shape-memory alloy now also increases 100% heal power ups when "ON" smelting makes multiple harpoons that fire in a quick succession instead of at different angles costs 2 less ammo harpoon tech filament gives +20% longer rope per ammo ground state: 66->50% less passive energy generation grenadier mobs have a much longer delay before they explode on death level based lasers now damage mobs but don't trick mobs into touching the laser, it's rude bug fixes
10339 lines
434 KiB
JavaScript
10339 lines
434 KiB
JavaScript
const tech = {
|
||
totalCount: null,
|
||
setupAllTech() {
|
||
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'>${tech.tech[index].name}</span>")`)
|
||
tech.tech[index].remove();
|
||
tech.tech[index].count = 0;
|
||
tech.totalCount -= totalRemoved
|
||
simulation.updateTechHUD();
|
||
tech.tech[index].isLost = true
|
||
simulation.updateTechHUD();
|
||
return totalRemoved //return the total number of tech removed
|
||
},
|
||
// onclick="tech.removeTechPaused(${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(chance) { //chance is number between 0-1
|
||
// { //count JUNK
|
||
// let count = 0
|
||
// 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[i].frequency > 0) count += tech.tech[i].frequency
|
||
// }
|
||
// console.log(count)
|
||
// }
|
||
// { //count not JUNK
|
||
// let count = 0
|
||
// 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[i].frequency > 0) count++
|
||
// }
|
||
// console.log(count)
|
||
// }
|
||
// count total non junk tech
|
||
id = "github"
|
||
|
||
let count = 0
|
||
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) count += tech.tech[i].frequency
|
||
}
|
||
//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);
|
||
}
|
||
//add random array options to tech pool
|
||
if (options.length) {
|
||
const num = chance * count //scale number added
|
||
for (let i = 0; i < num; i++) tech.tech[options[Math.floor(Math.random() * options.length)]].frequency++
|
||
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 < 3; 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") || tech.isMissileField || tech.missileBotCount > 0 || tech.isBoomBotUpgrade || tech.isIncendiary || tech.isPulseLaser || tech.isTokamak || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb)
|
||
},
|
||
damageFromTech() {
|
||
let dmg = 1 //m.fieldDamage
|
||
if (tech.deathSkipTime) dmg *= 1 + 0.6 * tech.deathSkipTime
|
||
if (tech.isNoDraftPause) dmg *= 1.34
|
||
if (tech.isCloakingDamage) dmg *= 1.35
|
||
if (tech.isTechDamage) dmg *= 1.9
|
||
if (tech.isMaxEnergyTech) dmg *= 1.5
|
||
if (tech.isEnergyNoAmmo) dmg *= 1.88
|
||
if (tech.isEnergyLoss) dmg *= 1.55
|
||
if (tech.OccamDamage) dmg *= tech.OccamDamage
|
||
if (tech.isTechDebt) dmg *= Math.max(41 / (tech.totalCount + 21), 4 - 0.15 * tech.totalCount)
|
||
if (tech.isAxion && tech.isHarmMACHO) dmg *= 2 - m.harmReduction()
|
||
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.isLowEnergyDamage) dmg *= 1 + 0.7 * Math.max(0, 1 - m.energy)
|
||
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.isHarmDamage && m.lastHarmCycle + 600 > m.cycle) dmg *= 3;
|
||
if (tech.isAcidDmg && m.health > 1) dmg *= 1.35;
|
||
if (tech.restDamage > 1 && player.speed < 1) dmg *= tech.restDamage
|
||
if (tech.isEnergyDamage) dmg *= 1 + m.energy * 0.125;
|
||
if (tech.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.007
|
||
if (tech.isRerollDamage) dmg *= 1 + 0.038 * powerUps.research.count
|
||
if (tech.isOneGun && b.inventory.length < 2) dmg *= 1.25
|
||
if (tech.isNoFireDamage && m.cycle > m.fireCDcycle + 120) dmg *= 2
|
||
if (tech.isSpeedDamage) dmg *= 1 + Math.min(0.66, player.speed * 0.0165)
|
||
if (tech.isBotDamage) dmg *= 1 + 0.06 * b.totalBots()
|
||
if (tech.isDamageAfterKillNoRegen && m.lastKillCycle + 300 > m.cycle) dmg *= 1.6
|
||
if (m.isSneakAttack && m.cycle > m.lastKillCycle + 240) dmg *= tech.sneakAttackDmg
|
||
return dmg * tech.slowFire * tech.aimDamage
|
||
},
|
||
duplicationChance() {
|
||
return Math.max(0, (tech.isPowerUpsVanish ? 0.12 : 0) + (tech.isStimulatedEmission ? 0.15 : 0) + tech.cancelCount * 0.045 + tech.duplicateChance + m.duplicateChance + tech.fieldDuplicate + tech.cloakDuplication + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.5 : 0))
|
||
},
|
||
isScaleMobsWithDuplication: false,
|
||
maxDuplicationEvent() {
|
||
if (tech.is111Duplicate && tech.duplicationChance() > 1.11) {
|
||
tech.is111Duplicate = 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>triple</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,
|
||
// isExperimentHide: true,
|
||
isBadRandomOption: true,
|
||
allowed() {
|
||
return !tech.isSuperDeterminism
|
||
},
|
||
requires: "not superdeterminism",
|
||
effect() {
|
||
powerUps.spawn(m.pos.x, m.pos.y, "gun");
|
||
// this.count--
|
||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||
if (tech.tech[i].isGunTech) tech.tech[i].frequency *= 3
|
||
}
|
||
},
|
||
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>")`)
|
||
}
|
||
}
|
||
simulation.boldActiveGunHUD();
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "arsenal",
|
||
// descriptionFunction() {
|
||
// return `increase <strong class='color-d'>damage</strong> by <strong>${14 * b.inventory.length}%</strong><br><strong>14%</strong> for each <strong class='color-g'>gun</strong> in your inventory`
|
||
// },
|
||
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() {
|
||
return 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>+20%</strong> <strong><em>fire rate</em></strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return 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%;'>increase <strong class='color-d'>damage</strong> by <strong>25%</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() {
|
||
tech.isGunCycle = false;
|
||
// 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 exciton",
|
||
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 exciton",
|
||
effect() {
|
||
tech.ammoCap = 16;
|
||
powerUps.ammo.effect()
|
||
},
|
||
remove() {
|
||
tech.ammoCap = 0;
|
||
}
|
||
},
|
||
{
|
||
name: "catabolism",
|
||
description: `if you fire while <strong>out</strong> of <strong class='color-ammo'>ammo</strong><br>spawn ${powerUps.orb.ammo(4)} and <strong>–1</strong> maximum <strong class='color-h'>health</strong>`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isEnergyNoAmmo && !tech.isEnergyHealth
|
||
},
|
||
requires: "not exciton, mass-energy",
|
||
effect: () => {
|
||
tech.isAmmoFromHealth = true;
|
||
},
|
||
remove() {
|
||
tech.isAmmoFromHealth = false;
|
||
}
|
||
},
|
||
{
|
||
name: "exciton",
|
||
description: `<strong>+88%</strong> <strong class='color-d'>damage</strong><br>${powerUps.orb.ammo()} can't <strong>spawn</strong>`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isAmmoFromHealth
|
||
},
|
||
requires: "not catabolism",
|
||
effect() {
|
||
tech.isEnergyNoAmmo = true;
|
||
},
|
||
remove() {
|
||
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() {
|
||
return 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", //inductive coupling, desublimated ammunition,
|
||
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>+50%</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",
|
||
// description: "increase <strong class='color-d'>damage</strong> by up to <strong>33%</strong> at a <strong>distance</strong><br>of up to 50 player widths from the target",
|
||
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>bullets / bots</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 },
|
||
effect() {
|
||
tech.slowFire = 1.2
|
||
b.setFireCD();
|
||
},
|
||
remove() {
|
||
tech.slowFire = 1;
|
||
b.setFireCD();
|
||
}
|
||
},
|
||
{
|
||
name: "heuristics",
|
||
description: "<strong>+33%</strong> <strong><em>fire rate</em></strong>",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() { return true },
|
||
requires: "",
|
||
effect() {
|
||
tech.fireRate *= 0.67
|
||
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: "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>`,
|
||
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: "reaction inhibitor",
|
||
description: "after mobs <strong>spawn</strong><br>remove <strong>+13%</strong> of their <strong>durability</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 *= 0.87
|
||
|
||
//set all mobs at full health to 0.85
|
||
for (let i = 0; i < mob.length; i++) {
|
||
if (mob.health > tech.mobSpawnWithHealth) mob.health = tech.mobSpawnWithHealth
|
||
}
|
||
},
|
||
remove() {
|
||
tech.mobSpawnWithHealth = 1;
|
||
}
|
||
},
|
||
{
|
||
name: "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() {
|
||
return 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 //((m.fieldUpgrades[m.fieldMode].name === "standing wave" && (tech.blockingIce !== 0 || tech.blockDmg !== 0)) || b.totalBots() > 1 || tech.haveGunCheck("mine") || tech.haveGunCheck("spores") || m.fieldUpgrades[m.fieldMode].name === "molecular assembler") &&
|
||
},
|
||
requires: "not mass-energy",
|
||
effect() {
|
||
tech.isNoFireDefense = true
|
||
},
|
||
remove() {
|
||
tech.isNoFireDefense = false
|
||
}
|
||
},
|
||
{
|
||
name: "anticorrelation",
|
||
description: "increase <strong class='color-d'>damage</strong> by <strong>100%</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 true
|
||
},
|
||
requires: "",
|
||
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> increased 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> increased <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> improved <strong class='color-d'>damage</strong>, efficiency, and range", // <strong>400%</strong> increased <strong>laser-bot</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong>",
|
||
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>increase <strong class='color-d'>damage</strong> by <strong>300%</strong> and <strong>radius</strong> by <strong>50%</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: "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: "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: "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() {
|
||
tech.collisionImmuneCycles += 180;
|
||
if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage
|
||
},
|
||
remove() {
|
||
tech.collisionImmuneCycles = 30;
|
||
}
|
||
},
|
||
{
|
||
name: "spin–statistics theorem",
|
||
description: `every <strong>7</strong> seconds<br>become <strong>invulnerable</strong> for <strong>+1.75</strong> seconds`,
|
||
maxCount: 3,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true //tech.collisionImmuneCycles > 30
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.cyclicImmunity += 105;
|
||
},
|
||
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?
