forked from sent/waves
11769 lines
446 KiB
JavaScript
11769 lines
446 KiB
JavaScript
const tech = {
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totalCount: null,
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setupAllTech() {
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tech.damage = 1
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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tech.tech[i].isLost = false
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tech.tech[i].isBanished = false
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tech.tech[i].remove();
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tech.tech[i].count = 0
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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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//remove lore if it's your first time playing since it's confusing
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//also remove lore if cheating
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lore.techCount = 0;
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if (simulation.isCheating || localSettings.runCount < 1) { //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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tech.junkCount = 0 //tech.countJunkTech();
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simulation.updateTechHUD();
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simulation.updateGunHUD();
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},
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removeTech(index = 'random') {
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if (index === 'random') {
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const have = [] //find which tech you have
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for (let i = 0; i < tech.tech.length; i++) {
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if (tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable) have.push(i)
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}
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if (have.length) {
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index = have[Math.floor(Math.random() * have.length)]
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} else {
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return 0 //if none found don't remove any tech
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}
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} else 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 0 //if name not found don't remove any tech
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}
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if (tech.tech[index].count === 0) return 0
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const totalRemoved = tech.tech[index].count
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simulation.makeTextLog(`<span class='color-var'>tech</span>.removeTech("<span class='color-text'>${tech.tech[index].name}</span>")`, 360)
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tech.tech[index].remove();
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tech.tech[index].count = 0;
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tech.totalCount -= totalRemoved
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tech.countJunkTech();
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simulation.updateTechHUD();
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tech.tech[index].isLost = true
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simulation.updateTechHUD();
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return totalRemoved //return the total number of tech removed
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},
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// onclick="tech.removeTechPaused(${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(percent) { //percent is number between 0-1
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//make an array for possible junk tech to add
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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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let countNonJunk = 0 // count total non junk tech
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for (let i = 0, len = tech.tech.length; i < len; i++) {
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if (tech.tech[i].count < tech.tech[i].maxCount && tech.tech[i].allowed() && !tech.tech[i].isJunk) countNonJunk += tech.tech[i].frequency
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}
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const num = Math.ceil(percent * countNonJunk) //scale number added
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for (let i = 0; i < num; i++) tech.tech[options[Math.floor(Math.random() * options.length)]].frequency++ //add random array options to tech pool
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simulation.makeTextLog(`<span class='color-var'>tech</span>.tech.push(${num.toFixed(0)} <span class='color-text'>JUNK</span>)`)
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return num
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} else {
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return 0
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}
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},
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removeJunkTechFromPool(num = 1) {
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for (let j = 0; j < num; j++) {
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for (let i = 0; i < tech.tech.length; i++) {
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if (tech.tech[i].isJunk && tech.tech[i].frequency > 0 && tech.tech[i].count < tech.tech[i].maxCount) {
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tech.tech[i].frequency--
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break
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}
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}
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}
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},
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giveRandomJUNK() {
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const list = []
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for (let i = 0; i < tech.tech.length; i++) {
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if (tech.tech[i].isJunk) list.push(tech.tech[i].name)
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}
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let name = list[Math.floor(Math.random() * list.length)]
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tech.giveTech(name)
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simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${name}</span>")<em>`);
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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 < 2; 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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if (tech.isBanish && tech.tech[index].isBanished) tech.tech[index].isBanished = false //stops the bug where you can't gets stacks of tech you take with decoherence, I think
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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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tech.countJunkTech();
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simulation.updateTechHUD();
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}
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},
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junkCount: 0,
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countJunkTech() {
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tech.junkCount = 0
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for (let i = 0; i < tech.tech.length; i++) {
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if (tech.tech[i].count > 0 && tech.tech[i].isJunk) tech.junkCount++
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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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console.log('cheating')
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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, needActive = true) {
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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 || !needActive) {
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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 { //must be holding gun, this is the standard while playing
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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") || (m.fieldMode === 4 && simulation.molecularMode === 1) || tech.missileBotCount > 0 || tech.isBoomBotUpgrade || tech.isIncendiary || tech.isPulseLaser || tech.isTokamak || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb)
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},
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damage: 1, //used for tech changes to player damage that don't have complex conditions
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damageFromTech() {
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let dmg = tech.damage //m.fieldDamage
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// if (tech.isDivisor) {
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// for (let i = 0; i < b.inventory.length; i++) {
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// if (b.guns[b.inventory[i]].ammo % 3 === 0) {
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// dmg *= 1.44
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// break
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// }
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// }
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// }
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if (tech.isDivisor && b.activeGun && b.guns[b.activeGun].ammo % 3 === 0) dmg *= 1.77
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if (tech.isNoGroundDamage) dmg *= m.onGround ? 0.78 : 1.88
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if (tech.isDilate) dmg *= 1.5 + 0.6 * Math.sin(m.cycle * 0.0075)
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if (tech.isGunChoice && tech.buffedGun === b.inventoryGun) dmg *= 1 + 0.31 * b.inventory.length
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if (powerUps.boost.endCycle > m.cycle) dmg *= 1 + powerUps.boost.damage
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if (m.coupling && (m.fieldMode === 0 || m.fieldMode === 5)) dmg *= 1 + 0.015 * m.coupling
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if (m.isSneakAttack && m.sneakAttackCycle + Math.min(120, 0.5 * (m.cycle - m.enterCloakCycle)) > m.cycle) dmg *= 4.33 * (1 + 0.033 * m.coupling)
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if (tech.deathSkipTime) dmg *= 1 + 0.6 * tech.deathSkipTime
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if (tech.isTechDebt) dmg *= tech.totalCount > 20 ? Math.pow(0.85, tech.totalCount - 20) : 4 - 0.15 * tech.totalCount // if (tech.isTechDebt) dmg *= Math.min(Math.pow(0.85, tech.totalCount - 20), 4 - 0.15 * tech.totalCount)
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if (tech.isFlipFlopDamage && tech.isFlipFlopOn) dmg *= 1.555
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if (tech.isAnthropicDamage && tech.isDeathAvoidedThisLevel) dmg *= 2.3703599
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if (tech.isDupDamage) dmg *= 1 + Math.min(1, tech.duplicationChance())
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if (tech.isDamageForGuns) dmg *= 1 + 0.22 * Math.max(0, b.inventory.length - 1)
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if (tech.isOneGun && b.inventory.length < 2) dmg *= 1.25
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if (tech.isAcidDmg && m.health > 1) dmg *= 1.35;
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if (tech.isRerollDamage) dmg *= 1 + Math.max(0, 0.03 * powerUps.research.count)
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if (tech.isBotDamage) dmg *= 1 + 0.06 * b.totalBots()
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if (tech.restDamage > 1 && player.speed < 1) dmg *= tech.restDamage
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if (tech.isLowEnergyDamage) dmg *= 1 + 0.7 * Math.max(0, 1 - m.energy)
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if (tech.energyDamage) dmg *= 1 + m.energy * 0.22 * tech.energyDamage;
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if (tech.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.007
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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.isDamageAfterKillNoRegen && m.lastKillCycle + 300 > m.cycle) dmg *= 1.83
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if (tech.isAxion && tech.isHarmMACHO) dmg *= 2 - m.defense()
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if (tech.isHarmDamage && m.lastHarmCycle + 480 > m.cycle) dmg *= 3;
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if (tech.lastHitDamage && m.lastHit) dmg *= 1 + tech.lastHitDamage * m.lastHit * (2 - m.defense()) // if (!simulation.paused) m.lastHit = 0
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if (tech.isLowHealthDmg) dmg *= 1 + 0.7 * Math.max(0, 1 - (tech.isEnergyHealth ? m.energy : m.health))
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return dmg
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},
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duplicationChance() {
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return Math.min(1, Math.max(0, (tech.isPowerUpsVanish ? 0.13 : 0) + (tech.isStimulatedEmission ? 0.17 : 0) + tech.duplication + tech.duplicateChance + 0.05 * tech.isExtraGunField + m.duplicateChance + tech.fieldDuplicate + 0.08 * tech.isDuplicateMobs + tech.cloakDuplication + (tech.isAnthropicTech && tech.isDeathAvoidedThisLevel ? 0.5 : 0)))
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},
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isScaleMobsWithDuplication: false,
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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 = 1300
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tech.isScaleMobsWithDuplication = true
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for (let i = 0, len = 9; 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.historyBoss(0, 0)
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spawn.pulsarBoss(level.exit.x, level.exit.y, 70, true)
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spawn.blockBoss(level.enter.x, level.enter.y)
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tech.isScaleMobsWithDuplication = false
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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: "tungsten carbide",
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description: "<strong>+222</strong> maximum <strong class='color-h'>health</strong><br><strong>lose</strong> <strong class='color-h'>health</strong> after hard <strong>landings</strong>",
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maxCount: 1,
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count: 0,
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frequency: 1,
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frequencyDefault: 1,
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isSkin: true,
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allowed() {
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return !m.isAltSkin
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},
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requires: "not skin",
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effect() {
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tech.hardLanding = 70
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tech.isFallingDamage = true;
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m.setMaxHealth();
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m.addHealth(2.22 / simulation.healScale)
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m.skin.tungsten()
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},
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remove() {
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tech.hardLanding = 130
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tech.isFallingDamage = false;
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m.setMaxHealth();
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if (this.count) m.resetSkin();
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}
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},
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{
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name: "nitinol",
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description: "<strong>+33%</strong> <strong>movement</strong> and <strong>jumping</strong><br><strong>+22%</strong> <strong class='color-defense'>defense</strong>",
|
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maxCount: 1,
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count: 0,
|
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frequency: 1,
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frequencyDefault: 1,
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isSkin: true,
|
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allowed() {
|
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return !m.isAltSkin
|
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},
|
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requires: "not skinned",
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effect() {
|
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m.skin.mech();
|
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tech.hardLanding = 110
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tech.squirrelFx += 0.4;
|
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tech.squirrelJump += 0.16;
|
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m.setMovement()
|
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},
|
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remove() {
|
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tech.hardLanding = 130
|
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tech.squirrelFx = 1;
|
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tech.squirrelJump = 1;
|
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m.setMovement()
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if (this.count) m.resetSkin();
|
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}
|
||
},
|
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{
|
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name: "aperture",
|
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description: "every <strong>6</strong> seconds your <strong class='color-d'>damage</strong> cycles<br>between <strong>-10%</strong> and <strong>+110%</strong> <strong class='color-d'>damage</strong>",
|
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maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
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frequencyDefault: 1,
|
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isSkin: true,
|
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allowed() {
|
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return !m.isAltSkin
|
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},
|
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requires: "not skinned",
|
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effect() {
|
||
tech.isDilate = true
|
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m.skin.dilate()
|
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},
|
||
remove() {
|
||
tech.isDilate = false
|
||
if (this.count) m.resetSkin();
|
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}
|
||
},
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||
{
|
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name: "diaphragm",
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||
description: "every <strong>6</strong> seconds your <strong class='color-defense'>defense</strong> cycles<br>between <strong>+8%</strong> and <strong>+80%</strong> <strong class='color-defense'>defense</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
isSkin: true,
|
||
allowed() {
|
||
return tech.isDilate
|
||
},
|
||
requires: "aperture",
|
||
effect() {
|
||
tech.isDiaphragm = true
|
||
m.resetSkin();
|
||
m.skin.dilate2()
|
||
},
|
||
remove() {
|
||
tech.isDiaphragm = false
|
||
if (this.count) m.resetSkin();
|
||
}
|
||
},
|
||
{
|
||
name: "mass-energy equivalence",
|
||
// description: "<strong class='color-f'>energy</strong> protects you instead of <strong class='color-h'>health</strong><br>√ of <strong class='color-defense'>defense</strong> <strong>reduction</strong> reduces max <strong class='color-f'>energy</strong>",
|
||
description: "<strong class='color-f'>energy</strong> protects you instead of <strong class='color-h'>health</strong><br>exponentially <strong>reduced</strong> <strong class='color-defense'>defense</strong> <em>(~ x^0.19)</em>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isSkin: true,
|
||
allowed() {
|
||
return !m.isAltSkin && !tech.isPiezo && !tech.isRewindAvoidDeath && !tech.isAnnihilation //&& !tech.isAmmoFromHealth && !tech.isRewindGun
|
||
},
|
||
requires: "not piezoelectricity, CPT, annihilation",
|
||
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(0, 255, 255,0.6)" //"#0cf"
|
||
m.displayHealth();
|
||
m.lastCalculatedDefense = 0 //this triggers a redraw of the defense bar
|
||
m.skin.energy();
|
||
},
|
||
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();
|
||
m.lastCalculatedDefense = 0 //this triggers a redraw of the defense bar
|
||
m.resetSkin();
|
||
}
|
||
tech.isEnergyHealth = false;
|
||
}
|
||
},
|
||
{
|
||
name: "1st ionization energy",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Ionization_energy' class="link">1st ionization energy</a>`,
|
||
// description: `after you collect ${powerUps.orb.heal()}<br><strong>+${0.1 * tech.largerHeals}</strong> maximum <strong class='color-f'>energy</strong>`,
|
||
// descriptionFunction: `convert current and future ${powerUps.orb.heal()} into <div class="heal-circle" style = "background-color: #ff0; border: 0.5px #000 solid;"></div><br><div class="heal-circle" style = "background-color: #ff0; border: 0.5px #000 solid;"></div> give <strong>+${10 * tech.largerHeals}</strong> maximum <strong class='color-f'>energy</strong>`,
|
||
descriptionFunction() {
|
||
return `convert current and future <div class="heal-circle"></div> into <div class="heal-circle" style = "background-color: #ff0; border: 0.5px #000 solid;"></div><br><div class="heal-circle" style = "background-color: #ff0; border: 0.5px #000 solid;"></div> give <strong>+${8 * tech.largerHeals * (tech.isHalfHeals ? 0.5 : 1)}</strong> maximum <strong class='color-f'>energy</strong>`
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 4,
|
||
frequencyDefault: 4,
|
||
allowed() {
|
||
return tech.isEnergyHealth
|
||
},
|
||
requires: "mass-energy equivalence",
|
||
effect() {
|
||
powerUps.healGiveMaxEnergy = true; //tech.healMaxEnergyBonus given from heal power up
|
||
powerUps.heal.color = "#ff0" //"#0ae"
|
||
for (let i = 0; i < powerUp.length; i++) { //find active heal power ups and adjust color live
|
||
if (powerUp[i].name === "heal") powerUp[i].color = powerUps.heal.color
|
||
}
|
||
},
|
||
remove() {
|
||
powerUps.healGiveMaxEnergy = false;
|
||
// tech.healMaxEnergyBonus = 0
|
||
powerUps.heal.color = "#0eb"
|
||
for (let i = 0; i < powerUp.length; i++) { //find active heal power ups and adjust color live
|
||
if (powerUp[i].name === "heal") powerUp[i].color = powerUps.heal.color
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "CPT symmetry",
|
||
// description: "<strong>charge</strong>, <strong>parity</strong>, and <strong>time</strong> invert to undo <strong class='color-defense'>defense</strong><br><strong class='color-rewind'>rewind</strong> <strong>(1.5—5)</strong> seconds for <strong>(66—220)</strong> <strong class='color-f'>energy</strong>",
|
||
// description: "after losing <strong class='color-h'>health</strong>, if you have <strong>full</strong> <strong class='color-f'>energy</strong><br><strong>rewind</strong> time for <strong>44</strong> <strong class='color-f'>energy</strong> per second",
|
||
descriptionFunction() {
|
||
return `after losing <strong class='color-h'>health</strong>, if you have <strong>${(100 * Math.min(100, m.maxEnergy)).toFixed(0)}</strong> <strong class='color-f'>energy</strong><br><strong>rewind</strong> time for <strong>20</strong> <strong class='color-f'>energy</strong> per second`
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isSkin: true,
|
||
allowed() {
|
||
return !m.isAltSkin && m.fieldUpgrades[m.fieldMode].name !== "standing wave" && !tech.isRewindField && !tech.isEnergyHealth
|
||
},
|
||
requires: "not skinned, standing wave, max energy reduction, retrocausality, mass-energy",
|
||
effect() {
|
||
tech.isRewindAvoidDeath = true;
|
||
m.skin.CPT()
|
||
},
|
||
remove() {
|
||
tech.isRewindAvoidDeath = false;
|
||
if (this.count) m.resetSkin();
|
||
}
|
||
},
|
||
{
|
||
name: "causality bots",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Causality' class="link">causality bots</a>`,
|
||
description: "when you <strong class='color-rewind'>rewind</strong> build scrap <strong class='color-bot'>bots</strong><br>that protect you for about <strong>9</strong> seconds",
|
||
maxCount: 3,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return tech.isRewindAvoidDeath || tech.isRewindField
|
||
},
|
||
requires: "CPT, retrocausality",
|
||
effect() {
|
||
tech.isRewindBot++;
|
||
},
|
||
remove() {
|
||
tech.isRewindBot = 0;
|
||
}
|
||
},
|
||
{
|
||
name: "causality bombs",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Causality' class="link">causality bombs</a>`,
|
||
description: "when you <strong class='color-rewind'>rewind</strong> drop several <strong>grenades</strong>", //<br>become <strong>invulnerable</strong> until they <strong class='color-e'>explode</strong>
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isRewindAvoidDeath || tech.isRewindField
|
||
},
|
||
requires: "CPT, retrocausality",
|
||
effect() {
|
||
tech.isRewindGrenade = true;
|
||
},
|
||
remove() {
|
||
tech.isRewindGrenade = false;
|
||
}
|
||
},
|
||
{
|
||
name: "ternary", //"divisor",
|
||
descriptionFunction() {
|
||
return `<strong>+77%</strong> <strong class='color-d'>damage</strong> while your current <strong class='color-g'>gun</strong><br>has <strong class='color-ammo'>ammo</strong> divisible by <strong>3</strong>`
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed: () => true,
|
||
requires: "",
|
||
// divisible: 3, // + Math.floor(6 * Math.random()),
|
||
effect() {
|
||
tech.isDivisor = true;
|
||
},
|
||
remove() {
|
||
tech.isDivisor = false;
|
||
}
|
||
},
|
||
{
|
||
name: "ordnance",
|
||
description: "<strong>double</strong> the <strong class='flicker'>frequency</strong> of finding <strong class='color-g'>gun</strong><strong class='color-m'>tech</strong><br>spawn a <strong class='color-g'>gun</strong> and <strong>+7%</strong> <strong class='color-junk'>JUNK</strong> to <strong class='color-m'>tech</strong> pool",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isNonRefundable: true,
|
||
isBadRandomOption: true,
|
||
allowed: () => true,
|
||
requires: "",
|
||
effect() {
|
||
powerUps.spawn(m.pos.x, m.pos.y, "gun");
|
||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||
if (tech.tech[i].isGunTech) tech.tech[i].frequency *= 2
|
||
}
|
||
this.refundAmount += tech.addJunkTechToPool(0.07)
|
||
},
|
||
refundAmount: 0,
|
||
remove() {
|
||
if (this.count > 0 && this.refundAmount > 0) {
|
||
tech.removeJunkTechFromPool(this.refundAmount)
|
||
this.refundAmount = 0
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "ad hoc",
|
||
descriptionFunction() {
|
||
return `spawn a ${powerUps.orb.heal()}, ${powerUps.orb.research(1)}, ${powerUps.orb.ammo(1)}, <strong class='color-f'>field</strong>, <strong class='color-g'>gun</strong>, or <strong class='color-m'>tech</strong><br>for each of your <strong class='color-g'>guns</strong>`
|
||
},
|
||
maxCount: 1, //random power up
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isNonRefundable: 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() < 1 / 6) {
|
||
powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "gun");
|
||
} else if (Math.random() < 1 / 5) {
|
||
powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "tech");
|
||
} else if (Math.random() < 1 / 4) {
|
||
powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "field");
|
||
} else if (Math.random() < 1 / 3) {
|
||
powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "heal");
|
||
} else if (Math.random() < 1 / 2) {
|
||
powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "ammo");
|
||
} else {
|
||
powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "research");
|
||
}
|
||
}
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "applied science",
|
||
description: `get a random <strong class='color-g'>gun</strong><strong class='color-m'>tech</strong><br>for each of your <strong class='color-g'>guns</strong>`, //spawn ${powerUps.orb.research(1)} and
|
||
maxCount: 9,
|
||
count: 0,
|
||
isNonRefundable: true,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return b.inventory.length > 1
|
||
},
|
||
requires: "at least 2 guns",
|
||
effect() {
|
||
for (let i = b.inventory.length - 1; i > -1; i--) { //backwards because some tech can remove or add guns
|
||
const gunTechPool = [] //find gun tech for this gun
|
||
for (let j = 0, len = tech.tech.length; j < len; j++) {
|
||
// console.log(j, tech.tech[j].isGunTech, tech.tech[j].allowed(), !tech.tech[j].isJunk, !tech.tech[j].isBadRandomOption, tech.tech[j].count < tech.tech[j].maxCount)
|
||
const originalActiveGunIndex = b.activeGun //set current gun to active so allowed works
|
||
b.activeGun = b.inventory[i] //to make the .allowed work for guns that aren't active
|
||
if (tech.tech[j].isGunTech && tech.tech[j].allowed() && !tech.tech[j].isJunk && !tech.tech[j].isBadRandomOption && tech.tech[j].count < tech.tech[j].maxCount) {
|
||
const regex = tech.tech[j].requires.search(b.guns[b.inventory[i]].name) //get string index of gun name
|
||
const not = tech.tech[j].requires.search(' not ') //get string index of ' not '
|
||
if (regex !== -1 && (not === -1 || not > regex)) gunTechPool.push(j) //look for the gun name in the requirements, but the gun name needs to show up before the word ' not '
|
||
}
|
||
b.activeGun = originalActiveGunIndex
|
||
if (!b.guns[b.activeGun].have) {
|
||
if (b.inventory.length === 0) {
|
||
b.activeGun = null
|
||
} else {
|
||
b.activeGun = b.inventory[0]
|
||
}
|
||
b.inventoryGun = 0;
|
||
}
|
||
}
|
||
if (gunTechPool.length) {
|
||
const index = Math.floor(Math.random() * gunTechPool.length)
|
||
tech.giveTech(gunTechPool[index]) // choose from the gun pool
|
||
tech.tech[gunTechPool[index]].isFromAppliedScience = true //makes it not remove properly under paradigm shift
|
||
simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[gunTechPool[index]].name}</span>")`, 360)
|
||
}
|
||
}
|
||
simulation.boldActiveGunHUD();
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "arsenal",
|
||
descriptionFunction() {
|
||
return `<strong>+22%</strong> <strong class='color-d'>damage</strong> per unequipped <strong class='color-g'>gun</strong> <em>(${(22 * Math.max(0, b.inventory.length - 1)).toFixed(0)}%)</em>`
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed: () => b.inventory.length > 1,
|
||
requires: "at least 2 guns",
|
||
effect() {
|
||
tech.isDamageForGuns = true;
|
||
},
|
||
remove() {
|
||
tech.isDamageForGuns = false;
|
||
}
|
||
},
|
||
{
|
||
name: "active cooling",
|
||
descriptionFunction() {
|
||
return `<strong>+28%</strong> <em>fire rate</em> per unequipped <strong class='color-g'>gun</strong> <em>(${(28 * Math.max(0, b.inventory.length - 1)).toFixed(0)}%)</em>`
|
||
}, //<br>but not including your equipped <strong class='color-g'>gun</strong>` },
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed: () => b.inventory.length > 1,
|
||
requires: "at least 2 guns",
|
||
effect() {
|
||
tech.isFireRateForGuns = true;
|
||
b.setFireCD();
|
||
},
|
||
remove() {
|
||
tech.isFireRateForGuns = false;
|
||
b.setFireCD();
|
||
}
|
||
},
|
||
{
|
||
name: "pigeonhole principle",
|
||
descriptionFunction() {
|
||
let info = ""
|
||
if (this.count > 0 && Number.isInteger(tech.buffedGun) && b.inventory.length) {
|
||
let gun = b.guns[b.inventory[tech.buffedGun]].name
|
||
info = `<br>this level: <strong>+${(31 * Math.max(0, b.inventory.length)).toFixed(0)}%</strong> <strong class='color-d'>damage</strong> for <strong class="highlight">${gun}</strong>`
|
||
}
|
||
return `
|
||
a new <strong class='color-g'>gun</strong> is <strong>chosen</strong> to be improved each <strong>level</strong>
|
||
<br><strong>+31%</strong> <strong class='color-d'>damage</strong> per <strong class='color-g'>gun</strong> for the <strong>chosen</strong> <strong class='color-g'>gun</strong>${info}`
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return b.inventory.length > 1
|
||
},
|
||
requires: "at least 2 guns",
|
||
effect() {
|
||
tech.isGunChoice = true
|
||
//switches gun on new level
|
||
//generalist uses the same chosen gun so they match
|
||
},
|
||
remove() {
|
||
tech.isGunChoice = false;
|
||
}
|
||
},
|
||
{
|
||
name: "generalist",
|
||
description: "spawn <strong>7</strong> <strong class='color-g'>guns</strong>, but you can't <strong>switch</strong> <strong class='color-g'>guns</strong><br>your equipped <strong class='color-g'>gun</strong> cycles after each level",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isNonRefundable: true,
|
||
isBadRandomOption: true,
|
||
allowed() {
|
||
return b.inventory.length < b.guns.length - 5 && b.inventory.length > 1
|
||
},
|
||
requires: "at least 2 guns, at least 5 unclaimed guns",
|
||
effect() {
|
||
tech.isGunCycle = true;
|
||
for (let i = 0; i < 7; i++) powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "gun");
|
||
},
|
||
remove() {
|
||
if (!this.count) tech.isGunCycle = false; // only set to false if you don't have this tech
|
||
// if (tech.isGunCycle) {
|
||
// for (let i = 0; i < 8; i++) {
|
||
// if (b.inventory.length) b.removeGun(b.guns[b.inventory[b.inventory.length - 1]].name) //remove your last gun
|
||
// }
|
||
// tech.isGunCycle = false;
|
||
// }
|
||
}
|
||
},
|
||
{
|
||
name: "supply chain",
|
||
descriptionFunction() {
|
||
return `double your current <strong class='color-ammo'>ammo</strong><br><strong>+4%</strong> <strong class='color-junk'>JUNK</strong> to <strong class='color-m'>tech</strong> pool`
|
||
},
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
for (let i = 0; i < b.guns.length; i++) {
|
||
if (b.guns[i].have) b.guns[i].ammo = Math.floor(2 * b.guns[i].ammo)
|
||
}
|
||
simulation.makeGunHUD();
|
||
this.refundAmount += tech.addJunkTechToPool(0.04)
|
||
},
|
||
refundAmount: 0,
|
||
remove() {
|
||
for (let j = 0; j < this.count; j++) {
|
||
for (let i = 0; i < b.guns.length; i++) {
|
||
if (b.guns[i].have) b.guns[i].ammo = Math.floor(0.5 * b.guns[i].ammo)
|
||
}
|
||
}
|
||
simulation.makeGunHUD();
|
||
if (this.count > 0 && this.refundAmount > 0) {
|
||
tech.removeJunkTechFromPool(this.refundAmount)
|
||
this.refundAmount = 0
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "logistics",
|
||
description: `${powerUps.orb.ammo()} give <strong>80%</strong> more <strong class='color-ammo'>ammo</strong>, but<br>it's only added to your current <strong class='color-g'>gun</strong>`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isEnergyNoAmmo
|
||
},
|
||
requires: "not non-renewables",
|
||
effect() {
|
||
tech.isAmmoForGun = true;
|
||
},
|
||
remove() {
|
||
tech.isAmmoForGun = false;
|
||
}
|
||
},
|
||
{
|
||
name: "cache",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Cache_(computing)' class="link">cache</a>`,
|
||
description: `${powerUps.orb.ammo()} give <strong>1500%</strong> more <strong class='color-ammo'>ammo</strong>, but<br>you can't <strong>store</strong> any more <strong class='color-ammo'>ammo</strong> than that`,
|
||
// ammo powerups always max out your gun,
|
||
// but the maximum ammo ti limited
|
||
// description: `${powerUps.orb.ammo()} give <strong>13x</strong> more <strong class='color-ammo'>ammo</strong>, but<br>you can't <strong>store</strong> any more <strong class='color-ammo'>ammo</strong> than that`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isEnergyNoAmmo
|
||
},
|
||
requires: "not non-renewables",
|
||
effect() {
|
||
tech.ammoCap = 15;
|
||
powerUps.ammo.effect()
|
||
},
|
||
remove() {
|
||
tech.ammoCap = 0;
|
||
}
|
||
},
|
||
{
|
||
name: "catabolism",
|
||
descriptionFunction() {
|
||
return `if you fire while <strong>out</strong> of <strong class='color-ammo'>ammo</strong><br>spawn ${powerUps.orb.ammo(4)} and ${tech.isEnergyHealth ? "<strong>–4</strong> maximum <strong class='color-f'>energy</strong>" : "<strong>–2</strong> maximum <strong class='color-h'>health</strong>"}`
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isEnergyNoAmmo
|
||
},
|
||
requires: "not non-renewables",
|
||
effect() {
|
||
tech.isAmmoFromHealth = true;
|
||
},
|
||
remove() {
|
||
tech.isAmmoFromHealth = false;
|
||
}
|
||
},
|
||
{
|
||
name: "non-renewables",
|
||
description: `<strong>+78%</strong> <strong class='color-d'>damage</strong><br>${powerUps.orb.ammo()} can't <strong>spawn</strong>`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isAmmoFromHealth && !tech.isBoostReplaceAmmo
|
||
},
|
||
requires: "not catabolism, quasiparticles",
|
||
damage: 1.78,
|
||
effect() {
|
||
tech.damage *= this.damage
|
||
tech.isEnergyNoAmmo = true;
|
||
},
|
||
remove() {
|
||
if (this.count) tech.damage /= this.damage
|
||
tech.isEnergyNoAmmo = false;
|
||
}
|
||
},
|
||
{
|
||
name: "desublimated ammunition",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Deposition_(phase_transition)' class="link">desublimated ammunition</a>`,
|
||
description: `if <strong>crouching</strong><br>alternating shots use no <strong class='color-ammo'>ammo</strong>`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed: () => true,
|
||
requires: "",
|
||
effect() {
|
||
tech.crouchAmmoCount = true
|
||
},
|
||
remove() {
|
||
tech.crouchAmmoCount = false;
|
||
}
|
||
},
|
||
{
|
||
name: "gun turret",
|
||
description: "if <strong>crouching</strong><br><strong>+66%</strong> <strong class='color-defense'>defense</strong> ",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.isTurret = true
|
||
},
|
||
remove() {
|
||
tech.isTurret = false;
|
||
}
|
||
},
|
||
{
|
||
name: "dead reckoning",
|
||
description: "if your <strong>speed</strong> is 0<br><strong>+50%</strong> <strong class='color-d'>damage</strong>",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.restDamage += 0.5
|
||
},
|
||
remove() {
|
||
tech.restDamage = 1;
|
||
}
|
||
},
|
||
{
|
||
name: "kinetic bombardment",
|
||
description: "far away mobs take more <strong class='color-d'>damage</strong><br>up to <strong>+33%</strong> <strong class='color-d'>damage</strong> at <strong>3000</strong> displacement",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.isFarAwayDmg = true; //used in mob.damage()
|
||
},
|
||
remove() {
|
||
tech.isFarAwayDmg = false;
|
||
}
|
||
},
|
||
{
|
||
name: "Higgs mechanism",
|
||
description: "<strong>+45%</strong> <strong><em>fire rate</em></strong><br>while <strong>firing</strong> your <strong>position</strong> is fixed",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !m.isShipMode && !tech.isAlwaysFire, !tech.isGrapple
|
||
},
|
||
requires: "not ship mode, automatic, grappling hook",
|
||
effect() {
|
||
tech.isFireMoveLock = true;
|
||
b.setFireCD();
|
||
b.setFireMethod();
|
||
},
|
||
remove() {
|
||
if (tech.isFireMoveLock) {
|
||
tech.isFireMoveLock = false
|
||
b.setFireCD();
|
||
b.setFireMethod();
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "integrated armament",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Weapon' class="link">integrated armament</a>`,
|
||
description: `<span style = 'font-size:95%;'>+<strong>25%</strong> <strong class='color-d'>damage</strong>, but new <strong class='color-g'>guns</strong> replace<br>your current <strong class='color-g'>gun</strong> and convert <strong class='color-g'>gun</strong><strong class='color-m'>tech</strong></span>`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return b.inventory.length === 1
|
||
},
|
||
requires: "only 1 gun",
|
||
effect() {
|
||
tech.isOneGun = true;
|
||
},
|
||
remove() {
|
||
tech.isOneGun = false;
|
||
}
|
||
},
|
||
{
|
||
name: "mechatronics",
|
||
descriptionFunction() {
