7903 lines
346 KiB
JavaScript
7903 lines
346 KiB
JavaScript
const tech = {
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totalCount: null,
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setupAllTech() {
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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tech.tech[i].count = 0
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tech.tech[i].isLost = false
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tech.tech[i].remove();
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if (tech.tech[i].isJunk) {
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tech.tech[i].frequency = 0
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} else if (tech.tech[i].frequencyDefault) {
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tech.tech[i].frequency = tech.tech[i].frequencyDefault
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} else {
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tech.tech[i].frequency = 2
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}
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}
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lore.techCount = 0;
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if (simulation.isCheating) { //simulation.isCommunityMaps ||
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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if (tech.tech[i].isLore) {
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tech.tech[i].frequency = 0;
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tech.tech[i].count = 0;
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}
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}
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}
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// tech.removeJunkTechFromPool();
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// tech.removeLoreTechFromPool();
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// tech.addLoreTechToPool();
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tech.extraMaxHealth = 0;
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tech.totalCount = 0;
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simulation.updateTechHUD();
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},
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removeTech(index) {
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if (isNaN(index)) { //find index by name
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let found = false;
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for (let i = 0; i < tech.tech.length; i++) {
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if (index === tech.tech[i].name) {
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index = i;
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found = true;
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break;
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}
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}
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if (!found) return //if name not found don't remove any tech
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}
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tech.tech[index].remove();
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tech.tech[index].count = 0;
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simulation.updateTechHUD();
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},
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// onclick="tech.removeTechPaused(${i}, this)" //add this to tech elements in pause menu
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// removeTechPaused(index, who) {
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// tech.tech[index].remove();
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// tech.tech[index].count = 0;
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// simulation.updateTechHUD();
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// who.innerHTML = "removed"
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// // who.style.display = "none"
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// },
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// removeLoreTechFromPool() {
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// for (let i = tech.tech.length - 1; i > 0; i--) {
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// if (tech.tech[i].isLore && tech.tech[i].count === 0) tech.tech.splice(i, 1)
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// }
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// },
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addJunkTechToPool(num = 1) {
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let options = [];
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for (let i = 0; i < tech.tech.length; i++) {
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if (tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].isJunk) options.push(i);
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}
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if (options.length) {
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for (let i = 0; i < num; i++) tech.tech[options[Math.floor(Math.random() * options.length)]].frequency++
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}
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simulation.makeTextLog(`<span class='color-var'>tech</span>.tech.push(${num} <span class='color-text'>JUNK</span>)`)
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},
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removeJunkTechFromPool(num = 1) {
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for (let j = 0; j < num; j++) {
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for (let i = 0; i < tech.tech.length; i++) {
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if (tech.tech[i].isJunk && tech.tech[i].frequency > 0 && tech.tech[i].count < tech.tech[i].maxCount) {
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tech.tech[i].frequency--
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break
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}
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}
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}
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},
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giveTech(index = 'random') {
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if (index === 'random') {
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let options = [];
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for (let i = 0; i < tech.tech.length; i++) {
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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);
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}
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// give a random tech from the tech I don't have
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if (options.length > 0) {
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let newTech = options[Math.floor(Math.random() * options.length)]
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tech.giveTech(newTech)
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simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[newTech].name}</span>")<em> //random tech</em>`);
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}
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} else {
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if (isNaN(index)) { //find index by name
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let found = false;
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for (let i = 0; i < tech.tech.length; i++) {
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if (index === tech.tech[i].name) {
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index = i;
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found = true;
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break;
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}
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}
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if (!found) return //if name not found don't give any tech
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}
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if (tech.isMetaAnalysis && tech.tech[index].isJunk) {
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simulation.makeTextLog(`//tech: meta-analysis replaced junk tech with random tech`);
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tech.giveTech('random')
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for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 40 * Math.random(), m.pos.y + 40 * Math.random(), "research");
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return
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}
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if (tech.tech[index].isLost) tech.tech[index].isLost = false; //give specific tech
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tech.tech[index].effect(); //give specific tech
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tech.tech[index].count++
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tech.totalCount++ //used in power up randomization
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simulation.updateTechHUD();
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}
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},
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setTechoNonRefundable(name) {
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for (let i = 0; i < tech.tech.length; i++) {
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if (tech.tech.name === name) {
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tech.tech[i].isNonRefundable = true;
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return
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}
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}
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},
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setCheating() {
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if (!simulation.isCheating) {
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simulation.isCheating = true;
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level.levelAnnounce();
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lore.techCount = 0;
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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if (tech.tech[i].isLore) {
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tech.tech[i].frequency = 0;
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tech.tech[i].count = 0;
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}
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}
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sound.tone(250)
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sound.tone(300)
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sound.tone(375)
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}
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},
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haveGunCheck(name) {
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// if (
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// !build.isExperimentSelection &&
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// b.inventory.length > 2 &&
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// name !== b.guns[b.activeGun].name &&
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// Math.random() > 2 - b.inventory.length * 0.5
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// ) {
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// return false
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// }
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// for (i = 0, len = b.inventory.length; i < len; i++) {
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// if (b.guns[b.inventory[i]].name === name) return true
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// }
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// return false
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if (build.isExperimentSelection) {
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for (i = 0, len = b.inventory.length; i < len; i++) {
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if (b.guns[b.inventory[i]].name === name) return true
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}
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return false
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} else {
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return b.inventory.length > 0 && b.guns[b.activeGun].name === name
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}
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},
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hasExplosiveDamageCheck() {
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return tech.haveGunCheck("missiles") || tech.isMissileField || tech.missileBotCount > 0 || tech.boomBotCount > 1 || tech.isIncendiary || tech.isPulseLaser || tech.isTokamak || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb)
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},
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damageFromTech() {
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let dmg = 1 //m.fieldDamage
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if (tech.isCloakingDamage) dmg *= 1.35
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if (tech.isFlipFlopDamage && tech.isFlipFlopOn) dmg *= 1.5
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if (tech.isAnthropicDamage && tech.isDeathAvoidedThisLevel) dmg *= 2.3703599
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if (tech.isDamageAfterKill) dmg *= (m.lastKillCycle + 300 > m.cycle) ? 2 : 0.66
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if (m.isSneakAttack && m.cycle > m.lastKillCycle + 240) dmg *= tech.sneakAttackDmg
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if (tech.isTechDamage) dmg *= 1.9
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if (tech.isDupDamage) dmg *= 1 + Math.min(1, tech.duplicationChance())
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if (tech.isLowEnergyDamage) dmg *= 1 + Math.max(0, 1 - m.energy) * 0.5
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if (tech.isMaxEnergyTech) dmg *= 1.5
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if (tech.isEnergyNoAmmo) dmg *= 1.6
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if (tech.isDamageForGuns) dmg *= 1 + 0.14 * b.inventory.length
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if (tech.isLowHealthDmg) dmg *= 1 + Math.max(0, 1 - m.health) * 0.5
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if (tech.isHarmDamage && m.lastHarmCycle + 600 > m.cycle) dmg *= 3;
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if (tech.isEnergyLoss) dmg *= 1.55;
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if (tech.isAcidDmg && m.health > 1) dmg *= 1.35;
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if (tech.restDamage > 1 && player.speed < 1) dmg *= tech.restDamage
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if (tech.isEnergyDamage) dmg *= 1 + m.energy / 11;
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if (tech.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.005
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if (tech.isRerollDamage) dmg *= 1 + 0.037 * powerUps.research.count
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if (tech.isOneGun && b.inventory.length < 2) dmg *= 1.23
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if (tech.isNoFireDamage && m.cycle > m.fireCDcycle + 120) dmg *= 2
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if (tech.isSpeedDamage) dmg *= 1 + Math.min(0.66, player.speed * 0.0165)
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if (tech.isBotDamage) dmg *= 1 + 0.06 * b.totalBots()
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return dmg * tech.slowFire * tech.aimDamage
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},
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duplicationChance() {
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return (tech.isPowerUpsVanish ? 0.17 : 0) + (tech.isStimulatedEmission ? 0.2 : 0) + tech.cancelCount * 0.048 + tech.duplicateChance + m.duplicateChance + tech.wormDuplicate + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.5 : 0)
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},
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maxDuplicationEvent() {
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if (tech.is100Duplicate && tech.duplicationChance() > 0.99) {
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tech.is100Duplicate = false
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const range = 550
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for (let i = 0, len = 8; i < len; i++) {
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const angle = 2 * Math.PI * i / len
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spawn.randomLevelBoss(m.pos.x + range * Math.cos(angle), m.pos.y + range * Math.sin(angle), spawn.nonCollideBossList);
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}
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// spawn.randomLevelBoss(m.pos.x + range, m.pos.y, spawn.nonCollideBossList);
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// spawn.randomLevelBoss(m.pos.x, m.pos.y + range, spawn.nonCollideBossList);
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// spawn.randomLevelBoss(m.pos.x - range, m.pos.y, spawn.nonCollideBossList);
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// spawn.randomLevelBoss(m.pos.x, m.pos.y - range, spawn.nonCollideBossList);
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// spawn.randomLevelBoss(m.pos.x + range, m.pos.y + range, spawn.nonCollideBossList);
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// spawn.randomLevelBoss(m.pos.x + range, m.pos.y - range, spawn.nonCollideBossList);
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// spawn.randomLevelBoss(m.pos.x - range, m.pos.y + range, spawn.nonCollideBossList);
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// spawn.randomLevelBoss(m.pos.x - range, m.pos.y - range, spawn.nonCollideBossList);
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}
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},
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setTechFrequency(name, frequency) {
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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if (tech.tech[i].name === name) tech.tech[i].frequency = frequency
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}
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},
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setBotTechFrequency(f = 0) {
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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if (tech.tech[i].isBotTech) {
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switch (tech.tech[i].name) {
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case "dynamo-bot":
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tech.tech[i].frequency = f
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break;
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case "orbital-bot":
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tech.tech[i].frequency = f
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break;
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case "laser-bot":
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tech.tech[i].frequency = f
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break;
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case "boom-bot":
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tech.tech[i].frequency = f
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break;
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case "foam-bot":
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tech.tech[i].frequency = f
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break;
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case "nail-bot":
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tech.tech[i].frequency = f
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break;
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}
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}
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}
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},
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tech: [{
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name: "integrated armament",
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description: `increase <strong class='color-d'>damage</strong> by <strong>23%</strong><br>your inventory can only hold 1 <strong class='color-g'>gun</strong>`,
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maxCount: 1,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return b.inventory.length === 1 //&& !tech.haveGunCheck("CPT gun")
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},
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requires: "only 1 gun",
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effect() {
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tech.isOneGun = true;
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for (let i = 0; i < tech.tech.length; i++) {
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if (tech.tech[i].name === "CPT gun") tech.tech[i].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><br><div style = 'color: #f24'>replaces your current gun</div>`
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}
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},
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remove() {
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tech.isOneGun = false;
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for (let i = 0; i < tech.tech.length; i++) {
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if (tech.tech[i].name === "CPT gun") tech.tech[i].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>`
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}
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}
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},
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{
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name: "entanglement",
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nameInfo: "<span id = 'tech-entanglement'></span>",
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addNameInfo() {
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setTimeout(function() {
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simulation.boldActiveGunHUD();
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}, 1000);
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},
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description: "while your <strong>first</strong> <strong class='color-g'>gun</strong> is equipped<br>reduce <strong class='color-harm'>harm</strong> by <strong>13%</strong> for each of your <strong class='color-g'>guns</strong>",
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maxCount: 1,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return b.inventory.length > 1 && !tech.isEnergyHealth
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},
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requires: "at least 2 guns, not mass-energy",
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effect() {
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tech.isEntanglement = true
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setTimeout(function() {
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simulation.boldActiveGunHUD();
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}, 1000);
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},
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remove() {
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tech.isEntanglement = false;
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}
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},
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{
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name: "arsenal",
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description: "increase <strong class='color-d'>damage</strong> by <strong>14%</strong><br>for each <strong class='color-g'>gun</strong> in your inventory",
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maxCount: 1,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return b.inventory.length > 0
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},
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requires: "at least 1 gun",
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effect() {
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tech.isDamageForGuns = true;
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},
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remove() {
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tech.isDamageForGuns = false;
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}
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},
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{
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name: "active cooling",
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description: "<strong>18%</strong> decreased <strong><em>delay</em></strong> after firing<br>for each <strong class='color-g'>gun</strong> in your inventory",
