForeverDrones || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && simulation.molecularMode === 3))
},
requires: "drones, not reduced tolerances, incendiary, torque bursts",
effect() {
tech.isDroneRadioactive = true
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "drones") {
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * 0.25
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 0.25)
simulation.makeGunHUD();
}
}
},
remove() {
if (tech.isDroneRadioactive) {
tech.isDroneRadioactive = false
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "drones") {
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack
b.guns[i].ammo = b.guns[i].ammo * 4
simulation.makeGunHUD();
}
}
}
}
},
{
name: "beta radiation", //"control rod ejection",
description: "<strong>50%</strong> <strong>drone</strong> duration<br><strong>+100%</strong> <strong>drone</strong> <strong class='color-p'>radiation</strong> <strong class='color-d'>damage</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isDroneRadioactive
},
requires: "drones, irradiated drones",
effect() {
tech.droneRadioDamage = 2
},
remove() {
tech.droneRadioDamage = 1
}
},
{
name: "orthocyclic winding",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Coil_winding_technology' class="link">orthocyclic winding</a>`,
description: "<strong>+66%</strong> <strong>drone</strong> acceleration<br><strong>+33%</strong> <strong class='color-p'>radiation</strong> <strong class='color-d'>damage</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.isDroneRadioactive
},
requires: "drones, irradiated drones",
effect() {
tech.isFastDrones = true
},
remove() {
tech.isFastDrones = false
}
},
{
name: "fault tolerance",
description: "remove your <strong>drone gun</strong><br>spawn <strong>4</strong> <strong>drones</strong> that last <strong>forever</strong>",
isGunTech: true,
isRemoveGun: true,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return tech.haveGunCheck("drones", false) && !tech.isDroneRespawn && tech.isBulletsLastLonger === 1 && !tech.isDronesTravel
},
requires: "drones, not drone repair, anti-shear topology, autonomous navigation",
effect() {
const num = 4
tech.isForeverDrones += num
if (tech.haveGunCheck("drones", false)) b.removeGun("drones")
//spawn drones
if (tech.isDroneRadioactive) {
for (let i = 0; i < num * 0.25; i++) {
b.droneRadioactive({ x: m.pos.x + 30 * (Math.random() - 0.5), y: m.pos.y + 30 * (Math.random() - 0.5) }, 5)
bullet[bullet.length - 1].endCycle = Infinity
}
} else {
for (let i = 0; i < num; i++) {
b.drone({ x: m.pos.x + 30 * (Math.random() - 0.5), y: m.pos.y + 30 * (Math.random() - 0.5) }, 5)
bullet[bullet.length - 1].endCycle = Infinity
}
}
},
remove() {
tech.isForeverDrones = 0
if (this.count && !tech.haveGunCheck("drones", false)) b.giveGuns("drones")
}
},
{
name: "surfactant",
description: "trade your <strong>foam gun</strong> for <strong>2</strong> <strong class='color-bot'>foam-bots</strong><br><strong>upgrade</strong> all bots to foam",
isGunTech: true,
isRemoveGun: true,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isBot: true,
isBotTech: true,
isNonRefundable: true,
requires: "at least 2 guns, foam gun, NOT EXPERIMENT MODE, bot upgrades, fractionation, pressure vessel",
allowed() {
return b.inventory.length > 1 && tech.haveGunCheck("foam", false) && !b.hasBotUpgrade() && !tech.isAmmoFoamSize && !tech.isFoamPressure
},
effect() {
tech.giveTech("foam-bot upgrade")
for (let i = 0; i < 2; i++) {
b.foamBot()
tech.foamBotCount++;
}
simulation.makeTextLog(`tech.isFoamBotUpgrade = true`)
if (tech.haveGunCheck("foam", false)) b.removeGun("foam")
},
remove() {
// if (this.count) {
// b.clearPermanentBots();
// b.respawnBots();
// if (!tech.haveGunCheck("foam")) b.giveGuns("foam")
// }
}
},
{
name: "electrostatic induction",
description: "<strong>foam</strong> bubbles are electrically charged<br>causing <strong>attraction</strong> to nearby <strong>mobs</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return !tech.isBulletTeleport && (tech.haveGunCheck("foam") || tech.isFoamBotUpgrade || tech.isFoamShot || tech.isFoamBall || tech.isFoamMine)
},
requires: "foam, not uncertainty",
effect() {
tech.isFoamAttract = true
},
remove() {
tech.isFoamAttract = false
}
},
{
name: "uncertainty principle",
description: "<strong>foam</strong> and <strong>wave</strong> positions are erratic<br><strong>+53%</strong> <strong>foam</strong> and <strong>wave</strong> <strong class='color-d'>damage</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return (!tech.isFoamAttract && (tech.haveGunCheck("foam") || tech.isFoamBotUpgrade || tech.isFoamShot || tech.isFoamBall || tech.isFoamMine)) || (tech.haveGunCheck("wave") && !tech.is360Longitudinal)
},
requires: "foam, wave, not isotropic, electrostatic induction",
effect() {
tech.isBulletTeleport = true
},
remove() {
tech.isBulletTeleport = false;
}
},
{
name: "necrophage",
description: "if <strong>foam</strong>, <strong class='color-p' style='letter-spacing: -0.8px;'>fleas</strong>, or <strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong> <strong>kill</strong> their target<br>they grow 3 <strong>copies</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("foam") || tech.isFoamBall || tech.isFoamBotUpgrade || tech.isFoamShot || tech.isSporeWorm || tech.isSporeFlea || tech.isFoamMine
},
requires: "foam, worms",
effect() {
tech.isSpawnBulletsOnDeath = true
},
remove() {
tech.isSpawnBulletsOnDeath = false;
}
},
{
name: "aerogel",
description: "<strong>50%</strong> <strong>foam</strong> duration and <strong>foam</strong> bubbles <strong>float</strong><br><strong>+180%</strong> <strong>foam</strong> <strong class='color-d'>damage</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("foam") || tech.isFoamBotUpgrade || tech.isFoamShot || tech.isFoamBall || tech.isFoamMine
},
requires: "foam",
effect() {
tech.isFastFoam = true
tech.foamGravity = -0.0003
},
remove() {
tech.isFastFoam = false;
tech.foamGravity = 0.00008
}
},
{
name: "surface tension",
description: "<strong>+43%</strong> <strong>foam</strong> <strong class='color-d'>damage</strong>",
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("foam") || tech.isFoamBotUpgrade || tech.isFoamShot || tech.isFoamBall || tech.isFoamMine
},
requires: "foam",
effect() {
tech.foamDamage += 0.011 * 0.43
},
remove() {
tech.foamDamage = 0.011;
}
},
{
name: "foam fractionation",
description: "if you have below <strong>300</strong> <strong class='color-ammo'>ammo</strong><br><strong>+100%</strong> <strong>foam</strong> gun bubble <strong>size</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("foam")
},
requires: "foam",
effect() {
tech.isAmmoFoamSize = true
},
remove() {
tech.isAmmoFoamSize = false;
}
},
{
name: "ideal gas law",
description: `remove <strong>all</strong> current <strong>foam</strong> <strong class='color-ammo'>ammo</strong><br><strong>+1200%</strong> <strong>foam</strong> <strong class='color-ammo'>ammo</strong> per ${powerUps.orb.ammo(1)}`,
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("foam") && !tech.isEnergyNoAmmo
},
requires: "foam, not non-renewables",
ammoLost: 0,
effect() {
b.guns[8].ammoPack = b.guns[8].ammoPack * 12;
this.ammoLost = b.guns[8].ammo
b.guns[8].ammo = 0
simulation.updateGunHUD()
},
remove() {
b.guns[8].ammoPack = 24
if (this.count) {
b.guns[8].ammo += this.ammoLost
simulation.updateGunHUD()
}
}
},
{
name: "pressure vessel",
description: "build up <strong>charge</strong> while firing <strong>foam</strong> gun<br>after firing <strong>discharge</strong> <strong>foam</strong> bubbles",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("foam")
},
requires: "foam",
effect() {
tech.isFoamPressure = true;
b.guns[8].chooseFireMethod()
},
remove() {
tech.isFoamPressure = false;
b.guns[8].chooseFireMethod()
}
},
{
name: "capacitor bank",
// description: "<strong>charge</strong> effects build up almost <strong>instantly</strong><br><em style = 'font-size:97%;'>throwing <strong class='color-block'>blocks</strong>, foam, railgun, pulse, tokamak</em>",
descriptionFunction() { return `<strong>charge</strong> effects build up almost <strong>instantly</strong><br><em style = 'font-size:93%;'>throwing, ${tech.haveGunCheck("foam", false) ? "<strong>foam</strong>" : "foam"}, ${tech.isPlasmaBall ? "<strong>plasma ball</strong>" : "plasma ball"}, ${tech.isRailGun ? "<strong>railgun</strong>" : "railgun"}, ${tech.isPulseLaser ? "<strong>pulse</strong>" : "pulse"}, ${tech.isTokamak ? "<strong>tokamak</strong>" : "tokamak"}</em>` },
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.blockDamage > 0.075 || tech.isRailGun || (tech.haveGunCheck("foam") && tech.isFoamPressure) || tech.isTokamak || tech.isPulseLaser || tech.isPlasmaBall
},
requires: "throwing blocks, railgun, foam, pulse, tokamak, plasma ball",
effect() {
tech.isCapacitor = true;
},
remove() {
tech.isCapacitor = false;
}
},
{
name: "railgun",
description: `<strong>+50%</strong> <strong>harpoon</strong> density, but they don't <strong>retract</strong><br><strong>+900%</strong> harpoon <strong class='color-ammo'>ammo</strong> per ${powerUps.orb.ammo(1)}`,
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("harpoon") && !tech.isFilament && !tech.isHarpoonPowerUp && !tech.isGrapple && !tech.isBoostReplaceAmmo
},
requires: "harpoon, not UHMWPE, induction furnace, grappling hook, quasiparticles",
ammoBonus: 9,
effect() {
tech.isRailGun = true;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "harpoon") {
b.guns[i].chooseFireMethod()
b.guns[i].ammoPack = this.ammoBonus;
b.guns[i].ammo = b.guns[i].ammo * this.ammoBonus;
simulation.updateGunHUD();
break
}
}
},
remove() {
if (tech.isRailGun) {
tech.isRailGun = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "harpoon") {
b.guns[i].chooseFireMethod()
b.guns[i].ammoPack = 0.6;
b.guns[i].ammo = Math.ceil(b.guns[i].ammo / this.ammoBonus);
simulation.updateGunHUD();
break
}
}
}
}
},
{
name: "grappling hook",
description: `<strong>harpoons</strong> attach to the <strong>map</strong> and pull you<br>your <strong>rope</strong> extends while holding <strong>fire</strong>`,
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("harpoon") && !tech.isFilament && !tech.isHarpoonPowerUp && !tech.isRailGun && !tech.isFireMoveLock
},
requires: "harpoon, not railgun, UHMWPE, induction furnace, Higgs mechanism",
effect() {
tech.isGrapple = true;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "harpoon") b.guns[i].chooseFireMethod()
}
},
remove() {
if (tech.isGrapple) {
tech.isGrapple = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "harpoon") b.guns[i].chooseFireMethod()
}
}
}
},
{
name: "bulk modulus",
description: `while <strong>grappling</strong> become <strong>invulnerable</strong><br>drain <strong class='color-f'>energy</strong>`,
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("harpoon") && tech.isGrapple && !tech.isRailEnergy
},
requires: "grappling hook, not alternator",
effect() {
tech.isImmuneGrapple = true;
},
remove() {
tech.isImmuneGrapple = false
}
},
{
name: "alternator",
description: "<strong>+60%</strong> <strong>harpoon</strong> <strong class='color-f'>energy</strong> efficiency",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("harpoon") && !tech.isImmuneGrapple
},
requires: "harpoon, not bulk modulus",
effect() {
tech.isRailEnergy = true;
},
remove() {
tech.isRailEnergy = false;
}
},
{
name: "ceramics",
description: `<strong>needles</strong> and <strong>harpoons</strong> pierce <strong>shields</strong><br>directly <strong class='color-d'>damaging</strong> shielded mobs`,
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (!tech.isLargeHarpoon && tech.haveGunCheck("harpoon")) || tech.isNeedles
},
requires: "needle gun, harpoon, not Bessemer process",
effect() {
tech.isShieldPierce = true
},
remove() {
tech.isShieldPierce = false
}
},
{
name: "Bessemer process",
descriptionFunction() {
return `+${(10 * Math.sqrt(b.guns[9].ammo)).toFixed(0)}% <strong>harpoon</strong> size and <strong class='color-d'>damage</strong><br><em>(1/10 √ harpoon <strong class='color-ammo'>ammo</strong>)</em>`
},
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("harpoon") && !tech.isShieldPierce
},
requires: "harpoon, not ceramics",
effect() {
tech.isLargeHarpoon = true;
},
remove() {
tech.isLargeHarpoon = false;
}
},
{
name: "smelting",
descriptionFunction() { return `forge <strong>${this.removeAmmo()}</strong> <strong class='color-ammo'>ammo</strong> into a new harpoon<br>fire <strong>+1</strong> <strong>harpoon</strong> with each shot` },
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
ammoRemoved: 0,
removeAmmo() {
return (tech.isRailGun ? 5 : 1) * (2 + 2 * this.count)
},
allowed() {
return tech.haveGunCheck("harpoon") && b.returnGunAmmo('harpoon') >= this.removeAmmo()
},
requires: "harpoon",
effect() {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "harpoon") {
const removeAmmo = this.removeAmmo()
this.ammoRemoved += removeAmmo
b.guns[i].ammo -= removeAmmo
if (b.guns[i].ammo < 0) b.guns[i].ammo = 0
simulation.updateGunHUD();
tech.extraHarpoons++;
break
}
}
},
remove() {
if (tech.extraHarpoons) {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "harpoon") {
b.guns[i].ammo += this.ammoRemoved
simulation.updateGunHUD();
break
}
}
}
this.ammoRemoved = 0
tech.extraHarpoons = 0;
}
},
{
name: "UHMWPE",
descriptionFunction() {
return `+${(b.guns[9].ammo).toFixed(0)}% <strong>harpoon</strong> <strong>rope</strong> <strong>length</strong><br><em>(1/80 of harpoon <strong class='color-ammo'>ammo</strong>)</em>`
},
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("harpoon") && !tech.isRailGun && !tech.isGrapple
},
requires: "harpoon, not grappling hook, railgun",
effect() {
tech.isFilament = true;
},
remove() {
tech.isFilament = false;
}
},
{
name: "induction furnace",
description: "after using <strong>harpoon</strong> to collect a <strong>power up</strong><br><strong>+600%</strong> <strong>harpoon</strong> <strong class='color-d'>damage</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("harpoon") && !tech.isRailGun && !tech.isGrapple
},
requires: "harpoon, not grappling hook, railgun",
effect() {
tech.isHarpoonPowerUp = true
},
remove() {
tech.isHarpoonPowerUp = false
tech.harpoonDensity = 0.004
}
},
{
name: "quasiparticles",
descriptionFunction() {
return `convert current and future ${powerUps.orb.ammo(1)} into ${powerUps.orb.boost(1)} which<br>give <strong>+${(powerUps.boost.damage*100).toFixed(0)}%</strong> <strong class='color-d'>damage</strong> for <strong>${(powerUps.boost.duration/60).toFixed(0)}</strong> seconds`
},
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return ((tech.haveGunCheck("wave") && tech.infiniteWaveAmmo !== 1) || tech.haveGunCheck("laser") || (tech.haveGunCheck("harpoon") && !tech.isRailGun)) && !tech.isEnergyNoAmmo
},
requires: "harpoon, laser, wave, frequency, not railgun, non-renewables",
effect() {
tech.isBoostReplaceAmmo = true
for (let i = powerUp.length - 1; i > -1; i--) {
if (powerUp[i].name === "ammo") {
powerUps.spawn(powerUp[i].position.x + 50 * (Math.random() - 0.5), powerUp[i].position.y + 50 * (Math.random() - 0.5), "boost");
Matter.Composite.remove(engine.world, powerUp[i]);
powerUp.splice(i, 1);
}
}
},
remove() {
tech.isBoostReplaceAmmo = false
}
},
{
name: "optical amplifier",
description: "gain <strong>3</strong> random <strong class='color-laser'>laser</strong> <strong class='color-g'>gun</strong><strong class='color-m'>tech</strong><br><strong class='color-laser'>laser</strong> only turns <strong>off</strong> if you have no <strong class='color-f'>energy</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
isNonRefundable: true,
allowed() {
return tech.haveGunCheck("laser") && !tech.isPulseLaser
},
requires: "laser gun, not pulse",
effect() {
let techGiven = 0
for (let j = 0; j < 3; j++) {
const names = ["quasiparticles", "lens", "compound lens", "arc length", "infrared diode", "free-electron laser", "dye laser", "relativistic momentum", "specular reflection", "diffraction grating", "diffuse beam", "output coupler", "slow light", "laser-bot", "laser-bot upgrade"]
//convert names into indexes
const options = []
for (let i = 0; i < names.length; i++) {
for (let k = 0; k < tech.tech.length; k++) {
if (tech.tech[k].name === names[i]) {
options.push(k)
break
}
}
}
//remove options that don't meet requirements
for (let i = options.length - 1; i > -1; i--) {
const index = options[i]