|
||
let damageTotal = 1
|
||
for (let i = 0; i < this.damageSoFar.length; i++) damageTotal *= this.damageSoFar[i]
|
||
let currentDamage = ""
|
||
if (this.count) currentDamage = `<br><em>(+${(100 * (damageTotal - 1)).toFixed(0)}%)</em>`
|
||
return `gain between <strong>+7%</strong> and <strong>+13%</strong> <strong class='color-d'>damage</strong>` + currentDamage
|
||
},
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() { return true },
|
||
requires: "",
|
||
damage: 1.1,
|
||
damageSoFar: [], //tracks the random damage upgrades so it can be removed and in descriptionFunction
|
||
effect() {
|
||
const damage = (Math.floor((Math.random() * 0.07 + 0.07 + 1) * 100)) / 100
|
||
tech.damage *= damage
|
||
this.damageSoFar.push(damage)
|
||
},
|
||
remove() {
|
||
for (let i = 0; i < this.damageSoFar.length; i++) tech.damage /= this.damageSoFar[i]
|
||
this.damageSoFar.length = 0
|
||
}
|
||
},
|
||
// {
|
||
// name: "coyote",
|
||
// description: "",
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 1,
|
||
// frequencyDefault: 1,
|
||
// allowed() { return true },
|
||
// requires: "",
|
||
// effect() { // good with melee builds, content skipping builds
|
||
// tech.coyoteTime = 120
|
||
// // simulation.gravity = function() {
|
||
// // function addGravity(bodies, magnitude) {
|
||
// // for (var i = 0; i < bodies.length; i++) {
|
||
// // bodies[i].force.y += bodies[i].mass * magnitude;
|
||
// // }
|
||
// // }
|
||
// // if (!m.isBodiesAsleep) {
|
||
// // addGravity(powerUp, simulation.g);
|
||
// // addGravity(body, simulation.g);
|
||
// // }
|
||
// // player.force.y += player.mass * simulation.g
|
||
// // }
|
||
// },
|
||
// remove() {
|
||
// tech.coyoteTime = 5
|
||
// }
|
||
// },
|
||
{
|
||
name: "Newtons 1st law",
|
||
description: "<strong class='color-defense'>defense</strong> is proportional to your <strong>speed</strong><br>up to <strong>+66%</strong> <strong class='color-defense'>defense</strong> at <strong>40 speed</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.isSpeedHarm = true //max at speed = 40
|
||
},
|
||
remove() {
|
||
tech.isSpeedHarm = false
|
||
}
|
||
},
|
||
{
|
||
name: "Newtons 2nd law",
|
||
description: "<strong class='color-d'>damage</strong> is proportional to your <strong>speed</strong><br>up to <strong>+66%</strong> <strong class='color-d'>damage</strong> at <strong>40 speed</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.isSpeedDamage = true //max at speed = 40
|
||
},
|
||
remove() {
|
||
tech.isSpeedDamage = false
|
||
}
|
||
},
|
||
{
|
||
name: "microstates",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Microstate_(statistical_mechanics)' class="link">microstates</a>`,
|
||
description: "for each active <strong>bullet</strong> or <strong>bot</strong><br><strong>+0.7%</strong> <strong class='color-d'>damage</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.isDamageFromBulletCount = true
|
||
},
|
||
remove() {
|
||
tech.isDamageFromBulletCount = false
|
||
}
|
||
},
|
||
{
|
||
name: "regression",
|
||
description: "bullet <strong>collisions</strong> increase <strong>vulnerability</strong> to<br><strong class='color-d'>damage</strong> by <strong>+5%</strong> for mobs <em>(+0.25% for bosses)</em>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.isLessDamageReduction = true
|
||
},
|
||
remove() {
|
||
tech.isLessDamageReduction = false
|
||
}
|
||
},
|
||
{
|
||
name: "simulated annealing",
|
||
description: "<strong>+20%</strong> <strong class='color-d'>damage</strong><br><strong>–20%</strong> <strong><em>fire rate</em></strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
damage: 1.2,
|
||
effect() {
|
||
tech.damage *= this.damage
|
||
tech.slowFire = 1.2
|
||
b.setFireCD();
|
||
},
|
||
remove() {
|
||
if (this.count) tech.damage /= this.damage
|
||
tech.slowFire = 1;
|
||
b.setFireCD();
|
||
}
|
||
},
|
||
{
|
||
name: "heuristics",
|
||
description: "<strong>+22%</strong> <strong><em>fire rate</em></strong><br>spawn a <strong class='color-g'>gun</strong>",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.fireRate *= 0.78
|
||
b.setFireCD();
|
||
powerUps.spawn(m.pos.x, m.pos.y, "gun");
|
||
},
|
||
remove() {
|
||
tech.fireRate = 1;
|
||
b.setFireCD();
|
||
}
|
||
},
|
||
{
|
||
name: "anti-shear topology",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Topology' class="link">anti-shear topology</a>`,
|
||
description: "your bullets last <strong>+30%</strong> <strong>longer</strong>", //<br><em style = 'font-size: 83%'>drone spore worm flea missile foam wave neutron ice</em>",
|
||
maxCount: 3,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed: () => true,
|
||
requires: "",
|
||
effect() {
|
||
tech.bulletsLastLonger += 0.3
|
||
},
|
||
remove() {
|
||
tech.bulletsLastLonger = 1;
|
||
}
|
||
},
|
||
{
|
||
name: "fracture analysis",
|
||
description: "if a mob is <strong>stunned</strong> it takes<br><strong>+400%</strong> <strong class='color-d'>damage</strong> from bullet impacts",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isStunField || tech.oneSuperBall || tech.isCloakStun || tech.isOrbitBotUpgrade || tech.isStun
|
||
},
|
||
requires: "a stun effect",
|
||
effect() {
|
||
tech.isCrit = true;
|
||
},
|
||
remove() {
|
||
tech.isCrit = false;
|
||
}
|
||
},
|
||
{
|
||
name: "shear stress",
|
||
description: "after mobs <strong>die</strong><br>they fire a <strong>nail</strong> at nearby mobs",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.iceIXOnDeath
|
||
},
|
||
requires: "no other mob death tech",
|
||
effect() {
|
||
tech.nailsDeathMob++
|
||
},
|
||
remove() {
|
||
tech.nailsDeathMob = 0;
|
||
}
|
||
},
|
||
{
|
||
name: "thermal runaway",
|
||
description: "after mobs <strong>die</strong><br>they <strong class='color-e'>explode</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.sporesOnDeath && !tech.nailsDeathMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.iceIXOnDeath
|
||
},
|
||
requires: "no other mob death tech",
|
||
effect() {
|
||
tech.isExplodeMob = true;
|
||
},
|
||
remove() {
|
||
tech.isExplodeMob = false;
|
||
}
|
||
},
|
||
{
|
||
name: "zoospore vector",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Disease_vector' class="link">zoospore vector</a>`,
|
||
descriptionFunction() {
|
||
return `after mobs <strong>die</strong> there is a <strong>+10%</strong> chance<br>they grow ${b.guns[6].nameString('s')}`
|
||
},
|
||
// description: "after mobs <strong>die</strong><br>they have a <strong>+10%</strong> chance to grow <strong class='color-p' style='letter-spacing: 2px;'>spores</strong>",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.nailsDeathMob && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.iceIXOnDeath
|
||
},
|
||
requires: "no other mob death tech",
|
||
effect() {
|
||
tech.sporesOnDeath += 0.1;
|
||
// if (tech.isSporeWorm) {
|
||
// for (let i = 0; i < 4; i++) b.worm(m.pos)
|
||
// } else {
|
||
// for (let i = 0; i < 8; i++) b.spore(m.pos)
|
||
// }
|
||
},
|
||
remove() {
|
||
tech.sporesOnDeath = 0;
|
||
}
|
||
},
|
||
{
|
||
name: "propagator",
|
||
description: "after mobs <strong>die</strong> advance time <strong>0.5</strong> seconds<br><strong>+60%</strong> <strong class='color-d'>damage</strong>",
|
||
maxCount: 3,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed: () => true,
|
||
requires: "",
|
||
effect() {
|
||
tech.deathSkipTime++
|
||
},
|
||
remove() {
|
||
tech.deathSkipTime = 0
|
||
}
|
||
},
|
||
{
|
||
name: "collider",
|
||
descriptionFunction() {
|
||
return `after mobs <strong>die</strong> there is a <strong>+50%</strong> chance to<br>collide <strong>power ups</strong> to form different <strong>power ups</strong>`
|
||
// return `after mobs <strong>die</strong> there is a <strong>+33%</strong> chance to convert<br>${powerUps.orb.heal()}, ${powerUps.orb.ammo()}, ${powerUps.orb.research(1)}, <strong class='color-m'>tech</strong>, <strong class='color-f'>field</strong>, <strong class='color-g'>gun</strong> into other types`
|
||
},
|
||
|
||
maxCount: 2,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed: () => true,
|
||
requires: "",
|
||
effect() {
|
||
tech.collidePowerUps += 0.5
|
||
},
|
||
remove() {
|
||
tech.collidePowerUps = 0
|
||
}
|
||
},
|
||
{
|
||
name: "bubble fusion",
|
||
descriptionFunction() {
|
||
return `after destroying a mob's natural <strong>shield</strong><br>spawn <strong>1-2</strong> ${powerUps.orb.heal()}, ${powerUps.orb.ammo()}, or ${powerUps.orb.research(1)}`
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isHealTech: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.isShieldAmmo = true;
|
||
},
|
||
remove() {
|
||
tech.isShieldAmmo = false;
|
||
}
|
||
},
|
||
{
|
||
name: "reaction inhibitor",
|
||
description: "<strong>-11%</strong> maximum mob <strong>health</strong>", //<strong class='color-h'>health</strong>
|
||
maxCount: 3,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true //tech.nailsDeathMob || tech.sporesOnDeath || tech.isExplodeMob || tech.botSpawner || tech.isMobBlockFling || tech.iceIXOnDeath
|
||
},
|
||
requires: "", //"any mob death tech",
|
||
effect() {
|
||
tech.mobSpawnWithHealth++
|
||
mobs.setMobSpawnHealth()
|
||
//set all mobs at full health to 0.85
|
||
for (let i = 0; i < mob.length; i++) {
|
||
if (mob.health > mobs.mobSpawnWithHealth) mob.health = mobs.mobSpawnWithHealth
|
||
}
|
||
},
|
||
remove() {
|
||
tech.mobSpawnWithHealth = 0
|
||
mobs.setMobSpawnHealth()
|
||
}
|
||
},
|
||
{
|
||
name: "scrap bots",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Scrap' class="link">scrap bots</a>`,
|
||
description: "after mobs <strong>die</strong> you have a <strong>+33%</strong> chance<br>to build scrap <strong class='color-bot'>bots</strong> that operate for <strong>13</strong> seconds",
|
||
maxCount: 3,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return !tech.sporesOnDeath && !tech.nailsDeathMob && !tech.isExplodeMob && !tech.isMobBlockFling && !tech.iceIXOnDeath
|
||
},
|
||
requires: "no other mob death tech",
|
||
effect() {
|
||
tech.botSpawner += 0.33;
|
||
},
|
||
remove() {
|
||
tech.botSpawner = 0;
|
||
}
|
||
},
|
||
{
|
||
name: "scrap refit",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Scrap' class="link">scrap refit</a>`,
|
||
description: "after mobs <strong>die</strong><br>reset scrap <strong class='color-bot'>bots</strong> to <strong>13</strong> seconds of operation",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return tech.botSpawner
|
||
},
|
||
requires: "scrap bots",
|
||
effect() {
|
||
tech.isBotSpawnerReset = true;
|
||
},
|
||
remove() {
|
||
tech.isBotSpawnerReset = false;
|
||
}
|
||
},
|
||
{
|
||
name: "nail-bot",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">nail-bot</a>`,
|
||
description: "a <strong class='color-bot'>bot</strong> fires <strong>nails</strong> at mobs in line of sight",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isBot: true,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.nailBotCount++;
|
||
b.nailBot();
|
||
},
|
||
remove() {
|
||
if (this.count) {
|
||
tech.nailBotCount -= this.count;
|
||
b.clearPermanentBots();
|
||
b.respawnBots();
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "nail-bot upgrade",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">nail-bot upgrade</a>`,
|
||
description: "<strong>convert</strong> your bots to <strong>nail-bots</strong><br><strong>+500%</strong> <strong>fire rate</strong> and <strong>+40%</strong> nail <strong>velocity</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return tech.nailBotCount > 1 && !b.hasBotUpgrade()
|
||
},
|
||
requires: "2 or more nail bots and no other bot upgrade",
|
||
effect() {
|
||
tech.isNailBotUpgrade = true
|
||
b.convertBotsTo("nail-bot")
|
||
for (let i = 0; i < bullet.length; i++) {
|
||
if (bullet[i].botType === 'nail') bullet[i].isUpgraded = true
|
||
}
|
||
tech.setBotTechFrequency()
|
||
tech.setTechFrequency("nail-bot", 5)
|
||
},
|
||
remove() {
|
||
if (this.count) {
|
||
for (let i = 0; i < bullet.length; i++) {
|
||
if (bullet[i].botType === 'nail') bullet[i].isUpgraded = false
|
||
}
|
||
tech.setBotTechFrequency(1)
|
||
}
|
||
tech.isNailBotUpgrade = false
|
||
}
|
||
},
|
||
{
|
||
name: "foam-bot",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">foam-bot</a>`,
|
||
description: "a <strong class='color-bot'>bot</strong> fires <strong>foam</strong> at nearby mobs",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isBot: true,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.foamBotCount++;
|
||
b.foamBot();
|
||
},
|
||
remove() {
|
||
if (this.count) {
|
||
tech.foamBotCount -= this.count;
|
||
b.clearPermanentBots();
|
||
b.respawnBots();
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "foam-bot upgrade",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">foam-bot upgrade</a>`,
|
||
description: "<strong>convert</strong> your bots to <strong>foam-bots</strong><br><strong>+300%</strong> foam <strong>size</strong> and <strong>fire rate</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return tech.foamBotCount > 1 && !b.hasBotUpgrade()
|
||
},
|
||
requires: "2 or more foam bots and no other bot upgrade",
|
||
effect() {
|
||
tech.isFoamBotUpgrade = true
|
||
b.convertBotsTo("foam-bot")
|
||
for (let i = 0; i < bullet.length; i++) {
|
||
if (bullet[i].botType === 'foam') bullet[i].isUpgraded = true
|
||
}
|
||
tech.setBotTechFrequency()
|
||
tech.setTechFrequency("foam-bot", 5)
|
||
},
|
||
remove() {
|
||
if (this.count) {
|
||
for (let i = 0; i < bullet.length; i++) {
|
||
if (bullet[i].botType === 'foam') bullet[i].isUpgraded = false
|
||
}
|
||
tech.setBotTechFrequency(1)
|
||
}
|
||
tech.isFoamBotUpgrade = false
|
||
}
|
||
},
|
||
{
|
||
name: "sound-bot",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">sound-bot</a>`,
|
||
description: "a <strong class='color-bot'>bot</strong> emits <strong>expanding arcs</strong><br>aimed towards nearby mobs",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isBot: true,
|
||
isBotTech: true,
|
||
allowed() { return true },
|
||
requires: "",
|
||
effect() {
|
||
tech.soundBotCount++;
|
||
b.soundBot();
|
||
},
|
||
remove() {
|
||
if (this.count) {
|
||
tech.soundBotCount -= this.count;
|
||
b.clearPermanentBots();
|
||
b.respawnBots();
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "sound-bot upgrade",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">sound-bot upgrade</a>`,
|
||
description: "<strong>convert</strong> your bots to <strong>sound-bots</strong><br><strong>+150%</strong> wave <strong>fire rate</strong> and <strong>+150%</strong> <strong class='color-d'>damage</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return tech.soundBotCount > 1 && !b.hasBotUpgrade()
|
||
},
|
||
requires: "2 or more sound bots and no other bot upgrade",
|
||
effect() {
|
||
tech.isSoundBotUpgrade = true
|
||
b.convertBotsTo("sound-bot")
|
||
for (let i = 0; i < bullet.length; i++) {
|
||
if (bullet[i].botType === 'sound') bullet[i].isUpgraded = true
|
||
}
|
||
tech.setBotTechFrequency()
|
||
tech.setTechFrequency("sound-bot", 5)
|
||
},
|
||
remove() {
|
||
if (this.count) {
|
||
for (let i = 0; i < bullet.length; i++) {
|
||
if (bullet[i].botType === 'sound') bullet[i].isUpgraded = false
|
||
}
|
||
tech.setBotTechFrequency(1)
|
||
}
|
||
tech.isSoundBotUpgrade = false
|
||
}
|
||
},
|
||
{
|
||
name: "boom-bot",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">boom-bot</a>`,
|
||
description: "a <strong class='color-bot'>bot</strong> <strong>defends</strong> the space around you<br>ignites an <strong class='color-e'>explosion</strong> after hitting a mob",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isBot: true,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.boomBotCount++;
|
||
b.boomBot();
|
||
},
|
||
remove() {
|
||
if (this.count) {
|
||
tech.boomBotCount -= this.count;
|
||
b.clearPermanentBots();
|
||
b.respawnBots();
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "boom-bot upgrade",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">boom-bot upgrade</a>`,
|
||
description: "<strong>convert</strong> your bots to <strong>boom-bots</strong><br><strong>+300%</strong> <strong class='color-e'>explosion</strong> <strong class='color-d'>damage</strong> and size",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return tech.boomBotCount > 1 && !b.hasBotUpgrade()
|
||
},
|
||
requires: "2 or more boom bots and no other bot upgrade",
|
||
effect() {
|
||
tech.isBoomBotUpgrade = true
|
||
b.convertBotsTo("boom-bot")
|
||
for (let i = 0; i < bullet.length; i++) {
|
||
if (bullet[i].botType === 'boom') bullet[i].isUpgraded = true
|
||
}
|
||
tech.setBotTechFrequency()
|
||
tech.setTechFrequency("boom-bot", 5)
|
||
},
|
||
remove() {
|
||
if (this.count) {
|
||
for (let i = 0; i < bullet.length; i++) {
|
||
if (bullet[i].botType === 'boom') bullet[i].isUpgraded = false
|
||
}
|
||
tech.setBotTechFrequency(1)
|
||
}
|
||
tech.isBoomBotUpgrade = false
|
||
}
|
||
},
|
||
{
|
||
name: "laser-bot",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">laser-bot</a>`,
|
||
description: "a <strong class='color-bot'>bot</strong> uses <strong class='color-f'>energy</strong> to emit a <strong class='color-laser'>laser</strong> beam<br>that targets nearby mobs",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isBot: true,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return m.maxEnergy > 0.5
|
||
},
|
||
requires: "maximum energy above 50",
|
||
effect() {
|
||
tech.laserBotCount++;
|
||
b.laserBot();
|
||
},
|
||
remove() {
|
||
if (this.count) {
|
||
tech.laserBotCount -= this.count;
|
||
b.clearPermanentBots();
|
||
b.respawnBots();
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "laser-bot upgrade",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">laser-bot upgrade</a>`,
|
||
description: "<strong>convert</strong> your bots to <strong>laser-bots</strong><br><strong>+100%</strong> <strong class='color-d'>damage</strong>, efficiency, and range",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return tech.laserBotCount > 1 && !b.hasBotUpgrade()
|
||
},
|
||
requires: "2 or more laser bots and no other bot upgrade",
|
||
effect() {
|
||
tech.isLaserBotUpgrade = true
|
||
b.convertBotsTo("laser-bot")
|
||
for (let i = 0; i < bullet.length; i++) {
|
||
if (bullet[i].botType === 'laser') bullet[i].isUpgraded = true
|
||
}
|
||
tech.setBotTechFrequency()
|
||
tech.setTechFrequency("laser-bot", 5)
|
||
},
|
||
remove() {
|
||
if (this.count) {
|
||
for (let i = 0; i < bullet.length; i++) {
|
||
if (bullet[i].botType === 'laser') bullet[i].isUpgraded = false
|
||
}
|
||
tech.setBotTechFrequency(1)
|
||
}
|
||
tech.isLaserBotUpgrade = false
|
||
}
|
||
},
|
||
{
|
||
name: "orbital-bot",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">orbital-bot</a>`,
|
||
description: "a <strong class='color-bot'>bot</strong> is locked in <strong>orbit</strong> around you<br><strong>stuns</strong> and <strong class='color-d'>damages</strong> mobs on <strong>contact</strong>",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isBot: true,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
b.orbitBot();
|
||
tech.orbitBotCount++;
|
||
},
|
||
remove() {
|
||
if (this.count) {
|
||
tech.orbitBotCount -= this.count;
|
||
b.clearPermanentBots();
|
||
b.respawnBots();
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "orbital-bot upgrade",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">orbital-bot upgrade</a>`,
|
||
description: "<strong>convert</strong> your bots to <strong>orbital-bots</strong><br><strong>+300%</strong> orbital <strong class='color-d'>damage</strong> and <strong>+50%</strong> <strong>radius</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return tech.orbitBotCount > 1 && !b.hasBotUpgrade()
|
||
},
|
||
requires: "2 or more orbital bots and no other bot upgrade",
|
||
effect() {
|
||
tech.isOrbitBotUpgrade = true
|
||
b.convertBotsTo("orbital-bot")
|
||
const range = 190 + 120 * tech.isOrbitBotUpgrade
|
||
for (let i = 0; i < bullet.length; i++) {
|
||
if (bullet[i].botType === 'orbit') {
|
||
bullet[i].isUpgraded = true
|
||
bullet[i].range = range
|
||
bullet[i].orbitalSpeed = Math.sqrt(0.25 / range)
|
||
}
|
||
}
|
||
tech.setBotTechFrequency()
|
||
tech.setTechFrequency("orbital-bot", 5)
|
||
},
|
||
remove() {
|
||
if (this.count) {
|
||
const range = 190 + 100 * tech.isOrbitBotUpgrade
|
||
for (let i = 0; i < bullet.length; i++) {
|
||
if (bullet[i].botType === 'orbit') {
|
||
bullet[i].range = range
|
||
bullet[i].orbitalSpeed = Math.sqrt(0.25 / range)
|
||
}
|
||
}
|
||
tech.setBotTechFrequency(1)
|
||
}
|
||
tech.isOrbitBotUpgrade = false
|
||
}
|
||
},
|
||
{
|
||
name: "dynamo-bot",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">dynamo-bot</a>`,
|
||
description: "a <strong class='color-bot'>bot</strong> <strong class='color-d'>damages</strong> mobs while it <strong>traces</strong> your path<br>when it's near generate <strong>+8</strong> <strong class='color-f'>energy</strong> per second",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isBot: true,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.dynamoBotCount++;
|
||
b.dynamoBot();
|
||
},
|
||
remove() {
|
||
if (this.count) {
|
||
tech.dynamoBotCount -= this.count;
|
||
b.clearPermanentBots();
|
||
b.respawnBots();
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "dynamo-bot upgrade",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">dynamo-bot upgrade</a>`,
|
||
description: "<strong>convert</strong> your bots to <strong>dynamo-bots</strong><br>when it's near generate <strong>+24</strong> <strong class='color-f'>energy</strong> per second",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return tech.dynamoBotCount > 1 && !b.hasBotUpgrade()
|
||
},
|
||
requires: "2 or more dynamo bots and no other bot upgrade",
|
||
effect() {
|
||
tech.isDynamoBotUpgrade = true
|
||
b.convertBotsTo("dynamo-bot")
|
||
for (let i = 0; i < bullet.length; i++) {
|
||
if (bullet[i].botType === 'dynamo') bullet[i].isUpgraded = true
|
||
}
|
||
tech.setBotTechFrequency()
|
||
tech.setTechFrequency("dynamo-bot", 5)
|
||
},
|
||
remove() {
|
||
if (this.count) {
|
||
for (let i = 0; i < bullet.length; i++) {
|
||
if (bullet[i].botType === 'dynamo') bullet[i].isUpgraded = false
|
||
}
|
||
tech.setBotTechFrequency(1)
|
||
}
|
||
tech.isDynamoBotUpgrade = false
|
||
}
|
||
},
|
||
{
|
||
name: "perimeter defense",
|
||
description: "for each permanent <strong class='color-bot'>bot</strong><br><strong>+6%</strong> <strong class='color-defense'>defense</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return b.totalBots() > 1
|
||
},
|
||
requires: "at least 2 bots",
|
||
effect() {
|
||
tech.isBotArmor = true
|
||
},
|
||
remove() {
|
||
tech.isBotArmor = false
|
||
}
|
||
},
|
||
{
|
||
name: "network effect",
|
||
description: "for each permanent <strong class='color-bot'>bot</strong><br><strong>+6%</strong> <strong class='color-d'>damage</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return b.totalBots() > 1
|
||
},
|
||
requires: "at least 2 bots",
|
||
effect() {
|
||
tech.isBotDamage = true
|
||
},
|
||
remove() {
|
||
tech.isBotDamage = false
|
||
}
|
||
},
|
||
{
|
||
name: "bot fabrication",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">bot fabrication</a>`,
|
||
descriptionFunction() {
|
||
return `after you collect ${powerUps.orb.research(2 + Math.floor(0.1666 * b.totalBots()))}use them to build a<br>random <strong class='color-bot'>bot</strong> <em>(+1 cost every 5 bots)</em>`
|
||
},
|
||
// description: `if you collect ${powerUps.orb.research(2)}use them to build a<br>random <strong class='color-bot'>bot</strong> <em>(+1 cost every 5 bots)</em>`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return powerUps.research.count > 1 || build.isExperimentSelection
|
||
},
|
||
requires: "at least 2 research",
|
||
effect() {
|
||
tech.isRerollBots = true;
|
||
powerUps.research.changeRerolls(0)
|
||
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span> <span class='color-symbol'>=</span> 0`)
|
||
},
|
||
remove() {
|
||
tech.isRerollBots = false;
|
||
// this.description = `if you collect ${powerUps.orb.research(2 + Math.floor(0.2 * b.totalBots()))}use them to build a<br>random <strong class='color-bot'>bot</strong> <em>(+1 cost every 5 bots)</em>`
|
||
}
|
||
},
|
||
{
|
||
name: "ersatz bots",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Ersatz_good' class="link">ersatz bots</a>`,
|
||
description: "<strong>double</strong> your current permanent <strong class='color-bot'>bots</strong><br>remove <strong>all</strong> <strong class='color-g'>guns</strong> in your inventory",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
isBotTech: true,
|
||
// isNonRefundable: true,
|
||
isBadRandomOption: true,
|
||
numberOfGunsLost: 0,
|
||
allowed() {
|
||
return b.totalBots() > 3 && !build.isExperimentSelection
|
||
},
|
||
requires: "NOT EXPERIMENT MODE, at least 4 bots",
|
||
effect() {
|
||
this.numberOfGunsLost = b.inventory.length
|
||
b.removeAllGuns();
|
||
simulation.makeGunHUD();
|
||
//double bots
|
||
for (let i = 0; i < tech.nailBotCount; i++) b.nailBot();
|
||
tech.nailBotCount *= 2
|
||
for (let i = 0; i < tech.laserBotCount; i++) b.laserBot();
|
||
tech.laserBotCount *= 2
|
||
for (let i = 0; i < tech.foamBotCount; i++) b.foamBot();
|
||
tech.foamBotCount *= 2
|
||
for (let i = 0; i < tech.boomBotCount; i++) b.boomBot();
|
||
tech.boomBotCount *= 2
|
||
for (let i = 0; i < tech.orbitBotCount; i++) b.orbitBot();
|
||
tech.orbitBotCount *= 2
|
||
for (let i = 0; i < tech.dynamoBotCount; i++) b.dynamoBot();
|
||
tech.dynamoBotCount *= 2
|
||
for (let i = 0; i < tech.soundBotCount; i++) b.soundBot();
|
||
tech.soundBotCount *= 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.soundBotCount = Math.round(tech.soundBotCount / 2)
|
||
tech.boomBotCount = Math.round(tech.boomBotCount / 2)
|
||
tech.orbitBotCount = Math.round(tech.orbitBotCount / 2)
|
||
tech.dynamoBotCount = Math.round(tech.dynamoBotCount / 2)
|
||
tech.plasmaBotCount = Math.round(tech.plasmaBotCount / 2)
|
||
tech.missileBotCount = Math.round(tech.missileBotCount / 2)
|
||
b.clearPermanentBots();
|
||
b.respawnBots();
|
||
}
|
||
}
|
||
},
|
||
// {
|
||
// name: "robotics",
|
||
// description: `spawn <strong>2</strong> random <strong>bots</strong><br><strong>quadruple</strong> the <strong class='flicker'>frequency</strong> of finding <strong>bot</strong> <strong class='color-m'>tech</strong>`,
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 1,
|
||
// frequencyDefault: 1,
|
||
// isBotTech: true,
|
||
// allowed() {
|
||
// return b.totalBots() > 1 || build.isExperimentSelection
|
||
// },
|
||
// requires: "at least 2 bots",
|
||
// effect: () => {
|
||
// b.randomBot()
|
||
// b.randomBot()
|
||
// for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||
// if (tech.tech[i].isBotTech) tech.tech[i].frequency *= 4
|
||
// }
|
||
// },
|
||
// remove() {
|
||
// if (this.count > 0) {
|
||
// b.removeBot()
|
||
// b.removeBot()
|
||
// b.clearPermanentBots();
|
||
// b.respawnBots();
|
||
// for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||
// if (tech.tech[i].isBotTech) tech.tech[i].frequency = Math.ceil(tech.tech[i].frequency / 4)
|
||
// }
|
||
// }
|
||
// }
|
||
// },
|
||
{
|
||
name: "robotics",
|
||
description: `spawn <strong>2</strong> random <strong>bots</strong><br><strong class='color-m'>tech</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong> have <strong>+1</strong> bot <strong>choice</strong>`, //<strong class='color-m'>tech</strong> have an extra <strong>bot</strong> <strong class='color-m'>tech</strong> option
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return b.totalBots() > 1
|
||
},
|
||
requires: "at least 2 bots",
|
||
effect() {
|
||
tech.isExtraBotOption = true
|
||
for (let i = 0; i < 2; i++) b.randomBot()
|
||
},
|
||
remove() {
|
||
if (this.count > 0) {
|
||
for (let i = 0; i < 2; i++) b.removeBot()
|
||
b.clearPermanentBots();
|
||
b.respawnBots();
|
||
}
|
||
tech.isExtraBotOption = false
|
||
}
|
||
},
|
||
{
|
||
name: "open-source", //digital fabricator
|
||
description: `spawn <strong>3</strong> random <strong>bots</strong><br><strong>triple</strong> the <strong class='flicker'>frequency</strong> of finding <strong>bot</strong> <strong class='color-m'>tech</strong>`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
frequencyDefault: 0,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return tech.isExtraBotOption
|
||
},
|
||
requires: "robotics",
|
||
effect() {
|
||
for (let i = 0; i < 3; i++) b.randomBot()
|
||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||
if (tech.tech[i].isBotTech) tech.tech[i].frequency *= 3
|
||
}
|
||
},
|
||
remove() {
|
||
if (this.count > 0) {
|
||
for (let i = 0; i < 3; i++) b.removeBot()
|
||
b.clearPermanentBots();
|
||
b.respawnBots();
|
||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||
if (tech.tech[i].isBotTech) tech.tech[i].frequency = Math.ceil(tech.tech[i].frequency / 3)
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "decorrelation",
|
||
description: "if your <strong class='color-g'>gun</strong> or <strong class='color-f'>field</strong> are unused for <strong>2</strong> seconds<br><strong>+70%</strong> <strong class='color-defense'>defense</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isRewindField
|
||
},
|
||
requires: "not retrocausality",
|
||
effect() {
|
||
tech.isNoFireDefense = true
|
||
},
|
||
remove() {
|
||
tech.isNoFireDefense = false
|
||
}
|
||
},
|
||
{
|
||
name: "anticorrelation",
|
||
description: "if your <strong class='color-g'>gun</strong> or <strong class='color-f'>field</strong> are unused for <strong>2</strong> seconds<br><strong>+100%</strong> <strong class='color-d'>damage</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isRewindField
|
||
},
|
||
requires: "not retrocausality",
|
||
effect() {
|
||
tech.isNoFireDamage = true
|
||
},
|
||
remove() {
|
||
tech.isNoFireDamage = false
|
||
}
|
||
},
|
||
{
|
||
name: "mass driver",
|
||
description: "<strong>+300%</strong> <strong class='color-block'>block</strong> collision <strong class='color-d'>damage</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return m.fieldMode !== 9 && !tech.isTokamak
|
||
},
|
||
requires: "not wormhole, tokamak",
|
||
effect() {
|
||
tech.blockDamage = 0.3
|
||
},
|
||
remove() {
|
||
tech.blockDamage = 0.075
|
||
}
|
||
},
|
||
{
|
||
name: "inflation",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Inflation_(cosmology)' class="link">inflation</a>`,
|
||
description: "if <strong>holding</strong> a <strong class='color-block'>block</strong> <strong>+90%</strong> <strong class='color-defense'>defense</strong><br>after <strong>throwing</strong> a <strong class='color-block'>block</strong> it expands <strong>200%</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return (tech.blockDamage > 0.075 || tech.isPrinter) && m.fieldMode !== 8 && m.fieldMode !== 9 && !tech.isTokamak
|
||
},
|
||
requires: "mass driver, not pilot wave, tokamak, wormhole",
|
||
effect() {
|
||
tech.isAddBlockMass = true
|
||
},
|
||
remove() {
|
||
tech.isAddBlockMass = false
|
||
}
|
||
},
|
||
{
|
||
name: "restitution",
|
||
description: "<strong>+150%</strong> <strong class='color-block'>block</strong> collision <strong class='color-d'>damage</strong><br>after <strong>throwing</strong> a <strong class='color-block'>block</strong> it becomes very <strong>bouncy</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return (tech.blockDamage > 0.075 || tech.isPrinter) && m.fieldUpgrades[m.fieldMode].name !== "pilot wave" && m.fieldUpgrades[m.fieldMode].name !== "wormhole" && !tech.isTokamak
|
||
},
|
||
requires: "mass driver, not pilot wave, tokamak, wormhole",
|
||
effect() {
|
||
tech.isBlockRestitution = true
|
||
},
|
||
remove() {
|
||
tech.isBlockRestitution = false
|
||
}
|
||
},
|
||
{
|
||
name: "flywheel",
|
||
description: "<strong>+150%</strong> <strong class='color-block'>block</strong> collision <strong class='color-d'>damage</strong><br>after a mob <strong>dies</strong> its <strong class='color-block'>block</strong> is <strong>flung</strong> at mobs",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return (tech.blockDamage > 0.075 || tech.isPrinter) && !tech.nailsDeathMob && !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.iceIXOnDeath
|
||
},
|
||
requires: "mass driver, no other mob death tech",
|
||
effect() {
|
||
tech.isMobBlockFling = true
|
||
},
|
||
remove() {
|
||
tech.isMobBlockFling = false
|
||
}
|
||
},
|
||
// {
|
||
// name: "fermions",
|
||
// description: "<strong class='color-block'>blocks</strong> thrown by you or <strong>pilot wave</strong> will<br><strong>collide</strong> with <strong>intangible</strong> mobs, but not you",
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 2,
|
||
// frequencyDefault: 2,
|
||
// allowed() {
|
||
// return (tech.blockDamage > 0.075 || m.fieldMode === 8) && !tech.isTokamak
|
||
// },
|
||
// requires: "mass driver or pilot wave, not tokamak",
|
||
// effect() {
|
||
// tech.isBlockBullets = true
|
||
// },
|
||
// remove() {
|
||
// tech.isBlockBullets = false
|
||
// }
|
||
// },
|
||
{
|
||
name: "buckling",
|
||
descriptionFunction() {
|
||
return `if a <strong class='color-block'>block</strong> you threw kills a mob<br>spawn either ${powerUps.orb.coupling(1)}, ${powerUps.orb.boost(1)}, ${powerUps.orb.heal()}, ${powerUps.orb.ammo()}, or ${powerUps.orb.research(1)}`
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return (tech.blockDamage > 0.075 || tech.isPrinter) && m.fieldUpgrades[m.fieldMode].name !== "pilot wave" && !tech.isTokamak
|
||
},
|
||
requires: "mass driver, not pilot wave, tokamak",
|
||
effect() {
|
||
tech.isBlockPowerUps = true
|
||
},
|
||
remove() {
|
||
tech.isBlockPowerUps = false
|
||
}
|
||
},
|
||
{
|
||
name: "NOR gate",
|
||
description: "if <strong>flip-flop</strong> is <strong class='color-flop'>OFF</strong><br>become <strong>invulnerable</strong> to your next collision",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return tech.isFlipFlop
|
||
},
|
||
requires: "flip-flop",
|
||
effect() {
|
||
tech.isFlipFlopHarm = true //do you have this tech
|
||
},
|
||
remove() {
|
||
tech.isFlipFlopHarm = false
|
||
}
|
||
},
|
||
{
|
||
name: "shape-memory alloy",
|
||
descriptionFunction() {
|
||
return `if <strong>flip-flop</strong> is <strong class='color-flop'>ON</strong><br><strong>+400</strong> maximum <strong class='color-h'>health</strong> and <strong>+100%</strong> ${powerUps.orb.heal()} effect`
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return tech.isFlipFlop
|
||
},
|
||
requires: "flip-flop",
|
||
effect() {
|
||
tech.isFlipFlopHealth = true;
|
||
m.setMaxHealth();
|
||
for (let i = 0; i < powerUp.length; i++) {
|
||
if (powerUp[i].name === "heal") {
|
||
const oldSize = powerUp[i].size
|
||
powerUp[i].size = powerUps.heal.size() //update current heals
|
||
const scale = powerUp[i].size / oldSize
|
||
Matter.Body.scale(powerUp[i], scale, scale); //grow
|
||
}
|
||
}
|
||
},
|
||
remove() {
|
||
tech.isFlipFlopHealth = false;
|
||
m.setMaxHealth();
|
||
for (let i = 0; i < powerUp.length; i++) {
|
||
if (powerUp[i].name === "heal") {
|
||
const oldSize = powerUp[i].size
|
||
powerUp[i].size = powerUps.heal.size() //update current heals
|
||
const scale = powerUp[i].size / oldSize
|
||
Matter.Body.scale(powerUp[i], scale, scale); //grow
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "flip-flop",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Flip-flop_(electronics)' class="link">flip-flop</a>`,
|
||
description: `toggle <strong class="color-flop">ON</strong> and <strong class="color-flop">OFF</strong> after a <strong>collision</strong><br>unlock advanced <strong class='color-m'>tech</strong> that runs if <strong class="color-flop">ON</strong>`,
|
||
nameInfo: "<span id = 'tech-flip-flop'></span>",
|
||
addNameInfo() {
|
||
setTimeout(function () {
|
||
if (document.getElementById("tech-flip-flop")) {
|
||
if (tech.isFlipFlopOn) {
|
||
document.getElementById("tech-flip-flop").innerHTML = ` = <strong>ON</strong>`
|
||
m.eyeFillColor = m.fieldMeterColor //'#5af'
|
||
} else {
|
||
document.getElementById("tech-flip-flop").innerHTML = ` = <strong>OFF</strong>`
|
||
m.eyeFillColor = "transparent"
|
||
}
|
||
}
|
||
}, 100);
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isRelay
|
||
},
|
||
requires: "not relay switch",
|
||
effect() {
|
||
tech.isFlipFlop = true //do you have this tech?
|
||
if (!tech.isFlipFlopOn) {
|
||
tech.isFlipFlopOn = true //what is the state of flip-Flop?
|
||
}
|
||
// if (!m.isShipMode) {
|
||
// m.skin.flipFlop()
|
||
// }
|
||
},
|
||
remove() {
|
||
tech.isFlipFlop = false
|
||
if (tech.isFlipFlopOn) {
|
||
tech.isFlipFlopOn = false //what is the state of flip-Flop?
|
||
}
|
||
m.eyeFillColor = 'transparent'
|
||
// m.resetSkin();
|
||
}
|
||
},
|
||
{
|
||
name: "NAND gate",
|
||
description: "if <strong class='color-flop'>ON</strong><br><strong>+55.5%</strong> <strong class='color-d'>damage</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return tech.isFlipFlop || tech.isRelay
|
||
},
|
||
requires: "ON/OFF tech",
|
||
effect() {
|
||
tech.isFlipFlopDamage = true;
|
||
},
|
||
remove() {
|
||
tech.isFlipFlopDamage = false;
|
||
}
|
||
},
|
||
{
|
||
name: "integrated circuit",
|
||
description: "if <strong class='color-flop'>ON</strong> <strong>+7</strong> power up <strong>choices</strong><br>if <strong class='color-flop'>OFF</strong> <strong>-1</strong> power up <strong>choices</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return (tech.isFlipFlop || tech.isRelay) && !tech.isDeterminism
|
||
},
|
||
requires: "ON/OFF tech, not determinism",
|
||
effect() {
|
||
tech.isFlipFlopChoices = true //do you have this tech
|
||
},
|
||
remove() {
|
||
tech.isFlipFlopChoices = false
|
||
}
|
||
},
|
||
{
|
||
name: "transistor",
|
||
description: "if <strong class='color-flop'>ON</strong> generate <strong>+20</strong> <strong class='color-f'>energy</strong> per second<br>if <strong class='color-flop'>OFF</strong> drain <strong>-1</strong> <strong class='color-f'>energy</strong> per second",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return tech.isFlipFlop || tech.isRelay
|
||
},
|
||
requires: "ON/OFF tech",
|
||
effect() {
|
||
tech.isFlipFlopEnergy = true;
|
||
},
|
||
remove() {
|
||
tech.isFlipFlopEnergy = false;
|
||
}
|
||
},
|
||
// {
|
||
// name: "decoupling",
|
||
// link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Decoupling_(cosmology)' class="link">decoupling</a>`,
|
||
// descriptionFunction() {
|
||
// //<span style = 'font-size:80%;'>(${ m.couplingDescription(this.bonus)})</span>
|
||
// return `if <strong class='color-flop'>ON</strong> <strong>+5</strong> <strong class='color-coupling'>coupling</strong><br>if <strong class='color-flop'>OFF</strong> a dangerous particle slowly <strong>chases</strong> you`
|
||
// },
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 3,
|
||
// frequencyDefault: 3,
|
||
// bonus: 5, //coupling given
|
||
// allowed() {
|
||
// return tech.isFlipFlop || tech.isRelay
|
||
// },
|
||
// requires: "ON/OFF tech",
|
||
// effect() {
|
||
// tech.isFlipFlopCoupling = true;
|
||
// if (tech.isFlipFlopOn) {
|
||
// m.couplingChange(this.bonus)
|
||
// } else {
|
||
// for (let i = 0; i < mob.length; i++) {
|
||
// if (mob[i].isDecoupling) mob[i].alive = false //remove WIMP
|
||
// }
|
||
// spawn.WIMP()
|
||
// mob[mob.length - 1].isDecoupling = true //so you can find it to remove
|
||
// }
|
||
// },
|
||
// remove() {
|
||
// tech.isFlipFlopCoupling = false;
|
||
// if (this.count) {
|
||
// if (tech.isFlipFlop || tech.isRelay) {
|
||
// if (tech.isFlipFlopOn) {
|
||
// m.couplingChange(-this.bonus)
|
||
// } else {
|
||
// for (let i = 0; i < mob.length; i++) {
|
||
// if (mob[i].isDecoupling) mob[i].alive = false //remove WIMP
|
||
// }
|
||
// }
|
||
// }
|
||
// }
|
||
// }
|
||
// },
|
||
{
|
||
name: "relay switch",
|
||
description: `toggle <strong class="color-flop">ON</strong> and <strong class="color-flop">OFF</strong> after picking up a <strong>power up</strong><br>unlock advanced <strong class='color-m'>tech</strong> that runs if <strong class="color-flop">ON</strong>`,
|
||
nameInfo: "<span id = 'tech-switch'></span>",
|
||
addNameInfo() {
|
||
setTimeout(function () {
|
||
if (document.getElementById("tech-switch")) {
|
||
if (tech.isFlipFlopOn) {
|
||
document.getElementById("tech-switch").innerHTML = ` = <strong>ON</strong>`
|
||
m.eyeFillColor = m.fieldMeterColor //'#5af'
|
||
} else {
|
||
document.getElementById("tech-switch").innerHTML = ` = <strong>OFF</strong>`
|
||
m.eyeFillColor = "transparent"
|
||
}
|
||
}
|
||
}, 100);
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isFlipFlop
|
||
},
|
||
requires: "not flip-flop",
|
||
effect() {
|
||
m.isAltSkin = true
|
||
tech.isRelay = true //do you have this tech?
|
||
if (!tech.isFlipFlopOn) {
|
||
tech.isFlipFlopOn = true //what is the state of flip-Flop?
|
||
}
|
||
// if (!m.isShipMode) {
|
||
// m.skin.flipFlop()
|
||
// }
|
||
},
|
||
remove() {
|
||
tech.isRelay = false
|
||
if (tech.isFlipFlopOn) {
|
||
tech.isFlipFlopOn = false //what is the state of flip-Flop?