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maxCount: 1,
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count: 0,
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frequency: 2,
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frequencyDefault: 2,
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allowed() {
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return b.inventory.length > 0
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},
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requires: "at least 1 gun",
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effect() {
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tech.isFireRateForGuns = true;
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b.setFireCD();
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},
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remove() {
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tech.isFireRateForGuns = false;
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b.setFireCD();
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}
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},
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{
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name: "generalist",
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description: "spawn <strong>8</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",
|
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maxCount: 1,
|
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count: 0,
|
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frequency: 2,
|
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frequencyDefault: 2,
|
||
allowed() {
|
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return (tech.isDamageForGuns || tech.isFireRateForGuns) && b.inventory.length + 5 < b.guns.length
|
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},
|
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requires: "arsenal or active cooling and less than 7 guns",
|
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effect() {
|
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tech.isGunCycle = true;
|
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for (let i = 0; i < 8; i++) powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "gun");
|
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},
|
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remove() {
|
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if (tech.isGunCycle) {
|
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for (let i = 0; i < 8; i++) {
|
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if (b.inventory.length) b.removeGun(b.guns[b.inventory[b.inventory.length - 1]].name) //remove your last gun
|
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}
|
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tech.isGunCycle = false;
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "gun sciences",
|
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description: "spawn a <strong class='color-g'>gun</strong> and </strong>double</strong> the <strong class='flicker'>frequency</strong><br>of finding <strong class='color-m'>tech</strong> for your <strong class='color-g'>guns</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
isNonRefundable: true,
|
||
// isExperimentHide: true,
|
||
isBadRandomOption: true,
|
||
allowed() {
|
||
return !tech.isSuperDeterminism
|
||
},
|
||
requires: "not superdeterminism",
|
||
effect() {
|
||
powerUps.spawn(m.pos.x, m.pos.y, "gun");
|
||
// this.count--
|
||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||
if (tech.tech[i].isGunTech) tech.tech[i].frequency *= 2
|
||
}
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "ad hoc",
|
||
description: "for every <strong class='color-g'>gun</strong> in your inventory spawn a<br><strong class='color-h'>heal</strong>, <strong class='color-r'>research</strong>, <strong class='color-f'>field</strong>, <strong class='color-g'>ammo</strong>, or <strong class='color-m'>tech</strong>",
|
||
maxCount: 1, //random power up
|
||
count: 0,
|
||
frequency: 1,
|
||
isNonRefundable: true,
|
||
// isExperimentHide: true,
|
||
allowed() {
|
||
return b.inventory.length > 1
|
||
},
|
||
requires: "at least 2 guns",
|
||
effect() {
|
||
for (let i = 0; i < b.inventory.length; i++) {
|
||
if (Math.random() < 0.2) {
|
||
powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "tech");
|
||
} else if (Math.random() < 0.25) {
|
||
powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "field");
|
||
} else if (Math.random() < 0.33) {
|
||
powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "heal");
|
||
} else if (Math.random() < 0.5) {
|
||
powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "ammo");
|
||
} else {
|
||
powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "research");
|
||
}
|
||
}
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "logistics",
|
||
description: "<strong class='color-g'>ammo</strong> power ups give <strong>80%</strong> more <strong class='color-g'>ammo</strong><br>but <strong class='color-g'>ammo</strong> is only added to your current <strong class='color-g'>gun</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return !tech.isEnergyNoAmmo
|
||
},
|
||
requires: "not exciton-lattice",
|
||
effect() {
|
||
tech.isAmmoForGun = true;
|
||
},
|
||
remove() {
|
||
tech.isAmmoForGun = false;
|
||
}
|
||
},
|
||
{
|
||
name: "supply chain",
|
||
description: "double your current <strong class='color-g'>ammo</strong> for all <strong class='color-g'>guns</strong>",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
isNonRefundable: true,
|
||
isBadRandomOption: true,
|
||
allowed() {
|
||
return tech.isAmmoForGun
|
||
},
|
||
requires: "logistics",
|
||
effect() {
|
||
for (let i = 0; i < b.guns.length; i++) {
|
||
if (b.guns[i].have) b.guns[i].ammo = Math.floor(2 * b.guns[i].ammo)
|
||
}
|
||
simulation.makeGunHUD();
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "catabolism",
|
||
description: "firing while <strong>out</strong> of <strong class='color-g'>ammo</strong> spawns <strong>4</strong> <strong class='color-g'>ammo</strong><br>and reduces your <strong>maximum</strong> <strong class='color-h'>health</strong> by <strong>1</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isEnergyNoAmmo && !tech.isEnergyHealth
|
||
},
|
||
requires: "exciton-lattice, not mass-energy",
|
||
effect: () => {
|
||
tech.isAmmoFromHealth = true;
|
||
},
|
||
remove() {
|
||
tech.isAmmoFromHealth = false;
|
||
}
|
||
},
|
||
{
|
||
name: "desublimated ammunition",
|
||
description: "use <strong>50%</strong> less <strong class='color-g'>ammo</strong> when <strong>crouching</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.isCrouchAmmo = true
|
||
},
|
||
remove() {
|
||
tech.isCrouchAmmo = false;
|
||
}
|
||
},
|
||
{
|
||
name: "gun turret",
|
||
description: "reduce <strong class='color-harm'>harm</strong> by <strong>55%</strong> when <strong>crouching</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 4,
|
||
frequencyDefault: 4,
|
||
allowed() {
|
||
return tech.isCrouchAmmo && !tech.isEnergyHealth
|
||
},
|
||
requires: "desublimated ammunition, not mass-energy",
|
||
effect() {
|
||
tech.isTurret = true
|
||
},
|
||
remove() {
|
||
tech.isTurret = false;
|
||
}
|
||
},
|
||
{
|
||
name: "dead reckoning",
|
||
description: "increase <strong class='color-d'>damage</strong> by <strong>36%</strong> when at <strong>rest</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: "while <strong>firing</strong> your <strong>position</strong> is locked<br><strong>50%</strong> decreased <strong><em>delay</em></strong> after firing",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return !m.isShipMode && !tech.isAlwaysFire
|
||
},
|
||
requires: "not ship mode, not automatic",
|
||
effect: () => {
|
||
tech.isFireMoveLock = true;
|
||
b.setFireCD();
|
||
b.setFireMethod();
|
||
},
|
||
remove() {
|
||
if (tech.isFireMoveLock) {
|
||
tech.isFireMoveLock = false
|
||
b.setFireCD();
|
||
b.setFireMethod();
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "squirrel-cage rotor",
|
||
description: "<strong>move</strong> and <strong>jump</strong> about <strong>30%</strong> faster<br>take <strong>5%</strong> more <strong class='color-harm'>harm</strong>",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() { // good with melee builds, content skipping builds
|
||
tech.squirrelFx += 0.25;
|
||
tech.squirrelJump += 0.1;
|
||
m.setMovement()
|
||
},
|
||
remove() {
|
||
tech.squirrelFx = 1;
|
||
tech.squirrelJump = 1;
|
||
m.setMovement()
|
||
}
|
||
},
|
||
{
|
||
name: "Newton's 1st law",
|
||
description: "moving at high <strong>speeds</strong> reduces <strong class='color-harm'>harm</strong><br>by up to <strong>66%</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: "moving at high <strong>speeds</strong> increases <strong class='color-d'>damage</strong><br> by up to <strong>66%</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: "increase <strong class='color-d'>damage</strong> by up to <strong>33%</strong><br>at a <strong>distance</strong> of 40 steps from the target",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.isFarAwayDmg = true; //used in mob.damage()
|
||
},
|
||
remove() {
|
||
tech.isFarAwayDmg = false;
|
||
}
|
||
},
|
||
{
|
||
name: "simulated annealing",
|
||
description: "increase <strong class='color-d'>damage</strong> by <strong>20%</strong><br><strong>20%</strong> increased <strong><em>delay</em></strong> after firing",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return true
|
||
},
|
||
effect() {
|
||
tech.slowFire = 1.2
|
||
b.setFireCD();
|
||
},
|
||
remove() {
|
||
tech.slowFire = 1;
|
||
b.setFireCD();
|
||
}
|
||
},
|
||
{
|
||
name: "auto-loading heuristics",
|
||
description: "<strong>30%</strong> decreased <strong><em>delay</em></strong> after firing",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.fireRate *= 0.7
|
||
b.setFireCD();
|
||
},
|
||
remove() {
|
||
tech.fireRate = 1;
|
||
b.setFireCD();
|
||
}
|
||
},
|
||
|
||
{
|
||
name: "fracture analysis",
|
||
description: "bullet impacts do <strong>400%</strong> <strong class='color-d'>damage</strong><br>to <strong>stunned</strong> mobs",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isStunField || tech.oneSuperBall || tech.isCloakStun || tech.orbitBotCount > 1 || tech.isExplosionStun || tech.isMineStun
|
||
},
|
||
requires: "a stun effect",
|
||
effect() {
|
||
tech.isCrit = true;
|
||
},
|
||
remove() {
|
||
tech.isCrit = false;
|
||
}
|
||
},
|
||
{
|
||
name: "microstates",
|
||
description: "increase <strong class='color-d'>damage</strong> by <strong>6%</strong><br>for every <strong>10</strong> active <strong>projectiles</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.isDamageFromBulletCount = true
|
||
},
|
||
remove() {
|
||
tech.isDamageFromBulletCount = false
|
||
}
|
||
},
|
||
{
|
||
name: "anti-shear topology",
|
||
description: "some <strong>projectiles</strong> last <strong>30% longer</strong><br><em style = 'font-size: 83%'>drones, spores, missiles, foam, wave, neutron</em>",
|
||
// isGunTech: true,
|
||
maxCount: 3,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" || tech.haveGunCheck("spores") || tech.haveGunCheck("drones") || tech.haveGunCheck("missiles") || tech.haveGunCheck("foam") || tech.haveGunCheck("wave beam") || tech.isNeutronBomb || tech.isIceField || tech.isIceShot || tech.relayIce || tech.blockingIce > 1
|
||
},
|
||
requires: "drones, spores, missiles, foam, wave beam, neutron bomb, ice IX",
|
||
effect() {
|
||
tech.isBulletsLastLonger += 0.3
|
||
},
|
||
remove() {
|
||
tech.isBulletsLastLonger = 1;
|
||
}
|
||
},
|
||
{
|
||
name: "radioactive contamination",
|
||
description: "after a mob or shield <strong>dies</strong>,<br> leftover <strong class='color-p'>radiation</strong> <strong>spreads</strong> to a nearby mob",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isNailRadiation || tech.isWormholeDamage || tech.isNeutronBomb || tech.isExplodeRadio
|
||
},
|
||
requires: "radiation damage source",
|
||
effect() {
|
||
tech.isRadioactive = true
|
||
},
|
||
remove() {
|
||
tech.isRadioactive = false
|
||
}
|
||
},
|
||
{
|
||
name: "water shielding",
|
||
description: "<strong class='color-p'>radioactive</strong> effects on you are reduced by 75%<br><em>neutron bomb, drones, explosions, slime</em>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isNeutronBomb || tech.isDroneRadioactive || tech.isExplodeRadio
|
||
},
|
||
requires: "neutron bomb or irradiated drones or iridium-192",
|
||
effect() {
|
||
tech.isRadioactiveResistance = true
|
||
},
|
||
remove() {
|
||
tech.isRadioactiveResistance = false
|
||
}
|
||
},
|
||
{
|
||
name: "iridium-192",
|
||
description: "<strong class='color-e'>explosions</strong> release <strong class='color-p'>gamma radiation</strong><br><strong>100%</strong> more <strong class='color-d'>damage</strong>, but over 4 seconds",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.explosiveRadius === 1 && !tech.isSmallExplosion && (tech.haveGunCheck("missiles") || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.isPulseLaser || tech.isMissileField || tech.boomBotCount > 1 || tech.isTokamak)
|
||
},
|
||
requires: "an explosive damage source, not ammonium nitrate or nitroglycerin",
|
||
effect: () => {
|
||
tech.isExplodeRadio = true; //iridium-192
|
||
},
|
||
remove() {
|
||
tech.isExplodeRadio = false;
|
||
}
|
||
},
|
||
{
|
||
name: "ammonium nitrate",
|
||
description: "increase <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong> by <strong>30%</strong><br>increase <strong class='color-e'>explosive</strong> <strong>radius</strong> by <strong>30%</strong>",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return !tech.isExplodeRadio && tech.hasExplosiveDamageCheck()
|
||
},
|
||
requires: "an explosive damage source, not iridium-192",
|
||
effect: () => {
|
||
tech.explosiveRadius += 0.3;
|
||
},
|
||
remove() {
|
||
tech.explosiveRadius = 1;
|
||
}
|
||
},
|
||
{
|
||
name: "nitroglycerin",
|
||
description: "increase <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong> by <strong>66%</strong><br>decrease <strong class='color-e'>explosive</strong> <strong>radius</strong> by <strong>33%</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return !tech.isExplodeRadio && tech.hasExplosiveDamageCheck()
|
||
},
|
||
requires: "an explosive damage source, not iridium-192",
|
||
effect: () => {
|
||
tech.isSmallExplosion = true;
|
||
},
|
||
remove() {
|
||
tech.isSmallExplosion = false;
|
||
}
|
||
},
|
||
{
|
||
name: "acetone peroxide",
|
||
description: "increase <strong class='color-e'>explosive</strong> <strong>radius</strong> by <strong>80%</strong>, but<br>you take <strong>300%</strong> more <strong class='color-harm'>harm</strong> from <strong class='color-e'>explosions</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
isBadRandomOption: true,
|
||
allowed() {
|
||
return tech.hasExplosiveDamageCheck()
|
||
},
|
||
requires: "an explosive damage source",
|
||
effect: () => {
|
||
tech.isExplosionHarm = true;
|
||
},
|
||
remove() {
|
||
tech.isExplosionHarm = false;
|
||
}
|
||
},
|
||
{
|
||
name: "shock wave",
|
||
description: "<strong class='color-e'>explosions</strong> <strong>stun</strong> mobs for <strong>1-2</strong> seconds<br>decrease <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong> by <strong>30%</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isExplodeRadio && tech.hasExplosiveDamageCheck()
|
||
},
|
||
requires: "an explosive damage source, not iridium-192",
|
||
effect() {
|
||
tech.isExplosionStun = true;
|
||
},
|
||
remove() {
|
||
tech.isExplosionStun = false;
|
||
}
|
||
},
|
||
{
|
||
name: "electric reactive armor",
|
||
// description: "<strong class='color-e'>explosions</strong> do no <strong class='color-harm'>harm</strong><br> while your <strong class='color-f'>energy</strong> is above <strong>98%</strong>",
|
||
description: "<strong class='color-harm'>harm</strong> from <strong class='color-e'>explosions</strong> is passively reduced<br>by <strong>6%</strong> for every <strong>10</strong> stored <strong class='color-f'>energy</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return !tech.isExplodeRadio && tech.hasExplosiveDamageCheck()
|
||
},
|
||
requires: "an explosive damage source, not iridium-192",
|
||
effect: () => {
|
||
tech.isImmuneExplosion = true;
|
||
},
|
||
remove() {
|
||
tech.isImmuneExplosion = false;
|
||
}
|
||
},
|
||
{
|
||
name: "incendiary ammunition",
|
||
description: "<strong>shotgun</strong>, <strong>super balls</strong>, and <strong>drones</strong><br>are loaded with <strong class='color-e'>explosives</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return ((m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isDroneTeleport || tech.isDroneRadioactive || tech.isSporeField || tech.isMissileField || tech.isIceField)) || (tech.haveGunCheck("drones") && !tech.isDroneRadioactive && !tech.isDroneTeleport) || tech.haveGunCheck("super balls") || tech.haveGunCheck("shotgun")) && !tech.isNailShot && !tech.isIceShot && !tech.isFoamShot && !tech.isWormShot
|
||
},
|
||
requires: "super balls, basic or slug shotgun, drones, not irradiated drones or burst drones",
|
||
effect() {
|
||
tech.isIncendiary = true
|
||
},
|
||
remove() {
|
||
tech.isIncendiary = false;
|
||
}
|
||
},
|
||
{
|
||
name: "fragmentation",
|
||
description: "some <strong class='color-e'>detonations</strong> and collisions eject <strong>nails</strong><br><em style = 'font-size: 90%'>blocks, rail gun, grenades, missiles, shotgun slugs</em>",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("missiles") || tech.missileBotCount || tech.haveGunCheck("rail gun") || (tech.haveGunCheck("shotgun") && tech.isSlugShot) || tech.throwChargeRate > 1
|
||
},
|
||
requires: "grenades, missiles, rail gun, shotgun slugs, or mass driver",
|
||
effect() {
|
||
tech.fragments++
|
||
},
|
||
remove() {
|
||
tech.fragments = 0
|
||
}
|
||
},
|
||
{
|
||
name: "thermal runaway",
|
||
description: "mobs <strong class='color-e'>explode</strong> when they <strong>die</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: "impact shear",
|
||
description: "mobs release a <strong>nail</strong> when they <strong>die</strong><br><em>nails target nearby mobs</em>",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.iceIXOnDeath
|
||
},
|
||
requires: "no other mob death tech",
|
||
effect: () => {
|
||
tech.nailsDeathMob++
|
||
},
|
||
remove() {
|
||
tech.nailsDeathMob = 0;
|
||
}
|
||
},
|
||
{
|
||
name: "zoospore vector",
|
||
description: "mobs produce <strong class='color-p' style='letter-spacing: 2px;'>spores</strong> when they <strong>die</strong><br><strong>11%</strong> chance",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.nailsDeathMob && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.iceIXOnDeath
|
||
},
|
||
requires: "no other mob death tech",
|
||
effect() {
|
||
tech.sporesOnDeath += 0.11;
|
||
if (tech.isSporeWorm) {
|
||
for (let i = 0; i < 4; i++) b.worm(m.pos)
|
||
|
||
} else {
|
||
for (let i = 0; i < 8; i++) b.spore(m.pos)
|
||
}
|
||
},
|
||
remove() {
|
||
tech.sporesOnDeath = 0;
|
||
}
|
||
},
|
||
{
|
||
name: "reaction inhibitor",
|
||
description: "mobs spawn with <strong>11%</strong> less <strong>health</strong>",
|
||
maxCount: 3,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return tech.nailsDeathMob || tech.sporesOnDeath || tech.isExplodeMob || tech.botSpawner || tech.isMobBlockFling || tech.iceIXOnDeath
|
||
},
|
||
requires: "any mob death tech",
|
||
effect: () => {
|
||
tech.mobSpawnWithHealth *= 0.89
|
||
|
||
//set all mobs at full health to 0.85
|
||
for (let i = 0; i < mob.length; i++) {
|
||
if (mob.health > tech.mobSpawnWithHealth) mob.health = tech.mobSpawnWithHealth
|
||
}
|
||
},
|
||
remove() {
|
||
tech.mobSpawnWithHealth = 1;
|
||
}
|
||
},
|
||
{
|
||
name: "decorrelation",
|
||
description: "reduce <strong class='color-harm'>harm</strong> by <strong>70%</strong> after not <strong>activating</strong><br>your <strong class='color-g'>gun</strong> or <strong class='color-f'>field</strong> for <strong>2</strong> seconds",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isEnergyHealth //((m.fieldUpgrades[m.fieldMode].name === "standing wave harmonics" && (tech.blockingIce !== 0 || tech.blockDmg !== 0)) || b.totalBots() > 1 || tech.haveGunCheck("mine") || tech.haveGunCheck("spores") || m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing") &&
|
||
},
|
||
requires: "not mass-energy",
|
||
effect() {
|
||
tech.isNoFireDefense = true
|
||
},
|
||
remove() {
|
||
tech.isNoFireDefense = false
|
||
}
|
||
},
|
||
{
|
||
name: "anticorrelation",
|
||
description: "increase <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: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isNoFireDefense
|
||
},
|
||
requires: "decorrelation",
|
||
effect() {
|
||
tech.isNoFireDamage = true
|
||
},
|
||
remove() {
|
||
tech.isNoFireDamage = false
|
||
}
|
||
},
|
||
{
|
||
name: "scrap bots",
|
||
description: "<strong>33%</strong> chance after killing a mob to build<br>a scrap <strong class='color-bot'>bot</strong> that operates 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",
|
||
description: "killing a mob resets your functional scrap <strong class='color-bot'>bots</strong><br>to <strong>14</strong> seconds of operation",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return tech.botSpawner
|
||
},
|
||
requires: "scrap bots",
|
||
effect() {
|
||
tech.isBotSpawnerReset = true;
|
||
},
|
||
remove() {
|
||
tech.isBotSpawnerReset = false;
|
||
}
|
||
},
|
||
{
|
||
name: "nail-bot",
|
||
description: "a <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",
|
||
description: "<strong>convert</strong> all your bots to <strong>nail-bots</strong><br><strong>500%</strong> increased nail-bot <strong>fire rate</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return tech.nailBotCount > 1 && !b.hasBotUpgrade()
|
||
},
|
||
requires: "2 or more nail bots and only 1 bot upgrade",
|
||
effect() {
|
||
tech.isNailBotUpgrade = true
|
||
b.convertBotsTo("nail-bot")
|
||
for (let i = 0; i < bullet.length; i++) {
|
||
if (bullet[i].botType === 'nail') bullet[i].isUpgraded = true
|
||
}
|
||
tech.setBotTechFrequency()
|
||
tech.setTechFrequency("nail-bot", 5)
|
||
},
|
||
remove() {
|
||
if (this.count) {
|
||
for (let i = 0; i < bullet.length; i++) {
|
||
if (bullet[i].botType === 'nail') bullet[i].isUpgraded = false
|
||
}
|
||
tech.setBotTechFrequency(1)
|
||
}
|
||
tech.isNailBotUpgrade = false
|
||
}
|
||
},
|
||
{
|
||
name: "foam-bot",
|
||
description: "a <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",
|
||
description: "<strong>convert</strong> all your bots to <strong>foam-bots</strong><br><strong>250%</strong> increased foam <strong>size</strong> and <strong>fire rate</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return tech.foamBotCount > 1 && !b.hasBotUpgrade()
|
||
},
|
||
requires: "2 or more foam bots and only 1 bot upgrade",
|
||
effect() {
|
||
tech.isFoamBotUpgrade = true
|
||
b.convertBotsTo("foam-bot")
|
||
for (let i = 0; i < bullet.length; i++) {
|
||
if (bullet[i].botType === 'foam') bullet[i].isUpgraded = true
|
||
}
|
||
tech.setBotTechFrequency()
|
||
tech.setTechFrequency("foam-bot", 5)
|
||
},
|
||
remove() {
|
||
if (this.count) {
|
||
for (let i = 0; i < bullet.length; i++) {
|
||
if (bullet[i].botType === 'foam') bullet[i].isUpgraded = false
|
||
}
|
||
tech.setBotTechFrequency(1)
|
||
}
|
||
tech.isFoamBotUpgrade = false
|
||
}
|
||
},
|
||
{
|
||
name: "boom-bot",
|
||
description: "a <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",
|
||
description: "<strong>convert</strong> all your bots to <strong>boom-bots</strong><br><strong>250%</strong> increased <strong class='color-e'>explosion</strong> <strong class='color-d'>damage</strong> and size",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return tech.boomBotCount > 1 && !b.hasBotUpgrade()
|
||
},
|
||
requires: "2 or more boom bots and only 1 bot upgrade",
|
||
effect() {
|
||
tech.isBoomBotUpgrade = true
|
||
b.convertBotsTo("boom-bot")
|
||
for (let i = 0; i < bullet.length; i++) {
|
||
if (bullet[i].botType === 'boom') bullet[i].isUpgraded = true
|
||
}
|
||
tech.setBotTechFrequency()
|
||
tech.setTechFrequency("boom-bot", 5)
|
||
},
|
||
remove() {
|
||
if (this.count) {
|
||
for (let i = 0; i < bullet.length; i++) {
|
||
if (bullet[i].botType === 'boom') bullet[i].isUpgraded = false
|
||
}
|
||
tech.setBotTechFrequency(1)
|
||
}
|
||
tech.isBoomBotUpgrade = false
|
||
}
|
||
},
|
||
{
|
||
name: "laser-bot",
|
||
description: "a <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",
|
||
description: "<strong>convert</strong> all your bots to <strong>laser-bots</strong><br><strong>75%</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: 2,
|
||
frequencyDefault: 2,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return tech.laserBotCount > 1 && !b.hasBotUpgrade()
|
||
},
|
||
requires: "2 or more laser bots and only 1 bot upgrade",
|
||
effect() {
|
||
tech.isLaserBotUpgrade = true
|
||
b.convertBotsTo("laser-bot")
|
||
for (let i = 0; i < bullet.length; i++) {
|
||
if (bullet[i].botType === 'laser') bullet[i].isUpgraded = true
|
||
}
|
||
tech.setBotTechFrequency()
|
||
tech.setTechFrequency("laser-bot", 5)
|
||
},
|
||
remove() {
|
||
if (this.count) {
|
||
for (let i = 0; i < bullet.length; i++) {
|
||
if (bullet[i].botType === 'laser') bullet[i].isUpgraded = false
|
||
}
|
||
tech.setBotTechFrequency(1)
|
||
}
|
||
tech.isLaserBotUpgrade = false
|
||
}
|
||
},
|
||
{
|
||
name: "orbital-bot",
|
||
description: "a <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",
|
||