if (!(tech.tech[index].count < tech.tech[index].maxCount) || !tech.tech[index].allowed()) {
options.splice(i, 1);
}
}
//pick one option
if (options.length) {
const index = options[Math.floor(Math.random() * options.length)]
simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[index].name}</span>") <em>//optical amplifier</em>`, 360);
tech.giveTech(index)
techGiven++
}
}
if (techGiven > 0) {
tech.isStuckOn = true
} else { //eject if none found
simulation.makeTextLog(`0 <span class='color-var'>tech</span> found <em>//optical amplifier</em>`);
const loop = () => {
if (!simulation.paused && m.alive) {
for (let i = 0; i < tech.tech.length; i++) {
if (tech.tech[i].name === this.name) powerUps.ejectTech(i)
}
return
}
requestAnimationFrame(loop);
}
requestAnimationFrame(loop);
}
},
remove() {
tech.isStuckOn = false
}
},
{
name: "relativistic momentum",
description: "<strong class='color-laser'>lasers</strong> push <strong>mobs</strong> and <strong class='color-block'>blocks</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (tech.haveGunCheck("laser") && !tech.isPulseLaser) || tech.isLaserBotUpgrade
},
requires: "laser, not pulse",
effect() {
tech.isLaserPush = true;
},
remove() {
tech.isLaserPush = false;
}
},
{
name: "iridescence",
// description: "if a <strong class='color-laser'>laser</strong> hits a mob at a low angle of illumination<br><strong>+66%</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong>",
description: "if <strong class='color-laser'>laser</strong> beams hit mobs near their <strong>center</strong><br><strong>+100%</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong>",
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (tech.haveGunCheck("laser") && !tech.isPulseLaser) || tech.isLaserBotUpgrade || tech.isLaserMine
},
requires: "laser, not pulse",
effect() {
tech.laserCrit += 1;
},
remove() {
tech.laserCrit = 0;
}
},
{
name: "lens",
description: "<strong>+150%</strong> <strong class='color-laser'>laser</strong> gun <strong class='color-d'>damage</strong> if it passes<br>through a revolving <strong>90°</strong> arc circular lens", //<span style='font-size: 125%;'>π</span> / 2</strong>
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("laser")
},
requires: "laser",
effect() {
tech.isLaserLens = true
b.guns[11].chooseFireMethod()
// if (this.count > 0) b.guns[11].lensDamageOn += 20 * Math.PI / 180
// b.guns[11].arcRange = 0.78
},
remove() {
tech.isLaserLens = false
b.guns[11].chooseFireMethod()
// b.guns[11].lensDamageOn = 2.5 // 100% + 150%
// b.guns[11].arcRange = 0
}
},
{
name: "compound lens",
description: "<strong>+77%</strong> <strong class='color-laser'>laser</strong> lens <strong class='color-d'>damage</strong><br><strong>+10°</strong> lens arc",
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("laser") && tech.isLaserLens
},
requires: "lens",
effect() {
b.guns[11].arcRange += 10 * Math.PI / 180 / 2
b.guns[11].lensDamageOn += 0.77
},
remove() {
b.guns[11].arcRange = 90 * Math.PI / 180 / 2 //0.78 divded by 2 because of how it's drawn
b.guns[11].lensDamageOn = 2.5
}
},
{
name: "specular reflection",
description: "<strong>+2</strong> <strong class='color-laser'>laser</strong> beam reflections",
isGunTech: true,
maxCount: 3,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (tech.haveGunCheck("laser") || tech.isLaserMine || tech.isLaserBotUpgrade) && !tech.isWideLaser && !tech.isPulseLaser && !tech.historyLaser
},
requires: "laser, not diffuse beam, pulse, or slow light",
effect() {
tech.laserReflections += 2;
},
remove() {
tech.laserReflections = 2;
}
},
{
name: "diffraction grating",
description: `<strong>+1</strong> diverging <strong class='color-laser'>laser</strong> gun beam`,
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("laser") && !tech.isWideLaser && !tech.isPulseAim && !tech.historyLaser
},
requires: "laser gun, not neocognitron, diffuse beam, or slow light",
effect() {
tech.beamSplitter++
b.guns[11].chooseFireMethod()
},
remove() {
if (tech.beamSplitter !== 0) {
tech.beamSplitter = 0
b.guns[11].chooseFireMethod()
}
}
},
{
name: "diffuse beam",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Diffuser_(optics)' class="link">diffuse beam</a>`,
description: "<strong class='color-laser'>laser</strong> gun beam is <strong>wider</strong> and doesn't <strong>reflect</strong><br><strong>+220%</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
allowed() {
return tech.haveGunCheck("laser") && tech.laserReflections < 3 && !tech.beamSplitter && !tech.isPulseLaser && !tech.historyLaser
},
requires: "laser gun, not specular reflection, diffraction grating, slow light, pulse",
effect() {
if (tech.wideLaser === 0) tech.wideLaser = 3
tech.isWideLaser = true;
b.guns[11].chooseFireMethod()
},
remove() {
if (tech.isWideLaser) {
// tech.wideLaser = 0
tech.isWideLaser = false;
b.guns[11].chooseFireMethod()
}
}
},
{
name: "output coupler",
description: "<strong>+30%</strong> <strong class='color-laser'>laser</strong> gun beam <strong>width</strong><br><strong>+30%</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong>",
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("laser") && tech.isWideLaser
},
requires: "laser gun, diffuse beam",
effect() {
tech.wideLaser += 2
b.guns[11].chooseFireMethod()
},
remove() {
if (tech.isWideLaser) {
tech.wideLaser = 3
} else {
tech.wideLaser = 0
}
b.guns[11].chooseFireMethod()
}
},
{
name: "slow light",
description: "<strong class='color-laser'>laser</strong> gun beam is <strong>spread</strong> into your recent <strong>past</strong><br><strong>+300%</strong> total beam <strong class='color-d'>damage</strong>",
isGunTech: true,
maxCount: 9,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return tech.haveGunCheck("laser") && tech.laserReflections < 3 && !tech.beamSplitter && !tech.isWideLaser
},
requires: "laser gun, not specular reflection, diffraction grating, diffuse beam",
effect() {
// this.description = `add 5 more <strong>laser</strong> beams into into your past`
tech.historyLaser++
b.guns[11].chooseFireMethod()
},
remove() {
if (tech.historyLaser) {
tech.historyLaser = 0
b.guns[11].chooseFireMethod()
}
}
},
{
name: "infrared diode",
description: "<strong>+50%</strong> <strong class='color-laser'>laser</strong> <strong class='color-f'>energy</strong> efficiency<br><em>infrared light is outside visual perception</em>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return (tech.haveGunCheck("laser") || tech.isLaserBotUpgrade || tech.isLaserMine) && !tech.isPulseLaser && tech.laserDrain === 0.0018
},
requires: "laser, not free-electron",
effect() {
tech.laserDrain *= 0.5; //100%-50%
tech.laserColor = "transparent" //"rgb(255,0,20,0.02)"
// tech.laserColorAlpha = "rgba(255,0,20,0.05)"
},
remove() {
tech.laserDrain = 0.0018;
tech.laserColor = "#f02"
tech.laserColorAlpha = "rgba(255, 0, 0, 0.5)"
}
},
{
name: "dye laser",
description: "<strong>+20%</strong> <strong class='color-laser'>laser</strong> <strong class='color-f'>energy</strong> efficiency<br><strong>+20%</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return (tech.haveGunCheck("laser") || tech.isLaserMine || tech.isLaserBotUpgrade) && !tech.isPulseLaser && tech.laserDrain === 0.0018
},
requires: "laser, not pulse, infrared diode",
effect() {
tech.laserDrain *= 0.8
tech.laserDamage *= 1 + 0.2
tech.laserColor = "rgb(0, 11, 255)"
tech.laserColorAlpha = "rgba(0, 11, 255,0.5)"
},
remove() {
tech.laserDrain = 0.0018;
tech.laserDamage = 0.18; //used in check on pulse and diode: tech.laserDamage === 0.18
tech.laserColor = "#f00"
tech.laserColorAlpha = "rgba(255, 0, 0, 0.5)"
}
},
{
name: "free-electron laser",
description: "<strong>250%</strong> <strong class='color-laser'>laser</strong> <strong class='color-f'>energy</strong> efficiency<br><strong>+190%</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong>",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return (tech.haveGunCheck("laser") || tech.isLaserMine || tech.isLaserBotUpgrade) && !tech.isPulseLaser && tech.laserDrain === 0.0018
},
requires: "laser, not pulse, infrared diode",
effect() {
tech.laserDrain *= 1 + 2.5 //250% more drain
tech.laserDamage *= 1 + 1.9 //190% more damage
tech.laserColor = "#83f"
tech.laserColorAlpha = "rgba(136, 51, 255,0.5)"
},
remove() {
tech.laserDrain = 0.0018;
tech.laserDamage = 0.18; //used in check on pulse and diode: tech.laserDamage === 0.18
tech.laserColor = "#f00"
tech.laserColorAlpha = "rgba(255, 0, 0, 0.5)"
}
},
{
name: "pulse",
description: "charge your <strong class='color-f'>energy</strong> and release it as a<br><strong class='color-laser'>laser</strong> pulse that initiates an <strong class='color-e'>explosion</strong> cluster",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("laser") && tech.laserReflections < 3 && !tech.isWideLaser && tech.laserDrain === 0.0018 && !tech.isStuckOn
},
requires: "laser gun, not specular reflection, diffuse, free-electron laser, optical amplifier",
effect() {
tech.isPulseLaser = true;
b.guns[11].chooseFireMethod()
},
remove() {
if (tech.isPulseLaser) {
tech.isPulseLaser = false;
b.guns[11].chooseFireMethod()
}
}
},
{
name: "neocognitron",
description: "<strong class='color-laser'>pulse</strong> automatically <strong>aims</strong> at a nearby mob",
isGunTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return tech.haveGunCheck("laser") && tech.isPulseLaser && !tech.beamSplitter
},
requires: "laser gun, pulse, not diffraction grating",
effect() {
tech.isPulseAim = true;
},
remove() {
tech.isPulseAim = false;
}
},
//**************************************************
//************************************************** field
//************************************************** tech
//**************************************************
{
name: "zero point energy",
description: `use ${powerUps.orb.research(2)}<br><strong>+100</strong> maximum <strong class='color-f'>energy</strong>`,
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
allowed() {
return (m.fieldUpgrades[m.fieldMode].name === "standing wave" || m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "time dilation") && (build.isExperimentSelection || powerUps.research.count > 1)
},
requires: "standing wave, pilot wave, time dilation",
effect() {
tech.harmonicEnergy = 1
m.setMaxEnergy()
for (let i = 0; i < 2; i++) {
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
}
},
remove() {
tech.harmonicEnergy = 0;
m.setMaxEnergy()
if (this.count > 0) powerUps.research.changeRerolls(2)
}
},
{
name: "spherical harmonics",
description: "<strong>+40%</strong> <strong>standing wave</strong> deflection efficiency<br>no longer deactivates on mob <strong>shields</strong>", //<strong>standing wave</strong> oscillates in a 3rd dimension<br>
isFieldTech: true,
maxCount: 9,
count: 0,
frequency: 3,
frequencyDefault: 3,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "standing wave"
},
requires: "standing wave",
effect() {
tech.harmonics++
m.fieldShieldingScale = (tech.isStandingWaveExpand ? 0.9 : 1.3) * Math.pow(0.6, (tech.harmonics - 2))
m.harmonicShield = m.harmonicAtomic
},
remove() {
tech.harmonics = 2
m.fieldShieldingScale = (tech.isStandingWaveExpand ? 0.9 : 1.3) * Math.pow(0.6, (tech.harmonics - 2))
m.harmonicShield = m.harmonic3Phase
}
},
{
name: "expansion",
description: "<strong>+40%</strong> <strong>standing wave</strong> deflection efficiency<br>using <strong>standing wave</strong> field <strong>expands</strong> its <strong>radius</strong>",
// description: "use <strong class='color-f'>energy</strong> to <strong>expand</strong> <strong>standing wave</strong><br>the field slowly <strong>contracts</strong> when not used",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "standing wave"
},
requires: "standing wave",
effect() {
tech.isStandingWaveExpand = true
m.fieldShieldingScale = (tech.isStandingWaveExpand ? 0.9 : 1.3) * Math.pow(0.6, (tech.harmonics - 2))
},
remove() {
tech.isStandingWaveExpand = false
m.fieldShieldingScale = (tech.isStandingWaveExpand ? 0.9 : 1.3) * Math.pow(0.6, (tech.harmonics - 2))
m.harmonicRadius = 1
}
},
{
name: "bremsstrahlung",
description: "<strong>deflecting</strong> and thrown <strong class='color-block'>blocks</strong><br>do braking <strong class='color-d'>damage</strong> to mobs",
isFieldTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "standing wave" || m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism" || m.fieldUpgrades[m.fieldMode].name === "pilot wave"
},
requires: "standing wave, perfect diamagnetism",
effect() {
tech.blockDmg += 3 //if you change this value also update the for loop in the electricity graphics in m.pushMass
},
remove() {
tech.blockDmg = 0;
}
},
{
name: "cherenkov radiation", //<strong>deflecting</strong> and <strong class='color-block'>blocks</strong>
description: "bremsstrahlung's effects are <strong class='color-p'>radioactive</strong><br><strong>+300%</strong> <strong class='color-d'>damage</strong> over <strong>6</strong> seconds",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (m.fieldUpgrades[m.fieldMode].name === "standing wave" || m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism" || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && tech.blockDmg
},
requires: "bremsstrahlung",
effect() {
tech.isBlockRadiation = true
},
remove() {
tech.isBlockRadiation = false;
}
},
// {
// name: "triple point",
// description: "<strong>deflecting</strong> condenses <strong class='color-s'>ice IX</strong> crystals",
// isFieldTech: true,
// maxCount: 9,
// count: 0,
// frequency: 2,
// frequencyDefault: 2,
// allowed() {
// return m.fieldUpgrades[m.fieldMode].name === "standing wave" || m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism"
// },
// requires: "standing wave, perfect diamagnetism",
// effect() {
// tech.blockingIce++
// },
// remove() {
// tech.blockingIce = 0;
// }
// },
{
name: "flux pinning",
description: "after <strong>deflecting</strong> a mob<br>it is <strong>stunned</strong> for up to <strong>4</strong> seconds",
isFieldTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism" || m.fieldUpgrades[m.fieldMode].name === "standing wave" || m.fieldUpgrades[m.fieldMode].name === "molecular assembler"
},
requires: "a field that can block",
effect() {
tech.isStunField += 240;
},
remove() {
tech.isStunField = 0;
}
},
{
name: "eddy current brake",
description: "perfect diamagnetism <strong class='color-s'>slows</strong> nearby mobs<br>effect <strong>radius</strong> scales with stored <strong class='color-f'>energy</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism"
},
requires: "perfect diamagnetism",
effect() {
tech.isPerfectBrake = true;
},
remove() {
tech.isPerfectBrake = false;
}
},
{
name: "Meissner effect",
description: "<strong>+55%</strong> perfect diamagnetism <strong>radius</strong><br><strong>+22°</strong> perfect diamagnetism circular <strong>arc</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism"
},
requires: "perfect diamagnetism",
effect() {
tech.isBigField = true;
},
remove() {
tech.isBigField = false;
}
},
{
name: "tessellation",
description: `use ${powerUps.orb.research(2)}<br><strong>+50%</strong> <strong class='color-defense'>defense</strong>`,
// description: "use <strong>4</strong> <strong class='color-r'>research</strong><br>reduce <strong class='color-defense'>defense</strong> by <strong>50%</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
allowed() {
return (m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism" || m.fieldUpgrades[m.fieldMode].name === "negative mass") && (build.isExperimentSelection || powerUps.research.count > 3) && !tech.isEnergyHealth
},
requires: "perfect diamagnetism, negative mass, pilot wave, not mass energy",
effect() {
tech.isFieldHarmReduction = true
for (let i = 0; i < 2; i++) {
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
}
},
remove() {
tech.isFieldHarmReduction = false
if (this.count > 0) powerUps.research.changeRerolls(2)
}
},
{
name: "radiative equilibrium",
description: "after losing <strong class='color-h'>health</strong><br><strong>+200%</strong> <strong class='color-d'>damage</strong> for <strong>10</strong> seconds",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "negative mass"
},
requires: "negative mass, pilot wave",
effect() {
tech.isHarmDamage = true;
},
remove() {
tech.isHarmDamage = false;
}
},
{
name: "dynamic equilibrium",