|
||
}
|
||
m.eyeFillColor = 'transparent'
|
||
// m.resetSkin();
|
||
}
|
||
},
|
||
{
|
||
name: "lithium-ion",
|
||
description: "if <strong>relay switch</strong> is <strong class='color-flop'>ON</strong><br><strong>+300</strong> maximum <strong class='color-f'>energy</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return tech.isRelay
|
||
},
|
||
requires: "relay switch",
|
||
effect() {
|
||
tech.isRelayEnergy = true
|
||
m.setMaxEnergy()
|
||
},
|
||
remove() {
|
||
tech.isRelayEnergy = false
|
||
m.setMaxEnergy()
|
||
}
|
||
},
|
||
{
|
||
name: "thermocouple",
|
||
description: "if <strong>relay switch</strong> is <strong class='color-flop'>ON</strong><br>condense <strong>4-13</strong> <strong class='color-s'>ice IX</strong> crystals per second",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return tech.isRelay
|
||
},
|
||
requires: "relay switch",
|
||
effect() {
|
||
tech.relayIce++
|
||
},
|
||
remove() {
|
||
tech.relayIce = 0
|
||
}
|
||
},
|
||
{
|
||
name: "first derivative",
|
||
descriptionFunction() {
|
||
return `while your <strong>first</strong> <strong class='color-g'>gun</strong> is equipped<br><strong>+15%</strong> <strong class='color-defense'>defense</strong> per <strong class='color-g'>gun</strong> <em>(${(100 * (1 - 0.85 ** b.inventory.length)).toFixed(0)}%)</em>`
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.isFirstDer = true
|
||
},
|
||
remove() {
|
||
tech.isFirstDer = false;
|
||
}
|
||
},
|
||
{
|
||
name: "MACHO",
|
||
description: "a massive but compact object slowly follows you<br>if you are inside the <strong>MACHO</strong> <strong>+60%</strong> <strong class='color-defense'>defense</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.isMACHO = true; //this harm reduction comes from the particle toggling tech.isHarmMACHO
|
||
spawn.MACHO()
|
||
},
|
||
remove() {
|
||
tech.isMACHO = false;
|
||
tech.isHarmMACHO = false;
|
||
for (let i = 0, len = mob.length; i < len; i++) {
|
||
if (mob[i].isMACHO) mob[i].alive = false;
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "axion",
|
||
description: "while inside the <strong>MACHO</strong><br><strong class='color-defense'>defense</strong> increases <strong class='color-d'>damage</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isMACHO
|
||
},
|
||
requires: "MACHO",
|
||
effect() {
|
||
tech.isAxion = true
|
||
},
|
||
remove() {
|
||
tech.isAxion = false
|
||
}
|
||
},
|
||
{
|
||
name: "dark star",
|
||
description: "mobs inside the <strong>MACHO</strong> are <strong class='color-d'>damaged</strong><br>increase <strong>MACHO</strong> radius by <strong>15%</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isMACHO
|
||
},
|
||
requires: "MACHO",
|
||
effect() {
|
||
tech.isDarkStar = true
|
||
},
|
||
remove() {
|
||
tech.isDarkStar = false
|
||
}
|
||
},
|
||
{
|
||
name: "ablative drones",
|
||
description: "after losing <strong class='color-h'>health</strong> there is a chance<br>to rebuild your broken parts as <strong>drones</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed: () => true,
|
||
requires: "",
|
||
effect() {
|
||
tech.isDroneOnDamage = true;
|
||
// for (let i = 0; i < 4; i++) b.drone()
|
||
},
|
||
remove() {
|
||
tech.isDroneOnDamage = false;
|
||
}
|
||
},
|
||
{
|
||
name: "non-Newtonian armor",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Non-Newtonian_fluid' class="link">non-Newtonian armor</a>`,
|
||
description: "after mob collisions<br><strong>+66%</strong> <strong class='color-defense'>defense</strong> for <strong>10</strong> seconds",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.isHarmArmor = true;
|
||
},
|
||
remove() {
|
||
tech.isHarmArmor = false;
|
||
}
|
||
},
|
||
{
|
||
name: "Pauli exclusion",
|
||
description: `after mob collisions<br>become <strong>invulnerable</strong> for <strong>+3.5</strong> seconds`,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
m.collisionImmuneCycles += 210;
|
||
if (m.immuneCycle < m.cycle + m.collisionImmuneCycles) m.immuneCycle = m.cycle + m.collisionImmuneCycles; //player is immune to damage
|
||
},
|
||
remove() {
|
||
m.collisionImmuneCycles = 30;
|
||
}
|
||
},
|
||
{
|
||
name: "spin–statistics theorem",
|
||
description: `every <strong>7</strong> seconds<br>become <strong>invulnerable</strong> for <strong>+1.9</strong> seconds`,
|
||
maxCount: 3,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true //m.collisionImmuneCycles > 30
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.cyclicImmunity += 114;
|
||
},
|
||
remove() {
|
||
tech.cyclicImmunity = 0;
|
||
}
|
||
},
|
||
{
|
||
name: "refrigerant",
|
||
descriptionFunction() {
|
||
return `after losing at least <strong>5%</strong> ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"}<br><strong class='color-s'>freeze</strong> all mobs for <strong>7</strong> seconds`
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.isHarmFreeze = true;
|
||
},
|
||
remove() {
|
||
tech.isHarmFreeze = false;
|
||
}
|
||
},
|
||
// {
|
||
// name: "clock gating",
|
||
// description: `after losing <strong class='color-h'>health</strong> <strong>slow</strong> <strong>time</strong> by <strong>50%</strong><br><strong>+20%</strong> <strong class='color-defense'>defense</strong>`,
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 1,
|
||
// frequencyDefault: 1,
|
||
// allowed() {
|
||
// return simulation.fpsCapDefault > 45
|
||
// },
|
||
// requires: "FPS above 45",
|
||
// effect() {
|
||
// tech.isSlowFPS = true;
|
||
// },
|
||
// remove() {
|
||
// tech.isSlowFPS = false;
|
||
// }
|
||
// },
|
||
|
||
{
|
||
name: "piezoelectricity",
|
||
description: "if you <strong>collide</strong> with a mob<br>generate <strong>+2048</strong> <strong class='color-f'>energy</strong>", //<br>reduce <strong class='color-defense'>defense</strong> by <strong>15%</strong>
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isEnergyHealth
|
||
},
|
||
requires: "not mass-energy",
|
||
effect() {
|
||
tech.isPiezo = true;
|
||
// if (simulation.isTextLogOpen) m.energy += 20.48;
|
||
},
|
||
remove() {
|
||
tech.isPiezo = false;
|
||
}
|
||
},
|
||
{
|
||
name: "ground state",
|
||
description: "<strong>+266</strong> maximum <strong class='color-f'>energy</strong><br><strong>–33%</strong> passive <strong class='color-f'>energy</strong> generation",
|
||
// description: "reduce <strong class='color-defense'>defense</strong> by <strong>66%</strong><br>you <strong>no longer</strong> passively regenerate <strong class='color-f'>energy</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isTimeCrystals
|
||
},
|
||
requires: "not time crystals",
|
||
effect() {
|
||
tech.isGroundState = true
|
||
m.setFieldRegen()
|
||
m.setMaxEnergy()
|
||
},
|
||
remove() {
|
||
tech.isGroundState = false
|
||
m.setFieldRegen()
|
||
m.setMaxEnergy()
|
||
}
|
||
},
|
||
{
|
||
name: "heat engine",
|
||
description: `<strong>+50%</strong> <strong class='color-d'>damage</strong><br><strong>–50</strong> maximum <strong class='color-f'>energy</strong>`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed: () => true,
|
||
requires: "not CPT",
|
||
damage: 1.5,
|
||
effect() {
|
||
tech.damage *= this.damage
|
||
tech.isMaxEnergyTech = true;
|
||
m.setMaxEnergy()
|
||
},
|
||
remove() {
|
||
if (this.count) tech.damage /= this.damage
|
||
tech.isMaxEnergyTech = false;
|
||
m.setMaxEnergy()
|
||
}
|
||
},
|
||
{
|
||
name: "exothermic process",
|
||
description: "<strong>+50%</strong> <strong class='color-d'>damage</strong><br>after mobs <strong>die</strong> <strong>–20%</strong> <strong class='color-f'>energy</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
damage: 1.55,
|
||
effect() {
|
||
tech.damage *= this.damage
|
||
tech.isEnergyLoss = true;
|
||
},
|
||
remove() {
|
||
if (this.count) tech.damage /= this.damage
|
||
tech.isEnergyLoss = false;
|
||
}
|
||
},
|
||
{
|
||
name: "Gibbs free energy",
|
||
description: `for each <strong class='color-f'>energy</strong> below <strong>100</strong><br><strong>+0.7%</strong> <strong class='color-d'>damage</strong>`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed: () => true,
|
||
requires: "",
|
||
effect() {
|
||
tech.isLowEnergyDamage = true;
|
||
},
|
||
remove() {
|
||
tech.isLowEnergyDamage = false;
|
||
}
|
||
},
|
||
{
|
||
name: "overcharge",
|
||
description: "<strong>+66</strong> maximum <strong class='color-f'>energy</strong><br><strong>+6%</strong> <strong class='color-junk'>JUNK</strong> to <strong class='color-m'>tech</strong> pool",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.bonusEnergy += 0.66
|
||
m.setMaxEnergy()
|
||
this.refundAmount += tech.addJunkTechToPool(0.06)
|
||
},
|
||
refundAmount: 0,
|
||
remove() {
|
||
tech.bonusEnergy = 0;
|
||
m.setMaxEnergy()
|
||
if (this.count > 0 && this.refundAmount > 0) {
|
||
tech.removeJunkTechFromPool(this.refundAmount)
|
||
this.refundAmount = 0
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "Maxwells demon",
|
||
description: "<strong class='color-f'>energy</strong> above max decays by <strong style = 'text-decoration: line-through;'>30%</strong> <strong>1%</strong> per second<br><strong>+5%</strong> <strong class='color-junk'>JUNK</strong> to <strong class='color-m'>tech</strong> pool",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.energy > m.maxEnergy || build.isExperimentSelection
|
||
},
|
||
requires: "energy above your max",
|
||
effect() {
|
||
tech.overfillDrain = 0.99 //70% = 1-(1-0.75)/(1-0.15) //92% = 1-(1-0.75)/(1-0.87)
|
||
this.refundAmount += tech.addJunkTechToPool(0.05)
|
||
},
|
||
refundAmount: 0,
|
||
remove() {
|
||
tech.overfillDrain = 0.7
|
||
if (this.count > 0 && this.refundAmount > 0) {
|
||
tech.removeJunkTechFromPool(this.refundAmount)
|
||
this.refundAmount = 0
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "inductive charging",
|
||
description: "if <strong>crouched</strong> <strong>+600%</strong> passive <strong class='color-f'>energy</strong> generation<br>if not <strong>crouched</strong> <strong class='color-f'>energy</strong> generation is disabled",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isDamageAfterKillNoRegen
|
||
},
|
||
requires: "not parasitism",
|
||
effect() {
|
||
tech.isCrouchRegen = true; //only used to check for requirements
|
||
m.regenEnergy = function () {
|
||
if (m.immuneCycle < m.cycle && m.crouch && m.fieldCDcycle < m.cycle) m.energy += 7 * m.fieldRegen;
|
||
if (m.energy < 0) m.energy = 0
|
||
}
|
||
},
|
||
remove() {
|
||
tech.isCrouchRegen = false;
|
||
m.regenEnergy = m.regenEnergyDefault
|
||
}
|
||
},
|
||
{
|
||
name: "energy conservation",
|
||
description: "<strong>4%</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 += 0.04;
|
||
},
|
||
remove() {
|
||
tech.energySiphon = 0;
|
||
}
|
||
},
|
||
{
|
||
name: "parasitism",
|
||
description: "if a mob has <strong>died</strong> in the last <strong>5 seconds</strong><br><strong>+83%</strong> <strong class='color-d'>damage</strong>, inhibit <strong class='color-f'>energy</strong> generation",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isCrouchRegen
|
||
},
|
||
requires: "not inductive charging",
|
||
effect() {
|
||
tech.isDamageAfterKillNoRegen = true;
|
||
m.regenEnergy = function () {
|
||
if (m.immuneCycle < m.cycle && (m.lastKillCycle + 300 < m.cycle) && m.fieldCDcycle < m.cycle) m.energy += m.fieldRegen;
|
||
if (m.energy < 0) m.energy = 0
|
||
}
|
||
},
|
||
remove() {
|
||
if (this.count) m.regenEnergy = m.regenEnergyDefault
|
||
tech.isDamageAfterKillNoRegen = false;
|
||
}
|
||
},
|
||
{
|
||
name: "waste heat recovery",
|
||
description: "if a mob has <strong>died</strong> in the last <strong>5 seconds</strong><br>generate <strong>5%</strong> of max <strong class='color-f'>energy</strong> per second",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.isEnergyRecovery = true;
|
||
},
|
||
remove() {
|
||
tech.isEnergyRecovery = false;
|
||
}
|
||
},
|
||
{
|
||
name: "recycling",
|
||
description: "if a mob has <strong>died</strong> in the last <strong>5 seconds</strong><br>recover <strong>0.5%</strong> of max <strong class='color-h'>health</strong> per second",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isHealTech: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.isHealthRecovery = true;
|
||
},
|
||
remove() {
|
||
tech.isHealthRecovery = false;
|
||
}
|
||
},
|
||
{
|
||
name: "torpor",
|
||
description: "if a mob has <strong>not died</strong> in the last <strong>5 seconds</strong><br><strong>+66%</strong> <strong class='color-defense'>defense</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.isHarmReduceNoKill = true;
|
||
},
|
||
remove() {
|
||
tech.isHarmReduceNoKill = false;
|
||
}
|
||
},
|
||
{
|
||
name: "homeostasis",
|
||
descriptionFunction() {
|
||
return `for each <strong class='color-h'>health</strong> below <strong>100</strong><br><strong>+0.8%</strong> <strong class='color-defense'>defense</strong> <em>(${(100 * (Math.max(0, 1 - m.health) * 0.8)).toFixed(0)}%)</em>`
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return m.health < 0.6 || build.isExperimentSelection
|
||
},
|
||
requires: "health below 60",
|
||
effect() {
|
||
tech.isLowHealthDefense = true;
|
||
},
|
||
remove() {
|
||
tech.isLowHealthDefense = false;
|
||
}
|
||
},
|
||
{
|
||
name: "negative feedback",
|
||
descriptionFunction() {
|
||
return `for each ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"} below <strong>100</strong><br><strong>+0.7%</strong> <strong class='color-d'>damage</strong> <em>(${(70 * Math.max(0, 1 - (tech.isEnergyHealth ? m.energy : m.health))).toFixed(0)}%)</em>`
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return m.health < 0.6 || build.isExperimentSelection
|
||
},
|
||
requires: "health below 60",
|
||
effect() {
|
||
tech.isLowHealthDmg = true; //used in mob.damage()
|
||
},
|
||
remove() {
|
||
tech.isLowHealthDmg = false;
|
||
}
|
||
},
|
||
{
|
||
name: "Zenos paradox",
|
||
descriptionFunction() {
|
||
return `<strong>+85%</strong> <strong class='color-defense'>defense</strong><br><strong>–5%</strong> of current ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"} every <strong>5</strong> seconds`
|
||
},
|
||
// description: "<strong>+85%</strong> <strong class='color-defense'>defense</strong><br><strong>–5%</strong> of current <strong class='color-h'>health</strong> every <strong>5</strong> seconds",
|
||
// description: "every <strong>5</strong> seconds remove <strong>1/10</strong> of your <strong class='color-h'>health</strong><br>reduce <strong class='color-defense'>defense</strong> by <strong>90%</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.isZeno = true;
|
||
},
|
||
remove() {
|
||
tech.isZeno = false;
|
||
}
|
||
},
|
||
{
|
||
name: "antiscience",
|
||
descriptionFunction() {
|
||
return `<strong>–10</strong> ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"} after picking up a <strong class='color-m'>tech</strong><br><strong>+66%</strong> <strong class='color-d'>damage</strong>`
|
||
},
|
||
// description: "<strong>+66%</strong> <strong class='color-d'>damage</strong><br><strong>–10</strong> <strong class='color-h'>health</strong> after picking up a <strong class='color-m'>tech</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
damage: 1.66,
|
||
effect() {
|
||
tech.damage *= this.damage
|
||
tech.isTechDamage = true;
|
||
},
|
||
remove() {
|
||
if (this.count) tech.damage /= this.damage
|
||
tech.isTechDamage = false;
|
||
}
|
||
},
|
||
{
|
||
name: "ergodicity",
|
||
descriptionFunction() {
|
||
return `${powerUps.orb.heal()} have <strong>-50%</strong> effect<br><strong>+66%</strong> <strong class='color-d'>damage</strong>`
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
damage: 1.66,
|
||
effect() {
|
||
tech.damage *= this.damage
|
||
tech.isHalfHeals = true;
|
||
for (let i = 0; i < powerUp.length; i++) {
|
||
if (powerUp[i].name === "heal") {
|
||
const scale = Math.sqrt(0.5)
|
||
powerUp[i].size *= scale
|
||
Matter.Body.scale(powerUp[i], scale, scale); //grow
|
||
}
|
||
}
|
||
},
|
||
remove() {
|
||
if (this.count) {
|
||
tech.damage /= this.damage
|
||
for (let i = 0; i < powerUp.length; i++) {
|
||
if (powerUp[i].name === "heal") {
|
||
const scale = 1 / Math.sqrt(0.5)
|
||
powerUp[i].size *= scale
|
||
Matter.Body.scale(powerUp[i], scale, scale); //grow
|
||
}
|
||
}
|
||
}
|
||
tech.isHalfHeals = false;
|
||
}
|
||
},
|
||
{
|
||
name: "fluoroantimonic acid",
|
||
description: "if your <strong class='color-h'>health</strong> is above <strong>100</strong><br><strong>+35%</strong> <strong class='color-d'>damage</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.maxHealth > 1;
|
||
},
|
||
requires: "max health above 100",
|
||
effect() {
|
||
tech.isAcidDmg = true;
|
||
},
|
||
remove() {
|
||
tech.isAcidDmg = false;
|
||
}
|
||
},
|
||
{
|
||
name: "induction brake",
|
||
descriptionFunction() {
|
||
return `after using ${powerUps.orb.heal()} <strong class='color-s'>slow</strong> nearby mobs for <strong>15</strong> seconds<br>spawn ${powerUps.orb.heal(4)}`
|
||
},
|
||
// description: `after using ${powerUps.orb.heal()} <strong class='color-s'>slow</strong> nearby mobs for <strong>15</strong> seconds<br>spawn ${powerUps.orb.heal(4)}`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isPerfectBrake
|
||
},
|
||
requires: "not eddy current brake",
|
||
effect() {
|
||
tech.isHealBrake = true;
|
||
for (let i = 0; i < 4; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "heal");
|
||
},
|
||
remove() {
|
||
tech.isHealBrake = false;
|
||
}
|
||
},
|
||
{
|
||
name: "adiabatic healing",
|
||
descriptionFunction() {
|
||
return `${powerUps.orb.heal()} have <strong>+100%</strong> effect<br><strong>+4%</strong> <strong class='color-junk'>JUNK</strong> to <strong class='color-m'>tech</strong> pool`
|
||
},
|
||
maxCount: 3,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isHealTech: true,
|
||
allowed() {
|
||
return (m.health / m.maxHealth) < 0.7 || build.isExperimentSelection
|
||
},
|
||
requires: "under 70% health",
|
||
effect() {
|
||
tech.largerHeals++;
|
||
for (let i = 0; i < powerUp.length; i++) {
|
||
if (powerUp[i].name === "heal") {
|
||
const oldSize = powerUp[i].size
|
||
powerUp[i].size = powerUps.heal.size() //update current heals
|
||
const scale = powerUp[i].size / oldSize
|
||
Matter.Body.scale(powerUp[i], scale, scale); //grow
|
||
}
|
||
}
|
||
this.refundAmount += tech.addJunkTechToPool(0.04)
|
||
},
|
||
refundAmount: 0,
|
||
remove() {
|
||
tech.largerHeals = 1;
|
||
for (let i = 0; i < powerUp.length; i++) {
|
||
if (powerUp[i].name === "heal") {
|
||
const oldSize = powerUp[i].size
|
||
powerUp[i].size = powerUps.heal.size() //update current heals
|
||
const scale = powerUp[i].size / oldSize
|
||
Matter.Body.scale(powerUp[i], scale, scale); //grow
|
||
}
|
||
}
|
||
if (this.count > 0 && this.refundAmount > 0) {
|
||
tech.removeJunkTechFromPool(this.refundAmount)
|
||
this.refundAmount = 0
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "quenching",
|
||
descriptionFunction() {
|
||
return `after over healing from ${powerUps.orb.heal()}<br>gain max <strong class='color-h'>health</strong> and lose current <strong class='color-h'>health</strong>`
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isHealTech: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.isOverHeal = true;
|
||
},
|
||
remove() {
|
||
tech.isOverHeal = false;
|
||
}
|
||
},
|
||
{
|
||
name: "accretion",
|
||
descriptionFunction() {
|
||
return `${powerUps.orb.heal(1)} follow you, even between levels<br>spawn ${powerUps.orb.heal(5)}`
|
||
},
|
||
// description: `${powerUps.orb.heal(1)} follow you, even between levels<br>spawn ${powerUps.orb.heal(5)}`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isHealTech: true,
|
||
allowed() {
|
||
return m.fieldMode !== 9
|
||
},
|
||
requires: "not wormhole",
|
||
effect() {
|
||
tech.isHealAttract = true
|
||
powerUps.setPowerUpMode();
|
||
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "heal");
|
||
},
|
||
remove() {
|
||
tech.isHealAttract = false
|
||
powerUps.setPowerUpMode();
|
||
},
|
||
},
|
||
{
|
||
name: "self-assembly",
|
||
descriptionFunction() {
|
||
return `at the start of each <strong>level</strong><br>for every <strong>25%</strong> missing ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"} spawn ${powerUps.orb.heal()}`
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isHealTech: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.isHealLowHealth = true;
|
||
},
|
||
remove() {
|
||
tech.isHealLowHealth = false;
|
||
}
|
||
},
|
||
{
|
||
name: "enthalpy",
|
||
descriptionFunction() {
|
||
return `doing <strong class='color-d'>damage</strong> has a small chance to spawn ${powerUps.orb.heal(1)}` //<br><strong>–10%</strong> <strong class='color-defense'>defense</strong>
|
||
},
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isHealTech: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.healthDrain += 0.023;
|
||
},
|
||
remove() {
|
||
tech.healthDrain = 0;
|
||
}
|
||
},
|
||
{
|
||
name: "maintenance",
|
||
descriptionFunction() {
|
||
return `</strong>double</strong> the <strong class='flicker'>frequency</strong> of finding <strong class='color-h'>healing</strong> <strong class='color-m'>tech</strong><br>spawn ${powerUps.orb.heal(13)}`
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isNonRefundable: true,
|
||
isBadRandomOption: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
for (let i = 0; i < 13; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "heal");
|
||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||
if (tech.tech[i].isHealTech) tech.tech[i].frequency *= 2
|
||
}
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "anthropic principle",
|
||
nameInfo: "<span id = 'tech-anthropic'></span>",
|
||
addNameInfo() {
|
||
setTimeout(function () {
|
||
powerUps.research.changeRerolls(0)
|
||
}, 1000);
|
||
},
|
||
descriptionFunction() {
|
||
return `once per level, instead of <strong>dying</strong><br>use ${powerUps.orb.research(1)} and spawn ${powerUps.orb.heal(5)}`
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isHealTech: true,
|
||
allowed() {
|
||
return powerUps.research.count > 0 || build.isExperimentSelection
|
||
},
|
||
requires: "at least 1 research",
|
||
effect() {
|
||
tech.isDeathAvoid = true;
|
||
tech.isDeathAvoidedThisLevel = false;
|
||
setTimeout(function () {
|
||
powerUps.research.changeRerolls(0)
|
||
}, 1000);
|
||
},
|
||
remove() {
|
||
tech.isDeathAvoid = false;
|
||
}
|
||
},
|
||
{
|
||
name: "weak anthropic principle",
|
||
description: "after <strong>anthropic principle</strong> prevents your <strong>death</strong><br><strong>+50%</strong> <strong class='color-dup'>duplication</strong> chance for that level",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return tech.isDeathAvoid
|
||
},
|
||
requires: "anthropic principle",
|
||
effect() {
|
||
tech.isAnthropicTech = true
|
||
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
|
||
},
|
||
remove() {
|
||
tech.isAnthropicTech = false
|
||
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
|
||
}
|
||
},
|
||
{
|
||
name: "strong anthropic principle",
|
||
description: "after <strong>anthropic principle</strong> prevents your <strong>death</strong><br><strong>+137.03599%</strong> <strong class='color-d'>damage</strong> for that level",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return tech.isDeathAvoid
|
||
},
|
||
requires: "anthropic principle",
|
||
effect() {
|
||
tech.isAnthropicDamage = true
|
||
},
|
||
remove() {
|
||
tech.isAnthropicDamage = false
|
||
}
|
||
},
|
||
{
|
||
name: "quantum immortality",
|
||
description: "<strong>+30%</strong> <strong class='color-defense'>defense</strong><br>after <strong>dying</strong>, continue in an <strong class='alt'>alternate reality</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.isImmortal = true;
|
||
},
|
||
remove() {
|
||
tech.isImmortal = false;
|
||
}
|
||
},
|
||
{
|
||
name: "Hilbert space",
|
||
description: "<strong>+99%</strong> <strong class='color-d'>damage</strong><br>after a <strong>collision</strong> enter an <strong class='alt'>alternate reality</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isAltRealityTech: true,
|
||
allowed() {
|
||
return !tech.isResearchReality && !tech.isSwitchReality
|
||
},
|
||
requires: "not Ψ(t) collapse, many-worlds",
|
||
damage: 1.99,
|
||
effect() {
|
||
tech.damage *= this.damage
|
||
tech.isCollisionRealitySwitch = true;
|
||
},
|
||
remove() {
|
||
if (this.count) tech.damage /= this.damage
|
||
tech.isCollisionRealitySwitch = false;
|
||
}
|
||
},
|
||
{
|
||
name: "many-worlds",
|
||
// description: "each <strong>level</strong> is an <strong class='alt'>alternate reality</strong>, where you<br>find a <strong class='color-m'>tech</strong> at the start of each level",
|
||
description: `on each new <strong>level</strong> spawn a <strong class='color-m'>tech</strong> power up<br>and enter an <strong class='alt'>alternate reality</strong>`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isAltRealityTech: true,
|
||
allowed() {
|
||
return !tech.isResearchReality && !tech.isCollisionRealitySwitch
|
||
},
|
||
requires: "not Ψ(t) collapse, Hilbert space",
|
||
effect() {
|
||
tech.isSwitchReality = true;
|
||
},
|
||
remove() {
|
||
tech.isSwitchReality = false;
|
||
}
|
||
},
|
||
{
|
||
name: "Ψ(t) collapse",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Wave_function_collapse' class="link">Ψ(t) collapse</a>`,
|
||
description: `spawn ${powerUps.orb.research(16)}<br>after you <strong class='color-r'>research</strong> enter an <strong class='alt'>alternate reality</strong>`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isAltRealityTech: true,
|
||
allowed() {
|
||
return !tech.isSwitchReality && !tech.isCollisionRealitySwitch && !tech.isJunkResearch
|
||
},
|
||
requires: "not many-worlds, Hilbert space, pseudoscience",
|
||
bonusResearch: 16,
|
||
effect() {
|
||
tech.isResearchReality = true;
|
||
for (let i = 0; i < this.bonusResearch; i++) powerUps.spawn(m.pos.x + Math.random() * 60, m.pos.y + Math.random() * 60, "research", false);
|
||
},
|
||
remove() {
|
||
tech.isResearchReality = false;
|
||
if (this.count > 0) powerUps.research.changeRerolls(-this.bonusResearch)
|
||
}
|
||
},
|
||
{
|
||
name: "decoherence",
|
||
description: `<strong class='color-m'>tech</strong> options you don't <strong>choose</strong> won't <strong>reoccur</strong><br>spawn ${powerUps.orb.research(6)}`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isSuperDeterminism
|
||
},
|
||
requires: "not superdeterminism",
|
||
bonusResearch: 6,
|
||
effect() {
|
||
tech.isBanish = true
|
||
for (let i = 0; i < this.bonusResearch; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
|
||
},
|
||
remove() {
|
||
if (tech.isBanish) {
|
||
tech.isBanish = false
|
||
//reset banish list
|
||
for (let i = 0; i < tech.tech.length; i++) {
|
||
if (tech.tech[i].isBanished) tech.tech[i].isBanished = false
|
||
}
|
||
powerUps.research.changeRerolls(-this.bonusResearch)
|
||
}
|
||
tech.isBanish = false
|
||
}
|
||
},
|
||
{
|
||
name: "renormalization",
|
||
description: `<strong>46%</strong> chance to spawn ${powerUps.orb.research(1)} after consuming ${powerUps.orb.research(1)}<br><strong>+3%</strong> <strong class='color-junk'>JUNK</strong> to <strong class='color-m'>tech</strong> pool`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (powerUps.research.count > 3 || build.isExperimentSelection) && !tech.isSuperDeterminism
|
||
},
|
||
requires: "at least 4 research, not superdeterminism",
|
||
effect() {
|
||
tech.renormalization = true;
|
||
this.refundAmount += tech.addJunkTechToPool(0.03)
|
||
|
||
},
|
||
refundAmount: 0,
|
||
remove() {
|
||
tech.renormalization = false;
|
||
if (this.count > 0 && this.refundAmount > 0) {
|
||
tech.removeJunkTechFromPool(this.refundAmount)
|
||
this.refundAmount = 0
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "perturbation theory",
|
||
description: `if you have no ${powerUps.orb.research(1)} in your inventory<br><strong>+70%</strong> <strong><em>fire rate</em></strong>`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return powerUps.research.count === 0
|
||
},
|
||
requires: "no research",
|
||
effect() {
|
||
tech.isRerollHaste = true;
|
||
tech.researchHaste = 0.3;
|
||
b.setFireCD();
|
||
},
|
||
remove() {
|
||
tech.isRerollHaste = false;
|
||
tech.researchHaste = 1;
|
||
b.setFireCD();
|
||
}
|
||
},
|
||
{
|
||
name: "ansatz",
|
||
description: `after choosing a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>if you have no ${powerUps.orb.research(1)} in your inventory spawn ${powerUps.orb.research(2)}`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return powerUps.research.count < 1 && !tech.isSuperDeterminism && !tech.isRerollHaste && !tech.isResearchReality
|
||
},
|
||
requires: "no research, not superdeterminism, Ψ(t) collapse, perturbation theory",
|
||
effect() {
|
||
tech.isAnsatz = true;
|
||
},
|
||
remove() {
|
||
tech.isAnsatz = false;
|
||
}
|
||
},
|
||
{
|
||
name: "Bayesian statistics",
|
||
// description: `for each ${powerUps.orb.research(1)} in your inventory<br><strong>+3.8%</strong> <strong class='color-d'>damage</strong>`,
|
||
descriptionFunction() {
|
||
return `spawn ${powerUps.orb.research(this.bonusResearch)}<br><strong>+3%</strong> <strong class='color-d'>damage</strong> per ${powerUps.orb.research(1)} <em>(${(3 * powerUps.research.count).toFixed(0)}%)</em>`
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return powerUps.research.count > 2 || build.isExperimentSelection
|
||
},
|
||
requires: "at least 3 research",
|
||
bonusResearch: 3,
|
||
effect() {
|
||
powerUps.spawnDelay("research", this.bonusResearch)
|
||
tech.isRerollDamage = true;
|
||
},
|
||
remove() {
|
||
tech.isRerollDamage = false;
|
||
if (this.count) {
|
||
powerUps.research.changeRerolls(-this.bonusResearch)
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "mass production",
|
||
descriptionFunction() {
|
||
return `<strong class='color-m'>tech</strong> always have <strong>+3</strong> choices to spawn<br>${powerUps.orb.ammo(8)} ${powerUps.orb.heal(8)} or ${powerUps.orb.research(5)}`
|
||
},
|
||
// description: `<strong class='color-m'>tech</strong> always have <strong>+3</strong> choices to spawn<br>${powerUps.orb.ammo(8)} ${powerUps.orb.heal(8)} or ${powerUps.orb.research(5)}`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() { return true },
|
||
requires: "",
|
||
effect() {
|
||
tech.isMassProduction = true
|
||
},
|
||
remove() {
|
||
tech.isMassProduction = false
|
||
}
|
||
},
|
||
{
|
||
name: "research",
|
||
description: `spawn ${powerUps.orb.research(5)}`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
frequencyDefault: 0,
|
||
isNonRefundable: true,
|
||
isMassProduction: true,
|
||
allowed() { return true },
|
||
requires: "",
|
||
effect() {
|
||
powerUps.spawnDelay("research", 5);
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "ammo",
|
||
description: `spawn ${powerUps.orb.ammo(8)}`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
frequencyDefault: 0,
|
||
isNonRefundable: true,
|
||
isMassProduction: true,
|
||
allowed() { return true },
|
||
requires: "",
|
||
effect() {
|
||
powerUps.spawnDelay("ammo", 8);
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "heals",
|
||
descriptionFunction() {
|
||
return `spawn ${powerUps.orb.heal(8)}`
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
frequencyDefault: 0,
|
||
isNonRefundable: true,
|
||
isMassProduction: true,
|
||
allowed() { return true },
|
||
requires: "mass production",
|
||
effect() {
|
||
powerUps.spawnDelay("heal", 8);
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "pseudoscience",
|
||
description: "<span style = 'font-size:94%;'>when <strong>selecting</strong> a power up, <strong class='color-r'>research</strong> <strong>3</strong> times</span><br>for <strong>free</strong>, but add <strong>1-4%</strong> <strong class='color-junk'>JUNK</strong> to the <strong class='color-m'>tech</strong> pool",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isResearchReality && !tech.isSuperDeterminism //tech.isResearchBoss || tech.isMetaAnalysis || tech.isRerollBots || tech.isDeathAvoid || tech.isRerollDamage || build.isExperimentSelection
|
||
},
|
||
requires: "not Ψ(t) collapse, superdeterminism", //"abiogenesis, meta-analysis, bot fabrication, anthropic principle, or Bayesian statistics, not Ψ(t) collapse",
|
||
effect() {
|
||
tech.isJunkResearch = true;
|
||
},
|
||
remove() {
|
||
tech.isJunkResearch = false;
|
||
}
|
||
},
|
||
{
|
||
name: "brainstorming",
|
||
description: "<strong class='color-m'>tech</strong> choices <strong>randomize</strong><br>every <strong>1.5</strong> seconds for <strong>10</strong> seconds",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isSuperDeterminism
|
||
},
|
||
requires: "not superdeterminism",
|
||
effect() {
|
||
tech.isBrainstorm = true
|
||
tech.isBrainstormActive = false
|
||
tech.brainStormDelay = 1800 - simulation.difficultyMode * 100
|
||
},
|
||
remove() {
|
||
tech.isBrainstorm = false
|
||
tech.isBrainstormActive = false
|
||
}
|
||
},
|
||
{
|
||
name: "cross-disciplinary",
|
||
description: "<strong class='color-m'>tech</strong> have an extra <strong class='color-f'>field</strong> or <strong class='color-g'>gun</strong> <strong>choice</strong><br><strong>+5%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isDeterminism
|
||
},
|
||
requires: "not determinism",
|
||
effect() {
|
||
tech.isExtraGunField = true;
|
||
},
|
||
remove() {
|
||
tech.isExtraGunField = false;
|
||
}
|
||
},
|
||
{
|
||
name: "emergence",
|
||
description: "<strong class='color-m'>tech</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong> have <strong>+1</strong> <strong>choice</strong><br><strong>+8%</strong> <strong class='color-d'>damage</strong>",
|
||
// description: "<strong class='color-m'>tech</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong> have <strong>+2</strong> <strong>choices</strong><br><strong>+3%</strong> <strong class='color-junk'>JUNK</strong> to <strong class='color-m'>tech</strong> pool",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isDeterminism
|
||
},
|
||
requires: "not determinism",
|
||
damage: 1.08,
|
||
effect() {
|
||
tech.extraChoices += 1;
|
||
tech.damage *= this.damage
|
||
// this.refundAmount += tech.addJunkTechToPool(0.03)
|
||
},
|
||
refundAmount: 0,
|
||
remove() {
|
||
tech.extraChoices = 0;
|
||
if (this.count > 0) {
|
||
tech.damage /= this.damage
|
||
// if (this.refundAmount > 0) tech.removeJunkTechFromPool(this.refundAmount)
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "path integral",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Path_integral_formulation' class="link">path integral</a>`,
|
||
description: "your next <strong class='color-m'>tech</strong> choice has all possible <strong>options</strong><br><strong>+5%</strong> <strong class='color-junk'>JUNK</strong> to <strong class='color-m'>tech</strong> pool",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isNonRefundable: true,
|
||
// isJunk: true,
|
||
allowed() {
|
||
return !tech.isDeterminism && !tech.isBrainstorm
|
||
},
|
||
requires: "not determinism, brainstorm",
|
||
effect() {
|
||
tech.tooManyTechChoices = 1
|
||
// for (let i = 0; i < this.bonusResearch; i++) powerUps.spawn(m.pos.x + 40 * (Math.random() - 0.5), m.pos.y + 40 * (Math.random() - 0.5), "research", false);
|
||
this.refundAmount += tech.addJunkTechToPool(0.05)
|
||
},
|
||
refundAmount: 0,
|
||
remove() {
|
||
tech.tooManyTechChoices = 0
|
||
if (this.count > 0 && this.refundAmount > 0) {
|
||
tech.removeJunkTechFromPool(this.refundAmount)
|
||
this.refundAmount = 0
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "determinism",
|
||
description: "spawn <strong>5</strong> <strong class='color-m'>tech</strong><br>only <strong>1 choice</strong> for <strong class='color-m'>tech</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isBadRandomOption: true,
|
||
isNonRefundable: true,
|
||
allowed() {
|
||
return !tech.extraChoices && !tech.isExtraGunField && !tech.isFlipFlopChoices
|
||
},
|
||
requires: "not emergence, cross-disciplinary, integrated circuit",
|
||
effect() {
|
||
tech.isDeterminism = true;
|
||
//if you change the number spawned also change it in Born rule
|
||
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "tech");
|
||
},
|
||
remove() {
|
||
tech.isDeterminism = false;
|
||
}
|
||
},
|
||
{
|
||
name: "superdeterminism",
|
||
description: `spawn <strong>5</strong> <strong class='color-m'>tech</strong><br>you can't <strong class='color-cancel'>cancel</strong> and ${powerUps.orb.research(1)} no longer <strong>spawn</strong>`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
isBadRandomOption: true,
|
||
isNonRefundable: true,
|
||
allowed() {
|
||
return tech.isDeterminism && !tech.isAnsatz && !tech.isJunkResearch && !tech.isBrainstorm
|
||
},
|
||
requires: "determinism, not ansatz, pseudoscience, brainstorming",
|
||
effect() {
|
||
tech.isSuperDeterminism = true;
|
||
//if you change the number spawned also change it in Born rule
|
||
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "tech");
|
||
},
|
||
remove() {
|
||
tech.isSuperDeterminism = false;
|
||
}
|
||
},
|
||
{
|
||
name: "technical debt",
|
||
descriptionFunction() {
|
||
// return `<strong>+300%</strong> <strong class='color-d'>damage</strong> <strong>–15%</strong> <strong class='color-d'>damage</strong><br>for each <strong class='color-m'>tech</strong> you have learned <em>(+${(Math.floor(100 * (Math.min(Math.pow(0.85, tech.totalCount - 20), 4 - 0.15 * tech.totalCount))) - 100)}%)</em>`
|
||
return `<strong>+300%</strong> <strong class='color-d'>damage</strong> <strong>–15%</strong> <strong class='color-d'>damage</strong><br>for each <strong class='color-m'>tech</strong> you have learned <em>(${(tech.totalCount > 20 ? 100 * (Math.pow(0.85, tech.totalCount - 20) - 1) : 100 * (3 - 0.15 * tech.totalCount)).toFixed(0)}%)</em>`
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.isTechDebt = true;
|
||
},
|
||
remove() {
|
||
tech.isTechDebt = false;
|
||
}
|
||
},
|
||
// {
|
||
// name: "abiogenesis",
|
||
// // description: `use ${powerUps.orb.research(4)}(or <strong>49%</strong> <strong class='color-junk'>JUNK</strong> to the <strong class='color-m'>tech</strong> pool if you can't) to add a 2nd <strong>boss</strong> to each level`,
|
||
// description: `<span style = 'font-size:94%;'>as a level begins spawn a 2nd <strong>boss</strong> using ${powerUps.orb.research(3)}<br>(<strong>+49%</strong> <strong class='color-junk'>JUNK</strong> to the <strong class='color-m'>tech</strong> pool if you can't pay)</span>`,
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 2,
|
||
// frequencyDefault: 2,
|
||
// allowed() {
|
||
// return (build.isExperimentSelection || powerUps.research.count > 2) && !tech.isDuplicateMobs
|
||
// },
|
||
// requires: "at least 3 research, not parthenogenesis",
|
||
// effect() {
|
||
// tech.isResearchBoss = true;
|
||
// },
|
||
// remove() {
|
||
// tech.isResearchBoss = false;
|
||
// }
|
||
// },
|
||
{
|
||
name: "meta-analysis",
|
||
description: `if you choose a <strong class='color-junk'>JUNK</strong><strong class='color-m'>tech</strong> you instead get a<br>random normal <strong class='color-m'>tech</strong> and spawn ${powerUps.orb.research(2)}`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return tech.junkCount > 0
|
||
},
|
||
requires: "some JUNK tech",
|
||
effect() {
|
||
tech.isMetaAnalysis = true
|
||
},
|
||
remove() {
|
||
tech.isMetaAnalysis = false
|
||
}
|
||
},
|
||
{
|
||
name: "dark patterns",
|
||
description: "<strong>+22%</strong> <strong class='color-d'>damage</strong><br><strong>+22%</strong> <strong class='color-junk'>JUNK</strong> to <strong class='color-m'>tech</strong> pool",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
damage: 1.22,
|
||
effect() {
|
||
tech.damage *= this.damage
|
||
this.refundAmount += tech.addJunkTechToPool(0.22)
|
||
},
|
||
refundAmount: 0,
|
||
remove() {
|
||
if (this.count > 0) {
|
||
tech.damage /= this.damage
|
||
if (this.refundAmount > 0) tech.removeJunkTechFromPool(this.refundAmount)
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "exciton",
|
||
descriptionFunction() {
|
||
return `<span style = 'font-size:94%;'>after mobs <strong>die</strong> they have a <strong>14%</strong> chance to<br>spawn ${powerUps.orb.boost(1)} that give <strong>+${(powerUps.boost.damage * 100).toFixed(0)}%</strong> <strong class='color-d'>damage</strong> for <strong>${(powerUps.boost.duration / 60).toFixed(0)}</strong> seconds</span>`
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed: () => true,
|
||
requires: "",
|
||
effect() {
|
||
tech.isBoostPowerUps = true
|
||
},
|
||
remove() {
|
||
tech.isBoostPowerUps = false
|
||
}
|
||
},
|
||
{
|
||
name: "band gap",
|
||
descriptionFunction() {
|
||
return `${powerUps.orb.boost(1)} give <strong>+77%</strong> <strong class='color-d'>damage</strong><br>but their duration is reduced by <strong>1</strong> second`
|
||
},
|
||
maxCount: 9,
|
||
count: 1,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isBoostPowerUps || tech.isBoostReplaceAmmo
|
||
},
|
||
requires: "exciton, quasiparticles",
|
||
effect() {
|
||
powerUps.boost.duration -= 60
|
||
powerUps.boost.damage += 0.77
|
||
},
|
||
remove() {
|
||
powerUps.boost.duration = 600
|
||
powerUps.boost.damage = 1.25
|
||
}
|
||
},
|
||
{
|
||
name: "eternalism",
|
||
description: "<strong>+24%</strong> <strong class='color-d'>damage</strong><br><strong>time</strong> can't be <strong>paused</strong> <em>(time can be dilated)</em>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isPauseSwitchField && !tech.isPauseEjectTech && !tech.isWormHolePause
|
||
},
|
||
requires: "not unified field theory, paradigm shift, invariant",
|
||
damage: 1.24,
|
||
effect() {
|
||
tech.damage *= this.damage
|
||
tech.isNoDraftPause = true
|
||
},
|
||
remove() {
|
||
if (this.count) tech.damage /= this.damage
|
||
tech.isNoDraftPause = false
|
||
}
|
||
},
|
||
{
|
||
name: "paradigm shift",
|
||
description: `when <strong>paused</strong> clicking a <strong class='color-m'>tech</strong> <strong>ejects</strong> it<br>with a <strong>20%</strong> chance to remove without <strong>ejecting</strong>`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isSuperDeterminism && !tech.isNoDraftPause
|
||
},
|
||
requires: "not superdeterminism, eternalism",
|
||
effect() {
|
||
tech.isPauseEjectTech = true;
|
||
},
|
||
remove() {
|
||
tech.isPauseEjectTech = false;
|
||
}
|
||
},
|
||
{
|
||
name: "unified field theory",
|
||
description: `when <strong>paused</strong> clicking your <strong class='color-f'>field</strong> <strong>cycles</strong> it<br><strong>double</strong> the <strong class='flicker'>frequency</strong> of finding <strong class='color-f'>field</strong><strong class='color-m'>tech</strong>`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isSuperDeterminism && !tech.isNoDraftPause
|
||
},
|
||
requires: "not superdeterminism, eternalism",
|
||
effect() {
|
||
tech.isPauseSwitchField = true;
|
||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||
if (tech.tech[i].isFieldTech) tech.tech[i].frequency *= 2
|
||
}
|
||
},
|
||
remove() {
|
||
tech.isPauseSwitchField = false;
|
||
if (this.count > 1) {
|
||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||
if (tech.tech[i].isFieldTech) tech.tech[i].frequency /= 2
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "field coupling",
|
||
descriptionFunction() {
|
||
// return `spawn ${powerUps.orb.coupling(10)}<br>that each give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong>` //<br>${m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}
|
||
return `spawn ${powerUps.orb.coupling(10)}<br><em>${m.couplingDescription(1)} per ${powerUps.orb.coupling(1)}</em>`
|
||
},
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
powerUps.spawnDelay("coupling", 10)
|
||
},
|
||
remove() {
|
||
if (this.count) m.couplingChange(-this.count * 10)
|
||
}
|
||
},
|
||
{
|
||
name: "quintessence",
|
||
descriptionFunction() {
|
||
if (this.count) {
|
||
converted = this.researchUsed * this.couplingToResearch
|
||
let orbText
|
||
if (converted > 15) {
|
||
orbText = `${converted} ${powerUps.orb.coupling()}`
|
||
} else {
|
||
orbText = powerUps.orb.coupling(converted)
|
||
}
|
||
return `convert ${this.researchUsed} ${powerUps.orb.research(1)} into <strong>${orbText}</strong><br><em>${m.couplingDescription(1)} per ${powerUps.orb.coupling(1)}</em>`
|
||
|
||
} else {
|
||
let converted = powerUps.research.count * this.couplingToResearch
|
||
let orbText
|
||
if (converted > 15) {
|
||
orbText = `${converted} ${powerUps.orb.coupling()}`
|
||
} else {
|
||
orbText = powerUps.orb.coupling(converted)
|
||
}
|
||
return `convert ${powerUps.research.count} ${powerUps.orb.research(1)} into <strong>${orbText}</strong><br><em>${m.couplingDescription(1)} per ${powerUps.orb.coupling(1)}</em>`
|
||
}
|
||
|
||
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return powerUps.research.count > 3
|
||
},
|
||
requires: "",
|
||
researchUsed: 0,
|
||
couplingToResearch: 3,
|
||
effect() {
|
||
// let count = 0
|
||
// while (powerUps.research.count > 0 && powerUps.research.count !== Infinity) {
|
||
// powerUps.research.changeRerolls(-1)
|
||
// count += 2.5
|
||
// this.researchUsed++
|
||
// }
|
||
// powerUps.spawnDelay("coupling", Math.floor(count))
|
||
|
||
let cycle = () => {
|
||
if (powerUps.research.count > 0 && powerUps.research.count !== Infinity) {
|
||
if (m.alive) requestAnimationFrame(cycle);
|
||
if (!simulation.paused && !simulation.isChoosing) { //&& !(simulation.cycle % 2)
|
||
powerUps.research.changeRerolls(-1)
|
||
this.researchUsed++
|
||
powerUps.spawnDelay("coupling", this.couplingToResearch)
|
||
}
|
||
} // else exit delay loop
|
||
|
||
}
|
||
requestAnimationFrame(cycle);
|
||
},
|
||
remove() {
|
||
if (this.count) {
|
||
m.couplingChange(-this.researchUsed * this.couplingToResearch)
|
||
powerUps.research.changeRerolls(this.researchUsed)
|
||
this.researchUsed = 0
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "virtual particles",
|
||
descriptionFunction() {
|
||
return `<strong>17%</strong> chance after mobs <strong>die</strong> to spawn ${powerUps.orb.coupling(1)}<br><em>${m.couplingDescription(1)} per ${powerUps.orb.coupling(1)}</em>`
|
||
// return `<strong>17%</strong> chance after mobs <strong>die</strong> to spawn ${powerUps.orb.coupling(1)} that each give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong>` //<br>${m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed: () => true,
|
||
requires: "",
|
||
effect() {
|
||
tech.isCouplingPowerUps = true //about 20-30 mobs per level so at 16% and 0.1 coupling that's about 25 * 0.16 * 0.1 = 0.4 coupling per level with out duplication
|
||
},
|
||
remove() {
|
||
tech.isCouplingPowerUps = false
|
||
}
|
||
},
|
||
{
|
||
name: "fine-structure constant",
|
||
descriptionFunction() {
|
||
// return `spawn ${this.value} ${powerUps.orb.coupling(1)} that each give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong><br><strong>-0.5</strong> <strong class='color-coupling'>coupling</strong> after mob <strong>collisions</strong>`//<br>${m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}
|
||
return `spawn ${this.value} ${powerUps.orb.coupling(1)}, but <strong>lose</strong> ${powerUps.orb.coupling(5)} after mob <strong>collisions</strong><br><em>${m.couplingDescription(1)} per ${powerUps.orb.coupling(1)}</em>`
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isNonRefundable: true,
|
||
allowed: () => true,
|
||
requires: "",
|
||
value: 60,
|
||
effect() {
|
||
tech.isCouplingNoHit = true
|
||
powerUps.spawnDelay("coupling", this.value)
|
||
},
|
||
remove() {
|
||
if (this.count) m.couplingChange(-this.value)
|
||
tech.isCouplingNoHit = false
|
||
}
|
||
},
|
||
{
|
||
name: "residual dipolar coupling",
|
||
descriptionFunction() {
|
||
// return `clicking <strong class='color-cancel'>cancel</strong> for a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>spawns ${powerUps.orb.coupling(5)}that each give <strong>+0.1</strong> <strong class='color-coupling'>coupling</strong>`//<br>${m.couplingDescription(1)} ${m.fieldMode === 0 ? "" : "per <strong class='color-coupling'>coupling</strong>"}
|
||
return `clicking <strong class='color-cancel'>cancel</strong> spawns ${powerUps.orb.coupling(5)}<br><em>${m.couplingDescription(1)} per ${powerUps.orb.coupling(1)}</em>`
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isSuperDeterminism
|
||
},
|
||
requires: "not superdeterminism",
|
||
effect() {
|
||
tech.isCancelCouple = true
|
||
},
|
||
remove() {
|
||
tech.isCancelCouple = false
|
||
}
|
||
},
|
||
{
|
||
name: "commodities exchange",
|
||
descriptionFunction() {
|
||
return `clicking <strong class='color-cancel'>cancel</strong> for a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>spawns <strong>5-10</strong> ${powerUps.orb.heal()}, ${powerUps.orb.ammo()}, or ${powerUps.orb.research(1)}`
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isSuperDeterminism
|
||
},
|
||
requires: "not superdeterminism",
|
||
effect() {
|
||
tech.isCancelRerolls = true
|
||
},
|
||
remove() {
|
||
tech.isCancelRerolls = false
|
||
}
|
||
},
|
||
{
|
||
name: "options exchange",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Option_(finance)' class="link">options exchange</a>`,
|
||
description: `clicking <strong class='color-cancel'>cancel</strong> for a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>has a <strong>85%</strong> chance to randomize <strong>choices</strong>`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isSuperDeterminism //&& (tech.isCancelRerolls || tech.isCancelDuplication)
|
||
},
|
||
requires: "not superdeterminism", //futures exchange, commodities exchange,
|
||
effect() {
|
||
tech.isCancelTech = true
|
||
},
|
||
remove() {
|
||
tech.isCancelTech = false
|
||
}
|
||
},
|
||
{
|
||
name: "futures exchange",
|
||
description: "clicking <strong class='color-cancel'>cancel</strong> for a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>gives <strong>+4.1%</strong> power up <strong class='color-dup'>duplication</strong> chance",
|
||
// descriptionFunction() {
|
||
// return `clicking <strong style = 'font-size:150%;'>×</strong> to <strong>cancel</strong> a <strong class='color-f'>field</strong>, <strong class='color-m'>tech</strong>, or <strong class='color-g'>gun</strong><br>gives <strong>+${4.9 - 0.15*simulation.difficultyMode}%</strong> power up <strong class='color-dup'>duplication</strong> chance`
|
||
// },
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return tech.duplicationChance() < 1 && !tech.isSuperDeterminism
|
||
},
|
||
requires: "below 100% duplication chance, not superdeterminism",
|
||
effect() {
|
||
tech.isCancelDuplication = true //search for tech.duplication to balance
|
||
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
|
||
},
|
||
remove() {
|
||
tech.isCancelDuplication = false
|
||
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
|
||
}
|
||
},
|
||
{
|
||
name: "replication",
|
||
description: "<strong>+9%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br><strong>+33%</strong> <strong class='color-junk'>JUNK</strong> to <strong class='color-m'>tech</strong> pool",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return tech.duplicationChance() < 1.