|
||
tech.isFlipFlopOn = true //what is the state of flip-Flop?
|
||
if (!m.isShipMode) {
|
||
m.draw = m.drawFlipFlop
|
||
}
|
||
},
|
||
remove() {
|
||
tech.isFlipFlop = false
|
||
tech.isFlipFlopOn = false
|
||
m.eyeFillColor = 'transparent'
|
||
}
|
||
},
|
||
{
|
||
name: "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: "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?
|
||
tech.isFlipFlopOn = true //what is the state of flip-Flop?
|
||
if (!m.isShipMode) {
|
||
m.draw = m.drawFlipFlop
|
||
}
|
||
},
|
||
remove() {
|
||
tech.isRelay = false
|
||
tech.isFlipFlopOn = false
|
||
m.eyeFillColor = 'transparent'
|
||
}
|
||
},
|
||
{
|
||
name: "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() {
|
||
return 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: "radiative equilibrium",
|
||
// description: "for <strong>10 seconds</strong> after receiving <strong class='color-defense'>defense</strong><br>increase <strong class='color-d'>damage</strong> by <strong>200%</strong>",
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 1,
|
||
// frequencyDefault: 1,
|
||
// allowed() {
|
||
// return true
|
||
// },
|
||
// requires: "",
|
||
// effect() {
|
||
// tech.isHarmDamage = true;
|
||
// },
|
||
// remove() {
|
||
// tech.isHarmDamage = 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() { //&& (m.fieldUpgrades[m.fieldMode].name !== "molecular assembler" || m.maxEnergy > 1)
|
||
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>`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isEnergyHealth
|
||
},
|
||
requires: "mass-energy equivalence",
|
||
effect() {
|
||
tech.healGiveMaxEnergy = true; //tech.healMaxEnergyBonus given from heal power up
|
||
powerUps.heal.color = "#0ae"
|
||
for (let i = 0; i < powerUp.length; i++) { //find active heal power ups and adjust color live
|
||
if (powerUp[i].name === "heal") powerUp[i].color = powerUps.heal.color
|
||
}
|
||
},
|
||
remove() {
|
||
tech.healGiveMaxEnergy = false;
|
||
// tech.healMaxEnergyBonus = 0
|
||
powerUps.heal.color = "#0eb"
|
||
for (let i = 0; i < powerUp.length; i++) { //find active heal power ups and adjust color live
|
||
if (powerUp[i].name === "heal") powerUp[i].color = powerUps.heal.color
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "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: () => {
|
||
m.fieldRegen = 0.0005
|
||
tech.isGroundState = true
|
||
m.setMaxEnergy()
|
||
},
|
||
remove() {
|
||
m.fieldRegen = 0.001;
|
||
tech.isGroundState = false
|
||
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",
|
||
effect() {
|
||
tech.isMaxEnergyTech = true;
|
||
m.setMaxEnergy()
|
||
},
|
||
remove() {
|
||
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: "",
|
||
effect() {
|
||
tech.isEnergyLoss = true;
|
||
},
|
||
remove() {
|
||
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() {
|
||
return 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 coupling",
|
||
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; //m.fieldRegen = 0.001
|
||
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 coupling",
|
||
effect() {
|
||
tech.isDamageAfterKillNoRegen = true;
|
||
m.regenEnergy = function() {
|
||
if (m.immuneCycle < m.cycle && (m.lastKillCycle + 300 < m.cycle)) m.energy += m.fieldRegen; //m.fieldRegen = 0.001
|
||
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>10</strong> <strong class='color-h'>health</strong> below <strong>100</strong><br><strong>+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: "antiscience",
|
||
description: "<strong>+90%</strong> <strong class='color-d'>damage</strong><br><strong>–11</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: "",
|
||
effect() {
|
||
tech.isTechDamage = true;
|
||
},
|
||
remove() {
|
||
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: "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: "non-unitary operator",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Unitary_operator' class="link">non-unitary operator</a>`,
|
||
description: "reduce combat <strong>difficulty</strong> by <strong>2 levels</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",
|
||
effect() {
|
||
tech.isCollisionRealitySwitch = true;
|
||
level.difficultyDecrease(simulation.difficultyMode * 2)
|
||
},
|
||
remove() {
|
||
tech.isCollisionRealitySwitch = false;
|
||
if (this.count > 0) {
|
||
level.difficultyIncrease(simulation.difficultyMode * 2)
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "many-worlds",
|
||
// description: "each <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, non-unitary",
|
||
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, non-unitary, 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>+66%</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 = 0.33;
|
||
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>0-3%</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.isResearchBoss || tech.isMetaAnalysis || tech.isRerollBots || tech.isDeathAvoid || tech.isRerollDamage || build.isExperimentSelection
|
||
},
|
||
requires: "not Ψ(t) collapse", //"abiogenesis, meta-analysis, bot fabrication, anthropic principle, or Bayesian statistics, not Ψ(t) collapse",
|
||
effect() {
|
||
tech.isJunkResearch = true;
|
||
},
|
||
remove() {
|
||
tech.isJunkResearch = false;
|
||
}
|
||
},
|
||
{
|
||
name: "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 true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.isBrainstorm = true
|
||
tech.isBrainstormActive = false
|
||
tech.brainStormDelay = 145 - simulation.difficultyMode * 10
|
||
},
|
||
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>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isDeterminism
|
||
},
|
||
requires: "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 true },
|
||
requires: "",
|
||
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;
|
||
// if (this.count > 0) {
|
||
// for (let i = 0; i < 5; i++) {
|
||
// const numberRemoved = tech.removeTech()
|
||
// console.log(numberRemoved)
|
||
// if (numberRemoved === 0) { //if the player didn't remove a power up then remove 1 tech for the map
|
||
// for (let j = powerUp.length - 1; j > -1; j--) {
|
||
// if (powerUp[j].name === "tech") {
|
||
// Matter.Composite.remove(engine.world, powerUp[j]);
|
||
// powerUp.splice(j, 1);
|
||
// break;
|
||
// }
|
||
// }
|
||
// }
|
||
// }
|
||
// }
|
||
}
|
||
},
|
||
{
|
||
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
|
||
},
|
||
requires: "NOT EXPERIMENT MODE, determinism, not ansatz",
|
||
effect: () => {
|
||
tech.isSuperDeterminism = true;
|
||
//if you change the number spawned also change it in Born rule
|
||
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "tech");
|
||
},
|
||
remove() {
|
||
tech.isSuperDeterminism = false;
|
||
// tech.isSuperDeterminism = false;
|
||
// if (this.count) {
|
||
// for (let i = 0; i < 5; i++) tech.removeTech()
|
||
// }
|
||
}
|
||
},
|
||
{
|
||
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
|
||
}
|
||
}
|
||
}
|
||
},
|
||
|
||
|
||
// for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||
// if (tech.tech[i].isFieldTech) tech.tech[i].frequency *= 3
|
||
// }
|
||
// },
|
||
// remove() {
|
||
// // powerUps.research.changeRerolls(-6)
|
||
// // 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: "paradigm shift",
|
||
description: `<strong>clicking</strong> <strong class='color-m'>tech</strong> while paused <strong>ejects</strong> them<br><strong>16%</strong> chance to convert that <strong class='color-m'>tech</strong> into ${powerUps.orb.research(1)}`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isSuperDeterminism && !tech.isNoDraftPause
|
||
},
|
||
requires: "not superdeterminism, eternalism",
|
||
effect() {
|
||
tech.isPauseEjectTech = true;
|
||
},
|
||
remove() {
|
||
tech.isPauseEjectTech = false;
|
||
}
|
||
},
|
||
{
|
||
name: "eternalism",
|
||
// description: `increase <strong class='color-d'>damage</strong> by <strong>60%</strong>, but <strong>time</strong> doesn't <strong>pause</strong><br>while choosing a choosing a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong>`, //${powerUps.orb.heal()} or
|
||
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",
|
||
effect() {
|
||
tech.isNoDraftPause = true
|
||
},
|
||
remove() {
|
||
tech.isNoDraftPause = false
|
||
}
|
||
},
|
||
{
|
||
name: "technical debt", // overengineering
|
||
// description: `increase <strong class='color-d'>damage</strong> by <strong>300%</strong> minus <strong>10%</strong> for <strong class='color-m'>tech</strong> you have learned(${4 - 0.1 * tech.totalCount})`,
|
||
// description: `increase <strong class='color-d'>damage</strong> by <strong>300%</strong>, but reduce <strong class='color-d'>damage</strong><br>by <strong>10%</strong> for <strong class='color-m'>tech</strong> you have learned`,
|
||
descriptionFunction() {
|
||
// return `increase <strong class='color-d'>damage</strong> by <strong>300%</strong> minus <strong>15%</strong><br>for each <strong class='color-m'>tech</strong> you have learned <em>(${Math.floor(100*(4 - 0.14 * tech.totalCount))-100}%)</em>`
|
||
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: `at the start of a level spawn a 2nd <strong>boss</strong><br>use ${powerUps.orb.research(4)}or add <strong>49%</strong> <strong class='color-j'>JUNK</strong> to the <strong class='color-m'>tech</strong> pool`,
|
||
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 ${powerUps.orb.research(1)}`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() { return true },
|
||
requires: "",
|
||
effect() {
|
||
tech.isMetaAnalysis = true
|
||
},
|
||
remove() {
|
||
tech.isMetaAnalysis = false