descriptionFunction() { return `increase <strong class='color-d'>damage</strong> by your <strong class='color-defense'>defense</strong> and<br><strong>5%</strong> of your last ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"} loss &nbsp; <em style = 'font-size:94%;'>(+${(100*tech.lastHitDamage * m.lastHit * (2 - m.harmReduction())).toFixed(0)}% damage)</em>` }, // = <strong>+${10*m.harmReduction()}%</strong>
// descriptionFunction() { return `increase <strong class='color-d'>damage</strong> by your last ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"} loss<br><strong style = 'font-size:90%;'>(${(tech.lastHitDamage).toFixed(0)}%)(${(100*m.lastHit).toFixed(0)} ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"})(${2 - m.harmReduction()} <strong class='color-defense'>defense</strong>) = ${(100*tech.lastHitDamage * m.lastHit * (2 - m.harmReduction())).toFixed(0)}% <strong class='color-d'>damage</strong></strong> ` }, // = <strong>+${10*m.harmReduction()}%</strong>
isFieldTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "negative mass" || m.fieldUpgrades[m.fieldMode].name === "standing wave") && !tech.isCloakHealLastHit
},
requires: "negative mass, pilot wave, not patch",
effect() {
tech.lastHitDamage += 5;
},
remove() {
tech.lastHitDamage = 0;
}
},
{
name: "neutronium",
description: `<strong>move</strong> and <strong>jump</strong> <strong>20%</strong> <strong>slower</strong><br>if your <strong class='color-f'>field</strong> is active <strong>+90%</strong> <strong class='color-defense'>defense</strong>`,
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "negative mass" && !tech.isEnergyHealth
},
requires: "negative mass, not mass-energy",
effect() {
tech.isNeutronium = true
tech.baseFx *= 0.8
tech.baseJumpForce *= 0.8
m.setMovement()
},
//also removed in m.setHoldDefaults() if player switches into a bad field
remove() {
tech.isNeutronium = false
if (!tech.isFreeWormHole) {
tech.baseFx = 0.08
tech.baseJumpForce = 10.5
m.setMovement()
}
}
},
{
name: "annihilation",
description: "after <strong>colliding</strong> with non-boss mobs<br>they are <strong>annihilated</strong> and <strong>33%</strong> <strong class='color-f'>energy</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "negative mass"
},
requires: "negative mass",
effect() {
tech.isAnnihilation = true
},
remove() {
tech.isAnnihilation = false;
}
},
{
name: "inertial mass",
description: "<strong>negative mass</strong> is larger and <strong>faster</strong><br><strong class='color-block'>blocks</strong> also move <strong>horizontally</strong> with the field",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "negative mass"
},
requires: "negative mass",
effect() {
tech.isFlyFaster = true
},
remove() {
tech.isFlyFaster = false;
}
},
// {
// name: "Bose Einstein condensate",
// description: "use <strong class='color-f'>energy</strong> to <strong class='color-s'>freeze</strong> <strong>mobs</strong> in your <strong class='color-f'>field</strong><br><em style = 'font-size: 100%'>pilot wave, negative mass, time dilation</em>",
// isFieldTech: true,
// maxCount: 1,
// count: 0,
// frequency: 2,
// frequencyDefault: 2,
// allowed() {
// return m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "negative mass" || (m.fieldUpgrades[m.fieldMode].name === "time dilation" && !tech.isRewindField)
// },
// requires: "pilot wave, negative mass, time dilation, not retrocausality",
// effect() {
// tech.isFreezeMobs = true
// },
// remove() {
// tech.isFreezeMobs = false
// }
// },
{
name: "bot manufacturing",
description: `use ${powerUps.orb.research(2)} to build<br><strong>3</strong> random <strong class='color-bot'>bots</strong>`,
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isBotTech: true,
isNonRefundable: true,
allowed() {
return powerUps.research.count > 1 && (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" || m.fieldUpgrades[m.fieldMode].name === "pilot wave")
},
requires: "NOT EXPERIMENT MODE, molecular assembler",
effect() {
for (let i = 0; i < 2; i++) {
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
}
m.energy = 0.01;
b.randomBot()
b.randomBot()
b.randomBot()
},
remove() {}
},
{
name: "bot prototypes",
description: `use ${powerUps.orb.research(3)}to build <strong>2</strong> random <strong class='color-bot'>bots</strong><br>and <strong>upgrade</strong> all <strong class='color-bot'>bots</strong> to that type`,
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
isBotTech: true,
isNonRefundable: true,
allowed() {
return powerUps.research.count > 2 && (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" || m.fieldUpgrades[m.fieldMode].name === "pilot wave")
},
requires: "NOT EXPERIMENT MODE, molecular assembler",
effect() {
for (let i = 0; i < 3; i++) {
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
}
//fill array of available bots
const notUpgradedBots = []
const num = 2
notUpgradedBots.push(() => {
tech.giveTech("nail-bot upgrade")
for (let i = 0; i < num; i++) {
b.nailBot()
tech.nailBotCount++;
}
simulation.makeTextLog(`tech.isNailBotUpgrade = true`)
})
notUpgradedBots.push(() => {
tech.giveTech("foam-bot upgrade")
for (let i = 0; i < num; i++) {
b.foamBot()
tech.foamBotCount++;
}
simulation.makeTextLog(`tech.isFoamBotUpgrade = true`)
})
notUpgradedBots.push(() => {
tech.giveTech("boom-bot upgrade")
for (let i = 0; i < num; i++) {
b.boomBot()
tech.boomBotCount++;
}
simulation.makeTextLog(`tech.isBoomBotUpgrade = true`)
})
notUpgradedBots.push(() => {
tech.giveTech("laser-bot upgrade")
for (let i = 0; i < num; i++) {
b.laserBot()
tech.laserBotCount++;
}
simulation.makeTextLog(`tech.isLaserBotUpgrade = true`)
})
notUpgradedBots.push(() => {
tech.giveTech("orbital-bot upgrade")
for (let i = 0; i < num; i++) {
b.orbitBot()
tech.orbitBotCount++;
}
simulation.makeTextLog(`tech.isOrbitalBotUpgrade = true`)
})
for (let i = 0; i < 2; i++) { //double chance for dynamo-bot, since it's very good for assembler
notUpgradedBots.push(() => {
tech.giveTech("dynamo-bot upgrade")
for (let i = 0; i < num; i++) {
b.dynamoBot()
tech.dynamoBotCount++;
}
simulation.makeTextLog(`tech.isDynamoBotUpgrade = true`)
})
}
notUpgradedBots[Math.floor(Math.random() * notUpgradedBots.length)]() //choose random function from the array and run it
},
remove() {}
},
// {
// name: "mycelium manufacturing",
// link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Mycelium' class="link">mycelium manufacturing</a>`,
// // description: `use ${powerUps.orb.research(1)}to repurpose <strong>molecular assembler</strong><br>excess <strong class='color-f'>energy</strong> used to grow <strong class='color-p' style='letter-spacing: 2px;'>spores</strong>`,
// descriptionFunction() { return `use ${powerUps.orb.research(1)}to repurpose <strong>molecular assembler</strong><br>excess <strong class='color-f'>energy</strong> used to grow ${b.guns[6].nameString('s')}` },
// isFieldTech: true,
// maxCount: 1,
// count: 0,
// frequency: 3,
// frequencyDefault: 3,
// allowed() {
// return (build.isExperimentSelection || powerUps.research.count > 0) && m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && !(tech.isMissileField || tech.isIceField || tech.isFastDrones || tech.isDroneGrab || tech.isDroneRadioactive || tech.isDroneTeleport)
// },
// requires: "molecular assembler, no other manufacturing, no drone tech",
// effect() {
// if (!build.isExperimentSelection) {
// for (let i = 0; i < 1; i++) {
// if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
// }
// }
// tech.isSporeField = true;
// },
// remove() {
// tech.isSporeField = false;
// if (this.count > 0) powerUps.research.changeRerolls(1)
// }
// },
// {
// name: "missile manufacturing",
// link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Missile' class="link">missile manufacturing</a>`,
// description: `use ${powerUps.orb.research(1)}to repurpose <strong>molecular assembler</strong><br>excess <strong class='color-f'>energy</strong> used to construct <strong>missiles</strong>`,
// // description: "use <strong>3</strong> <strong class='color-r'>research</strong> to repurpose <strong>assembler</strong><br>excess <strong class='color-f'>energy</strong> used to construct <strong>missiles</strong>",
// isFieldTech: true,
// maxCount: 1,
// count: 0,
// frequency: 3,
// frequencyDefault: 3,
// allowed() {
// return (build.isExperimentSelection || powerUps.research.count > 0) && m.maxEnergy > 0.5 && m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && !(tech.isSporeField || tech.isIceField || tech.isFastDrones || tech.isDroneGrab || tech.isDroneRadioactive || tech.isDroneTeleport || tech.isDronesTravel)
// },
// requires: "molecular assembler, no other manufacturing, no drone tech",
// effect() {
// if (!build.isExperimentSelection) {
// for (let i = 0; i < 1; i++) {
// if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
// }
// }
// tech.isMissileField = true;
// },
// remove() {
// tech.isMissileField = false;
// if (this.count > 0) powerUps.research.changeRerolls(1)
// }
// },
// {
// name: "ice IX manufacturing",
// link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Ice-nine_(disambiguation)' class="link">ice IX manufacturing</a>`,
// description: `use ${powerUps.orb.research(1)}to repurpose <strong>molecular assembler</strong><br>excess <strong class='color-f'>energy</strong> used to condense <strong class='color-s'>ice IX</strong>`,
// // description: "use <strong>3</strong> <strong class='color-r'>research</strong> to repurpose <strong>assembler</strong><br>excess <strong class='color-f'>energy</strong> used to condense <strong class='color-s'>ice IX</strong>",
// isFieldTech: true,
// maxCount: 1,
// count: 0,
// frequency: 3,
// frequencyDefault: 3,
// allowed() {
// return (build.isExperimentSelection || powerUps.research.count > 0) && m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && !(tech.isSporeField || tech.isMissileField || tech.isFastDrones || tech.isDroneGrab || tech.isDroneRadioactive || tech.isDroneTeleport || tech.isDronesTravel)
// },
// requires: "molecular assembler, no other manufacturing, no drone tech",
// effect() {
// if (!build.isExperimentSelection) {
// for (let i = 0; i < 1; i++) {
// if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
// }
// }
// tech.isIceField = true;
// },
// remove() {
// tech.isIceField = false;
// if (this.count > 0) powerUps.research.changeRerolls(1)
// }
// },
{
name: "pair production",
description: "after picking up a <strong>power up</strong><br><strong>+200</strong> <strong class='color-f'>energy</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "molecular assembler" || m.fieldUpgrades[m.fieldMode].name === "standing wave" || m.fieldUpgrades[m.fieldMode].name === "pilot wave"
},
requires: "molecular assembler, pilot wave, standing wave",
effect() {
tech.isMassEnergy = true // used in m.grabPowerUp
m.energy += 2
},
remove() {
tech.isMassEnergy = false;
}
},
{
name: "electric generator",
description: "after <strong>deflecting</strong> mobs<br>molecular assembler generates <strong>+50</strong> <strong class='color-f'>energy</strong>",
isFieldTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "molecular assembler"
},
requires: "molecular assembler",
effect() {
tech.deflectEnergy += 0.5;
},
remove() {
tech.deflectEnergy = 0;
}
},
{
name: "tokamak",
description: "throwing a <strong class='color-block'>block</strong> converts it into <strong class='color-f'>energy</strong><br>and a pulsed fusion <strong class='color-e'>explosion</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "plasma torch" || m.fieldUpgrades[m.fieldMode].name === "molecular assembler"
},
requires: "plasma torch, molecular assembler",
effect() {
tech.isTokamak = true;
},
remove() {
tech.isTokamak = false;
}
},
{
name: "degenerate matter",
description: "if your <strong class='color-f'>field</strong> is active<br><strong>+75%</strong> <strong class='color-defense'>defense</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (m.fieldUpgrades[m.fieldMode].name === "plasma torch" || m.fieldUpgrades[m.fieldMode].name === "molecular assembler" || m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism" || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && !tech.isEnergyHealth
},
requires: "molecular assembler, plasma torch, perfect diamagnetism, pilot wave, not mass-energy",
effect() {
tech.isHarmReduce = true
},
remove() {
tech.isHarmReduce = false;
}
},
{
name: "plasma-bot",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">plasma-bot</a>`,
description: "remove your <strong class='color-f'>field</strong> to build a <strong class='color-bot'>bot</strong><br>that uses <strong class='color-f'>energy</strong> to emit <strong class='color-plasma'>plasma</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
isBot: true,
isBotTech: true,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "plasma torch" && (build.isExperimentSelection || powerUps.research.count > 0) && !tech.isPlasmaBall && !tech.isExtruder
},
requires: "plasma torch, not extruder, plasma ball",
effect() {
tech.plasmaBotCount++;
b.plasmaBot();
if (build.isExperimentSelection) {
document.getElementById("field-" + m.fieldMode).classList.remove("build-field-selected");
document.getElementById("field-0").classList.add("build-field-selected");
}
m.setField("field emitter")
},
remove() {
if (this.count > 0) {
tech.plasmaBotCount = 0;
b.clearPermanentBots();
b.respawnBots();
if (m.fieldMode === 0) {
m.setField("plasma torch")
if (build.isExperimentSelection) {
document.getElementById("field-0").classList.remove("build-field-selected");
document.getElementById("field-" + m.fieldMode).classList.add("build-field-selected");
}
}
}
}
},
{
name: "plasma jet",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Plasma_(physics)' class="link">plasma jet</a>`,
description: `use ${powerUps.orb.research(2)}<br><strong>+50%</strong> <strong class='color-plasma'>plasma</strong> <strong>torch</strong> range`,
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (tech.plasmaBotCount || m.fieldUpgrades[m.fieldMode].name === "plasma torch") && (build.isExperimentSelection || powerUps.research.count > 1) && !tech.isPlasmaBall
},
requires: "plasma torch, not plasma ball",
effect() {
tech.isPlasmaRange += 0.5;
for (let i = 0; i < 2; i++) {
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
}
},
remove() {
tech.isPlasmaRange = 1;
if (this.count > 0) powerUps.research.changeRerolls(this.count * 2)
}
},
{
name: "extruder",
description: "<strong>extrude</strong> a thin hot wire of <strong class='color-plasma'>plasma</strong><br>increases <strong class='color-d'>damage</strong> and <strong class='color-f'>energy</strong> drain",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "plasma torch" && !tech.isPlasmaBall
},
requires: "plasma torch, not plasma ball",
effect() {
tech.isExtruder = true;
m.fieldUpgrades[m.fieldMode].set()
},
remove() {
tech.isExtruder = false;
if (this.count && m.fieldUpgrades[m.fieldMode].name === "plasma torch") m.fieldUpgrades[m.fieldMode].set()
}
},
{
name: "refractory metal",
description: "<strong class='color-plasma'>extrude</strong> metals at a higher <strong class='color-plasma'>temperature</strong><br>increases effective <strong>radius</strong> and <strong class='color-d'>damage</strong>",
isFieldTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "plasma torch" && tech.isExtruder
},
requires: "extruder",
effect() {
tech.extruderRange += 55
},
remove() {
tech.extruderRange = 15
}
},
{
name: "plasma ball",
description: "<strong>grow</strong> an expanding <strong>ball</strong> of <strong class='color-plasma'>plasma</strong><br>increases <strong class='color-d'>damage</strong> and <strong class='color-f'>energy</strong> drain",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "plasma torch" && !tech.isExtruder && tech.isPlasmaRange === 1
},
requires: "plasma torch, not extruder, plasma jet",
effect() {
tech.isPlasmaBall = true;
m.fieldUpgrades[m.fieldMode].set()
},
remove() {
tech.isPlasmaBall = false;
if (this.count && m.fieldUpgrades[m.fieldMode].name === "plasma torch") m.fieldUpgrades[m.fieldMode].set()
}
},
{
name: "corona discharge",
description: "increase the <strong>range</strong> and <strong>frequency</strong><br>of <strong class='color-plasma'>plasma</strong> ball's <strong>electric arc</strong> ",
isFieldTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "plasma torch" && tech.isPlasmaBall
},
requires: "plasma ball",
effect() {
tech.plasmaDischarge += 0.03
},
remove() {