description: "<strong>convert</strong> all your bots to <strong>orbital-bots</strong><br>increase <strong class='color-d'>damage</strong> by <strong>250%</strong> and <strong>radius</strong> by <strong>40%</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return tech.orbitBotCount > 1 && !b.hasBotUpgrade()
|
||
},
|
||
requires: "2 or more orbital bots and only 1 bot upgrade",
|
||
effect() {
|
||
tech.isOrbitBotUpgrade = true
|
||
b.convertBotsTo("orbital-bot")
|
||
const range = 190 + 100 * tech.isOrbitBotUpgrade
|
||
for (let i = 0; i < bullet.length; i++) {
|
||
if (bullet[i].botType === 'orbit') {
|
||
bullet[i].isUpgraded = true
|
||
bullet[i].range = range
|
||
bullet[i].orbitalSpeed = Math.sqrt(0.25 / range)
|
||
}
|
||
}
|
||
tech.setBotTechFrequency()
|
||
tech.setTechFrequency("orbital-bot", 5)
|
||
},
|
||
remove() {
|
||
if (this.count) {
|
||
const range = 190 + 100 * tech.isOrbitBotUpgrade
|
||
for (let i = 0; i < bullet.length; i++) {
|
||
if (bullet[i].botType === 'orbit') {
|
||
bullet[i].range = range
|
||
bullet[i].orbitalSpeed = Math.sqrt(0.25 / range)
|
||
}
|
||
}
|
||
tech.setBotTechFrequency(1)
|
||
}
|
||
tech.isOrbitBotUpgrade = false
|
||
}
|
||
},
|
||
{
|
||
name: "dynamo-bot",
|
||
description: "a <strong class='color-bot'>bot</strong> <strong class='color-d'>damages</strong> mobs while it <strong>traces</strong> your path<br>regen <strong>6</strong> <strong class='color-f'>energy</strong> per second when it's near",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isBot: true,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.dynamoBotCount++;
|
||
b.dynamoBot();
|
||
},
|
||
remove() {
|
||
if (this.count) {
|
||
tech.dynamoBotCount -= this.count;
|
||
b.clearPermanentBots();
|
||
b.respawnBots();
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "dynamo-bot upgrade",
|
||
description: "<strong>convert</strong> your bots to <strong>dynamo-bots</strong><br>increase regen to <strong>16</strong> <strong class='color-f'>energy</strong> per second",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return tech.dynamoBotCount > 1 && !b.hasBotUpgrade()
|
||
},
|
||
requires: "2 or more dynamo bots and only 1 bot upgrade",
|
||
effect() {
|
||
tech.isDynamoBotUpgrade = true
|
||
b.convertBotsTo("dynamo-bot")
|
||
for (let i = 0; i < bullet.length; i++) {
|
||
if (bullet[i].botType === 'dynamo') bullet[i].isUpgraded = true
|
||
}
|
||
tech.setBotTechFrequency()
|
||
tech.setTechFrequency("dynamo-bot", 5)
|
||
},
|
||
remove() {
|
||
if (this.count) {
|
||
for (let i = 0; i < bullet.length; i++) {
|
||
if (bullet[i].botType === 'dynamo') bullet[i].isUpgraded = false
|
||
}
|
||
tech.setBotTechFrequency(1)
|
||
}
|
||
tech.isDynamoBotUpgrade = false
|
||
}
|
||
},
|
||
{
|
||
name: "bot fabrication",
|
||
description: "anytime you collect <strong>4</strong> <strong class='color-r'>research</strong><br>use them to build a random <strong class='color-bot'>bot</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return powerUps.research.count > 3 || build.isExperimentSelection
|
||
},
|
||
requires: "at least 4 research",
|
||
effect() {
|
||
tech.isRerollBots = true;
|
||
powerUps.research.changeRerolls(0)
|
||
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span> <span class='color-symbol'>=</span> 0`)
|
||
},
|
||
remove() {
|
||
tech.isRerollBots = false;
|
||
}
|
||
},
|
||
{
|
||
name: "robotics",
|
||
description: "use <strong>1</strong> <strong class='color-r'>research</strong> to spawn a random <strong>bot</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 && powerUps.research.count > 0) || build.isExperimentSelection
|
||
},
|
||
requires: "at least 2 bots",
|
||
effect: () => {
|
||
if (powerUps.research.count > 0) {
|
||
powerUps.research.changeRerolls(-1)
|
||
b.randomBot()
|
||
}
|
||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||
if (tech.tech[i].isBotTech) tech.tech[i].frequency *= 4
|
||
}
|
||
},
|
||
remove() {
|
||
if (this.count > 0) {
|
||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||
if (tech.tech[i].isBotTech) tech.tech[i].frequency /= 4
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "perimeter defense",
|
||
description: "reduce <strong class='color-harm'>harm</strong> by <strong>7%</strong><br>for each of your permanent <strong class='color-bot'>bots</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return b.totalBots() > 3 && !tech.isEnergyHealth
|
||
},
|
||
requires: "at least 4 bots",
|
||
effect() {
|
||
tech.isBotArmor = true
|
||
},
|
||
remove() {
|
||
tech.isBotArmor = false
|
||
}
|
||
},
|
||
{
|
||
name: "network effect",
|
||
description: "increase <strong class='color-d'>damage</strong> by <strong>6%</strong><br>for each of your permanent <strong class='color-bot'>bots</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return b.totalBots() > 3
|
||
},
|
||
requires: "at least 4 bots",
|
||
effect() {
|
||
tech.isBotDamage = true
|
||
},
|
||
remove() {
|
||
tech.isBotDamage = false
|
||
}
|
||
},
|
||
{
|
||
name: "ersatz bots",
|
||
description: "<strong>double</strong> your current permanent <strong class='color-bot'>bots</strong><br>remove <strong>all</strong> of your current <strong class='color-g'>guns</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
isBotTech: true,
|
||
// isNonRefundable: true,
|
||
isBadRandomOption: true,
|
||
numberOfGunsLost: 0,
|
||
allowed() {
|
||
return b.totalBots() > 3
|
||
},
|
||
requires: "at least 4 bots",
|
||
effect() {
|
||
this.numberOfGunsLost = b.inventory.length
|
||
b.removeAllGuns();
|
||
simulation.makeGunHUD();
|
||
//double bots
|
||
for (let i = 0; i < tech.nailBotCount; i++) b.nailBot();
|
||
tech.nailBotCount *= 2
|
||
for (let i = 0; i < tech.laserBotCount; i++) b.laserBot();
|
||
tech.laserBotCount *= 2
|
||
for (let i = 0; i < tech.foamBotCount; i++) b.foamBot();
|
||
tech.foamBotCount *= 2
|
||
for (let i = 0; i < tech.boomBotCount; i++) b.boomBot();
|
||
tech.boomBotCount *= 2
|
||
for (let i = 0; i < tech.orbitBotCount; i++) b.orbitBot();
|
||
tech.orbitBotCount *= 2
|
||
for (let i = 0; i < tech.dynamoBotCount; i++) b.dynamoBot();
|
||
tech.dynamoBotCount *= 2
|
||
for (let i = 0; i < tech.plasmaBotCount; i++) b.plasmaBot();
|
||
tech.plasmaBotCount *= 2
|
||
for (let i = 0; i < tech.missileBotCount; i++) b.missileBot();
|
||
tech.missileBotCount *= 2
|
||
},
|
||
remove() {
|
||
if (this.count) {
|
||
//return guns
|
||
for (let i = 0; i < this.numberOfGunsLost; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "gun");
|
||
this.numberOfGunsLost = 0;
|
||
|
||
//half all current guns
|
||
tech.nailBotCount = Math.round(tech.nailBotCount / 2)
|
||
tech.laserBotCount = Math.round(tech.laserBotCount / 2)
|
||
tech.foamBotCount = Math.round(tech.foamBotCount / 2)
|
||
tech.boomBotCount = Math.round(tech.boomBotCount / 2)
|
||
tech.orbitBotCount = Math.round(tech.orbitBotCount / 2)
|
||
tech.dynamoBotCount = Math.round(tech.dynamoBotCount / 2)
|
||
tech.plasmaBotCount = Math.round(tech.plasmaBotCount / 2)
|
||
tech.missileBotCount = Math.round(tech.missileBotCount / 2)
|
||
b.clearPermanentBots();
|
||
b.respawnBots();
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "mass driver",
|
||
description: "charge <strong>throws</strong> more <strong>quickly</strong> for less <strong class='color-f'>energy</strong><br>increase <strong class='color-block'>block</strong> collision <strong class='color-d'>damage</strong> by <strong>200%</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldUpgrades[m.fieldMode].name !== "wormhole"
|
||
},
|
||
requires: "not wormhole",
|
||
effect() {
|
||
tech.throwChargeRate = 3
|
||
},
|
||
remove() {
|
||
tech.throwChargeRate = 1
|
||
}
|
||
},
|
||
{
|
||
name: "inflation",
|
||
description: "<strong>throwing</strong> a <strong class='color-block'>block</strong> expands it by <strong>300%</strong><br>increase <strong>throw</strong> charge rate by <strong>200%</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return tech.throwChargeRate > 1 && m.fieldUpgrades[m.fieldMode].name === "pilot wave" && !tech.isTokamak
|
||
},
|
||
requires: "mass driver, not pilot wave not tokamak",
|
||
effect() {
|
||
tech.isAddBlockMass = true
|
||
},
|
||
remove() {
|
||
tech.isAddBlockMass = false
|
||
}
|
||
},
|
||
{
|
||
name: "restitution",
|
||
description: "<strong>throwing</strong> a <strong class='color-block'>block</strong> makes it very <strong>bouncy</strong><br>increase <strong class='color-block'>block</strong> collision <strong class='color-d'>damage</strong> by <strong>150%</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return tech.throwChargeRate > 1 && m.fieldUpgrades[m.fieldMode].name === "pilot wave" && !tech.isTokamak
|
||
},
|
||
requires: "mass driver, not pilot wave not tokamak",
|
||
effect() {
|
||
tech.isBlockRestitution = true
|
||
},
|
||
remove() {
|
||
tech.isBlockRestitution = false
|
||
}
|
||
},
|
||
{
|
||
name: "flywheel",
|
||
description: "after a mob <strong>dies</strong> its <strong class='color-block'>block</strong> is <strong>flung</strong> at mobs<br>increase <strong class='color-block'>block</strong> collision <strong class='color-d'>damage</strong> by <strong>150%</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return tech.throwChargeRate > 1 && !tech.nailsDeathMob && !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.iceIXOnDeath
|
||
},
|
||
requires: "mass driver, no other mob death tech",
|
||
effect() {
|
||
tech.isMobBlockFling = true
|
||
},
|
||
remove() {
|
||
tech.isMobBlockFling = false
|
||
}
|
||
},
|
||
// {
|
||
// name: "fermions",
|
||
// description: "<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.throwChargeRate > 1 || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && !tech.isTokamak
|
||
// },
|
||
// requires: "mass driver or pilot wave, not tokamak",
|
||
// effect() {
|
||
// tech.isBlockBullets = true
|
||
// },
|
||
// remove() {
|
||
// tech.isBlockBullets = false
|
||
// }
|
||
// },
|
||
{
|
||
name: "inelastic collision",
|
||
description: "<strong>holding</strong> a <strong class='color-block'>block</strong> reduces <strong class='color-harm'>harm</strong> by <strong>85%</strong><br>increase <strong class='color-block'>block</strong> collision <strong class='color-d'>damage</strong> by <strong>150%</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return tech.throwChargeRate > 1 && m.fieldUpgrades[m.fieldMode].name === "pilot wave" && m.fieldUpgrades[m.fieldMode].name !== "wormhole" && !tech.isEnergyHealth
|
||
},
|
||
requires: "mass driver, a field that can hold things, not mass-energy",
|
||
effect() {
|
||
tech.isBlockHarm = true
|
||
},
|
||
remove() {
|
||
tech.isBlockHarm = false
|
||
}
|
||
},
|
||
{
|
||
name: "buckling",
|
||
description: "if a <strong class='color-block'>block</strong> you threw kills a mob<br>spawn <strong>1</strong> <strong class='color-h'>heal</strong>, <strong class='color-g'>ammo</strong>, or <strong class='color-r'>research</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return tech.throwChargeRate > 1 && m.fieldUpgrades[m.fieldMode].name === "pilot wave" && !tech.isTokamak
|
||
},
|
||
requires: "mass driver, not pilot wave not tokamak",
|
||
effect() {
|
||
tech.isBlockPowerUps = true
|
||
},
|
||
remove() {
|
||
tech.isBlockPowerUps = false
|
||
}
|
||
},
|
||
{
|
||
name: "Pauli exclusion",
|
||
description: `after receiving <strong class='color-harm'>harm</strong> from a <strong>collision</strong> become<br><strong>immune</strong> to <strong class='color-harm'>harm</strong> for <strong>1</strong> extra second`,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.collisionImmuneCycles += 60;
|
||
if (m.immuneCycle < m.cycle + tech.collisionImmuneCycles) m.immuneCycle = m.cycle + tech.collisionImmuneCycles; //player is immune to damage for 30 cycles
|
||
},
|
||
remove() {
|
||
tech.collisionImmuneCycles = 30;
|
||
}
|
||
},
|
||
{
|
||
name: "complex spin-statistics",
|
||
description: `become <strong>immune</strong> to <strong class='color-harm'>harm</strong> for <strong>1.5</strong> seconds<br>once every <strong>7</strong> seconds`,
|
||
maxCount: 3,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true //tech.collisionImmuneCycles > 30
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.cyclicImmunity += 90;
|
||
},
|
||
remove() {
|
||
tech.cyclicImmunity = 0;
|
||
}
|
||
},
|
||
{
|
||
name: "NOR gate",
|
||
description: "if <strong>flip-flop</strong> is in the <strong class='color-flop'>ON</strong> state<br>take <strong>0</strong> <strong class='color-harm'>harm</strong> from collisions with mobs",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 4,
|
||
frequencyDefault: 4,
|
||
allowed() {
|
||
return tech.isFlipFlop
|
||
},
|
||
requires: "flip-flop",
|
||
effect() {
|
||
tech.isFlipFlopHarm = true //do you have this tech
|
||
},
|
||
remove() {
|
||
tech.isFlipFlopHarm = false
|
||
}
|
||
},
|
||
{
|
||
name: "flip-flop",
|
||
description: `toggle <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: "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: "thermocouple",
|
||
description: "if <strong>relay switch</strong> is in the <strong class='color-flop'>ON</strong> state<br>condense <strong>1-9</strong> <strong class='color-s'>ice IX</strong> crystals every second",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 4,
|
||
frequencyDefault: 4,
|
||
allowed() {
|
||
return tech.isRelay
|
||
},
|
||
requires: "relay switch",
|
||
effect() {
|
||
tech.relayIce++
|
||
},
|
||
remove() {
|
||
tech.relayIce = 0
|
||
}
|
||
},
|
||
{
|
||
name: "NAND gate",
|
||
description: "if in the <strong class='color-flop'>ON</strong> state<br>do <strong>50%</strong> more <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: "transistor",
|
||
description: "if <strong class='color-flop'>ON</strong> regen <strong>22</strong> <strong class='color-f'>energy</strong> per second<br>if <strong class='color-flop'>OFF</strong> drain <strong>2.2</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: "shift registers",
|
||
description: "set to the <strong class='color-flop'>ON</strong> state<br>at the start of a <strong>level</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 4,
|
||
frequencyDefault: 4,
|
||
allowed() {
|
||
return tech.isFlipFlopEnergy || tech.isFlipFlopDamage || tech.isFlipFlopHarm || tech.relayIce
|
||
},
|
||
requires: "2 ON/OFF techs",
|
||
effect() {
|
||
tech.isFlipFlopLevelReset = true;
|
||
},
|
||
remove() {
|
||
tech.isFlipFlopLevelReset = false;
|
||
}
|
||
},
|
||
{
|
||
name: "crystallizer",
|
||
description: "after <strong class='color-s'>frozen</strong> mobs <strong>die</strong> they<br>shatter into <strong class='color-s'>ice IX</strong> crystals",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (tech.isIceCrystals || tech.isSporeFreeze || tech.isIceField || tech.isIceShot || tech.relayIce || tech.blockingIce > 1) && !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.nailsDeathMob
|
||
},
|
||
requires: "a localized freeze effect, no other mob death tech",
|
||
effect() {
|
||
tech.iceIXOnDeath++
|
||
},
|
||
remove() {
|
||
tech.iceIXOnDeath = 0
|
||
}
|
||
},
|
||
{
|
||
name: "thermoelectric effect",
|
||
description: "<strong>killing</strong> mobs with <strong class='color-s'>ice IX</strong><br>generates <strong>100</strong> <strong class='color-f'>energy</strong>",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isIceField || tech.relayIce || tech.blockingIce || tech.iceIXOnDeath || tech.isIceShot
|
||
},
|
||
requires: "ice IX",
|
||
effect() {
|
||
tech.iceEnergy++
|
||
},
|
||
remove() {
|
||
tech.iceEnergy = 0;
|
||
}
|
||
},
|
||
{
|
||
name: "superfluidity",
|
||
description: "<strong class='color-s'>freeze</strong> effects are applied to a small area",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isIceCrystals || tech.isSporeFreeze || tech.isIceField || tech.relayIce || tech.blockingIce > 1 || tech.iceIXOnDeath || tech.isIceShot
|
||
},
|
||
requires: "a localized freeze effect",
|
||
effect() {
|
||
tech.isAoESlow = true
|
||
},
|
||
remove() {
|
||
tech.isAoESlow = false
|
||
}
|
||
},
|
||
{
|
||
name: "osmoprotectant",
|
||
description: `collisions with <strong>stunned</strong> or <strong class='color-s'>frozen</strong> mobs<br>cause you <strong>no</strong> <strong class='color-harm'>harm</strong>`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isStunField || tech.isExplosionStun || tech.isMineStun || tech.oneSuperBall || tech.isHarmFreeze || tech.isIceField || tech.relayIce || tech.isIceCrystals || tech.isSporeFreeze || tech.isAoESlow || tech.isFreezeMobs || tech.isCloakStun || tech.orbitBotCount > 1 || tech.isWormholeDamage || tech.blockingIce > 1 || tech.iceIXOnDeath || tech.isIceShot
|
||
},
|
||
requires: "a freezing or stunning effect",
|
||
effect() {
|
||
tech.isFreezeHarmImmune = true;
|
||
},
|
||
remove() {
|
||
tech.isFreezeHarmImmune = false;
|
||
}
|
||
},
|
||
{
|
||
name: "liquid cooling",
|
||
description: `<strong class='color-s'>freeze</strong> all mobs for <strong>7</strong> seconds<br>after receiving <strong class='color-harm'>harm</strong>`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return tech.isSlowFPS
|
||
},
|
||
requires: "clock gating",
|
||
effect() {
|
||
tech.isHarmFreeze = true;
|
||
},
|
||
remove() {
|
||
tech.isHarmFreeze = false;
|
||
}
|
||
},
|
||
{
|
||
name: "clock gating",
|
||
description: `<strong>slow</strong> <strong>time</strong> by <strong>50%</strong> after receiving <strong class='color-harm'>harm</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>20%</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 <strong>follows</strong> you<br>take <strong>66%</strong> less <strong class='color-harm'>harm</strong> inside it's <strong>halo</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;
|
||
for (let i = 0, len = mob.length; i < len; i++) {
|
||
if (mob[i].isMACHO) mob[i].alive = false;
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "ablative drones",
|
||
description: "rebuild your broken parts as <strong>drones</strong><br>chance to occur after receiving <strong class='color-harm'>harm</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.harmReduction() < 1
|
||
},
|
||
requires: "some harm reduction",
|
||
effect() {
|
||
tech.isDroneOnDamage = true;
|
||
for (let i = 0; i < 4; i++) {
|
||
b.drone() //spawn drone
|
||
}
|
||
},
|
||
remove() {
|
||
tech.isDroneOnDamage = false;
|
||
}
|
||
},
|
||
{
|
||
name: "non-Newtonian armor",
|
||
description: "for <strong>10 seconds</strong> after receiving <strong class='color-harm'>harm</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>66%</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return !tech.isEnergyHealth && m.harmReduction() < 1
|
||
},
|
||
requires: "some harm reduction",
|
||
effect() {
|
||
tech.isHarmArmor = true;
|
||
},
|
||
remove() {
|
||
tech.isHarmArmor = false;
|
||
}
|
||
},
|
||
{
|
||
name: "radiative equilibrium",
|
||
description: "for <strong>10 seconds</strong> after receiving <strong class='color-harm'>harm</strong><br>increase <strong class='color-d'>damage</strong> by <strong>200%</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.harmReduction() < 1
|
||
},
|
||
requires: "some harm reduction",
|
||
effect() {
|
||
tech.isHarmDamage = true;
|
||
},
|
||
remove() {
|
||
tech.isHarmDamage = false;
|
||
}
|
||
},
|
||
{
|
||
name: "CPT reversal",
|
||
description: "<strong>charge</strong>, <strong>parity</strong>, and <strong>time</strong> invert to undo <strong class='color-harm'>harm</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>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() { //&& (m.fieldUpgrades[m.fieldMode].name !== "nano-scale manufacturing" || m.maxEnergy > 1)
|
||
return m.maxEnergy > 0.99 && m.fieldUpgrades[m.fieldMode].name !== "standing wave harmonics" && !tech.isEnergyHealth && !tech.isRewindGun
|
||
},
|
||
requires: "not standing wave, mass-energy, max energy reduction, CPT gun",
|
||
effect() {
|
||
tech.isRewindAvoidDeath = true;
|
||
},
|
||
remove() {
|
||
tech.isRewindAvoidDeath = false;
|
||
}
|
||
},
|
||
{
|
||
name: "causality bots",
|
||
description: "when you <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
|
||
},
|
||
requires: "CPT",
|
||
effect() {
|
||
tech.isRewindBot++;
|
||
},
|
||
remove() {
|
||
tech.isRewindBot = 0;
|
||
}
|
||
},
|
||
{
|
||
name: "causality bombs",
|
||
description: "before you <strong class='color-rewind'>rewind</strong> drop several <strong>grenades</strong><br>become immune to <strong class='color-harm'>harm</strong> until they <strong class='color-e'>explode</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isRewindAvoidDeath
|
||
},
|
||
requires: "CPT",
|
||
effect() {
|
||
tech.isRewindGrenade = true;
|
||
},
|
||
remove() {
|
||
tech.isRewindGrenade = false;
|
||
}
|
||
},
|
||
{
|
||
name: "piezoelectricity",
|
||
description: "<strong>colliding</strong> with mobs gives you <strong>2048</strong> <strong class='color-f'>energy</strong>", //<br>reduce <strong class='color-harm'>harm</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;
|
||
m.energy += 20.48;
|
||
},
|
||
remove() {
|
||
tech.isPiezo = false;
|
||
}
|
||
},
|
||
{
|
||
name: "ground state",
|
||
description: "reduce <strong class='color-harm'>harm</strong> by <strong>66%</strong><br>you <strong>no longer</strong> passively regenerate <strong class='color-f'>energy</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (tech.iceEnergy || tech.isWormholeEnergy || tech.isPiezo || tech.isRailEnergyGain || tech.energySiphon || tech.isEnergyRecovery || tech.dynamoBotCount || tech.isFlipFlopEnergy || tech.isTokamak) && tech.energyRegen !== 0.004 && !tech.isEnergyHealth
|
||
},
|
||
requires: "a way to regen extra energy, not time crystals",
|
||
effect: () => {
|
||
tech.energyRegen = 0;
|
||
m.fieldRegen = tech.energyRegen;
|
||
},
|
||
remove() {
|
||
tech.energyRegen = 0.001;
|
||
m.fieldRegen = tech.energyRegen;
|
||
}
|
||
},
|
||
{
|
||
name: "mass-energy equivalence",
|
||
description: "<strong class='color-f'>energy</strong> protects you instead of <strong class='color-h'>health</strong><br><strong class='color-harm'>harm</strong> <strong>reduction</strong> effects provide <strong>no</strong> benefit",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isZeno && !tech.isNoHeals && !tech.isPiezo && !tech.isRewindAvoidDeath && !tech.isRewindGun && !tech.isTechDamage && !tech.isMutualism
|
||
},
|
||
requires: "not Zeno, ergodicity, piezoelectricity, CPT, rewind gun, antiscience, mutualism",
|
||
effect: () => {
|
||
m.health = 0
|
||
document.getElementById("health").style.display = "none"
|
||
document.getElementById("health-bg").style.display = "none"
|
||
document.getElementById("dmg").style.backgroundColor = "#0cf";
|
||
tech.isEnergyHealth = true;
|
||
simulation.mobDmgColor = "rgba(14, 190, 235,0.7)" //"#0cf"
|
||
m.displayHealth();
|
||
},
|
||
remove() {
|
||
if (tech.isEnergyHealth) {
|
||
tech.isEnergyHealth = false;
|
||
document.getElementById("health").style.display = "inline"
|
||
document.getElementById("health-bg").style.display = "inline"
|
||
document.getElementById("dmg").style.backgroundColor = "#f67";
|
||
m.health = Math.max(Math.min(m.maxHealth, m.energy), 0.1);
|
||
simulation.mobDmgColor = "rgba(255,0,0,0.7)"
|
||
m.displayHealth();
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "1st ionization energy",
|
||
description: "each <strong class='color-h'>heal</strong> <strong>power up</strong> you collect<br>increases your <strong>maximum</strong> <strong class='color-f'>energy</strong> by <strong>6</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: "inductive coupling",
|
||
description: "each unused <strong>power up</strong> at the end of a <strong>level</strong><br>adds 3 <strong>maximum</strong> <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 drone harvester",
|
||
effect() {
|
||
tech.isExtraMaxEnergy = true; //tracked by tech.extraMaxHealth
|
||
},
|
||
remove() {
|
||
tech.isExtraMaxEnergy = false;
|
||
}
|
||
},
|
||
{
|
||
name: "transceiver chip",
|
||
description: "unused <strong>power ups</strong> at the end of each <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: "inductive coupling",
|
||
effect() {
|
||
tech.isEndLevelPowerUp = true;
|
||
},
|
||
remove() {
|
||
tech.isEndLevelPowerUp = false;
|
||
}
|
||
},
|
||
{
|
||
name: "electrolytes",
|
||
description: "increase <strong class='color-d'>damage</strong> by <strong>1%</strong><br>for every <strong>11</strong> stored <strong class='color-f'>energy</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect: () => {
|
||
tech.isEnergyDamage = true
|
||
},
|
||
remove() {
|
||
tech.isEnergyDamage = false;
|
||
}
|
||
},
|
||
{
|
||
name: "exciton-lattice",
|
||
description: `increase <strong class='color-d'>damage</strong> by <strong>60%</strong>, but<br><strong class='color-g'>ammo</strong> will no longer <strong>spawn</strong>`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.isEnergyNoAmmo = true;
|
||
},
|
||
remove() {
|
||
tech.isEnergyNoAmmo = false;
|
||
}
|
||
},
|
||
{
|
||
name: "exothermic process",
|
||
description: "increase <strong class='color-d'>damage</strong> by <strong>50%</strong><br>if a mob <strong>dies</strong> drain <strong class='color-f'>energy</strong> by <strong>25%</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.isEnergyLoss = true;
|
||
},
|
||
remove() {
|
||
tech.isEnergyLoss = false;
|
||
}
|
||
},
|
||
{
|
||
name: "heat engine",
|
||
description: `increase <strong class='color-d'>damage</strong> by <strong>50%</strong>, but<br>reduce maximum <strong class='color-f'>energy</strong> by <strong>50</strong>`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 4,
|
||
frequencyDefault: 4,
|
||
allowed() {
|
||
return tech.isEnergyLoss && !tech.isRewindAvoidDeath
|
||
},
|
||
requires: "exothermic process, not CPT",
|
||
effect() {