|
||
}
|
||
},
|
||
{
|
||
name: "dark patterns",
|
||
description: "reduce combat <strong>difficulty</strong> by <strong>1 level</strong><br><strong>+31%</strong> <strong class='color-j'>JUNK</strong> to <strong class='color-m'>tech</strong> pool",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return level.onLevel < 8 && level.onLevel > 0
|
||
},
|
||
requires: "on levels 1 through 7",
|
||
effect() {
|
||
level.difficultyDecrease(simulation.difficultyMode)
|
||
// simulation.difficulty<span class='color-symbol'>-=</span>
|
||
simulation.makeTextLog(`level.difficultyDecrease(simulation.difficultyMode)`)
|
||
this.refundAmount += tech.addJunkTechToPool(0.31)
|
||
// for (let i = 0; i < tech.junk.length; i++) tech.tech.push(tech.junk[i])
|
||
},
|
||
refundAmount: 0,
|
||
remove() {
|
||
if (this.count > 0) {
|
||
if (this.refundAmount > 0) tech.removeJunkTechFromPool(this.refundAmount)
|
||
level.difficultyIncrease(simulation.difficultyMode)
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "ergodicity",
|
||
description: `reduce combat <strong>difficulty</strong> by <strong>2 levels</strong><br>${powerUps.orb.heal()} have <strong>no</strong> effect`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return level.onLevel > 1 && !tech.isEnergyHealth && !tech.healthDrain
|
||
},
|
||
requires: "past level 1, not mass-energy, enthalpy",
|
||
effect() {
|
||
tech.isNoHeals = true;
|
||
level.difficultyDecrease(simulation.difficultyMode * 2)
|
||
simulation.makeTextLog(`level.difficultyDecrease(simulation.difficultyMode <span class='color-symbol'>*</span> 2)`)
|
||
powerUps.heal.color = "#abb"
|
||
for (let i = 0; i < powerUp.length; i++) { //find active heal power ups and adjust color live
|
||
if (powerUp[i].name === "heal") powerUp[i].color = powerUps.heal.color
|
||
}
|
||
},
|
||
remove() {
|
||
if (tech.isNoHeals) {
|
||
powerUps.heal.color = "#0eb"
|
||
for (let i = 0; i < powerUp.length; i++) { //find active heal power ups and adjust color live
|
||
if (powerUp[i].name === "heal") powerUp[i].color = powerUps.heal.color
|
||
}
|
||
}
|
||
tech.isNoHeals = false;
|
||
if (this.count > 0) level.difficultyIncrease(simulation.difficultyMode * 2)
|
||
}
|
||
},
|
||
{
|
||
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: "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>96%</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: "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: "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>adds <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 && !tech.isSuperDeterminism
|
||
},
|
||
requires: "below 100% 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
|
||
},
|
||
requires: "below 100% 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
|
||
},
|
||
requires: "below 100% 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
|
||
},
|
||
requires: "below 100% 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>111%</strong> <strong class='color-dup'>duplication</strong><br>spawn <strong>11 bosses</strong> with <strong>111%</strong> more <strong>durability</strong>`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 6,
|
||
frequencyDefault: 6,
|
||
isNonRefundable: true,
|
||
allowed() {
|
||
return tech.duplicationChance() > 0.6
|
||
},
|
||
requires: "NOT EXPERIMENT MODE, duplication chance above 60%",
|
||
effect() {
|
||
tech.is111Duplicate = true;
|
||
tech.maxDuplicationEvent()
|
||
},
|
||
remove() {
|
||
tech.is111Duplicate = 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>${this.removePercent * 100}%</strong> of your <strong class='color-m'>tech</strong><br>for each removed gain <strong>${this.damagePerRemoved * 100}%</strong> <strong class='color-d'>damage</strong>`
|
||
// },
|
||
descriptionFunction() {
|
||
return `randomly remove <strong>half</strong> your <strong class='color-m'>tech</strong><br>for each removed <strong>+${this.damagePerRemoved * 100 }%</strong> <strong class='color-d'>damage</strong> <em>(~${(this.count === 0) ? this.damagePerRemoved * 50 * tech.totalCount : tech.OccamDamage*100}%)</em>`
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 199,
|
||
frequencyDefault: 1,
|
||
isNonRefundable: true,
|
||
isBadRandomOption: true,
|
||
allowed() {
|
||
return (tech.totalCount > 6)
|
||
},
|
||
requires: "more than 6 tech",
|
||
// removePercent: 0.5,
|
||
damagePerRemoved: 0.5,
|
||
effect() {
|
||
let pool = []
|
||
for (let i = 0, len = tech.tech.length; i < len; i++) { // spawn new tech power ups
|
||
if (tech.tech[i].count && !tech.tech[i].isNonRefundable && !tech.tech[i].isFromAppliedScience) pool.push(i)
|
||
}
|
||
pool = shuffle(pool); //shuffles order of maps
|
||
let removeCount = 0
|
||
for (let i = 0, len = pool.length * this.damagePerRemoved; i < len; i++) removeCount += tech.removeTech(pool[i])
|
||
tech.OccamDamage = 1 + this.damagePerRemoved * removeCount
|
||
// tech.OccamDamage = Math.pow(1.25, removeCount)
|
||
},
|
||
remove() {
|
||
tech.OccamDamage = 0;
|
||
}
|
||
},
|
||
{
|
||
name: "exchange symmetry",
|
||
description: "remove <strong>1</strong> random <strong class='color-m'>tech</strong><br>spawn <strong>2</strong> new <strong class='color-g'>guns</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isNonRefundable: true,
|
||
isBadRandomOption: true,
|
||
allowed() {
|
||
return (tech.totalCount > 3) && !tech.isSuperDeterminism
|
||
},
|
||
requires: "NOT EXPERIMENT MODE, at least 4 tech, not superdeterminism",
|
||
effect: () => {
|
||
const have = [] //find which tech you have
|
||
for (let i = 0; i < tech.tech.length; i++) {
|
||
if (tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable) have.push(i)
|
||
}
|
||
const choose = have[Math.floor(Math.random() * have.length)]
|
||
simulation.makeTextLog(`<span class='color-var'>tech</span>.removeTech("<span class='color-text'>${tech.tech[choose].name}</span>")`)
|
||
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 recursive <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: "CPT gun",
|
||
// link: `<a target="_blank" href='https://en.wikipedia.org/wiki/CPT_symmetry' class="link">CPT gun</a>`,
|
||
// description: `adds the <strong>CPT</strong> <strong class='color-g'>gun</strong> to your inventory<br>it <strong>rewinds</strong> your <strong class='color-h'>health</strong>, <strong>velocity</strong>, and <strong>position</strong>`,
|
||
// isGunTech: true,
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 2,
|
||
// frequencyDefault: 2,
|
||
// allowed() {
|
||
// return (b.totalBots() > 3 || m.fieldUpgrades[m.fieldMode].name === "molecular assembler" || m.fieldUpgrades[m.fieldMode].name === "plasma torch" || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && !tech.isEnergyHealth && !tech.isRewindAvoidDeath //build.isExperimentSelection ||
|
||
// },
|
||
// requires: "bots > 3, plasma torch, assembler, pilot wave, not mass-energy equivalence, CPT",
|
||
// effect() {
|
||
// tech.isRewindGun = true
|
||
// b.guns.push(b.gunRewind)
|
||
// b.giveGuns("CPT gun");
|
||
// },
|
||
// remove() {
|
||
// if (tech.isRewindGun) {
|
||
// b.removeGun("CPT gun", true)
|
||
// // for (let i = 0; i < b.guns.length; i++) {
|
||
// // if (b.guns[i].name === "CPT gun") {
|
||
// // b.guns[i].have = false
|
||
// // for (let j = 0; j < b.inventory.length; j++) {
|
||
// // if (b.inventory[j] === i) {
|
||
// // b.inventory.splice(j, 1)
|
||
// // break
|
||
// // }
|
||
// // }
|
||
// // if (b.inventory.length) {
|
||
// // b.activeGun = b.inventory[0];
|
||
// // } else {
|
||
// // b.activeGun = null;
|
||
// // }
|
||
// // simulation.makeGunHUD();
|
||
|
||
// // b.guns.splice(i, 1) //also remove CPT gun from gun pool array
|
||
// // break
|
||
// // }
|
||
// // }
|
||
// tech.isRewindGun = false
|
||
// }
|
||
// }
|
||
// },
|
||
{
|
||
name: "needle 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.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.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>+25%</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.haveGunCheck("nail gun")) + tech.isNeedles + tech.isNailShot + tech.isRivets) * 2 > 1
|
||
},
|
||
requires: "nails, nail gun, rivets, shotgun",
|
||
effect() {
|
||
tech.bulletSize += 0.25
|
||
},
|
||
remove() {
|
||
tech.bulletSize = 1;
|
||
}
|
||
},
|
||
{
|
||
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 bullets strike mobs near their <strong>center</strong><br>they can <strong class='color-e'>explode</strong> <em style = 'font-size:95%;'>(nails, needles, rivets)</em>",
|
||
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.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: "<strong>nails</strong> are made of <strong class='color-p'>plutonium-238</strong><br><strong>+100%</strong> <strong class='color-d'>damage</strong> over <strong>6</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: "<strong>nails</strong> are made of <strong class='color-p'>lithium-8</strong><br><strong class='color-d'>damage</strong> occurs after <strong>1</strong> second",
|
||
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: "<strong>invulnerable</strong> while firing the <strong>shotgun</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>+60%</strong> <strong>shotgun</strong> <strong class='color-d'>damage</strong><br><strong>shotgun</strong> <strong>recoil</strong> is increased and <strong>reversed</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