tech.plasmaDischarge = 0.01 //default chance per cycle of a discharge
}
},
{
name: "retrocausality",
description: "<strong>time dilation</strong> uses <strong class='color-f'>energy</strong> to <strong>rewind</strong> your<br><strong class='color-h'>health</strong>, <strong>velocity</strong>, and <strong>position</strong> up to <strong>10</strong> seconds",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "time dilation" && !m.isShipMode && !tech.isRewindAvoidDeath && !tech.isEnergyHealth && !tech.isTimeSkip
},
requires: "time dilation, not CPT symmetry, mass-energy",
effect() {
tech.isRewindField = true;
m.fieldUpgrades[m.fieldMode].set()
m.wakeCheck();
},
remove() {
tech.isRewindField = false;
if (this.count) m.fieldUpgrades[m.fieldMode].set()
}
},
{
name: "frame-dragging", //"non-inertial frame",
description: "when not <strong>moving</strong> time dilation <strong style='letter-spacing: 2px;'>stops time</strong><br><strong>+33%</strong> <strong class='color-defense'>defense</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 1,
frequencyDefault: 1,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "time dilation"
},
requires: "time dilation",
effect() {
tech.isTimeStop = true;
m.fieldHarmReduction = 0.66; //33% reduction
},
remove() {
tech.isTimeStop = false;
if (m.fieldUpgrades[m.fieldMode].name === "time dilation") m.fieldHarmReduction = 1;
}
},
{
name: "Lorentz transformation",
description: `use ${powerUps.orb.research(3)}<br><strong>+50%</strong> <strong>movement</strong>, <strong>jumping</strong>, and <strong><em>fire rate</em></strong>`,
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
allowed() {
return (m.fieldUpgrades[m.fieldMode].name === "time dilation") && (build.isExperimentSelection || powerUps.research.count > 2)
},
requires: "time dilation",
effect() {
tech.isFastTime = true
m.setMovement();
b.setFireCD();
for (let i = 0; i < 3; i++) {
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
}
},
remove() {
tech.isFastTime = false
m.setMovement();
b.setFireCD();
if (this.count > 0) powerUps.research.changeRerolls(3)
}
},
{
name: "time crystals",
description: "<strong>+200%</strong> passive <strong class='color-f'>energy</strong> generation",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return !tech.isGroundState && (m.fieldUpgrades[m.fieldMode].name === "time dilation" || m.fieldUpgrades[m.fieldMode].name === "pilot wave")
},
requires: "time dilation or pilot wave, not ground state",
effect() {
tech.isTimeCrystals = true
m.setFieldRegen()
},
remove() {
tech.isTimeCrystals = false
m.setFieldRegen()
}
},
{
name: "no-cloning theorem",
// descriptionFunction() { return `<strong>+45%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>after a mob <strong>dies</strong> <strong>2%</strong> <strong class='color-dup'>duplication</strong> <em>(${tech.duplicationChance()})</em>` },
description: `<strong>+45%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>after a mob <strong>dies</strong> <strong>2%</strong> <strong class='color-dup'>duplication</strong>`,
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (m.fieldUpgrades[m.fieldMode].name === "time dilation" || m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking") && !tech.isQuantumEraser
},
requires: "cloaking, time dilation",
effect() {
tech.cloakDuplication = 0.45
powerUps.setDupChance(); //needed after adjusting duplication chance
if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.4);
},
remove() {
tech.cloakDuplication = 0
powerUps.setDupChance(); //needed after adjusting duplication chance
}
},
{
name: "quantum eraser",
descriptionFunction() { return `<span style = 'font-size:90%;'>for each mob left <strong>alive</strong> after you exit a <strong>level</strong><br><strong>kill</strong> a mob as they spawn at <strong>+${100-1.6*simulation.difficultyMode**2}%</strong> <strong class='color-dup'>duplication</strong></span>` },
// description: `<span style = 'font-size:90%;'>for each mob left <strong>alive</strong> after you exit a <strong>level</strong><br><strong>kill</strong> a mob as they spawn at <strong>100%</strong> <strong class='color-dup'>duplication</strong></span>`,
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return (m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking" || m.fieldUpgrades[m.fieldMode].name === "time dilation") && !tech.cloakDuplication
},
requires: "cloaking or time dilation",
effect() {
tech.quantumEraserCount = 0
tech.isQuantumEraserDuplication = 0
tech.isQuantumEraser = true
},
remove() {
tech.quantumEraserCount = 0
tech.isQuantumEraserDuplication = 0
tech.isQuantumEraser = false
}
},
{
name: "symbiosis",
descriptionFunction() { return `after a <strong>boss</strong> <strong>dies</strong> spawn a <strong class='color-m'>tech</strong>, ${powerUps.orb.ammo(1)}, ${powerUps.orb.research(1)}, and ${powerUps.orb.heal(1)}<br>after a <strong>mob</strong> <strong>dies</strong> <strong>0.5</strong> maximum ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"}` },
// description: `after a <strong>boss</strong> <strong>dies</strong> spawn a <strong class='color-m'>tech</strong>, ${powerUps.orb.ammo(1)}, ${powerUps.orb.research(1)}, and ${powerUps.orb.heal(1)}<br>after a <strong>mob</strong> <strong>dies</strong> <strong>0.5</strong> maximum <strong class='color-h'>health</strong>`,
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking" //|| m.fieldUpgrades[m.fieldMode].name === "time dilation"
},
requires: "cloaking or time dilation",
effect() {
tech.isAddRemoveMaxHealth = true
},
remove() {
tech.isAddRemoveMaxHealth = false
}
},
{
name: "boson composite",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Boson' class="link">boson composite</a>`,
description: "while <strong class='color-cloaked'>cloaked</strong> you are <strong>intangible</strong><br>to <strong class='color-block'>blocks</strong> and mobs, but <strong>mobs</strong> drain <strong class='color-f'>energy</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking"
},
requires: "metamaterial cloaking",
effect() {
tech.isIntangible = true;
},
remove() {
if (tech.isIntangible) {
tech.isIntangible = false;
player.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield //normal collisions
}
}
},
{
name: "patch",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Patch_(computing)' class="link">patch</a>`,
description: "after <strong class='color-cloaked'>cloaking</strong> recover <strong>75%</strong> of your<br>last <strong class='color-h'>health</strong> loss using that much <strong class='color-f'>energy</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking" && !tech.lastHitDamage && !tech.isEnergyHealth
},
requires: "metamaterial cloaking, not dynamic equilibrium, mass-energy",
effect() {
tech.isCloakHealLastHit = true;
},
remove() {
tech.isCloakHealLastHit = false;
}
},
{
name: "dazzler",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Dazzler_(weapon)' class="link">dazzler</a>`,
description: "after <strong class='color-cloaked'>decloaking</strong> <strong>stun</strong> nearby mobs<br>for <strong>15</strong> <strong class='color-f'>energy</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking"
},
requires: "metamaterial cloaking",
effect() {
tech.isCloakStun = true;
},
remove() {
tech.isCloakStun = false;
}
},
// {
// name: "ambush",
// description: "metamaterial cloaking field <strong class='color-d'>damage</strong> effect<br>is increased from <span style = 'text-decoration: line-through;'>333%</span> to <strong>555%</strong>",
// isFieldTech: true,
// maxCount: 1,
// count: 0,
// frequency: 2,
// frequencyDefault: 2,
// allowed() {
// return m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking"
// },
// requires: "metamaterial cloaking",
// effect() {
// tech.sneakAttackDmg = 6.55 //555% + 100%
// },
// remove() {
// tech.sneakAttackDmg = 4.33 //333% + 100%
// }
// },
{
name: "dynamical systems",
description: `use ${powerUps.orb.research(2)}<br><strong>+35%</strong> <strong class='color-d'>damage</strong>`,
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
allowed() {
return (m.fieldUpgrades[m.fieldMode].name === "plasma torch" || m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking" || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && (build.isExperimentSelection || powerUps.research.count > 1)
},
requires: "cloaking, pilot wave, or plasma torch",
damage: 1.35,
effect() {
tech.damage *= this.damage
tech.isCloakingDamage = true
for (let i = 0; i < 2; i++) {
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
}
},
remove() {
tech.isCloakingDamage = false
if (this.count > 0) {
tech.damage /= this.damage
powerUps.research.changeRerolls(2)
}
}
},
{
name: "combinatorial optimization",
description: "<strong>+35%</strong> <strong class='color-d'>damage</strong><br><strong>35%</strong> <strong><em>fire rate</em></strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "plasma torch" || m.fieldUpgrades[m.fieldMode].name === "time dilation" || m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking" || m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "molecular assembler"
},
requires: "cloaking, molecular assembler, plasma torch, pilot wave",
damage: 1.35,
effect() {
tech.damage *= this.damage
tech.aimDamage = 1.35
b.setFireCD();
},
remove() {
if (this.count) tech.damage /= this.damage
tech.aimDamage = 1
b.setFireCD();
}
},
{
name: "WIMPs",
description: `at the end of each <strong>level</strong> spawn ${powerUps.orb.research(5)}<br> and a dangerous particle that slowly <strong>chases</strong> you`,
isFieldTech: true,
maxCount: 9,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "wormhole" || m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "time dilation"
},
requires: "wormhole or pilot wave",
effect() {
tech.wimpCount++
spawn.WIMP()
for (let j = 0, len = 5; j < len; j++) powerUps.spawn(level.exit.x + 100 * (Math.random() - 0.5), level.exit.y - 100 + 100 * (Math.random() - 0.5), "research", false)
},
remove() {
tech.wimpCount = 0
}
},
{
name: "vacuum fluctuation",
description: `use ${powerUps.orb.research(6)}to exploit your <strong class='color-f'>field</strong> for a<br><strong>+11%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>`,
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
allowed() {
return (m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "negative mass" || m.fieldUpgrades[m.fieldMode].name === "time dilation" || m.fieldUpgrades[m.fieldMode].name === "wormhole") && (build.isExperimentSelection || powerUps.research.count > 6)
},
requires: "wormhole, time dilation, negative mass, pilot wave",
effect() {
tech.fieldDuplicate = 0.11
powerUps.setDupChance(); //needed after adjusting duplication chance
if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.13);
for (let i = 0; i < 6; i++) {
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
}
},
remove() {
tech.fieldDuplicate = 0
powerUps.setDupChance(); //needed after adjusting duplication chance
if (this.count > 0) powerUps.research.changeRerolls(6)
}
},
// {
// name: "Penrose process",
// description: "after a <strong class='color-block'>block</strong> falls into a <strong class='color-worm'>wormhole</strong><br><strong>+50</strong> <strong class='color-f'>energy</strong>",
// isFieldTech: true,
// maxCount: 1,
// count: 0,
// frequency: 2,
// frequencyDefault: 2,
// allowed() {
// return m.fieldUpgrades[m.fieldMode].name === "wormhole"
// },
// requires: "wormhole",
// effect() {
// tech.isWormholeEnergy = true
// },
// remove() {
// tech.isWormholeEnergy = false
// }
// },
{
name: "transdimensional worms",
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Dimension' class="link">transdimensional worms</a>`,
description: "after <strong class='color-block'>blocks</strong> fall into a <strong class='color-worm'>wormhole</strong><br>spawn a <strong class='color-p' style='letter-spacing: 2px;'>worm</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "wormhole"
},
requires: "wormhole",
effect() {
tech.isWormholeWorms = true
},
remove() {
tech.isWormholeWorms = false
}
},
{
name: "geodesics",
description: `your <strong>bullets</strong> can traverse <strong class='color-worm'>wormholes</strong><br>spawn 2 <strong class='color-g'>guns</strong> and ${powerUps.orb.ammo(4)}`,
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "wormhole"
},
requires: "wormhole",
effect() {
tech.isWormHoleBullets = true
for (let i = 0; i < 2; i++) powerUps.spawn(m.pos.x + 200 * (Math.random() - 0.5), m.pos.y + 200 * (Math.random() - 0.5), "gun");
for (let i = 0; i < 4; i++) powerUps.spawn(m.pos.x + 200 * (Math.random() - 0.5), m.pos.y + 200 * (Math.random() - 0.5), "ammo");
},
remove() {
if (tech.isWormHoleBullets) {
for (let i = 0; i < 2; i++) {
if (b.inventory.length) b.removeGun(b.guns[b.inventory[b.inventory.length - 1]].name) //remove your last gun
}
tech.isWormHoleBullets = false;
}
}
},
{
name: "cosmic string",
description: "after <strong>tunneling</strong> through mobs with a <strong class='color-worm'>wormhole</strong><br><strong>stun</strong> then and do <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong>",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "wormhole"
},
requires: "wormhole",
effect() {
tech.isWormholeDamage = true
},
remove() {
tech.isWormholeDamage = false
}
},
{
name: "invariant",
description: "while placing your <strong class='color-worm'>wormhole</strong><br>use <strong class='color-f'>energy</strong> to <strong>pause</strong> time",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "wormhole" && !tech.isNoDraftPause
},
requires: "wormhole, not eternalism",
effect() {
tech.isWormHolePause = true
},
remove() {
if (tech.isWormHolePause && m.isBodiesAsleep) m.wakeCheck();
tech.isWormHolePause = false
}
},
{
name: "charmed baryons",
description: `<strong>33%</strong> <strong>movement</strong> and <strong>jumping</strong><br><strong class='color-worm'>wormholes</strong> drain <strong>zero</strong> <strong class='color-f'>energy</strong>`,
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "wormhole" && !tech.isWormholeMapIgnore
},
requires: "wormhole, not affine connection",
effect() {
tech.isFreeWormHole = true
tech.baseFx *= 0.66
tech.baseJumpForce *= 0.66
m.setMovement()
},
//also removed in m.setHoldDefaults() if player switches into a bad field
remove() {
tech.isFreeWormHole = false
if (!tech.isNeutronium) {
tech.baseFx = 0.08
tech.baseJumpForce = 10.5
m.setMovement()
}
}
},
{
name: "affine connection",
description: "<strong class='color-worm'>wormholes</strong> can tunnel through the <strong>map</strong><br>for <strong>+200%</strong> <strong class='color-f'>energy</strong> drain",
isFieldTech: true,
maxCount: 1,
count: 0,
frequency: 2,
frequencyDefault: 2,
allowed() {
return m.fieldUpgrades[m.fieldMode].name === "wormhole" && !tech.isFreeWormHole
},
requires: "wormhole, not charmed baryons",
effect() {
tech.isWormholeMapIgnore = true
},
remove() {
tech.isWormholeMapIgnore = false
}
},
//**************************************************
//************************************************** experimental
//************************************************** modes
//**************************************************
// {
// name: "-ship-",
// description: "<strong style='color: #f55;'>experiment:</strong> fly around with no legs<br>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"
// },
// requires: "",
// effect() {
// m.shipMode()
// },
// remove() {}
// },
// {
// name: "-quantum leap-",
// description: "<strong style='color: #f55;'>experiment:</strong> every 20 seconds<br>become an <strong class='alt'>alternate</strong> version of yourself",
// maxCount: 1,
// count: 0,
// frequency: 0,
// isBadRandomOption: true,
// isExperimentalMode: true,
// allowed() {
// return build.isExperimentSelection
// },
// requires: "",
// interval: undefined,
// effect() {
// this.interval = setInterval(() => {
// if (!build.isExperimentSelection) {
// m.switchWorlds()
// simulation.trails()
// }
// }, 20000); //every 20 seconds
// },
// remove() {
// if (this.count > 0) clearTimeout(this.interval);
// }
// },
// {
// name: "-shields-",
// description: "<strong style='color: #f55;'>experiment:</strong> every 5 seconds<br>all mobs gain a shield",
// maxCount: 1,
// count: 0,
// frequency: 0,
// isBadRandomOption: true,
// isExperimentalMode: true,
// allowed() {
// return build.isExperimentSelection
// },
// requires: "",
// effect() {