|
||
tech.isMaxEnergyTech = true;
|
||
m.setMaxEnergy()
|
||
},
|
||
remove() {
|
||
tech.isMaxEnergyTech = false;
|
||
m.setMaxEnergy()
|
||
}
|
||
},
|
||
{
|
||
name: "Gibbs free energy",
|
||
description: `increase <strong class='color-d'>damage</strong> by <strong>5%</strong><br>for every <strong>10</strong> <strong class='color-f'>energy</strong> below <strong>100</strong>`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 4,
|
||
frequencyDefault: 4,
|
||
allowed() {
|
||
return tech.isEnergyLoss && m.maxEnergy < 1.01
|
||
},
|
||
requires: "exothermic process, not max energy increase",
|
||
effect() {
|
||
tech.isLowEnergyDamage = true;
|
||
},
|
||
remove() {
|
||
tech.isLowEnergyDamage = false;
|
||
}
|
||
},
|
||
{
|
||
name: "overcharge",
|
||
description: "increase your <strong>maximum</strong> <strong class='color-f'>energy</strong> by <strong>60</strong><br><strong>+10</strong> <strong class='color-j'>JUNK</strong> to the potential <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()
|
||
tech.addJunkTechToPool(10)
|
||
},
|
||
remove() {
|
||
tech.bonusEnergy = 0;
|
||
m.setMaxEnergy()
|
||
if (this.count > 0) tech.removeJunkTechFromPool(10)
|
||
}
|
||
},
|
||
{
|
||
name: "Maxwell's demon",
|
||
description: "<strong class='color-f'>energy</strong> above your max decays <strong>92%</strong> slower<br><strong>+18</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isEnergyRecovery || tech.isPiezo || tech.energySiphon > 0 || tech.isRailEnergyGain || tech.isWormholeEnergy || tech.iceEnergy > 0 || tech.isMassEnergy || tech.isTokamak
|
||
},
|
||
requires: "a source of overfilled energy",
|
||
effect() {
|
||
tech.overfillDrain = 0.85 //70% = 1-(1-0.75)/(1-0.15) //92% = 1-(1-0.75)/(1-0.87)
|
||
tech.addJunkTechToPool(18)
|
||
},
|
||
remove() {
|
||
tech.overfillDrain = 0.7
|
||
if (this.count > 0) tech.removeJunkTechFromPool(18)
|
||
}
|
||
},
|
||
{
|
||
name: "energy conservation",
|
||
description: "<strong>6%</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 += 0.06;
|
||
},
|
||
remove() {
|
||
tech.energySiphon = 0;
|
||
}
|
||
},
|
||
{
|
||
name: "waste energy recovery",
|
||
description: "if a mob has <strong>died</strong> in the last <strong>5 seconds</strong><br>regen <strong>5%</strong> of max <strong class='color-f'>energy</strong> every second",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.isEnergyRecovery = true;
|
||
},
|
||
remove() {
|
||
tech.isEnergyRecovery = false;
|
||
}
|
||
},
|
||
{
|
||
name: "scrap recycling",
|
||
description: "if a mob has <strong>died</strong> in the last <strong>5 seconds</strong><br>regain <strong>1%</strong> of max <strong class='color-h'>health</strong> every second",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isHealTech: true,
|
||
allowed() {
|
||
return !tech.isEnergyHealth
|
||
},
|
||
requires: "not mass-energy equivalence",
|
||
effect() {
|
||
tech.isHealthRecovery = true;
|
||
},
|
||
remove() {
|
||
tech.isHealthRecovery = false;
|
||
}
|
||
},
|
||
{
|
||
name: "dormancy",
|
||
description: "if a mob has <strong>died</strong> in the last <strong>5 seconds</strong><br><span style = 'font-size:90%;'>increase <strong class='color-d'>damage</strong> by <strong>99%</strong> else decrease it by <strong>33%</strong></span>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.isDamageAfterKill = true;
|
||
},
|
||
remove() {
|
||
tech.isDamageAfterKill = false;
|
||
}
|
||
},
|
||
{
|
||
name: "torpor",
|
||
description: "if a mob has <strong>died</strong> in the last <strong>5 seconds</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>66%</strong> else increase it by <strong>15%</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return tech.isDamageAfterKill && !tech.isEnergyHealth
|
||
},
|
||
requires: "dormancy, not mass-energy",
|
||
effect() {
|
||
tech.isHarmReduceAfterKill = true;
|
||
},
|
||
remove() {
|
||
tech.isHarmReduceAfterKill = false;
|
||
}
|
||
},
|
||
{
|
||
name: "Zeno's paradox",
|
||
description: "reduce <strong class='color-harm'>harm</strong> by <strong>83%</strong>, but every <strong>5</strong> seconds<br>remove <strong>1/10</strong> of your current <strong class='color-h'>health</strong>",
|
||
// description: "every <strong>5</strong> seconds remove <strong>1/10</strong> of your <strong class='color-h'>health</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>90%</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return !tech.isEnergyHealth
|
||
},
|
||
requires: "not mass-energy",
|
||
effect() {
|
||
tech.isZeno = true;
|
||
},
|
||
remove() {
|
||
tech.isZeno = false;
|
||
}
|
||
},
|
||
{
|
||
name: "negative feedback",
|
||
description: "increase <strong class='color-d'>damage</strong> by <strong>5%</strong><br>for every <strong>10</strong> <strong class='color-h'>health</strong> below <strong>100</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.health < 0.6 || build.isExperimentSelection
|
||
},
|
||
requires: "health below 60",
|
||
effect() {
|
||
tech.isLowHealthDmg = true; //used in mob.damage()
|
||
},
|
||
remove() {
|
||
tech.isLowHealthDmg = false;
|
||
}
|
||
},
|
||
{
|
||
name: "antiscience",
|
||
description: "increase <strong class='color-d'>damage</strong> by <strong>90%</strong><br>lose <strong>11</strong> <strong class='color-h'>health</strong> when you pick up a <strong class='color-m'>tech</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isEnergyHealth
|
||
},
|
||
requires: "not mass-energy",
|
||
effect() {
|
||
tech.isTechDamage = true;
|
||
},
|
||
remove() {
|
||
tech.isTechDamage = false;
|
||
}
|
||
},
|
||
{
|
||
name: "entropy exchange",
|
||
description: "<strong class='color-h'>heal</strong> for <strong>3%</strong> of <strong class='color-d'>damage</strong> done<br>take <strong>10%</strong> more <strong class='color-harm'>harm</strong>",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
isHealTech: true,
|
||
allowed() {
|
||
return !tech.isEnergyHealth
|
||
},
|
||
requires: "not mass-energy equivalence",
|
||
effect() {
|
||
tech.healthDrain += 0.03;
|
||
},
|
||
remove() {
|
||
tech.healthDrain = 0;
|
||
}
|
||
},
|
||
{
|
||
name: "fluoroantimonic acid",
|
||
description: "increase <strong class='color-d'>damage</strong> by <strong>35%</strong><br>when your <strong class='color-h'>health</strong> is above <strong>100</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.maxHealth > 1;
|
||
},
|
||
requires: "health above 100",
|
||
effect() {
|
||
tech.isAcidDmg = true;
|
||
},
|
||
remove() {
|
||
tech.isAcidDmg = false;
|
||
}
|
||
},
|
||
{
|
||
name: "tungsten carbide",
|
||
description: "increase your <strong>maximum</strong> <strong class='color-h'>health</strong> by <strong>100</strong><br><strong>landings</strong> that force you to crouch cause <strong class='color-harm'>harm</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return !tech.isEnergyHealth
|
||
},
|
||
requires: "not mass-energy equivalence",
|
||
effect() {
|
||
tech.isFallingDamage = true;
|
||
m.setMaxHealth();
|
||
m.addHealth(1 / simulation.healScale)
|
||
},
|
||
remove() {
|
||
tech.isFallingDamage = false;
|
||
m.setMaxHealth();
|
||
}
|
||
},
|
||
{
|
||
name: "quenching",
|
||
description: "over healing from <strong class='color-h'>heal</strong> power ups does <strong class='color-harm'>harm</strong><br>but it also increase your <strong>maximum</strong> <strong class='color-h'>health</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return !tech.isEnergyHealth && !tech.isNoHeals
|
||
},
|
||
requires: "not mass-energy equivalence, ergodicity",
|
||
effect() {
|
||
tech.isOverHeal = true;
|
||
},
|
||
remove() {
|
||
tech.isOverHeal = false;
|
||
}
|
||
},
|
||
{
|
||
name: "negative entropy",
|
||
description: `at the start of each <strong>level</strong><br>spawn a <strong class='color-h'>heal</strong> for every <strong>26</strong> missing health`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isHealTech: true,
|
||
allowed() {
|
||
return m.health > 0.1 && !tech.isNoHeals
|
||
},
|
||
requires: "has some health, not ergodicity",
|
||
effect() {
|
||
tech.isHealLowHealth = true;
|
||
},
|
||
remove() {
|
||
tech.isHealLowHealth = false;
|
||
}
|
||
},
|
||
{
|
||
name: "adiabatic healing",
|
||
description: "<strong class='color-h'>heal</strong> <strong>power ups</strong> are <strong>100%</strong> more effective",
|
||
maxCount: 3,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
isHealTech: true,
|
||
allowed() {
|
||
return ((m.health / m.maxHealth) < 0.7 || build.isExperimentSelection) && !tech.isEnergyHealth && !tech.isNoHeals
|
||
},
|
||
requires: "under 70% health, not mass-energy equivalence, ergodicity",
|
||
effect() {
|
||
tech.largerHeals++;
|
||
},
|
||
remove() {
|
||
tech.largerHeals = 1;
|
||
}
|
||
},
|
||
{
|
||
name: "maintenance",
|
||
description: "</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 <strong>11</strong> <strong class='color-h'>heals</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isNonRefundable: true,
|
||
isBadRandomOption: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
for (let i = 0; i < 11; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "heal");
|
||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||
if (tech.tech[i].isHealTech) tech.tech[i].frequency *= 2
|
||
}
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "anthropic principle",
|
||
nameInfo: "<span id = 'tech-anthropic'></span>",
|
||
addNameInfo() {
|
||
setTimeout(function() {
|
||
powerUps.research.changeRerolls(0)
|
||
}, 1000);
|
||
},
|
||
description: "once per level, instead of <strong>dying</strong><br>consume <strong>1</strong> <strong class='color-r'>research</strong> and spawn <strong>6</strong> <strong class='color-h'>heals</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
isHealTech: true,
|
||
allowed() {
|
||
return powerUps.research.count > 0 || build.isExperimentSelection
|
||
},
|
||
requires: "at least 1 research",
|
||
effect() {
|
||
tech.isDeathAvoid = true;
|
||
tech.isDeathAvoidedThisLevel = false;
|
||
setTimeout(function() {
|
||
powerUps.research.changeRerolls(0)
|
||
}, 1000);
|
||
},
|
||
remove() {
|
||
tech.isDeathAvoid = false;
|
||
}
|
||
},
|
||
{
|
||
name: "weak anthropic principle",
|
||
description: "after <strong>anthropic principle</strong> prevents your <strong>death</strong><br>add <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 && tech.duplicationChance() < 0.66
|
||
},
|
||
requires: "anthropic principle, below 66% duplication chance",
|
||
effect() {
|
||
tech.isAnthropicTech = true
|
||
powerUps.setDo(); //needed after adjusting duplication chance
|
||
},
|
||
remove() {
|
||
tech.isAnthropicTech = false
|
||
powerUps.setDo(); //needed after adjusting duplication chance
|
||
}
|
||
},
|
||
{
|
||
name: "strong anthropic principle",
|
||
description: "after <strong>anthropic principle</strong> prevents your <strong>death</strong><br>increase <strong class='color-d'>damage</strong> by <strong>137.03599%</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: "reduce <strong class='color-harm'>harm</strong> by <strong>33%</strong><br>after <strong>dying</strong>, continue in an <strong class='alt'>alternate reality</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return tech.isDeathAvoid
|
||
},
|
||
requires: "anthropic principle",
|
||
effect() {
|
||
tech.isImmortal = true;
|
||
},
|
||
remove() {
|
||
tech.isImmortal = false;
|
||
}
|
||
},
|
||
{
|
||
name: "non-unitary operator",
|
||
description: "reduce combat <strong>difficulty</strong> by <strong>2 levels</strong>, but<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: "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 <strong>1</strong> <strong class='color-r'>research</strong> 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",
|
||
description: "enter an <strong class='alt'>alternate reality</strong> after you <strong class='color-r'>research</strong><br>spawn <strong>16</strong> <strong class='color-r'>research</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isSwitchReality && !tech.isCollisionRealitySwitch && !tech.isJunkResearch
|
||
},
|
||
requires: "many-worlds, non-unitary, not pseudoscience",
|
||
effect() {
|
||
tech.isResearchReality = true;
|
||
for (let i = 0; i < 16; i++) powerUps.spawn(m.pos.x + Math.random() * 60, m.pos.y + Math.random() * 60, "research", false);
|
||
},
|
||
remove() {
|
||
tech.isResearchReality = false;
|
||
}
|
||
},
|
||
{
|
||
name: "decoherence",
|
||
description: "<strong class='color-r'>researched</strong> or <strong>canceled</strong> <strong class='color-m'>tech</strong> won't <strong>reoccur</strong> <br>spawn <strong>9</strong> <strong class='color-r'>research</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (powerUps.research.count > 2 || build.isExperimentSelection) && !tech.isDeterminism
|
||
},
|
||
requires: "not determinism, at least 3 research",
|
||
effect() {
|
||
tech.isBanish = true
|
||
for (let i = 0; i < 9; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
|
||
},
|
||
remove() {
|
||
if (tech.isBanish) {
|
||
tech.isBanish = false
|
||
powerUps.tech.banishLog = [] //reset banish log
|
||
powerUps.research.changeRerolls(-10)
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "renormalization",
|
||
description: "using a <strong class='color-r'>research</strong> for <strong>any</strong> purpose<br>has a <strong>40%</strong> chance to spawn a <strong class='color-r'>research</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (powerUps.research.count > 2 || build.isExperimentSelection) && !tech.isSuperDeterminism
|
||
},
|
||
requires: "at least 3 research and not superdeterminism",
|
||
effect() {
|
||
tech.renormalization = true;
|
||
},
|
||
remove() {
|
||
tech.renormalization = false;
|
||
}
|
||
},
|
||
{
|
||
name: "perturbation theory",
|
||
description: "<strong>66%</strong> decreased <strong><em>delay</em></strong> after firing<br>when you have no <strong class='color-r'>research</strong> in your inventory",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return powerUps.research.count === 0
|
||
},
|
||
requires: "no research",
|
||
effect() {
|
||
tech.isRerollHaste = true;
|
||
tech.researchHaste = 0.33;
|
||
b.setFireCD();
|
||
},
|
||
remove() {
|
||
tech.isRerollHaste = false;
|
||
tech.researchHaste = 1;
|
||
b.setFireCD();
|
||
}
|
||
},
|
||
{
|
||
name: "ansatz",
|
||
description: "after choosing a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>if you have no <strong class='color-r'>research</strong> spawn <strong>2</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return powerUps.research.count === 0 && !tech.isSuperDeterminism && !tech.isRerollHaste && !tech.isResearchReality
|
||
},
|
||
requires: "no research, not superdeterminism, Ψ(t) collapse, perturbation theory",
|
||
effect: () => {
|
||
tech.isAnsatz = true;
|
||
},
|
||
remove() {
|
||
tech.isAnsatz = false;
|
||
}
|
||
},
|
||
{
|
||
name: "Bayesian statistics",
|
||
description: "increase <strong class='color-d'>damage</strong> by <strong>3.7%</strong><br>for each <strong class='color-r'>research</strong> in your inventory",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return powerUps.research.count > 4 || build.isExperimentSelection
|
||
},
|
||
requires: "at least 5 research",
|
||
effect() {
|
||
tech.isRerollDamage = true;
|
||
},
|
||
remove() {
|
||
tech.isRerollDamage = false;
|
||
}
|
||
},
|
||
{
|
||
name: "pseudoscience",
|
||
description: "<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: "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: 2,
|
||
frequencyDefault: 2,
|
||
isNonRefundable: true,
|
||
isBadRandomOption: true,
|
||
allowed() {
|
||
return (tech.totalCount > 6)
|
||
},
|
||
requires: "more than 6 tech",
|
||
effect: () => {
|
||
//remove active bullets //to get rid of bots
|
||
for (let i = 0; i < bullet.length; ++i) Matter.Composite.remove(engine.world, bullet[i]);
|
||
bullet = [];
|
||
let count = 1 //count tech
|
||
for (let i = 0, len = tech.tech.length; i < len; i++) { // spawn new tech power ups
|
||
if (!tech.tech[i].isNonRefundable) count += tech.tech[i].count
|
||
}
|
||
if (tech.isDeterminism) count -= 4 //remove the bonus tech
|
||
if (tech.isSuperDeterminism) count -= 4 //remove the bonus tech
|
||
|
||
tech.setupAllTech(); // remove all tech
|
||
if (simulation.isCheating) tech.setCheating();
|
||
lore.techCount = 0;
|
||
// tech.addLoreTechToPool();
|
||
for (let i = 0; i < count; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "tech"); // spawn new tech power ups
|
||
//have state is checked in m.death()
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "abiogenesis",
|
||
description: "at the start of a level spawn a 2nd <strong>boss</strong> for<br><strong>4</strong> <strong class='color-r'>research</strong> or <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 and not parthenogenesis",
|
||
effect() {
|
||
tech.isResearchBoss = true; //abiogenesis
|
||
},
|
||
remove() {
|
||
tech.isResearchBoss = false;
|
||
}
|
||
},
|
||
{
|
||
name: "bubble fusion",
|
||
description: "after destroying a mob's natural <strong>shield</strong><br>spawn <strong>1-2</strong> <strong class='color-h'>heals</strong>, <strong class='color-g'>ammo</strong>, or <strong class='color-r'>research</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.isShieldAmmo = true;
|
||
},
|
||
remove() {
|
||
tech.isShieldAmmo = false;
|
||
}
|
||
},
|
||
{
|
||
name: "meta-analysis",
|
||
description: "if you choose a <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 <strong>5</strong> <strong class='color-r'>research</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return tech.duplicateChance
|
||
},
|
||
requires: "replication",
|
||
effect() {
|
||
tech.isMetaAnalysis = true
|
||
},
|
||
remove() {
|
||
tech.isMetaAnalysis = false
|
||
}
|
||
},
|
||
{
|
||
name: "replication",
|
||
description: "<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 the potential <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.setDo(); //needed after adjusting duplication chance
|
||
tech.addJunkTechToPool(30)
|
||
},
|
||
remove() {
|
||
tech.duplicateChance = 0
|
||
powerUps.setDo(); //needed after adjusting duplication chance
|
||
if (this.count > 1) tech.removeJunkTechFromPool(30)
|
||
}
|
||
},
|
||
{
|
||
name: "stimulated emission",
|
||
description: "<strong>20%</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.setDo(); //needed after adjusting duplication chance
|
||
},
|
||
remove() {
|
||
tech.isStimulatedEmission = false
|
||
powerUps.setDo(); //needed after adjusting duplication chance
|
||
}
|
||
},
|
||
{
|
||
name: "metastability",
|
||
description: "<strong>17%</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.setDo(); //needed after adjusting duplication chance
|
||
},
|
||
remove() {
|
||
tech.isPowerUpsVanish = false
|
||
powerUps.setDo(); //needed after adjusting duplication chance
|
||
}
|
||
},
|
||
{
|
||
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>4.8%</strong> power up <strong class='color-dup'>duplication</strong> chance",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return tech.duplicationChance() < 1 && !tech.isDeterminism
|
||
},
|
||
requires: "below 100% duplication chance, not determinism",
|
||
effect() {
|
||
// tech.cancelCount = 0
|
||
tech.isCancelDuplication = true
|
||
powerUps.setDo(); //needed after adjusting duplication chance
|
||
},
|
||
remove() {
|
||
// tech.cancelCount = 0
|
||
tech.isCancelDuplication = false
|
||
powerUps.setDo(); //needed after adjusting duplication chance
|
||
}
|
||
},
|
||
{
|
||
name: "commodities exchange",
|
||
description: "clicking <strong style = 'font-size:150%;'>×</strong> to cancel a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>spawns <strong>9</strong> <strong class='color-h'>heals</strong>, <strong class='color-g'>ammo</strong>, and <strong class='color-r'>research</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isDeterminism
|
||
},
|
||
requires: "not determinism",
|
||
effect() {
|
||
tech.isCancelRerolls = true
|
||
},
|
||
remove() {
|
||
tech.isCancelRerolls = false
|
||
}
|
||
},
|
||
{
|
||
name: "correlated damage",
|
||
description: "your chance to <strong class='color-dup'>duplicate</strong> power ups<br>increases your <strong class='color-d'>damage</strong> by the same percent",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.duplicationChance() > 0.15
|
||
},
|
||
requires: "duplication chance > 15%",
|
||
effect() {
|
||
tech.isDupDamage = true;
|
||
},
|
||
remove() {
|
||
tech.isDupDamage = false;
|
||
}
|
||
},
|
||
{
|
||
name: "parthenogenesis",
|
||
description: "levels have a chance to spawn a 2nd <strong>boss</strong><br>equal to <strong>double</strong> your <strong class='color-dup'>duplication</strong> chance",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.duplicationChance() > 0 && !tech.isResearchBoss
|
||
},
|
||
requires: "some duplication chance, not abiogenesis",
|
||
effect() {
|
||
tech.isDuplicateBoss = true;
|
||
},
|
||
remove() {
|
||
tech.isDuplicateBoss = false;
|
||
}
|
||
},
|
||
{
|
||
name: "apomixis",
|
||
description: "after reaching <strong>100%</strong> <strong class='color-dup'>duplication</strong> chance<br>immediately spawn <strong>8 bosses</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 4,
|
||
frequencyDefault: 4,
|
||
allowed() {
|
||
return tech.duplicationChance() > 0.6
|
||
},
|
||
requires: "duplication chance above 60%",
|
||
effect() {
|
||
tech.is100Duplicate = true;
|
||
tech.maxDuplicationEvent()
|
||
},
|
||
remove() {
|
||
tech.is100Duplicate = false;
|
||
}
|
||
},
|
||
{
|
||
name: "exchange symmetry",
|
||
description: "convert <strong>1</strong> random <strong class='color-m'>tech</strong> into <strong>3</strong> new <strong class='color-g'>guns</strong><br><em>recursive tech lose all stacks</em>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isNonRefundable: true,
|
||
isBadRandomOption: true,
|
||
allowed() {
|
||
return (tech.totalCount > 3) && !tech.isSuperDeterminism
|
||
},
|
||
requires: "at least 4 tech, not superdeterminism",
|
||
effect: () => {
|
||
const have = [] //find which tech you have
|
||
for (let i = 0; i < tech.tech.length; i++) {
|
||
if (tech.tech[i].count > 0) have.push(i)
|
||
}
|
||
const choose = have[Math.floor(Math.random() * have.length)]
|
||
simulation.makeTextLog(`<span class='color-var'>tech</span>.remove("<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: "spawn <strong>2</strong> <strong class='color-m'>tech</strong><br>remove <strong>1</strong> random <strong class='color-m'>tech</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isNonRefundable: true,
|
||
isBadRandomOption: true,
|
||
allowed() {
|
||
return (tech.totalCount > 3) && !tech.isSuperDeterminism && tech.duplicationChance() > 0
|
||
},
|
||
requires: "at least 4 tech, a chance to duplicate power ups, not superdeterminism",
|
||
effect: () => {
|
||
const removeTotal = powerUps.removeRandomTech()
|
||
for (let i = 0; i < removeTotal + 1; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "tech");
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "strange attractor",
|
||
description: `use <strong>2</strong> <strong class='color-r'>research</strong> to spawn <strong>1</strong> <strong class='color-m'>tech</strong><br>with <strong>double</strong> your <strong class='color-dup'>duplication</strong> chance`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isNonRefundable: true,
|
||
isBadRandomOption: true,
|
||
allowed() {
|
||
return !tech.isSuperDeterminism && tech.duplicationChance() > 0 && powerUps.research.count > 1
|
||
},
|
||
requires: "at least 2 research, not super determinism",
|
||
effect: () => {
|
||
powerUps.research.changeRerolls(-2)
|
||
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span> <span class='color-symbol'>-=</span> 2<br>${powerUps.research.count}`)
|
||
const chanceStore = tech.duplicateChance
|
||
tech.duplicateChance = (tech.isStimulatedEmission ? 0.2 : 0) + tech.cancelCount * 0.045 + m.duplicateChance + tech.duplicateChance * 2 //increase duplication chance to simulate doubling all 3 sources of duplication chance
|
||
powerUps.spawn(m.pos.x, m.pos.y, "tech");
|
||
tech.duplicateChance = chanceStore
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "vector fields",
|
||
description: "</strong>double</strong> the <strong class='flicker'>frequency</strong> of finding <strong class='color-f'>field</strong> <strong class='color-m'>tech</strong><br>spawn a <strong class='color-f'>field</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isNonRefundable: true,
|
||
isBadRandomOption: true,
|
||
allowed() {
|
||
return !tech.isSuperDeterminism
|
||
},
|
||
requires: "not superdeterminism",
|
||
effect() {
|
||
powerUps.spawn(m.pos.x, m.pos.y, "field");
|
||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||
if (tech.tech[i].isFieldTech) tech.tech[i].frequency *= 2
|
||
}
|
||
},
|
||
remove() {
|
||
// if (this.count > 1) {
|
||
// for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||
// if (tech.tech[i].isFieldTech) tech.tech[i].frequency /= 2
|
||
// }
|
||
// }
|
||
}
|
||
},
|
||
{
|
||
name: "reinforcement learning",
|
||
description: "increase the <strong class='flicker'>frequency</strong> of finding copies of<br>recursive <strong class='color-m'>tech</strong> you already have 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",
|
||
description: "use <strong>2</strong> <strong class='color-r'>research</strong> 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: 1,
|
||
frequencyDefault: 1,
|
||
isNonRefundable: true,
|
||
isBadRandomOption: true,
|
||
allowed() {
|
||
return powerUps.tech.choiceLog.length > 10 && !tech.isDeterminism && powerUps.research.count > 1
|
||
},
|
||
requires: "rejected an option in the last tech selection, at least 2 research, not determinism",
|
||