|
||
},
|
||
requires: "below 100% duplication chance",
|
||
effect() {
|
||
tech.duplicateChance += 0.09
|
||
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
|
||
if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.11);
|
||
this.refundAmount += tech.addJunkTechToPool(0.33)
|
||
},
|
||
refundAmount: 0,
|
||
remove() {
|
||
tech.duplicateChance = 0
|
||
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
|
||
if (this.count > 0 && this.refundAmount > 0) {
|
||
tech.removeJunkTechFromPool(this.refundAmount)
|
||
this.refundAmount = 0
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "stimulated emission",
|
||
description: "<strong>+17%</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 1% duplication chance",
|
||
effect() {
|
||
tech.isStimulatedEmission = true
|
||
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
|
||
if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.15);
|
||
},
|
||
remove() {
|
||
tech.isStimulatedEmission = false
|
||
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
|
||
}
|
||
},
|
||
{
|
||
name: "metastability",
|
||
description: "<strong>+13%</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>4</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.setPowerUpMode(); //needed after adjusting duplication chance
|
||
if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.11);
|
||
},
|
||
remove() {
|
||
tech.isPowerUpsVanish = false
|
||
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
|
||
}
|
||
},
|
||
{
|
||
name: "correlated damage",
|
||
description: "<strong class='color-dup'>duplication</strong> increases <strong class='color-d'>damage</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return tech.duplicationChance() > 0.15
|
||
},
|
||
requires: "duplication chance > 15%",
|
||
effect() {
|
||
tech.isDupDamage = true;
|
||
},
|
||
remove() {
|
||
tech.isDupDamage = false;
|
||
}
|
||
},
|
||
{
|
||
name: "parthenogenesis",
|
||
description: "<strong>+8%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br><strong class='color-dup'>duplication</strong> also <strong class='color-dup'>duplicates</strong> <strong>mobs</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return tech.duplicationChance() > 0// && !tech.isResearchBoss
|
||
},
|
||
requires: "some duplication chance",
|
||
effect() {
|
||
tech.isDuplicateMobs = true;
|
||
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
|
||
},
|
||
remove() {
|
||
tech.isDuplicateMobs = false;
|
||
}
|
||
},
|
||
{
|
||
name: "apomixis",
|
||
description: `when you reach <strong>100%</strong> <strong class='color-dup'>duplication</strong><br>spawn <strong>11 bosses</strong> with <strong>100%</strong> more <strong>durability</strong>`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
isNonRefundable: true,
|
||
allowed() {
|
||
return tech.duplicationChance() > 0.5
|
||
},
|
||
requires: "duplication chance above 50%",
|
||
effect() {
|
||
tech.is100Duplicate = true;
|
||
tech.maxDuplicationEvent()
|
||
},
|
||
remove() {
|
||
tech.is100Duplicate = false;
|
||
}
|
||
},
|
||
{
|
||
name: "strange attractor",
|
||
descriptionFunction() {
|
||
return `<strong>+7%</strong> <strong class='color-d'>damage</strong><br><strong>removing</strong> this increases <strong class='color-dup'>duplication</strong> by <strong>+10%</strong>`
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isBadRandomOption: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
damage: 1.07,
|
||
effect() {
|
||
tech.damage *= this.damage
|
||
},
|
||
remove() {
|
||
if (this.count > 0 && m.alive) {
|
||
tech.duplication += 0.1
|
||
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
|
||
tech.damage /= this.damage
|
||
this.frequency = 0
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "null hypothesis",
|
||
description: `<strong>+8%</strong> <strong class='color-d'>damage</strong><br><strong>removing</strong> this spawns ${powerUps.orb.research(15)}`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isBadRandomOption: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
damage: 1.08,
|
||
effect() {
|
||
tech.damage *= this.damage
|
||
},
|
||
remove() {
|
||
if (this.count > 0 && m.alive) {
|
||
tech.damage /= this.damage
|
||
powerUps.spawnDelay("research", 15)
|
||
this.frequency = 0
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "Born rule",
|
||
description: "<strong>remove</strong> all current <strong class='color-m'>tech</strong><br>spawn new <strong class='color-m'>tech</strong> to replace them",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isNonRefundable: true,
|
||
isBadRandomOption: true,
|
||
allowed() {
|
||
return (tech.totalCount > 6)
|
||
},
|
||
requires: "more than 6 tech",
|
||
effect() {
|
||
//remove active bullets //to get rid of bots
|
||
for (let i = 0; i < bullet.length; ++i) Matter.Composite.remove(engine.world, bullet[i]);
|
||
bullet = [];
|
||
let count = 1 //count tech
|
||
for (let i = 0, len = tech.tech.length; i < len; i++) { // spawn new tech power ups
|
||
if (!tech.tech[i].isNonRefundable) count += tech.tech[i].count
|
||
}
|
||
if (tech.isDeterminism) count -= 4 //remove the bonus tech
|
||
if (tech.isSuperDeterminism) count -= 4 //remove the bonus tech
|
||
|
||
tech.setupAllTech(); // remove all tech
|
||
if (simulation.isCheating) tech.setCheating();
|
||
lore.techCount = 0;
|
||
// tech.addLoreTechToPool();
|
||
for (let i = 0; i < count; i++) powerUps.spawn(m.pos.x + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "tech"); // spawn new tech power ups
|
||
//have state is checked in m.death()
|
||
},
|
||
remove() { }
|
||
},
|
||
|
||
{
|
||
name: "Occams razor",
|
||
descriptionFunction() {
|
||
return `randomly remove <strong>half</strong> your <strong class='color-m'>tech</strong><br>for each removed <strong>+${this.damagePerRemoved * 100}%</strong> <strong class='color-d'>damage</strong> <em>(~${(this.count === 0) ? this.damagePerRemoved * 50 * tech.totalCount : this.damage * 100}%)</em>`
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isNonRefundable: true,
|
||
isBadRandomOption: true,
|
||
allowed() {
|
||
return (tech.totalCount > 6)
|
||
},
|
||
requires: "more than 6 tech",
|
||
// removePercent: 0.5,
|
||
damagePerRemoved: 0.5,
|
||
damage: null,
|
||
effect() {
|
||
let pool = []
|
||
for (let i = 0, len = tech.tech.length; i < len; i++) { // spawn new tech power ups
|
||
if (tech.tech[i].count && !tech.tech[i].isNonRefundable && !tech.tech[i].isFromAppliedScience) pool.push(i)
|
||
}
|
||
pool = shuffle(pool); //shuffles order of maps
|
||
let removeCount = 0
|
||
for (let i = 0, len = pool.length * this.damagePerRemoved; i < len; i++) removeCount += tech.removeTech(pool[i])
|
||
this.damage = this.damagePerRemoved * removeCount
|
||
tech.damage *= (1 + this.damage)
|
||
},
|
||
remove() {
|
||
if (this.count) tech.damage /= (1 + this.damage)
|
||
}
|
||
},
|
||
{
|
||
name: "exchange symmetry",
|
||
description: "remove <strong>1</strong> random <strong class='color-m'>tech</strong><br>spawn <strong>2</strong> new <strong class='color-g'>guns</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isNonRefundable: true,
|
||
isBadRandomOption: true,
|
||
allowed() {
|
||
return (tech.totalCount > 3) && !tech.isSuperDeterminism
|
||
},
|
||
requires: "at least 4 tech, not superdeterminism",
|
||
effect() {
|
||
const have = [] //find which tech you have
|
||
for (let i = 0; i < tech.tech.length; i++) {
|
||
if (tech.tech[i].count > 0 && !tech.tech[i].isNonRefundable) have.push(i)
|
||
}
|
||
const choose = have[Math.floor(Math.random() * have.length)]
|
||
simulation.makeTextLog(`<span class='color-var'>tech</span>.removeTech("<span class='color-text'>${tech.tech[choose].name}</span>")`, 360)
|
||
for (let i = 0; i < tech.tech[choose].count; i++) {
|
||
powerUps.spawn(m.pos.x, m.pos.y, "gun");
|
||
}
|
||
powerUps.spawn(m.pos.x, m.pos.y, "gun");
|
||
// powerUps.spawn(m.pos.x, m.pos.y, "gun");
|
||
tech.tech[choose].remove(); // remove a random tech form the list of tech you have
|
||
// tech.tech[choose].count = 0;
|
||
tech.tech[choose].isLost = true
|
||
simulation.updateTechHUD();
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "Monte Carlo method",
|
||
description: "remove <strong>1</strong> random <strong class='color-m'>tech</strong><br>spawn <strong>2</strong> <strong class='color-m'>tech</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isNonRefundable: true,
|
||
isBadRandomOption: true,
|
||
allowed() {
|
||
return (tech.totalCount > 3) && tech.duplicationChance() > 0 && !tech.isSuperDeterminism
|
||
},
|
||
requires: "some duplication, at least 4 tech, not superdeterminism",
|
||
effect() {
|
||
const removeTotal = tech.removeTech()
|
||
for (let i = 0; i < removeTotal + 1; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "tech");
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "reinforcement learning",
|
||
description: "increase the <strong class='flicker'>frequency</strong> of finding copies of<br>your current <strong class='color-m'>tech</strong> by <strong>1000%</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return tech.totalCount > 9
|
||
},
|
||
requires: "at least 10 tech",
|
||
effect() {
|
||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||
if (tech.tech[i].count > 0) tech.tech[i].frequency *= 10
|
||
}
|
||
},
|
||
remove() {
|
||
if (this.count) {
|
||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||
if (tech.tech[i].count > 0 && tech.tech[i].frequency > 1) tech.tech[i].frequency /= 10
|
||
}
|
||
}
|
||
}
|
||
},
|
||
// {
|
||
// name: "backward induction",
|
||
// descriptionFunction() {
|
||
// if (build.isExperimentSelection || powerUps.tech.choiceLog.length < 10) return `use ${powerUps.orb.research(2)} to <strong>choose</strong> all the unchosen <strong class='color-m'>tech</strong><br>from your last selection`
|
||
|
||
// text = ``
|
||
// let num = 3
|
||
// if (tech.extraChoices) num = 5
|
||
// if (tech.isDeterminism) num = 1
|
||
// for (let i = 0; i < num; i++) {
|
||
// const index = powerUps.tech.choiceLog[powerUps.tech.choiceLog.length - i - 1]
|
||
// if (index !== powerUps.lastTechIndex && tech.tech[index].count < tech.tech[index].maxCount && tech.tech[index].allowed() && tech.tech[index].name !== "backward induction") {
|
||
// text += `${tech.tech[index].name}, `
|
||
// }
|
||
// }
|
||
// text = text.slice(0, -2);
|
||
// return `use ${powerUps.orb.research(2)}to <strong>choose</strong> the unchosen<br><strong class='color-m'>tech</strong> from your previous selection:<br><em style = 'font-size:${num===5 ? 70 : 85}%;'>${text}</em>`
|
||
// },
|
||
// // description: `use ${powerUps.orb.research(2)}to <strong>choose</strong> all the unchosen<br> <strong class='color-m'>tech</strong> from your previous <strong class='color-m'>tech</strong> selection`,
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 100,
|
||
// frequencyDefault: 100,
|
||
// isNonRefundable: true,
|
||
// isBadRandomOption: true,
|
||
// allowed() {
|
||
// return powerUps.tech.choiceLog.length > 10 && !tech.isDeterminism && powerUps.research.count > 1
|
||
// },
|
||
// requires: "NOT EXPERIMENT MODE, rejected an option in the last tech selection, at least 2 research, not determinism",
|
||
// effect: () => {
|
||
// powerUps.research.changeRerolls(-2)
|
||
// let num = 3
|
||
// if (tech.extraChoices) num = 5
|
||
// if (tech.isDeterminism) num = 1
|
||
// for (let i = 0; i < num; i++) {
|
||
// const index = powerUps.tech.choiceLog[powerUps.tech.choiceLog.length - i - 1]
|
||
// if (index !== powerUps.lastTechIndex && tech.tech[index].count < tech.tech[index].maxCount && tech.tech[index].allowed() && tech.tech[index].name !== "backward induction") {
|
||
// tech.giveTech(index)
|
||
// simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[index].name}</span>") <em> //backward induction</em>`);
|
||
// }
|
||
// }
|
||
// },
|
||
// remove() {}
|
||
// },
|
||
//**************************************************
|
||
//************************************************** gun
|
||
//************************************************** tech
|
||
//**************************************************
|
||
{
|
||
name: "needle ice",
|
||
description: `after <strong>needles</strong> impact walls<br>they chip off <strong>1-2</strong> freezing <strong class='color-s'>ice IX</strong> crystals`,
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (tech.isNeedles || tech.isNeedles) && !tech.needleTunnel
|
||
},
|
||
requires: "nail gun, needle gun, not nanowires",
|
||
effect() {
|
||
tech.isNeedleIce = true
|
||
},
|
||
remove() {
|
||
tech.isNeedleIce = false
|
||
}
|
||
},
|
||
{
|
||
name: "nanowires",
|
||
description: `<strong>needles</strong> tunnel through <strong class='color-block'>blocks</strong> and <strong>map</strong><br><strong>+20%</strong> needle <strong class='color-d'>damage</strong>`,
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return ((tech.haveGunCheck("nail gun") && tech.isNeedles) || (tech.isNeedles && tech.haveGunCheck("shotgun"))) && !tech.isNeedleIce
|
||
},
|
||
requires: "nail gun, needle gun, not needle ice",
|
||
effect() {
|
||
tech.needleTunnel = true
|
||
},
|
||
remove() {
|
||
tech.needleTunnel = false
|
||
}
|
||
},
|
||
{
|
||
name: "ceramics",
|
||
description: `<strong>needles</strong> and <strong>harpoons</strong> pierce <strong>shields</strong><br>directly <strong class='color-d'>damaging</strong> shielded mobs`,
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (!tech.isLargeHarpoon && tech.haveGunCheck("harpoon")) || tech.isNeedles
|
||
},
|
||
requires: "needle gun, harpoon, not Bessemer process",
|
||
effect() {
|
||
tech.isShieldPierce = true
|
||
},
|
||
remove() {
|
||
tech.isShieldPierce = false
|
||
}
|
||
},
|
||
{
|
||
name: "needle gun",
|
||
description: "<strong>nail gun</strong> and <strong>shotgun</strong> fire mob piercing <strong>needles</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return ((tech.haveGunCheck("nail gun") && !tech.nailInstantFireRate && !tech.nailRecoil && !tech.isRicochet) || (tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isFoamShot && !tech.isSporeWorm && !tech.isSporeFlea)) && !tech.isRivets && !tech.isIncendiary && !tech.isIceCrystals && !tech.isIceShot
|
||
},
|
||
requires: "nail gun, shotgun, not ice crystal, rivets, rotary cannon, pneumatic, incendiary, nail-shot, foam-shot, worm-shot, ice-shot",
|
||
effect() {
|
||
tech.isNeedles = true
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "nail gun") {
|
||
b.guns[i].ammo = Math.ceil(b.guns[i].ammo / 3);
|
||
b.guns[i].ammoPack = Math.ceil(b.guns[i].defaultAmmoPack / 3);
|
||
b.guns[i].chooseFireMethod()
|
||
simulation.updateGunHUD();
|
||
break
|
||
}
|
||
}
|
||
},
|
||
remove() {
|
||
if (tech.isNeedles) {
|
||
tech.isNeedles = false
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "nail gun") {
|
||
b.guns[i].chooseFireMethod()
|
||
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 3);
|
||
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
|
||
simulation.updateGunHUD();
|
||
break
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "stress concentration",
|
||
description: "mobs below <strong>50%</strong> durability <strong>die</strong> after you shoot<br>them near their <strong>center</strong> with <strong>needles</strong> or <strong>rivets</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (tech.isNeedles || tech.isRivets) && !tech.isNailCrit && !tech.isIncendiary
|
||
},
|
||
requires: "needles, rivets, not incendiary, supercritical fission",
|
||
effect() {
|
||
tech.isCritKill = true
|
||
},
|
||
remove() {
|
||
tech.isCritKill = false
|
||
}
|
||
},
|
||
{
|
||
name: "rivet gun",
|
||
description: "<strong>nail gun</strong> and <strong>shotgun</strong> slowly lob a heavy <strong>rivet</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return ((tech.haveGunCheck("nail gun") && !tech.nailInstantFireRate && !tech.isRicochet) || (tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isFoamShot && !tech.isSporeWorm && !tech.isSporeFlea)) && !tech.isNeedles && !tech.isIceCrystals && !tech.isIceShot
|
||
},
|
||
requires: "nail gun, shotgun, not ice crystal, needles, or pneumatic actuator",
|
||
effect() {
|
||
tech.isRivets = true
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "nail gun") {
|
||
b.guns[i].chooseFireMethod()
|
||
break
|
||
}
|
||
}
|
||
},
|
||
remove() {
|
||
if (tech.isRivets) {
|
||
tech.isRivets = false
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "nail gun") {
|
||
b.guns[i].chooseFireMethod()
|
||
break
|
||
}
|
||
}
|
||
}
|
||
tech.isRivets = false
|
||
}
|
||
},
|
||
{
|
||
name: "pneumatic actuator",
|
||
description: "<strong>nail gun</strong> takes <strong>no</strong> time to ramp up<br>to its fastest <strong><em>fire rate</em></strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("nail gun") && !tech.isRivets && !tech.isNeedles && !tech.nailRecoil
|
||
},
|
||
requires: "nail gun, not rotary cannon, rivets, or needles",
|
||
effect() {
|
||
tech.nailInstantFireRate = true
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod()
|
||
}
|
||
},
|
||
remove() {
|
||
if (tech.nailInstantFireRate) {
|
||
tech.nailInstantFireRate = false
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod()
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "ice crystal nucleation",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Nucleation' class="link">ice crystal nucleation</a>`,
|
||
description: "<strong>nail gun</strong> uses <strong class='color-f'>energy</strong> to condense<br>unlimited <strong class='color-s'>freezing</strong> <strong>ice shards</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("nail gun") && !tech.isRivets && !tech.isNeedles // && !tech.isNailRadiation && !tech.isNailCrit
|
||
},
|
||
requires: "nail gun, not rivets, needles",
|
||
effect() {
|
||
tech.isIceCrystals = true;
|
||
b.guns[0].ammoPack = Infinity
|
||
b.guns[0].recordedAmmo = b.guns[i].ammo
|
||
b.guns[0].ammo = Infinity
|
||
simulation.updateGunHUD();
|
||
},
|
||
remove() {
|
||
if (tech.isIceCrystals) {
|
||
tech.isIceCrystals = false;
|
||
b.guns[0].ammoPack = b.guns[0].defaultAmmoPack;
|
||
if (b.guns[0].recordedAmmo) b.guns[0].ammo = b.guns[0].recordedAmmo
|
||
simulation.updateGunHUD();
|
||
}
|
||
tech.isIceCrystals = false;
|
||
if (b.guns[0].ammo === Infinity) b.guns[0].ammo = 0
|
||
}
|
||
},
|
||
{
|
||
name: "rotary cannon",
|
||
description: "<strong>nail gun</strong> has increased muzzle <strong>speed</strong>,<br>maximum <strong>fire rate</strong>, <strong>accuracy</strong>, and <strong>recoil</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("nail gun") && !tech.nailInstantFireRate && !tech.isNeedles
|
||
},
|
||
requires: "nail gun, not pneumatic actuator, needle gun",
|
||
effect() {
|
||
tech.nailRecoil = true
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod()
|
||
}
|
||
},
|
||
remove() {
|
||
if (tech.nailRecoil) {
|
||
tech.nailRecoil = false
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "nail gun") b.guns[i].chooseFireMethod()
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "gauge",
|
||
description: `<strong>rivets</strong>, <strong>needles</strong>, <strong>super balls</strong>, and <strong>nails</strong><br>have <strong>+30%</strong> mass and physical <strong class='color-d'>damage</strong>`,
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isMineDrop + tech.isNailBotUpgrade + tech.fragments + tech.nailsDeathMob + (tech.haveGunCheck("super balls") + (tech.haveGunCheck("mine") && !tech.isFoamMine) + (tech.haveGunCheck("nail gun")) + tech.isNeedles + tech.isNailShot + tech.isRivets) * 2 > 1
|
||
},
|
||
requires: "nails, nail gun, rivets, shotgun, super balls, mine",
|
||
effect() {
|
||
tech.bulletSize = 1 + 0.25 * Math.pow(this.count + 1, 0.5)
|
||
},
|
||
remove() {
|
||
tech.bulletSize = 1;
|
||
}
|
||
},
|
||
{
|
||
name: "supercritical fission",
|
||
description: "if <strong>nails</strong>, <strong>needles</strong>, or <strong>rivets</strong> strike mobs<br>near their <strong>center</strong> they can <strong class='color-e'>explode</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (tech.isNailShot || tech.isNeedles || tech.isNailBotUpgrade || tech.haveGunCheck("nail gun") || tech.isRivets || (tech.haveGunCheck("mine") && !(tech.isFoamMine || tech.isSuperMine))) && !tech.isIncendiary && !tech.isCritKill
|
||
},
|
||
requires: "nail gun, mine, needles, nails, rivets, not incendiary, stress concentration",
|
||
effect() {
|
||
tech.isNailCrit = true
|
||
},
|
||
remove() {
|
||
tech.isNailCrit = false
|
||
}
|
||
},
|
||
{
|
||
name: "irradiated nails",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Irradiation' class="link">irradiated nails</a>`,
|
||
description: "<strong>nails</strong>, <strong>needles</strong>, and <strong>rivets</strong> are <strong class='color-p'>radioactive</strong><br><strong>+90%</strong> <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong> over <strong>3</strong> seconds",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isMineDrop || tech.isNailBotUpgrade || tech.fragments || tech.nailsDeathMob || (tech.haveGunCheck("mine") && !(tech.isFoamMine || tech.isSuperMine)) || (tech.haveGunCheck("nail gun") && !tech.isShieldPierce) || (tech.haveGunCheck("shotgun") && (tech.isNeedles || tech.isNailShot))
|
||
},
|
||
requires: "nail gun, nails, rivets, mine, not ceramic needles",
|
||
effect() {
|
||
tech.isNailRadiation = true;
|
||
},
|
||
remove() {
|
||
tech.isNailRadiation = false;
|
||
}
|
||
},
|
||
{
|
||
name: "6s half-life",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Half-life' class="link">6s half-life</a>`,
|
||
description: "<span style = 'font-size:90%;'><strong>nails</strong>, <strong>needles</strong>, <strong>rivets</strong> are made of <strong class='color-p'>plutonium-238</strong></span><br><strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong> lasts <strong>+3</strong> seconds",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isNailRadiation && !tech.isFastRadiation
|
||
},
|
||
requires: "nail gun, mine, irradiated nails, not 1s half-life",
|
||
effect() {
|
||
tech.isSlowRadiation = true;
|
||
},
|
||
remove() {
|
||
tech.isSlowRadiation = false;
|
||
}
|
||
},
|
||
{
|
||
name: "1s half-life",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Half-life' class="link">1s half-life</a>`,
|
||
description: "<span style = 'font-size:95%;'><strong>nails</strong>, <strong>needles</strong>, <strong>rivets</strong> are made of <strong class='color-p'>lithium-8</strong><br><strong>+300%</strong> <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong> for <strong>1</strong> second</span>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isNailRadiation && !tech.isSlowRadiation
|
||
},
|
||
requires: "nail gun, mine, irradiated nails, not 6s half-life",
|
||
effect() {
|
||
tech.isFastRadiation = true;
|
||
},
|
||
remove() {
|
||
tech.isFastRadiation = false;
|
||
}
|
||
},
|
||
{
|
||
name: "spin-statistics",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Spin%E2%80%93statistics_theorem' class="link">spin-statistics</a>`,
|
||
description: "after firing the <strong>shotgun</strong> you are <strong>invulnerable</strong><br>shotgun has <strong>50%</strong> fewer shots",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("shotgun")
|
||
},
|
||
requires: "shotgun",
|
||
effect() {
|
||
tech.isShotgunImmune = true;
|
||
|
||
//cut current ammo by 1/2
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "shotgun") {
|
||
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 0.5);
|
||
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * 0.5
|
||
break;
|
||
}
|
||
}
|
||
simulation.updateGunHUD();
|
||
},
|
||
remove() {
|
||
if (tech.isShotgunImmune) {
|
||
tech.isShotgunImmune = false;
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "shotgun") {
|
||
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
|
||
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 2);
|
||
break;
|
||
}
|
||
}
|
||
simulation.updateGunHUD();
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "Newtons 3rd law",
|
||
description: "<strong>+66%</strong> <strong>shotgun</strong> <strong><em>fire rate</em></strong> and <strong>recoil</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("shotgun") && !tech.isShotgunReversed
|
||
},
|
||
requires: "shotgun, not Noether violation",
|
||
effect() {
|
||
tech.isShotgunRecoil = true;
|
||
},
|
||
remove() {
|
||
tech.isShotgunRecoil = false;
|
||
}
|
||
},
|
||
{
|
||
name: "Noether violation",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Noether%27s_theorem' class="link">Noether violation</a>`,
|
||
description: "<strong>+50%</strong> <strong>shotgun</strong> <strong class='color-d'>damage</strong><br><strong>shotgun</strong> <strong>recoil</strong> is <strong>reversed</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return (tech.haveGunCheck("shotgun")) && !tech.isShotgunRecoil
|
||
},
|
||
requires: "shotgun, not Newtons 3rd law",
|
||
effect() {
|
||
tech.isShotgunReversed = true;
|
||
},
|
||
remove() {
|
||
tech.isShotgunReversed = false;
|
||
}
|
||
},
|
||
{
|
||
name: "repeater",
|
||
description: "<strong>shotgun</strong> immediately fires again for no <strong class='color-ammo'>ammo</strong><br><strong>-50%</strong> <strong>shotgun</strong> <strong><em>fire rate</em></strong>",
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (tech.haveGunCheck("shotgun"))
|
||
},
|
||
requires: "shotgun, not Newtons 3rd law",
|
||
effect() {
|
||
tech.shotgunExtraShots++;
|
||
},
|
||
remove() {
|
||
tech.shotgunExtraShots = 0
|
||
}
|
||
},
|
||
{
|
||
name: "nail-shot",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Nail_(fastener)' class="link">nail-shot</a>`,
|
||
description: "<strong>shotgun</strong> drives a long clip of <strong>nails</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("shotgun") && !tech.isIncendiary && !tech.isRivets && !tech.isIceShot && !tech.isFoamShot && !tech.isSporeWorm && !tech.isSporeFlea && !tech.isNeedles
|
||
},
|
||
requires: "shotgun, not incendiary, rivets, foam-shot, worm-shot, ice-shot, needles",
|
||
effect() {
|
||
tech.isNailShot = true;
|
||
},
|
||
remove() {
|
||
tech.isNailShot = false;
|
||
}
|
||
},
|
||
{
|
||
name: "foam-shot",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Foam' class="link">foam-shot</a>`,
|
||
description: "<strong>shotgun</strong> sprays sticky <strong>foam</strong> bubbles",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIncendiary && !tech.isRivets && !tech.isIceShot && !tech.isSporeWorm && !tech.isSporeFlea && !tech.isNeedles
|
||
},
|
||
requires: "shotgun, not incendiary, nail-shot, rivet, worm-shot, ice-shot, needle",
|
||
effect() {
|
||
tech.isFoamShot = true;
|
||
},
|
||
remove() {
|
||
tech.isFoamShot = false;
|
||
}
|
||
},
|
||
{
|
||
name: "ice-shot",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Ice-nine_(disambiguation)' class="link">ice-shot</a>`,
|
||
description: "<strong>shotgun</strong> grows freezing <strong class='color-s'>ice IX</strong> crystals",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIncendiary && !tech.isRivets && !tech.isFoamShot && !tech.isSporeWorm && !tech.isSporeFlea && !tech.isNeedles
|
||
},
|
||
requires: "shotgun, not incendiary, nail-shot, rivet, foam-shot, worm-shot",
|
||
effect() {
|
||
tech.isIceShot = true;
|
||
},
|
||
remove() {
|
||
tech.isIceShot = false;
|
||
}
|
||
},
|
||
{
|
||
name: "freezer burn",
|
||
description: "mobs <strong class='color-s'>frozen</strong> while below <strong>33%</strong> durability <strong>die</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isIceCrystals || tech.isSporeFreeze || (m.fieldMode === 4 && simulation.molecularMode === 2) || tech.isIceShot || tech.relayIce || tech.isNeedleIce || (m.coupling && (m.fieldMode === 3 || m.fieldMode === 0))
|
||
},
|
||
requires: "a freeze effect",
|
||
effect() {
|
||
tech.isIceKill = true
|
||
},
|
||
remove() {
|
||
tech.isIceKill = false
|
||
}
|
||
},
|
||
{
|
||
name: "flash freeze",
|
||
description: "mobs <strong class='color-s'>frozen</strong> while above <strong>66%</strong> durability<br>have their durability reduced to <strong>66%</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isIceCrystals || tech.isSporeFreeze || (m.fieldMode === 4 && simulation.molecularMode === 2) || tech.isIceShot || tech.relayIce || tech.isNeedleIce || (m.coupling && (m.fieldMode === 3 || m.fieldMode === 0))
|
||
},
|
||
requires: "a freeze effect",
|
||
effect() {
|
||
tech.isIceMaxHealthLoss = true
|
||
},
|
||
remove() {
|
||
tech.isIceMaxHealthLoss = false
|
||
}
|
||
},
|
||
{
|
||
name: "crystallizer",
|
||
description: "after <strong class='color-s'>frozen</strong> mobs <strong>die</strong> they<br>shatter into <strong class='color-s'>ice IX</strong> crystals",
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (tech.isIceCrystals || tech.isSporeFreeze || (m.fieldMode === 4 && simulation.molecularMode === 2) || tech.isIceShot || tech.relayIce || tech.isNeedleIce || (m.coupling && (m.fieldMode === 3 || m.fieldMode === 0))) && !tech.sporesOnDeath && !tech.isExplodeMob && !tech.botSpawner && !tech.isMobBlockFling && !tech.nailsDeathMob
|
||
},
|
||
requires: "a localized freeze effect, no other mob death tech",
|
||
effect() {
|
||
tech.iceIXOnDeath++
|
||
},
|
||
remove() {
|
||
tech.iceIXOnDeath = 0
|
||
}
|
||
},
|
||
{
|
||
name: "thermoelectric effect",
|
||
description: "after <strong>killing</strong> mobs with <strong class='color-s'>ice IX</strong><br><strong>+100</strong> <strong class='color-f'>energy</strong>",
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (m.fieldMode === 4 && simulation.molecularMode === 2) || tech.relayIce || tech.isNeedleIce || (m.coupling && (m.fieldMode === 3 || m.fieldMode === 0)) || tech.iceIXOnDeath || tech.isIceShot
|
||
},
|
||
requires: "ice IX",
|
||
effect() {
|
||
tech.iceEnergy++
|
||
},
|
||
remove() {
|
||
tech.iceEnergy = 0;
|
||
}
|
||
},
|
||
{
|
||
name: "superfluidity",
|
||
description: "<strong class='color-s'>freeze</strong> effects are applied<br>to a small area around the target",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isIceCrystals || tech.isSporeFreeze || (m.fieldMode === 4 && simulation.molecularMode === 2) || tech.relayIce || tech.isNeedleIce || (m.coupling && (m.fieldMode === 3 || m.fieldMode === 0)) || tech.iceIXOnDeath || tech.isIceShot
|
||
},
|
||
requires: "a localized freeze effect",
|
||
effect() {
|
||
tech.isAoESlow = true
|
||
},
|
||
remove() {
|
||
tech.isAoESlow = false
|
||
}
|
||
},
|
||
{
|
||
name: "incendiary ammunition",
|
||
description: "<strong>shotgun</strong>, <strong>rivets</strong>, <strong>super balls</strong>, and <strong>drones</strong><br>are loaded with <strong class='color-e'>explosives</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return (tech.haveGunCheck("shotgun") && !tech.isNailShot && !tech.isIceShot && !tech.isRivets && !tech.isFoamShot && !tech.isSporeWorm && !tech.isSporeFlea && !tech.isNeedles) || ((tech.haveGunCheck("super balls") || tech.isSuperMine) && !tech.isSuperBounce && !tech.isFoamBall && !tech.isSuperHarm) || (tech.isRivets && !tech.isNailCrit) || (m.fieldMode === 4 && simulation.molecularMode === 3) || (tech.haveGunCheck("drones") && !tech.isForeverDrones && !tech.isDroneRadioactive && !tech.isDroneTeleport)
|
||
},
|
||
requires: "shotgun, super balls, rivets, drones, not irradiated drones, burst drones, polyurethane, Zectron",
|
||
effect() {
|
||
tech.isIncendiary = true
|
||
},
|
||
remove() {
|
||
tech.isIncendiary = false;
|
||
}
|
||
},
|
||
{
|
||
name: "rebound",
|
||
description: `after they collide with a mob, <strong>super balls</strong><br>gain <strong>speed</strong>, <strong>duration</strong>, and <strong>+33%</strong> <strong class='color-d'>damage</strong>`,
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (tech.haveGunCheck("super balls") || tech.isSuperMine) && !tech.isIncendiary && !tech.isFoamBall
|
||
},
|
||
requires: "super balls, not incendiary",
|
||
effect() {
|
||
tech.isSuperBounce = true
|
||
},
|
||
remove() {
|
||
tech.isSuperBounce = false
|
||
}
|
||
},
|
||
{
|
||
name: "Zectron",
|
||
description: `<strong>+75%</strong> <strong>super ball</strong> density and <strong class='color-d'>damage</strong>, but<br>after colliding with <strong>super balls</strong> <strong>-25%</strong> <strong class='color-f'>energy</strong>`,
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (tech.haveGunCheck("super balls") || tech.isSuperMine) && !tech.isIncendiary && !tech.isBulletTeleport
|
||
},
|
||
requires: "super balls not incendiary ammunition, uncertainty principle",
|
||
effect() {
|
||
tech.isSuperHarm = true
|
||
},
|
||
remove() {
|
||
tech.isSuperHarm = false
|
||
}
|
||
},
|
||
{
|
||
name: "polyurethane foam",
|
||
description: "<strong>super balls</strong> and <strong>harpoons</strong> colliding with <strong>mobs</strong><br>catalyzes a reaction that yields <strong>foam</strong> bubbles",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return ((tech.haveGunCheck("super balls") || tech.isSuperMine) && !tech.isSuperBounce) || (tech.haveGunCheck("harpoon") && !tech.fragments)
|
||
},
|
||
requires: "super balls, harpoon, not fragmentation",
|
||
effect() {
|
||
tech.isFoamBall = true;
|
||
},
|
||
remove() {
|
||
tech.isFoamBall = false;
|
||
}
|
||
},
|
||
{
|
||
name: "autocannon",
|
||
description: "fire <strong>+1</strong> extra <strong>super ball</strong><br><strong>balls</strong> are quickly released in same direction",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("super balls") && !tech.oneSuperBall
|
||
},
|
||
requires: "super balls, but not the tech super ball",
|
||
effect() {
|
||
tech.superBallDelay = true
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod()
|
||
}
|
||
},
|
||
remove() {
|
||
if (tech.superBallDelay) {
|
||
tech.superBallDelay = false;
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "super balls") b.guns[i].chooseFireMethod()
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "super duper",
|
||
description: `randomly fire <strong>+0</strong>, <strong>+1</strong>, <strong>+2</strong>, or <strong>+3</strong> extra <strong>super balls</strong>`,
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (tech.haveGunCheck("super balls") || tech.isSuperMine) && !tech.oneSuperBall
|
||
},
|
||
requires: "super balls, not super ball",
|
||
effect() {
|
||
tech.extraSuperBalls += 4
|
||
},
|
||
remove() {
|
||
tech.extraSuperBalls = 0;
|
||
}
|
||
},
|
||
{
|
||
name: "super ball",
|
||
description: "fire just <strong>1 large</strong> super <strong>ball</strong><br>that <strong>stuns</strong> mobs for <strong>2</strong> second",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (tech.haveGunCheck("super balls") || tech.isSuperMine) && !tech.extraSuperBalls && !tech.superBallDelay
|
||
},
|
||
requires: "super balls, not super duper or autocannon",
|
||
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: "phase velocity",
|
||
description: "wave particles <strong>propagate</strong> faster as <strong>solids</strong><br><strong>+40%</strong> wave <strong class='color-d'>damage</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("wave") && !tech.isLongitudinal
|
||
},
|
||
requires: "wave, not phonon",
|
||
effect() {
|
||
tech.isPhaseVelocity = true;
|
||
},
|
||
remove() {
|
||
tech.isPhaseVelocity = false;
|
||
}
|
||
},
|
||
{
|
||
name: "amplitude",
|
||
description: "<strong>+37%</strong> wave <strong class='color-d'>damage</strong><br><strong>+37%</strong> wave particle <strong>amplitude</strong>",
|
||
isGunTech: true,
|
||
maxCount: 3,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("wave") || tech.isSoundBotUpgrade
|
||
},
|
||
requires: "wave",
|
||
effect() {
|
||
tech.waveFrequency *= 0.66
|
||
tech.wavePacketDamage *= 1.37
|
||
},
|
||
remove() {
|
||
tech.waveFrequency = 0.2
|
||
tech.wavePacketDamage = 1
|
||
}
|
||
},
|
||
{
|
||
name: "propagation",
|
||
description: "<strong>–25%</strong> wave packet propagation <strong>speed</strong><br><strong>+41%</strong> wave <strong class='color-d'>damage</strong>",
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("wave") || tech.isSoundBotUpgrade
|
||
},
|
||
requires: "wave",
|
||
effect() {
|
||
tech.waveBeamSpeed *= 0.75;
|
||
tech.waveBeamDamage += 0.27 * 0.41 //this sets base wave damage
|
||
},
|
||
remove() {
|
||
tech.waveBeamSpeed = 11;
|
||
tech.waveBeamDamage = 0.27 //this sets base wave damage
|
||
}
|
||
},
|
||
{
|
||
name: "bound state",
|
||
description: "wave packets <strong>reflect</strong> backwards <strong>2</strong> times<br><strong>–33%</strong> <strong>range</strong>",
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("wave") && !tech.isLongitudinal
|
||
},
|
||
requires: "wave, not phonon",
|
||
effect() {
|
||
tech.waveReflections += 2
|
||
},
|
||
remove() {
|
||
tech.waveReflections = 1
|
||
}
|
||
},
|
||
{
|
||
name: "frequency",
|
||
description: `<strong>wave</strong> has unlimited <strong class='color-ammo'>ammo</strong><br><strong>-25%</strong> wave <strong class='color-d'>damage</strong>`,
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed: () => tech.haveGunCheck("wave"),
|
||
requires: "wave",
|
||
effect() {
|
||
tech.isInfiniteWaveAmmo = true
|
||
b.guns[3].savedAmmo = b.guns[3].ammo
|
||
b.guns[3].ammo = Infinity
|
||
simulation.updateGunHUD();
|
||
},
|
||
remove() {
|
||
tech.isInfiniteWaveAmmo = false
|
||
if (this.count > 0 && b.guns[3].savedAmmo !== undefined) {
|
||
b.guns[3].ammo = b.guns[3].savedAmmo
|
||
simulation.updateGunHUD();
|
||
} else if (b.guns[3].ammo === Infinity) {
|
||
b.guns[3].ammo = 0
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "phonon", //longitudinal //gravitational wave?