// this.interval = setInterval(() => {
// if (!build.isExperimentSelection) {
// for (let i = 0; i < mob.length; i++) {
// if (!mob[i].isShielded && !mob[i].shield && mob[i].isDropPowerUp) spawn.shield(mob[i], mob[i].position.x, mob[i].position.y, 1, true);
// }
// }
// }, 5000); //every 5 seconds
// },
// interval: undefined,
// remove() {
// if (this.count > 0) clearTimeout(this.interval);
// }
// },
// {
// name: "-Fourier analysis-",
// description: "<strong style='color: #f55;'>experiment:</strong> your aiming is random",
// maxCount: 1,
// count: 0,
// frequency: 0,
// isBadRandomOption: true,
// isExperimentalMode: true,
// allowed() {
// return build.isExperimentSelection && !m.isShipMode
// },
// requires: "not ship",
// effect() {
// m.look = () => {
// m.angle = 2 * Math.sin(m.cycle * 0.0133) + Math.sin(m.cycle * 0.013) + 0.5 * Math.sin(m.cycle * 0.031) + 0.33 * Math.sin(m.cycle * 0.03)
// const scale = 0.8;
// m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale;
// m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale;
// m.transX += (m.transSmoothX - m.transX) * 0.07;
// m.transY += (m.transSmoothY - m.transY) * 0.07;
// }
// },
// remove() {
// if (this.count > 0) m.look = m.lookDefault()
// }
// },
// {
// name: "-panopticon-",
// description: "<strong style='color: #f55;'>experiment:</strong> mobs can always see you",
// maxCount: 1,
// count: 0,
// frequency: 0,
// isBadRandomOption: true,
// isExperimentalMode: true,
// allowed() {
// return build.isExperimentSelection
// },
// requires: "",
// effect() {
// this.interval = setInterval(() => {
// if (!build.isExperimentSelection) {
// for (let i = 0; i < mob.length; i++) {
// if (!mob[i].shield && mob[i].isDropPowerUp) {
// mob[i].locatePlayer()
// mob[i].seePlayer.yes = true;
// }
// }
// }
// }, 1000); //every 1 seconds
// },
// interval: undefined,
// remove() {
// if (this.count > 0) clearTimeout(this.interval);
// }
// },
// {
// name: "-decomposers-",
// description: "<strong style='color: #f55;'>experiment:</strong> after they die<br>mobs leave behind spawns",
// maxCount: 1,
// count: 0,
// frequency: 0,
// isBadRandomOption: true,
// isExperimentalMode: true,
// allowed() {
// return build.isExperimentSelection
// },
// requires: "",
// effect() {
// tech.deathSpawns = 0.2
// },
// remove() {
// tech.deathSpawns = 0
// }
// },
//**************************************************
//************************************************** JUNK
//************************************************** tech
//**************************************************
// {
// name: "junk",
// description: "",
// maxCount: 9,
// count: 0,
// frequency: 0,
// isNonRefundable: true,
// isJunk: true,
// allowed() {
// return true
// },
// requires: "",
// effect() {
// },
// remove() {}
// },
// {
// name: "swap meet",
// description: "normal <strong class='color-m'>tech</strong> become <strong class='color-j'>JUNK</strong><br>and <strong class='color-j'>JUNK</strong> become normal <strong class='color-m'>tech</strong>",
// maxCount: 1,
// count: 0,
// frequency: 0,
// isJunk: true,
// isNonRefundable: true,
// allowed() {
// return true
// },
// requires: "",
// effect() {
// for (let i = 0, len = tech.tech.length; i < len; i++) {
// tech.tech[i].isJunk = !tech.tech[i].isJunk
// if (tech.tech[i].isJunk) {} else {}
// if (tech.tech[i].frequency > 0) {
// tech.tech[i].frequency = 0
// } else {
// tech.tech[i].frequency = 2
// }
// }
// },
// remove() {}
// },
{
name: "boost",
maxCount: 1,
count: 0,
frequency: 0,
isJunk: true,
isNonRefundable: true,
allowed() {
return !build.isExperimentSelection
},
requires: "NOT EXPERIMENT MODE",
effect() {
powerUps.spawnDelay("boost", this.spawnCount)
},
remove() {},
id: 0,
text: "",
delay: 100,
spawnCount: 0,
descriptionFunction() {
let count = 9999 * Math.random()
const loop = () => {
if ((simulation.isChoosing) && m.alive && !build.isExperimentSelection) { //&& (!simulation.isChoosing || this.count === 0) //simulation.paused ||
count += 4.5
const waves = 2 * Math.sin(count * 0.0133) + Math.sin(count * 0.013) + 0.5 * Math.sin(count * 0.031) + 0.33 * Math.sin(count * 0.03)
this.spawnCount = Math.floor(100 * Math.abs(waves))
this.text = `spawn <strong style = "font-family: 'Courier New', monospace;">${this.spawnCount.toLocaleString(undefined, {minimumIntegerDigits:3})}</strong> ${powerUps.orb.boost(1)}<br>that give <strong>+${(powerUps.boost.damage*100).toFixed(0)}%</strong> <strong class='color-d'>damage</strong> for <strong>${(powerUps.boost.duration/60).toFixed(0)}</strong> seconds</span>`
if (document.getElementById(`boost-JUNK-id${this.id}`)) document.getElementById(`boost-JUNK-id${this.id}`).innerHTML = this.text
setTimeout(() => { loop() }, this.delay);
}
}
setTimeout(() => { loop() }, this.delay);
this.id++
return `<span id = "boost-JUNK-id${this.id}">${this.text}</span>`
},
},
{
name: "return",
description: "return to the introduction level<br>reduce combat <strong>difficulty</strong> by <strong>2 levels</strong>",
maxCount: 1,
count: 0,
frequency: 0,
isJunk: true,
isNonRefundable: true,
allowed: () => true,
requires: "",
effect() {
level.difficultyDecrease(simulation.difficultyMode * 2)
level.onLevel = 0
simulation.clearNow = true //end current level
},
remove() {}
},
{
name: "panpsychism",
description: "awaken all <strong class='color-block'>blocks</strong><br><strong class='color-block'>blocks</strong> have a chance to spawn power ups",
maxCount: 1,
count: 0,
frequency: 0,
isJunk: true,
isNonRefundable: true,
allowed: () => true,
requires: "",
effect() {
setInterval(() => {
for (let i = body.length - 1; i > -1; i--) {
if (!body[i].isNotHoldable) {
Matter.Composite.remove(engine.world, body[i]);
spawn.blockMob(body[i].position.x, body[i].position.y, body[i], 0);
if (!body[i].isAboutToBeRemoved) mob[mob.length - 1].isDropPowerUp = true
body.splice(i, 1);
}
}
}, 6000);
},
remove() {}
},
{
name: "meteor shower",
description: "take a shower, but meteors instead of water",
maxCount: 1,
count: 0,
frequency: 0,
isJunk: true,
isNonRefundable: true,
allowed: () => true,
requires: "",
effect() {
setInterval(() => {
fireBlock = function(xPos, yPos) {
const index = body.length
spawn.bodyRect(xPos, yPos, 20 + 50 * Math.random(), 20 + 50 * Math.random());
const bodyBullet = body[index]
Matter.Body.setVelocity(bodyBullet, { x: 5 * (Math.random() - 0.5), y: 10 * (Math.random() - 0.5) });
bodyBullet.isAboutToBeRemoved = true
bodyBullet.collisionFilter.category = cat.body;
bodyBullet.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
bodyBullet.classType = "body";
Composite.add(engine.world, bodyBullet); //add to world
setTimeout(() => { //remove block
for (let i = 0; i < body.length; i++) {
if (body[i] === bodyBullet) {
Matter.Composite.remove(engine.world, body[i]);
body.splice(i, 1);
}
}
}, 4000 + Math.floor(9000 * Math.random()));
}
fireBlock(player.position.x + 600 * (Math.random() - 0.5), player.position.y - 500 - 500 * Math.random());
// for (let i = 0, len = Math.random(); i < len; i++) {
// }
}, 1000);
},
remove() {}
},
{
name: "closed timelike curve",
description: "spawn 5 <strong class='color-f'>field</strong> power ups, but every 12 seconds<br>teleport a second into your future or past",
maxCount: 1,
count: 0,
frequency: 0,
isJunk: true,
isNonRefundable: true,
allowed: () => true,
requires: "",
effect() {
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "field");
function loop() {
if (!simulation.paused && m.alive) {
if (!(simulation.cycle % 720)) {
requestAnimationFrame(() => {
if ((simulation.cycle % 1440) > 720) { //kinda alternate between each option
m.rewind(60)
m.energy += 0.4 //to make up for lost energy
} else {
simulation.timePlayerSkip(60)
}
}); //wrapping in animation frame prevents errors, probably
}
}
requestAnimationFrame(loop);
}
requestAnimationFrame(loop);
},
remove() {}
},
// {
// name: "translate",
// description: "translate n-gon into a random language",
// maxCount: 1,
// count: 0,
// frequency: 0,
// isJunk: true,
// isNonRefundable: true,
// allowed() {
// return true
// },
// requires: "",
// effect() {
// // generate a container
// const gtElem = document.createElement('div')
// gtElem.id = "gtElem"
// gtElem.style.visibility = 'hidden' // make it invisible
// document.body.append(gtElem)
// // generate a script to run after creation
// function initGT() {
// // create a new translate element
// new google.translate.TranslateElement({ pageLanguage: 'en', layout: google.translate.TranslateElement.InlineLayout.HORIZONTAL }, 'gtElem')
// // ok now since it's loaded perform a funny hack to make it work
// const langSelect = document.getElementsByClassName("goog-te-combo")[0]
// // select a random language. It takes a second for all langauges to load, so wait a second.
// setTimeout(() => {
// langSelect.selectedIndex = Math.round(langSelect.options.length * Math.random())
// // simulate a click
// langSelect.dispatchEvent(new Event('change'))
// // now make it go away
// const bar = document.getElementById(':1.container')
// bar.style.display = 'none'
// bar.style.visibility = 'hidden'
// }, 1000)
// }
// // add the google translate script
// const translateScript = document.createElement('script')
// translateScript.src = '//translate.google.com/translate_a/element.js?cb=initGT'
// document.body.append(translateScript)
// },
// remove() {}
// },
{
name: "discount",
description: "get 3 random <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> for the price of 1!",
maxCount: 1,
count: 0,
frequency: 0,
isJunk: true,
isNonRefundable: true,
allowed: () => true,
requires: "",
effect() {
tech.giveRandomJUNK()
tech.giveRandomJUNK()
tech.giveRandomJUNK()
},
remove() {}
},
// {
// name: "hi",
// description: `spawn to seed <strong>616</strong> `,
// maxCount: 1,
// count: 0,
// frequency: 0,
// isNonRefundable: true,
// isJunk: true,
// allowed() {
// return true
// },
// requires: "",
// effect() {
// document.getElementById("seed").placeholder = Math.initialSeed = String(616)
// Math.seed = Math.abs(Math.hash(Math.initialSeed)) //update randomizer seed in case the player changed it
// },
// remove() {}
// },
{
name: "Higgs phase transition",
description: "instantly spawn 5 <strong class='color-m'>tech</strong>, but add a chance to<br>remove everything with a 5 minute <strong>half-life</strong>",
maxCount: 1,
count: 0,
frequency: 0,
frequencyDefault: 0,
isJunk: true,
isNonRefundable: true,
allowed: () => true,
requires: "",
effect() {
powerUps.spawn(m.pos.x, m.pos.y, "tech");
powerUps.spawn(m.pos.x + 30, m.pos.y, "tech");
powerUps.spawn(m.pos.x + 60, m.pos.y, "tech");
powerUps.spawn(m.pos.x, m.pos.y - 30, "tech");
powerUps.spawn(m.pos.x + 30, m.pos.y - 60, "tech");
function loop() {
// (1-X)^cycles = chance to be removed //Math.random() < 0.000019 10 min
if (!simulation.paused && m.alive) {
if (Math.random() < 0.000038) {
// m.death();
simulation.clearMap();
simulation.draw.setPaths();
return
}
}
requestAnimationFrame(loop);
}
requestAnimationFrame(loop);
},
remove() {}
},
{
name: "harvest",
description: "convert all the mobs on this level into <strong class='color-ammo'>ammo</strong>",
maxCount: 1,
count: 0,
frequency: 0,
frequencyDefault: 0,
isJunk: true,
isNonRefundable: true,
allowed: () => true,
requires: "",
effect() {
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].isDropPowerUp) {
powerUps.directSpawn(mob[i].position.x, mob[i].position.y, "ammo");
mob[i].death();
}
}
// for (let i = powerUp.length - 1; i > -1; i--) {
// if (powerUp[i].name !== "ammo") {
// Matter.Composite.remove(engine.world, powerUp[i]);
// powerUp.splice(i, 1);
// }
// }
},
remove() {}
},
{
name: "&nbsp;",
description: "",
maxCount: 1,
count: 0,
frequency: 0,
frequencyDefault: 0,
isJunk: true,
allowed: () => true,
requires: "",
effect() {
},
remove() {
}
},
{
name: "brainstorm",
description: "the <strong class='color-m'>tech</strong> choice menu <strong>randomizes</strong><br>every <strong>0.5</strong> seconds for <strong>10</strong> seconds",
maxCount: 1,
count: 0,
frequency: 0,
frequencyDefault: 0,
isJunk: true,
allowed: () => true,
requires: "",
effect() {
tech.isBrainstorm = true
tech.isBrainstormActive = false
tech.brainStormDelay = 30
},
remove() {
tech.isBrainstorm = false
tech.isBrainstormActive = false
}
},
{
name: "catabolysis",
description: `set your maximum <strong class='color-h'>health</strong> to <strong>1</strong><br><strong>double</strong> your current <strong class='color-ammo'>ammo</strong> <strong>10</strong> times`,
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() { return !tech.isFallingDamage && !tech.isOverHeal && !tech.isEnergyHealth },
requires: "not quenching, tungsten carbide, mass-energy",
effect() {
m.baseHealth = 0.01
m.setMaxHealth();
for (let i = 0; i < b.guns.length; i++) b.guns[i].ammo = b.guns[i].ammo * Math.pow(2, 10)
simulation.updateGunHUD();
},
remove() {}
},
{
name: "palantír",
description: `see far away lands`,
maxCount: 1,
count: 0,
frequency: 0,
// isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
m.look = () => {
//always on mouse look
m.angle = Math.atan2(
simulation.mouseInGame.y - m.pos.y,
simulation.mouseInGame.x - m.pos.x
);
//smoothed mouse look translations
const scale = 2;
m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale;
m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale;
m.transX += (m.transSmoothX - m.transX) * m.lookSmoothing;
m.transY += (m.transSmoothY - m.transY) * m.lookSmoothing;
}
},
remove() {
if (this.count) m.look = m.lookDefault
}
},
{
name: "motion sickness",
description: `disable camera smoothing`,
maxCount: 1,
count: 0,
frequency: 0,
// isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
m.look = () => {
//always on mouse look
m.angle = Math.atan2(
simulation.mouseInGame.y - m.pos.y,
simulation.mouseInGame.x - m.pos.x
);
//smoothed mouse look translations
const scale = 1.2;
m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale;
m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale;
m.transX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale;
m.transY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale;
// m.transX += (m.transSmoothX - m.transX) * m.lookSmoothing;
// m.transY += (m.transSmoothY - m.transY) * m.lookSmoothing;
}
},
remove() {
if (this.count) m.look = m.lookDefault
}
},
{
name: "facsimile",
description: `inserts a copy of your current level into the level list`,
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
level.levels.splice(level.onLevel, 0, level.levels[level.onLevel]);
},
remove() {}
},
{
name: "negative friction",
description: "when you touch walls you speed up instead of slowing down. It's kinda fun.",
maxCount: 1,
count: 0,
frequency: 0,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
player.friction = -0.4
},
remove() {
if (this.count) player.friction = 0.002
}
},
{
name: "bounce",
description: "you bounce off things. It's annoying, but not that bad.",
maxCount: 1,
count: 0,
frequency: 0,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
player.restitution = 0.9
},
remove() {
if (this.count) player.restitution = 0
}
},
{
name: "mouth",
description: "mobs have a non functional mouth",
maxCount: 1,
count: 0,
frequency: 0,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
mobs.draw = () => {
ctx.lineWidth = 2;
let i = mob.length;
while (i--) {
ctx.beginPath();
const vertices = mob[i].vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1, len = vertices.length; j < len; ++j) ctx.lineTo(vertices[j].x, vertices[j].y);
ctx.quadraticCurveTo(mob[i].position.x, mob[i].position.y, vertices[0].x, vertices[0].y);
ctx.fillStyle = mob[i].fill;
ctx.strokeStyle = mob[i].stroke;
ctx.fill();
ctx.stroke();
}
}
},
remove() {
mobs.draw = () => {
ctx.lineWidth = 2;
let i = mob.length;
while (i--) {
ctx.beginPath();
const vertices = mob[i].vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1, len = vertices.length; j < len; ++j) ctx.lineTo(vertices[j].x, vertices[j].y);
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.fillStyle = mob[i].fill;
ctx.strokeStyle = mob[i].stroke;
ctx.fill();
ctx.stroke();
}
}
}
},
{
name: "all-stars",
description: "make all mobs look like stars",
maxCount: 1,
count: 0,
frequency: 0,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
mobs.draw = () => {
ctx.lineWidth = 2;
let i = mob.length;
while (i--) {
ctx.beginPath();