effect: () => {
|
||
powerUps.research.changeRerolls(-2)
|
||
let num = 3
|
||
if (tech.isExtraChoice) num = 5
|
||
if (tech.isDeterminism) num = 1
|
||
for (let i = 0; i < num; i++) {
|
||
const index = powerUps.tech.choiceLog[powerUps.tech.choiceLog.length - i - 1]
|
||
if (index !== powerUps.lastTechIndex && tech.tech[index].count < tech.tech[index].maxCount && tech.tech[index].allowed() && tech.tech[index].name !== "backward induction") {
|
||
tech.giveTech(index)
|
||
simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[index].name}</span>") <em> //backward induction</em>`);
|
||
}
|
||
}
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "unified field theory",
|
||
description: `spawn <strong>6</strong> <strong class='color-r'>research</strong>, and when <strong>paused</strong><br><strong>clicking</strong> the <strong class='color-f'>field</strong> box switches your <strong class='color-f'>field</strong>`,
|
||
// description: `in the <strong>pause</strong> menu, change your <strong class='color-f'>field</strong><br>by <strong>clicking</strong> on your <strong class='color-f'>field's</strong> box`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isSuperDeterminism
|
||
},
|
||
requires: "not superdeterminism",
|
||
effect() {
|
||
tech.isGunSwitchField = true;
|
||
for (let i = 0; i < 6; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
|
||
},
|
||
remove() {
|
||
if (tech.isGunSwitchField) {
|
||
tech.isGunSwitchField = false;
|
||
powerUps.research.changeRerolls(-6)
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "cross disciplinary",
|
||
description: "<strong class='color-m'>tech</strong> have an extra <strong class='color-f'>field</strong> or <strong class='color-g'>gun</strong> <strong>choice</strong>", //<br><strong>+7</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool //<br>spawn <strong>2</strong> <strong class='color-r'>research</strong>
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isDeterminism
|
||
},
|
||
requires: "not determinism",
|
||
effect: () => {
|
||
tech.isExtraGunField = true;
|
||
// for (let i = 0; i < 2; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
|
||
|
||
},
|
||
remove() {
|
||
tech.isExtraGunField = false;
|
||
// if (this.count > 0) powerUps.research.changeRerolls(-2)
|
||
}
|
||
},
|
||
{
|
||
name: "emergence",
|
||
description: "<strong class='color-m'>tech</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong> have <strong>5</strong> <strong>choices</strong><br><strong>+5</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isDeterminism
|
||
},
|
||
requires: "not determinism",
|
||
effect: () => {
|
||
tech.isExtraChoice = true;
|
||
tech.addJunkTechToPool(5)
|
||
},
|
||
remove() {
|
||
tech.isExtraChoice = false;
|
||
if (this.count > 0) tech.removeJunkTechFromPool(5)
|
||
}
|
||
},
|
||
{
|
||
name: "determinism",
|
||
description: "spawn <strong>5</strong> <strong class='color-m'>tech</strong>, but you have <strong>no cancel</strong><br>and <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,
|
||
allowed() {
|
||
return !tech.isExtraChoice && !tech.isCancelDuplication && !tech.isCancelRerolls
|
||
},
|
||
requires: "not emergence, not futures or commodities exchanges",
|
||
effect: () => {
|
||
tech.isDeterminism = true;
|
||
//if you change the number spawned also change it in Born rule
|
||
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "tech");
|
||
},
|
||
remove() {
|
||
if (tech.isDeterminism) {
|
||
tech.isDeterminism = false;
|
||
for (let i = 0; i < 5; i++) powerUps.removeRandomTech()
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "superdeterminism",
|
||
description: "spawn <strong>5</strong> <strong class='color-m'>tech</strong><br><strong class='color-r'>research</strong>, <strong class='color-g'>guns</strong>, and <strong class='color-f'>fields</strong> no longer <strong>spawn</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 8,
|
||
frequencyDefault: 8,
|
||
isBadRandomOption: true,
|
||
allowed() {
|
||
return tech.isDeterminism && !tech.isAnsatz && !tech.isGunSwitchField
|
||
},
|
||
requires: "determinism, not unified field theory, not ansatz",
|
||
effect: () => {
|
||
tech.isSuperDeterminism = true;
|
||
//if you change the number spawned also change it in Born rule
|
||
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "tech");
|
||
},
|
||
remove() {
|
||
tech.isSuperDeterminism = false;
|
||
for (let i = 0; i < 5; i++) powerUps.removeRandomTech()
|
||
}
|
||
},
|
||
{
|
||
name: "dark patterns",
|
||
description: "reduce combat <strong>difficulty</strong> by <strong>1 level</strong><br><strong>+31</strong> <strong class='color-j'>JUNK</strong> to the potential <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)`)
|
||
tech.addJunkTechToPool(31)
|
||
// for (let i = 0; i < tech.junk.length; i++) tech.tech.push(tech.junk[i])
|
||
},
|
||
remove() {
|
||
if (this.count > 0) {
|
||
tech.removeJunkTechFromPool(31)
|
||
level.difficultyIncrease(simulation.difficultyMode)
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "ergodicity",
|
||
description: "reduce combat <strong>difficulty</strong> by <strong>2 levels</strong><br><strong class='color-h'>heal</strong> power ups have <strong>no</strong> effect",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return level.onLevel > 1 && !tech.isEnergyHealth
|
||
},
|
||
requires: "past levels 1, not mass-energy",
|
||
effect() {
|
||
tech.isNoHeals = true;
|
||
level.difficultyDecrease(simulation.difficultyMode * 2)
|
||
simulation.makeTextLog(`level.difficultyDecrease(simulation.difficultyMode <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)
|
||
}
|
||
},
|
||
//**************************************************
|
||
//************************************************** gun
|
||
//************************************************** tech
|
||
//**************************************************
|
||
{
|
||
name: "CPT gun",
|
||
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 === "nano-scale manufacturing" || m.fieldUpgrades[m.fieldMode].name === "plasma torch" || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && !tech.isEnergyHealth && !tech.isRewindAvoidDeath //build.isExperimentSelection ||
|
||
},
|
||
requires: "bots > 3, plasma torch, nano-scale, pilot wave, not mass-energy equivalence, CPT",
|
||
effect() {
|
||
tech.isRewindGun = true
|
||
b.guns.push(b.gunRewind)
|
||
b.giveGuns("CPT gun");
|
||
},
|
||
remove() {
|
||
if (tech.isRewindGun) {
|
||
b.removeGun("CPT gun", true)
|
||
// for (let i = 0; i < b.guns.length; i++) {
|
||
// if (b.guns[i].name === "CPT gun") {
|
||
// b.guns[i].have = false
|
||
// for (let j = 0; j < b.inventory.length; j++) {
|
||
// if (b.inventory[j] === i) {
|
||
// b.inventory.splice(j, 1)
|
||
// break
|
||
// }
|
||
// }
|
||
// if (b.inventory.length) {
|
||
// b.activeGun = b.inventory[0];
|
||
// } else {
|
||
// b.activeGun = null;
|
||
// }
|
||
// simulation.makeGunHUD();
|
||
|
||
// b.guns.splice(i, 1) //also remove CPT gun from gun pool array
|
||
// break
|
||
// }
|
||
// }
|
||
tech.isRewindGun = false
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "needle gun",
|
||
description: "<strong>nail gun</strong> fires <strong>3</strong> mob piercing <strong>needles</strong><br>requires <strong>3</strong> times more <strong class='color-g'>ammo</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("nail gun") && !tech.nailInstantFireRate && !tech.isIceCrystals && !tech.isRivets
|
||
},
|
||
requires: "nail gun, not ice crystal, rivets, or pneumatic actuator",
|
||
effect() {
|
||
tech.isNeedles = true
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "nail gun") {
|
||
b.guns[i].ammo = Math.ceil(b.guns[i].ammo / 3);
|
||
b.guns[i].ammoPack = Math.ceil(b.guns[i].defaultAmmoPack / 3);
|
||
b.guns[i].chooseFireMethod()
|
||
simulation.updateGunHUD();
|
||
break
|
||
}
|
||
}
|
||
},
|
||
remove() {
|
||
if (tech.isNeedles) {
|
||
tech.isNeedles = false
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "nail gun") {
|
||
b.guns[i].chooseFireMethod()
|
||
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 3);
|
||
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
|
||
simulation.updateGunHUD();
|
||
break
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "ceramic needles",
|
||
description: `<strong>needles</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.isNeedles || tech.isNeedleShot) && !tech.isNailRadiation
|
||
},
|
||
requires: "needle gun, needle-shot, not irradiated nails",
|
||
effect() {
|
||
tech.isNeedleShieldPierce = true
|
||
},
|
||
remove() {
|
||
tech.isNeedleShieldPierce = false
|
||
}
|
||
},
|
||
{
|
||
name: "rivet gun",
|
||
description: "<strong>nail gun</strong> slowly fires a heavy <strong>rivet</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("nail gun") && !tech.nailInstantFireRate && !tech.isIceCrystals && !tech.isNeedles
|
||
},
|
||
requires: "nail gun, not ice crystal, needles, or pneumatic actuator",
|
||
effect() {
|
||
tech.isRivets = true
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "nail gun") {
|
||
b.guns[i].chooseFireMethod()
|
||
break
|
||
}
|
||
}
|
||
},
|
||
remove() {
|
||
if (tech.isRivets) {
|
||
tech.isRivets = false
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "nail gun") {
|
||
b.guns[i].chooseFireMethod()
|
||
break
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "rivet diameter",
|
||
description: `<strong>rivets</strong> are <strong>20%</strong> larger<br>increases mass and physical <strong class='color-d'>damage</strong>`,
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isRivets
|
||
},
|
||
requires: "rivet gun",
|
||
effect() {
|
||
tech.rivetSize += 0.2
|
||
},
|
||
remove() {
|
||
tech.rivetSize = 1;
|
||
}
|
||
},
|
||
{
|
||
name: "ice crystal nucleation",
|
||
description: "the <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: "pneumatic actuator",
|
||
description: "<strong>nail gun</strong> takes <strong>no</strong> time to ramp up<br>to it's shortest <strong><em>delay</em></strong> after firing",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("nail gun") && !tech.isRivets && !tech.isNeedles
|
||
},
|
||
requires: "nail gun, not rivets or needles",
|
||
effect() {
|
||
tech.nailInstantFireRate = true
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod()
|
||
}
|
||
},
|
||
remove() {
|
||
if (tech.nailInstantFireRate) {
|
||
tech.nailInstantFireRate = false
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod()
|
||
}
|
||
}
|
||
}
|
||
},
|
||
// {
|
||
// name: "powder-actuated",
|
||
// description: "<strong>nail gun</strong> takes <strong>no</strong> time to ramp up<br>nails have a <strong>30%</strong> faster muzzle <strong>speed</strong>",
|
||
// isGunTech: true,
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 2,
|
||
// frequencyDefault: 2,
|
||
// allowed() {
|
||
// return tech.haveGunCheck("nail gun") && tech.nailFireRate && !tech.isIceCrystals
|
||
// },
|
||
// requires: "nail gun and pneumatic actuator not ice crystal nucleation",
|
||
// effect() {
|
||
// tech.nailInstantFireRate = true
|
||
// for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
// if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod()
|
||
// }
|
||
// },
|
||
// remove() {
|
||
// if (tech.nailInstantFireRate) {
|
||
// tech.nailInstantFireRate = false
|
||
// for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
// if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod()
|
||
// }
|
||
// }
|
||
// }
|
||
// },
|
||
{
|
||
name: "supercritical fission",
|
||
description: "<strong>nails</strong>, <strong>needles</strong>, and <strong>rivets</strong> can <strong class='color-e'>explode</strong><br>if they strike mobs near their <strong>center</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (tech.isNailShot || tech.isNeedleShot || tech.nailBotCount > 1 || tech.haveGunCheck("nail gun"))
|
||
},
|
||
requires: "nails",
|
||
effect() {
|
||
tech.isNailCrit = true
|
||
},
|
||
remove() {
|
||
tech.isNailCrit = false
|
||
}
|
||
},
|
||
{
|
||
name: "irradiated nails",
|
||
description: "<strong>nails</strong>, <strong>needles</strong>, and <strong>rivets</strong> are <strong class='color-p'>radioactive</strong><br>about <strong>90%</strong> more <strong class='color-d'>damage</strong> over <strong>2</strong> seconds",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isMineDrop + tech.nailBotCount + tech.fragments + tech.nailsDeathMob / 2 + ((tech.haveGunCheck("mine") && !tech.isLaserMine) + (tech.haveGunCheck("nail gun") && !tech.isNeedleShieldPierce) + tech.isNeedleShot + tech.isNailShot) * 2 > 1
|
||
},
|
||
requires: "nails, rivets, not ceramic needles",
|
||
effect() {
|
||
tech.isNailRadiation = true;
|
||
},
|
||
remove() {
|
||
tech.isNailRadiation = false;
|
||
}
|
||
},
|
||
{
|
||
name: "4s half-life",
|
||
description: "<strong>nails</strong> are made of <strong class='color-p'>plutonium-238</strong><br>increase <strong class='color-d'>damage</strong> by <strong>100%</strong> over <strong>6</strong> seconds",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isNailRadiation && !tech.isFastRadiation
|
||
},
|
||
requires: "irradiated nails, not 1/2s half-life",
|
||
effect() {
|
||
tech.isSlowRadiation = true;
|
||
},
|
||
remove() {
|
||
tech.isSlowRadiation = false;
|
||
}
|
||
},
|
||
{
|
||
name: "1/2s half-life",
|
||
description: "<strong>nails</strong> are made of <strong class='color-p'>lithium-8</strong><br><strong class='color-d'>damage</strong> occurs after <strong>1/2</strong> a second",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isNailRadiation && !tech.isSlowRadiation
|
||
},
|
||
requires: "irradiated nails, not 4s half-life",
|
||
effect() {
|
||
tech.isFastRadiation = true;
|
||
},
|
||
remove() {
|
||
tech.isFastRadiation = false;
|
||
}
|
||
},
|
||
{
|
||
name: "shotgun spin-statistics",
|
||
description: "<strong>immune</strong> to <strong class='color-harm'>harm</strong> while firing the <strong>shotgun</strong><br>shotgun <strong class='color-g'>ammo</strong> gives <strong>50%</strong> less shots",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("shotgun")
|
||
},
|
||
requires: "shotgun",
|
||
effect() {
|
||
tech.isShotgunImmune = true;
|
||
|
||
//cut current ammo by 1/2
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "shotgun") {
|
||
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 0.5);
|
||
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * 0.5
|
||
break;
|
||
}
|
||
}
|
||
simulation.updateGunHUD();
|
||
},
|
||
remove() {
|
||
if (tech.isShotgunImmune) {
|
||
tech.isShotgunImmune = false;
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "shotgun") {
|
||
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
|
||
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 2);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "Newton's 3rd law",
|
||
description: "<strong>shotgun</strong> <strong>recoil</strong> is increased<br>decrease <strong>shotgun</strong> <strong><em>delay</em></strong> after firing by <strong>66%</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",
|
||
description: "increase <strong>shotgun</strong> and <strong>rail gun</strong> <strong class='color-d'>damage</strong> <strong>60%</strong><br>their <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.haveGunCheck("rail gun")) && !tech.isShotgunRecoil
|
||
},
|
||
requires: "shotgun or rail gun, not Newton's 3rd law",
|
||
effect() {
|
||
tech.isShotgunReversed = true;
|
||
},
|
||
remove() {
|
||
tech.isShotgunReversed = false;
|
||
}
|
||
},
|
||
{
|
||
name: "shotgun slug",
|
||
description: "<strong>shotgun</strong> lobs <strong>1</strong> huge <strong>bullet</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIncendiary && !tech.isIceShot && !tech.isFoamShot && !tech.isWormShot && !tech.isNeedleShot
|
||
},
|
||
requires: "shotgun, not nail-shot, foam-shot, worm-shot, ice-shot",
|
||
effect() {
|
||
tech.isSlugShot = true;
|
||
},
|
||
remove() {
|
||
tech.isSlugShot = false;
|
||
}
|
||
},
|
||
{
|
||
name: "nail-shot",
|
||
description: "<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.isSlugShot && !tech.isIceShot && !tech.isFoamShot && !tech.isWormShot && !tech.isNeedleShot
|
||
},
|
||
requires: "shotgun, not incendiary, slug, foam-shot, worm-shot, ice-shot",
|
||
effect() {
|
||
tech.isNailShot = true;
|
||
},
|
||
remove() {
|
||
tech.isNailShot = false;
|
||
}
|
||
},
|
||
{
|
||
name: "needle-shot",
|
||
description: "<strong>shotgun</strong> propels <strong>11</strong> mob piercing <strong>needles</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIncendiary && !tech.isSlugShot && !tech.isFoamShot && !tech.isWormShot && !tech.isIceShot
|
||
},
|
||
requires: "shotgun, not incendiary, nail-shot, slug, foam-shot, worm-shot, ice-shot",
|
||
effect() {
|
||
tech.isNeedleShot = true;
|
||
},
|
||
remove() {
|
||
tech.isNeedleShot = false;
|
||
}
|
||
},
|
||
{
|
||
name: "worm-shot",
|
||
description: "<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.isSlugShot && !tech.isIceShot && !tech.isFoamShot && !tech.isNeedleShot
|
||
},
|
||
requires: "shotgun, not incendiary, nail-shot, slug, foam-shot, ice-shot",
|
||
effect() {
|
||
tech.isWormShot = true;
|
||
},
|
||
remove() {
|
||
tech.isWormShot = false;
|
||
}
|
||
},
|
||
{
|
||
name: "foam-shot",
|
||
description: "<strong>shotgun</strong> sprays <strong>13</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.isSlugShot && !tech.isIceShot && !tech.isWormShot && !tech.isNeedleShot
|
||
},
|
||
requires: "shotgun, not incendiary, nail-shot, slug, worm-shot, ice-shot",
|
||
effect() {
|
||
tech.isFoamShot = true;
|
||
},
|
||
remove() {
|
||
tech.isFoamShot = false;
|
||
}
|
||
},
|
||
{
|
||
name: "ice-shot",
|
||
description: "<strong>shotgun</strong> grows <strong>18</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.isSlugShot && !tech.isFoamShot && !tech.isWormShot && !tech.isNeedleShot
|
||
},
|
||
requires: "shotgun, not incendiary, nail-shot, slug, foam-shot, worm-shot",
|
||
effect() {
|
||
tech.isIceShot = true;
|
||
},
|
||
remove() {
|
||
tech.isIceShot = false;
|
||
}
|
||
},
|
||
{
|
||
name: "super duper",
|
||
description: "fire <strong>1</strong> additional <strong>super ball</strong>",
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("super balls") && !tech.oneSuperBall
|
||
},
|
||
requires: "super balls, but not the tech super ball",
|
||
effect() {
|
||
tech.superBallNumber++
|
||
},
|
||
remove() {
|
||
tech.superBallNumber = 3;
|
||
}
|
||
},
|
||
{
|
||
name: "supertemporal",
|
||
description: "fire <strong>super ball</strong> from the same point in <strong>space</strong><br> but separated by <strong>0.1</strong> seconds in <strong>time</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("super balls") && !tech.oneSuperBall
|
||
},
|
||
requires: "super balls, but not the tech super ball",
|
||
effect() {
|
||
tech.superBallDelay = true
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod()
|
||
}
|
||
},
|
||
remove() {
|
||
if (tech.superBallDelay) {
|
||
tech.superBallDelay = false;
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod()
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "super ball",
|
||
description: "fire just <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.superBallNumber === 3 && !tech.superBallDelay
|
||
},
|
||
requires: "super balls, but not super duper or supertemporal",
|
||
effect() {
|
||
tech.oneSuperBall = true;
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod()
|
||
}
|
||
},
|
||
remove() {
|
||
if (tech.oneSuperBall) {
|
||
tech.oneSuperBall = false;
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod()
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "super sized",
|
||
description: `<strong>super balls</strong> are <strong>20%</strong> larger<br>increases mass and physical <strong class='color-d'>damage</strong>`,
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("super balls")
|
||
},
|
||
requires: "super balls",
|
||
effect() {
|
||
tech.bulletSize += 0.15
|
||
},
|
||
remove() {
|
||
tech.bulletSize = 1;
|
||
}
|
||
},
|
||
{
|
||
name: "phase velocity",
|
||
description: "wave beam <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("wave beam") && !tech.isLongitudinal
|
||
},
|
||
requires: "wave beam, 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>range</strong> is reduced by <strong>25%</strong>",
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("wave beam")
|
||
},
|
||
requires: "wave beam",
|
||
effect() {
|
||
tech.waveReflections += 2
|
||
},
|
||
remove() {
|
||
tech.waveReflections = 1
|
||
}
|
||
},
|
||
{
|
||
name: "amplitude",
|
||
description: "wave packet <strong>amplitude</strong> is <strong>33%</strong> higher<br>wave <strong class='color-d'>damage</strong> is increased by <strong>50%</strong>",
|
||
isGunTech: true,
|
||
maxCount: 3,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("wave beam")
|
||
},
|
||
requires: "wave beam",
|
||
effect() {
|
||
tech.waveFrequency *= 0.66
|
||
tech.wavePacketDamage *= 1.5
|
||
},
|
||
remove() {
|
||
tech.waveFrequency = 0.2
|
||
tech.wavePacketDamage = 1
|
||
}
|
||
},
|
||
{
|
||
name: "propagation",
|
||
description: "wave packet propagation <strong>speed</strong> is <strong>20%</strong> slower<br>wave <strong class='color-d'>damage</strong> is increased by <strong>50%</strong>",
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("wave beam")
|
||
},
|
||
requires: "wave beam",
|
||
effect() {
|
||
tech.waveBeamSpeed *= 0.8;
|
||
tech.waveBeamDamage += 1.5 * 0.5 //this sets base wave beam damage, not used by arcs or circles
|
||
},
|
||
remove() {
|
||
tech.waveBeamSpeed = 10;
|
||
tech.waveBeamDamage = 1.5 //this sets base wave beam damage, not used by arcs or circles
|
||
}
|
||
},
|
||
{
|
||
name: "phonon", //longitudinal //gravitational wave?
|
||
description: "wave beam emits low <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: 4,
|
||
frequencyDefault: 4,
|
||
allowed() {
|
||
return tech.haveGunCheck("wave beam") && !tech.isPhaseVelocity
|
||
},
|
||
requires: "wave beam, not phase velocity ",
|
||
effect() {
|
||
tech.isLongitudinal = true;
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "wave beam") {
|
||
b.guns[i].chooseFireMethod()
|
||
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack / 8
|
||
b.guns[i].ammo = Math.ceil(b.guns[i].ammo / 8);
|
||
simulation.updateGunHUD();
|
||
break
|
||
}
|
||
}
|
||
},
|
||
remove() {
|
||
if (tech.isLongitudinal) {
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "wave beam") {
|
||
tech.isLongitudinal = false;
|
||
b.guns[i].chooseFireMethod()
|
||
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack
|
||
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 8);
|
||
simulation.updateGunHUD();
|
||
break
|
||
}
|
||
}
|
||
}
|
||
tech.isLongitudinal = false;
|
||
}
|
||
},
|
||
{
|
||
name: "isotropic radiator",
|
||
description: "<strong>wave beam</strong> expands in <strong>all</strong> directions<br><span style = 'font-size:90%;'><strong>range</strong> reduced <strong>40%</strong> and <strong class='color-d'>damage</strong> increased <strong>50%</strong></span>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 4,
|
||
frequencyDefault: 4,
|
||
allowed() {
|
||
return tech.isLongitudinal
|
||
},
|
||
requires: "phonon",
|
||
effect() {
|
||
tech.is360Longitudinal = true;
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "wave beam") {
|
||
b.guns[i].chooseFireMethod()
|
||
break
|
||
}
|
||
}
|
||
},
|
||
remove() {
|
||
tech.is360Longitudinal = false;
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "wave beam") {
|
||
b.guns[i].chooseFireMethod()
|
||
break
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "cruise missile",
|
||
description: "<strong>missiles</strong> travel <strong>63%</strong> slower,<br>but have a <strong>50%</strong> larger <strong class='color-e'>explosive</strong> payload",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("missiles") || tech.isMissileField || tech.missileBotCount
|
||
},
|
||
requires: "missiles",
|
||
effect() {
|
||
tech.missileSize = true
|
||
},
|
||
remove() {
|
||
tech.missileSize = false
|
||
}
|
||
},
|
||
{
|
||
name: "MIRV",
|
||
description: "missile <strong class='color-g'>gun</strong> and <strong>bot</strong> launch <strong>+1</strong> <strong>missile</strong><br>decrease <strong>size</strong> and <strong>fire rate</strong> by <strong>10%</strong>",
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("missiles") || tech.missileBotCount
|
||
},
|
||
requires: "missiles",
|
||
effect() {
|
||
tech.missileCount++;
|
||
},
|
||
remove() {
|
||
tech.missileCount = 1;
|
||
}
|
||
},
|
||
{
|
||
name: "missile-bot",
|
||
description: "remove your <strong>missile gun</strong><br>gain a <strong class='color-bot'>bot</strong> that fires <strong>missiles</strong> at mobs",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
isBot: true,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return tech.haveGunCheck("missiles")
|
||
},
|
||
requires: "missiles",
|
||
effect() {
|
||
tech.missileBotCount++;
|
||
b.missileBot();
|
||
if (tech.haveGunCheck("missiles")) b.removeGun("missiles") //remove your last gun
|
||
},
|
||
remove() {
|
||
if (this.count) {
|
||
tech.missileBotCount = 0;
|
||
b.clearPermanentBots();
|
||
b.respawnBots();
|
||
if (!tech.haveGunCheck("missiles")) b.giveGuns("missiles")
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "rocket-propelled grenade",
|
||
description: "<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
|
||
},
|
||
requires: "grenades, not neutron bomb",
|
||
effect() {
|
||
tech.isVacuumBomb = true;
|
||
b.setGrenadeMode()
|
||
},
|
||
remove() {
|
||
tech.isVacuumBomb = false;
|
||
b.setGrenadeMode()
|
||
}
|
||
},
|
||
{
|
||
name: "chain reaction",
|
||