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> fires <strong>17</strong> <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.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 <strong>15</strong> 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.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 <strong>15</strong> 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.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 || tech.isIceField || tech.isIceShot || tech.relayIce || tech.isNeedleIce || tech.blockingIce > 1
|
||
},
|
||
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 || tech.isIceField || tech.isIceShot || tech.relayIce || tech.isNeedleIce || tech.blockingIce > 1
|
||
},
|
||
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 || tech.isIceField || tech.isIceShot || tech.relayIce || tech.isNeedleIce || tech.blockingIce > 1) && !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.nailsDeathMob
|
||
},
|
||
requires: "a localized freeze effect, no other mob death tech",
|
||
effect() {
|
||
tech.iceIXOnDeath++
|
||
},
|
||
remove() {
|
||
tech.iceIXOnDeath = 0
|
||
}
|
||
},
|
||
{
|
||
name: "thermoelectric effect",
|
||
description: "<strong>killing</strong> mobs with <strong class='color-s'>ice IX</strong><br>generates <strong>100</strong> <strong class='color-f'>energy</strong>",
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isIceField || tech.relayIce || tech.isNeedleIce || tech.blockingIce || 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 || tech.isIceField || tech.relayIce || tech.isNeedleIce || tech.blockingIce > 1 || 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.isNeedles) || (tech.haveGunCheck("super balls") && !tech.isFoamBall) || (tech.isRivets && !tech.isNailCrit) || (m.fieldUpgrades[m.fieldMode].name === "molecular assembler" && !(tech.isDroneTeleport || tech.isDroneRadioactive || tech.isSporeField || tech.isMissileField || tech.isIceField)) || (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> colliding with <strong>mobs</strong> catalyzes<br>a reaction that yields <strong>foam</strong> bubbles",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("super balls")
|
||
},
|
||
requires: "super balls",
|
||
effect() {
|
||
tech.isFoamBall = true;
|
||
},
|
||
remove() {
|
||
tech.isFoamBall = false;
|
||
}
|
||
},
|
||
//
|
||
{
|
||
name: "phase velocity",
|
||
description: "matter wave <strong>propagates</strong> faster through <strong>solids</strong><br><strong>+20%</strong> matter wave <strong class='color-d'>damage</strong>",
|
||
// description: "matter wave <strong>propagates</strong> faster through <strong>solids</strong><br>up by <strong>3000%</strong> in the map and <strong>760%</strong> in <strong class='color-block'>blocks</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("matter wave") && !tech.isLongitudinal
|
||
},
|
||
requires: "matter wave, not phonon",
|
||
effect() {
|
||
tech.isPhaseVelocity = true;
|
||
},
|
||
remove() {
|
||
tech.isPhaseVelocity = false;
|
||
}
|
||
},
|
||
{
|
||
name: "bound state",
|
||
description: "wave packets <strong>reflect</strong> backwards <strong>2</strong> times<br><strong>–25%</strong> <strong>range</strong>",
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("matter wave")
|
||
},
|
||
requires: "matter wave",
|
||
effect() {
|
||
tech.waveReflections += 2
|
||
},
|
||
remove() {
|
||
tech.waveReflections = 1
|
||
}
|
||
},
|
||
{
|
||
name: "amplitude",
|
||
description: "<strong>+37%</strong> wave <strong class='color-d'>damage</strong> and <strong>amplitude</strong>",
|
||
isGunTech: true,
|
||
maxCount: 3,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("matter wave")
|
||
},
|
||
requires: "matter 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("matter wave")
|
||
},
|
||
requires: "matter wave",
|
||
effect() {
|
||
tech.waveBeamSpeed *= 0.8;
|
||
tech.waveBeamDamage += 1.5 * 0.37 //this sets base matter wave damage
|
||
},
|
||
remove() {
|
||
tech.waveBeamSpeed = 12;
|
||
tech.waveBeamDamage = 1.5 //this sets base matter wave damage
|
||
}
|
||
},
|
||
{
|
||
name: "phonon", //longitudinal //gravitational wave?
|
||
description: "matter wave emits 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("matter wave") && !tech.isPhaseVelocity && !tech.isBulletTeleport
|
||
},
|
||
requires: "matter wave, not phase velocity, uncertainty principle",
|
||
effect() {
|
||
tech.isLongitudinal = true;
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "matter wave") {
|
||
b.guns[i].chooseFireMethod()
|
||
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack / 9
|
||
b.guns[i].ammo = Math.ceil(b.guns[i].ammo / 9);
|
||
simulation.updateGunHUD();
|
||
break
|
||
}
|
||
}
|
||
},
|
||
remove() {
|
||
if (tech.isLongitudinal) {
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "matter wave") {
|
||
tech.isLongitudinal = false;
|
||
b.guns[i].chooseFireMethod()
|
||
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack
|
||
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 9);
|
||
simulation.updateGunHUD();
|
||
break
|
||
}
|
||
}
|
||
}
|
||
tech.isLongitudinal = false;
|
||
}
|
||
},
|
||
{
|
||
name: "isotropic radiator",
|
||
description: "<strong>matter wave</strong> expands 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
|
||
},
|
||
requires: "matter wave, phonon",
|
||
effect() {
|
||
tech.is360Longitudinal = true;
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "matter wave") {
|
||
b.guns[i].chooseFireMethod()
|
||
break
|
||
}
|
||
}
|
||
},
|
||
remove() {
|
||
tech.is360Longitudinal = false;
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "matter wave") {
|
||
b.guns[i].chooseFireMethod()
|
||
break
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
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>missiles</strong> speed",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (tech.haveGunCheck("missiles") && tech.missileFireCD === 45) || tech.isMissileField || tech.missileBotCount
|
||
},
|
||
requires: "missiles",
|
||
effect() {
|
||
tech.isMissileBig = true
|
||
},
|
||
remove() {
|
||
tech.isMissileBig = false
|
||
}
|
||
},
|
||
{
|
||
name: "ICBM",
|
||
description: "<strong>+100%</strong> <strong>missile</strong> <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong>, radius<br><strong>–66%</strong> <strong>missiles</strong> speed",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("missiles") && tech.isMissileBig //&& !tech.isSmartRadius && !tech.isImmuneExplosion
|
||
},
|
||
requires: "missiles, cruse 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",
|
||
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.explosiveRadius === 1 && !tech.isSmallExplosion && !tech.isBlockExplode && !tech.fragments && (tech.haveGunCheck("missiles") || tech.missileBotCount || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.isPulseLaser || tech.isMissileField || 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.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("missiles") || tech.missileBotCount || tech.isRivets || tech.blockDamage > 0.075)
|
||
},
|
||
requires: "grenades, missiles, rivets, harpoon, or mass driver, not iridium-192",
|
||
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>–50%</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: "controlled explosion",
|
||
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") || tech.isMissileField || 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: "increase <strong class='color-p'>radioactive</strong> range by <strong>20%</strong><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: "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")
|
||
},
|
||
requires: "mines",
|
||
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 class='color-p' style='letter-spacing: 2px;'>sporangium</strong> release <strong>+6</strong> <strong class='color-p' style='letter-spacing: 2px;'>spores</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("spores")
|
||
},
|
||
requires: "spores",
|
||
effect() {
|
||
tech.isSporeGrowth = true
|
||
},
|
||
remove() {
|
||
tech.isSporeGrowth = false
|
||
}
|
||
},
|
||
// {
|
||
// name: "tinsellated flagella",
|
||
// link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Zoospore#Flagella_types' class="link">tinsellated flagella</a>`,
|
||
// description: "<strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> release <strong>+2</strong> <strong class='color-p' style='letter-spacing: 2px;'>spores</strong><br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> accelerate <strong>50% faster</strong>",
|
||
// isGunTech: true,
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 2,
|
||
// frequencyDefault: 2,
|
||
// allowed() {
|
||
// return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField
|
||
// },
|
||
// requires: "spores",
|
||
// effect() {
|
||
// tech.isFastSpores = true
|
||
// },
|
||
// remove() {
|
||
// tech.isFastSpores = false
|
||
// }
|
||
// },
|
||
{
|
||
name: "flagella",
|
||
description: "<strong>+50%</strong> <strong class='color-p' style='letter-spacing: 2px;'>spores</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 || tech.isSporeField || tech.isSporeWorm
|
||
},
|
||
requires: "spores",
|
||
effect() {
|
||
tech.isSporeFollow = true //isSporeFollow
|
||
},
|
||
remove() {
|
||
tech.isSporeFollow = false //isFastSpores
|
||
}
|
||
},
|
||
{
|
||
name: "cryodesiccation",
|
||
description: "<strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> release <strong>2</strong> more <strong class='color-p' style='letter-spacing: 2px;'>spores</strong><br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> <strong class='color-s'>freeze</strong> mobs for <strong>1.5</strong> second",
|
||
// <br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> do <strong>1/3</strong> <strong class='color-d'>damage</strong>
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField || tech.isSporeWorm