|
||
description: "waves are low <strong>frequency</strong>, high <strong class='color-d'>damage</strong><br><strong>expanding arcs</strong> that propagate through <strong>solids</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return tech.haveGunCheck("wave") && !tech.isPhaseVelocity && tech.waveReflections === 1
|
||
},
|
||
requires: "wave, not phase velocity, bound state",
|
||
ammoScale: 6,
|
||
effect() {
|
||
tech.isLongitudinal = true;
|
||
b.guns[3].chooseFireMethod()
|
||
b.guns[3].ammoPack = b.guns[3].defaultAmmoPack / this.ammoScale
|
||
if (tech.isInfiniteWaveAmmo) {
|
||
b.guns[3].savedAmmo = Math.ceil(b.guns[3].savedAmmo / this.ammoScale); //used with low frequency
|
||
} else {
|
||
b.guns[3].ammo = Math.ceil(b.guns[3].ammo / this.ammoScale);
|
||
}
|
||
simulation.updateGunHUD();
|
||
},
|
||
remove() {
|
||
if (tech.isLongitudinal) {
|
||
tech.isLongitudinal = false;
|
||
b.guns[3].chooseFireMethod()
|
||
b.guns[3].ammoPack = b.guns[3].defaultAmmoPack
|
||
if (tech.isInfiniteWaveAmmo) {
|
||
b.guns[3].savedAmmo = Math.ceil(b.guns[3].savedAmmo * this.ammoScale); //used with low frequency
|
||
} else {
|
||
b.guns[3].ammo = Math.ceil(b.guns[3].ammo * this.ammoScale);
|
||
}
|
||
simulation.updateGunHUD();
|
||
}
|
||
tech.isLongitudinal = false;
|
||
}
|
||
},
|
||
{
|
||
name: "isotropic",
|
||
description: "<strong>waves</strong> expand in <strong>all</strong> directions<br><strong>–40%</strong> <strong>range</strong> and <strong>+50%</strong> <strong class='color-d'>damage</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return tech.isLongitudinal && tech.haveGunCheck("wave") && !tech.isBulletTeleport
|
||
},
|
||
requires: "wave, phonon, not uncertainty principle",
|
||
effect() {
|
||
tech.is360Longitudinal = true;
|
||
b.guns[3].chooseFireMethod()
|
||
},
|
||
remove() {
|
||
tech.is360Longitudinal = false;
|
||
b.guns[3].chooseFireMethod()
|
||
}
|
||
},
|
||
{
|
||
name: "mechanical resonance",
|
||
description: "after a <strong class='color-block'>block</strong> gets vibrated by a <strong>phonon</strong><br>there is a chance it's <strong>flung</strong> at nearby mobs",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (tech.isLongitudinal && tech.haveGunCheck("wave")) || tech.isSoundBotUpgrade
|
||
},
|
||
requires: "wave, phonon",
|
||
effect() {
|
||
tech.isPhononBlock = true
|
||
},
|
||
remove() {
|
||
tech.isPhononBlock = false
|
||
}
|
||
},
|
||
{
|
||
name: "sympathetic resonance",
|
||
description: "after a <strong>mob</strong> gets vibrated by a <strong>phonon</strong><br>a new <strong>resonance wave</strong> expands",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (tech.isLongitudinal && tech.haveGunCheck("wave")) || tech.isSoundBotUpgrade
|
||
},
|
||
requires: "wave, phonon",
|
||
effect() {
|
||
tech.isPhononWave = true
|
||
},
|
||
remove() {
|
||
tech.isPhononWave = false
|
||
}
|
||
},
|
||
{
|
||
name: "cruise missile",
|
||
description: "<strong>+100%</strong> <strong>missile</strong> <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong>, radius<br><strong>–50%</strong> <strong>missile</strong> speed",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (tech.haveGunCheck("missiles") && tech.missileFireCD === 45) || (m.fieldMode === 4 && simulation.molecularMode === 1) || tech.missileBotCount
|
||
},
|
||
requires: "missiles, not launch system",
|
||
effect() {
|
||
tech.isMissileBig = true
|
||
},
|
||
remove() {
|
||
tech.isMissileBig = false
|
||
}
|
||
},
|
||
{
|
||
name: "ICBM",
|
||
description: "<strong>+75%</strong> <strong>missile</strong> <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong>, radius<br><strong>–50%</strong> <strong>missile</strong> speed",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (tech.haveGunCheck("missiles") || (m.fieldMode === 4 && simulation.molecularMode === 1)) && tech.isMissileBig
|
||
},
|
||
requires: "missiles, cruise missile",
|
||
effect() {
|
||
tech.isMissileBiggest = true
|
||
},
|
||
remove() {
|
||
tech.isMissileBiggest = false
|
||
}
|
||
},
|
||
{
|
||
name: "launch system",
|
||
description: `<strong>+500%</strong> <strong>missile</strong> <strong class='color-g'>gun</strong> <strong><em>fire rate</em></strong><br><strong>+20%</strong> missile <strong class='color-ammo'>ammo</strong> per ${powerUps.orb.ammo(1)}`,
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("missiles") && !tech.isMissileBig
|
||
},
|
||
requires: "missiles, not cruise missile",
|
||
ammoBonus: 1.2,
|
||
effect() {
|
||
tech.missileFireCD = 10
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "missiles") {
|
||
b.guns[i].ammoPack *= this.ammoBonus;
|
||
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * this.ammoBonus);
|
||
simulation.updateGunHUD();
|
||
break
|
||
}
|
||
}
|
||
},
|
||
remove() {
|
||
if (tech.missileFireCD !== 45) {
|
||
tech.missileFireCD = 45;
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "missiles") {
|
||
b.guns[i].ammoPack = 5;
|
||
b.guns[i].ammo = Math.ceil(b.guns[i].ammo / this.ammoBonus);
|
||
simulation.updateGunHUD();
|
||
break
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "missile-bot",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">missile-bot</a>`,
|
||
description: `use ${powerUps.orb.research(1)}to trade your <strong>missile</strong> <strong class='color-g'>gun</strong><br>for a <strong class='color-bot'>bot</strong> that fires <strong>missiles</strong>`,
|
||
isGunTech: true,
|
||
isRemoveGun: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isBot: true,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return tech.haveGunCheck("missiles", false) && tech.missileFireCD === 45 && (build.isExperimentSelection || powerUps.research.count > 0)
|
||
},
|
||
requires: "missiles, not launch system",
|
||
effect() {
|
||
tech.missileBotCount++;
|
||
b.missileBot();
|
||
if (tech.haveGunCheck("missiles", false)) b.removeGun("missiles") //remove your last gun
|
||
for (let i = 0; i < 1; i++) {
|
||
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||
}
|
||
},
|
||
remove() {
|
||
if (this.count) {
|
||
tech.missileBotCount = 0;
|
||
b.clearPermanentBots();
|
||
b.respawnBots();
|
||
if (!tech.haveGunCheck("missiles", false)) b.giveGuns("missiles")
|
||
powerUps.research.changeRerolls(1)
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "iridium-192",
|
||
description: "<strong class='color-e'>explosions</strong> release <strong class='color-p'>gamma radiation</strong><br><strong>+100%</strong> <strong class='color-e'>explosion</strong> <strong class='color-d'>damage</strong> over <strong>4</strong> seconds",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isImmuneExplosion && tech.explosiveRadius === 1 && !tech.isSmallExplosion && !tech.isBlockExplode && !tech.fragments && (tech.haveGunCheck("missiles") || tech.missileBotCount || tech.isIncendiary || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.isPulseLaser || (m.fieldMode === 4 && simulation.molecularMode === 1) || tech.isBoomBotUpgrade || tech.isTokamak)
|
||
},
|
||
requires: "an explosive damage source, not ammonium nitrate, nitroglycerin, chain reaction, fragmentation, electric armor",
|
||
effect() {
|
||
tech.isExplodeRadio = true; //iridium-192
|
||
},
|
||
remove() {
|
||
tech.isExplodeRadio = false;
|
||
}
|
||
},
|
||
{
|
||
name: "fragmentation",
|
||
description: "some <strong class='color-e'>detonations</strong> and collisions eject <strong>nails</strong><br><em style = 'font-size: 90%'>blocks, grenades, missiles, rivets, harpoon</em>",
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return !tech.isExplodeRadio && ((tech.haveGunCheck("harpoon") && !tech.isFoamBall) || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb) || tech.haveGunCheck("missiles") || (m.fieldMode === 4 && simulation.molecularMode === 1) || tech.missileBotCount || tech.isRivets || tech.blockDamage > 0.075)
|
||
},
|
||
requires: "grenades, missiles, rivets, harpoon, or mass driver, not iridium-192, not polyurethane foam",
|
||
effect() {
|
||
tech.fragments++
|
||
},
|
||
remove() {
|
||
tech.fragments = 0
|
||
}
|
||
},
|
||
{
|
||
name: "ammonium nitrate",
|
||
description: "<strong>+24%</strong> <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong>, radius",
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return !tech.isExplodeRadio && tech.hasExplosiveDamageCheck()
|
||
},
|
||
requires: "an explosive damage source, not iridium-192",
|
||
effect() {
|
||
tech.explosiveRadius += 0.24;
|
||
},
|
||
remove() {
|
||
tech.explosiveRadius = 1;
|
||
}
|
||
},
|
||
{
|
||
name: "nitroglycerin",
|
||
description: "<strong>+66%</strong> <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong><br><strong>–33%</strong> <strong class='color-e'>explosive</strong> <strong>radius</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return !tech.isExplodeRadio && tech.hasExplosiveDamageCheck() && !tech.isExplosionHarm
|
||
},
|
||
requires: "an explosive damage source, not iridium-192, acetone peroxide",
|
||
effect() {
|
||
tech.isSmallExplosion = true;
|
||
},
|
||
remove() {
|
||
tech.isSmallExplosion = false;
|
||
}
|
||
},
|
||
{
|
||
name: "acetone peroxide",
|
||
description: "<strong>+70%</strong> <strong class='color-e'>explosive</strong> <strong>radius</strong><br><strong>–33%</strong> <strong class='color-e'>explosive</strong> <strong class='color-defense'>defense</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
isBadRandomOption: true,
|
||
allowed() {
|
||
return tech.hasExplosiveDamageCheck() && !tech.isSmallExplosion
|
||
},
|
||
requires: "an explosive damage source, not nitroglycerin",
|
||
effect() {
|
||
tech.isExplosionHarm = true;
|
||
},
|
||
remove() {
|
||
tech.isExplosionHarm = false;
|
||
}
|
||
},
|
||
{
|
||
name: "shock wave",
|
||
description: "<strong>mines</strong> and <strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> <strong>stun</strong> for <strong>3-5</strong> seconds<br><strong class='color-e'>explosions</strong> <strong>stun</strong> for <strong>0.5</strong> seconds",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return tech.haveGunCheck("spores") || tech.haveGunCheck("mine") || (!tech.isExplodeRadio && tech.hasExplosiveDamageCheck())
|
||
},
|
||
requires: "mine, spores, an explosive damage source, not iridium-192",
|
||
effect() {
|
||
tech.isStun = true;
|
||
},
|
||
remove() {
|
||
tech.isStun = false;
|
||
}
|
||
},
|
||
{
|
||
name: "shaped charge",
|
||
description: `use ${powerUps.orb.research(3)} to dynamically <strong>reduce</strong><br>all <strong class='color-e'>explosions</strong> to prevent <strong class='color-h'>health</strong> loss`,
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return !tech.isImmuneExplosion && (build.isExperimentSelection || powerUps.research.count > 2) && (tech.haveGunCheck("missiles") || (m.fieldMode === 4 && simulation.molecularMode === 1) || tech.missileBotCount > 0 || tech.isIncendiary || tech.isPulseLaser || tech.isTokamak || (tech.haveGunCheck("grenades") && !tech.isNeutronBomb))
|
||
},
|
||
requires: "an explosive damage source, not rocket propelled grenade",
|
||
effect() {
|
||
tech.isSmartRadius = true;
|
||
for (let i = 0; i < 3; i++) {
|
||
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||
}
|
||
},
|
||
remove() {
|
||
tech.isSmartRadius = false;
|
||
if (this.count > 0) powerUps.research.changeRerolls(3)
|
||
}
|
||
},
|
||
// {
|
||
// name: "electric armor",
|
||
// // description: "<strong class='color-e'>explosions</strong> do no <strong class='color-defense'>defense</strong><br> while your <strong class='color-f'>energy</strong> is above <strong>98%</strong>",
|
||
// description: "instead of causing <strong class='color-h'>health</strong> loss, <strong class='color-e'>explosions</strong><br>drain <strong>12</strong> <strong class='color-f'>energy</strong> and have more knockback",
|
||
// isGunTech: true,
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 2,
|
||
// frequencyDefault: 2,
|
||
// allowed() {
|
||
// return !tech.isSmartRadius && !tech.isExplodeRadio && tech.hasExplosiveDamageCheck()
|
||
// },
|
||
// requires: "an explosive damage source, not iridium-192",
|
||
// effect() {
|
||
// tech.isImmuneExplosion = true;
|
||
// },
|
||
// remove() {
|
||
// tech.isImmuneExplosion = false;
|
||
// }
|
||
// },
|
||
{
|
||
name: "MIRV",
|
||
description: "fire <strong>+1</strong> <strong>missile</strong> or <strong>grenade</strong> per shot<br><strong>–12%</strong> <strong class='color-e'>explosion</strong> <strong class='color-d'>damage</strong> and <strong>radius</strong>",
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("missiles") || tech.missileBotCount || tech.haveGunCheck("grenades")
|
||
},
|
||
requires: "missiles, grenades",
|
||
effect() {
|
||
tech.missileCount++;
|
||
},
|
||
remove() {
|
||
tech.missileCount = 1;
|
||
}
|
||
},
|
||
{
|
||
name: "rocket-propelled grenade",
|
||
description: "<strong>grenades</strong> <strong class='color-e'>explode</strong> on map <strong>collisions</strong><br><strong class='color-e'>explosions</strong> drain <strong class='color-f'>energy</strong>, not <strong class='color-h'>health</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("grenades") && !tech.isVacuumBomb
|
||
},
|
||
requires: "grenades, not vacuum bomb",
|
||
effect() {
|
||
tech.isImmuneExplosion = true;
|
||
tech.isRPG = true;
|
||
b.setGrenadeMode()
|
||
},
|
||
remove() {
|
||
tech.isImmuneExplosion = false;
|
||
tech.isRPG = false;
|
||
b.setGrenadeMode()
|
||
}
|
||
},
|
||
{
|
||
name: "vacuum bomb",
|
||
description: "<strong>grenades</strong> fire slower, <strong class='color-e'>explode</strong> bigger,<br>and <strong>suck</strong> everything towards them",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("grenades") && !tech.isNeutronBomb && !tech.isBlockExplode && !tech.isRPG
|
||
},
|
||
requires: "grenades, not neutron bomb, chain reaction, RPG",
|
||
effect() {
|
||
tech.isVacuumBomb = true;
|
||
b.setGrenadeMode()
|
||
},
|
||
remove() {
|
||
tech.isVacuumBomb = false;
|
||
b.setGrenadeMode()
|
||
}
|
||
},
|
||
{
|
||
name: "chain reaction",
|
||
description: "<strong>+33%</strong> <strong>grenade</strong> radius and <strong class='color-d'>damage</strong><br><strong class='color-block'>blocks</strong> caught in <strong class='color-e'>explosions</strong> also <strong class='color-e'>explode</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("grenades") && !tech.isExplodeRadio && !tech.isNeutronBomb && !tech.isVacuumBomb
|
||
},
|
||
requires: "grenades, not iridium-192, neutron bomb, vacuum bomb",
|
||
effect() {
|
||
tech.isBlockExplode = true; //chain reaction
|
||
},
|
||
remove() {
|
||
tech.isBlockExplode = false;
|
||
}
|
||
},
|
||
{
|
||
name: "flame test",
|
||
description: "after <strong>grenades</strong> detonate they release<br>a colorful <strong>cluster</strong> of small <strong class='color-e'>explosions</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("grenades") && !tech.isNeutronBomb && !tech.isCircleExplode && !tech.isPetalsExplode
|
||
},
|
||
requires: "grenades, not neutron bomb, pyrotechnics, fireworks",
|
||
effect() {
|
||
tech.isClusterExplode = true;
|
||
},
|
||
remove() {
|
||
tech.isClusterExplode = false;
|
||
}
|
||
},
|
||
{
|
||
name: "pyrotechnics",
|
||
description: "after <strong>grenades</strong> detonate they release<br>a colorful <strong>circle</strong> of <strong class='color-e'>explosions</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("grenades") && !tech.isNeutronBomb && !tech.isClusterExplode && !tech.isPetalsExplode
|
||
},
|
||
requires: "grenades, not neutron bomb, flame test, fireworks",
|
||
effect() {
|
||
tech.isCircleExplode = true;
|
||
},
|
||
remove() {
|
||
tech.isCircleExplode = false;
|
||
}
|
||
},
|
||
{
|
||
name: "fireworks",
|
||
description: "after <strong>grenades</strong> detonate they release<br>colorful <strong>petals</strong> of <strong class='color-e'>explosions</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("grenades") && !tech.isNeutronBomb && !tech.isClusterExplode && !tech.isCircleExplode
|
||
},
|
||
requires: "grenades, not neutron bomb, pyrotechnics, flame test",
|
||
effect() {
|
||
tech.isPetalsExplode = true;
|
||
},
|
||
remove() {
|
||
tech.isPetalsExplode = false;
|
||
}
|
||
},
|
||
{
|
||
name: "neutron bomb",
|
||
description: "<strong>grenades</strong> are <strong class='color-p'>irradiated</strong> with <strong class='color-p'>Cf-252</strong><br>does <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong> over time",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("grenades") && !tech.fragments && !tech.isVacuumBomb && !tech.isExplodeRadio && !tech.isBlockExplode && !tech.isClusterExplode && !tech.isPetalsExplode && !tech.isCircleExplode
|
||
},
|
||
requires: "grenades, not fragmentation, vacuum bomb, iridium-192, pyrotechnics, fireworks, flame test, chain reaction",
|
||
effect() {
|
||
tech.isNeutronBomb = true;
|
||
b.setGrenadeMode()
|
||
},
|
||
remove() {
|
||
tech.isNeutronBomb = false;
|
||
b.setGrenadeMode()
|
||
}
|
||
},
|
||
{
|
||
name: "vacuum permittivity",
|
||
description: "<strong>+20%</strong> <strong class='color-p'>radioactive</strong> range<br>objects in range of the bomb are <strong>slowed</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isNeutronBomb
|
||
},
|
||
requires: "grenades, neutron bomb",
|
||
effect() {
|
||
tech.isNeutronSlow = true
|
||
},
|
||
remove() {
|
||
tech.isNeutronSlow = false
|
||
}
|
||
},
|
||
{
|
||
name: "radioactive contamination",
|
||
description: "after a mob or shield <strong>dies</strong>,<br>leftover <strong class='color-p'>radiation</strong> <strong>spreads</strong> to a nearby mob",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isNailRadiation || tech.isWormholeDamage || tech.isNeutronBomb || tech.isExplodeRadio || tech.isBlockRadiation
|
||
},
|
||
requires: "radiation damage source",
|
||
effect() {
|
||
tech.isRadioactive = true
|
||
},
|
||
remove() {
|
||
tech.isRadioactive = false
|
||
}
|
||
},
|
||
{
|
||
name: "nuclear transmutation",
|
||
description: "<strong>+47%</strong> <strong class='color-p'>radiation</strong> <strong class='color-d'>damage</strong><br><em style = 'font-size:93%;'>nail, drone, neutron bomb, iridium, cosmic string, deflect</em>",
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isNailRadiation || tech.isWormholeDamage || tech.isNeutronBomb || tech.isExplodeRadio || tech.isBlockRadiation || tech.isDroneRadioactive
|
||
},
|
||
requires: "radiation damage source",
|
||
effect() {
|
||
tech.radioactiveDamage += 1.47
|
||
},
|
||
remove() {
|
||
tech.radioactiveDamage = 1
|
||
}
|
||
},
|
||
{
|
||
name: "water shielding",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Radiation_protection#Radiation_shielding' class="link">water shielding</a>`,
|
||
description: "<strong class='color-p'>radioactive</strong> effects on you are reduced by 75%<br><em>neutron bomb, drones, explosions, slime</em>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isNeutronBomb || tech.isDroneRadioactive || tech.isExplodeRadio
|
||
},
|
||
requires: "neutron bomb, irradiated drones, iridium-192",
|
||
effect() {
|
||
tech.isRadioactiveResistance = true
|
||
},
|
||
remove() {
|
||
tech.isRadioactiveResistance = false
|
||
}
|
||
},
|
||
{
|
||
name: "ricochet",
|
||
description: "after <strong>nails</strong> hit a mob they <strong>rebound</strong> towards<br>a new mob with <strong>+180%</strong> <strong class='color-d'>damage</strong> per bounce",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
// return (tech.haveGunCheck("nail gun") && !tech.isRivets && !tech.isNeedles) || (tech.haveGunCheck("mines"))
|
||
return tech.isMineDrop || tech.isNailBotUpgrade || tech.fragments || tech.nailsDeathMob || (tech.haveGunCheck("mine") && !(tech.isLaserMine || tech.isFoamMine || tech.isSuperMine)) || (tech.haveGunCheck("nail gun") && !tech.isRivets && !tech.isNeedles) || (tech.haveGunCheck("shotgun") && (tech.isNeedles || tech.isNailShot) && !tech.isRivets && !tech.isNeedles)
|
||
},
|
||
//
|
||
requires: "nail gun, not rotary cannon, rivets, or needles",
|
||
effect() {
|
||
tech.isRicochet = true
|
||
},
|
||
remove() {
|
||
tech.isRicochet = false
|
||
}
|
||
},
|
||
{
|
||
name: "booby trap",
|
||
description: "<strong>50%</strong> chance to drop a <strong>mine</strong> from <strong>power ups</strong><br><strong>+36%</strong> <strong class='color-junk'>JUNK</strong> to <strong class='color-m'>tech</strong> pool",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("mine")
|
||
},
|
||
requires: "mines",
|
||
effect() {
|
||
tech.isMineDrop = true;
|
||
if (tech.isMineDrop) b.mine(m.pos, {
|
||
x: 0,
|
||
y: 0
|
||
}, 0)
|
||
this.refundAmount += tech.addJunkTechToPool(0.36)
|
||
},
|
||
refundAmount: 0,
|
||
remove() {
|
||
tech.isMineDrop = false;
|
||
if (this.count > 0 && this.refundAmount > 0) {
|
||
tech.removeJunkTechFromPool(this.refundAmount)
|
||
this.refundAmount = 0
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "elephants toothpaste",
|
||
description: "instead of nails <strong>mines</strong> catalyze a reaction<br>that yields <strong>foam</strong> bubbles",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("mine") && !tech.isSuperMine && !tech.isRicochet && !tech.isNailRadiation && !tech.isNailCrit
|
||
},
|
||
requires: "mines, not blast ball, ricochet, irradiated nails, supercritical fission",
|
||
effect() {
|
||
tech.isFoamMine = true;
|
||
},
|
||
remove() {
|
||
tech.isFoamMine = false;
|
||
}
|
||
},
|
||
{
|
||
name: "blast ball",
|
||
descriptionFunction() {
|
||
return `instead of nails <strong>mines</strong> fire <strong>bouncy balls</strong>`
|
||
},
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("mine") && !tech.isFoamMine && !tech.isRicochet && !tech.isNailRadiation && !tech.isNailCrit
|
||
},
|
||
requires: "mines, not elephants toothpaste, ricochet, irradiated nails, supercritical fission",
|
||
effect() {
|
||
tech.isSuperMine = true;
|
||
},
|
||
remove() {
|
||
tech.isSuperMine = false;
|
||
}
|
||
},
|
||
{
|
||
name: "laser-mines",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Laser' class="link">laser-mines</a>`,
|
||
description: "<strong>mines</strong> laid while you are <strong>crouched</strong><br>use <strong class='color-f'>energy</strong> to emit <strong>3</strong> unaimed <strong class='color-laser'>lasers</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("mine")
|
||
},
|
||
requires: "mines",
|
||
effect() {
|
||
tech.isLaserMine = true;
|
||
},
|
||
remove() {
|
||
tech.isLaserMine = false;
|
||
}
|
||
},
|
||
{
|
||
name: "sentry",
|
||
descriptionFunction() {
|
||
return `<strong>mines</strong> fire one ${b.guns[10].nameString()} at a time<br><strong>mines</strong> fire <strong>50%</strong> more ${b.guns[10].nameString('s')}`
|
||
},
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("mine")
|
||
},
|
||
requires: "mines, not elephants toothpaste",
|
||
effect() {
|
||
tech.isMineSentry = true;
|
||
},
|
||
remove() {
|
||
tech.isMineSentry = false;
|
||
}
|
||
},
|
||
{
|
||
name: "extended magazine",
|
||
descriptionFunction() {
|
||
return `sentry <strong>mines</strong> fire <strong>50%</strong> more ${b.guns[10].nameString('s')}`
|
||
},
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("mine") && tech.isMineSentry
|
||
},
|
||
requires: "mines, sentry",
|
||
effect() {
|
||
tech.sentryAmmo += 17;
|
||
},
|
||
remove() {
|
||
tech.sentryAmmo = 33;
|
||
}
|
||
},
|
||
{
|
||
name: "mycelial fragmentation",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Fungus' class="link">mycelial fragmentation</a>`,
|
||
description: "during their <strong>growth</strong> phase<br><strong>+70%</strong> <strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> discharge",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("spores")
|
||
},
|
||
requires: "spores",
|
||
effect() {
|
||
tech.isSporeGrowth = true
|
||
},
|
||
remove() {
|
||
tech.isSporeGrowth = false
|
||
}
|
||
},
|
||
{
|
||
name: "cordyceps",
|
||
// descriptionFunction() {
|
||
// return `mobs infected by ${b.guns[6].nameString('s')} have a <strong>5%</strong> chance<br>to <strong>resurrect</strong> and attack other mobs`
|
||
// },
|
||
description: "<strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> <strong>infect</strong> mobs they attach to<br><strong>infected</strong> mobs <strong>resurrect</strong> and attack other mobs",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("spores")
|
||
},
|
||
requires: "spores",
|
||
effect() {
|
||
tech.isZombieMobs = true
|
||
},
|
||
remove() {
|
||
tech.isZombieMobs = false
|
||
}
|
||
},
|
||
{
|
||
name: "colony",
|
||
description: "<strong>+50%</strong> <strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> discharge<br><strong>40%</strong> chance to discharge something different",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Colony_(biology)' class="link">colony</a>`,
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("spores")
|
||
},
|
||
requires: "spores",
|
||
effect() {
|
||
tech.isSporeColony = true
|
||
},
|
||
remove() {
|
||
tech.isSporeColony = false
|
||
}
|
||
},
|
||
{
|
||
name: "cryodesiccation",
|
||
descriptionFunction() {
|
||
return `<strong>+25%</strong> <strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> discharge<br> ${b.guns[6].nameString('s')} <strong class='color-s'>freeze</strong> mobs for <strong>1.5</strong> second`
|
||
},
|
||
// description: "<strong>+25%</strong> <strong class='color-p' style='letter-spacing: 2px;'>sporangium</strong> discharge<br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> <strong class='color-s'>freeze</strong> mobs for <strong>1.5</strong> second",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || (m.fieldMode === 4 && simulation.molecularMode === 0) || tech.isSporeWorm || tech.isSporeFlea
|
||
},
|
||
requires: "spores",
|
||
effect() {
|
||
tech.isSporeFreeze = true
|
||
},
|
||
remove() {
|
||
tech.isSporeFreeze = false
|
||
}
|
||
},
|
||
{
|
||
name: "flagella",
|
||
descriptionFunction() {
|
||
return `<strong>+50%</strong> ${b.guns[6].nameString()} acceleration<br>if they can't find a target ${b.guns[6].nameString('s')} follow you`
|
||
},
|
||
// description: "<strong>+50%</strong> <strong class='color-p' style='letter-spacing: 2px;'>spore</strong> acceleration<br>if they can't find a target <strong class='color-p' style='letter-spacing: 2px;'>spores</strong> follow you",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || (m.fieldMode === 4 && simulation.molecularMode === 0) || tech.isSporeWorm || tech.isSporeFlea
|
||
},
|
||
requires: "spores",
|
||
effect() {
|
||
tech.isSporeFollow = true
|
||
},
|
||
remove() {
|
||
tech.isSporeFollow = false
|
||
}
|
||
},
|
||
{
|
||
name: "junk DNA",
|
||
descriptionFunction() {
|
||
return `<strong>+53%</strong> ${b.guns[6].nameString()} <strong class='color-d'>damage</strong> per <strong class='color-junk'>JUNK</strong><strong class='color-m'>tech</strong> <em>(${(53 * tech.junkCount).toFixed(0)}%)</em><br><strong>+50%</strong> <strong class='color-junk'>JUNK</strong> to <strong class='color-m'>tech</strong> pool`
|
||
},
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || (m.fieldMode === 4 && simulation.molecularMode === 0) || tech.isSporeWorm || tech.isSporeFlea
|
||
},
|
||
requires: "spores",
|
||
effect() {
|
||
tech.isJunkDNA = true
|
||
this.refundAmount += tech.addJunkTechToPool(0.5)
|
||
},
|
||
refundAmount: 0,
|
||
remove() {
|
||
tech.isJunkDNA = false
|
||
if (this.count > 0 && this.refundAmount > 0) {
|
||
tech.removeJunkTechFromPool(this.refundAmount)
|
||
this.refundAmount = 0
|
||
}
|
||
}
|
||
},
|
||
// {
|
||
// name: "junk DNA",
|
||
// //increase damage by 10% for each JUNK tech percent in the tech pool, remove all JUNK tech,
|
||
// descriptionFunction() { return `<strong>+50%</strong> ${b.guns[6].nameString()} <strong class='color-d'>damage</strong><br><strong>+15%</strong> <strong class='color-junk'>JUNK</strong> to <strong class='color-m'>tech</strong> pool` },
|
||
// isGunTech: true,
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 3,
|
||
// frequencyDefault: 3,
|
||
// allowed() {
|
||
// return tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || (m.fieldMode === 4 && simulation.molecularMode === 0) || tech.isSporeWorm || tech.isSporeFlea
|
||
// },
|
||
// requires: "spores",
|
||
// effect() {
|
||
// tech.isSporeWorm = true
|
||
// this.refundAmount += tech.addJunkTechToPool(0.15)
|
||
// },
|
||
// refundAmount: 0,
|
||
// remove() {
|
||
// tech.isSporeWorm = false
|
||
// if (this.count > 0 && this.refundAmount > 0) {
|
||
// tech.removeJunkTechFromPool(this.refundAmount)
|
||
// this.refundAmount = 0
|
||
// }
|
||
// }
|
||
// },
|
||
{
|
||
name: "mutualism",
|
||
descriptionFunction() {
|
||
return `<strong>+200%</strong> ${b.guns[6].nameString()} <strong class='color-d'>damage</strong><br>${b.guns[6].nameString('s')} borrow <strong>1</strong> <strong class='color-h'>health</strong> until they <strong>die</strong>`
|
||
},
|
||
// description: `<strong>+150%</strong> ${b.guns[6].name()} <strong class='color-d'>damage</strong><br><strong class='color-p' style='letter-spacing: 2px;'>spores</strong> borrow <strong>0.5</strong> <strong class='color-h'>health</strong> until they <strong>die</strong>`,
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || (m.fieldMode === 4 && simulation.molecularMode === 0)) || tech.isSporeWorm || tech.isSporeFlea
|
||
},
|
||
requires: "spores",
|
||
effect() {
|
||
tech.isMutualism = true
|
||
},
|
||
remove() {
|
||
tech.isMutualism = false
|
||
}
|
||
},
|
||
{
|
||
name: "necrophage",
|
||
description: "if <strong>foam</strong>, <strong class='color-p' style='letter-spacing: -0.8px;'>fleas</strong>, or <strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong> <strong>kill</strong> their target<br>they grow 3 <strong>copies</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("foam") || tech.isFoamBall || tech.isFoamBotUpgrade || tech.isFoamShot || tech.isSporeWorm || tech.isSporeFlea || tech.isFoamMine
|
||
},
|
||
requires: "foam, spores, worms, fleas",
|
||
effect() {
|
||
tech.isSpawnBulletsOnDeath = true
|
||
},
|
||
remove() {
|
||
tech.isSpawnBulletsOnDeath = false;
|
||
}
|
||
},
|
||
{
|
||
name: "siphonaptera",
|
||
description: "<strong class='color-p' style='letter-spacing: 2px;'>spores</strong> metamorphose into <strong class='color-p' style='letter-spacing: -0.8px;'>fleas</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return (tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || (m.fieldMode === 4 && simulation.molecularMode === 0) || (tech.haveGunCheck("shotgun") && !tech.isIncendiary && !tech.isRivets && !tech.isIceShot && !tech.isFoamShot && !tech.isNeedles && !tech.isNailShot)) && !tech.isSporeWorm
|
||
},
|
||
requires: "spores, not worms",
|
||
effect() {
|
||
tech.isSporeFlea = true
|
||
},
|
||
remove() {
|
||
tech.isSporeFlea = false
|
||
|
||
}
|
||
},
|
||
{
|
||
name: "nematodes",
|
||
description: "<strong class='color-p' style='letter-spacing: 2px;'>spores</strong> metamorphose into <strong class='color-p' style='letter-spacing: -0.8px;'>worms</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return (tech.haveGunCheck("spores") || tech.sporesOnDeath > 0 || (m.fieldMode === 4 && simulation.molecularMode === 0) || (tech.haveGunCheck("shotgun") && !tech.isIncendiary && !tech.isRivets && !tech.isIceShot && !tech.isFoamShot && !tech.isNeedles && !tech.isNailShot)) && !tech.isSporeFlea
|
||
},
|
||
requires: "spores, not fleas",
|
||
effect() {
|
||
tech.isSporeWorm = true
|
||
},
|
||
remove() {
|
||
tech.isSporeWorm = false
|
||
}
|
||
},
|
||
{
|
||
name: "K-selection",
|
||
description: "<strong>+37%</strong> <strong class='color-p' style='letter-spacing: -0.8px;'>worm</strong> and <strong class='color-p' style='letter-spacing: -0.8px;'>flea</strong> <strong class='color-d'>damage</strong>",
|
||
isGunTech: true,
|
||
maxCount: 3,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isSporeWorm || tech.isSporeFlea
|
||
},
|
||
requires: "spores, shotgun, worms, fleas",
|
||
effect() {
|
||
tech.wormSize++
|
||
},
|
||
remove() {
|
||
tech.wormSize = 0
|
||
}
|
||
},
|
||
{
|
||
name: "path integration",
|
||
descriptionFunction() {
|
||
return `<strong>drones</strong> and ${b.guns[6].nameString("s")}<br>travel with you through <strong>levels</strong>`
|
||
},
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (tech.isSporeFollow && (tech.haveGunCheck("spores") || (tech.haveGunCheck("shotgun") && tech.isSporeWorm))) || tech.haveGunCheck("drones") || (m.fieldMode === 4 && (simulation.molecularMode === 0 || simulation.molecularMode === 3))
|
||
},
|
||
requires: "spores, worms, flagella, drones",
|
||
effect() {
|
||
tech.isDronesTravel = true
|
||
},
|
||
remove() {
|
||
tech.isDronesTravel = false
|
||
}
|
||
},
|
||
{
|
||
name: "reduced tolerances",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Engineering_tolerance' class="link">reduced tolerances</a>`,
|
||
description: `<strong>+66%</strong> <strong>drones</strong> per ${powerUps.orb.ammo()} and <strong class='color-f'>energy</strong><br><strong>–40%</strong> drone <strong>duration</strong>`,
|
||
isGunTech: true,
|
||
maxCount: 3,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return !tech.isDroneRadioactive && (tech.haveGunCheck("drones") || (m.fieldMode === 4 && simulation.molecularMode === 3))
|
||
},
|
||
requires: "drones, not irradiated drones",
|
||
effect() {
|
||
tech.droneCycleReduction = Math.pow(0.6, 1 + this.count)
|
||
tech.droneEnergyReduction = Math.pow(0.333, 1 + this.count)
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "drones") {
|
||
const scale = Math.pow(3, this.count + 1)
|
||
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * scale
|
||
}
|
||
}
|
||
},
|
||
remove() {
|
||
tech.droneCycleReduction = 1
|
||
tech.droneEnergyReduction = 1
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "drones") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "delivery drone",
|
||
description: "if a <strong>drone</strong> picks up a <strong>power up</strong>,<br>it becomes <strong>larger</strong>, <strong>faster</strong>, and more <strong>durable</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("drones") || tech.isForeverDrones || (m.fieldMode === 4 && simulation.molecularMode === 3)
|
||
},
|
||
requires: "drones",
|
||
effect() {
|
||
tech.isDroneGrab = true
|
||
},
|
||
remove() {
|
||
tech.isDroneGrab = false
|
||
}
|
||
},
|
||
{
|
||
name: "von Neumann probe", //"drone repair",
|
||
description: "after a <strong>drone</strong> expires<br>it will <strong>harvest</strong> a nearby <strong class='color-block'>block</strong> to <strong>replicate</strong> itself",
|
||
// description: "broken <strong>drones</strong> <strong>repair</strong> if the drone <strong class='color-g'>gun</strong> is active<br><strong>repairing</strong> has a <strong>25%</strong> chance to use <strong>1</strong> <strong>drone</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("drones")
|
||
},
|
||
requires: "drones",
|
||
effect() {
|
||
tech.isDroneRespawn = true
|
||
},
|
||
remove() {
|
||
tech.isDroneRespawn = false
|
||
}
|
||
},
|
||
{
|
||
name: "brushless motor",
|
||
description: "<strong>drones</strong> rapidly <strong>rush</strong> towards their target<br><strong>+33%</strong> <strong>drone</strong> collision <strong class='color-d'>damage</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return (tech.haveGunCheck("drones") || tech.isForeverDrones || (m.fieldMode === 4 && simulation.molecularMode === 3)) && !tech.isDroneRadioactive && !tech.isIncendiary
|
||
},
|
||
requires: "drones, molecular assembler, not irradiated drones, incendiary",
|
||
effect() {
|
||
tech.isDroneTeleport = true
|
||
},
|
||
remove() {
|
||
tech.isDroneTeleport = false
|
||
}
|
||
},
|
||
{
|
||
name: "axial flux motor",
|
||
description: "<strong>+66%</strong> <strong>drones</strong> <strong>rush</strong> frequency<br><strong>+44%</strong> <strong>drone</strong> collision <strong class='color-d'>damage</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isDroneTeleport
|
||
},
|
||
requires: "drones, brushless motor",
|
||
effect() {
|
||
tech.isDroneFastLook = true
|
||
},
|
||
remove() {
|
||
tech.isDroneFastLook = false
|
||
}
|
||
},
|
||
{
|
||
name: "irradiated drones",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Irradiation' class="link">irradiated drones</a>`,
|
||
description: `the space around <strong>drones</strong> is <strong class='color-p'>irradiated</strong><br><strong>–75%</strong> <strong>drones</strong> per ${powerUps.orb.ammo()} and <strong class='color-f'>energy</strong>`,
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.droneCycleReduction === 1 && !tech.isIncendiary && !tech.isDroneTeleport && (tech.haveGunCheck("drones") || tech.isForeverDrones || (m.fieldMode === 4 && simulation.molecularMode === 3))
|
||
},
|
||
requires: "drones, not reduced tolerances, incendiary, torque bursts",
|
||
effect() {
|
||
tech.isDroneRadioactive = true
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "drones") {
|
||
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * 0.25
|
||
b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 0.25)
|
||
simulation.makeGunHUD();
|
||
}
|
||
}
|
||
},
|
||
remove() {
|
||
if (tech.isDroneRadioactive) {
|
||
tech.isDroneRadioactive = false
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "drones") {
|
||
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack
|
||
b.guns[i].ammo = b.guns[i].ammo * 4
|
||
simulation.makeGunHUD();
|
||
}
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "beta radiation", //"control rod ejection",
|
||
description: "<strong>–50%</strong> <strong>drone</strong> duration<br><strong>+100%</strong> <strong>drone</strong> <strong class='color-p'>radiation</strong> <strong class='color-d'>damage</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isDroneRadioactive
|
||
},
|
||
requires: "drones, irradiated drones",
|
||
effect() {
|
||
tech.droneRadioDamage = 2
|
||
},
|
||
remove() {
|
||
tech.droneRadioDamage = 1
|
||
}
|
||
},
|
||
{
|
||
name: "orthocyclic winding",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Coil_winding_technology' class="link">orthocyclic winding</a>`,
|
||
description: "<strong>+66%</strong> <strong>drone</strong> acceleration<br><strong>+33%</strong> <strong class='color-p'>radiation</strong> <strong class='color-d'>damage</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.isDroneRadioactive
|
||
},
|
||
requires: "drones, irradiated drones",
|
||
effect() {
|
||
tech.isFastDrones = true
|
||
},
|
||
remove() {
|
||
tech.isFastDrones = false
|
||
}
|
||
},
|
||
{
|
||
name: "fault tolerance",
|
||
description: `use ${powerUps.orb.research(2)}to trade your <strong>drone</strong> <strong class='color-g'>gun</strong><br>for <strong>5</strong> <strong>drones</strong> that last <strong>forever</strong>`,
|
||
isGunTech: true,
|
||
isRemoveGun: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return tech.haveGunCheck("drones", false) && !tech.isDroneRespawn && tech.bulletsLastLonger === 1 && !tech.isDronesTravel && (build.isExperimentSelection || powerUps.research.count > 1)
|
||
},
|
||
requires: "drones, not drone repair, anti-shear topology, autonomous navigation",
|
||
effect() {
|
||
const num = 5
|
||
tech.isForeverDrones += num
|
||
if (tech.haveGunCheck("drones", false)) b.removeGun("drones")
|
||
//spawn drones
|
||
if (tech.isDroneRadioactive) {
|
||
for (let i = 0; i < num * 0.25; i++) {
|
||
b.droneRadioactive({
|
||
x: m.pos.x + 30 * (Math.random() - 0.5),
|
||
y: m.pos.y + 30 * (Math.random() - 0.5)
|
||
}, 5)
|
||
bullet[bullet.length - 1].endCycle = Infinity
|
||
}
|
||
} else {
|
||
for (let i = 0; i < num; i++) {
|
||
b.drone({
|
||
x: m.pos.x + 30 * (Math.random() - 0.5),
|
||
y: m.pos.y + 30 * (Math.random() - 0.5)
|
||
}, 5)
|
||
bullet[bullet.length - 1].endCycle = Infinity
|
||
}
|
||
}
|
||
for (let i = 0; i < 2; i++) {
|
||
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||
}
|
||
},
|
||
remove() {
|
||
tech.isForeverDrones = 0
|
||
if (this.count && !tech.haveGunCheck("drones", false)) b.giveGuns("drones")
|
||
if (this.count > 0) powerUps.research.changeRerolls(2)
|
||
}
|
||
},
|
||
{
|
||
name: "surfactant",
|
||
description: `use ${powerUps.orb.research(2)}to trade your <strong>foam</strong> <strong class='color-g'>gun</strong><br>for <strong>2</strong> <strong class='color-bot'>foam-bots</strong> and <strong>foam-bot upgrade</strong>`,
|
||
isGunTech: true,
|
||
isRemoveGun: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isBot: true,
|
||
isBotTech: true,
|
||
isNonRefundable: true,
|
||
requires: "foam gun, not bot upgrades, fractionation, pressure vessel",
|
||
allowed() {
|
||
return tech.haveGunCheck("foam", false) && !b.hasBotUpgrade() && !tech.isAmmoFoamSize && !tech.isFoamPressure && (build.isExperimentSelection || powerUps.research.count > 1)
|
||
},
|
||
effect() {
|
||
tech.giveTech("foam-bot upgrade")
|
||
for (let i = 0; i < 2; i++) {
|
||
b.foamBot()
|
||
tech.foamBotCount++;
|
||
}
|
||
simulation.makeTextLog(`tech.isFoamBotUpgrade = true`)
|
||
if (tech.haveGunCheck("foam", false)) b.removeGun("foam")
|
||
for (let i = 0; i < 2; i++) {
|
||
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||
}
|
||
},
|
||
remove() {
|
||
// if (this.count) {
|
||