description: "increase <strong>grenade</strong> radius and <strong class='color-d'>damage</strong> <strong>33%</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: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return tech.isVacuumBomb && !tech.isExplodeRadio
|
||
},
|
||
requires: "vacuum bomb && not iridium-192",
|
||
effect() {
|
||
tech.isBlockExplode = true; //chain reaction
|
||
},
|
||
remove() {
|
||
tech.isBlockExplode = false;
|
||
}
|
||
},
|
||
{
|
||
name: "neutron bomb",
|
||
description: "<strong>grenades</strong> are <strong class='color-p'>irradiated</strong> with <strong class='color-p'>Cf-252</strong><br>does <strong class='color-d'>damage</strong>, <strong class='color-harm'>harm</strong>, and drains <strong class='color-f'>energy</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("grenades") && !tech.fragments && !tech.isVacuumBomb
|
||
},
|
||
requires: "grenades, not fragmentation, vacuum bomb",
|
||
effect() {
|
||
tech.isNeutronBomb = true;
|
||
b.setGrenadeMode()
|
||
},
|
||
remove() {
|
||
tech.isNeutronBomb = false;
|
||
b.setGrenadeMode()
|
||
}
|
||
},
|
||
{
|
||
name: "vacuum permittivity",
|
||
description: "increase <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: "neutron bomb",
|
||
effect() {
|
||
tech.isNeutronSlow = true
|
||
},
|
||
remove() {
|
||
tech.isNeutronSlow = false
|
||
}
|
||
},
|
||
{
|
||
name: "laser-mines",
|
||
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: "mine reclamation",
|
||
description: "retrieve <strong class='color-g'>ammo</strong> from all undetonated <strong>mines</strong><br>and <strong>20%</strong> of <strong>mines</strong> after detonation",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("mine") && !tech.isMineDrop
|
||
},
|
||
requires: "mine, not bobby trap",
|
||
effect() {
|
||
tech.isMineAmmoBack = true;
|
||
},
|
||
remove() {
|
||
tech.isMineAmmoBack = false;
|
||
}
|
||
},
|
||
{
|
||
name: "sentry",
|
||
description: "instead of detonating, <strong>mines</strong> <strong>target</strong> mobs<br>with a stream of nails for about <strong>15</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: "blast mines",
|
||
description: "when a <strong>mine</strong> <strong>activates</strong><br>it <strong>stuns</strong> nearby mobs for <strong>2-4</strong> seconds",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("mine")
|
||
},
|
||
requires: "mines",
|
||
effect() {
|
||
tech.isMineStun = true;
|
||
},
|
||
remove() {
|
||
tech.isMineStun = false;
|
||
}
|
||
},
|
||
{
|
||
name: "booby trap",
|
||
description: "drop a <strong>mine</strong> after picking up a <strong>power up</strong><br><strong>+30</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("mine") && !tech.isMineAmmoBack
|
||
},
|
||
requires: "mines, not mine reclamation",
|
||
effect() {
|
||
tech.isMineDrop = true;
|
||
if (tech.isMineDrop) b.mine(m.pos, { x: 0, y: 0 }, 0, tech.isMineAmmoBack)
|
||
tech.addJunkTechToPool(30)
|
||
},
|
||
remove() {
|
||
tech.isMineDrop = false;
|
||
if (this.count > 0) tech.removeJunkTechFromPool(30)
|
||
}
|
||
},
|
||
{
|
||
name: "mycelial fragmentation",
|
||
description: "<strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> release <strong>6</strong> extra <strong class='color-p' style='letter-spacing: 2px;'>spores</strong><br>during their <strong>growth</strong> phase",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("spores")
|
||
},
|
||
requires: "spores",
|
||
effect() {
|
||
tech.isSporeGrowth = true
|
||
},
|
||
remove() {
|
||
tech.isSporeGrowth = false
|
||
}
|
||
},
|
||
{
|
||
name: "tinsellated flagella",
|
||
description: "<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> accelerate <strong>40% 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: "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.isWormShot
|
||
},
|
||
requires: "spores or worms",
|
||
effect() {
|
||
tech.isSporeFreeze = true
|
||
},
|
||
remove() {
|
||
tech.isSporeFreeze = false
|
||
}
|
||
},
|
||
{
|
||
name: "diplochory",
|
||
description: "<strong class='color-p' style='letter-spacing: 2px;'>spores</strong> use you for <strong>dispersal</strong><br>until they <strong>locate</strong> a viable host",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField || tech.isWormShot
|
||
},
|
||
requires: "spores or worms",
|
||
effect() {
|
||
tech.isSporeFollow = true
|
||
},
|
||
remove() {
|
||
tech.isSporeFollow = false
|
||
}
|
||
},
|
||
{
|
||
name: "mutualism",
|
||
description: "increase <strong class='color-p' style='letter-spacing: 2px;'>spore</strong> <strong class='color-d'>damage</strong> by <strong>150%</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.isWormShot
|
||
},
|
||
requires: "spores, worms, not mass-energy",
|
||
effect() {
|
||
tech.isMutualism = true
|
||
},
|
||
remove() {
|
||
tech.isMutualism = false
|
||
}
|
||
},
|
||
{
|
||
name: "nematodes",
|
||
description: "<strong class='color-p' style='letter-spacing: 2px;'>spores</strong> develop into <strong>1/2</strong> as many <strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong><br><strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong> do <strong>250%</strong> more <strong class='color-d'>damage</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 4,
|
||
frequencyDefault: 4,
|
||
allowed() {
|
||
return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || tech.isSporeField || tech.isWormholeSpores
|
||
},
|
||
requires: "spores",
|
||
effect() {
|
||
tech.isSporeWorm = true
|
||
},
|
||
remove() {
|
||
tech.isSporeWorm = false
|
||
}
|
||
},
|
||
{
|
||
name: "necrophage",
|
||
description: "if <strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong> <strong>kill</strong> their target<br>they reset their <strong>lifespan</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isSporeWorm || tech.isWormShot
|
||
},
|
||
requires: "worms",
|
||
effect() {
|
||
tech.wormSurviveDmg = true
|
||
},
|
||
remove() {
|
||
tech.wormSurviveDmg = false
|
||
}
|
||
},
|
||
{
|
||
name: "reduced tolerances",
|
||
description: "increase <strong>drone</strong> <strong class='color-g'>ammo</strong>/<strong class='color-f'>efficiency</strong> by <strong>66%</strong><br>reduce the average <strong>drone</strong> lifetime by <strong>40%</strong>",
|
||
isGunTech: true,
|
||
maxCount: 3,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return !tech.isDroneRadioactive && (tech.haveGunCheck("drones") || (m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isSporeField || tech.isMissileField || tech.isIceField)))
|
||
},
|
||
requires: "drones, not irradiated drones",
|
||
effect() {
|
||
tech.droneCycleReduction = Math.pow(0.6, 1 + this.count)
|
||
tech.droneEnergyReduction = Math.pow(0.333, 1 + this.count)
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "drones") {
|
||
const scale = Math.pow(3, this.count + 1)
|
||
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * scale
|
||
}
|
||
}
|
||
},
|
||
remove() {
|
||
tech.droneCycleReduction = 1
|
||
tech.droneEnergyReduction = 1
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "drones") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "delivery drone",
|
||
description: "if a <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") || (m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isSporeField || tech.isMissileField || tech.isIceField)))
|
||
},
|
||
requires: "drones, not inductive coupling",
|
||
effect() {
|
||
tech.isDroneGrab = true
|
||
},
|
||
remove() {
|
||
tech.isDroneGrab = false
|
||
}
|
||
},
|
||
{
|
||
name: "drone repair",
|
||
description: "broken <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 class='color-g'>ammo</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("drones")
|
||
},
|
||
requires: "drone gun",
|
||
effect() {
|
||
tech.isDroneRespawn = true
|
||
},
|
||
remove() {
|
||
tech.isDroneRespawn = false
|
||
}
|
||
},
|
||
{
|
||
name: "torque bursts",
|
||
description: "<strong>drones</strong> rapidly <strong>rush</strong> towards their target<br>increase <strong>drone</strong> collision <strong class='color-d'>damage</strong> by <strong>33%</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return tech.haveGunCheck("drones") && !tech.isDroneRadioactive && !tech.isIncendiary
|
||
},
|
||
requires: "drone gun, not irradiated drones, incendiary",
|
||
effect() {
|
||
tech.isDroneTeleport = true
|
||
},
|
||
remove() {
|
||
tech.isDroneTeleport = false
|
||
}
|
||
},
|
||
{
|
||
name: "brushless motor",
|
||
description: "<strong>drones</strong> can <strong>rush</strong> <strong>66%</strong> more often<br>increase <strong>drone</strong> collision <strong class='color-d'>damage</strong> by <strong>44%</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isDroneTeleport
|
||
},
|
||
requires: "torque bursts",
|
||
effect() {
|
||
tech.isDroneFastLook = true
|
||
},
|
||
remove() {
|
||
tech.isDroneFastLook = false
|
||
}
|
||
},
|
||
{
|
||
name: "irradiated drones",
|
||
description: "the space around <strong>drones</strong> is <strong class='color-p'>irradiated</strong><br>reduce <strong class='color-g'>ammo</strong>/<strong class='color-f'>efficiency</strong> by <strong>75%</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.droneCycleReduction === 1 && !tech.isIncendiary && !tech.isDroneTeleport && (tech.haveGunCheck("drones") || (m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isSporeField || tech.isMissileField || tech.isIceField)))
|
||
},
|
||
requires: "drones, not reduced tolerances, incendiary, torque bursts",
|
||
effect() {
|
||
tech.isDroneRadioactive = true
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "drones") {
|
||
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * 0.25
|
||
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 0.25)
|
||
}
|
||
}
|
||
},
|
||
remove() {
|
||
if (tech.isDroneRadioactive) {
|
||
tech.isDroneRadioactive = false
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "drones") {
|
||
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack
|
||
b.guns[i].ammo = b.guns[i].ammo * 4
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "beta radiation", //"control rod ejection",
|
||
description: "reduce the average <strong>drone</strong> lifetime by <strong>50%</strong><br>increase <strong class='color-p'>radiation</strong> <strong class='color-d'>damage</strong> by <strong>100%</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isDroneRadioactive
|
||
},
|
||
requires: "irradiated drones",
|
||
effect() {
|
||
tech.droneRadioDamage = 2
|
||
},
|
||
remove() {
|
||
tech.droneRadioDamage = 1
|
||
}
|
||
},
|
||
{
|
||
name: "orthocyclic winding",
|
||
description: "<strong>drones</strong> accelerate <strong>66%</strong> faster<br>increase <strong class='color-p'>radiation</strong> <strong class='color-d'>damage</strong> by <strong>33%</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isDroneRadioactive
|
||
},
|
||
requires: "irradiated drones",
|
||
effect() {
|
||
tech.isFastDrones = true
|
||
},
|
||
remove() {
|
||
tech.isFastDrones = false
|
||
}
|
||
},
|
||
{
|
||
name: "electrostatic induction",
|
||
description: "<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.isFoamTeleport && (tech.haveGunCheck("foam") || tech.foamBotCount > 1 || tech.isFoamShot)
|
||
},
|
||
requires: "foam, not uncertainty",
|
||
effect() {
|
||
tech.isFoamAttract = true
|
||
},
|
||
remove() {
|
||
tech.isFoamAttract = false
|
||
}
|
||
},
|
||
{
|
||
name: "uncertainty principle",
|
||
description: "<strong>foam</strong> bubbles randomly change <strong>position</strong><br>increase <strong>foam</strong> <strong class='color-d'>damage</strong> per second by <strong>60%</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return !tech.isFoamAttract && (tech.haveGunCheck("foam") || tech.foamBotCount > 1 || tech.isFoamShot)
|
||
},
|
||
requires: "foam, not electrostatic induction",
|
||
effect() {
|
||
tech.isFoamTeleport = true
|
||
},
|
||
remove() {
|
||
tech.isFoamTeleport = false;
|
||
}
|
||
},
|
||
{
|
||
name: "necrophoresis",
|
||
description: "<strong>foam</strong> bubbles grow and split into 3 <strong>copies</strong><br> when the mob they are stuck to <strong>dies</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("foam") || tech.foamBotCount > 1 || tech.isFoamShot
|
||
},
|
||
requires: "foam",
|
||
effect() {
|
||
tech.isFoamGrowOnDeath = true
|
||
},
|
||
remove() {
|
||
tech.isFoamGrowOnDeath = false;
|
||
}
|
||
},
|
||
{
|
||
name: "aerogel",
|
||
description: "<strong>foam</strong> bubbles <strong>float</strong> and dissipate <strong>50%</strong> faster<br>increase <strong>foam</strong> <strong class='color-d'>damage</strong> per second by <strong>300%</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("foam") || tech.foamBotCount > 1 || tech.isFoamShot
|
||
},
|
||
requires: "foam",
|
||
effect() {
|
||
tech.isFastFoam = true
|
||
tech.foamGravity = -0.0003
|
||
},
|
||
remove() {
|
||
tech.isFastFoam = false;
|
||
tech.foamGravity = 0.00008
|
||
}
|
||
},
|
||
{
|
||
name: "quantum foam",
|
||
description: "<strong>foam</strong> gun fires <strong>0.25</strong> seconds into the <strong>future</strong><br>increase <strong>foam</strong> gun <strong class='color-d'>damage</strong> by <strong>70%</strong>",
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("foam")
|
||
},
|
||
requires: "foam gun",
|
||
effect() {
|
||
tech.foamFutureFire++
|
||
},
|
||
remove() {
|
||
tech.foamFutureFire = 0;
|
||
}
|
||
},
|
||
{
|
||
name: "foam fractionation",
|
||
description: "<strong>foam</strong> gun bubbles are <strong>100%</strong> larger<br>when you have below <strong>300</strong> <strong class='color-g'>ammo</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("foam")
|
||
},
|
||
requires: "foam gun",
|
||
effect() {
|
||
tech.isAmmoFoamSize = true
|
||
},
|
||
remove() {
|
||
tech.isAmmoFoamSize = false;
|
||
}
|
||
},
|
||
{
|
||
name: "half-wave rectifier",
|
||
description: "charging the <strong>rail gun</strong> gives you <strong class='color-f'>energy</strong><br><em>instead of draining it</em>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("rail gun")
|
||
},
|
||
requires: "rail gun",
|
||
effect() {
|
||
tech.isRailEnergyGain = true;
|
||
},
|
||
remove() {
|
||
tech.isRailEnergyGain = false;
|
||
}
|
||
},
|
||
{
|
||
name: "dielectric polarization",
|
||
description: "firing the <strong>rail gun</strong> <strong class='color-d'>damages</strong> nearby <strong>mobs</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("rail gun")
|
||
},
|
||
requires: "rail gun",
|
||
effect() {
|
||
tech.isRailAreaDamage = true;
|
||
},
|
||
remove() {
|
||
tech.isRailAreaDamage = false;
|
||
}
|
||
},
|
||
{
|
||
name: "capacitor bank",
|
||
description: "the <strong>rail gun</strong> no longer takes time to <strong>charge</strong><br><strong>rail gun</strong> rods are <strong>66%</strong> less massive",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("rail gun")
|
||
},
|
||
requires: "rail gun",
|
||
effect() {
|
||
tech.isCapacitor = true;
|
||
},
|
||
remove() {
|
||
tech.isCapacitor = false;
|
||
}
|
||
},
|
||
{
|
||
name: "laser diode",
|
||
description: "all <strong class='color-laser'>lasers</strong> drain <strong>30%</strong> less <strong class='color-f'>energy</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.laserBotCount > 1 || tech.isLaserMine) && tech.laserDamage === 0.15
|
||
},
|
||
requires: "laser, not free-electron",
|
||
effect() {
|
||
tech.isLaserDiode = 0.70; //100%-37%
|
||
tech.laserColor = "rgb(0, 11, 255)"
|
||
tech.laserColorAlpha = "rgba(0, 11, 255,0.5)"
|
||
},
|
||
remove() {
|
||
tech.isLaserDiode = 1;
|
||
tech.laserColor = "#f02"
|
||
tech.laserColorAlpha = "rgba(255, 0, 0, 0.5)"
|
||
}
|
||
},
|
||
{
|
||
name: "free-electron laser",
|
||
description: "increase all <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong> by <strong>200%</strong><br>increase all <strong class='color-laser'>laser</strong> <strong class='color-f'>energy</strong> drain by <strong>250%</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (tech.haveGunCheck("laser") || tech.isLaserMine || tech.laserBotCount > 1) && !tech.isPulseLaser && tech.isLaserDiode === 1
|
||
},
|
||
requires: "laser, not pulse, diodes",
|
||
effect() {
|
||
tech.laserFieldDrain = 0.007 //base is 0.002
|
||
tech.laserDamage = 0.45; //base is 0.15
|
||
tech.laserColor = "#83f"
|
||
tech.laserColorAlpha = "rgba(136, 51, 255,0.5)"
|
||
},
|
||
remove() {
|
||
tech.laserFieldDrain = 0.002;
|
||
tech.laserDamage = 0.15; //used in check on pulse: tech.laserDamage === 0.15
|
||
tech.laserColor = "#f00"
|
||
tech.laserColorAlpha = "rgba(255, 0, 0, 0.5)"
|
||
}
|
||
},
|
||
{
|
||
name: "relativistic momentum",
|
||
description: "all <strong class='color-laser'>lasers</strong> push mobs away<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.laserBotCount > 1
|
||
},
|
||
requires: "laser, not pulse",
|
||
effect() {
|
||
tech.isLaserPush = true;
|
||
},
|
||
remove() {
|
||
tech.isLaserPush = false;
|
||
}
|
||
},
|
||
{
|
||
name: "specular reflection",
|
||
description: "<strong>+2</strong> reflection for all <strong class='color-laser'>lasers</strong><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.laserBotCount > 1) && !tech.isWideLaser && !tech.isPulseLaser && !tech.historyLaser
|
||
},
|
||
requires: "laser, not wide beam, diffuse beam, pulse, or slow light",
|
||
effect() {
|
||
tech.laserReflections += 2;
|
||
},
|
||
remove() {
|
||
tech.laserReflections = 2;
|
||
}
|
||
},
|
||
{
|
||
name: "diffraction grating",
|
||
description: `<strong class='color-laser'>laser</strong> gains a <strong>diverging</strong> beam`,
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("laser") && !tech.isWideLaser && !tech.isPulseAim && !tech.historyLaser
|
||
},
|
||
requires: "laser gun, not neocognitron, diffuse beam, or slow light",
|
||
effect() {
|
||
tech.beamSplitter++
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
||
}
|
||
},
|
||
remove() {
|
||
if (tech.beamSplitter !== 0) {
|
||
tech.beamSplitter = 0
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "diffuse beam",
|
||
description: "<strong class='color-laser'>laser</strong> beam is <strong>wider</strong> and doesn't <strong>reflect</strong><br>increase full beam <strong class='color-d'>damage</strong> by <strong>200%</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("laser") && tech.laserReflections < 3 && !tech.beamSplitter && !tech.isPulseLaser && !tech.historyLaser
|
||
},
|
||
requires: "laser gun, not specular reflection, diffraction grating, slow light, pulse",
|
||
effect() {
|
||
if (tech.wideLaser === 0) tech.wideLaser = 3
|
||
tech.isWideLaser = true;
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
||
}
|
||
},
|
||
remove() {
|
||
if (tech.isWideLaser) {
|
||
// tech.wideLaser = 0
|
||
tech.isWideLaser = false;
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "output coupler",
|
||
description: "<strong>widen</strong> diffuse <strong class='color-laser'>laser</strong> beam by <strong>40%</strong><br>increase full beam <strong class='color-d'>damage</strong> by <strong>40%</strong>",
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isWideLaser
|
||
},
|
||
requires: "diffuse beam",
|
||
effect() {
|
||
tech.wideLaser += 2
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
||
}
|
||
},
|
||
remove() {
|
||
if (tech.isWideLaser) {
|
||
tech.wideLaser = 3
|
||
} else {
|
||
tech.wideLaser = 0
|
||
}
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "slow light",
|
||
description: "<strong class='color-laser'>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>",
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("laser") && tech.laserReflections < 3 && !tech.beamSplitter && !tech.isWideLaser
|
||
},
|
||
requires: "laser gun, not specular reflection, diffraction grating, diffuse beam",
|
||
effect() {
|
||
// this.description = `add 5 more <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 === 0.15
|
||
},
|
||
requires: "laser gun, not specular reflection, diffuse, free-electron laser",
|
||
effect() {
|
||
tech.isPulseLaser = true;
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
||
}
|
||
},
|
||
remove() {
|
||
if (tech.isPulseLaser) {
|
||
tech.isPulseLaser = false;
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "neocognitron",
|
||
description: "<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: "pulse, not diffraction grating",
|
||
effect() {
|
||
tech.isPulseAim = true;
|
||
},
|
||
remove() {
|
||
tech.isPulseAim = false;
|
||
}
|
||
},
|
||
//**************************************************
|
||
//************************************************** field
|
||
//************************************************** tech
|
||
//**************************************************
|
||
{
|
||
name: "zero point energy",
|
||
description: "use <strong>2</strong> <strong class='color-r'>research</strong> to<br>increase your <strong>maximum</strong> <strong class='color-f'>energy</strong> by <strong>74</strong>",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return (m.fieldUpgrades[m.fieldMode].name === "standing wave harmonics" || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && (build.isExperimentSelection || powerUps.research.count > 1)
|
||
},
|
||
requires: "standing wave harmonics or pilot wave",
|
||
effect() {
|
||
tech.harmonicEnergy = 0.74
|
||
m.setMaxEnergy()
|
||
for (let i = 0; i < 2; i++) {
|
||
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||
}
|
||
},
|
||
remove() {
|
||
tech.harmonicEnergy = 0;
|
||
m.setMaxEnergy()
|
||
if (this.count > 0) powerUps.research.changeRerolls(2)
|
||
}
|
||
},
|
||
{
|
||
name: "spherical harmonics",
|
||
description: "<strong>standing wave</strong> oscillates in a 3rd dimension<br>increasing <strong>deflecting</strong> efficiency by <strong>40%</strong>",
|
||
isFieldTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return m.fieldUpgrades[m.fieldMode].name === "standing wave harmonics"
|
||
},
|
||
requires: "standing wave harmonics",
|
||
effect() {
|
||
tech.harmonics++
|
||
m.fieldShieldingScale = 1.3 * Math.pow(0.6, (tech.harmonics - 2))
|
||
m.harmonicShield = m.harmonicAtomic
|
||
},
|
||
remove() {
|
||
tech.harmonics = 2
|
||
m.fieldShieldingScale = 1.3 * Math.pow(0.6, (tech.harmonics - 2))
|
||
m.harmonicShield = m.harmonic3Phase
|
||
}
|
||
},
|
||
{
|
||
name: "expansion",
|
||
description: "using <strong>standing wave</strong> field uses <strong class='color-f'>energy</strong><br>to temporarily <strong>expand</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 harmonics"
|
||
},
|
||
requires: "standing wave harmonics",
|
||
effect() {
|
||
tech.isStandingWaveExpand = true
|
||
},
|
||
remove() {
|
||
tech.isStandingWaveExpand = false
|
||
m.harmonicRadius = 1
|
||
}
|
||
},
|
||
{
|
||
name: "bremsstrahlung",
|
||
description: "<strong>deflecting</strong> does <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 harmonics" || m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism"
|
||
},
|
||
requires: "standing wave harmonics, perfect diamagnetism",
|
||
effect() {
|
||
tech.blockDmg += 1.25 //if you change this value also update the for loop in the electricity graphics in m.pushMass
|
||
},
|
||
remove() {
|
||
tech.blockDmg = 0;
|
||
}
|
||
},
|
||
{
|
||
name: "triple point",
|
||
description: "the pressure from <strong>deflecting</strong> is used<br>to condense <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 harmonics" || m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism"
|
||
},
|
||
requires: "standing wave harmonics, perfect diamagnetism",
|
||
effect() {
|
||
tech.blockingIce++
|
||
},
|
||
remove() {
|
||
tech.blockingIce = 0;
|
||
}
|
||
},
|
||
{
|
||
name: "flux pinning",
|
||
description: "<strong>deflecting</strong> mobs with your <strong>field</strong><br><strong>stuns</strong> them for <strong>2</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 harmonics" || m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing"
|
||
},
|
||
requires: "a field that can block",
|
||
effect() {
|
||
tech.isStunField += 120;
|
||
},
|
||
remove() {
|
||
tech.isStunField = 0;
|
||
}
|
||
},
|
||
{
|
||
name: "eddy current brake",
|
||
description: "project a field that limits the <strong>top speed</strong> of mobs<br>field <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: "increase <strong>perfect diamagnetism</strong> field<br><strong>radius</strong> by <strong>55%</strong> and circular <strong>arc</strong> by <strong>22°</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 <strong>4</strong> <strong class='color-r'>research</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>50%</strong>",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return (m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism" || m.fieldUpgrades[m.fieldMode].name === "negative mass field") && (build.isExperimentSelection || powerUps.research.count > 3)
|
||
},
|
||
requires: "perfect diamagnetism or negative mass field",
|
||
effect() {
|
||
tech.isFieldHarmReduction = true
|
||
for (let i = 0; i < 4; i++) {
|
||
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||
}
|
||
},
|
||
remove() {
|
||
tech.isFieldHarmReduction = false
|
||
if (this.count > 0) powerUps.research.changeRerolls(4)
|
||
}
|
||
},
|
||
{
|
||
name: "degenerate matter",
|
||
description: "reduce <strong class='color-harm'>harm</strong> by <strong>60%</strong> while your <strong class='color-f'>field</strong> is active",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (m.fieldUpgrades[m.fieldMode].name === "plasma torch" || m.fieldUpgrades[m.fieldMode].name === "perfect diamagnetism" || m.fieldUpgrades[m.fieldMode].name === "pilot wave" || m.fieldUpgrades[m.fieldMode].name === "negative mass field") && !tech.isEnergyHealth
|
||
},
|
||
requires: "field: perfect, negative mass, pilot wave, plasma, not mass-energy",
|
||
effect() {
|
||
tech.isHarmReduce = true
|
||
},
|