|
||
},
|
||
requires: "spores",
|
||
effect() {
|
||
tech.isSporeFreeze = true
|
||
},
|
||
remove() {
|
||
tech.isSporeFreeze = false
|
||
}
|
||
},
|
||
// {
|
||
// name: "diplochory",
|
||
// description: "if <strong class='color-p' style='letter-spacing: 2px;'>spores</strong> can't <strong>locate</strong> a viable host<br>they use you for <strong>dispersal</strong>",
|
||
// isGunTech: true,
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 2,
|
||
// frequencyDefault: 2,
|
||
// allowed() {
|
||
// return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField || tech.isSporeWorm
|
||
// },
|
||
// requires: "spores",
|
||
// effect() {
|
||
// tech.isSporeFollow = true
|
||
// },
|
||
// remove() {
|
||
// tech.isSporeFollow = false
|
||
// }
|
||
// },
|
||
{
|
||
name: "mutualism",
|
||
description: "<strong>+150%</strong> <strong class='color-p' style='letter-spacing: 2px;'>spore</strong> <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 || tech.isSporeField) && !tech.isEnergyHealth || tech.isSporeWorm
|
||
},
|
||
requires: "spores, not mass-energy",
|
||
effect() {
|
||
tech.isMutualism = true
|
||
},
|
||
remove() {
|
||
tech.isMutualism = false
|
||
}
|
||
},
|
||
// {
|
||
// name: "worm-shot",
|
||
// link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Worm' class="link">worm-shot</a>`,
|
||
// description: "<strong>shotgun</strong> hatches <strong>3-4</strong> mob seeking <strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong><br><em>worms benefit from spore technology</em>", //<br><strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong> seek out nearby mobs
|
||
// isGunTech: true,
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 2,
|
||
// frequencyDefault: 2,
|
||
// allowed() {
|
||
// return tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIncendiary && !tech.isRivets && !tech.isIceShot && !tech.isFoamShot && !tech.isNeedles
|
||
// },
|
||
// requires: "shotgun, not incendiary, nail-shot, rivets, foam-shot, ice-shot, needles",
|
||
// effect() {
|
||
// tech.isWormShot = true;
|
||
// },
|
||
// remove() {
|
||
// tech.isWormShot = 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 || tech.isSporeField || (tech.haveGunCheck("shotgun") && !tech.isIncendiary && !tech.isRivets && !tech.isIceShot && !tech.isFoamShot && !tech.isNeedles && !tech.isNailShot)
|
||
},
|
||
requires: "spores",
|
||
effect() {
|
||
tech.isSporeWorm = true
|
||
},
|
||
remove() {
|
||
tech.isSporeWorm = false
|
||
}
|
||
},
|
||
{
|
||
name: "annelids",
|
||
description: "<strong>+37%</strong> <strong class='color-p' style='letter-spacing: -0.8px;'>worm</strong> size and <strong class='color-d'>damage</strong>",
|
||
isGunTech: true,
|
||
maxCount: 3,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return tech.isSporeWorm
|
||
},
|
||
requires: "spores, shotgun, worms",
|
||
effect() {
|
||
tech.wormSize++
|
||
},
|
||
remove() {
|
||
tech.wormSize = 0
|
||
}
|
||
},
|
||
{
|
||
name: "path integration",
|
||
description: "<strong>drones</strong>, <strong class='color-p' style='letter-spacing: 2px;'>spores</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" && !(tech.isMissileField || tech.isIceField))
|
||
},
|
||
requires: "spores, worms, diplochory, drones",
|
||
effect() {
|
||
tech.isDronesTravel = true
|
||
},
|
||
remove() {
|
||
tech.isDronesTravel = 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, missile, foam, wave, neutron, ice</em>",
|
||
isGunTech: true,
|
||
maxCount: 3,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldUpgrades[m.fieldMode].name === "molecular assembler" || tech.haveGunCheck("spores") || tech.haveGunCheck("drones") || tech.haveGunCheck("missiles") || tech.haveGunCheck("foam") || tech.haveGunCheck("matter wave") || tech.isNeutronBomb || tech.isIceField || tech.isIceShot || tech.relayIce || tech.isNeedleIce || tech.blockingIce > 1 || tech.isSporeWorm || tech.isFoamBotUpgrade || tech.isFoamBall
|
||
},
|
||
requires: "drones, spores, missiles, foam, matter wave, neutron bomb, ice IX",
|
||
effect() {
|
||
tech.isBulletsLastLonger += 0.3
|
||
},
|
||
remove() {
|
||
tech.isBulletsLastLonger = 1;
|
||
}
|
||
},
|
||
{
|
||
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" && !(tech.isSporeField || tech.isMissileField || tech.isIceField)))
|
||
},
|
||
requires: "drones, not irradiated drones",
|
||
effect() {
|
||
tech.droneCycleReduction = Math.pow(0.6, 1 + this.count)
|
||
tech.droneEnergyReduction = Math.pow(0.333, 1 + this.count)
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "drones") {
|
||
const scale = Math.pow(3, this.count + 1)
|
||
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * scale
|
||
}
|
||
}
|
||
},
|
||
remove() {
|
||
tech.droneCycleReduction = 1
|
||
tech.droneEnergyReduction = 1
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "drones") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "delivery drone",
|
||
description: "if a <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" && !(tech.isSporeField || tech.isMissileField || tech.isIceField)))
|
||
},
|
||
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" && !(tech.isSporeField || tech.isMissileField || tech.isIceField))) && !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" && !(tech.isSporeField || tech.isMissileField || tech.isIceField)))
|
||
},
|
||
requires: "drones, not reduced tolerances, incendiary, torque bursts",
|
||
effect() {
|
||
tech.isDroneRadioactive = true
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "drones") {
|
||
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * 0.25
|
||
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 0.25)
|
||
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>6</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 = 6
|
||
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)
|
||
},
|
||
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>+47%</strong> <strong>foam</strong> and <strong>wave</strong> <strong class='color-d'>damage</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (!tech.isFoamAttract && (tech.haveGunCheck("foam") || tech.isFoamBotUpgrade || tech.isFoamShot || tech.isFoamBall)) || (tech.haveGunCheck("matter wave") && !tech.isLongitudinal)
|
||
},
|
||
requires: "foam, matter wave, not electrostatic induction, not phonon",
|
||
effect() {
|
||
tech.isBulletTeleport = true
|
||
},
|
||
remove() {
|
||
tech.isBulletTeleport = false;
|
||
}
|
||
},
|
||
{
|
||
name: "necrophage",
|
||
description: "if <strong>foam</strong> or <strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong> <strong>kill</strong> their target<br>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
|
||
},
|
||
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>+150%</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
|
||
},
|
||
requires: "foam",
|
||
effect() {
|
||
tech.isFastFoam = true
|
||
tech.foamGravity = -0.0003
|
||
},
|
||
remove() {
|
||
tech.isFastFoam = false;
|
||
tech.foamGravity = 0.00008
|
||
}
|
||
},
|
||
{
|
||
name: "surface tension",
|
||
description: "<strong>+41%</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
|
||
},
|
||
requires: "foam",
|
||
effect() {
|
||
tech.foamDamage += 0.011 * 0.41
|
||
},
|
||
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 exciton",
|
||
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;
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "foam") {
|
||
b.guns[i].chooseFireMethod()
|
||
break
|
||
}
|
||
}
|
||
},
|
||
remove() {
|
||
tech.isFoamPressure = false;
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "foam") {
|
||
b.guns[i].chooseFireMethod()
|
||
break
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
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>+800%</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
|
||
},
|
||
requires: "harpoon, not UHMWPE, induction furnace, grappling hook",
|
||
ammoBonus: 8,
|
||
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, filament, toggling harpoon, 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: `become <strong>immune</strong> to <strong class='color-defense'>defense</strong> while <strong>grappling</strong><br>drains <strong class='color-f'>energy</strong> and prevents <strong>generation</strong>`,
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isGrapple && !tech.isRailEnergyGain
|
||
},
|
||
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.isRailEnergyGain = true;
|
||
},
|
||
remove() {
|
||
tech.isRailEnergyGain = 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>`
|
||
},
|
||
// description: "increase the <strong>size</strong> of your <strong>harpoon</strong><br>by <strong>10%</strong> of √ of harpoon <strong class='color-ammo'>ammo</strong>",
|
||
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",
|
||
// description: `forge <strong>3</strong> <strong class='color-ammo'>ammo</strong> into a new harpoon<br>fire <strong>+1</strong> <strong>harpoon</strong> with each shot`,
|
||
descriptionFunction() { return `forge <strong>${(tech.isRailGun ? 2 : 1) * (4 + 2 * this.count)}</strong> <strong class='color-ammo'>ammo</strong> into a new harpoon<br>fire <strong>+1</strong> <strong>harpoon</strong> with each shot` },
|
||
// descriptionFunction() { return `forge <strong>${tech.isRailGun? 10: 2}</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,
|
||
allowed() {
|
||
return tech.haveGunCheck("harpoon") && b.returnGunAmmo('harpoon') >= (tech.isRailGun ? 5 : 3) * (1 + this.count)
|
||
},
|
||
requires: "harpoon",
|
||
effect() {
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "harpoon") {
|
||
b.guns[i].ammo -= (tech.isRailGun ? 5 : 2) * (1 + this.count)