const vertices = mob[i].vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1, len = vertices.length; j < len; ++j) ctx.quadraticCurveTo(mob[i].position.x, mob[i].position.y, vertices[j].x, vertices[j].y);
ctx.quadraticCurveTo(mob[i].position.x, mob[i].position.y, vertices[0].x, vertices[0].y);
ctx.fillStyle = mob[i].fill;
ctx.strokeStyle = mob[i].stroke;
ctx.fill();
ctx.stroke();
}
}
},
remove() {
mobs.draw = () => {
ctx.lineWidth = 2;
let i = mob.length;
while (i--) {
ctx.beginPath();
const vertices = mob[i].vertices;
ctx.moveTo(vertices[0].x, vertices[0].y);
for (let j = 1, len = vertices.length; j < len; ++j) ctx.lineTo(vertices[j].x, vertices[j].y);
ctx.lineTo(vertices[0].x, vertices[0].y);
ctx.fillStyle = mob[i].fill;
ctx.strokeStyle = mob[i].stroke;
ctx.fill();
ctx.stroke();
}
}
}
},
// draw() {
// ctx.lineWidth = 2;
// let i = mob.length;
// while (i--) {
// ctx.beginPath();
// const vertices = mob[i].vertices;
// ctx.moveTo(vertices[0].x, vertices[0].y);
// for (let j = 1, len = vertices.length; j < len; ++j) ctx.lineTo(vertices[j].x, vertices[j].y);
// ctx.lineTo(vertices[0].x, vertices[0].y);
// ctx.fillStyle = mob[i].fill;
// ctx.strokeStyle = mob[i].stroke;
// ctx.fill();
// ctx.stroke();
// }
// },
{
name: "true colors",
description: `set all power ups to their real world colors`,
maxCount: 1,
count: 0,
frequency: 0,
isJunk: true,
isNonRefundable: true,
allowed() { return true },
requires: "",
effect() {
// const colors = shuffle(["#f7b", "#0eb", "#467", "#0cf", "hsl(246,100%,77%)", "#26a"])
const colors = shuffle([powerUps.research.color, powerUps.heal.color, powerUps.ammo.color, powerUps.ammo.color, powerUps.field.color, powerUps.gun.color])
powerUps.research.color = colors[0]
powerUps.heal.color = colors[1]
powerUps.ammo.color = colors[2]
powerUps.field.color = colors[3]
powerUps.tech.color = colors[4]
powerUps.gun.color = colors[5]
for (let i = 0; i < powerUp.length; i++) {
switch (powerUp[i].name) {
case "research":
powerUp[i].color = colors[0]
break;
case "heal":
powerUp[i].color = colors[1]
break;
case "ammo":
powerUp[i].color = colors[2]
break;
case "field":
powerUp[i].color = colors[3]
break;
case "tech":
powerUp[i].color = colors[4]
break;
case "gun":
powerUp[i].color = colors[5]
break;
}
}
},
remove() {
// const colors = ["#f7b", "#0eb", "#467", "#0cf", "hsl(246,100%,77%)", "#26a"] //no shuffle
// powerUps.research.color = colors[0]
// powerUps.heal.color = colors[1]
// powerUps.ammo.color = colors[2]
// powerUps.field.color = colors[3]
// powerUps.tech.color = colors[4]
// powerUps.gun.color = colors[5]
// for (let i = 0; i < powerUp.length; i++) {
// switch (powerUp[i].name) {
// case "research":
// powerUp[i].color = colors[0]
// break;
// case "heal":
// powerUp[i].color = colors[1]
// break;
// case "ammo":
// powerUp[i].color = colors[2]
// break;
// case "field":
// powerUp[i].color = colors[3]
// break;
// case "tech":
// powerUp[i].color = colors[4]
// break;
// case "gun":
// powerUp[i].color = colors[5]
// break;
// }
// }
}
},
{
name: "emergency broadcasting",
description: "emit 2 sine waveforms at 853 Hz and 960 Hz<br><em>lower your volume</em>",
maxCount: 1,
count: 0,
frequency: 0,
isJunk: true,
isNonRefundable: true,
allowed() { return true },
requires: "",
effect: () => {
//setup audio context
function tone(frequency) {
const audioCtx = new(window.AudioContext || window.webkitAudioContext)();
const oscillator1 = audioCtx.createOscillator();
const gainNode1 = audioCtx.createGain();
gainNode1.gain.value = 0.5; //controls volume
oscillator1.connect(gainNode1);
gainNode1.connect(audioCtx.destination);
oscillator1.type = "sine"; // 'sine' 'square', 'sawtooth', 'triangle' and 'custom'
oscillator1.frequency.value = frequency; // value in hertz
oscillator1.start();
return audioCtx
}
// let sound = tone(1050)
function EBS() {
const audioCtx = new(window.AudioContext || window.webkitAudioContext)();
const oscillator1 = audioCtx.createOscillator();
const gainNode1 = audioCtx.createGain();
gainNode1.gain.value = 0.3; //controls volume
oscillator1.connect(gainNode1);
gainNode1.connect(audioCtx.destination);
oscillator1.type = "sine"; // 'sine' 'square', 'sawtooth', 'triangle' and 'custom'
oscillator1.frequency.value = 850; // value in hertz
oscillator1.start();
const oscillator2 = audioCtx.createOscillator();
const gainNode2 = audioCtx.createGain();
gainNode2.gain.value = 0.3; //controls volume
oscillator2.connect(gainNode2);
gainNode2.connect(audioCtx.destination);
oscillator2.type = "sine"; // 'sine' 'square', 'sawtooth', 'triangle' and 'custom'
oscillator2.frequency.value = 957; // value in hertz
oscillator2.start();
return audioCtx
}
let sound = EBS()
delay = 1000
setTimeout(() => {
sound.suspend()
powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal");
setTimeout(() => {
sound.resume()
setTimeout(() => {
sound.suspend()
powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal");
setTimeout(() => {
sound.resume()
setTimeout(() => {
sound.suspend()
powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal");
setTimeout(() => {
sound.resume()
setTimeout(() => {
sound.suspend()
powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal");
setTimeout(() => {
sound.resume()
setTimeout(() => {
sound.suspend()
powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal");
setTimeout(() => {
sound.resume()
setTimeout(() => {
sound.suspend()
sound.close()
powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal");
}, delay);
}, delay);
}, delay);
}, delay);
}, delay);
}, delay);
}, delay);
}, delay);
}, delay);
}, delay);
}, delay);
},
remove() {}
},
{
name: "automatic",
description: "you can't fire when moving<br>always <strong>fire</strong> when at <strong>rest</strong>",
maxCount: 1,
count: 0,
frequency: 0,
isJunk: true,
allowed() {
return !tech.isFireMoveLock
},
requires: "not Higgs mechanism",
effect() {
tech.isAlwaysFire = true;
b.setFireMethod();
},
remove() {
if (tech.isAlwaysFire) {
tech.isAlwaysFire = false
b.setFireMethod();
}
}
},
{
name: "hidden variable",
description: `spawn ${powerUps.orb.heal(20)}<br>but hide your <strong class='color-h'>health</strong> bar`,
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() {
return !tech.isEnergyHealth
},
requires: "not mass-energy",
effect() {
document.getElementById("health").style.display = "none"
document.getElementById("health-bg").style.display = "none"
for (let i = 0; i < 20; i++) powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal");
},
remove() {}
},
{
name: "not a bug",
description: "initiate a totally safe game crash for 10 seconds",
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
const savedfunction = simulation.drawCircle
simulation.drawCircle = () => {
const a = mob[Infinity].position //crashed the game in a visually interesting way, because of the ctx.translate command is never reverted in the main game loop
}
setTimeout(() => {
simulation.drawCircle = savedfunction
canvas.width = canvas.width //clears the canvas // works on chrome at least
powerUps.spawn(m.pos.x, m.pos.y, "tech");
}, 10000);
// for (;;) {} //freezes the tab
},
remove() {}
},
{
name: "spinor",
description: "the direction you aim is determined by your position",
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() {
return !m.isShipMode
},
requires: "",
effect() {
m.look = function() {
//always on mouse look
m.angle = (((m.pos.x + m.pos.y) / 100 + Math.PI) % Math.PI * 2) - Math.PI
//smoothed mouse look translations
const scale = 0.8;
m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale;
m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale;
m.transX += (m.transSmoothX - m.transX) * 0.07;
m.transY += (m.transSmoothY - m.transY) * 0.07;
}
},
remove() {
if (this.count) m.look = m.lookDefault
}
},
{
name: "decomposers",
description: "after they die <strong>mobs</strong> leave behind <strong>spawns</strong>",
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() {
return tech.deathSpawns === 0
},
requires: "",
effect() {
tech.deathSpawns = 0.2
},
remove() {
tech.deathSpawns = 0
}
},
{
name: "panopticon",
description: "<strong>mobs</strong> can always see you",
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
setInterval(() => {
for (let i = 0; i < mob.length; i++) {
if (!mob[i].shield && mob[i].isDropPowerUp) {
mob[i].locatePlayer()
mob[i].seePlayer.yes = true;
}
}
}, 1000); //every 1 seconds
},
remove() {}
},
// {
// name: "inverted mouse",
// description: "your mouse is scrambled<br>it's fine, just rotate it 90 degrees",
// maxCount: 1,
// count: 0,
// frequency: 0,
// isExperimentHide: true,
// isNonRefundable: true,
// isJunk: true,
// allowed() {
// return !m.isShipMode
// },
// requires: "not ship",
// effect() {
// document.body.addEventListener("mousemove", (e) => {
// const ratio = window.innerWidth / window.innerHeight
// simulation.mouse.x = e.clientY * ratio
// simulation.mouse.y = e.clientX / ratio;
// });
// },
// remove() {
// // m.look = m.lookDefault
// }
// },
{
name: "Fourier analysis",
description: "your aiming is now controlled by this equation:<br><span style = 'font-size:80%;'>2sin(0.0133t) + sin(0.013t) + 0.5sin(0.031t)+ 0.33sin(0.03t)</span>",
maxCount: 1,
count: 0,
frequency: 0,
isJunk: true,
allowed() {
return !m.isShipMode
},
requires: "not ship",
effect() {
m.look = () => {
m.angle = 2 * Math.sin(m.cycle * 0.0133) + Math.sin(m.cycle * 0.013) + 0.5 * Math.sin(m.cycle * 0.031) + 0.33 * Math.sin(m.cycle * 0.03)
const scale = 0.8;
simulation.mouse.y
m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale;
m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale;
m.transX += (m.transSmoothX - m.transX) * 0.07;
m.transY += (m.transSmoothY - m.transY) * 0.07;
}
},
remove() {
if (this.count) m.look = m.lookDefault
}
},
{
name: "disintegrated armament",
description: "spawn a <strong class='color-g'>gun</strong><br><strong>remove</strong> your active <strong class='color-g'>gun</strong>",
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() {
return b.inventory.length > 0
},
requires: "at least 1 gun",
effect() {
if (b.inventory.length > 0) b.removeGun(b.guns[b.activeGun].name)
simulation.makeGunHUD()
powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "gun");
},
remove() {}
},
{
name: "probability",
description: "increase the <strong class='flicker'>frequency</strong><br>of one random <strong class='color-m'>tech</strong> by <strong>100</strong>",
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
let options = []; //find what tech I could get
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (
tech.tech[i].count < tech.tech[i].maxCount &&
tech.tech[i].allowed() &&
!tech.tech[i].isJunk &&
!tech.tech.isLore
) {
options.push(i);
}
}
if (options.length) {
const index = options[Math.floor(Math.random() * options.length)]
tech.tech[index].frequency = 100
}
},
remove() {}
},
{
name: "encryption",
description: "secure <strong class='color-m'>tech</strong> information",
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
String.prototype.shuffle = function() {
var a = this.split(""),
n = a.length;
for (var i = n - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var tmp = a[i];
a[i] = a[j];
a[j] = tmp;
}
return a.join("");
}
for (let i = 0, len = tech.tech.length; i < len; i++) tech.tech[i].name = tech.tech[i].name.shuffle()
},
remove() {}
},
{
name: "quantum leap",
description: "become an <strong class='alt'>alternate</strong> version of yourself<br>every <strong>20</strong> seconds",
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
setInterval(() => {
m.switchWorlds()
simulation.trails()
}, 20000); //every 30 seconds
},
remove() {}
},
{
name: "score",
description: "Add a score to n-gon!",
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
setInterval(() => {
let score = Math.ceil(1000 * Math.random() * Math.random() * Math.random() * Math.random() * Math.random())
simulation.makeTextLog(`simulation.score <span class='color-symbol'>=</span> ${score.toFixed(0)}`);
}, 10000); //every 10 seconds
},
remove() {}
},
{
name: "pop-ups",
description: "sign up to learn endless easy ways to win n-gon<br>that Landgreen doesn't want you to know!!!1!!",
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
setInterval(() => {
alert(`The best combo is ${tech.tech[Math.floor(Math.random() * tech.tech.length)].name} with ${tech.tech[Math.floor(Math.random() * tech.tech.length)].name}!`);
}, 30000); //every 30 seconds
},
remove() {}
},
{
name: "music",
description: "add music to n-gon",
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
window.open('https://www.youtube.com/watch?v=lEbHeSdmS-k&list=PL9Z5wjoBiPKEDhwCW2RN-VZoCpmhIojdn', '_blank')
},
remove() {}
},
{
name: "performance",
description: "display performance stats to n-gon",
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
(function() {
var script = document.createElement('script');
script.onload = function() {
var stats = new Stats();
document.body.appendChild(stats.dom);
requestAnimationFrame(function loop() {
stats.update();
requestAnimationFrame(loop)
});
};
script.src = 'https://unpkg.com/stats.js@0.17.0/build/stats.min.js';
document.head.appendChild(script);
})()
//move health to the right
document.getElementById("health").style.left = "86px"
document.getElementById("health-bg").style.left = "86px"
},
remove() {}
},
{
name: "repartitioning",
description: "set the <strong class='flicker'>frequency</strong> of finding normal <strong class='color-m'>tech</strong> to <strong>0</strong><br>spawn 5 <strong class='color-m'>tech</strong>",
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
for (let i = 0, len = tech.tech.length; i < len; i++) {
if (tech.tech[i].isJunk) {
tech.tech[i].frequency = 2
} else {
tech.tech[i].frequency = 0
}
}
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x, m.pos.y, "tech");
},
remove() {}
},
{
name: "defragment",
description: "set the <strong class='flicker'>frequency</strong> of finding <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> to zero",
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
for (let i = tech.tech.length - 1; i > 0; i--) {
if (tech.tech[i].isJunk) tech.tech[i].frequency = 0
}
},
remove() {}
},
// {
// name: "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,
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<br>and probably some simulation lag",
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: 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,
isJunk: true,
allowed() {
return m.fieldUpgrades[m.fieldMode].name !== "negative mass"
},
requires: "",
effect() {
ctx.globalCompositeOperation = "lighter";
},
remove() {}
},
{
name: "rewind",
description: "every 10 seconds <strong class='color-rewind'>rewind</strong> <strong>2</strong> seconds",
maxCount: 9,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
setInterval(() => {
m.rewind(120)
m.energy += 0.4
}, 10000);
// for (let i = 0; i < 24; i++) {
// setTimeout(() => { m.rewind(120) }, i * 5000);
// }
},
remove() {}
},
{
name: "undo",
description: "every 4 seconds <strong class='color-rewind'>rewind</strong> <strong>1/2</strong> a second",
maxCount: 9,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
setInterval(() => {
m.rewind(30)
m.energy += 0.2
}, 4000);
},
remove() {}
},
{
name: "energy to mass conversion",
description: "convert your <strong class='color-f'>energy</strong> into <strong class='color-block'>blocks</strong>",
maxCount: 9,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
for (let i = 0, len = 40; i < len; i++) {
setTimeout(() => {
m.energy -= 1 / len
const index = body.length
where = Vector.add(m.pos, { x: 400 * (Math.random() - 0.5), y: 400 * (Math.random() - 0.5) })
spawn.bodyRect(where.x, where.y, Math.floor(15 + 100 * Math.random()), Math.floor(15 + 100 * Math.random()));
body[index].collisionFilter.category = cat.body;
body[index].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
body[index].classType = "body";
Composite.add(engine.world, body[index]); //add to world
}, i * 100);
}
},
remove() {}
},
{
name: "level.nextLevel()",
description: "advance to the next level",
maxCount: 9,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
level.nextLevel();
},
remove() {}
},
{
name: "reincarnation",
description: "kill all mobs and spawn new ones<br>(also spawn a few extra mobs for fun)",
maxCount: 3,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
spawn.setSpawnList();
spawn.setSpawnList();
for (let i = 0, len = mob.length; i < len; i++) {
if (mob[i].alive && !mob[i].shield && !mob[i].isBadTarget) {