||
remove() {
|
||
tech.isHarmReduce = false;
|
||
}
|
||
},
|
||
{
|
||
name: "annihilation",
|
||
description: "<strong>touching</strong> normal mobs <strong>annihilates</strong> them<br>but drains <strong>33%</strong> of your maximum <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 field"
|
||
},
|
||
requires: "negative mass field",
|
||
effect() {
|
||
tech.isAnnihilation = true
|
||
},
|
||
remove() {
|
||
tech.isAnnihilation = false;
|
||
}
|
||
},
|
||
{
|
||
name: "inertial mass",
|
||
description: "<strong>negative mass field</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 field"
|
||
},
|
||
requires: "negative mass field",
|
||
effect() {
|
||
tech.isFlyFaster = true
|
||
},
|
||
remove() {
|
||
tech.isFlyFaster = false;
|
||
}
|
||
},
|
||
{
|
||
name: "Bose Einstein condensate",
|
||
description: "<strong>mobs</strong> inside your <strong class='color-f'>field</strong> are <strong class='color-s'>frozen</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 field" || m.fieldUpgrades[m.fieldMode].name === "time dilation"
|
||
},
|
||
requires: "pilot wave, negative mass field, time dilation",
|
||
effect() {
|
||
tech.isFreezeMobs = true
|
||
},
|
||
remove() {
|
||
tech.isFreezeMobs = false
|
||
}
|
||
},
|
||
{
|
||
name: "bot manufacturing",
|
||
description: "use <strong>nano-scale manufacturing</strong> and <strong>2</strong> <strong class='color-r'>research</strong><br>to build <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 === "nano-scale manufacturing"
|
||
},
|
||
requires: "nano-scale manufacturing",
|
||
effect: () => {
|
||
for (let i = 0; i < 2; i++) {
|
||
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||
}
|
||
m.energy = 0.01;
|
||
b.randomBot()
|
||
b.randomBot()
|
||
b.randomBot()
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "bot prototypes",
|
||
description: "use <strong>nano-scale</strong> and <strong>3</strong> <strong class='color-r'>research</strong> to build<br><strong>2</strong> random <strong class='color-bot'>bots</strong> 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 === "nano-scale manufacturing"
|
||
},
|
||
requires: "nano-scale manufacturing",
|
||
effect: () => {
|
||
for (let i = 0; i < 3; i++) {
|
||
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||
}
|
||
|
||
//fill array of available bots
|
||
const notUpgradedBots = []
|
||
const num = 2
|
||
notUpgradedBots.push(() => {
|
||
tech.giveTech("nail-bot upgrade")
|
||
for (let i = 0; i < num; i++) {
|
||
b.nailBot()
|
||
tech.nailBotCount++;
|
||
}
|
||
simulation.makeTextLog(`tech.isNailBotUpgrade = true`)
|
||
})
|
||
notUpgradedBots.push(() => {
|
||
tech.giveTech("foam-bot upgrade")
|
||
for (let i = 0; i < num; i++) {
|
||
b.foamBot()
|
||
tech.foamBotCount++;
|
||
}
|
||
simulation.makeTextLog(`tech.isFoamBotUpgrade = true`)
|
||
})
|
||
notUpgradedBots.push(() => {
|
||
tech.giveTech("boom-bot upgrade")
|
||
for (let i = 0; i < num; i++) {
|
||
b.boomBot()
|
||
tech.boomBotCount++;
|
||
}
|
||
simulation.makeTextLog(`tech.isBoomBotUpgrade = true`)
|
||
})
|
||
notUpgradedBots.push(() => {
|
||
tech.giveTech("laser-bot upgrade")
|
||
for (let i = 0; i < num; i++) {
|
||
b.laserBot()
|
||
tech.laserBotCount++;
|
||
}
|
||
simulation.makeTextLog(`tech.isLaserBotUpgrade = true`)
|
||
})
|
||
notUpgradedBots.push(() => {
|
||
tech.giveTech("orbital-bot upgrade")
|
||
for (let i = 0; i < num; i++) {
|
||
b.orbitBot()
|
||
tech.orbitBotCount++;
|
||
}
|
||
simulation.makeTextLog(`tech.isOrbitalBotUpgrade = true`)
|
||
})
|
||
for (let i = 0; i < 2; i++) { //double chance for dynamo-bot, since it's very good for nano-scale
|
||
notUpgradedBots.push(() => {
|
||
tech.giveTech("dynamo-bot upgrade")
|
||
for (let i = 0; i < num; i++) {
|
||
b.dynamoBot()
|
||
tech.dynamoBotCount++;
|
||
}
|
||
simulation.makeTextLog(`tech.isDynamoBotUpgrade = true`)
|
||
})
|
||
}
|
||
notUpgradedBots[Math.floor(Math.random() * notUpgradedBots.length)]() //choose random function from the array and run it
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "mycelium manufacturing",
|
||
description: "use <strong>3</strong> <strong class='color-r'>research</strong> to repurpose <strong>nano-scale</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 > 2) && m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isMissileField || tech.isIceField || tech.isFastDrones || tech.isDroneGrab || tech.isDroneRadioactive || tech.isDroneTeleport)
|
||
},
|
||
requires: "nano-scale manufacturing, no other manufacturing, no drone tech",
|
||
effect() {
|
||
if (!build.isExperimentSelection) {
|
||
for (let i = 0; i < 3; i++) {
|
||
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||
}
|
||
}
|
||
tech.isSporeField = true;
|
||
},
|
||
remove() {
|
||
tech.isSporeField = false;
|
||
if (this.count > 0) powerUps.research.changeRerolls(3)
|
||
}
|
||
},
|
||
{
|
||
name: "missile manufacturing",
|
||
description: "use <strong>3</strong> <strong class='color-r'>research</strong> to repurpose <strong>nano-scale</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 > 2) && m.maxEnergy > 0.5 && m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isSporeField || tech.isIceField || tech.isFastDrones || tech.isDroneGrab || tech.isDroneRadioactive || tech.isDroneTeleport)
|
||
},
|
||
requires: "nano-scale manufacturing, no other manufacturing, no drone tech",
|
||
effect() {
|
||
if (!build.isExperimentSelection) {
|
||
for (let i = 0; i < 3; i++) {
|
||
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||
}
|
||
}
|
||
tech.isMissileField = true;
|
||
},
|
||
remove() {
|
||
tech.isMissileField = false;
|
||
if (this.count > 0) powerUps.research.changeRerolls(3)
|
||
}
|
||
},
|
||
{
|
||
name: "ice IX manufacturing",
|
||
description: "use <strong>3</strong> <strong class='color-r'>research</strong> to repurpose <strong>nano-scale</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 > 2) && m.fieldUpgrades[m.fieldMode].name === "nano-scale manufacturing" && !(tech.isSporeField || tech.isMissileField || tech.isFastDrones || tech.isDroneGrab || tech.isDroneRadioactive || tech.isDroneTeleport)
|
||
},
|
||
requires: "nano-scale manufacturing, no other manufacturing, no drone tech",
|
||
effect() {
|
||
if (!build.isExperimentSelection) {
|
||
for (let i = 0; i < 3; i++) {
|
||
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||
}
|
||
}
|
||
tech.isIceField = true;
|
||
},
|
||
remove() {
|
||
tech.isIceField = false;
|
||
if (this.count > 0) powerUps.research.changeRerolls(3)
|
||
}
|
||
},
|
||
{
|
||
name: "pair production",
|
||
description: "picking up a <strong>power up</strong> gives you <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 === "nano-scale manufacturing" || m.fieldUpgrades[m.fieldMode].name === "pilot wave"
|
||
},
|
||
requires: "nano-scale manufacturing or pilot wave",
|
||
effect: () => {
|
||
tech.isMassEnergy = true // used in m.grabPowerUp
|
||
m.energy += 2
|
||
},
|
||
remove() {
|
||
tech.isMassEnergy = false;
|
||
}
|
||
},
|
||
// {
|
||
// name: "thermal reservoir",
|
||
// description: "increase your <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: "plasma-bot",
|
||
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 !tech.isExtruder && m.fieldUpgrades[m.fieldMode].name === "plasma torch" && (build.isExperimentSelection || powerUps.research.count > 0)
|
||
},
|
||
requires: "plasma torch, not micro-extruder",
|
||
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",
|
||
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: 3,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (tech.plasmaBotCount || (m.fieldUpgrades[m.fieldMode].name === "plasma torch" && !tech.isExtruder)) && (build.isExperimentSelection || powerUps.research.count > 0)
|
||
},
|
||
requires: "plasma torch, not micro-extruder",
|
||
effect() {
|
||
tech.isPlasmaRange += 0.5;
|
||
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||
},
|
||
remove() {
|
||
tech.isPlasmaRange = 1;
|
||
if (this.count > 0) powerUps.research.changeRerolls(this.count)
|
||
}
|
||
},
|
||
{
|
||
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"
|
||
},
|
||
requires: "plasma torch",
|
||
effect() {
|
||
tech.isTokamak = true;
|
||
},
|
||
remove() {
|
||
tech.isTokamak = false;
|
||
}
|
||
},
|
||
{
|
||
name: "micro-extruder",
|
||
description: "<strong class='color-plasma'>plasma</strong> <strong>torch</strong> extrudes a thin <strong class='color-plasma'>hot</strong> wire<br>increases <strong class='color-d'>damage</strong>, <strong class='color-f'>energy</strong> drain, and <strong>lag</strong>",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldUpgrades[m.fieldMode].name === "plasma torch" && tech.isPlasmaRange === 1 && tech.plasmaBotCount === 0
|
||
},
|
||
requires: "plasma torch, not plasma jet, plasma-bot",
|
||
effect() {
|
||
tech.isExtruder = true;
|
||
},
|
||
remove() {
|
||
tech.isExtruder = false;
|
||
}
|
||
},
|
||
{
|
||
name: "timelike world line",
|
||
description: "<strong>time dilation</strong> doubles your relative time <strong>rate</strong><br>and makes you <strong>immune</strong> to <strong class='color-harm'>harm</strong>",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldUpgrades[m.fieldMode].name === "time dilation"
|
||
},
|
||
requires: "time dilation",
|
||
effect() {
|
||
tech.isTimeSkip = true;
|
||
b.setFireCD();
|
||
},
|
||
remove() {
|
||
tech.isTimeSkip = false;
|
||
b.setFireCD();
|
||
}
|
||
},
|
||
{
|
||
name: "Lorentz transformation",
|
||
description: "use <strong>3</strong> <strong class='color-r'>research</strong> to increase your time rate<br><strong>move</strong>, <strong>jump</strong>, and <strong>shoot</strong> <strong>50%</strong> faster",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return m.fieldUpgrades[m.fieldMode].name === "time dilation" && (build.isExperimentSelection || powerUps.research.count > 2)
|
||
},
|
||
requires: "time dilation",
|
||
effect() {
|
||
tech.isFastTime = true
|
||
m.setMovement();
|
||
b.setFireCD();
|
||
for (let i = 0; i < 3; i++) {
|
||
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||
}
|
||
},
|
||
remove() {
|
||
tech.isFastTime = false
|
||
m.setMovement();
|
||
b.setFireCD();
|
||
if (this.count > 0) powerUps.research.changeRerolls(3)
|
||
}
|
||
},
|
||
{
|
||
name: "time crystals",
|
||
description: "<strong>quadruple</strong> your default <strong class='color-f'>energy</strong> regeneration",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (m.fieldUpgrades[m.fieldMode].name === "time dilation") && tech.energyRegen !== 0
|
||
},
|
||
requires: "time dilation, not ground state",
|
||
effect: () => {
|
||
tech.energyRegen = 0.004;
|
||
m.fieldRegen = tech.energyRegen;
|
||
},
|
||
remove() {
|
||
tech.energyRegen = 0.001;
|
||
m.fieldRegen = tech.energyRegen;
|
||
}
|
||
},
|
||
{
|
||
name: "boson composite",
|
||
description: "<strong>intangible</strong> to <strong class='color-block'>blocks</strong> and mobs while <strong class='color-cloaked'>cloaked</strong><br>passing through <strong>mobs</strong> drains your <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() {
|
||
tech.isIntangible = false;
|
||
}
|
||
},
|
||
{
|
||
name: "dazzler",
|
||
description: "<strong class='color-cloaked'>decloaking</strong> <strong>stuns</strong> nearby mobs<br>drains <strong>25%</strong> of your stored <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;'>300%</span> to <strong>600%</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
|
||
},
|
||
remove() {
|
||
tech.sneakAttackDmg = 4
|
||
}
|
||
},
|
||
{
|
||
name: "dynamical systems",
|
||
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 === "metamaterial cloaking" || m.fieldUpgrades[m.fieldMode].name === "pilot wave") && (build.isExperimentSelection || powerUps.research.count > 0)
|
||
},
|
||
requires: "metamaterial cloaking or pilot wave",
|
||
effect() {
|
||
tech.isCloakingDamage = true
|
||
for (let i = 0; i < 1; i++) {
|
||
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||
}
|
||
},
|
||
remove() {
|
||
tech.isCloakingDamage = false
|
||
if (this.count > 0) powerUps.research.changeRerolls(1)
|
||
}
|
||
},
|
||
{
|
||
name: "discrete optimization",
|
||
description: "increase <strong class='color-d'>damage</strong> by <strong>50%</strong><br><strong>50%</strong> increased <strong><em>delay</em></strong> after firing",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldUpgrades[m.fieldMode].name === "metamaterial cloaking" || m.fieldUpgrades[m.fieldMode].name === "pilot wave"
|
||
},
|
||
requires: "metamaterial cloaking or pilot wave",
|
||
effect() {
|
||
tech.aimDamage = 1.5
|
||
b.setFireCD();
|
||
},
|
||
remove() {
|
||
tech.aimDamage = 1
|
||
b.setFireCD();
|
||
}
|
||
},
|
||
{
|
||
name: "potential well",
|
||
description: "the force that <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 <strong>3-9</strong> <strong class='color-r'>research</strong><br> and a <strong class='color-harm'>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"
|
||
},
|
||
requires: "wormhole",
|
||
effect: () => {
|
||
tech.wimpCount++
|
||
spawn.WIMP()
|
||
for (let j = 0, len = 1 + 5 * Math.random(); j < len; j++) powerUps.spawn(level.exit.x + 100 * (Math.random() - 0.5), level.exit.y - 100 + 100 * (Math.random() - 0.5), "research", false)
|
||
},
|
||
remove() {
|
||
tech.wimpCount = 0
|
||
}
|
||
},
|
||
{
|
||
name: "cosmic string",
|
||
description: "<strong>stun</strong> and do <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong> to <strong>mobs</strong><br>if you tunnel through them with a <strong class='color-worm'>wormhole</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: "virtual particles",
|
||
description: "use <strong>3</strong> <strong class='color-r'>research</strong> to exploit your <strong>wormhole</strong> for a<br><strong>17%</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 === "wormhole" && (build.isExperimentSelection || powerUps.research.count > 2) && tech.duplicationChance() < 1
|
||
},
|
||
requires: "wormhole,below 100% duplication chance",
|
||
effect() {
|
||
tech.wormDuplicate = 0.17
|
||
powerUps.setDo(); //needed after adjusting duplication chance
|
||
for (let i = 0; i < 3; i++) {
|
||
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||
}
|
||
},
|
||
remove() {
|
||
tech.wormDuplicate = 0
|
||
powerUps.setDo(); //needed after adjusting duplication chance
|
||
if (this.count > 0) powerUps.research.changeRerolls(3)
|
||
}
|
||
},
|
||
{
|
||
name: "Penrose process",
|
||
description: "after a <strong class='color-block'>block</strong> falls into a <strong class='color-worm'>wormhole</strong><br>you gain <strong>63</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 spores",
|
||
description: "when <strong class='color-block'>blocks</strong> fall into a <strong class='color-worm'>wormhole</strong><br>higher dimension <strong class='color-p' style='letter-spacing: 2px;'>spores</strong> are summoned",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldUpgrades[m.fieldMode].name === "wormhole"
|
||
},
|
||
requires: "wormhole",
|
||
effect() {
|
||
tech.isWormholeSpores = true
|
||
},
|
||
remove() {
|
||
tech.isWormholeSpores = false
|
||
}
|
||
},
|
||
{
|
||
name: "traversable geodesics",
|
||
description: "your <strong>projectiles</strong> can traverse <strong class='color-worm'>wormholes</strong><br>spawn 2 <strong class='color-g'>guns</strong> and <strong class='color-g'>ammo</strong>",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldUpgrades[m.fieldMode].name === "wormhole"
|
||
},
|
||
requires: "wormhole",
|
||
effect() {
|
||
tech.isWormBullets = true
|
||
for (let i = 0; i < 2; i++) {
|
||
powerUps.spawn(m.pos.x, m.pos.y, "gun");
|
||
powerUps.spawn(m.pos.x, m.pos.y, "ammo");
|
||
}
|
||
},
|
||
remove() {
|
||
if (tech.isWormBullets) {
|
||
for (let i = 0; i < 2; i++) {
|
||
if (b.inventory.length) b.removeGun(b.guns[b.inventory[b.inventory.length - 1]].name) //remove your last gun
|
||
}
|
||
tech.isWormBullets = false;
|
||
}
|
||
}
|
||
},
|
||
//**************************************************
|
||
//************************************************** experimental
|
||
//************************************************** modes
|
||
//**************************************************
|
||
{
|
||
name: "-ship-",
|
||
description: "<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 field"
|
||
},
|
||
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-harm'>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 = 3
|
||
},
|
||
remove() {
|
||
tech.wimpExperiment = 0
|
||
}
|
||
},
|
||
//**************************************************
|
||
//************************************************** JUNK
|
||
//************************************************** tech
|
||
//**************************************************
|
||
// {
|
||
// name: "junk",
|
||
// description: "",
|
||
// maxCount: 9,
|
||
// count: 0,
|
||
// frequency: 0,
|
||
// isNonRefundable: true,
|
||
// isExperimentHide: true,
|
||
// isJunk: true,
|
||
// allowed() {
|
||
// return true
|
||
// },
|
||
// requires: "",
|
||
// effect() {
|
||
|
||
// },
|
||
// remove() {}
|
||
// },
|
||
{
|
||
name: "emergency broadcasting",
|
||
description: "emit 2 sound sine waveforms at 853 Hz and 960 Hz<br><em>lower your volume</em>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
isNonRefundable: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect: () => {
|
||
//setup audio context
|
||
function tone(frequency) {
|
||
const audioCtx = new(window.AudioContext || window.webkitAudioContext)();
|
||
const oscillator1 = audioCtx.createOscillator();
|
||
const gainNode1 = audioCtx.createGain();
|
||
gainNode1.gain.value = 0.5; //controls volume
|
||
oscillator1.connect(gainNode1);
|
||
gainNode1.connect(audioCtx.destination);
|
||
oscillator1.type = "sine"; // 'sine' 'square', 'sawtooth', 'triangle' and 'custom'
|
||
oscillator1.frequency.value = frequency; // value in hertz
|
||
oscillator1.start();
|
||
return audioCtx
|
||
}
|
||
// let sound = tone(1050)
|
||
|
||
function EBS() {
|
||
const audioCtx = new(window.AudioContext || window.webkitAudioContext)();
|
||
|
||
const oscillator1 = audioCtx.createOscillator();
|
||
const gainNode1 = audioCtx.createGain();
|
||
gainNode1.gain.value = 0.3; //controls volume
|
||
oscillator1.connect(gainNode1);
|
||
gainNode1.connect(audioCtx.destination);
|
||
oscillator1.type = "sine"; // 'sine' 'square', 'sawtooth', 'triangle' and 'custom'
|
||
oscillator1.frequency.value = 853; // value in hertz
|
||
oscillator1.start();
|
||
|
||
const oscillator2 = audioCtx.createOscillator();
|
||
const gainNode2 = audioCtx.createGain();
|
||
gainNode2.gain.value = 0.3; //controls volume
|
||
oscillator2.connect(gainNode2);
|
||
gainNode2.connect(audioCtx.destination);
|
||
oscillator2.type = "sine"; // 'sine' 'square', 'sawtooth', 'triangle' and 'custom'
|
||
oscillator2.frequency.value = 960; // value in hertz
|
||
oscillator2.start();
|
||
return audioCtx
|
||
}
|
||
let sound = EBS()
|
||
|
||
delay = 1000
|
||
setTimeout(() => {
|
||
sound.suspend()
|
||
powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal");
|
||
setTimeout(() => {
|
||
sound.resume()
|
||
setTimeout(() => {
|
||
sound.suspend()
|
||
powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal");
|
||
setTimeout(() => {
|
||
sound.resume()
|
||
setTimeout(() => {
|
||
sound.suspend()
|
||
powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal");
|
||
setTimeout(() => {
|
||
sound.resume()
|
||
setTimeout(() => {
|
||
sound.suspend()
|
||
powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal");
|
||
setTimeout(() => {
|
||
sound.resume()
|
||
setTimeout(() => {
|
||
sound.suspend()
|
||
powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal");
|
||
setTimeout(() => {
|
||
sound.resume()
|
||
setTimeout(() => {
|
||
sound.suspend()
|
||
sound.close()
|
||
powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal");
|
||
}, delay);
|
||
}, delay);
|
||
}, delay);
|
||
}, delay);
|
||
}, delay);
|
||
}, delay);
|
||
}, delay);
|
||
}, delay);
|
||
}, delay);
|
||
}, delay);
|
||
}, delay);
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "automatic",
|
||
description: "you can't fire when moving<br>always <strong>fire</strong> when at <strong>rest</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return !tech.isFireMoveLock
|
||
},
|
||
requires: "not Higgs mechanism",
|
||
effect: () => {
|
||
tech.isAlwaysFire = true;
|
||
b.setFireMethod();
|
||
},
|
||
remove() {
|
||
if (tech.isAlwaysFire) {
|
||
tech.isAlwaysFire = false
|
||
b.setFireMethod();
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "hidden variable",
|
||
description: "spawn <strong>15</strong> <strong class='color-h'>heal</strong> power ups<br>but hide your <strong class='color-h'>health</strong> bar",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return !tech.isEnergyHealth
|
||
},
|
||
requires: "not mass-energy",
|
||
effect() {
|
||
document.getElementById("health").style.display = "none"
|
||
document.getElementById("health-bg").style.display = "none"
|
||
for (let i = 0; i < 15; i++) powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal");
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "not a bug",
|
||
description: "initiate a totally safe game crash for 5 seconds",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
const savedfunction = simulation.drawCircle
|
||
simulation.drawCircle = () => {
|
||
const a = mob[Infinity].position //crashed the game in a visually interesting way, because of the ctx.translate command is never reverted in the main game loop
|
||
}
|
||
setTimeout(() => {
|
||
simulation.drawCircle = savedfunction
|
||
canvas.width = canvas.width //clears the canvas // works on chrome at least
|
||
}, 5000);
|
||
|
||
// for (;;) {} //freezes the tab
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "posture",
|
||
description: "stand a bit taller",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return !m.isShipMode
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
m.yOffWhen.stand = 70
|
||
},
|
||
remove() {
|
||
m.yOffWhen.stand = 49
|
||
}
|
||
},
|
||
{
|
||
name: "rhythm",
|
||
description: "you oscillate up and down",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
isNonRefundable: true,
|
||
allowed() {
|
||
return !m.isShipMode
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
setInterval(() => {
|
||
m.yOffWhen.stand = 53 + 28 * Math.sin(simulation.cycle * 0.2)
|
||
if (m.onGround && !m.crouch) m.yOffGoal = m.yOffWhen.stand
|
||
}, 100);
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "spinor",
|
||
description: "the direction you aim is determined by your position",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isExperimentHide: true,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return !m.isShipMode
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
m.look = function() {
|
||
//always on mouse look
|
||
m.angle = (((m.pos.x + m.pos.y) / 100 + Math.PI) % Math.PI * 2) - Math.PI
|
||
//smoothed mouse look translations
|
||
const scale = 0.8;
|
||
m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale;
|
||
m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale;
|
||
|
||
m.transX += (m.transSmoothX - m.transX) * 0.07;
|
||
m.transY += (m.transSmoothY - m.transY) * 0.07;
|
||
}
|
||
},
|
||
remove() {
|
||
if (this.count) m.look = m.lookDefault
|
||
}
|
||
},
|
||
{
|
||
name: "decomposers",
|
||
description: "after they die <strong>mobs</strong> leave behind <strong>spawns</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isExperimentHide: true,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return tech.deathSpawns === 0
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.deathSpawns = 0.2
|
||
},
|
||
remove() {
|
||
tech.deathSpawns = 0
|
||
}
|
||
},
|
||
{
|
||
name: "panopticon",
|
||
description: "<strong>mobs</strong> can always see you",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isExperimentHide: true,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
setInterval(() => {
|
||
for (let i = 0; i < mob.length; i++) {
|
||
if (!mob[i].shield && mob[i].isDropPowerUp) {
|
||
mob[i].locatePlayer()
|
||
mob[i].seePlayer.yes = true;
|
||
}
|
||
}
|
||
}, 1000); //every 1 seconds
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "inverted mouse",
|
||
description: "your mouse is scrambled<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>2sin(0.0133t) + sin(0.013t) + 0.5sin(0.031t)+ 0.33sin(0.03t)",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return !m.isShipMode
|
||
},
|
||
requires: "not ship",
|
||
effect() {
|
||
m.look = () => {
|
||
m.angle = 2 * Math.sin(m.cycle * 0.0133) + Math.sin(m.cycle * 0.013) + 0.5 * Math.sin(m.cycle * 0.031) + 0.33 * Math.sin(m.cycle * 0.03)
|
||
const scale = 0.8;
|
||
simulation.mouse.y
|
||
m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale;
|
||
m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale;
|
||
m.transX += (m.transSmoothX - m.transX) * 0.07;
|
||
m.transY += (m.transSmoothY - m.transY) * 0.07;
|
||
}
|
||
},
|
||
remove() {
|
||
if (this.count) m.look = m.lookDefault
|
||
}
|
||
},
|
||
{
|
||
name: "disintegrated armament",
|
||
description: "spawn a <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,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return b.inventory.length > 0
|
||
},
|
||
requires: "at least 1 gun",
|
||
effect() {
|
||
if (b.inventory.length > 0) b.removeGun(b.guns[b.activeGun].name)
|
||
simulation.makeGunHUD()
|
||
powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "gun");
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "probability",
|
||
description: "increase the <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,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
let options = []; //find what tech I could get
|