// b.clearPermanentBots();
|
||
// b.respawnBots();
|
||
// if (!tech.haveGunCheck("foam")) b.giveGuns("foam")
|
||
// }
|
||
// if (this.count > 0) powerUps.research.changeRerolls(2)
|
||
}
|
||
},
|
||
{
|
||
name: "electrostatic induction",
|
||
description: "<strong>foam</strong> bubbles are electrically charged<br>causing <strong>attraction</strong> to nearby <strong>mobs</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return !tech.isBulletTeleport && (tech.haveGunCheck("foam") || tech.isFoamBotUpgrade || tech.isFoamShot || tech.isFoamBall || tech.isFoamMine)
|
||
},
|
||
requires: "foam, not uncertainty",
|
||
effect() {
|
||
tech.isFoamAttract = true
|
||
},
|
||
remove() {
|
||
tech.isFoamAttract = false
|
||
}
|
||
},
|
||
{
|
||
name: "uncertainty principle",
|
||
description: "<strong>foam</strong>, <strong>wave</strong>, and <strong>super ball</strong> positions are erratic<br><strong>+53%</strong> <strong>foam</strong>, <strong>wave</strong>, and <strong>super ball</strong> <strong class='color-d'>damage</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return (!tech.isFoamAttract && (tech.haveGunCheck("foam") || tech.isFoamBotUpgrade || tech.isFoamShot || tech.isFoamBall || tech.isFoamMine)) || (tech.haveGunCheck("wave") && !tech.is360Longitudinal) || (tech.haveGunCheck("super balls") && !tech.isSuperHarm) || tech.isSoundBotUpgrade
|
||
},
|
||
requires: "foam, wave, super balls, not isotropic, electrostatic induction, Zectron",
|
||
effect() {
|
||
tech.isBulletTeleport = true
|
||
},
|
||
remove() {
|
||
tech.isBulletTeleport = false;
|
||
}
|
||
},
|
||
{
|
||
name: "aerogel",
|
||
description: "<strong>–50%</strong> <strong>foam</strong> duration and <strong>foam</strong> bubbles <strong>float</strong><br><strong>+180%</strong> <strong>foam</strong> <strong class='color-d'>damage</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("foam") || tech.isFoamBotUpgrade || tech.isFoamShot || tech.isFoamBall || tech.isFoamMine
|
||
},
|
||
requires: "foam",
|
||
effect() {
|
||
tech.isFastFoam = true
|
||
tech.foamGravity = -0.0003
|
||
},
|
||
remove() {
|
||
tech.isFastFoam = false;
|
||
tech.foamGravity = 0.00008
|
||
}
|
||
},
|
||
{
|
||
name: "surface tension",
|
||
description: "<strong>+43%</strong> <strong>foam</strong> <strong class='color-d'>damage</strong>",
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("foam") || tech.isFoamBotUpgrade || tech.isFoamShot || tech.isFoamBall || tech.isFoamMine
|
||
},
|
||
requires: "foam",
|
||
effect() {
|
||
tech.foamDamage += 0.011 * 0.43
|
||
},
|
||
remove() {
|
||
tech.foamDamage = 0.011;
|
||
}
|
||
},
|
||
{
|
||
name: "cavitation",
|
||
description: "<strong>25%</strong> chance to discharge a huge <strong>foam</strong> bubble<br>increase <strong>foam</strong> <strong>recoil</strong> by <strong>100%</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("foam") || tech.isFoamBotUpgrade || tech.isFoamShot || tech.isFoamBall || tech.isFoamMine
|
||
},
|
||
requires: "foam",
|
||
effect() {
|
||
tech.isFoamCavitation = true;
|
||
b.guns[8].knockBack = 0.001
|
||
},
|
||
remove() {
|
||
tech.isFoamCavitation = false;
|
||
b.guns[8].knockBack = 0.0005
|
||
}
|
||
},
|
||
{
|
||
name: "foam fractionation",
|
||
description: "if you have below <strong>300</strong> <strong class='color-ammo'>ammo</strong><br><strong>+100%</strong> <strong>foam</strong> <strong class='color-g'>gun</strong> bubble <strong>size</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("foam")
|
||
},
|
||
requires: "foam",
|
||
effect() {
|
||
tech.isAmmoFoamSize = true
|
||
},
|
||
remove() {
|
||
tech.isAmmoFoamSize = false;
|
||
}
|
||
},
|
||
{
|
||
name: "ideal gas law",
|
||
description: `remove <strong>all</strong> current <strong>foam</strong> <strong class='color-ammo'>ammo</strong><br><strong>+1200%</strong> <strong>foam</strong> <strong class='color-ammo'>ammo</strong> per ${powerUps.orb.ammo(1)}`,
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("foam") && !tech.isEnergyNoAmmo
|
||
},
|
||
requires: "foam, not non-renewables",
|
||
ammoLost: 0,
|
||
effect() {
|
||
b.guns[8].ammoPack = b.guns[8].ammoPack * 12;
|
||
this.ammoLost = b.guns[8].ammo
|
||
b.guns[8].ammo = 0
|
||
simulation.updateGunHUD()
|
||
},
|
||
remove() {
|
||
b.guns[8].ammoPack = 24
|
||
if (this.count) {
|
||
b.guns[8].ammo += this.ammoLost
|
||
simulation.updateGunHUD()
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "pressure vessel",
|
||
description: "build up <strong>charge</strong> while firing <strong>foam</strong> <strong class='color-g'>gun</strong><br>after firing <strong>discharge</strong> <strong>foam</strong> bubbles",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("foam")
|
||
},
|
||
requires: "foam",
|
||
effect() {
|
||
tech.isFoamPressure = true;
|
||
b.guns[8].chooseFireMethod()
|
||
},
|
||
remove() {
|
||
tech.isFoamPressure = false;
|
||
b.guns[8].chooseFireMethod()
|
||
}
|
||
},
|
||
{
|
||
name: "capacitor bank",
|
||
// description: "<strong>charge</strong> effects build up almost <strong>instantly</strong><br><em style = 'font-size:97%;'>throwing <strong class='color-block'>blocks</strong>, foam, railgun, pulse, tokamak</em>",
|
||
descriptionFunction() {
|
||
return `<strong>charge</strong> effects build up almost <strong>instantly</strong><br><em style = 'font-size:93%;'>throwing, ${tech.haveGunCheck("foam", false) ? "<strong>foam</strong>" : "foam"}, ${tech.isPlasmaBall ? "<strong>plasma ball</strong>" : "plasma ball"}, ${tech.isRailGun ? "<strong>railgun</strong>" : "railgun"}, ${tech.isPulseLaser ? "<strong>pulse</strong>" : "pulse"}, ${tech.isTokamak ? "<strong>tokamak</strong>" : "tokamak"}</em>`
|
||
},
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.blockDamage > 0.075 || tech.isRailGun || (tech.haveGunCheck("foam") && tech.isFoamPressure) || tech.isTokamak || tech.isPulseLaser || tech.isPlasmaBall
|
||
},
|
||
requires: "mass driver, railgun, foam, pressure vessel, pulse, tokamak, plasma ball",
|
||
effect() {
|
||
tech.isCapacitor = true;
|
||
},
|
||
remove() {
|
||
tech.isCapacitor = false;
|
||
}
|
||
},
|
||
{
|
||
name: "Bitter electromagnet",
|
||
descriptionFunction() {
|
||
return `<strong>railgun</strong> charges <strong>+33%</strong> slower<br><strong>+100%</strong> <strong>harpoon</strong> density and <strong class='color-d'>damage</strong>`
|
||
},
|
||
isGunTech: true,
|
||
maxCount: 3,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("harpoon") && tech.isRailGun
|
||
},
|
||
requires: "harpoon, railgun",
|
||
effect() {
|
||
tech.railChargeRate *= 1.06
|
||
tech.harpoonDensity += 0.007
|
||
},
|
||
remove() {
|
||
tech.railChargeRate = 0.97;
|
||
tech.harpoonDensity = 0.007
|
||
}
|
||
},
|
||
{
|
||
name: "railgun",
|
||
description: `hold fire to charge <strong>harpoon</strong> and release to launch<br><strong>harpoons</strong> can't <strong>retract</strong>`,
|
||
// description: `<strong>+900%</strong> <strong>harpoon</strong> <strong class='color-ammo'>ammo</strong>, but it can't <strong>retract</strong><br><strong>+50%</strong> <strong>harpoon</strong> density and <strong class='color-d'>damage</strong>`,
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("harpoon") && !tech.isFilament && !tech.isHarpoonPowerUp && !tech.isGrapple && !tech.isBoostReplaceAmmo
|
||
},
|
||
requires: "harpoon, not UHMWPE, induction furnace, grappling hook, quasiparticles",
|
||
ammoBonus: 9,
|
||
effect() {
|
||
tech.isRailGun = true;
|
||
b.guns[9].chooseFireMethod()
|
||
b.guns[9].ammoPack = 5;
|
||
b.guns[9].ammo = b.guns[9].ammo * 6;
|
||
simulation.updateGunHUD();
|
||
},
|
||
remove() {
|
||
if (tech.isRailGun) {
|
||
tech.isRailGun = false;
|
||
b.guns[9].chooseFireMethod()
|
||
b.guns[9].ammoPack = 1.7;
|
||
b.guns[9].ammo = Math.ceil(b.guns[9].ammo / 6);
|
||
simulation.updateGunHUD();
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "grappling hook",
|
||
description: `<strong>harpoons</strong> attach to the <strong>map</strong> and pull you<br>your <strong>rope</strong> extends while holding <strong>fire</strong>`,
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("harpoon") && !tech.isFilament && !tech.isHarpoonPowerUp && !tech.isRailGun && !tech.isFireMoveLock
|
||
},
|
||
requires: "harpoon, not railgun, UHMWPE, induction furnace, Higgs mechanism",
|
||
effect() {
|
||
tech.isGrapple = true;
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "harpoon") b.guns[i].chooseFireMethod()
|
||
}
|
||
},
|
||
remove() {
|
||
if (tech.isGrapple) {
|
||
tech.isGrapple = false;
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "harpoon") b.guns[i].chooseFireMethod()
|
||
}
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "bulk modulus",
|
||
description: `while <strong>grappling</strong> become <strong>invulnerable</strong><br>drain <strong class='color-f'>energy</strong>`,
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("harpoon") && tech.isGrapple && !tech.isRailEnergy
|
||
},
|
||
requires: "grappling hook, not alternator",
|
||
effect() {
|
||
tech.isImmuneGrapple = true;
|
||
},
|
||
remove() {
|
||
tech.isImmuneGrapple = false
|
||
}
|
||
},
|
||
{
|
||
name: "alternator",
|
||
description: "<strong>+90%</strong> <strong>harpoon</strong> <strong class='color-f'>energy</strong> efficiency",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("harpoon") && !tech.isImmuneGrapple
|
||
},
|
||
requires: "harpoon, not bulk modulus",
|
||
effect() {
|
||
tech.isRailEnergy = true;
|
||
},
|
||
remove() {
|
||
tech.isRailEnergy = false;
|
||
}
|
||
},
|
||
{
|
||
name: "Bessemer process",
|
||
descriptionFunction() {
|
||
return `+${(10 * Math.sqrt(b.guns[9].ammo)).toFixed(0)}% <strong>harpoon</strong> size and <strong class='color-d'>damage</strong><br><em>(1/10 √ harpoon <strong class='color-ammo'>ammo</strong>)</em>`
|
||
},
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("harpoon") && !tech.isShieldPierce
|
||
},
|
||
requires: "harpoon, not ceramics",
|
||
effect() {
|
||
tech.isLargeHarpoon = true;
|
||
},
|
||
remove() {
|
||
tech.isLargeHarpoon = false;
|
||
}
|
||
},
|
||
{
|
||
name: "smelting",
|
||
descriptionFunction() {
|
||
return `forge <strong>${this.removeAmmo()}</strong> <strong class='color-ammo'>ammo</strong> into a new harpoon<br>fire <strong>+1</strong> <strong>harpoon</strong> with each shot`
|
||
},
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
ammoRemoved: 0,
|
||
removeAmmo() {
|
||
return (tech.isRailGun ? 5 : 1) * (2 + 2 * this.count)
|
||
},
|
||
allowed() {
|
||
return tech.haveGunCheck("harpoon") && b.guns[9].ammo >= this.removeAmmo()
|
||
},
|
||
requires: "harpoon",
|
||
effect() {
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "harpoon") {
|
||
const removeAmmo = this.removeAmmo()
|
||
this.ammoRemoved += removeAmmo
|
||
b.guns[i].ammo -= removeAmmo
|
||
if (b.guns[i].ammo < 0) b.guns[i].ammo = 0
|
||
simulation.updateGunHUD();
|
||
tech.extraHarpoons++;
|
||
break
|
||
}
|
||
}
|
||
},
|
||
remove() {
|
||
if (tech.extraHarpoons) {
|
||
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
|
||
if (b.guns[i].name === "harpoon") {
|
||
b.guns[i].ammo += this.ammoRemoved
|
||
simulation.updateGunHUD();
|
||
break
|
||
}
|
||
}
|
||
}
|
||
this.ammoRemoved = 0
|
||
tech.extraHarpoons = 0;
|
||
}
|
||
},
|
||
{
|
||
name: "UHMWPE",
|
||
descriptionFunction() {
|
||
return `+${(b.guns[9].ammo * 1.25).toFixed(0)}% <strong>harpoon</strong> <strong>rope</strong> <strong>length</strong><br><em>(1/80 of harpoon <strong class='color-ammo'>ammo</strong>)</em>`
|
||
},
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("harpoon") && !tech.isRailGun && !tech.isGrapple
|
||
},
|
||
requires: "harpoon, not grappling hook, railgun",
|
||
effect() {
|
||
tech.isFilament = true;
|
||
},
|
||
remove() {
|
||
tech.isFilament = false;
|
||
}
|
||
},
|
||
{
|
||
name: "induction furnace",
|
||
description: "after using <strong>harpoon</strong> to collect a <strong>power up</strong><br><strong>+600%</strong> <strong>harpoon</strong> <strong class='color-d'>damage</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("harpoon") && !tech.isRailGun && !tech.isGrapple
|
||
},
|
||
requires: "harpoon, not grappling hook, railgun",
|
||
effect() {
|
||
tech.isHarpoonPowerUp = true
|
||
},
|
||
remove() {
|
||
tech.isHarpoonPowerUp = false
|
||
}
|
||
},
|
||
{
|
||
name: "quasiparticles",
|
||
descriptionFunction() {
|
||
return `convert current and future ${powerUps.orb.ammo(1)} into ${powerUps.orb.boost(1)} which<br>give <strong>+${(powerUps.boost.damage * 100).toFixed(0)}%</strong> <strong class='color-d'>damage</strong> for <strong>${(powerUps.boost.duration / 60).toFixed(0)}</strong> seconds`
|
||
},
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return ((tech.haveGunCheck("wave") && !tech.isInfiniteWaveAmmo) || tech.haveGunCheck("laser") || (tech.haveGunCheck("harpoon") && !tech.isRailGun)) && !tech.isEnergyNoAmmo
|
||
},
|
||
requires: "harpoon, laser, wave, frequency, not railgun, non-renewables",
|
||
effect() {
|
||
tech.isBoostReplaceAmmo = true
|
||
for (let i = powerUp.length - 1; i > -1; i--) {
|
||
if (powerUp[i].name === "ammo") {
|
||
powerUps.spawn(powerUp[i].position.x + 50 * (Math.random() - 0.5), powerUp[i].position.y + 50 * (Math.random() - 0.5), "boost");
|
||
Matter.Composite.remove(engine.world, powerUp[i]);
|
||
powerUp.splice(i, 1);
|
||
}
|
||
}
|
||
|
||
},
|
||
remove() {
|
||
tech.isBoostReplaceAmmo = false
|
||
}
|
||
},
|
||
{
|
||
name: "optical amplifier",
|
||
description: "gain <strong>3</strong> random <strong class='color-laser'>laser</strong> <strong class='color-g'>gun</strong><strong class='color-m'>tech</strong><br><strong class='color-laser'>laser</strong> only turns <strong>off</strong> if you have no <strong class='color-f'>energy</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
isNonRefundable: true,
|
||
allowed() {
|
||
return tech.haveGunCheck("laser") && !tech.isPulseLaser
|
||
},
|
||
requires: "laser gun, not pulse",
|
||
effect() {
|
||
let techGiven = 0
|
||
for (let j = 0; j < 3; j++) {
|
||
const names = ["quasiparticles", "lens", "compound lens", "arc length", "infrared diode", "free-electron laser", "dye laser", "relativistic momentum", "specular reflection", "diffraction grating", "diffuse beam", "output coupler", "slow light", "laser-bot", "laser-bot upgrade"]
|
||
//convert names into indexes
|
||
const options = []
|
||
for (let i = 0; i < names.length; i++) {
|
||
for (let k = 0; k < tech.tech.length; k++) {
|
||
if (tech.tech[k].name === names[i]) {
|
||
options.push(k)
|
||
break
|
||
}
|
||
}
|
||
}
|
||
//remove options that don't meet requirements
|
||
for (let i = options.length - 1; i > -1; i--) {
|
||
const index = options[i]
|
||
if (!(tech.tech[index].count < tech.tech[index].maxCount) || !tech.tech[index].allowed()) {
|
||
options.splice(i, 1);
|
||
}
|
||
}
|
||
//pick one option
|
||
if (options.length) {
|
||
const index = options[Math.floor(Math.random() * options.length)]
|
||
simulation.makeTextLog(`<span class='color-var'>tech</span>.giveTech("<span class='color-text'>${tech.tech[index].name}</span>") <em>//optical amplifier</em>`, 360);
|
||
tech.giveTech(index)
|
||
techGiven++
|
||
}
|
||
}
|
||
if (techGiven > 0) {
|
||
tech.isStuckOn = true
|
||
} else { //eject if none found
|
||
simulation.makeTextLog(`0 <span class='color-var'>tech</span> found <em>//optical amplifier</em>`);
|
||
const loop = () => {
|
||
if (!simulation.paused && m.alive) {
|
||
for (let i = 0; i < tech.tech.length; i++) {
|
||
if (tech.tech[i].name === this.name) powerUps.ejectTech(i)
|
||
}
|
||
return
|
||
}
|
||
requestAnimationFrame(loop);
|
||
}
|
||
requestAnimationFrame(loop);
|
||
}
|
||
},
|
||
remove() {
|
||
tech.isStuckOn = false
|
||
}
|
||
},
|
||
{
|
||
name: "relativistic momentum",
|
||
description: "<strong class='color-laser'>lasers</strong> push <strong>mobs</strong> and <strong class='color-block'>blocks</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (tech.haveGunCheck("laser") && !tech.isPulseLaser) || tech.isLaserBotUpgrade || tech.isLaserField
|
||
},
|
||
requires: "laser, not pulse",
|
||
effect() {
|
||
tech.isLaserPush = true;
|
||
},
|
||
remove() {
|
||
tech.isLaserPush = false;
|
||
}
|
||
},
|
||
{
|
||
name: "iridescence",
|
||
// description: "if a <strong class='color-laser'>laser</strong> hits a mob at a low angle of illumination<br><strong>+66%</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong>",
|
||
description: "if <strong class='color-laser'>laser</strong> beams hit mobs near their <strong>center</strong><br><strong>+100%</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong>",
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (tech.haveGunCheck("laser") && !tech.isPulseLaser) || tech.isLaserBotUpgrade || tech.isLaserMine
|
||
},
|
||
requires: "laser, not pulse",
|
||
effect() {
|
||
tech.laserCrit += 1;
|
||
},
|
||
remove() {
|
||
tech.laserCrit = 0;
|
||
}
|
||
},
|
||
{
|
||
name: "lens",
|
||
description: "<strong>+150%</strong> <strong class='color-laser'>laser</strong> <strong class='color-g'>gun</strong> <strong class='color-d'>damage</strong> if it passes<br>through a revolving <strong>90°</strong> arc circular lens", //<span style='font-size: 125%;'>π</span> / 2</strong>
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("laser")
|
||
},
|
||
requires: "laser",
|
||
effect() {
|
||
tech.isLaserLens = true
|
||
b.guns[11].chooseFireMethod()
|
||
// if (this.count > 0) b.guns[11].lensDamageOn += 20 * Math.PI / 180
|
||
// b.guns[11].arcRange = 0.78
|
||
},
|
||
remove() {
|
||
tech.isLaserLens = false
|
||
b.guns[11].chooseFireMethod()
|
||
// b.guns[11].lensDamageOn = 2.5 // 100% + 150%
|
||
// b.guns[11].arcRange = 0
|
||
}
|
||
},
|
||
{
|
||
name: "compound lens",
|
||
description: "<strong>+50%</strong> <strong class='color-laser'>laser</strong> lens <strong class='color-d'>damage</strong><br><strong>+15°</strong> lens arc",
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("laser") && tech.isLaserLens
|
||
},
|
||
requires: "lens",
|
||
effect() {
|
||
b.guns[11].arcRange += 15 * Math.PI / 180 / 2
|
||
b.guns[11].lensDamageOn += 0.5
|
||
},
|
||
remove() {
|
||
b.guns[11].arcRange = 90 * Math.PI / 180 / 2 //0.78 divded by 2 because of how it's drawn
|
||
b.guns[11].lensDamageOn = 2.5
|
||
}
|
||
},
|
||
{
|
||
name: "specular reflection",
|
||
description: "<strong>+2</strong> <strong class='color-laser'>laser</strong> beam reflections",
|
||
isGunTech: true,
|
||
maxCount: 3,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return (tech.haveGunCheck("laser") || tech.isLaserMine || tech.isLaserBotUpgrade || tech.isLaserField) && !tech.isWideLaser && !tech.isPulseLaser && !tech.historyLaser
|
||
},
|
||
requires: "laser, not diffuse beam, pulse, or slow light",
|
||
effect() {
|
||
tech.laserReflections += 2;
|
||
},
|
||
remove() {
|
||
tech.laserReflections = 2;
|
||
}
|
||
},
|
||
{
|
||
name: "diffraction grating",
|
||
description: `<strong>+1</strong> diverging <strong class='color-laser'>laser</strong> <strong class='color-g'>gun</strong> beam`,
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return tech.haveGunCheck("laser") && !tech.isWideLaser && !tech.historyLaser
|
||
},
|
||
requires: "laser gun, diffuse beam, or slow light",
|
||
effect() {
|
||
tech.beamSplitter++
|
||
b.guns[11].chooseFireMethod()
|
||
},
|
||
remove() {
|
||
if (tech.beamSplitter !== 0) {
|
||
tech.beamSplitter = 0
|
||
b.guns[11].chooseFireMethod()
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "diffuse beam",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Diffuser_(optics)' class="link">diffuse beam</a>`,
|
||
description: "<strong class='color-laser'>laser</strong> <strong class='color-g'>gun</strong> beam is <strong>wider</strong> and doesn't <strong>reflect</strong><br><strong>+220%</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 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;
|
||
b.guns[11].chooseFireMethod()
|
||
},
|
||
remove() {
|
||
if (tech.isWideLaser) {
|
||
// tech.wideLaser = 0
|
||
tech.isWideLaser = false;
|
||
b.guns[11].chooseFireMethod()
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "output coupler",
|
||
description: "<strong>+30%</strong> <strong class='color-laser'>laser</strong> <strong class='color-g'>gun</strong> beam <strong>width</strong><br><strong>+30%</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong>",
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("laser") && tech.isWideLaser
|
||
},
|
||
requires: "laser gun, diffuse beam",
|
||
effect() {
|
||
tech.wideLaser += 2
|
||
b.guns[11].chooseFireMethod()
|
||
},
|
||
remove() {
|
||
if (tech.isWideLaser) {
|
||
tech.wideLaser = 3
|
||
} else {
|
||
tech.wideLaser = 0
|
||
}
|
||
b.guns[11].chooseFireMethod()
|
||
}
|
||
},
|
||
{
|
||
name: "slow light",
|
||
description: "<strong class='color-laser'>laser</strong> <strong class='color-g'>gun</strong> beam is <strong>spread</strong> into your recent <strong>past</strong><br><strong>+300%</strong> total beam <strong class='color-d'>damage</strong>",
|
||
isGunTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return tech.haveGunCheck("laser") && tech.laserReflections < 3 && !tech.beamSplitter && !tech.isWideLaser
|
||
},
|
||
requires: "laser gun, not specular reflection, diffraction grating, diffuse beam",
|
||
effect() {
|
||
// this.description = `add 5 more <strong>laser</strong> beams into into your past`
|
||
tech.historyLaser++
|
||
b.guns[11].chooseFireMethod()
|
||
},
|
||
remove() {
|
||
if (tech.historyLaser) {
|
||
tech.historyLaser = 0
|
||
b.guns[11].chooseFireMethod()
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "infrared diode",
|
||
description: "<strong>+60%</strong> <strong class='color-laser'>laser</strong> <strong class='color-f'>energy</strong> efficiency<br><em>infrared light is outside visual perception</em>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return (tech.haveGunCheck("laser") || tech.isLaserBotUpgrade || tech.isLaserMine || tech.isLaserField) && !tech.isPulseLaser && tech.laserDrain === 0.0018
|
||
},
|
||
requires: "laser, not free-electron, pulse",
|
||
effect() {
|
||
tech.laserDrain *= 0.4; //100%-50%
|
||
tech.laserColor = "transparent" //"rgb(255,0,20,0.02)"
|
||
// tech.laserColorAlpha = "rgba(255,0,20,0.05)"
|
||
},
|
||
remove() {
|
||
tech.laserDrain = 0.0018;
|
||
tech.laserColor = "#f02"
|
||
tech.laserColorAlpha = "rgba(255, 0, 0, 0.5)"
|
||
}
|
||
},
|
||
{
|
||
name: "dye laser",
|
||
description: "<strong>+25%</strong> <strong class='color-laser'>laser</strong> <strong class='color-f'>energy</strong> efficiency<br><strong>+25%</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return (tech.haveGunCheck("laser") || tech.isLaserMine || tech.isLaserBotUpgrade || tech.isLaserField) && !tech.isPulseLaser && tech.laserDrain === 0.0018
|
||
},
|
||
requires: "laser, not pulse, infrared diode",
|
||
effect() {
|
||
tech.laserDrain *= 0.75
|
||
tech.laserDamage *= 1.25
|
||
tech.laserColor = "rgb(0, 11, 255)"
|
||
tech.laserColorAlpha = "rgba(0, 11, 255,0.5)"
|
||
},
|
||
remove() {
|
||
tech.laserDrain = 0.0018;
|
||
tech.laserDamage = 0.18; //used in check on pulse and diode: tech.laserDamage === 0.18
|
||
tech.laserColor = "#f00"
|
||
tech.laserColorAlpha = "rgba(255, 0, 0, 0.5)"
|
||
}
|
||
},
|
||
{
|
||
name: "free-electron laser",
|
||
description: "<strong>–250%</strong> <strong class='color-laser'>laser</strong> <strong class='color-f'>energy</strong> efficiency<br><strong>+200%</strong> <strong class='color-laser'>laser</strong> <strong class='color-d'>damage</strong>",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return (tech.haveGunCheck("laser") || tech.isLaserMine || tech.isLaserBotUpgrade || tech.isLaserField) && !tech.isPulseLaser && tech.laserDrain === 0.0018
|
||
},
|
||
requires: "laser, not pulse, infrared diode",
|
||
effect() {
|
||
tech.laserDrain *= 1 + 2.5 //250% more drain
|
||
tech.laserDamage *= 1 + 2 //190% more damage
|
||
tech.laserColor = "#83f"
|
||
tech.laserColorAlpha = "rgba(136, 51, 255,0.5)"
|
||
},
|
||
remove() {
|
||
tech.laserDrain = 0.0018;
|
||
tech.laserDamage = 0.18; //used in check on pulse and diode: tech.laserDamage === 0.18
|
||
tech.laserColor = "#f00"
|
||
tech.laserColorAlpha = "rgba(255, 0, 0, 0.5)"
|
||
}
|
||
},
|
||
{
|
||
name: "pulse",
|
||
description: "charge your <strong class='color-f'>energy</strong> and release it as a<br><strong class='color-laser'>laser</strong> pulse that initiates an <strong class='color-e'>explosion</strong> cluster",
|
||
isGunTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return tech.haveGunCheck("laser") && tech.laserReflections < 3 && !tech.isWideLaser && tech.laserDrain === 0.0018 && !tech.isStuckOn
|
||
},
|
||
requires: "laser gun, not specular reflection, diffuse, free-electron laser, optical amplifier",
|
||
effect() {
|
||
tech.isPulseLaser = true;
|
||
b.guns[11].chooseFireMethod()
|
||
},
|
||
remove() {
|
||
if (tech.isPulseLaser) {
|
||
tech.isPulseLaser = false;
|
||
b.guns[11].chooseFireMethod()
|
||
}
|
||
}
|
||
},
|
||
//**************************************************
|
||
//************************************************** field
|
||
//************************************************** tech
|
||
//**************************************************
|
||
{
|
||
name: "spherical harmonics",
|
||
description: "<strong>+50%</strong> <strong>standing wave</strong> deflection efficiency<br>shield deflection radius maintains it's maximum range", //<strong>standing wave</strong> oscillates in a 3rd dimension<br>
|
||
isFieldTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 1 && !tech.isLaserField
|
||
},
|
||
requires: "standing wave, not surface plasmons",
|
||
effect() {
|
||
tech.harmonics++
|
||
m.fieldShieldingScale = 1.6 * Math.pow(0.5, (tech.harmonics - 2))
|
||
m.harmonicShield = m.harmonicAtomic
|
||
},
|
||
remove() {
|
||
tech.harmonics = 2
|
||
m.fieldShieldingScale = 1.6 * Math.pow(0.5, (tech.harmonics - 2))
|
||
m.harmonicShield = m.harmonic3Phase
|
||
}
|
||
},
|
||
{
|
||
name: "surface plasmons",
|
||
description: "if <strong>deflecting</strong> drains all your <strong class='color-f'>energy</strong><br>emit <strong class='color-laser'>laser</strong> beams that scale with max <strong class='color-f'>energy</strong>",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 1 && tech.harmonics === 2
|
||
},
|
||
requires: "standing wave",
|
||
effect() {
|
||
tech.isLaserField = true
|
||
},
|
||
remove() {
|
||
tech.isLaserField = false
|
||
}
|
||
},
|
||
{
|
||
name: "zero point energy",
|
||
description: `use ${powerUps.orb.research(2)}<br><strong>+100</strong> maximum <strong class='color-f'>energy</strong>`,
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return (m.fieldMode === 1 || m.fieldMode === 8 || m.fieldMode === 6) && (build.isExperimentSelection || powerUps.research.count > 1)
|
||
},
|
||
requires: "standing wave, pilot wave, time dilation",
|
||
effect() {
|
||
tech.harmonicEnergy = 1
|
||
m.setMaxEnergy()
|
||
for (let i = 0; i < 2; i++) {
|
||
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||
}
|
||
},
|
||
remove() {
|
||
tech.harmonicEnergy = 0;
|
||
m.setMaxEnergy()
|
||
if (this.count > 0) powerUps.research.changeRerolls(2)
|
||
}
|
||
},
|
||
{
|
||
name: "expansion",
|
||
description: "using <strong>standing wave</strong> field <strong>expands</strong> its <strong>radius</strong><br><strong>+40</strong> maximum <strong class='color-f'>energy</strong>",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 1
|
||
},
|
||
requires: "standing wave",
|
||
effect() {
|
||
tech.isStandingWaveExpand = true
|
||
m.setMaxEnergy()
|
||
// m.fieldShieldingScale = (tech.isStandingWaveExpand ? 0.9 : 1.6) * Math.pow(0.6, (tech.harmonics - 2))
|
||
},
|
||
remove() {
|
||
tech.isStandingWaveExpand = false
|
||
m.setMaxEnergy()
|
||
// m.fieldShieldingScale = (tech.isStandingWaveExpand ? 0.9 : 1.6) * Math.pow(0.6, (tech.harmonics - 2))
|
||
m.harmonicRadius = 1
|
||
}
|
||
},
|
||
{
|
||
name: "electronegativity",
|
||
descriptionFunction() {
|
||
return `<strong>+0.22%</strong> <strong class='color-d'>damage</strong> per current stored <strong class='color-f'>energy</strong><br><em>(+${(22 * m.maxEnergy).toFixed(0)}% damage at max energy)</em>`
|
||
},
|
||
// description: "<strong>+1%</strong> <strong class='color-d'>damage</strong> per <strong>8</strong> stored <strong class='color-f'>energy</strong>",
|
||
isFieldTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 1 || m.fieldMode === 9 || m.fieldMode === 8
|
||
},
|
||
requires: "standing wave, wormhole, pilot wave",
|
||
effect() {
|
||
tech.energyDamage++
|
||
},
|
||
remove() {
|
||
tech.energyDamage = 0;
|
||
}
|
||
},
|
||
{
|
||
name: "bremsstrahlung",
|
||
description: "<strong>deflecting</strong> and thrown <strong class='color-block'>blocks</strong><br>do braking <strong class='color-d'>damage</strong> to mobs",
|
||
isFieldTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 1 || m.fieldMode === 2 || m.fieldMode === 8
|
||
},
|
||
requires: "standing wave, perfect diamagnetism, pilot wave",
|
||
effect() {
|
||
tech.blockDmg += 5 //if you change this value also update the for loop in the electricity graphics in m.pushMass
|
||
},
|
||
remove() {
|
||
tech.blockDmg = 0;
|
||
}
|
||
},
|
||
{
|
||
name: "cherenkov radiation", //<strong>deflecting</strong> and <strong class='color-block'>blocks</strong>
|
||
description: "bremsstrahlung's effects are <strong class='color-p'>radioactive</strong><br><strong>+250%</strong> <strong class='color-d'>damage</strong> over <strong>3</strong> seconds",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (m.fieldMode === 1 || m.fieldMode === 2 || m.fieldMode === 8) && tech.blockDmg
|
||
},
|
||
requires: "bremsstrahlung",
|
||
effect() {
|
||
tech.isBlockRadiation = true
|
||
},
|
||
remove() {
|
||
tech.isBlockRadiation = false;
|
||
}
|
||
},
|
||
{
|
||
name: "flux pinning",
|
||
description: "after <strong>deflecting</strong> a mob<br>it is <strong>stunned</strong> for up to <strong>4</strong> seconds",
|
||
isFieldTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 2 || m.fieldMode === 1 || m.fieldMode === 4
|
||
},
|
||
requires: "a field that can block",
|
||
effect() {
|
||
tech.isStunField += 240;
|
||
},
|
||
remove() {
|
||
tech.isStunField = 0;
|
||
}
|
||
},
|
||
{
|
||
name: "triple point",
|
||
descriptionFunction() {
|
||
return `<strong>+1.5</strong> second <strong class='color-s'>ice IX</strong> freeze and spawn ${powerUps.orb.coupling(10)}<br><em>${m.couplingDescription(1)} per ${powerUps.orb.coupling(1)}</em>`
|
||
},
|
||
isFieldTech: true,
|
||
maxCount: 3,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 2
|
||
},
|
||
requires: "perfect diamagnetism",
|
||
effect() {
|
||
tech.iceIXFreezeTime += 90
|
||
powerUps.spawnDelay("coupling", 10)
|
||
},
|
||
remove() {
|
||
tech.iceIXFreezeTime = 150
|
||
if (this.count) m.couplingChange(-10 * this.count)
|
||
}
|
||
},
|
||
{
|
||
name: "eddy current brake",
|
||
description: "perfect diamagnetism <strong class='color-s'>slows</strong> nearby mobs<br>effect <strong>radius</strong> scales with stored <strong class='color-f'>energy</strong>",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 2 && !tech.isHealBrake
|
||
},
|
||
requires: "perfect diamagnetism, not induction brake",
|
||
effect() {
|
||
tech.isPerfectBrake = true;
|
||
},
|
||
remove() {
|
||
tech.isPerfectBrake = false;
|
||
}
|
||
},
|
||
{
|
||
name: "Meissner effect",
|
||
description: "<strong>+55%</strong> perfect diamagnetism <strong>radius</strong><br><strong>+22°</strong> perfect diamagnetism circular <strong>arc</strong>",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 2
|
||
},
|
||
requires: "perfect diamagnetism",
|
||
effect() {
|
||
tech.isBigField = true;
|
||
},
|
||
remove() {
|
||
tech.isBigField = false;
|
||
}
|
||
},
|
||
{
|
||
name: "tessellation",
|
||
description: `use ${powerUps.orb.research(2)}<br><strong>+50%</strong> <strong class='color-defense'>defense</strong>`,
|
||
// description: "use <strong>4</strong> <strong class='color-r'>research</strong><br>reduce <strong class='color-defense'>defense</strong> by <strong>50%</strong>",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return (m.fieldMode === 8 || m.fieldMode === 2 || m.fieldMode === 3) && (build.isExperimentSelection || powerUps.research.count > 3)
|
||
},
|
||
requires: "perfect diamagnetism, negative mass, pilot wave",
|
||
effect() {
|
||
tech.isFieldHarmReduction = true
|
||
for (let i = 0; i < 2; i++) {
|
||
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||
}
|
||
},
|
||
remove() {
|
||
tech.isFieldHarmReduction = false
|
||
if (this.count > 0) powerUps.research.changeRerolls(2)
|
||
}
|
||
},
|
||
{
|
||
name: "radiative equilibrium",
|
||
description: "after losing <strong class='color-h'>health</strong><br><strong>+200%</strong> <strong class='color-d'>damage</strong> for <strong>8</strong> seconds",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 8 || m.fieldMode === 3
|
||
},
|
||
requires: "negative mass, pilot wave",
|
||
effect() {
|
||
tech.isHarmDamage = true;
|
||
},
|
||
remove() {
|
||
tech.isHarmDamage = false;
|
||
}
|
||
},
|
||
{
|
||
name: "dynamic equilibrium",
|
||
descriptionFunction() {
|
||
// return `increase <strong class='color-d'>damage</strong> by your <strong class='color-defense'>defense</strong> and<br><strong>5%</strong> of your last ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"} loss <em style = 'font-size:94%;'>(+${(100 * Math.max(5, tech.lastHitDamage) * m.lastHit * (2 - m.defense())).toFixed(0)}% damage)</em>`
|
||
return `increase <strong class='color-d'>damage</strong> by your last ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"} loss<br> scales with <strong class='color-defense'>defense</strong> <em style = 'font-size:94%;'>(+${(100 * Math.max(5, tech.lastHitDamage) * m.lastHit * (2 - m.defense())).toFixed(0)}% damage)</em>`
|
||
}, // = <strong>+${10*m.defense()}%</strong>
|
||
// descriptionFunction() { return `increase <strong class='color-d'>damage</strong> by your last ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"} loss<br><strong style = 'font-size:90%;'>(${(tech.lastHitDamage).toFixed(0)}%)(${(100*m.lastHit).toFixed(0)} ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"})(${2 - m.defense()} <strong class='color-defense'>defense</strong>) = ${(100*tech.lastHitDamage * m.lastHit * (2 - m.defense())).toFixed(0)}% <strong class='color-d'>damage</strong></strong> ` }, // = <strong>+${10*m.defense()}%</strong>
|
||
isFieldTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (m.fieldMode === 8 || m.fieldMode === 3) && !tech.isCloakHealLastHit
|
||
},
|
||
requires: "negative mass, pilot wave, not patch",
|
||
effect() {
|
||
tech.lastHitDamage += 4;
|
||
},
|
||
remove() {
|
||
tech.lastHitDamage = 0;
|
||
}
|
||
},
|
||
{
|
||
name: "neutronium",
|
||
description: `<strong>move</strong> and <strong>jump</strong> <strong>20%</strong> <strong>slower</strong><br>if your <strong class='color-f'>field</strong> is active <strong>+90%</strong> <strong class='color-defense'>defense</strong>`,
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 3
|
||
},
|
||
requires: "negative mass",
|
||
effect() {
|
||
tech.isNeutronium = true
|
||
tech.baseFx *= 0.8
|
||
tech.baseJumpForce *= 0.8
|
||
m.setMovement()
|
||
},
|
||
//also removed in m.setHoldDefaults() if player switches into a bad field
|
||
remove() {
|
||
tech.isNeutronium = false
|
||
if (!tech.isFreeWormHole) {
|
||
tech.baseFx = 0.08
|
||
tech.baseJumpForce = 10.5
|
||
m.setMovement()
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "aerostat",
|
||
description: `<strong>+88%</strong> <strong class='color-d'>damage</strong> while <strong>off</strong> the <strong>ground</strong><br><strong>-22%</strong> <strong class='color-d'>damage</strong> while <strong>on</strong> the <strong>ground</strong>`,
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 3
|
||
},
|
||
requires: "negative mass",
|
||
effect() {
|
||
tech.isNoGroundDamage = true
|
||
},
|
||
remove() {
|
||
tech.isNoGroundDamage = false
|
||
}
|
||
},
|
||
{
|
||
name: "annihilation",
|
||
description: "after <strong>colliding</strong> with non-boss mobs<br>they are <strong>annihilated</strong> and <strong>–33%</strong> <strong class='color-f'>energy</strong>",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 3 && !tech.isEnergyHealth
|
||
},
|
||
requires: "negative mass, not mass-energy",
|
||
effect() {
|
||
tech.isAnnihilation = true
|
||
},
|
||
remove() {
|
||
tech.isAnnihilation = false;
|
||
}
|
||
},
|
||
{
|
||
name: "inertial mass",
|
||
description: "<strong>negative mass</strong> is larger and <strong>faster</strong><br><strong class='color-block'>blocks</strong> also move <strong>horizontally</strong> with the field",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 3
|
||
},
|
||
requires: "negative mass",
|
||
effect() {
|
||
tech.isFlyFaster = true
|
||
},
|
||
remove() {
|
||
tech.isFlyFaster = false;
|
||
}
|
||
},
|
||
// {
|
||
// name: "Bose Einstein condensate",
|
||
// description: "use <strong class='color-f'>energy</strong> to <strong class='color-s'>freeze</strong> <strong>mobs</strong> in your <strong class='color-f'>field</strong><br><em style = 'font-size: 100%'>pilot wave, negative mass, time dilation</em>",
|
||
// isFieldTech: true,
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 2,
|
||
// frequencyDefault: 2,
|
||
// allowed() {
|
||
// return m.fieldMode === 8 || m.fieldMode === 3 || (m.fieldMode === 6 && !tech.isRewindField)
|
||
// },
|
||
// requires: "pilot wave, negative mass, time dilation, not retrocausality",
|
||
// effect() {
|
||
// tech.isFreezeMobs = true
|
||
// },
|
||
// remove() {
|
||
// tech.isFreezeMobs = false
|
||
// }
|
||
// },
|
||
{
|
||
name: "bot manufacturing",
|
||
description: `use ${powerUps.orb.research(2)} to build<br><strong>3</strong> random <strong class='color-bot'>bots</strong>`,
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isBotTech: true,
|
||
isNonRefundable: true,
|
||
allowed() {
|
||
return powerUps.research.count > 1 && (m.fieldMode === 4 || m.fieldMode === 8)
|
||
},
|
||
requires: "molecular assembler, pilot wave",
|
||
effect() {
|
||
for (let i = 0; i < 2; i++) {
|
||
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||
}
|
||
m.energy = 0.01;
|
||
b.randomBot()
|
||
b.randomBot()
|
||
b.randomBot()
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "bot prototypes",
|
||
description: `use ${powerUps.orb.research(3)}to build <strong>2</strong> random <strong class='color-bot'>bots</strong><br>and <strong>upgrade</strong> all <strong class='color-bot'>bots</strong> to that type`,
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
isBotTech: true,
|
||
isNonRefundable: true,
|
||
allowed() {
|
||
return powerUps.research.count > 2 && (m.fieldMode === 4 || m.fieldMode === 8)
|
||
},
|
||
requires: "molecular assembler, pilot wave",
|
||
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("sound-bot upgrade")
|
||
for (let i = 0; i < num; i++) {
|
||
b.soundBot()
|
||
tech.soundBotCount++;
|
||
}
|
||
simulation.makeTextLog(`tech.isSoundBotUpgrade = true`)
|
||
})
|
||
notUpgradedBots.push(() => {
|
||
tech.giveTech("boom-bot upgrade")
|
||
for (let i = 0; i < num; i++) {
|
||
b.boomBot()
|
||
tech.boomBotCount++;
|
||
}
|
||
simulation.makeTextLog(`tech.isBoomBotUpgrade = true`)
|
||
})
|
||
notUpgradedBots.push(() => {
|
||
tech.giveTech("laser-bot upgrade")
|
||
for (let i = 0; i < num; i++) {
|
||
b.laserBot()
|
||
tech.laserBotCount++;
|
||
}
|
||
simulation.makeTextLog(`tech.isLaserBotUpgrade = true`)
|
||
})
|
||
notUpgradedBots.push(() => {
|
||
tech.giveTech("orbital-bot upgrade")
|
||
for (let i = 0; i < num; i++) {
|
||
b.orbitBot()
|
||
tech.orbitBotCount++;
|
||
}
|
||
simulation.makeTextLog(`tech.isOrbitalBotUpgrade = true`)
|
||
})
|
||
for (let i = 0; i < 2; i++) { //double chance for dynamo-bot, since it's very good for assembler
|
||
notUpgradedBots.push(() => {
|
||
tech.giveTech("dynamo-bot upgrade")
|
||
for (let i = 0; i < num; i++) {
|
||
b.dynamoBot()
|
||
tech.dynamoBotCount++;
|
||
}
|
||
simulation.makeTextLog(`tech.isDynamoBotUpgrade = true`)
|
||
})
|
||
}
|
||
notUpgradedBots[Math.floor(Math.random() * notUpgradedBots.length)]() //choose random function from the array and run it
|
||
},
|
||
remove() { }
|
||
},
|
||
// {
|
||
// name: "mycelium manufacturing",
|
||
// link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Mycelium' class="link">mycelium manufacturing</a>`,
|
||
// // description: `use ${powerUps.orb.research(1)}to repurpose <strong>molecular assembler</strong><br>excess <strong class='color-f'>energy</strong> used to grow <strong class='color-p' style='letter-spacing: 2px;'>spores</strong>`,
|
||
// descriptionFunction() { return `use ${powerUps.orb.research(1)}to repurpose <strong>molecular assembler</strong><br>excess <strong class='color-f'>energy</strong> used to grow ${b.guns[6].nameString('s')}` },
|
||
// isFieldTech: true,
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 3,
|
||
// frequencyDefault: 3,
|
||
// allowed() {
|
||
// return (build.isExperimentSelection || powerUps.research.count > 0) && m.fieldMode === 4 && !(tech.isMissileField || tech.isIceField || tech.isFastDrones || tech.isDroneGrab || tech.isDroneRadioactive || tech.isDroneTeleport)