|
||
// console.log(3 + this.count * 3)
|
||
if (b.guns[i].ammo < 0) b.guns[i].ammo = 0
|
||
simulation.updateGunHUD();
|
||
tech.extraHarpoons++;
|
||
break
|
||
}
|
||
}
|
||
// this.description = `forge <strong>${3+(this.count+1)*3}</strong> <strong class='color-ammo'>ammo</strong> into a new harpoon<br>fire <strong>+1</strong> <strong>harpoon</strong> with each shot`
|
||
},
|
||
remove() {
|
||
if (tech.extraHarpoons) {
|
||
// this.description = `forge <strong>${2}</strong> <strong class='color-ammo'>ammo</strong> into a new harpoon<br>fire <strong>+1</strong> <strong>harpoon</strong> with each shot`
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "harpoon") {
|
||
b.guns[i].ammo += (tech.isRailGun ? 5 : 3)
|
||
simulation.updateGunHUD();
|
||
break
|
||
}
|
||
}
|
||
}
|
||
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>`
|
||
},
|
||
// description: "increase the <strong>length</strong> of your <strong>harpoon</strong>'s <strong>rope</strong><br>by <strong>1%</strong> per harpoon <strong class='color-ammo'>ammo</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.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: "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 = ["laser diode", "free-electron laser", "relativistic momentum", "specular reflection", "diffraction grating", "diffuse beam", "output coupler", "slow light"]
|
||
//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>`);
|
||
tech.giveTech(index)
|
||
techGiven++
|
||
}
|
||
}
|
||
if (techGiven > 0) {
|
||
tech.isStuckOn = true
|
||
} else {
|
||
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: "laser diode",
|
||
description: "<strong>+30%</strong> <strong class='color-laser'>laser</strong> <strong class='color-f'>energy</strong> efficiency<br><em>affects laser-gun, laser-bot, laser-mines, pulse</em>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (tech.haveGunCheck("laser") || tech.isLaserBotUpgrade || tech.isLaserMine) && tech.laserDamage === 0.18
|
||
},
|
||
requires: "laser, not free-electron",
|
||
effect() {
|
||
tech.isLaserDiode = 0.70; //100%-37%
|
||
tech.laserColor = "rgb(0, 11, 255)"
|
||
tech.laserColorAlpha = "rgba(0, 11, 255,0.5)"
|
||
},
|
||
remove() {
|
||
tech.isLaserDiode = 1;
|
||
tech.laserColor = "#f02"
|
||
tech.laserColorAlpha = "rgba(255, 0, 0, 0.5)"
|
||
}
|
||
},
|
||
{
|
||
name: "free-electron laser",
|
||
description: "<strong>+200%</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong> <br><strong>–250%</strong> <strong class='color-laser'>laser</strong> <strong class='color-f'>energy</strong> efficiency",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (tech.haveGunCheck("laser") || tech.isLaserMine || tech.isLaserBotUpgrade) && !tech.isPulseLaser && tech.isLaserDiode === 1
|
||
},
|
||
requires: "laser, not pulse, diodes",
|
||
effect() {
|
||
tech.laserFieldDrain = 0.0063 //base is 0.002
|
||
tech.laserDamage = 0.48; //base is 0.16
|
||
tech.laserColor = "#83f"
|
||
tech.laserColorAlpha = "rgba(136, 51, 255,0.5)"
|
||
},
|
||
remove() {
|
||
tech.laserFieldDrain = 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: "relativistic momentum",
|
||
description: "all <strong class='color-laser'>lasers</strong> push <strong>mobs</strong> and <strong class='color-block'>blocks</strong><br><em>affects laser-gun, laser-bot, and laser-mines</em>",
|
||
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: "specular reflection",
|
||
description: "<strong>+2</strong> <strong class='color-laser'>laser</strong> reflections<br><em>affects laser-gun, laser-bot, and laser-mines</em>",
|
||
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> angled <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++
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
||
}
|
||
},
|
||
remove() {
|
||
if (tech.beamSplitter !== 0) {
|
||
tech.beamSplitter = 0
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "diffuse beam",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Diffuser_(optics)' class="link">diffuse beam</a>`,
|
||
description: "<strong class='color-laser'>laser</strong> 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;
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
||
}
|
||
},
|
||
remove() {
|
||
if (tech.isWideLaser) {
|
||
// tech.wideLaser = 0
|
||
tech.isWideLaser = false;
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "output coupler",
|
||
description: "<strong>+30%</strong> <strong class='color-laser'>laser</strong> 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.isWideLaser
|
||
},
|
||
requires: "laser gun, diffuse beam",
|
||
effect() {
|
||
tech.wideLaser += 2
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
||
}
|
||
},
|
||
remove() {
|
||
if (tech.isWideLaser) {
|
||
tech.wideLaser = 3
|
||
} else {
|
||
tech.wideLaser = 0
|
||
}
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "slow light",
|
||
description: "<strong class='color-laser'>laser</strong> 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++
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
||
}
|
||
},
|
||
remove() {
|
||
// this.description = "<strong>laser</strong> beam is <strong>spread</strong> into your recent <strong>past</strong><br>increase total beam <strong class='color-d'>damage</strong> by <strong>300%</strong>"
|
||
if (tech.historyLaser) {
|
||
tech.historyLaser = 0
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "pulse",
|
||
description: "charge your <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.laserDamage === 0.18 && !tech.isStuckOn
|
||
},
|
||
requires: "laser gun, not specular reflection, diffuse, free-electron laser, optical amplifier",
|
||
effect() {
|
||
tech.isPulseLaser = true;
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
||
}
|
||
},
|
||
remove() {
|
||
if (tech.isPulseLaser) {
|
||
tech.isPulseLaser = false;
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "neocognitron",
|
||
description: "<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.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" && (tech.blockDmg || tech.blockingIce)
|
||
},
|
||
requires: "standing wave, bremsstrahlung, triple point",
|
||
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 upto <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: 1,
|
||
frequencyDefault: 1,
|
||
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: "neutronium",
|
||
description: `<strong>move</strong> and <strong>jump</strong> <strong>25%</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 *= 0.75
|
||
tech.baseJumpForce *= 0.75
|
||
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: "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: "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,
|
||
// isExperimentHide: true,
|
||
allowed() {
|
||
return powerUps.research.count > 1 && m.fieldUpgrades[m.fieldMode].name === "molecular assembler"
|
||
},
|
||
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,
|
||
// isExperimentHide: true,
|
||
allowed() {
|
||
return powerUps.research.count > 2 && m.fieldUpgrades[m.fieldMode].name === "molecular assembler"
|
||
},
|
||
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>`,
|
||
// 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 grow <strong class='color-p' style='letter-spacing: 2px;'>spores</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.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: "scrap-bot manufacturing",
|
||
// link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Manufacturing' class="link">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-bot'>scrap bot</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.isIceField || 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.isBotField = true;
|
||
// },
|
||
// remove() {
|
||
// tech.isBotField = false;
|
||
// if (this.count > 0) powerUps.research.changeRerolls(1)
|
||
// }
|
||
// },
|
||
// {
|
||
// name: "thermal reservoir",
|
||
// description: "increase your <strong class='color-plasma'>plasma</strong> <strong class='color-d'>damage</strong> by <strong>100%</strong><br><strong class='color-plasma'>plasma</strong> temporarily lowers health not <strong class='color-f'>energy</strong>",
|
||
// isFieldTech: true,
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 2,
|
||
// allowed() {
|
||
// return m.fieldUpgrades[m.fieldMode].name === "plasma torch" && !tech.isEnergyHealth
|
||
// },
|
||
// requires: "plasma torch, not mass-energy equivalence",
|
||
// effect() {
|
||
// tech.isPlasmaRange += 0.27;
|
||
// },
|
||
// remove() {
|
||
// tech.isPlasmaRange = 1;
|
||
// }
|
||
// },
|
||
{
|
||
name: "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 === "perfect diamagnetism" || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && !tech.isEnergyHealth
|
||
},
|
||
requires: "plasma torch, perfect diamagnetism, pilot wave, not mass-energy",
|
||
effect() {
|
||
tech.isHarmReduce = true
|
||
},
|
||
remove() {
|
||
tech.isHarmReduce = false;
|
||
}
|
||
},
|
||
{
|
||
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 or molecular assembler",
|
||
effect() {
|
||
tech.isTokamak = true;
|
||
},
|
||
remove() {
|
||
tech.isTokamak = false;
|
||
}
|
||
},
|
||
{
|
||
name: "plasma-bot",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">plasma-bot</a>`,
|
||
description: "remove your <strong>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`,
|
||
// description: "use <strong>1</strong> <strong class='color-r'>research</strong> to <br>increase <strong class='color-plasma'>plasma</strong> <strong>torch's</strong> range by <strong>50%</strong>",
|
||
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 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: 2,