||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||
if (
|
||
tech.tech[i].count < tech.tech[i].maxCount &&
|
||
tech.tech[i].allowed() &&
|
||
!tech.tech[i].isJunk &&
|
||
!tech.tech.isLore
|
||
) {
|
||
options.push(i);
|
||
}
|
||
}
|
||
if (options.length) {
|
||
const index = options[Math.floor(Math.random() * options.length)]
|
||
tech.tech[index].frequency = 100
|
||
}
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "encryption",
|
||
description: "secure <strong class='color-m'>tech</strong> information",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
String.prototype.shuffle = function() {
|
||
var a = this.split(""),
|
||
n = a.length;
|
||
|
||
for (var i = n - 1; i > 0; i--) {
|
||
var j = Math.floor(Math.random() * (i + 1));
|
||
var tmp = a[i];
|
||
a[i] = a[j];
|
||
a[j] = tmp;
|
||
}
|
||
return a.join("");
|
||
}
|
||
|
||
for (let i = 0, len = tech.tech.length; i < len; i++) tech.tech[i].name = tech.tech[i].name.shuffle()
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "transparency",
|
||
description: "become invisible to yourself<br><em>mobs can still see you</em>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
m.draw = () => {}
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "quantum leap",
|
||
description: "become an <strong class='alt'>alternate</strong> version of yourself<br>every <strong>20</strong> seconds",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
setInterval(() => {
|
||
m.switchWorlds()
|
||
simulation.trails()
|
||
}, 20000); //every 30 seconds
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "pop-ups",
|
||
description: "sign up to learn endless easy ways to win n-gon<br>that Landgreen doesn't want you to know!!!1!!",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
setInterval(() => {
|
||
alert(`The best combo is ${tech.tech[Math.floor(Math.random() * tech.tech.length)].name} with ${tech.tech[Math.floor(Math.random() * tech.tech.length)].name}!`);
|
||
}, 30000); //every 30 seconds
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "music",
|
||
description: "add music to n-gon",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
window.open('https://www.youtube.com/results?search_query=music', '_blank')
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "performance",
|
||
description: "display performance stats to n-gon",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
(function() {
|
||
var script = document.createElement('script');
|
||
script.onload = function() {
|
||
var stats = new Stats();
|
||
document.body.appendChild(stats.dom);
|
||
requestAnimationFrame(function loop() {
|
||
stats.update();
|
||
requestAnimationFrame(loop)
|
||
});
|
||
};
|
||
script.src = 'https://unpkg.com/stats.js@0.17.0/build/stats.min.js';
|
||
document.head.appendChild(script);
|
||
})()
|
||
//move health to the right
|
||
document.getElementById("health").style.left = "86px"
|
||
document.getElementById("health-bg").style.left = "86px"
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "repartitioning",
|
||
description: "set the <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,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||
if (tech.tech[i].isJunk) {
|
||
tech.tech[i].frequency = 2
|
||
} else {
|
||
tech.tech[i].frequency = 0
|
||
}
|
||
}
|
||
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x, m.pos.y, "tech");
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "defragment",
|
||
description: "set the <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,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
for (let i = tech.tech.length - 1; i > 0; i--) {
|
||
if (tech.tech[i].isJunk) tech.tech[i].frequency = 0
|
||
}
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "ship",
|
||
description: "fly around with no legs<br>reduce combat <strong>difficulty</strong> by <strong>1 level</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return !m.isShipMode && m.fieldUpgrades[m.fieldMode].name !== "negative mass field"
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
m.shipMode()
|
||
level.difficultyDecrease(simulation.difficultyMode)
|
||
},
|
||
remove() {}
|
||
},
|
||
// {
|
||
// name: "lubrication",
|
||
// description: "reduce block density and friction for this level",
|
||
// maxCount: 9,
|
||
// count: 0,
|
||
// frequency: 0,
|
||
// isNonRefundable: true,
|
||
// isExperimentHide: true,
|
||
// isJunk: true,
|
||
// allowed() {
|
||
// return true
|
||
// },
|
||
// requires: "",
|
||
// effect() {
|
||
// for (let i = 0; i < body.length; i++) {
|
||
// Matter.Body.setDensity(body[i], 0.0001) // 0.001 is normal
|
||
// body[i].friction = 0.01
|
||
// }
|
||
// },
|
||
// remove() {}
|
||
// },
|
||
{
|
||
name: "pitch",
|
||
description: "oscillate the pitch of your world",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
setInterval(() => { if (!simulation.paused) ctx.rotate(0.001 * Math.sin(simulation.cycle * 0.01)) }, 16);
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "umbra",
|
||
description: "produce a blue glow around everything<br>and probably some simulation lag",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
ctx.shadowColor = '#06f';
|
||
ctx.shadowBlur = 25;
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "lighter",
|
||
description: `ctx.globalCompositeOperation = "lighter"`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return m.fieldUpgrades[m.fieldMode].name !== "negative mass field"
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
ctx.globalCompositeOperation = "lighter";
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "rewind",
|
||
description: "every 5 seconds <strong class='color-rewind'>rewind</strong> <strong>2</strong> seconds<br>lasts 120 seconds",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
for (let i = 0; i < 24; i++) {
|
||
setTimeout(() => { m.rewind(120) }, i * 5000);
|
||
}
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "energy to mass conversion",
|
||
description: "convert your <strong class='color-f'>energy</strong> into <strong class='color-block'>blocks</strong>",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
for (let i = 0, len = 40; i < len; i++) {
|
||
setTimeout(() => {
|
||
m.energy -= 1 / len
|
||
const index = body.length
|
||
where = Vector.add(m.pos, { x: 400 * (Math.random() - 0.5), y: 400 * (Math.random() - 0.5) })
|
||
spawn.bodyRect(where.x, where.y, Math.floor(15 + 100 * Math.random()), Math.floor(15 + 100 * Math.random()));
|
||
body[index].collisionFilter.category = cat.body;
|
||
body[index].collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
|
||
body[index].classType = "body";
|
||
Composite.add(engine.world, body[index]); //add to world
|
||
}, i * 100);
|
||
}
|
||
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "level.nextLevel()",
|
||
description: "advance to the next level",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
level.nextLevel();
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "expert system",
|
||
description: "spawn a <strong class='color-m'>tech</strong> power up<br><strong>+64</strong> <strong class='color-j'>JUNK</strong> to the potential <strong class='color-m'>tech</strong> pool",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
powerUps.spawn(m.pos.x, m.pos.y, "tech");
|
||
tech.addJunkTechToPool(64)
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "energy investment",
|
||
description: "every 10 seconds drain your <strong class='color-f'>energy</strong><br>return it doubled 10 seconds later<br>lasts 180 seconds",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
for (let i = 0; i < 18; i++) {
|
||
setTimeout(() => { //drain energy
|
||
const energy = m.energy
|
||
m.energy = 0
|
||
setTimeout(() => { //return energy
|
||
m.energy += 2 * energy
|
||
}, 5000);
|
||
}, i * 10000);
|
||
}
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "missile Launching System",
|
||
description: "fire missiles for the next 60 seconds",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
for (let i = 0; i < 60; i++) {
|
||
setTimeout(() => {
|
||
const where = {
|
||
x: m.pos.x,
|
||
y: m.pos.y - 40
|
||
}
|
||
b.missile(where, -Math.PI / 2 + 0.2 * (Math.random() - 0.5) * Math.sqrt(tech.missileCount), -2)
|
||
}, i * 1000);
|
||
}
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "grenade production",
|
||
description: "drop grenades for the next 120 seconds",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
for (let i = 0; i < 120; i++) {
|
||
setTimeout(() => {
|
||
b.grenade(Vector.add(m.pos, { x: 10 * (Math.random() - 0.5), y: 10 * (Math.random() - 0.5) }), -Math.PI / 2) //fire different angles for each grenade
|
||
const who = bullet[bullet.length - 1]
|
||
Matter.Body.setVelocity(who, {
|
||
x: who.velocity.x * 0.1,
|
||
y: who.velocity.y * 0.1
|
||
});
|
||
}, i * 1000);
|
||
}
|
||
},
|
||
remove() {}
|
||
},
|
||
// {
|
||
// name: "inverted input",
|
||
// description: "left input becomes right and up input becomes down",
|
||
// maxCount: 9,
|
||
// count: 0,
|
||
// frequency: 0,
|
||
// isNonRefundable: true,
|
||
// isExperimentHide: true,
|
||
// isJunk: true,
|
||
// allowed() {
|
||
// return true
|
||
// },
|
||
// requires: "",
|
||
// effect() {
|
||
// const left = input.key.left
|
||
// input.key.left = input.key.right
|
||
// input.key.right = left
|
||
|
||
// const up = input.key.up
|
||
// input.key.up = input.key.down
|
||
// input.key.down = up
|
||
// },
|
||
// remove() {}
|
||
// },
|
||
{
|
||
name: "Sleipnir",
|
||
description: "grow more legs",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return !m.isShipMode
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
m.draw = function() {
|
||
ctx.fillStyle = m.fillColor;
|
||
m.walk_cycle += m.flipLegs * m.Vx;
|
||
|
||
//draw body
|
||
ctx.save();
|
||
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5
|
||
ctx.translate(m.pos.x, m.pos.y);
|
||
for (let i = 0; i < 16; i++) {
|
||
m.calcLeg(Math.PI * i / 8, -3 * i / 16)
|
||
m.drawLeg("#444")
|
||
}
|
||
ctx.rotate(m.angle);
|
||
|
||
ctx.beginPath();
|
||
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
||
ctx.fillStyle = this.bodyGradient
|
||
ctx.fill();
|
||
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
|
||
ctx.strokeStyle = "#333";
|
||
ctx.lineWidth = 2;
|
||
ctx.stroke();
|
||
// ctx.beginPath();
|
||
// ctx.arc(15, 0, 3, 0, 2 * Math.PI);
|
||
// ctx.fillStyle = '#0cf';
|
||
// ctx.fill()
|
||
ctx.restore();
|
||
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
|
||
}
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "diegesis",
|
||
description: "indicate gun fire <strong><em>delay</em></strong><br>through a rotation of your head",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return !m.isShipMode
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
m.draw = function() {
|
||
ctx.fillStyle = m.fillColor;
|
||
m.walk_cycle += m.flipLegs * m.Vx;
|
||
|
||
ctx.save();
|
||
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.5
|
||
ctx.translate(m.pos.x, m.pos.y);
|
||
m.calcLeg(Math.PI, -3);
|
||
m.drawLeg("#4a4a4a");
|
||
m.calcLeg(0, 0);
|
||
m.drawLeg("#333");
|
||
ctx.rotate(m.angle - (m.fireCDcycle != Infinity ? m.flipLegs * 0.25 * Math.pow(Math.max(m.fireCDcycle - m.cycle, 0), 0.5) : 0));
|
||
|
||
ctx.beginPath();
|
||
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
||
ctx.fillStyle = this.bodyGradient
|
||
ctx.fill();
|
||
ctx.arc(15, 0, 4, 0, 2 * Math.PI);
|
||
ctx.strokeStyle = "#333";
|
||
ctx.lineWidth = 2;
|
||
ctx.stroke();
|
||
ctx.restore();
|
||
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15; //smoothly move leg height towards height goal
|
||
}
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "pareidolia",
|
||
description: "don't",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return !m.isShipMode
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
m.draw = function() {
|
||
ctx.fillStyle = m.fillColor;
|
||
m.walk_cycle += m.flipLegs * m.Vx;
|
||
ctx.save();
|
||
ctx.globalAlpha = (m.immuneCycle < m.cycle) ? 1 : 0.7
|
||
ctx.translate(m.pos.x, m.pos.y);
|
||
m.calcLeg(Math.PI, -3);
|
||
m.drawLeg("#4a4a4a");
|
||
m.calcLeg(0, 0);
|
||
m.drawLeg("#333");
|
||
ctx.rotate(m.angle);
|
||
ctx.beginPath();
|
||
ctx.arc(0, 0, 30, 0, 2 * Math.PI);
|
||
ctx.fillStyle = this.bodyGradient
|
||
ctx.fill();
|
||
ctx.strokeStyle = "#333";
|
||
ctx.lineWidth = 2;
|
||
if (!(m.angle > -Math.PI / 2 && m.angle < Math.PI / 2)) ctx.scale(1, -1); //here is the flip
|
||
ctx.stroke();
|
||
ctx.beginPath();
|
||
ctx.arc(2, -6, 7, 0, 2 * Math.PI);
|
||
ctx.stroke();
|
||
ctx.beginPath();
|
||
ctx.arc(25, -6, 7, 0.25 * Math.PI, 1.6 * Math.PI);
|
||
ctx.stroke();
|
||
ctx.beginPath();
|
||
ctx.arc(2, -10, 9, 1.25 * Math.PI, 1.75 * Math.PI);
|
||
ctx.stroke();
|
||
ctx.beginPath();
|
||
ctx.arc(25, -10, 9, 1.25 * Math.PI, 1.4 * Math.PI);
|
||
ctx.stroke();
|
||
ctx.beginPath();
|
||
ctx.arc(18, 13, 10, 0, 2 * Math.PI);
|
||
ctx.fillStyle = this.bodyGradient;
|
||
ctx.fill();
|
||
ctx.stroke();
|
||
ctx.beginPath();
|
||
ctx.arc(18, 13, 6, 0, 2 * Math.PI);
|
||
ctx.fillStyle = "#555";
|
||
ctx.fill();
|
||
ctx.stroke();
|
||
ctx.beginPath();
|
||
ctx.arc(3, -6, 3, 0, 2 * Math.PI);
|
||
ctx.fill();
|
||
ctx.stroke();
|
||
ctx.beginPath();
|
||
ctx.arc(26, -6, 3, 0, 2 * Math.PI);
|
||
ctx.fill();
|
||
ctx.stroke();
|
||
ctx.restore();
|
||
m.yOff = m.yOff * 0.85 + m.yOffGoal * 0.15;
|
||
}
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "prism",
|
||
description: "you cycle through different <strong>colors</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
m.color = {
|
||
hue: 0,
|
||
sat: 100,
|
||
light: 50
|
||
}
|
||
setInterval(function() {
|
||
m.color.hue++
|
||
m.setFillColors()
|
||
}, 10);
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "assimilation",
|
||
description: "all your <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,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return b.totalBots() > 2
|
||
},
|
||
requires: "at least 3 bots",
|
||
effect() {
|
||
const total = b.totalBots();
|
||
tech.dynamoBotCount = 0;
|
||
tech.nailBotCount = 0;
|
||
tech.laserBotCount = 0;
|
||
tech.orbitBotCount = 0;
|
||
tech.foamBotCount = 0;
|
||
tech.boomBotCount = 0;
|
||
tech.plasmaBotCount = 0;
|
||
tech.missileBotCount = 0;
|
||
for (let i = 0; i < bullet.length; i++) {
|
||
if (bullet[i].botType) bullet[i].endCycle = 0
|
||
}
|
||
|
||
const bots = [
|
||
() => {
|
||
b.nailBot();
|
||
tech.nailBotCount++;
|
||
},
|
||
() => {
|
||
b.foamBot();
|
||
tech.foamBotCount++;
|
||
},
|
||
() => {
|
||
b.boomBot();
|
||
tech.boomBotCount++;
|
||
},
|
||
() => {
|
||
b.laserBot();
|
||
tech.laserBotCount++;
|
||
},
|
||
() => {
|
||
b.orbitBot();
|
||
tech.orbitBotCount++
|
||
},
|
||
() => {
|
||
b.dynamoBot();
|
||
tech.dynamoBotCount++
|
||
}
|
||
]
|
||
const index = Math.floor(Math.random() * bots.length)
|
||
for (let i = 0; i < total; i++) bots[index]()
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "growth hacking",
|
||
description: "increase combat <strong>difficulty</strong> by <strong>1 level</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
level.difficultyIncrease(simulation.difficultyMode)
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "stun",
|
||
description: "<strong>stun</strong> all mobs for up to <strong>8</strong> seconds",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
for (let i = 0; i < mob.length; i++) mobs.statusStun(mob[i], 480)
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "re-arm",
|
||
description: "remove all your <strong class='color-g'>guns</strong>,<br>and <strong>spawn</strong> new ones",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return b.inventory.length > 0
|
||
},
|
||
requires: "at least 1 gun",
|
||
effect() {
|
||
for (let i = 0; i < b.inventory.length; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "gun");
|
||
|
||
//removes guns and ammo
|
||
b.inventory = [];
|
||
b.activeGun = null;
|
||
b.inventoryGun = 0;
|
||
for (let i = 0, len = b.guns.length; i < len; ++i) {
|
||
b.guns[i].have = false;
|
||
if (b.guns[i].ammo !== Infinity) b.guns[i].ammo = 0;
|
||
}
|
||
simulation.makeGunHUD(); //update gun HUD
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "re-research",
|
||
description: "<strong>eject</strong> all your <strong class='color-r'>research</strong>",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return powerUps.research.count > 3
|
||
},
|
||
requires: "at least 4 research",
|
||
effect() {
|
||
for (let i = 0; i < powerUps.research.count; i++) powerUps.directSpawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "research");
|
||
powerUps.research.count = 0
|
||
},
|
||
remove() {}
|
||
},
|
||
{
|
||
name: "quantum black hole",
|
||
description: "use your <strong class='color-f'>energy</strong> and <strong>4</strong> <strong class='color-r'>research</strong> to <strong>spawn</strong><br>inside the event horizon of a huge <strong>black hole</strong>",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return powerUps.research.count > 3
|
||
},
|
||
requires: "at least 4 research",
|
||
effect() {
|
||
m.energy = 0
|
||
spawn.suckerBoss(m.pos.x, m.pos.y - 700)
|
||
powerUps.research.changeRerolls(-4)
|
||
simulation.makeTextLog(`<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>2</strong> <strong class='color-r'>research</strong><br><strong>spawn</strong> 40 nearby <strong>black holes</strong>",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isExperimentHide: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
for (let i = 0; i < 2; i++) powerUps.spawn(m.pos.x, m.pos.y, "research");
|
||
const unit = {
|
||
x: 1,
|
||
y: 0
|
||
}
|
||
for (let i = 0; i < 40; i++) {
|
||
const where = Vector.add(m.pos, Vector.mult(Vector.rotate(unit, Math.random() * 2 * Math.PI), 600 + 800 * Math.random()))
|
||
spawn.sucker(where.x, where.y)
|
||
}
|
||
},
|
||
remove() {}
|
||
},
|
||
//**************************************************
|
||
//************************************************** undefined / lore
|
||
//************************************************** tech
|
||
//**************************************************
|
||
{
|
||
name: `undefined`,
|
||
// description: `${lore.techCount+1}/${lore.techGoal}<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`
|
||
} else {
|
||
this.frequency += lore.techGoal
|
||
// for (let i = 0; i < tech.tech.length; i++) { //set name for all unchosen copies of this tech
|
||
// if (tech.tech[i].isLore && tech.tech[i].count === 0) tech.tech[i].description = `${lore.techCount+1}/${lore.techGoal}<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>${lore.techGoal-lore.techCount}</strong> more required for access to <strong class="lore-text">null</strong>`
|
||
}
|
||
}, 1);
|
||
},
|
||
remove() {
|
||
lore.techCount = 0;
|
||
this.maxCount = lore.techGoal;
|
||
this.description = `<strong class="lore-text">this</strong>`
|
||
}
|
||
}
|
||
],
|
||
// addLoreTechToPool() { //adds lore tech to tech pool
|
||
// if (!simulation.isCheating) {
|
||
// tech.tech.push({
|
||
// name: `undefined`,
|
||
// description: `${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,
|
||
isCrouchAmmo: null,
|
||
isBulletsLastLonger: null,
|
||
isImmortal: null,
|
||
sporesOnDeath: null,
|
||
isImmuneExplosion: null,
|
||
isExplodeMob: null,
|
||
isDroneOnDamage: null,
|
||
isAcidDmg: null,
|
||
isAnnihilation: null,
|
||
largerHeals: null,
|
||
squirrelFx: null,
|
||
isCrit: null,
|
||
isLowHealthDmg: null,
|
||
isFarAwayDmg: null,
|
||
isEntanglement: null,
|
||
isMassEnergy: null,
|
||
isExtraChoice: null,
|
||
laserBotCount: null,
|
||
dynamoBotCount: null,
|
||
nailBotCount: null,
|
||
foamBotCount: null,
|
||
boomBotCount: null,
|
||
plasmaBotCount: null,
|
||
missileBotCount: null,
|
||
orbitBotCount: null,
|
||
collisionImmuneCycles: null,
|
||
blockDmg: null,
|
||
isPiezo: null,
|
||
isFastDrones: null,
|
||
isFastSpores: null,
|
||
superBallNumber: null,
|
||
oneSuperBall: null,
|
||
laserReflections: null,
|
||
laserDamage: null,
|
||
laserFieldDrain: null,
|
||
isAmmoFromHealth: null,
|
||
mobSpawnWithHealth: null,
|
||
isEnergyRecovery: null,
|
||
isHealthRecovery: null,
|
||
isEnergyLoss: null,
|
||
isDeathAvoid: null,
|
||
isDeathAvoidedThisLevel: null,
|
||
isSporeField: null,
|
||
isMissileField: null,
|
||
isIceField: null,
|
||
isMineAmmoBack: null,
|
||
isPlasmaRange: null,
|
||
isFreezeMobs: null,
|
||
isIceCrystals: null,
|
||
throwChargeRate: null,
|
||
isBlockStun: null,
|
||
isStunField: null,
|
||
isHarmDamage: null,
|
||
energyRegen: null,
|
||
isVacuumBomb: null,
|
||
renormalization: null,
|
||
fragments: null,
|
||
isEnergyDamage: null,
|
||
botSpawner: null,
|
||
isBotSpawnerReset: null,
|
||
isSporeFollow: null,
|
||
isNailRadiation: null,
|
||
isEnergyHealth: null,
|
||
isExplosionStun: null,
|
||
restDamage: null,
|
||
isRPG: null,
|
||
missileCount: null,
|
||
isDeterminism: null,
|
||
isSuperDeterminism: null,
|
||
isHarmReduce: null,
|
||
nailsDeathMob: null,
|
||
isSlowFPS: null,
|
||
isNeutronStun: null,
|
||
isAnsatz: null,
|
||
isDamageFromBulletCount: null,
|
||
isLaserDiode: null,
|
||
isNailShot: null,
|
||
slowFire: null,
|
||
fastTime: null,
|
||
squirrelJump: null,
|
||
isFastRadiation: null,
|
||
isExtraMaxEnergy: null,
|
||
isAmmoForGun: null,
|
||
isRapidPulse: null,
|
||
isPulseAim: null,
|
||
isSporeFreeze: null,
|
||
isShotgunRecoil: null,
|
||
isHealLowHealth: null,
|
||
isAoESlow: null,
|
||
isHarmArmor: null,
|
||
isTurret: null,
|
||
isRerollDamage: null,
|
||
isHarmFreeze: null,
|
||
isBotArmor: null,
|
||
isRerollHaste: null,
|
||
researchHaste: null,
|
||
isMineDrop: null,
|
||
isRerollBots: null,
|
||
isNailBotUpgrade: null,
|
||
isFoamBotUpgrade: null,
|
||
isLaserBotUpgrade: null,
|
||
isBoomBotUpgrade: null,
|
||
isOrbitBotUpgrade: null,
|
||
isDroneGrab: null,
|
||
isOneGun: null,
|
||
isDamageForGuns: null,
|
||
isGunCycle: null,
|
||
isFastFoam: null,
|
||
isSporeGrowth: null,
|
||
isStimulatedEmission: null,
|
||
nailGun: null,
|
||
nailInstantFireRate: null,
|
||
isCapacitor: null,
|
||
isEnergyNoAmmo: null,
|
||
isFreezeHarmImmune: null,
|
||
isSmallExplosion: null,
|
||
isExplosionHarm: null,
|
||
extraMaxHealth: null,
|
||
// bonusHealth: null,
|
||
isIntangible: null,
|
||
isCloakStun: null,
|
||
bonusEnergy: null,
|
||
healGiveMaxEnergy: null,
|
||
healMaxEnergyBonus: 0, //not null
|
||
aimDamage: null,
|
||
isNoFireDefense: null,
|
||
isNoFireDamage: null,
|
||
duplicateChance: null,
|
||
beamSplitter: null,
|
||
iceEnergy: null,
|
||
isPerfectBrake: null,
|
||
explosiveRadius: null,
|
||
isWormholeEnergy: null,
|
||
isWormholeDamage: null,
|
||
isNailCrit: null,
|
||
isFlechetteExplode: null,
|
||
isWormholeSpores: null,
|
||
isWormBullets: null,
|
||
isWideLaser: null,
|
||
wideLaser: null,
|
||
isPulseLaser: null,
|
||
isRadioactive: null,
|
||
isRailEnergyGain: null,
|
||
isMineSentry: null,
|
||
isIncendiary: null,
|
||
overfillDrain: null,
|
||
isNeutronSlow: null,
|
||
isRailAreaDamage: null,
|
||
historyLaser: null,
|
||
isSpeedHarm: null,
|
||
isSpeedDamage: null,
|
||
isTimeSkip: null,
|
||
isCancelDuplication: null,
|
||
cancelCount: null,
|
||
isCancelRerolls: null,
|
||
isBotDamage: null,
|
||
isBanish: null,
|
||
isMaxEnergyTech: null,
|
||
isLowEnergyDamage: null,
|
||
isRewindBot: null,
|
||
isRewindGrenade: null,
|
||
isExtruder: null,
|
||
isEndLevelPowerUp: null,
|
||
isRewindGun: null,
|
||
missileSize: null,
|
||
isLaserMine: null,
|
||
isAmmoFoamSize: null,
|
||
isIceIX: null,
|
||
isDupDamage: null,
|
||
isFireRateForGuns: null,
|
||
cyclicImmunity: null,
|
||
isTechDamage: null,
|
||
isRestHarm: null,
|
||
isFireMoveLock: null,
|
||
isRivets: null,
|
||
isNeedles: null,
|
||
isExplodeRadio: null,
|
||
isGunSwitchField: null,
|
||
isNeedleShieldPierce: null,
|
||
isDuplicateBoss: null,
|
||
is100Duplicate: null,
|
||
isDynamoBotUpgrade: null,
|
||
isBlockPowerUps: null,
|
||
isBlockHarm: null,
|
||
foamFutureFire: null,
|
||
isDamageAfterKill: null,
|
||
isHarmReduceAfterKill: null,
|
||
isSwitchReality: null,
|
||
isResearchReality: null,
|
||
isAnthropicDamage: null,
|
||
isFlipFlop: null,
|
||
isFlipFlopHarm: null,
|
||
isFlipFlopOn: null,
|
||
isFlipFlopLevelReset: null,
|
||
isFlipFlopDamage: null,
|
||
isFlipFlopEnergy: null,
|
||
isRelay: null,
|
||
relayIce: null,
|
||
isMetaAnalysis: null,
|
||
isFoamAttract: null,
|
||
droneCycleReduction: null,
|
||
droneEnergyReduction: null,
|
||
isNoHeals: null,
|
||
isAlwaysFire: null,
|
||
isDroneRespawn: null,
|
||
deathSpawns: null,
|
||
isMobBlockFling: null,
|
||
blockingIce: null,
|
||
isPhaseVelocity: null,
|
||
waveBeamSpeed: null,
|
||
wavePacketAmplitude: null,
|
||
isCollisionRealitySwitch: null,
|
||
iceIXOnDeath: null,
|
||
wimpCount: null,
|
||
isAddBlockMass: null,
|
||
isMACHO: null,
|
||
isHarmMACHO: null,
|
||
isSneakAttack: null,
|
||
isFallingDamage: null,
|
||
harmonics: null,
|
||
isStandingWaveExpand: null,
|
||
isTokamak: null,
|
||
superBallDelay: null,
|
||
isBlockExplode: null,
|
||
isOverHeal: null,
|
||
isDroneRadioactive: null,
|
||
droneRadioDamage: null,
|
||
isDroneTeleport: null,
|
||
isDroneFastLook: null,
|
||
isFoamTeleport: null,
|
||
isResearchBoss: null,
|
||
isJunkResearch: null,
|
||
junkResearchNumber: null,
|
||
laserColor: null,
|
||
laserColorAlpha: null,
|
||
isLongitudinal: null,
|
||
is360Longitudinal: null,
|
||
isShotgunReversed: null,
|
||
wormDuplicate: null,
|
||
isCloakingDamage: null,
|
||
harmonicEnergy: null,
|
||
isFieldHarmReduction: null,
|
||
isFastTime: null,
|
||
isAnthropicTech: null,
|
||
isSporeWorm: null,
|
||
isWormShot: null,
|
||
isFoamShot: null,
|
||
isIceShot: null,
|
||
isNeedleShot: null,
|
||
isBlockRestitution: null,
|
||
isZeno: null,
|
||
isFieldFree: null,
|
||
wormSurviveDmg: null,
|
||
isExtraGunField: null,
|
||
isBigField: null,
|
||
isMineStun: null
|
||
} |