|
||
// },
|
||
// requires: "molecular assembler, no other manufacturing, no drone tech",
|
||
// effect() {
|
||
// if (!build.isExperimentSelection) {
|
||
// for (let i = 0; i < 1; i++) {
|
||
// if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||
// }
|
||
// }
|
||
// tech.isSporeField = true;
|
||
// },
|
||
// remove() {
|
||
// tech.isSporeField = false;
|
||
// if (this.count > 0) powerUps.research.changeRerolls(1)
|
||
// }
|
||
// },
|
||
// {
|
||
// name: "missile manufacturing",
|
||
// link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Missile' class="link">missile manufacturing</a>`,
|
||
// description: `use ${powerUps.orb.research(1)}to repurpose <strong>molecular assembler</strong><br>excess <strong class='color-f'>energy</strong> used to construct <strong>missiles</strong>`,
|
||
// // description: "use <strong>3</strong> <strong class='color-r'>research</strong> to repurpose <strong>assembler</strong><br>excess <strong class='color-f'>energy</strong> used to construct <strong>missiles</strong>",
|
||
// isFieldTech: true,
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 3,
|
||
// frequencyDefault: 3,
|
||
// allowed() {
|
||
// return (build.isExperimentSelection || powerUps.research.count > 0) && m.maxEnergy > 0.5 && m.fieldMode === 4 && !(tech.isSporeField || tech.isIceField || tech.isFastDrones || tech.isDroneGrab || tech.isDroneRadioactive || tech.isDroneTeleport || tech.isDronesTravel)
|
||
// },
|
||
// requires: "molecular assembler, no other manufacturing, no drone tech",
|
||
// effect() {
|
||
// if (!build.isExperimentSelection) {
|
||
// for (let i = 0; i < 1; i++) {
|
||
// if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||
// }
|
||
// }
|
||
// tech.isMissileField = true;
|
||
// },
|
||
// remove() {
|
||
// tech.isMissileField = false;
|
||
// if (this.count > 0) powerUps.research.changeRerolls(1)
|
||
// }
|
||
// },
|
||
// {
|
||
// name: "ice IX manufacturing",
|
||
// link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Ice-nine_(disambiguation)' class="link">ice IX manufacturing</a>`,
|
||
// description: `use ${powerUps.orb.research(1)}to repurpose <strong>molecular assembler</strong><br>excess <strong class='color-f'>energy</strong> used to condense <strong class='color-s'>ice IX</strong>`,
|
||
// // description: "use <strong>3</strong> <strong class='color-r'>research</strong> to repurpose <strong>assembler</strong><br>excess <strong class='color-f'>energy</strong> used to condense <strong class='color-s'>ice IX</strong>",
|
||
// isFieldTech: true,
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 3,
|
||
// frequencyDefault: 3,
|
||
// allowed() {
|
||
// return (build.isExperimentSelection || powerUps.research.count > 0) && m.fieldMode === 4 && !(tech.isSporeField || tech.isMissileField || tech.isFastDrones || tech.isDroneGrab || tech.isDroneRadioactive || tech.isDroneTeleport || tech.isDronesTravel)
|
||
// },
|
||
// requires: "molecular assembler, no other manufacturing, no drone tech",
|
||
// effect() {
|
||
// if (!build.isExperimentSelection) {
|
||
// for (let i = 0; i < 1; i++) {
|
||
// if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||
// }
|
||
// }
|
||
// tech.isIceField = true;
|
||
// },
|
||
// remove() {
|
||
// tech.isIceField = false;
|
||
// if (this.count > 0) powerUps.research.changeRerolls(1)
|
||
// }
|
||
// },
|
||
{
|
||
name: "additive manufacturing",
|
||
description: "hold <strong>crouch</strong> and use your <strong class='color-f'>field</strong> to <strong>print</strong> a <strong class='color-block'>block</strong><br> with <strong>+80%</strong> density, <strong class='color-d'>damage</strong>, and launch speed",
|
||
// description: "simultaneously <strong>fire</strong> and activate your <strong class='color-f'>field</strong> to make<br>molecular assembler <strong>print</strong> a throwable <strong class='color-block'>block</strong><br><strong>+80%</strong> <strong class='color-block'>block</strong> throwing speed",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (m.fieldMode === 4 || m.fieldMode === 8) && !tech.isTokamak
|
||
},
|
||
requires: "molecular assembler, pilot wave, not tokamak",
|
||
effect() {
|
||
tech.isPrinter = true;
|
||
},
|
||
remove() {
|
||
if (this.count > 0) m.holdingTarget = null;
|
||
tech.isPrinter = false;
|
||
}
|
||
},
|
||
{
|
||
name: "pair production",
|
||
description: "after picking up a <strong>power up</strong><br><strong>+200</strong> <strong class='color-f'>energy</strong>",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 4 || m.fieldMode === 1 || m.fieldMode === 8
|
||
},
|
||
requires: "molecular assembler, pilot wave, standing wave",
|
||
effect() {
|
||
tech.isMassEnergy = true // used in m.grabPowerUp
|
||
m.energy += 2
|
||
},
|
||
remove() {
|
||
tech.isMassEnergy = false;
|
||
}
|
||
},
|
||
{
|
||
name: "electric generator",
|
||
description: "after <strong>deflecting</strong> mobs<br>molecular assembler generates <strong>+50</strong> <strong class='color-f'>energy</strong>",
|
||
isFieldTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 4
|
||
},
|
||
requires: "molecular assembler",
|
||
effect() {
|
||
tech.deflectEnergy += 0.5;
|
||
},
|
||
remove() {
|
||
tech.deflectEnergy = 0;
|
||
}
|
||
},
|
||
{
|
||
name: "combinatorial optimization",
|
||
description: "<strong>+35%</strong> <strong class='color-d'>damage</strong><br><strong>–35%</strong> <strong><em>fire rate</em></strong>",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 5 || m.fieldMode === 6 || m.fieldMode === 7 || m.fieldMode === 8 || m.fieldMode === 4
|
||
},
|
||
requires: "cloaking, molecular assembler, plasma torch, pilot wave",
|
||
damage: 1.35,
|
||
effect() {
|
||
tech.damage *= this.damage
|
||
tech.aimDamage = 1.35
|
||
b.setFireCD();
|
||
},
|
||
remove() {
|
||
if (this.count) tech.damage /= this.damage
|
||
tech.aimDamage = 1
|
||
b.setFireCD();
|
||
}
|
||
},
|
||
{
|
||
name: "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.fieldMode === 5 || m.fieldMode === 4) && !tech.isPrinter
|
||
},
|
||
requires: "plasma torch, molecular assembler, not printer",
|
||
effect() {
|
||
tech.isTokamak = true;
|
||
},
|
||
remove() {
|
||
tech.isTokamak = false;
|
||
}
|
||
},
|
||
{
|
||
name: "degenerate matter",
|
||
description: "if your <strong class='color-f'>field</strong> is active<br><strong>+75%</strong> <strong class='color-defense'>defense</strong>",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (m.fieldMode === 5 || m.fieldMode === 4 || m.fieldMode === 2 || m.fieldMode === 8)
|
||
},
|
||
requires: "molecular assembler, plasma torch, perfect diamagnetism, pilot wave",
|
||
effect() {
|
||
tech.isHarmReduce = true
|
||
},
|
||
remove() {
|
||
tech.isHarmReduce = false;
|
||
}
|
||
},
|
||
{
|
||
name: "plasma-bot",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Robot' class="link">plasma-bot</a>`,
|
||
description: `use ${powerUps.orb.research(2)}to trade your <strong class='color-f'>field</strong><br>for a <strong class='color-bot'>bot</strong> that uses <strong class='color-f'>energy</strong> to emit <strong class='color-plasma'>plasma</strong>`,
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
isBot: true,
|
||
isBotTech: true,
|
||
allowed() {
|
||
return m.fieldMode === 5 && !tech.isPlasmaBall && !tech.isExtruder && (build.isExperimentSelection || powerUps.research.count > 1)
|
||
},
|
||
requires: "plasma torch, not extruder, plasma ball",
|
||
effect() {
|
||
tech.plasmaBotCount++;
|
||
b.plasmaBot();
|
||
if (build.isExperimentSelection) {
|
||
document.getElementById("field-" + m.fieldMode).classList.remove("build-field-selected");
|
||
document.getElementById("field-0").classList.add("build-field-selected");
|
||
}
|
||
m.setField("field emitter")
|
||
for (let i = 0; i < 2; i++) {
|
||
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||
}
|
||
},
|
||
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");
|
||
}
|
||
}
|
||
powerUps.research.changeRerolls(2)
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "plasma jet",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Plasma_(physics)' class="link">plasma jet</a>`,
|
||
description: `use ${powerUps.orb.research(2)}<br><strong>+50%</strong> <strong class='color-plasma'>plasma</strong> <strong>torch</strong> range`,
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (tech.plasmaBotCount || m.fieldMode === 5) && (build.isExperimentSelection || powerUps.research.count > 1) && !tech.isPlasmaBall
|
||
},
|
||
requires: "plasma torch, not plasma ball",
|
||
effect() {
|
||
tech.isPlasmaRange += 0.5;
|
||
for (let i = 0; i < 2; i++) {
|
||
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||
}
|
||
},
|
||
remove() {
|
||
tech.isPlasmaRange = 1;
|
||
if (this.count > 0) powerUps.research.changeRerolls(this.count * 2)
|
||
}
|
||
},
|
||
{
|
||
name: "extruder",
|
||
description: "<strong>extrude</strong> a thin hot wire of <strong class='color-plasma'>plasma</strong><br>increases <strong class='color-d'>damage</strong> and <strong class='color-f'>energy</strong> drain",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 5 && !tech.isPlasmaBall
|
||
},
|
||
requires: "plasma torch, not plasma ball",
|
||
effect() {
|
||
tech.isExtruder = true;
|
||
m.fieldUpgrades[m.fieldMode].set()
|
||
},
|
||
remove() {
|
||
tech.isExtruder = false;
|
||
if (this.count && m.fieldMode === 5) m.fieldUpgrades[m.fieldMode].set()
|
||
}
|
||
},
|
||
{
|
||
name: "refractory metal",
|
||
description: "<strong class='color-plasma'>extrude</strong> metals at a higher <strong class='color-plasma'>temperature</strong><br>increases effective <strong>radius</strong> and <strong class='color-d'>damage</strong>",
|
||
isFieldTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 5 && tech.isExtruder
|
||
},
|
||
requires: "extruder",
|
||
effect() {
|
||
tech.extruderRange += 55
|
||
},
|
||
remove() {
|
||
tech.extruderRange = 15
|
||
}
|
||
},
|
||
{
|
||
name: "plasma ball",
|
||
description: "<strong>grow</strong> an expanding <strong>ball</strong> of <strong class='color-plasma'>plasma</strong><br>increases <strong class='color-d'>damage</strong> and <strong class='color-f'>energy</strong> drain",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 5 && !tech.isExtruder && tech.isPlasmaRange === 1
|
||
},
|
||
requires: "plasma torch, not extruder, plasma jet",
|
||
effect() {
|
||
tech.isPlasmaBall = true;
|
||
m.fieldUpgrades[m.fieldMode].set()
|
||
},
|
||
remove() {
|
||
tech.isPlasmaBall = false;
|
||
if (this.count && m.fieldMode === 5) m.fieldUpgrades[m.fieldMode].set()
|
||
}
|
||
},
|
||
{
|
||
name: "corona discharge",
|
||
description: "increase the <strong>range</strong> and <strong>frequency</strong><br>of <strong class='color-plasma'>plasma</strong> ball's <strong>electric arc</strong> ",
|
||
isFieldTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 5 && tech.isPlasmaBall
|
||
},
|
||
requires: "plasma ball",
|
||
effect() {
|
||
tech.plasmaDischarge += 0.03
|
||
},
|
||
remove() {
|
||
tech.plasmaDischarge = 0.01 //default chance per cycle of a discharge
|
||
}
|
||
},
|
||
{
|
||
name: "retrocausality",
|
||
description: "<strong>time dilation</strong> uses <strong class='color-f'>energy</strong> to <strong>rewind</strong> your<br><strong class='color-h'>health</strong>, <strong>velocity</strong>, and <strong>position</strong> up to <strong>10</strong> seconds",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return m.fieldMode === 6 && !m.isShipMode && !tech.isRewindAvoidDeath && !tech.isTimeSkip
|
||
},
|
||
requires: "time dilation, not CPT symmetry",
|
||
effect() {
|
||
tech.isRewindField = true;
|
||
m.fieldUpgrades[6].set()
|
||
m.wakeCheck();
|
||
},
|
||
remove() {
|
||
tech.isRewindField = false;
|
||
if (this.count) m.fieldUpgrades[6].set()
|
||
}
|
||
},
|
||
{
|
||
name: "frame-dragging", //"non-inertial frame",
|
||
description: "when not <strong>moving</strong> time dilation <strong style='letter-spacing: 2px;'>stops time</strong><br><strong>+33%</strong> <strong class='color-defense'>defense</strong>",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 1,
|
||
frequencyDefault: 1,
|
||
allowed() {
|
||
return m.fieldMode === 6
|
||
},
|
||
requires: "time dilation",
|
||
effect() {
|
||
tech.isTimeStop = true;
|
||
m.fieldHarmReduction = 0.66; //33% reduction
|
||
},
|
||
remove() {
|
||
tech.isTimeStop = false;
|
||
if (m.fieldMode === 6) m.fieldHarmReduction = 1;
|
||
}
|
||
},
|
||
{
|
||
name: "Lorentz transformation",
|
||
description: `use ${powerUps.orb.research(3)}<br><strong>+50%</strong> <strong>movement</strong>, <strong>jumping</strong>, and <strong><em>fire rate</em></strong>`,
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return (m.fieldMode === 6 || m.fieldMode === 8) && (build.isExperimentSelection || powerUps.research.count > 2)
|
||
},
|
||
requires: "time dilation or pilot wave",
|
||
effect() {
|
||
tech.isFastTime = true
|
||
m.setMovement();
|
||
b.setFireCD();
|
||
for (let i = 0; i < 3; i++) {
|
||
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||
}
|
||
},
|
||
remove() {
|
||
tech.isFastTime = false
|
||
m.setMovement();
|
||
b.setFireCD();
|
||
if (this.count > 0) powerUps.research.changeRerolls(3)
|
||
}
|
||
},
|
||
{
|
||
name: "time crystals",
|
||
// description: "<strong>+150%</strong> passive <strong class='color-f'>energy</strong> generation<br>${}",
|
||
descriptionFunction() {
|
||
return `<strong>+150%</strong> passive <strong class='color-f'>energy</strong> generation<br><em>(+${(150 * m.fieldRegen * 60).toFixed(1)} energy per second)</em>`
|
||
},
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return !tech.isGroundState && (m.fieldMode === 6 || m.fieldMode === 8)
|
||
},
|
||
requires: "time dilation or pilot wave, not ground state",
|
||
effect() {
|
||
tech.isTimeCrystals = true
|
||
m.setFieldRegen()
|
||
this.descriptionFunction = function () {
|
||
return `<strong>+150%</strong> passive <strong class='color-f'>energy</strong> generation<br><em>(+${(60 * m.fieldRegen * 60).toFixed(1)} energy per second)</em>`
|
||
}
|
||
},
|
||
remove() {
|
||
tech.isTimeCrystals = false
|
||
m.setFieldRegen()
|
||
this.descriptionFunction = function () {
|
||
return `<strong>+150%</strong> passive <strong class='color-f'>energy</strong> generation<br><em>(+${(150 * m.fieldRegen * 60).toFixed(1)} energy per second)</em>`
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "no-cloning theorem",
|
||
// descriptionFunction() { return `<strong>+45%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>after a mob <strong>dies</strong> <strong>–2%</strong> <strong class='color-dup'>duplication</strong> <em>(${tech.duplicationChance()})</em>` },
|
||
description: `<strong>+45%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong><br>after a mob <strong>dies</strong> <strong>–2%</strong> <strong class='color-dup'>duplication</strong>`,
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (m.fieldMode === 6 || m.fieldMode === 7)
|
||
},
|
||
requires: "cloaking, time dilation",
|
||
effect() {
|
||
tech.cloakDuplication = 0.45
|
||
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
|
||
if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.4);
|
||
},
|
||
remove() {
|
||
tech.cloakDuplication = 0
|
||
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
|
||
}
|
||
},
|
||
{
|
||
name: "metamaterial absorber", //quantum eraser
|
||
descriptionFunction() {
|
||
return `for each mob left <strong>alive</strong> after you exit a <strong>level</strong><br>there is a <strong>17%</strong> chance to spawn a random <strong>power up</strong>`
|
||
},
|
||
// descriptionFunction() {
|
||
// return `for each mob left <strong>alive</strong> after you exit a <strong>level</strong><br>`
|
||
// },
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return (m.fieldMode === 7) && !tech.cloakDuplication
|
||
},
|
||
requires: "cloaking",
|
||
effect() {
|
||
tech.isQuantumEraser = true
|
||
},
|
||
remove() {
|
||
tech.isQuantumEraser = false
|
||
}
|
||
},
|
||
{
|
||
name: "symbiosis",
|
||
descriptionFunction() {
|
||
return `after a <strong>boss</strong> <strong>dies</strong> spawn ${powerUps.orb.research(3)}${powerUps.orb.heal(3)} and a <strong class='color-m'>tech</strong><br>after a <strong>mob</strong> <strong>dies</strong> <strong>–0.5</strong> maximum ${tech.isEnergyHealth ? "<strong class='color-f'>energy</strong>" : "<strong class='color-h'>health</strong>"}`
|
||
},
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 7 //|| m.fieldMode === 6
|
||
},
|
||
requires: "cloaking",
|
||
effect() {
|
||
tech.isAddRemoveMaxHealth = true
|
||
},
|
||
remove() {
|
||
tech.isAddRemoveMaxHealth = false
|
||
}
|
||
},
|
||
{
|
||
name: "boson composite",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Boson' class="link">boson composite</a>`,
|
||
description: "while <strong class='color-cloaked'>cloaked</strong> you are <strong>intangible</strong><br>to <strong class='color-block'>blocks</strong> and mobs, but <strong>mobs</strong> drain <strong class='color-f'>energy</strong>",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 7
|
||
},
|
||
requires: "metamaterial cloaking",
|
||
effect() {
|
||
tech.isIntangible = true;
|
||
},
|
||
remove() {
|
||
if (tech.isIntangible) {
|
||
tech.isIntangible = false;
|
||
player.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield //normal collisions
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "patch",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Patch_(computing)' class="link">patch</a>`,
|
||
description: "after <strong class='color-cloaked'>cloaking</strong> recover <strong>75%</strong> of your<br>last <strong class='color-h'>health</strong> loss using that much <strong class='color-f'>energy</strong>",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 7 && !tech.lastHitDamage && !tech.isEnergyHealth
|
||
},
|
||
requires: "metamaterial cloaking, not dynamic equilibrium, mass-energy",
|
||
effect() {
|
||
tech.isCloakHealLastHit = true;
|
||
},
|
||
remove() {
|
||
tech.isCloakHealLastHit = false;
|
||
}
|
||
},
|
||
{
|
||
name: "dazzler",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Dazzler_(weapon)' class="link">dazzler</a>`,
|
||
description: "after <strong class='color-cloaked'>decloaking</strong> <strong>stun</strong> nearby mobs<br>and drain <strong>–15</strong> <strong class='color-f'>energy</strong>",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 7
|
||
},
|
||
requires: "metamaterial cloaking",
|
||
effect() {
|
||
tech.isCloakStun = true;
|
||
},
|
||
remove() {
|
||
tech.isCloakStun = false;
|
||
}
|
||
},
|
||
// {
|
||
// name: "ambush",
|
||
// description: "metamaterial cloaking field <strong class='color-d'>damage</strong> effect<br>is increased from <span style = 'text-decoration: line-through;'>333%</span> to <strong>555%</strong>",
|
||
// isFieldTech: true,
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 2,
|
||
// frequencyDefault: 2,
|
||
// allowed() {
|
||
// return m.fieldMode === 7
|
||
// },
|
||
// requires: "metamaterial cloaking",
|
||
// effect() {
|
||
// tech.sneakAttackDmg = 6.55 //555% + 100%
|
||
// },
|
||
// remove() {
|
||
// tech.sneakAttackDmg = 4.33 //333% + 100%
|
||
// }
|
||
// },
|
||
{
|
||
name: "dynamical systems",
|
||
description: `use ${powerUps.orb.research(2)}<br><strong>+35%</strong> <strong class='color-d'>damage</strong>`,
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return (m.fieldMode === 5 || m.fieldMode === 7 || m.fieldMode === 8) && (build.isExperimentSelection || powerUps.research.count > 1)
|
||
},
|
||
requires: "cloaking, pilot wave, or plasma torch",
|
||
damage: 1.35,
|
||
effect() {
|
||
tech.damage *= this.damage
|
||
tech.isCloakingDamage = true
|
||
for (let i = 0; i < 2; i++) {
|
||
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||
}
|
||
},
|
||
remove() {
|
||
tech.isCloakingDamage = false
|
||
if (this.count > 0) {
|
||
tech.damage /= this.damage
|
||
powerUps.research.changeRerolls(2)
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "WIMPs",
|
||
description: `at the end of each <strong>level</strong> spawn ${powerUps.orb.research(4)}<br> and a dangerous particle that slowly <strong>chases</strong> you`,
|
||
isFieldTech: true,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 9 || m.fieldMode === 8 || m.fieldMode === 6
|
||
},
|
||
requires: "wormhole, pilot wave, time dilation",
|
||
effect() {
|
||
tech.wimpCount++
|
||
spawn.WIMP()
|
||
for (let j = 0, len = 4; j < len; j++) powerUps.spawn(level.exit.x + 100 * (Math.random() - 0.5), level.exit.y - 100 + 100 * (Math.random() - 0.5), "research", false)
|
||
},
|
||
remove() {
|
||
tech.wimpCount = 0
|
||
}
|
||
},
|
||
{
|
||
name: "vacuum fluctuation",
|
||
description: `use ${powerUps.orb.research(3)}<br><strong>+11%</strong> chance to <strong class='color-dup'>duplicate</strong> spawned <strong>power ups</strong>`,
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 3,
|
||
frequencyDefault: 3,
|
||
allowed() {
|
||
return (m.fieldMode === 8 || m.fieldMode === 3 || m.fieldMode === 6 || m.fieldMode === 9) && (build.isExperimentSelection || powerUps.research.count > 2)
|
||
},
|
||
requires: "wormhole, time dilation, negative mass, pilot wave",
|
||
effect() {
|
||
tech.fieldDuplicate = 0.11
|
||
powerUps.setPowerUpMode(); //needed after adjusting duplication chance
|
||
if (!build.isExperimentSelection && !simulation.isTextLogOpen) simulation.circleFlare(0.11);
|
||
for (let i = 0; i < 3; i++) {
|
||
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||
}
|
||
},
|
||
remove() {
|
||
tech.fieldDuplicate = 0
|
||
powerUps.setPowerUpMode(); //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><strong>+50</strong> <strong class='color-f'>energy</strong>",
|
||
// isFieldTech: true,
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 2,
|
||
// frequencyDefault: 2,
|
||
// allowed() {
|
||
// return m.fieldMode === 9
|
||
// },
|
||
// requires: "wormhole",
|
||
// effect() {
|
||
// tech.isWormholeEnergy = true
|
||
// },
|
||
// remove() {
|
||
// tech.isWormholeEnergy = false
|
||
// }
|
||
// },
|
||
{
|
||
name: "transdimensional worms",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Dimension' class="link">transdimensional worms</a>`,
|
||
description: "after a <strong class='color-block'>block</strong> falls into a <strong class='color-worm'>wormhole</strong><br>spawn a <strong class='color-p' style='letter-spacing: 2px;'>worm</strong>",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 9
|
||
},
|
||
requires: "wormhole",
|
||
effect() {
|
||
tech.isWormholeWorms = true
|
||
},
|
||
remove() {
|
||
tech.isWormholeWorms = false
|
||
}
|
||
},
|
||
{
|
||
name: "geodesics",
|
||
description: `your <strong>bullets</strong> can traverse <strong class='color-worm'>wormholes</strong><br>spawn 2 <strong class='color-g'>guns</strong> and ${powerUps.orb.ammo(4)}`,
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 9
|
||
},
|
||
requires: "wormhole",
|
||
effect() {
|
||
tech.isWormHoleBullets = true
|
||
for (let i = 0; i < 2; i++) powerUps.spawn(m.pos.x + 200 * (Math.random() - 0.5), m.pos.y + 200 * (Math.random() - 0.5), "gun");
|
||
for (let i = 0; i < 4; i++) powerUps.spawn(m.pos.x + 200 * (Math.random() - 0.5), m.pos.y + 200 * (Math.random() - 0.5), "ammo");
|
||
},
|
||
remove() {
|
||
if (tech.isWormHoleBullets) {
|
||
for (let i = 0; i < 2; i++) {
|
||
if (b.inventory.length) b.removeGun(b.guns[b.inventory[b.inventory.length - 1]].name) //remove your last gun
|
||
}
|
||
tech.isWormHoleBullets = false;
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "cosmic string",
|
||
description: "after <strong>tunneling</strong> through mobs with a <strong class='color-worm'>wormhole</strong><br><strong>stun</strong> them and do <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong>",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 9
|
||
},
|
||
requires: "wormhole",
|
||
effect() {
|
||
tech.isWormholeDamage = true
|
||
},
|
||
remove() {
|
||
tech.isWormholeDamage = false
|
||
}
|
||
},
|
||
{
|
||
name: "invariant",
|
||
description: "while placing your <strong class='color-worm'>wormhole</strong><br>use <strong class='color-f'>energy</strong> to <strong>pause</strong> time",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 9 && !tech.isNoDraftPause
|
||
},
|
||
requires: "wormhole, not eternalism",
|
||
effect() {
|
||
tech.isWormHolePause = true
|
||
},
|
||
remove() {
|
||
if (tech.isWormHolePause && m.isBodiesAsleep) m.wakeCheck();
|
||
tech.isWormHolePause = false
|
||
}
|
||
},
|
||
{
|
||
name: "charmed baryons",
|
||
description: `<strong>–33%</strong> <strong>movement</strong> and <strong>jumping</strong><br><strong class='color-worm'>wormholes</strong> drain <strong>zero</strong> <strong class='color-f'>energy</strong>`,
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 9 && !tech.isWormholeMapIgnore
|
||
},
|
||
requires: "wormhole, not affine connection",
|
||
effect() {
|
||
tech.isFreeWormHole = true
|
||
tech.baseFx *= 0.66
|
||
tech.baseJumpForce *= 0.66
|
||
m.setMovement()
|
||
},
|
||
//also removed in m.setHoldDefaults() if player switches into a bad field
|
||
remove() {
|
||
tech.isFreeWormHole = false
|
||
if (!tech.isNeutronium) {
|
||
tech.baseFx = 0.08
|
||
tech.baseJumpForce = 10.5
|
||
m.setMovement()
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "affine connection",
|
||
description: "<strong class='color-worm'>wormholes</strong> can tunnel through <strong>anything</strong><br>for <strong>+200%</strong> <strong class='color-f'>energy</strong> drain",
|
||
isFieldTech: true,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
allowed() {
|
||
return m.fieldMode === 9 && !tech.isFreeWormHole
|
||
},
|
||
requires: "wormhole, not charmed baryons",
|
||
effect() {
|
||
tech.isWormholeMapIgnore = true
|
||
},
|
||
remove() {
|
||
tech.isWormholeMapIgnore = false
|
||
}
|
||
},
|
||
//**************************************************
|
||
//************************************************** experimental
|
||
//************************************************** modes
|
||
//**************************************************
|
||
// {
|
||
// name: "-ship-",
|
||
// description: "<strong style='color: #f55;'>experiment:</strong> fly around with no legs<br>aim with the keyboard",
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 0,
|
||
// isNonRefundable: true,
|
||
// isBadRandomOption: true,
|
||
// isExperimentalMode: true,
|
||
// allowed() {
|
||
// return build.isExperimentSelection && !m.isShipMode && m.fieldUpgrades[m.fieldMode].name !== "negative mass"
|
||
// },
|
||
// requires: "",
|
||
// effect() {
|
||
// m.shipMode()
|
||
// },
|
||
// remove() {}
|
||
// },
|
||
// {
|
||
// name: "-quantum leap-",
|
||
// description: "<strong style='color: #f55;'>experiment:</strong> every 20 seconds<br>become an <strong class='alt'>alternate</strong> version of yourself",
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 0,
|
||
// isBadRandomOption: true,
|
||
// isExperimentalMode: true,
|
||
// allowed() {
|
||
// return build.isExperimentSelection
|
||
// },
|
||
// requires: "",
|
||
// interval: undefined,
|
||
// effect() {
|
||
// this.interval = setInterval(() => {
|
||
// if (!build.isExperimentSelection) {
|
||
// m.switchWorlds()
|
||
// simulation.trails()
|
||
// }
|
||
// }, 20000); //every 20 seconds
|
||
|
||
// },
|
||
// remove() {
|
||
// if (this.count > 0) clearTimeout(this.interval);
|
||
// }
|
||
// },
|
||
// {
|
||
// name: "-shields-",
|
||
// description: "<strong style='color: #f55;'>experiment:</strong> every 5 seconds<br>all mobs gain a shield",
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 0,
|
||
// isBadRandomOption: true,
|
||
// isExperimentalMode: true,
|
||
// allowed() {
|
||
// return build.isExperimentSelection
|
||
// },
|
||
// requires: "",
|
||
// effect() {
|
||
// this.interval = setInterval(() => {
|
||
// if (!build.isExperimentSelection) {
|
||
// for (let i = 0; i < mob.length; i++) {
|
||
// if (!mob[i].isShielded && !mob[i].shield && mob[i].isDropPowerUp) spawn.shield(mob[i], mob[i].position.x, mob[i].position.y, 1, true);
|
||
// }
|
||
// }
|
||
// }, 5000); //every 5 seconds
|
||
// },
|
||
// interval: undefined,
|
||
// remove() {
|
||
// if (this.count > 0) clearTimeout(this.interval);
|
||
// }
|
||
// },
|
||
// {
|
||
// name: "-Fourier analysis-",
|
||
// description: "<strong style='color: #f55;'>experiment:</strong> your aiming is random",
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 0,
|
||
// isBadRandomOption: true,
|
||
// isExperimentalMode: true,
|
||
// allowed() {
|
||
// return build.isExperimentSelection && !m.isShipMode
|
||
// },
|
||
// requires: "not ship",
|
||
// effect() {
|
||
// m.look = () => {
|
||
// m.angle = 2 * Math.sin(m.cycle * 0.0133) + Math.sin(m.cycle * 0.013) + 0.5 * Math.sin(m.cycle * 0.031) + 0.33 * Math.sin(m.cycle * 0.03)
|
||
// const scale = 0.8;
|
||
// m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale;
|
||
// m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale;
|
||
// m.transX += (m.transSmoothX - m.transX) * 0.07;
|
||
// m.transY += (m.transSmoothY - m.transY) * 0.07;
|
||
// }
|
||
// },
|
||
// remove() {
|
||
// if (this.count > 0) m.look = m.lookDefault()
|
||
// }
|
||
// },
|
||
// {
|
||
// name: "-panopticon-",
|
||
// description: "<strong style='color: #f55;'>experiment:</strong> mobs can always see you",
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 0,
|
||
// isBadRandomOption: true,
|
||
// isExperimentalMode: true,
|
||
// allowed() {
|
||
// return build.isExperimentSelection
|
||
// },
|
||
// requires: "",
|
||
// effect() {
|
||
// this.interval = setInterval(() => {
|
||
// if (!build.isExperimentSelection) {
|
||
// for (let i = 0; i < mob.length; i++) {
|
||
// if (!mob[i].shield && mob[i].isDropPowerUp) {
|
||
// mob[i].locatePlayer()
|
||
// mob[i].seePlayer.yes = true;
|
||
// }
|
||
// }
|
||
// }
|
||
// }, 1000); //every 1 seconds
|
||
// },
|
||
// interval: undefined,
|
||
// remove() {
|
||
// if (this.count > 0) clearTimeout(this.interval);
|
||
// }
|
||
// },
|
||
// {
|
||
// name: "-decomposers-",
|
||
// description: "<strong style='color: #f55;'>experiment:</strong> after they die<br>mobs leave behind spawns",
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 0,
|
||
// isBadRandomOption: true,
|
||
// isExperimentalMode: true,
|
||
// allowed() {
|
||
// return build.isExperimentSelection
|
||
// },
|
||
// requires: "",
|
||
// effect() {
|
||
// tech.deathSpawns = 0.2
|
||
// },
|
||
// remove() {
|
||
// tech.deathSpawns = 0
|
||
// }
|
||
// },
|
||
|
||
|
||
|
||
//**************************************************
|
||
//************************************************** JUNK
|
||
//************************************************** tech
|
||
//**************************************************
|
||
// {
|
||
// name: "junk",
|
||
// description: "",
|
||
// maxCount: 9,
|
||
// count: 0,
|
||
// frequency: 0,
|
||
// isNonRefundable: true,
|
||
// isJunk: true,
|
||
// allowed() {
|
||
// return true
|
||
// },
|
||
// requires: "",
|
||
// effect() {
|
||
|
||
// },
|
||
// remove() {}
|
||
// },
|
||
{
|
||
name: "swap meet",
|
||
description: "normal <strong class='color-m'>tech</strong> become <strong class='color-junk'>JUNK</strong><br>and <strong class='color-junk'>JUNK</strong> become normal <strong class='color-m'>tech</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isJunk: true,
|
||
isNonRefundable: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||
tech.tech[i].isJunk = !tech.tech[i].isJunk
|
||
if (tech.tech[i].isJunk) { } else { }
|
||
|
||
if (tech.tech[i].frequency > 0) {
|
||
tech.tech[i].frequency = 0
|
||
} else {
|
||
tech.tech[i].frequency = 2
|
||
}
|
||
}
|
||
},
|
||
remove() { }
|
||
},
|
||
// {
|
||
// name: "pocket dimension",
|
||
// description: "rotate tech descriptions into a higher spacial dimension",
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 0,
|
||
// isJunk: true,
|
||
// isNonRefundable: true,
|
||
// allowed() {
|
||
// return true
|
||
// },
|
||
// requires: "",
|
||
// effect() {
|
||
// document.getElementById("choose-grid").classList.add("flipX");
|
||
// },
|
||
// remove() {}
|
||
// },
|
||
{
|
||
name: "random",
|
||
link: `<a target="_blank" href='https://en.wikipedia.org/wiki/Special:Random' class="link">random</a>`,
|
||
delay: 333,
|
||
descriptionFunction() {
|
||
const delay = 333
|
||
const loop = () => {
|
||
if ((simulation.isChoosing) && m.alive && !build.isExperimentSelection) {
|
||
const dmg = Math.floor(27 * Math.random()) * 0.01
|
||
this.text = `<strong style = "font-family: 'Courier New', monospace;">+${(dmg * 100).toFixed(0).padStart(2, '0')}%</strong> <strong class='color-d'>damage</strong>`
|
||
this.damage = 1 + dmg
|
||
if (document.getElementById(`damage-JUNK-id${this.id}`)) document.getElementById(`damage-JUNK-id${this.id}`).innerHTML = this.text
|
||
setTimeout(() => {
|
||
loop()
|
||
}, delay);
|
||
}
|
||
}
|
||
setTimeout(() => {
|
||
loop()
|
||
}, delay);
|
||
this.id++
|
||
return `<span id = "damage-JUNK-id${this.id}">${this.text}</span>`
|
||
},
|
||
maxCount: 3,
|
||
count: 0,
|
||
frequency: 1,
|
||
isJunk: true,
|
||
allowed() {
|
||
return !build.isExperimentSelection
|
||
},
|
||
requires: "NOT EXPERIMENT MODE",
|
||
damage: 0,
|
||
effect() {
|
||
tech.damage *= this.damage
|
||
},
|
||
remove() {
|
||
if (this.count > 0) tech.damage /= this.damage
|
||
}
|
||
},
|
||
{
|
||
name: "boost",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isJunk: true,
|
||
isNonRefundable: true,
|
||
allowed() {
|
||
return !build.isExperimentSelection
|
||
},
|
||
requires: "NOT EXPERIMENT MODE",
|
||
effect() {
|
||
powerUps.spawnDelay("boost", this.spawnCount)
|
||
},
|
||
remove() { },
|
||
id: 0,
|
||
text: "",
|
||
delay: 100,
|
||
spawnCount: 0,
|
||
descriptionFunction() {
|
||
let count = 9999 * Math.random()
|
||
const loop = () => {
|
||
if ((simulation.isChoosing) && m.alive && !build.isExperimentSelection) { //&& (!simulation.isChoosing || this.count === 0) //simulation.paused ||
|
||
count += 4.5
|
||
const waves = 2 * Math.sin(count * 0.0133) + Math.sin(count * 0.013) + 0.5 * Math.sin(count * 0.031) + 0.33 * Math.sin(count * 0.03)
|
||
this.spawnCount = Math.floor(100 * Math.abs(waves))
|
||
this.text = `spawn <strong style = "font-family: 'Courier New', monospace;">${this.spawnCount.toLocaleString(undefined, { minimumIntegerDigits: 3 })}</strong> ${powerUps.orb.boost(1)}<br>that give <strong>+${(powerUps.boost.damage * 100).toFixed(0)}%</strong> <strong class='color-d'>damage</strong> for <strong>${(powerUps.boost.duration / 60).toFixed(0)}</strong> seconds</span>`
|
||
if (document.getElementById(`boost-JUNK-id${this.id}`)) document.getElementById(`boost-JUNK-id${this.id}`).innerHTML = this.text
|
||
setTimeout(() => {
|
||
loop()
|
||
}, this.delay);
|
||
}
|
||
}
|
||
setTimeout(() => {
|
||
loop()
|
||
}, this.delay);
|
||
this.id++
|
||
return `<span id = "boost-JUNK-id${this.id}">${this.text}</span>`
|
||
},
|
||
},
|
||
{
|
||
name: "placebo",
|
||
description: "<strong>+777%</strong> <strong class='color-d'>damage</strong><br><strong>+777%</strong> <strong class='color-defense'>defense</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isJunk: true,
|
||
allowed: () => true,
|
||
requires: "",
|
||
effect() {
|
||
if (Math.random() < 0.1) tech.damage *= 8.77
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "universal healthcare",
|
||
description: "make your <strong class='color-d'>damage</strong> negative",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isJunk: true,
|
||
allowed: () => true,
|
||
requires: "",
|
||
effect() {
|
||
tech.damage *= -1
|
||
},
|
||
remove() { }
|
||
},
|
||
// {
|
||
// name: "synchrotron",
|
||
// descriptionFunction() {
|
||
// return `<strong>power ups</strong> change into a different <strong>flavor</strong> after a boss dies`
|
||
// },
|
||
// maxCount: 3,
|
||
// count: 0,
|
||
// frequency: 1,
|
||
// frequencyDefault: 1,
|
||
// allowed: () => true,
|
||
// requires: "",
|
||
// effect() {
|
||
// },
|
||
// remove() {
|
||
// }
|
||
// },
|
||
{
|
||
name: "return",
|
||
description: "return to the start of the game<br>reduce combat <strong>difficulty</strong> by <strong>2 levels</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isJunk: true,
|
||
isNonRefundable: true,
|
||
allowed: () => true,
|
||
requires: "",
|
||
effect() {
|
||
level.difficultyDecrease(simulation.difficultyMode * 2)
|
||
level.onLevel = 0
|
||
simulation.clearNow = true //end current level
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "panpsychism",
|
||
description: "awaken all <strong class='color-block'>blocks</strong><br><strong class='color-block'>blocks</strong> have a chance to spawn power ups",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isJunk: true,
|
||
isNonRefundable: true,
|
||
allowed: () => true,
|
||
requires: "",
|
||
effect() {
|
||
setInterval(() => {
|
||
for (let i = body.length - 1; i > -1; i--) {
|
||
if (!body[i].isNotHoldable) {
|
||
Matter.Composite.remove(engine.world, body[i]);
|
||
spawn.blockMob(body[i].position.x, body[i].position.y, body[i], 0);
|
||
if (!body[i].isAboutToBeRemoved) mob[mob.length - 1].isDropPowerUp = true
|
||
body.splice(i, 1);
|
||
}
|
||
}
|
||
}, 6000);
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "meteor shower",
|
||
description: "take a shower, but meteors instead of water",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isJunk: true,
|
||
isNonRefundable: true,
|
||
allowed: () => true,
|
||
requires: "",
|
||
effect() {
|
||
setInterval(() => {
|
||
|
||
fireBlock = function (xPos, yPos) {
|
||
const index = body.length
|
||
spawn.bodyRect(xPos, yPos, 20 + 50 * Math.random(), 20 + 50 * Math.random());
|
||
const bodyBullet = body[index]
|
||
Matter.Body.setVelocity(bodyBullet, {
|
||
x: 5 * (Math.random() - 0.5),
|
||
y: 10 * (Math.random() - 0.5)
|
||
});
|
||
bodyBullet.isAboutToBeRemoved = true
|
||
setTimeout(() => { //remove block
|
||
for (let i = 0; i < body.length; i++) {
|
||
if (body[i] === bodyBullet) {
|
||
Matter.Composite.remove(engine.world, body[i]);
|
||
body.splice(i, 1);
|
||
}
|
||
}
|
||
}, 4000 + Math.floor(9000 * Math.random()));
|
||
}
|
||
fireBlock(player.position.x + 600 * (Math.random() - 0.5), player.position.y - 500 - 500 * Math.random());
|
||
// for (let i = 0, len = Math.random(); i < len; i++) {
|
||
// }
|
||
|
||
}, 1000);
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "startle response",
|
||
description: `if a threat is nearby, activate a ${powerUps.orb.boost(1)}<br>and lock your mouse until you press escape`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isJunk: true,
|
||
isNonRefundable: true,
|
||
allowed: () => true,
|
||
requires: "",
|
||
effect() {
|
||
// tech.damage *= 1.33
|
||
setInterval(() => {
|
||
if (powerUps.boost.endCycle < m.cycle && !simulation.paused && m.alive) {
|
||
for (let i = 0; i < mob.length; i++) {
|
||
if (mob[i].distanceToPlayer2() < 400000) { //650
|
||
canvas.requestPointerLock();
|
||
powerUps.boost.effect();
|
||
break
|
||
}
|
||
}
|
||
}
|
||
}, 2000);
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "closed timelike curve",
|
||
description: "spawn 5 <strong class='color-f'>field</strong> power ups, but every 12 seconds<br>teleport a second into your future or past",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isJunk: true,
|
||
isNonRefundable: true,
|
||
allowed: () => true,
|
||
requires: "",
|
||
effect() {
|
||
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x + 10 * Math.random(), m.pos.y + 10 * Math.random(), "field");
|
||
|
||
function loop() {
|
||
if (!simulation.paused && m.alive) {
|
||
if (!(simulation.cycle % 720)) {
|
||
requestAnimationFrame(() => {
|
||
if ((simulation.cycle % 1440) > 720) { //kinda alternate between each option
|
||
m.rewind(60)
|
||
m.energy += 0.4 //to make up for lost energy
|
||
} else {
|
||
simulation.timePlayerSkip(60)
|
||
}
|
||
}); //wrapping in animation frame prevents errors, probably
|
||
}
|
||
}
|
||
requestAnimationFrame(loop);
|
||
}
|
||
requestAnimationFrame(loop);
|
||
},
|
||
remove() { }
|
||
},
|
||
// {
|
||
// name: "translate",
|
||
// description: "translate n-gon into a random language",
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 0,
|
||
// isJunk: true,
|
||
// isNonRefundable: true,
|
||
// allowed() {
|
||
// return true
|
||
// },
|
||
// requires: "",
|
||
// effect() {
|
||
// // generate a container
|
||
// const gtElem = document.createElement('div')
|
||
// gtElem.id = "gtElem"
|
||
// gtElem.style.visibility = 'hidden' // make it invisible
|
||
// document.body.append(gtElem)
|
||
|
||
// // generate a script to run after creation
|
||
// function initGT() {
|
||
// // create a new translate element
|
||
// new google.translate.TranslateElement({ pageLanguage: 'en', layout: google.translate.TranslateElement.InlineLayout.HORIZONTAL }, 'gtElem')
|
||
// // ok now since it's loaded perform a funny hack to make it work
|
||
// const langSelect = document.getElementsByClassName("goog-te-combo")[0]
|
||
// // select a random language. It takes a second for all langauges to load, so wait a second.