|
||
frequencyDefault: 2,
|
||
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: "Lorentz transformation",
|
||
description: `use ${powerUps.orb.research(3)}<br><strong>+50%</strong> <strong>movement</strong>, <strong>jumping</strong>, and <strong>fire rate</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>+300%</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: () => {
|
||
m.fieldRegen = 0.004
|
||
tech.isTimeCrystals = true
|
||
},
|
||
remove() {
|
||
m.fieldRegen = 0.001
|
||
tech.isTimeCrystals = false
|
||
}
|
||
},
|
||
{
|
||
name: "no-cloning theorem",
|
||
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")
|
||
},
|
||
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: "symbiosis",
|
||
description: "<strong>bosses</strong> spawn <strong>+1</strong> <strong class='color-m'>tech</strong> after they <strong>die</strong><br>after a <strong>mob</strong> <strong>dies</strong> <strong>–0.45</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>shields</strong> drains <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: "dazzler",
|
||
description: "after <strong class='color-cloaked'>decloaking</strong> <strong>stun</strong> nearby mobs<br>and <strong>–10</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>666%</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 = 7.66
|
||
},
|
||
remove() {
|
||
tech.sneakAttackDmg = 4.33
|
||
}
|
||
},
|
||
{
|
||
name: "dynamical systems",
|
||
description: `use ${powerUps.orb.research(2)}<br><strong>+35%</strong> <strong class='color-d'>damage</strong>`,
|
||
// description: "use <strong>1</strong> <strong class='color-r'>research</strong><br>increase your <strong class='color-d'>damage</strong> by <strong>35%</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",
|
||
effect() {
|
||
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) powerUps.research.changeRerolls(2)
|
||
}
|
||
},
|
||
{
|
||
name: "discrete 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 === "metamaterial cloaking" || m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "molecular assembler"
|
||
},
|
||
requires: "cloaking, molecular assembler, plasma torch, pilot wave",
|
||
effect() {
|
||
tech.aimDamage = 1.35
|
||
b.setFireCD();
|
||
},
|
||
remove() {
|
||
tech.aimDamage = 1
|
||
b.setFireCD();
|
||
}
|
||
},
|
||
// {
|
||
// name: "potential well",
|
||
// description: "the force that <strong>pilot wave</strong> generates<br>to trap <strong class='color-block'>blocks</strong> is greatly increased",
|
||
// isFieldTech: true,
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 2,
|
||
// frequencyDefault: 2,
|
||
// allowed() {
|
||
// return m.fieldUpgrades[m.fieldMode].name === "pilot wave"
|
||
// },
|
||
// requires: "pilot wave",
|
||
// effect() {
|
||
// tech.pilotForce = 0.0006
|
||
// },
|
||
// remove() {
|
||
// tech.pilotForce = 0.00002
|
||
// }
|
||
// },
|
||
{
|
||
name: "WIMPs",
|
||
description: `at the end of each <strong>level</strong> spawn ${powerUps.orb.research(5)}<br> and a <strong class='color-defense'>harmful</strong> particle that slowly <strong>chases</strong> you`,
|
||
isFieldTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return m.fieldUpgrades[m.fieldMode].name === "wormhole" || m.fieldUpgrades[m.fieldMode].name === "pilot wave"
|
||
},
|
||
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: "virtual particles",
|
||
description: `use ${powerUps.orb.research(4)}to exploit your <strong class='color-f'>field</strong> for a<br><strong>+12%</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 === "negative mass" || m.fieldUpgrades[m.fieldMode].name === "time dilation" || m.fieldUpgrades[m.fieldMode].name === "wormhole") && (build.isExperimentSelection || powerUps.research.count > 3)
|
||
},
|
||
requires: "wormhole, time dilation, negative mass",
|
||
effect() {
|
||
tech.fieldDuplicate = 0.12
|
||
powerUps.setDupChance(); //needed after adjusting duplication chance
|
||
if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.13);
|
||
for (let i = 0; i < 4; 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(4)
|
||
}
|
||
},
|
||
{
|
||
name: "Penrose process",
|
||
description: "after a <strong class='color-block'>block</strong> falls into a <strong class='color-worm'>wormhole</strong><br><strong>+53</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>projectiles</strong> can traverse <strong class='color-worm'>wormholes</strong><br>spawn 2 <strong class='color-g'>guns</strong> and ${powerUps.orb.ammo(2)}`,
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldUpgrades[m.fieldMode].name === "wormhole"
|
||
},
|
||
requires: "wormhole",
|
||
effect() {
|
||
tech.isWormBullets = true
|
||
for (let i = 0; i < 2; i++) {
|
||
powerUps.spawn(m.pos.x, m.pos.y, "gun");
|
||
powerUps.spawn(m.pos.x, m.pos.y, "ammo");
|
||
}
|
||
},
|
||
remove() {
|
||
if (tech.isWormBullets) {
|
||
for (let i = 0; i < 2; i++) {
|
||
if (b.inventory.length) b.removeGun(b.guns[b.inventory[b.inventory.length - 1]].name) //remove your last gun
|
||
}
|
||
tech.isWormBullets = false;
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "cosmic string",
|
||
description: "after tunneling 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
|
||
}
|
||
},
|
||
{
|
||
name: "-WIMP-",
|
||
description: "<strong style='color: #f55;'>experiment:</strong> <strong class='color-defense'>harmful</strong> particles slowly <strong>chase</strong> you",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isBadRandomOption: true,
|
||
isExperimentalMode: true,
|
||
allowed() {
|
||
return build.isExperimentSelection
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.wimpExperiment = 5
|
||
},
|
||
remove() {
|
||
tech.wimpExperiment = 0
|
||
}
|
||
},
|
||
{
|
||
name: "-symbiosis-",
|
||
description: "<strong style='color: #f55;'>experiment:</strong> if you <strong>kill</strong> a <strong>mob</strong><br>lose <strong>0.2</strong> max <strong class='color-h'>health</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isBadRandomOption: true,
|
||
isExperimentalMode: true,
|
||
allowed() {
|
||
return build.isExperimentSelection
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.removeMaxHealthOnKill = 0.002
|
||
},
|
||
remove() {
|
||
tech.removeMaxHealthOnKill = 0
|
||
}
|
||
},
|
||
{
|
||
name: "-parthenocarpy-",
|
||
description: "<strong style='color: #f55;'>experiment:</strong> spawn about 50% more mobs",
|
||
maxCount: 1,
|
||
count: 1,
|
||
frequency: 0,
|
||
isBadRandomOption: true,
|
||
isExperimentalMode: true,
|
||
allowed() {
|
||
return build.isExperimentSelection
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.isMoreMobs = true
|
||
},
|
||
remove() {
|
||
tech.isMoreMobs = false
|
||
}
|
||
},
|
||
//**************************************************
|
||
//************************************************** JUNK
|
||
//************************************************** tech
|
||
//**************************************************
|
||
// {
|
||
// name: "junk",
|
||
// description: "",
|
||
// maxCount: 9,
|
||
// count: 0,
|
||
// frequency: 0,
|
||
// isNonRefundable: true,
|
||
// isJunk: true,
|
||
// allowed() {
|
||
// return true
|
||
// },
|
||
// requires: "",
|
||
// effect() {
|
||
|
||
// },
|
||
// remove() {}
|
||
// },
|
||
{
|
||
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() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
// level.levelsCleared = 0 //increases chance of power ups spawns, so shouldn't reset
|
||
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() {
|
||
return 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() {
|
||
return 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() {
|
||
return 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() {
|
||
return 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() {
|
||
return 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() {
|
||
return 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: " ",
|
||
description: "",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
frequencyDefault: 0,
|
||
isJunk: true,
|
||
allowed() {
|
||
return 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() {
|
||
return 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,
|
||
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: "posture",
|
||
description: "stand a bit taller",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
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,
|
||
isJunk: true,
|
||
isNonRefundable: true,
|
||
allowed() {
|
||
return !m.isShipMode
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
setInterval(() => {
|
||
m.yOffWhen.stand = 53 + 28 * Math.sin(simulation.cycle * 0.2)
|
||
if (m.onGround && !m.crouch) m.yOffGoal = m.yOffWhen.stand
|
||
}, 100);
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "spinor",
|
||
description: "the direction you aim is determined by your position",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
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: "transparency",
|
||
description: "become invisible to yourself<br><em>mobs can still see you</em>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() { return true },
|
||
requires: "",
|
||
effect() {
|
||
m.draw = () => {}
|
||
},
|
||
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: "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: "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,
|
||
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 = this.bodyGradient
|
||
ctx.fill();
|
||
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
|
||
ctx.strokeStyle = "#333";
|
||