const pick = spawn.pickList[Math.floor(Math.random() * spawn.pickList.length)];
spawn[pick](mob[i].position.x, mob[i].position.y);
if (Math.random() < 0.5) spawn[pick](mob[i].position.x, mob[i].position.y);
mob[i].death();
}
}
},
remove() {}
},
{
name: "expert system",
description: "spawn a <strong class='color-m'>tech</strong> power up<br><strong>+64%</strong> <strong class='color-j'>JUNK</strong> to <strong class='color-m'>tech</strong> pool",
maxCount: 9,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
powerUps.spawn(m.pos.x, m.pos.y, "tech");
tech.addJunkTechToPool(0.64)
},
remove() {}
},
{
name: "energy investment",
description: "every 10 seconds drain your <strong class='color-f'>energy</strong><br>return it doubled 5 seconds later",
maxCount: 9,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
setInterval(() => {
if (!simulation.paused) {
const energy = m.energy
m.energy = 0
setTimeout(() => { //return energy
m.energy += 2 * energy
}, 5000);
}
}, 10000);
},
remove() {}
},
{
name: "missile launching system",
description: "fire missiles for the next 120 seconds",
maxCount: 9,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
for (let i = 0; i < 120; 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 a grenade every 2 seconds",
maxCount: 9,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
setInterval(() => {
if (!simulation.paused && document.visibilityState !== "hidden") {
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
});
}
}, 2000);
},
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,
isSkin: true,
isNonRefundable: true,
isJunk: true,
allowed() { return !m.isShipMode },
requires: "",
effect() {
m.draw = function() {
ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx;
//draw body
ctx.save();
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5
ctx.translate(m.pos.x, m.pos.y);
for (let i = 0; i < 16; i++) {
m.calcLeg(Math.PI * i / 8, -3 * i / 16)
m.drawLeg("#444")
}
ctx.rotate(m.angle);
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.fillStyle = m.bodyGradient
ctx.fill();
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
ctx.strokeStyle = "#333";
ctx.lineWidth = 2;
ctx.stroke();
// ctx.beginPath();
// ctx.arc(15, 0, 3, 0, 2 * Math.PI);
// ctx.fillStyle = '#0cf';
// ctx.fill()
ctx.restore();
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
}
},
remove() {}
},
{
name: "diegesis",
description: "indicate fire cooldown</strong><br>through a rotation of your head",
maxCount: 1,
count: 0,
frequency: 0,
isSkin: true,
isNonRefundable: true,
isJunk: true,
allowed() { return !m.isShipMode },
requires: "",
effect() {
m.draw = function() {
ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx;
ctx.save();
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5
ctx.translate(m.pos.x, m.pos.y);
m.calcLeg(Math.PI, -3);
m.drawLeg("#4a4a4a");
m.calcLeg(0, 0);
m.drawLeg("#333");
ctx.rotate(m.angle - (m.fireCDcycle != Infinity ? m.flipLegs * 0.25 * Math.pow(Math.max(m.fireCDcycle - m.cycle, 0), 0.5) : 0));
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.fillStyle = m.bodyGradient
ctx.fill();
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
ctx.strokeStyle = "#333";
ctx.lineWidth = 2;
ctx.stroke();
ctx.restore();
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
}
},
remove() {}
},
{
name: "🐱",
description: "🐈",
maxCount: 1,
count: 0,
frequency: 0,
isSkin: true,
isNonRefundable: 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");
if (!(m.angle > -Math.PI / 2 && m.angle < Math.PI / 2)) {
ctx.scale(1, -1);
ctx.rotate(Math.PI);
}
ctx.beginPath();
ctx.moveTo(-30, 0);
ctx.bezierCurveTo(-65, -75,
-5, 150 + (5 * Math.sin(simulation.cycle / 10)),
-70 + (10 * Math.sin(simulation.cycle / 10)), 0 + (10 * Math.sin(simulation.cycle / 10)));
ctx.strokeStyle = "#333";
ctx.lineWidth = 4;
ctx.stroke();
if (!(m.angle > -Math.PI / 2 && m.angle < Math.PI / 2)) {
ctx.scale(1, -1);
ctx.rotate(0 - Math.PI);
}
m.calcLeg(0, 0);
m.drawLeg("#333");
ctx.rotate(m.angle);
if (!(m.angle > -Math.PI / 2 && m.angle < Math.PI / 2)) ctx.scale(1, -1);
ctx.beginPath();
ctx.moveTo(5, -30);
ctx.lineTo(20, -40);
ctx.lineTo(20, -20);
ctx.lineWidth = 2;
ctx.fillStyle = "#f3f";
ctx.fill();
ctx.stroke();
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.fillStyle = m.bodyGradient
ctx.fill();
ctx.stroke();
ctx.moveTo(19, 0);
ctx.arc(15, 0, 4, Math.PI, 2 * Math.PI);
ctx.stroke();
ctx.beginPath();
ctx.arc(24.3, 6, 5, Math.PI * 2, Math.PI);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(30, 6);
ctx.lineTo(32, 0);
ctx.lineTo(26, 0);
ctx.lineTo(30, 6);
ctx.fillStyle = "#f3f";
ctx.fill();
ctx.stroke();
ctx.restore();
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
}
},
remove() {}
},
{
name: "transparency",
description: "become invisible to yourself<br><em>mobs can still see you</em>",
maxCount: 1,
count: 0,
frequency: 0,
isSkin: true,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
m.draw = () => {}
},
remove() {}
},
{
name: "posture",
description: "stand a bit taller",
maxCount: 1,
count: 0,
frequency: 0,
isSkin: true,
isJunk: true,
allowed() {
return !m.isShipMode
},
requires: "",
effect() {
m.yOffWhen.stand = 70
},
remove() {
m.yOffWhen.stand = 49
}
},
{
name: "rhythm",
description: "you oscillate up and down",
maxCount: 1,
count: 0,
frequency: 0,
isSkin: true,
isJunk: true,
isNonRefundable: true,
allowed() {
return !m.isShipMode
},
requires: "",
effect() {
setInterval(() => {
m.yOffWhen.stand = 53 + 28 * Math.sin(simulation.cycle * 0.2)
if (m.onGround && !m.crouch) m.yOffGoal = m.yOffWhen.stand
}, 100);
},
remove() {}
},
{
name: "pareidolia",
description: "don't",
maxCount: 1,
count: 0,
frequency: 0,
isSkin: true,
isNonRefundable: true,
isJunk: true,
allowed() {
return !m.isShipMode
},
requires: "",
effect() {
m.draw = function() {
ctx.fillStyle = m.fillColor;
m.walk_cycle += m.flipLegs * m.Vx;
ctx.save();
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.7
ctx.translate(m.pos.x, m.pos.y);
m.calcLeg(Math.PI, -3);
m.drawLeg("#4a4a4a");
m.calcLeg(0, 0);
m.drawLeg("#333");
ctx.rotate(m.angle);
ctx.beginPath();
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
ctx.fillStyle = m.bodyGradient
ctx.fill();
ctx.strokeStyle = "#333";
ctx.lineWidth = 2;
if (!(m.angle > -Math.PI / 2 && m.angle < Math.PI / 2)) ctx.scale(1, -1); //here is the flip
ctx.stroke();
ctx.beginPath();
ctx.arc(2, -6, 7, 0, 2 * Math.PI);
ctx.stroke();
ctx.beginPath();
ctx.arc(25, -6, 7, 0.25 * Math.PI, 1.6 * Math.PI);
ctx.stroke();
ctx.beginPath();
ctx.arc(2, -10, 9, 1.25 * Math.PI, 1.75 * Math.PI);
ctx.stroke();
ctx.beginPath();
ctx.arc(25, -10, 9, 1.25 * Math.PI, 1.4 * Math.PI);
ctx.stroke();
ctx.beginPath();
ctx.arc(18, 13, 10, 0, 2 * Math.PI);
ctx.fillStyle = m.bodyGradient;
ctx.fill();
ctx.stroke();
ctx.beginPath();
ctx.arc(18, 13, 6, 0, 2 * Math.PI);
ctx.fillStyle = "#555";
ctx.fill();
ctx.stroke();
ctx.beginPath();
ctx.arc(3, -6, 3, 0, 2 * Math.PI);
ctx.fill();
ctx.stroke();
ctx.beginPath();
ctx.arc(26, -6, 3, 0, 2 * Math.PI);
ctx.fill();
ctx.stroke();
ctx.restore();
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15;
}
},
remove() {}
},
{
name: "prism",
description: "you cycle through different <strong>colors</strong>",
maxCount: 1,
count: 0,
frequency: 0,
isSkin: true,
isNonRefundable: 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: "microtransactions",
description: `when you choose a <strong class='color-m'>tech</strong> you can<br>use ${powerUps.orb.research(1)} to buy a free in game <strong>skin</strong>`,
maxCount: 1,
count: 0,
frequency: 0,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
tech.isMicroTransactions = true
},
remove() {
tech.isMicroTransactions = false
}
},
{
name: "ship",
description: "fly around with no legs<br>reduce combat <strong>difficulty</strong> by <strong>1 level</strong>",
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() {
return !m.isShipMode && m.fieldUpgrades[m.fieldMode].name !== "negative mass"
},
requires: "",
effect() {
m.shipMode()
level.difficultyDecrease(simulation.difficultyMode)
},
remove() {}
},
{
name: "assimilation",
description: "all your <strong class='color-bot'>bots</strong> are converted to the <strong>same</strong> random model",
maxCount: 1,
count: 0,
frequency: 0,
isBotTech: true,
isNonRefundable: 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 <strong>difficulty</strong> by <strong>1 level</strong>",
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
level.difficultyIncrease(simulation.difficultyMode)
},
remove() {}
},
{
name: "stun",
description: "<strong>stun</strong> all mobs for up to <strong>8</strong> seconds",
maxCount: 9,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
for (let i = 0; i < mob.length; i++) mobs.statusStun(mob[i], 480)
},
remove() {}
},
{
name: "translucent",
description: "remove your <strong class='color-g'>guns</strong> and <strong>spawn</strong> new ones<br>your <strong class='color-g'>bullets</strong> and bots are transparent",
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
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
b.bulletDraw = () => {};
},
remove() {}
},
{
name: "re-research",
description: `<strong>eject</strong> all your ${powerUps.orb.research(1)}`,
maxCount: 9,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() {
return powerUps.research.count > 3
},
requires: "at least 4 research",
effect() {
const dist = 10 * powerUps.research.count + 100
for (let i = 0; i < powerUps.research.count; i++) {
powerUps.directSpawn(m.pos.x + dist * (Math.random() - 0.5), m.pos.y + dist * (Math.random() - 0.5), "research");
}
powerUps.research.count = 0
},
remove() {}
},
{
name: "black hole",
description: `use your <strong class='color-f'>energy</strong> and ${powerUps.orb.research(4)} to <strong>spawn</strong><br>inside the event horizon of a huge <strong>black hole</strong>`,
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() {
return powerUps.research.count > 3
},
requires: "at least 4 research",
effect() {
m.energy = 0
spawn.suckerBoss(m.pos.x, m.pos.y - 700)
powerUps.research.changeRerolls(-4)
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span> <span class='color-symbol'>--</span><br>${powerUps.research.count}`)
},
remove() {}
},
{
name: "black hole cluster",
description: `spawn <strong>30</strong> nearby <strong>black holes</strong>`,
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
const unit = { x: 1, y: 0 }
for (let i = 0; i < 30; i++) {
const where = Vector.add(m.pos, Vector.mult(Vector.rotate(unit, Math.random() * 2 * Math.PI), 2000 + 1200 * Math.random()))
spawn.sucker(where.x, where.y, 140)
const who = mob[mob.length - 1]
who.locatePlayer()
// who.damageReduction = 0.2
}
},
remove() {}
},
// {
// name: "JUNKie", //just crashes the game
// description: "all junk",
// maxCount: 1,
// count: 0,
// frequency: 1,
// frequencyDefault: 1,
// isNonRefundable: true,
// isJunk: true,
// allowed() { return true },
// requires: "",
// effect() {
// for (let i = 0, len = tech.tech.length; i < len; i++) {
// if (tech.tech[i].isJunk && tech.tech[i].count < tech.tech[i].maxCount) tech.tech[i].effect()
// }
// },
// remove() {
// tech.tooManyTechChoices = 0
// }
// },
{
name: "rule 30",
maxCount: 1,
count: 0,
frequency: 0,
isJunk: true,
allowed() { return !build.isExperimentSelection },
requires: "NOT EXPERIMENT MODE",
remove() {},
state: [
[false, false, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, false, false, false, false, false, true, false, false, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, Math.random() > 0.8, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, false, false, false, false, false]
],
rule(state, a, b, c) {
//30
if (state[a] && state[b] && state[c]) return false; // TTT => F
if (state[a] && state[b] && !state[c]) return false; // TTF => F
if (state[a] && !state[b] && state[c]) return false; //TFT => F
if (state[a] && !state[b] && !state[c]) return true; //TFF => T
if (!state[a] && state[b] && state[c]) return true; //FTT => T
if (!state[a] && state[b] && !state[c]) return true; //FTF => T
if (!state[a] && !state[b] && state[c]) return true; //FFT => T
if (!state[a] && !state[b] && !state[c]) return false; //FFF => F
},
id: 0,
descriptionFunction() {
const loop = () => {
if ((simulation.paused || simulation.isChoosing) && m.alive && !build.isExperimentSelection) { //&& (!simulation.isChoosing || this.count === 0)
let b = []; //produce next row
b.push(this.rule(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 1, 0, 1)); //left edge wrap around
for (let i = 1; i < this.state[this.state.length - 1].length - 1; i++) { //apply rule to the rest of the array
b.push(this.rule(this.state[this.state.length - 1], i - 1, i, i + 1));
}
b.push(this.rule(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 2, this.state[this.state.length - 1].length - 1, 0)); //right edge wrap around
this.state.push(b)
if (document.getElementById(`cellular-rule-id${this.id}`)) document.getElementById(`cellular-rule-id${this.id}`).innerHTML = this.outputText() //convert to squares and send HTML
if (this.count && this.state.length < 150 && !(this.state.length % 10)) powerUps.spawn(m.pos.x - 50 + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "research");
setTimeout(() => { loop() }, 300);
}
}
setTimeout(() => { loop() }, 300);
this.id++
return `<span id = "cellular-rule-id${this.id}" style = "letter-spacing: -0.5px;font-size: 100%;line-height: normal;font-family: 'Courier New', monospace;">${this.outputText()}</span>`
},
outputText() {
let text = "<pre>"
for (let j = 0; j < this.state.length; j++) {
// text += "<p style = 'margin-bottom: -12px;'>"
text += "<p style = 'margin-top: -7px;margin-bottom: -7px;'>"
for (let i = 0; i < this.state[j].length; i++) {
if (this.state[j][i]) {
text += "■" //"☻" //"⬛" //"█" //"■"
} else {
text += " " //"□" //"☺" //"⬜" //"&nbsp;&nbsp;&nbsp;&nbsp;" //"□"
}
}
text += "</p>"
}
text += "</pre>"
return text
},
},
{
name: "rule 90",
maxCount: 1,
count: 0,
frequency: 0,
isJunk: true,
allowed() { return !build.isExperimentSelection },
requires: "NOT EXPERIMENT MODE",
effect() {},
remove() {},
state: [
[false, false, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, false, false, false, false, false, true, true, false, false, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, Math.random() > 0.8, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, false, false, false, false]
],
rule(state, a, b, c) { //90
if (state[a] && state[b] && state[c]) return false; // TTT => F
if (state[a] && state[b] && !state[c]) return true; // TTF => T
if (state[a] && !state[b] && state[c]) return false; //TFT => F
if (state[a] && !state[b] && !state[c]) return true; //TFF => T
if (!state[a] && state[b] && state[c]) return true; //FTT => T
if (!state[a] && state[b] && !state[c]) return false; //FTF => F
if (!state[a] && !state[b] && state[c]) return true; //FFT => T
if (!state[a] && !state[b] && !state[c]) return false; //FFF => F
},
id: 90,
descriptionFunction() {
// this.link = `<a target="_blank" href='https://en.wikipedia.org/w/index.php?search=${encodeURIComponent(this.name).replace(/'/g, '%27')}&title=Special:Search' class="link">${this.name}</a>`
const loop = () => {
if ((simulation.paused || simulation.isChoosing) && m.alive && !build.isExperimentSelection) { //&& (!simulation.isChoosing || this.count === 0)
let b = []; //produce next row
b.push(this.rule(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 1, 0, 1)); //left edge wrap around
for (let i = 1; i < this.state[this.state.length - 1].length - 1; i++) { //apply rule to the rest of the array
b.push(this.rule(this.state[this.state.length - 1], i - 1, i, i + 1));
}
b.push(this.rule(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 2, this.state[this.state.length - 1].length - 1, 0)); //right edge wrap around
this.state.push(b)
if (document.getElementById(`cellular-rule-id${this.id}`)) document.getElementById(`cellular-rule-id${this.id}`).innerHTML = this.outputText() //convert to squares and send HTML
if (this.count && this.state.length < 150 && !(this.state.length % 10)) powerUps.spawn(m.pos.x - 50 + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "research");
setTimeout(() => { loop() }, 300);
}
}
setTimeout(() => { loop() }, 300);
this.id++
return `<span id = "cellular-rule-id${this.id}" style = "letter-spacing: -0.5px;font-size: 100%;line-height: normal;font-family: 'Courier New', monospace;">${this.outputText()}</span>`