ctx.lineWidth = 2;
|
||
ctx.stroke();
|
||
// ctx.beginPath();
|
||
// ctx.arc(15, 0, 3, 0, 2 * Math.PI);
|
||
// ctx.fillStyle = '#0cf';
|
||
// ctx.fill()
|
||
ctx.restore();
|
||
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
|
||
}
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "diegesis",
|
||
description: "indicate fire cooldown</strong><br>through a rotation of your head",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
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 = this.bodyGradient
|
||
ctx.fill();
|
||
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
|
||
ctx.strokeStyle = "#333";
|
||
ctx.lineWidth = 2;
|
||
ctx.stroke();
|
||
ctx.restore();
|
||
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
|
||
}
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "🐱",
|
||
description: "🐈",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
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 = this.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: "pareidolia",
|
||
description: "don't",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
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 = this.bodyGradient
|
||
ctx.fill();
|
||
ctx.strokeStyle = "#333";
|
||
ctx.lineWidth = 2;
|
||
if (!(m.angle > -Math.PI / 2 && m.angle < Math.PI / 2)) ctx.scale(1, -1); //here is the flip
|
||
ctx.stroke();
|
||
ctx.beginPath();
|
||
ctx.arc(2, -6, 7, 0, 2 * Math.PI);
|
||
ctx.stroke();
|
||
ctx.beginPath();
|
||
ctx.arc(25, -6, 7, 0.25 * Math.PI, 1.6 * Math.PI);
|
||
ctx.stroke();
|
||
ctx.beginPath();
|
||
ctx.arc(2, -10, 9, 1.25 * Math.PI, 1.75 * Math.PI);
|
||
ctx.stroke();
|
||
ctx.beginPath();
|
||
ctx.arc(25, -10, 9, 1.25 * Math.PI, 1.4 * Math.PI);
|
||
ctx.stroke();
|
||
ctx.beginPath();
|
||
ctx.arc(18, 13, 10, 0, 2 * Math.PI);
|
||
ctx.fillStyle = this.bodyGradient;
|
||
ctx.fill();
|
||
ctx.stroke();
|
||
ctx.beginPath();
|
||
ctx.arc(18, 13, 6, 0, 2 * Math.PI);
|
||
ctx.fillStyle = "#555";
|
||
ctx.fill();
|
||
ctx.stroke();
|
||
ctx.beginPath();
|
||
ctx.arc(3, -6, 3, 0, 2 * Math.PI);
|
||
ctx.fill();
|
||
ctx.stroke();
|
||
ctx.beginPath();
|
||
ctx.arc(26, -6, 3, 0, 2 * Math.PI);
|
||
ctx.fill();
|
||
ctx.stroke();
|
||
ctx.restore();
|
||
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15;
|
||
}
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "prism",
|
||
description: "you cycle through different <strong>colors</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
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: "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 true
|
||
},
|
||
requires: "",
|
||
effect() {},
|
||
remove() {},
|
||
state: [
|
||
[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]
|
||
],
|
||
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 < 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);
|
||
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 += "⬜" //" " //"□"
|
||
}
|
||
}
|
||
text += "</p>"
|
||
}
|
||
return text
|
||
},
|
||
},
|
||
{
|
||
name: "rule 90",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {},
|
||
remove() {},
|
||
state: [
|
||
[false, false, false, false, Math.random() > 0.8, false, false, false, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, true, true, false, false, false, false, Math.random() > 0.8, Math.random() > 0.8, false, false, false, false, false, false, Math.random() > 0.8]
|
||
],
|
||
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 < 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);
|
||
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 += "⬜" //" " //"□"
|
||
}
|
||
}
|
||
text += "</p>"
|
||
}
|
||
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() {
|
||
return 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;">${this.outputText()}</span>`
|
||
// },
|
||
// outputText() {
|
||
// let text = ""
|
||
// for (let j = 0; j < this.state.length; j++) {
|
||
// text += "<p style = 'margin-bottom: -11px;'>"
|
||
// for (let i = 0; i < this.state[j].length; i++) {
|
||
// if (this.state[j][i]) {
|
||
// text += "⬛" //"█" //"■"
|
||
// } else {
|
||
// text += "⬜" //" " //"□"
|
||
// }
|
||
// }
|
||
// text += "</p>"
|
||
// }
|
||
// return text
|
||
// },
|
||
// },
|
||
|
||
//**************************************************
|
||
//************************************************** undefined / lore
|
||
//************************************************** tech
|
||
//**************************************************
|
||
{
|
||
name: `undefined`,
|
||
// description: `${lore.techCount+1}/${lore.techGoal}<br><em>add copies of <strong class="lore-text">this</strong> to the potential <strong class='color-m'>tech</strong> pool</em>`,
|
||
description: `<strong class="lore-text">this</strong>`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
isLore: true,
|
||
// isNonRefundable: true,
|
||
isExperimentHide: true,
|
||
allowed() { return true },
|
||
requires: "",
|
||
effect() {
|
||
setTimeout(() => { //a short delay, I can't remember why
|
||
lore.techCount++
|
||
if (lore.techCount === lore.techGoal) {
|
||
// tech.removeLoreTechFromPool();
|
||
this.frequency = 0;
|
||
this.description = `<strong class="lore-text">null</strong> is open at level.final()`
|
||
} else {
|
||
this.frequency += lore.techGoal * 2
|
||
// for (let i = 0; i < tech.tech.length; i++) { //set name for all unchosen copies of this tech
|
||
// if (tech.tech[i].isLore && tech.tech[i].count === 0) tech.tech[i].description = `${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,
|
||
isFarAwayDmg: null,
|
||
isEntanglement: null,
|
||
isMassEnergy: null,
|
||
extraChoices: null,
|
||
laserBotCount: null,
|
||
dynamoBotCount: null,
|
||
nailBotCount: null,
|
||
foamBotCount: null,
|
||
boomBotCount: null,
|
||
plasmaBotCount: null,
|
||
missileBotCount: null,
|
||
orbitBotCount: null,
|
||
collisionImmuneCycles: null,
|
||
blockDmg: null,
|
||
isBlockRadiation: null,
|
||
isPiezo: null,
|
||
isFastDrones: null,
|
||
oneSuperBall: null,
|
||
laserReflections: null,
|
||
laserDamage: null,
|
||
laserFieldDrain: null,
|
||
isAmmoFromHealth: null,
|
||
mobSpawnWithHealth: null,
|
||
isEnergyRecovery: null,
|
||
isHealthRecovery: null,
|
||
isEnergyLoss: null,
|
||
isDeathAvoid: null,
|
||
isDeathAvoidedThisLevel: null,
|
||
isSporeField: null,
|
||
isMissileField: null,
|
||
isIceField: null,
|
||
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,
|
||
isLaserDiode: null,
|
||
isNailShot: null,
|
||
slowFire: null,
|
||
fastTime: null,
|
||
squirrelJump: null,
|
||
isFastRadiation: null,
|
||
isExtraMaxEnergy: null,
|
||
isAmmoForGun: null,
|
||
isRapidPulse: null,
|
||
isPulseAim: null,
|
||
isSporeFreeze: null,
|
||
isShotgunRecoil: null,
|
||
isHealLowHealth: null,
|
||
isAoESlow: null,
|
||
isHarmArmor: null,
|
||
isTurret: null,
|
||
isRerollDamage: null,
|
||
isHarmFreeze: null,
|
||
isBotArmor: null,
|
||
isRerollHaste: null,
|
||
researchHaste: null,
|
||
isMineDrop: null,
|
||
isRerollBots: null,
|
||
isNailBotUpgrade: null,
|
||
isFoamBotUpgrade: null,
|
||
isLaserBotUpgrade: null,
|
||
isBoomBotUpgrade: null,
|
||
isOrbitBotUpgrade: null,
|
||
isDroneGrab: null,
|
||
isOneGun: null,
|
||
isDamageForGuns: null,
|
||
isGunCycle: null,
|
||
isFastFoam: null,
|
||
isSporeGrowth: null,
|
||
isStimulatedEmission: null,
|
||
nailGun: null,
|
||
nailInstantFireRate: null,
|
||
isCapacitor: null,
|
||
isEnergyNoAmmo: null,
|
||
// isFreezeHarmImmune: null,
|
||
isSmallExplosion: null,
|
||
isExplosionHarm: null,
|
||
extraMaxHealth: null,
|
||
// bonusHealth: null,
|
||
isIntangible: null,
|
||
isCloakStun: null,
|
||
bonusEnergy: null,
|
||
healGiveMaxEnergy: null,
|
||
healMaxEnergyBonus: 0, //not null
|
||
aimDamage: null,
|
||
isNoFireDefense: null,
|
||
isNoFireDamage: null,
|
||
duplicateChance: null,
|
||
beamSplitter: null,
|
||
iceEnergy: null,
|
||
isPerfectBrake: null,
|
||
explosiveRadius: null,
|
||
isWormholeEnergy: null,
|
||
isWormholeDamage: null,
|
||
isNailCrit: null,
|
||
isFlechetteExplode: null,
|
||
isWormholeWorms: null,
|
||
isWormBullets: null,
|
||
isWideLaser: null,
|
||
wideLaser: null,
|
||
isPulseLaser: null,
|
||
isRadioactive: null,
|
||
radioactiveDamage: null,
|
||
isRailEnergyGain: null,
|
||
isMineSentry: null,
|
||
isIncendiary: null,
|
||
overfillDrain: null,
|
||
isNeutronSlow: null,
|
||
// isRailAreaDamage: null,
|
||
historyLaser: null,
|
||
isSpeedHarm: null,
|
||
isSpeedDamage: null,
|
||
isTimeSkip: null,
|
||
isCancelDuplication: null,
|
||
cancelCount: null,
|
||
isCancelRerolls: null,
|
||
isCancelTech: null,
|
||
isBotDamage: null,
|
||
isBanish: null,
|
||
isMaxEnergyTech: null,
|
||
isLowEnergyDamage: null,
|
||
isRewindBot: null,
|
||
isRewindGrenade: null,
|
||
isExtruder: null,
|
||
isEndLevelPowerUp: null,
|
||
isMissileBig: null,
|
||
isMissileBiggest: null,
|
||
isLaserMine: null,
|
||
isAmmoFoamSize: null,
|
||
isIceIX: null,
|
||
isDupDamage: null,
|
||
isFireRateForGuns: null,
|
||
cyclicImmunity: null,
|
||
isTechDamage: null,
|
||
isRestHarm: null,
|
||
isFireMoveLock: null,
|
||
isRivets: null,
|
||
isNeedles: null,
|
||
isExplodeRadio: null,
|
||
isPauseSwitchField: null,
|
||
isPauseEjectTech: null,
|
||
isShieldPierce: null,
|
||
isDuplicateBoss: null,
|
||
is111Duplicate: 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,
|
||
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,
|
||
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,
|
||
removeMaxHealthOnKill: null,
|
||
isSpawnExitTech: null,
|
||
cloakDuplication: null,
|
||
extruderRange: null,
|
||
isForeverDrones: null,
|
||
isMoreMobs: 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
|
||
} |