},
outputText() {
let text = "<pre>"
for (let j = 0; j < this.state.length; j++) {
// text += "<p style = 'margin-bottom: -12px;'>"
text += "<p style = 'margin-top: -7px;margin-bottom: -7px;'>"
for (let i = 0; i < this.state[j].length; i++) {
if (this.state[j][i]) {
text += "■" //"☻" //"⬛" //"█" //"■"
} else {
text += " " //"□" //"☺" //"⬜" //"&nbsp;&nbsp;&nbsp;&nbsp;" //"□"
}
}
text += "</p>"
}
text += "</pre>"
return text
},
},
{
name: "cosmogonic myth",
description: `<span style = "opacity: 9%;">open a portal to a primordial version of reality<br>in 5 minutes close the portal, spawn 1 of each power up</span>`,
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
const urls = ["https://scratch.mit.edu/projects/14005697/fullscreen/", "https://scratch.mit.edu/projects/22573757/fullscreen/", "https://scratch.mit.edu/projects/41429974/fullscreen/", "https://scratch.mit.edu/projects/43690666/fullscreen/", "https://codepen.io/lilgreenland/full/ozXNWZ", "https://codepen.io/lilgreenland/full/wzARJY", "classic/7-1-2017/", "classic/4-15-2018/", "classic/7-11-2019/", "classic/9-8-2019/", "classic/7-15-2020/", "classic/6-1-2021/"]
const choose = urls[Math.floor(Math.random() * urls.length)]
console.log(`opening new tab" ${choose}`)
let tab = window.open(choose, "_blank");
setTimeout(() => {
tab.close();
powerUps.spawn(m.pos.x, m.pos.y, "gun");
setTimeout(() => { powerUps.spawn(m.pos.x, m.pos.y - 50, "ammo") }, 250);
setTimeout(() => { powerUps.spawn(m.pos.x + 50, m.pos.y, "field"); }, 500);
setTimeout(() => { powerUps.spawn(m.pos.x + 50, m.pos.y - 50, "heal"); }, 750);
setTimeout(() => { powerUps.spawn(m.pos.x - 50, m.pos.y, "tech"); }, 1000);
setTimeout(() => { powerUps.spawn(m.pos.x - 50, m.pos.y - 50, "research"); }, 1250);
}, 1000 * 5 * 60);
},
remove() {}
},
{
name: "planetesimals",
description: `play <strong>planetesimals</strong> <em style = 'font-size:80%;'>(an asteroids-like game)</em><br>clear <strong>levels</strong> in <strong>planetesimals</strong> to spawn <strong class='color-m'>tech</strong><br>if you <strong style="color:red;">die</strong> in <strong>planetesimals</strong> you <strong style="color:red;">die</strong> in <strong>n-gon</strong>`,
maxCount: 1,
count: 0,
frequency: 0,
isNonRefundable: true,
isJunk: true,
allowed() { return true },
requires: "",
effect() {
window.open('../../planetesimals/index.html', '_blank')
// powerUps.spawn(m.pos.x, m.pos.y, "tech");
// for communicating to other tabs, like planetesimals
// Connection to a broadcast channel
const bc = new BroadcastChannel('planetesimals');
bc.activated = false
bc.onmessage = function(ev) {
if (ev.data === 'tech') powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
if (ev.data === 'death') {
m.death()
bc.close(); //end session
}
if (ev.data === 'ready' && !bc.activated) {
bc.activated = true //prevents n-gon from activating multiple copies of planetesimals
bc.postMessage("activate");
}
}
},
remove() {}
},
{
name: "tinker",
description: "<strong>permanently</strong> unlock <strong class='color-j'>JUNK</strong> <strong class='color-m'>tech</strong> in experiment mode<br><em>this effect is stored for future visits</em>",
maxCount: 1,
count: 0,
frequency: 0,
frequencyDefault: 0,
isJunk: true,
isNonRefundable: true,
allowed() {
return !localSettings.isJunkExperiment
},
requires: "",
effect() {
localSettings.isJunkExperiment = true
if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
},
remove() {}
},
{
name: "NFT",
descriptionFunction() { return `buy your current game seed: <strong style = 'font-size:120%;'>${Math.initialSeed}</strong><br><em>no one is allowed to use your seeds<br>if they use them they are gonna get in trouble</em><br>your seeds: <span style = 'font-size:80%;'>${localSettings.personalSeeds.join(", ")}</span>` },
maxCount: 1,
count: 0,
frequency: 0,
isJunk: true,
isNonRefundable: true,
allowed: () => true,
requires: "",
effect() {
localSettings.personalSeeds.push(Math.initialSeed)
if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
},
remove() {}
},
// {
// name: "rule 90",
// maxCount: 1,
// count: 0,
// frequency: 0,
// isJunk: true,
// allowed() {
// return true
// },
// requires: "",
// effect() {},
// remove() {},
// state: [
// [false, false, false, false, false, false, false, false, false, false, false, false, false, false, true, true, false, false, false, false, false, false, false, false, false, false, false, false, false]
// ],
// rule(state, a, b, c) {
// if (state[a] && state[b] && state[c]) return false; // TTT => F
// if (state[a] && state[b] && !state[c]) return true; // TTF => T
// if (state[a] && !state[b] && state[c]) return false; //TFT => F
// if (state[a] && !state[b] && !state[c]) return true; //TFF => T
// if (!state[a] && state[b] && state[c]) return true; //FTT => T
// if (!state[a] && state[b] && !state[c]) return false; //FTF => F
// if (!state[a] && !state[b] && state[c]) return true; //FFT => T
// if (!state[a] && !state[b] && !state[c]) return false; //FFF => F
// },
// id: 0,
// descriptionFunction() {
// const loop = () => {
// if ((simulation.paused || simulation.isChoosing) && m.alive && !build.isExperimentSelection) { //&& (!simulation.isChoosing || this.count === 0)
// let b = []; //produce next row
// b.push(this.rule(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 1, 0, 1)); //left edge wrap around
// for (let i = 1; i < this.state[this.state.length - 1].length - 1; i++) { //apply rule to the rest of the array
// b.push(this.rule(this.state[this.state.length - 1], i - 1, i, i + 1));
// }
// b.push(this.rule(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 2, this.state[this.state.length - 1].length - 1, 0)); //right edge wrap around
// this.state.push(b)
// if (document.getElementById(`cellular-rule-id${this.id}`)) document.getElementById(`cellular-rule-id${this.id}`).innerHTML = this.outputText() //convert to squares and send HTML
// if (this.count && this.state.length < 120 && !(this.state.length % 10)) powerUps.spawn(m.pos.x - 50 + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "research");
// setTimeout(() => { loop() }, 400);
// }
// }
// setTimeout(() => { loop() }, 400);
// // if (this.id === 0) {
// // for (let i = 0; i < 29; i++) this.state[0][i] = Math.random() < 0.5 //randomize seed
// // }
// this.id++
// return `<span id = "cellular-rule-id${this.id}" style = "letter-spacing: 0px;font-size: 50%;line-height: normal;">${this.outputText()}</span>`
// },
// outputText() {
// let text = ""
// for (let j = 0; j < this.state.length; j++) {
// text += "<p style = 'margin-bottom: -11px;'>"
// for (let i = 0; i < this.state[j].length; i++) {
// if (this.state[j][i]) {
// text += "⬛" //"█" //"■"
// } else {
// text += "⬜" //"&nbsp;&nbsp;&nbsp;&nbsp;" //"□"
// }
// }
// text += "</p>"
// }
// return text
// },
// },
//**************************************************
//************************************************** undefined / lore
//************************************************** tech
//**************************************************
{
name: `undefined`,
description: `<strong class="lore-text">this</strong>`,
maxCount: 1,
count: 0,
frequency: 3,
frequencyDefault: 3,
isLore: true,
// isExperimentHide: true,
allowed() { return !build.isExperimentSelection },
requires: "NOT EXPERIMENT MODE",
effect() {
setTimeout(() => { //a short delay, I can't remember why
lore.techCount++
if (lore.techCount === lore.techGoal) {
// tech.removeLoreTechFromPool();
this.frequency = 0;
this.description = `<strong class="lore-text">null</strong> is open at level.final()`
} else {
this.frequency += lore.techGoal * 2
// for (let i = 0; i < tech.tech.length; i++) { //set name for all unchosen copies of this tech
// if (tech.tech[i].isLore && tech.tech[i].count === 0) tech.tech[i].description = `${lore.techCount+1}/${lore.techGoal}<br><em>add copies of <strong class="lore-text">this</strong> to the potential <strong class='color-m'>tech</strong> pool</em>`
// }
// for (let i = 0, len = 10; i < len; i++) tech.addLoreTechToPool()
this.description = `<em>uncaught error:</em><br><strong>${Math.max(0, lore.techGoal - lore.techCount)}</strong> more required for access to <strong class="lore-text">null</strong>`
}
}, 1);
},
remove() {
lore.techCount = 0;
this.maxCount = lore.techGoal;
this.description = `<strong class="lore-text">this</strong>`
}
}
],
// addLoreTechToPool() { //adds lore tech to tech pool
// if (!simulation.isCheating) {
// tech.tech.push({
// name: `undefined`,
// description: `${lore.techCount+1}/${lore.techGoal}<br><em>add copies of <strong class="lore-text">this</strong> to the potential <strong class='color-m'>tech</strong> pool</em>`,
// maxCount: 1,
// count: 0,
// frequency: 2,
// isLore: true,
// isNonRefundable: true,
// isExperimentHide: true,
// allowed() {
// return true
// },
// requires: "",
// effect() {
// setTimeout(() => { //a short delay, I can't remember why
// lore.techCount++
// if (lore.techCount > lore.techGoal - 1) {
// // tech.removeLoreTechFromPool();
// for (let i = tech.tech.length - 1; i > 0; i--) {
// if (tech.tech[i].isLore && tech.tech[i].count === 0) tech.tech.splice(i, 1)
// }
// } else {
// for (let i = 0; i < tech.tech.length; i++) { //set name for all unchosen copies of this tech
// if (tech.tech[i].isLore && tech.tech[i].count === 0) tech.tech[i].description = `${lore.techCount+1}/${lore.techGoal}<br><em>add copies of <strong class="lore-text">this</strong> to the potential <strong class='color-m'>tech</strong> pool</em>`
// }
// 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,
crouchAmmoCount: 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,
isLowHealthDefense: null,
isLowHealthFireRate: null,
isFarAwayDmg: null,
isEntanglement: null,
isMassEnergy: null,
extraChoices: null,
laserBotCount: null,
dynamoBotCount: null,
nailBotCount: null,
foamBotCount: null,
boomBotCount: null,
plasmaBotCount: null,
missileBotCount: null,
orbitBotCount: null,
blockDmg: null,
isBlockRadiation: null,
isPiezo: null,
isFastDrones: null,
oneSuperBall: null,
laserReflections: null,
laserDamage: null,
isAmmoFromHealth: null,
mobSpawnWithHealth: null,
isEnergyRecovery: null,
isHealthRecovery: null,
isEnergyLoss: null,
isDeathAvoid: null,
isDeathAvoidedThisLevel: null,
isPlasmaRange: null,
isFreezeMobs: null,
isIceCrystals: null,
blockDamage: null,
isBlockStun: null,
isStunField: null,
isHarmDamage: null,
energyRegen: null,
isVacuumBomb: null,
renormalization: null,
fragments: null,
isEnergyDamage: null,
botSpawner: null,
isBotSpawnerReset: null,
isSporeFollow: null,
isNailRadiation: null,
isEnergyHealth: null,
isStun: null,
restDamage: null,
isRPG: null,
missileCount: null,
isDeterminism: null,
isSuperDeterminism: null,
isHarmReduce: null,
nailsDeathMob: null,
isSlowFPS: null,
isNeutronStun: null,
isAnsatz: null,
isDamageFromBulletCount: null,
laserDrain: null,
isNailShot: null,
slowFire: null,
fastTime: null,
squirrelJump: null,
isFastRadiation: null,
isExtraMaxEnergy: null,
isAmmoForGun: null,
isRapidPulse: null,
isPulseAim: null,
isSporeFreeze: null,
isShotgunRecoil: null,
isHealLowHealth: null,
isAoESlow: null,
isHarmArmor: null,
isTurret: null,
isRerollDamage: null,
isHarmFreeze: null,
isBotArmor: null,
isRerollHaste: null,
researchHaste: null,
isMineDrop: null,
isRerollBots: null,
isNailBotUpgrade: null,
isFoamBotUpgrade: null,
isLaserBotUpgrade: null,
isBoomBotUpgrade: null,
isOrbitBotUpgrade: null,
isDroneGrab: null,
isOneGun: null,
isDamageForGuns: null,
isGunCycle: null,
isFastFoam: null,
isSporeGrowth: null,
isStimulatedEmission: null,
nailGun: null,
nailInstantFireRate: null,
isCapacitor: null,
isEnergyNoAmmo: null,
// isFreezeHarmImmune: null,
isSmallExplosion: null,
isExplosionHarm: null,
extraMaxHealth: null,
// bonusHealth: null,
isIntangible: null,
isCloakStun: null,
bonusEnergy: null,
healGiveMaxEnergy: null,
healMaxEnergyBonus: 0, //not null
aimDamage: null,
isNoFireDefense: null,
isNoFireDamage: null,
duplicateChance: null,
beamSplitter: null,
iceEnergy: null,
isPerfectBrake: null,
explosiveRadius: null,
// isWormholeEnergy: null,
isWormholeDamage: null,
isNailCrit: null,
isFlechetteExplode: null,
isWormholeWorms: null,
isWormHoleBullets: null,
isWideLaser: null,
wideLaser: null,
isPulseLaser: null,
isRadioactive: null,
radioactiveDamage: null,
isRailEnergy: null,
isMineSentry: null,
isIncendiary: null,
overfillDrain: null,
isNeutronSlow: null,
// isRailAreaDamage: null,
historyLaser: null,
isSpeedHarm: null,
isSpeedDamage: null,
isTimeSkip: null,
isCancelDuplication: null,
cancelCount: null,
isCancelRerolls: null,
isCancelTech: null,
isBotDamage: null,
isBanish: null,
isMaxEnergyTech: null,
isLowEnergyDamage: null,
isRewindBot: null,
isRewindGrenade: null,
isExtruder: null,
isEndLevelPowerUp: null,
isMissileBig: null,
isMissileBiggest: null,
isLaserMine: null,
isFoamMine: null,
isAmmoFoamSize: null,
isIceIX: null,
isDupDamage: null,
isFireRateForGuns: null,
cyclicImmunity: null,
isTechDamage: null,
isRestHarm: null,
isFireMoveLock: null,
isRivets: null,
isNeedles: null,
isExplodeRadio: null,
isPauseSwitchField: null,
isPauseEjectTech: null,
isShieldPierce: null,
isDuplicateBoss: null,
is100Duplicate: null,
isDynamoBotUpgrade: null,
isBlockPowerUps: null,
isDamageAfterKillNoRegen: null,
isHarmReduceNoKill: null,
isSwitchReality: null,
isResearchReality: null,
isAnthropicDamage: null,
isFlipFlop: null,
isFlipFlopHarm: null,
isFlipFlopOn: null,
// isFlipFlopLevelReset: null,
isFlipFlopDamage: null,
isFlipFlopEnergy: null,
isFlipFlopChoices: null,
isRelay: null,
relayIce: null,
isMetaAnalysis: null,
isFoamAttract: null,
droneCycleReduction: null,
droneEnergyReduction: null,
isNoHeals: null,
isAlwaysFire: null,
isDroneRespawn: null,
deathSpawns: null,
isMobBlockFling: null,
// blockingIce: null,
isPhaseVelocity: null,
waveBeamSpeed: null,
wavePacketAmplitude: null,
isCollisionRealitySwitch: null,
iceIXOnDeath: null,
wimpCount: null,
isAddBlockMass: null,
isMACHO: null,
isHarmMACHO: null,
isSneakAttack: null,
isFallingDamage: null,
harmonics: null,
isStandingWaveExpand: null,
isTokamak: null,
deflectEnergy: null,
superBallDelay: null,
isBlockExplode: null,
isOverHeal: null,
isDroneRadioactive: null,
droneRadioDamage: null,
isDroneTeleport: null,
isDroneFastLook: null,
isBulletTeleport: null,
isResearchBoss: null,
isJunkResearch: null,
junkResearchNumber: null,
laserColor: null,
laserColorAlpha: null,
isLongitudinal: null,
is360Longitudinal: null,
isShotgunReversed: null,
fieldDuplicate: null,
isCloakingDamage: null,
harmonicEnergy: null,
isFieldHarmReduction: null,
isFastTime: null,
isAnthropicTech: null,
isSporeWorm: null,
isSporeFlea: null,
isFoamShot: null,
isIceShot: null,
isBlockRestitution: null,
isZeno: null,
isFieldFree: null,
isExtraGunField: null,
isBigField: null,
isSmartRadius: null,
isFilament: null,
isLargeHarpoon: null,
extraHarpoons: null,
ammoCap: null,
isHarpoonPowerUp: null,
harpoonDensity: null,
isAddRemoveMaxHealth: null,
isSpawnExitTech: null,
cloakDuplication: null,
extruderRange: null,
isForeverDrones: null,
nailRecoil: null,
baseJumpForce: null,
baseFx: null,
isNeutronium: null,
isFreeWormHole: null,
isRewindField: null,
isCrouchRegen: null,
// OccamDamage: null,
isAxion: null,
isWormholeMapIgnore: null,
isLessDamageReduction: null,
// bulletSize: null,
needleTunnel: null,
isBrainstorm: null,
isBrainstormActive: null,
brainStormDelay: null,
wormSize: null,
extraSuperBalls: null,
isTimeCrystals: null,
isGroundState: null,
isRailGun: null,
isGrapple: null,
isImmuneGrapple: null,
isDronesTravel: null,
isTechDebt: null,
isPlasmaBall: null,
plasmaDischarge: null,
isFlipFlopHealth: null,
isRelayEnergy: null,
coyoteTime: null,
missileFireCD: null,
isBotField: null,
isFoamBall: null,
isNoDraftPause: null,
isFoamPressure: null,
foamDamage: null,
isClusterExplode: null,
isCircleExplode: null,
isPetalsExplode: null,
deathSkipTime: null,
isIceMaxHealthLoss: null,
isIceKill: null,
isCritKill: null,
isQuantumEraser: null,
isQuantumEraserDuplication: null,
quantumEraserCount: null,
isPhononBlock: null,
isPhononWave: null,
isMicroTransactions: null,
isLaserLens: null,
laserCrit: null,
isSporeColony: null,
isExtraBotOption: null,
isLastHitDamage: null,
isCloakHealLastHit: null,
isRicochet: null,
isCancelCouple: null,
isCouplingPowerUps: null,
isBoostPowerUps: null,
isBoostReplaceAmmo: null,
isFlipFlopCoupling: null,
infiniteWaveAmmo: null
}