|
||
// setTimeout(() => {
|
||
// langSelect.selectedIndex = Math.round(langSelect.options.length * Math.random())
|
||
// // simulate a click
|
||
// langSelect.dispatchEvent(new Event('change'))
|
||
// // now make it go away
|
||
// const bar = document.getElementById(':1.container')
|
||
// bar.style.display = 'none'
|
||
// bar.style.visibility = 'hidden'
|
||
// }, 1000)
|
||
|
||
// }
|
||
|
||
// // add the google translate script
|
||
// const translateScript = document.createElement('script')
|
||
// translateScript.src = '//translate.google.com/translate_a/element.js?cb=initGT'
|
||
// document.body.append(translateScript)
|
||
// },
|
||
// remove() {}
|
||
// },
|
||
{
|
||
name: "discount",
|
||
description: "get 3 random <strong class='color-junk'>JUNK</strong><strong class='color-m'>tech</strong> for the price of 1!",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isJunk: true,
|
||
isNonRefundable: true,
|
||
allowed: () => true,
|
||
requires: "",
|
||
effect() {
|
||
tech.giveRandomJUNK()
|
||
tech.giveRandomJUNK()
|
||
tech.giveRandomJUNK()
|
||
},
|
||
remove() { }
|
||
},
|
||
// {
|
||
// name: "hi",
|
||
// description: `spawn to seed <strong>616</strong> `,
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 0,
|
||
// isNonRefundable: true,
|
||
// isJunk: true,
|
||
// allowed() {
|
||
// return true
|
||
// },
|
||
// requires: "",
|
||
// effect() {
|
||
// document.getElementById("seed").placeholder = Math.initialSeed = String(616)
|
||
// Math.seed = Math.abs(Math.hash(Math.initialSeed)) //update randomizer seed in case the player changed it
|
||
// },
|
||
// remove() {}
|
||
// },
|
||
{
|
||
name: "Higgs phase transition",
|
||
description: "instantly spawn 5 <strong class='color-m'>tech</strong>, but add a chance to<br>remove everything with a 5 minute <strong>half-life</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
frequencyDefault: 0,
|
||
isJunk: true,
|
||
isNonRefundable: true,
|
||
allowed: () => true,
|
||
requires: "",
|
||
effect() {
|
||
powerUps.spawn(m.pos.x, m.pos.y, "tech");
|
||
powerUps.spawn(m.pos.x + 30, m.pos.y, "tech");
|
||
powerUps.spawn(m.pos.x + 60, m.pos.y, "tech");
|
||
powerUps.spawn(m.pos.x, m.pos.y - 30, "tech");
|
||
powerUps.spawn(m.pos.x + 30, m.pos.y - 60, "tech");
|
||
|
||
function loop() {
|
||
// (1-X)^cycles = chance to be removed //Math.random() < 0.000019 10 min
|
||
if (!simulation.paused && m.alive) {
|
||
if (Math.random() < 0.000038) {
|
||
// m.death();
|
||
simulation.clearMap();
|
||
simulation.draw.setPaths();
|
||
return
|
||
}
|
||
}
|
||
requestAnimationFrame(loop);
|
||
}
|
||
requestAnimationFrame(loop);
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "harvest",
|
||
description: "convert all the mobs on this level into <strong class='color-ammo'>ammo</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
frequencyDefault: 0,
|
||
isJunk: true,
|
||
isNonRefundable: true,
|
||
allowed: () => true,
|
||
requires: "",
|
||
effect() {
|
||
for (let i = 0, len = mob.length; i < len; i++) {
|
||
if (mob[i].isDropPowerUp) {
|
||
powerUps.directSpawn(mob[i].position.x, mob[i].position.y, "ammo");
|
||
mob[i].death();
|
||
}
|
||
}
|
||
// for (let i = powerUp.length - 1; i > -1; i--) {
|
||
// if (powerUp[i].name !== "ammo") {
|
||
// Matter.Composite.remove(engine.world, powerUp[i]);
|
||
// powerUp.splice(i, 1);
|
||
// }
|
||
// }
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "brainstorm",
|
||
description: "the <strong class='color-m'>tech</strong> choice menu <strong>randomizes</strong><br>every <strong>0.5</strong> seconds for <strong>10</strong> seconds",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
frequencyDefault: 0,
|
||
isJunk: true,
|
||
allowed: () => true,
|
||
requires: "",
|
||
effect() {
|
||
tech.isBrainstorm = true
|
||
tech.isBrainstormActive = false
|
||
tech.brainStormDelay = 500
|
||
},
|
||
remove() {
|
||
tech.isBrainstorm = false
|
||
tech.isBrainstormActive = false
|
||
}
|
||
},
|
||
{
|
||
name: "catabolysis",
|
||
description: `set your maximum <strong class='color-h'>health</strong> to <strong>1</strong><br><strong>double</strong> your current <strong class='color-ammo'>ammo</strong> <strong>10</strong> times`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return !tech.isFallingDamage && !tech.isOverHeal && !tech.isEnergyHealth
|
||
},
|
||
requires: "not quenching, tungsten carbide, mass-energy",
|
||
effect() {
|
||
m.baseHealth = 0.01
|
||
m.setMaxHealth();
|
||
for (let i = 0; i < b.guns.length; i++) b.guns[i].ammo = b.guns[i].ammo * Math.pow(2, 10)
|
||
simulation.updateGunHUD();
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "palantír",
|
||
description: `see far away lands`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
// isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
m.look = () => {
|
||
//always on mouse look
|
||
m.angle = Math.atan2(
|
||
simulation.mouseInGame.y - m.pos.y,
|
||
simulation.mouseInGame.x - m.pos.x
|
||
);
|
||
//smoothed mouse look translations
|
||
const scale = 2;
|
||
m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale;
|
||
m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale;
|
||
m.transX += (m.transSmoothX - m.transX) * m.lookSmoothing;
|
||
m.transY += (m.transSmoothY - m.transY) * m.lookSmoothing;
|
||
}
|
||
},
|
||
remove() {
|
||
if (this.count) m.look = m.lookDefault
|
||
}
|
||
},
|
||
{
|
||
name: "motion sickness",
|
||
description: `disable camera smoothing`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
// isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
m.look = () => {
|
||
//always on mouse look
|
||
m.angle = Math.atan2(
|
||
simulation.mouseInGame.y - m.pos.y,
|
||
simulation.mouseInGame.x - m.pos.x
|
||
);
|
||
//smoothed mouse look translations
|
||
const scale = 1.2;
|
||
m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale;
|
||
m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale;
|
||
m.transX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale;
|
||
m.transY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale;
|
||
// m.transX += (m.transSmoothX - m.transX) * m.lookSmoothing;
|
||
// m.transY += (m.transSmoothY - m.transY) * m.lookSmoothing;
|
||
}
|
||
},
|
||
remove() {
|
||
if (this.count) m.look = m.lookDefault
|
||
}
|
||
},
|
||
{
|
||
name: "facsimile",
|
||
description: `inserts a copy of your current level into the level list`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
const index = Math.min(level.levels.length - 1, level.onLevel)
|
||
level.levels.splice(index, 0, level.levels[index]);
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "negative friction",
|
||
description: "when you touch walls you speed up instead of slowing down. It's kinda fun.",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
player.friction = -0.4
|
||
},
|
||
remove() {
|
||
if (this.count) player.friction = 0.002
|
||
}
|
||
},
|
||
{
|
||
name: "bounce",
|
||
description: "you bounce off things. It's annoying, but not that bad.",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
player.restitution = 0.9
|
||
},
|
||
remove() {
|
||
if (this.count) player.restitution = 0
|
||
}
|
||
},
|
||
{
|
||
name: "mouth",
|
||
description: "mobs have a non functional mouth",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
mobs.draw = () => {
|
||
ctx.lineWidth = 2;
|
||
let i = mob.length;
|
||
while (i--) {
|
||
ctx.beginPath();
|
||
const vertices = mob[i].vertices;
|
||
ctx.moveTo(vertices[0].x, vertices[0].y);
|
||
for (let j = 1, len = vertices.length; j < len; ++j) ctx.lineTo(vertices[j].x, vertices[j].y);
|
||
ctx.quadraticCurveTo(mob[i].position.x, mob[i].position.y, vertices[0].x, vertices[0].y);
|
||
ctx.fillStyle = mob[i].fill;
|
||
ctx.strokeStyle = mob[i].stroke;
|
||
ctx.fill();
|
||
ctx.stroke();
|
||
}
|
||
}
|
||
},
|
||
remove() {
|
||
mobs.draw = mobs.drawDefault
|
||
}
|
||
},
|
||
{
|
||
name: "all-stars",
|
||
description: "make all mobs look like stars",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
mobs.draw = () => {
|
||
ctx.lineWidth = 2;
|
||
let i = mob.length;
|
||
while (i--) {
|
||
ctx.beginPath();
|
||
const vertices = mob[i].vertices;
|
||
ctx.moveTo(vertices[0].x, vertices[0].y);
|
||
for (let j = 1, len = vertices.length; j < len; ++j) ctx.quadraticCurveTo(mob[i].position.x, mob[i].position.y, vertices[j].x, vertices[j].y);
|
||
ctx.quadraticCurveTo(mob[i].position.x, mob[i].position.y, vertices[0].x, vertices[0].y);
|
||
ctx.fillStyle = mob[i].fill;
|
||
ctx.strokeStyle = mob[i].stroke;
|
||
ctx.fill();
|
||
ctx.stroke();
|
||
}
|
||
}
|
||
},
|
||
remove() {
|
||
mobs.draw = mobs.drawDefault
|
||
}
|
||
},
|
||
// draw() {
|
||
// ctx.lineWidth = 2;
|
||
// let i = mob.length;
|
||
// while (i--) {
|
||
// ctx.beginPath();
|
||
// const vertices = mob[i].vertices;
|
||
// ctx.moveTo(vertices[0].x, vertices[0].y);
|
||
// for (let j = 1, len = vertices.length; j < len; ++j) ctx.lineTo(vertices[j].x, vertices[j].y);
|
||
// ctx.lineTo(vertices[0].x, vertices[0].y);
|
||
// ctx.fillStyle = mob[i].fill;
|
||
// ctx.strokeStyle = mob[i].stroke;
|
||
// ctx.fill();
|
||
// ctx.stroke();
|
||
// }
|
||
// },
|
||
{
|
||
name: "true colors",
|
||
description: `set all power ups to their real world colors`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isJunk: true,
|
||
isNonRefundable: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
// const colors = shuffle(["#f7b", "#0eb", "#467", "#0cf", "hsl(246,100%,77%)", "#26a"])
|
||
const colors = shuffle([powerUps.research.color, powerUps.heal.color, powerUps.ammo.color, powerUps.ammo.color, powerUps.field.color, powerUps.gun.color])
|
||
powerUps.research.color = colors[0]
|
||
powerUps.heal.color = colors[1]
|
||
powerUps.ammo.color = colors[2]
|
||
powerUps.field.color = colors[3]
|
||
powerUps.tech.color = colors[4]
|
||
powerUps.gun.color = colors[5]
|
||
for (let i = 0; i < powerUp.length; i++) {
|
||
switch (powerUp[i].name) {
|
||
case "research":
|
||
powerUp[i].color = colors[0]
|
||
break;
|
||
case "heal":
|
||
powerUp[i].color = colors[1]
|
||
break;
|
||
case "ammo":
|
||
powerUp[i].color = colors[2]
|
||
break;
|
||
case "field":
|
||
powerUp[i].color = colors[3]
|
||
break;
|
||
case "tech":
|
||
powerUp[i].color = colors[4]
|
||
break;
|
||
case "gun":
|
||
powerUp[i].color = colors[5]
|
||
break;
|
||
}
|
||
}
|
||
},
|
||
remove() {
|
||
// const colors = ["#f7b", "#0eb", "#467", "#0cf", "hsl(246,100%,77%)", "#26a"] //no shuffle
|
||
// powerUps.research.color = colors[0]
|
||
// powerUps.heal.color = colors[1]
|
||
// powerUps.ammo.color = colors[2]
|
||
// powerUps.field.color = colors[3]
|
||
// powerUps.tech.color = colors[4]
|
||
// powerUps.gun.color = colors[5]
|
||
// for (let i = 0; i < powerUp.length; i++) {
|
||
// switch (powerUp[i].name) {
|
||
// case "research":
|
||
// powerUp[i].color = colors[0]
|
||
// break;
|
||
// case "heal":
|
||
// powerUp[i].color = colors[1]
|
||
// break;
|
||
// case "ammo":
|
||
// powerUp[i].color = colors[2]
|
||
// break;
|
||
// case "field":
|
||
// powerUp[i].color = colors[3]
|
||
// break;
|
||
// case "tech":
|
||
// powerUp[i].color = colors[4]
|
||
// break;
|
||
// case "gun":
|
||
// powerUp[i].color = colors[5]
|
||
// break;
|
||
// }
|
||
// }
|
||
}
|
||
},
|
||
{
|
||
name: "emergency broadcasting",
|
||
description: "emit 2 sine waveforms at 853 Hz and 960 Hz<br><em>lower your volume</em>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isJunk: true,
|
||
isNonRefundable: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect: () => {
|
||
//setup audio context
|
||
function tone(frequency) {
|
||
const audioCtx = new (window.AudioContext || window.webkitAudioContext)();
|
||
const oscillator1 = audioCtx.createOscillator();
|
||
const gainNode1 = audioCtx.createGain();
|
||
gainNode1.gain.value = 0.5; //controls volume
|
||
oscillator1.connect(gainNode1);
|
||
gainNode1.connect(audioCtx.destination);
|
||
oscillator1.type = "sine"; // 'sine' 'square', 'sawtooth', 'triangle' and 'custom'
|
||
oscillator1.frequency.value = frequency; // value in hertz
|
||
oscillator1.start();
|
||
return audioCtx
|
||
}
|
||
// let sound = tone(1050)
|
||
|
||
function EBS() {
|
||
const audioCtx = new (window.AudioContext || window.webkitAudioContext)();
|
||
|
||
const oscillator1 = audioCtx.createOscillator();
|
||
const gainNode1 = audioCtx.createGain();
|
||
gainNode1.gain.value = 0.3; //controls volume
|
||
oscillator1.connect(gainNode1);
|
||
gainNode1.connect(audioCtx.destination);
|
||
oscillator1.type = "sine"; // 'sine' 'square', 'sawtooth', 'triangle' and 'custom'
|
||
oscillator1.frequency.value = 850; // value in hertz
|
||
oscillator1.start();
|
||
|
||
const oscillator2 = audioCtx.createOscillator();
|
||
const gainNode2 = audioCtx.createGain();
|
||
gainNode2.gain.value = 0.3; //controls volume
|
||
oscillator2.connect(gainNode2);
|
||
gainNode2.connect(audioCtx.destination);
|
||
oscillator2.type = "sine"; // 'sine' 'square', 'sawtooth', 'triangle' and 'custom'
|
||
oscillator2.frequency.value = 957; // value in hertz
|
||
oscillator2.start();
|
||
return audioCtx
|
||
}
|
||
let sound = EBS()
|
||
|
||
delay = 1000
|
||
setTimeout(() => {
|
||
sound.suspend()
|
||
powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal");
|
||
setTimeout(() => {
|
||
sound.resume()
|
||
setTimeout(() => {
|
||
sound.suspend()
|
||
powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal");
|
||
setTimeout(() => {
|
||
sound.resume()
|
||
setTimeout(() => {
|
||
sound.suspend()
|
||
powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal");
|
||
setTimeout(() => {
|
||
sound.resume()
|
||
setTimeout(() => {
|
||
sound.suspend()
|
||
powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal");
|
||
setTimeout(() => {
|
||
sound.resume()
|
||
setTimeout(() => {
|
||
sound.suspend()
|
||
powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal");
|
||
setTimeout(() => {
|
||
sound.resume()
|
||
setTimeout(() => {
|
||
sound.suspend()
|
||
sound.close()
|
||
powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal");
|
||
}, delay);
|
||
}, delay);
|
||
}, delay);
|
||
}, delay);
|
||
}, delay);
|
||
}, delay);
|
||
}, delay);
|
||
}, delay);
|
||
}, delay);
|
||
}, delay);
|
||
}, delay);
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "automatic",
|
||
description: "you can't fire when moving<br>always <strong>fire</strong> when at <strong>rest</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isJunk: true,
|
||
allowed() {
|
||
return !tech.isFireMoveLock
|
||
},
|
||
requires: "not Higgs mechanism",
|
||
effect() {
|
||
tech.isAlwaysFire = true;
|
||
b.setFireMethod();
|
||
},
|
||
remove() {
|
||
if (tech.isAlwaysFire) {
|
||
tech.isAlwaysFire = false
|
||
b.setFireMethod();
|
||
}
|
||
}
|
||
},
|
||
{
|
||
name: "hidden variable",
|
||
descriptionFunction() {
|
||
return `spawn ${powerUps.orb.heal(20)}<br>but hide your <strong class='color-h'>health</strong> bar`
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
document.getElementById("health").style.display = "none"
|
||
document.getElementById("health-bg").style.display = "none"
|
||
document.getElementById("defense-bar").style.display = "none"
|
||
for (let i = 0; i < 20; i++) powerUps.spawn(m.pos.x + 160 * (Math.random() - 0.5), m.pos.y + 160 * (Math.random() - 0.5), "heal");
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "not a bug",
|
||
description: "initiate a totally safe game crash for 10 seconds",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
const savedfunction = simulation.drawCircle
|
||
simulation.drawCircle = () => {
|
||
const a = mob[Infinity].position //crashed the game in a visually interesting way, because of the ctx.translate command is never reverted in the main game loop
|
||
}
|
||
setTimeout(() => {
|
||
simulation.drawCircle = savedfunction
|
||
canvas.width = canvas.width //clears the canvas // works on chrome at least
|
||
powerUps.spawn(m.pos.x, m.pos.y, "tech");
|
||
}, 10000);
|
||
|
||
// for (;;) {} //freezes the tab
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "spinor",
|
||
description: "the direction you aim is determined by your position",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return !m.isShipMode
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
m.look = function () {
|
||
//always on mouse look
|
||
m.angle = (((m.pos.x + m.pos.y) / 100 + Math.PI) % Math.PI * 2) - Math.PI
|
||
//smoothed mouse look translations
|
||
const scale = 0.8;
|
||
m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale;
|
||
m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale;
|
||
|
||
m.transX += (m.transSmoothX - m.transX) * 0.07;
|
||
m.transY += (m.transSmoothY - m.transY) * 0.07;
|
||
}
|
||
},
|
||
remove() {
|
||
if (this.count) m.look = m.lookDefault
|
||
}
|
||
},
|
||
{
|
||
name: "p-zombie",
|
||
description: "set your <strong class='color-h'>health</strong> to <strong>1</strong><br>all mobs, not bosses, die and <strong>resurrect</strong> as zombies",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() { return true },
|
||
requires: "",
|
||
effect() {
|
||
m.health = 0.01 //set health to 1
|
||
m.displayHealth();
|
||
for (let i = mob.length - 1; i > -1; i--) { //replace mobs with zombies
|
||
if (mob[i].isDropPowerUp && !mob[i].isBoss && mob[i].alive) {
|
||
mob[i].isSoonZombie = true
|
||
mob[i].death()
|
||
}
|
||
}
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "decomposers",
|
||
description: "after they die <strong>mobs</strong> leave behind <strong>spawns</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return tech.deathSpawns === 0
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.deathSpawns = 0.2
|
||
},
|
||
remove() {
|
||
tech.deathSpawns = 0
|
||
}
|
||
},
|
||
{
|
||
name: "panopticon",
|
||
description: "<strong>mobs</strong> can always see you",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
setInterval(() => {
|
||
for (let i = 0; i < mob.length; i++) {
|
||
if (!mob[i].shield && mob[i].isDropPowerUp) {
|
||
mob[i].locatePlayer()
|
||
mob[i].seePlayer.yes = true;
|
||
}
|
||
}
|
||
}, 1000); //every 1 seconds
|
||
},
|
||
remove() { }
|
||
},
|
||
// {
|
||
// name: "inverted mouse",
|
||
// description: "your mouse is scrambled<br>it's fine, just rotate it 90 degrees",
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 0,
|
||
// isExperimentHide: true,
|
||
// isNonRefundable: true,
|
||
// isJunk: true,
|
||
// allowed() {
|
||
// return !m.isShipMode
|
||
// },
|
||
// requires: "not ship",
|
||
// effect() {
|
||
// document.body.addEventListener("mousemove", (e) => {
|
||
// const ratio = window.innerWidth / window.innerHeight
|
||
// simulation.mouse.x = e.clientY * ratio
|
||
// simulation.mouse.y = e.clientX / ratio;
|
||
// });
|
||
// },
|
||
// remove() {
|
||
// // m.look = m.lookDefault
|
||
// }
|
||
// },
|
||
{
|
||
name: "Fourier analysis",
|
||
description: "your aiming is now controlled by this equation:<br><span style = 'font-size:80%;'>2sin(0.0133t) + sin(0.013t) + 0.5sin(0.031t)+ 0.33sin(0.03t)</span>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isJunk: true,
|
||
allowed() {
|
||
return !m.isShipMode
|
||
},
|
||
requires: "not ship",
|
||
effect() {
|
||
m.look = () => {
|
||
m.angle = 2 * Math.sin(m.cycle * 0.0133) + Math.sin(m.cycle * 0.013) + 0.5 * Math.sin(m.cycle * 0.031) + 0.33 * Math.sin(m.cycle * 0.03)
|
||
const scale = 0.8;
|
||
simulation.mouse.y
|
||
m.transSmoothX = canvas.width2 - m.pos.x - (simulation.mouse.x - canvas.width2) * scale;
|
||
m.transSmoothY = canvas.height2 - m.pos.y - (simulation.mouse.y - canvas.height2) * scale;
|
||
m.transX += (m.transSmoothX - m.transX) * 0.07;
|
||
m.transY += (m.transSmoothY - m.transY) * 0.07;
|
||
}
|
||
},
|
||
remove() {
|
||
if (this.count) m.look = m.lookDefault
|
||
}
|
||
},
|
||
{
|
||
name: "disintegrated armament",
|
||
description: "spawn a <strong class='color-g'>gun</strong><br><strong>remove</strong> your active <strong class='color-g'>gun</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return b.inventory.length > 0
|
||
},
|
||
requires: "at least 1 gun",
|
||
effect() {
|
||
if (b.inventory.length > 0) b.removeGun(b.guns[b.activeGun].name)
|
||
simulation.makeGunHUD()
|
||
powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "gun");
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "probability",
|
||
description: "increase the <strong class='flicker'>frequency</strong><br>of one random <strong class='color-m'>tech</strong> by <strong>100</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
let options = []; //find what tech I could get
|
||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||
if (
|
||
tech.tech[i].count < tech.tech[i].maxCount &&
|
||
tech.tech[i].allowed() &&
|
||
!tech.tech[i].isJunk &&
|
||
!tech.tech.isLore
|
||
) {
|
||
options.push(i);
|
||
}
|
||
}
|
||
if (options.length) {
|
||
const index = options[Math.floor(Math.random() * options.length)]
|
||
tech.tech[index].frequency = 100
|
||
}
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "encryption",
|
||
description: "secure <strong class='color-m'>tech</strong> information",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
String.prototype.shuffle = function () {
|
||
var a = this.split(""),
|
||
n = a.length;
|
||
|
||
for (var i = n - 1; i > 0; i--) {
|
||
var j = Math.floor(Math.random() * (i + 1));
|
||
var tmp = a[i];
|
||
a[i] = a[j];
|
||
a[j] = tmp;
|
||
}
|
||
return a.join("");
|
||
}
|
||
|
||
for (let i = 0, len = tech.tech.length; i < len; i++) tech.tech[i].name = tech.tech[i].name.shuffle()
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "quantum leap",
|
||
description: "become an <strong class='alt'>alternate</strong> version of yourself<br>every <strong>20</strong> seconds",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
setInterval(() => {
|
||
m.switchWorlds()
|
||
simulation.trails()
|
||
}, 20000); //every 30 seconds
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "score",
|
||
description: "Add a score to n-gon!",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
setInterval(() => {
|
||
let score = Math.ceil(1000 * Math.random() * Math.random() * Math.random() * Math.random() * Math.random())
|
||
simulation.makeTextLog(`simulation.score <span class='color-symbol'>=</span> ${score.toFixed(0)}`);
|
||
}, 10000); //every 10 seconds
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "pop-ups",
|
||
description: "sign up to learn endless easy ways to win n-gon<br>that Landgreen doesn't want you to know!!!1!!",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
setInterval(() => {
|
||
alert(`The best combo is ${tech.tech[Math.floor(Math.random() * tech.tech.length)].name} with ${tech.tech[Math.floor(Math.random() * tech.tech.length)].name}!`);
|
||
}, 30000); //every 30 seconds
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "music",
|
||
description: "add music to n-gon",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
window.open('https://www.youtube.com/watch?v=lEbHeSdmS-k&list=PL9Z5wjoBiPKEDhwCW2RN-VZoCpmhIojdn', '_blank')
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "performance",
|
||
description: "display performance stats to n-gon",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
(function () {
|
||
var script = document.createElement('script');
|
||
script.onload = function () {
|
||
var stats = new Stats();
|
||
document.body.appendChild(stats.dom);
|
||
requestAnimationFrame(function loop() {
|
||
stats.update();
|
||
requestAnimationFrame(loop)
|
||
});
|
||
};
|
||
script.src = 'https://unpkg.com/stats.js@0.17.0/build/stats.min.js';
|
||
document.head.appendChild(script);
|
||
})()
|
||
//move health to the right
|
||
document.getElementById("health").style.left = "86px"
|
||
document.getElementById("health-bg").style.left = "86px"
|
||
document.getElementById("defense-bar").style.left = "86px"
|
||
document.getElementById("damage-bar").style.left = "86px"
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "repartitioning",
|
||
description: "set the <strong class='flicker'>frequency</strong> of finding normal <strong class='color-m'>tech</strong> to <strong>0</strong><br>spawn 5 <strong class='color-m'>tech</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||
if (tech.tech[i].isJunk) {
|
||
tech.tech[i].frequency = 2
|
||
} else {
|
||
tech.tech[i].frequency = 0
|
||
}
|
||
}
|
||
for (let i = 0; i < 5; i++) powerUps.spawn(m.pos.x, m.pos.y, "tech");
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "defragment",
|
||
description: "set the <strong class='flicker'>frequency</strong> of finding <strong class='color-junk'>JUNK</strong><strong class='color-m'>tech</strong> to zero",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
for (let i = tech.tech.length - 1; i > 0; i--) {
|
||
if (tech.tech[i].isJunk) tech.tech[i].frequency = 0
|
||
}
|
||
},
|
||
remove() { }
|
||
},
|
||
// {
|
||
// name: "lubrication",
|
||
// description: "reduce block density and friction for this level",
|
||
// maxCount: 9,
|
||
// count: 0,
|
||
// frequency: 0,
|
||
// isNonRefundable: true,
|
||
// isExperimentHide: true,
|
||
// isJunk: true,
|
||
// allowed() {
|
||
// return true
|
||
// },
|
||
// requires: "",
|
||
// effect() {
|
||
// for (let i = 0; i < body.length; i++) {
|
||
// Matter.Body.setDensity(body[i], 0.0001) // 0.001 is normal
|
||
// body[i].friction = 0.01
|
||
// }
|
||
// },
|
||
// remove() {}
|
||
// },
|
||
{
|
||
name: "pitch",
|
||
description: "oscillate the pitch of your world",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
setInterval(() => {
|
||
if (!simulation.paused) ctx.rotate(0.001 * Math.sin(simulation.cycle * 0.01))
|
||
}, 16);
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "flatland",
|
||
description: "map blocks line of sight",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() { return true },
|
||
requires: "",
|
||
effect() {
|
||
simulation.ephemera.push({
|
||
name: "LoS", count: 0, do() {
|
||
const pos = m.pos
|
||
const radius = 3000
|
||
if (!simulation.isTimeSkipping) {
|
||
const vertices = simulation.sight.circleLoS(pos, radius);
|
||
if (vertices.length) {
|
||
ctx.beginPath();
|
||
ctx.moveTo(vertices[0].x, vertices[0].y);
|
||
for (var i = 1; i < vertices.length; i++) {
|
||
var currentDistance = Math.sqrt((vertices[i - 1].x - pos.x) ** 2 + (vertices[i - 1].y - pos.y) ** 2);
|
||
var newDistance = Math.sqrt((vertices[i].x - pos.x) ** 2 + (vertices[i].y - pos.y) ** 2);
|
||
if (Math.abs(currentDistance - radius) < 1 && Math.abs(newDistance - radius) < 1) {
|
||
const currentAngle = Math.atan2(vertices[i - 1].y - pos.y, vertices[i - 1].x - pos.x);
|
||
const newAngle = Math.atan2(vertices[i].y - pos.y, vertices[i].x - pos.x);
|
||
ctx.arc(pos.x, pos.y, radius, currentAngle, newAngle);
|
||
} else {
|
||
ctx.lineTo(vertices[i].x, vertices[i].y)
|
||
}
|
||
}
|
||
newDistance = Math.sqrt((vertices[0].x - pos.x) ** 2 + (vertices[0].y - pos.y) ** 2);
|
||
currentDistance = Math.sqrt((vertices[vertices.length - 1].x - pos.x) ** 2 + (vertices[vertices.length - 1].y - pos.y) ** 2);
|
||
if (Math.abs(currentDistance - radius) < 1 && Math.abs(newDistance - radius) < 1) {
|
||
const currentAngle = Math.atan2(vertices[vertices.length - 1].y - pos.y, vertices[vertices.length - 1].x - pos.x);
|
||
const newAngle = Math.atan2(vertices[0].y - pos.y, vertices[0].x - pos.x);
|
||
ctx.arc(pos.x, pos.y, radius, currentAngle, newAngle);
|
||
} else {
|
||
ctx.lineTo(vertices[0].x, vertices[0].y)
|
||
}
|
||
|
||
//stroke the map, so it looks different form the line of sight
|
||
ctx.strokeStyle = "#234";
|
||
ctx.lineWidth = 9;
|
||
ctx.stroke(simulation.draw.mapPath); //this has a pretty large impact on performance, maybe 5% worse performance
|
||
|
||
ctx.globalCompositeOperation = "destination-in";
|
||
ctx.fillStyle = "#000";
|
||
ctx.fill();
|
||
ctx.globalCompositeOperation = "source-over";
|
||
// also see the map
|
||
// ctx.fill(simulation.draw.mapPath);
|
||
// ctx.fillStyle = "#000";
|
||
ctx.clip();
|
||
}
|
||
}
|
||
},
|
||
})
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "umbra",
|
||
description: "produce a blue glow around everything<br>and probably some simulation lag",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
ctx.shadowColor = '#06f';
|
||
ctx.shadowBlur = 25;
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "lighter",
|
||
description: `ctx.globalCompositeOperation = "lighter"`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
ctx.globalCompositeOperation = "lighter";
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "rewind",
|
||
description: "every 10 seconds <strong class='color-rewind'>rewind</strong> <strong>2</strong> seconds",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
setInterval(() => {
|
||
m.rewind(120)
|
||
m.energy += 0.4
|
||
}, 10000);
|
||
// for (let i = 0; i < 24; i++) {
|
||
// setTimeout(() => { m.rewind(120) }, i * 5000);
|
||
// }
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "undo",
|
||
description: "every 4 seconds <strong class='color-rewind'>rewind</strong> <strong>1/2</strong> a second",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
setInterval(() => {
|
||
m.rewind(30)
|
||
m.energy += 0.2
|
||
}, 4000);
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "energy to mass conversion",
|
||
description: "convert your <strong class='color-f'>energy</strong> into <strong class='color-block'>blocks</strong>",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
for (let i = 0, len = 40; i < len; i++) {
|
||
setTimeout(() => {
|
||
m.energy -= 1 / len
|
||
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()));
|
||
}, i * 100);
|
||
}
|
||
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "level.nextLevel()",
|
||
description: "advance to the next level",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
level.nextLevel();
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "reincarnation",
|
||
description: "kill all mobs and spawn new ones<br>(also spawn a few extra mobs for fun)",
|
||
maxCount: 3,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
spawn.setSpawnList();
|
||
spawn.setSpawnList();
|
||
for (let i = 0, len = mob.length; i < len; i++) {
|
||
if (mob[i].alive && !mob[i].shield && !mob[i].isBadTarget) {
|
||
const pick = spawn.pickList[Math.floor(Math.random() * spawn.pickList.length)];
|
||
spawn[pick](mob[i].position.x, mob[i].position.y);
|
||
if (Math.random() < 0.5) spawn[pick](mob[i].position.x, mob[i].position.y);
|
||
mob[i].death();
|
||
}
|
||
}
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "expert system",
|
||
description: "spawn a <strong class='color-m'>tech</strong> power up<br><strong>+64%</strong> <strong class='color-junk'>JUNK</strong> to <strong class='color-m'>tech</strong> pool",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
powerUps.spawn(m.pos.x, m.pos.y, "tech");
|
||
tech.addJunkTechToPool(0.64)
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "energy investment",
|
||
description: "every 10 seconds drain your <strong class='color-f'>energy</strong><br>return it doubled 5 seconds later",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
setInterval(() => {
|
||
if (!simulation.paused) {
|
||
const energy = m.energy
|
||
m.energy = 0
|
||
setTimeout(() => { //return energy
|
||
m.energy += 2 * energy
|
||
}, 5000);
|
||
}
|
||
}, 10000);
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "missile launching system",
|
||
description: "fire missiles for the next 120 seconds",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
for (let i = 0; i < 120; i++) {
|
||
setTimeout(() => {
|
||
const where = {
|
||
x: m.pos.x,
|
||
y: m.pos.y - 40
|
||
}
|
||
b.missile(where, -Math.PI / 2 + 0.2 * (Math.random() - 0.5) * Math.sqrt(tech.missileCount), -2)
|
||
}, i * 1000);
|
||
}
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "grenade production",
|
||
description: "drop a grenade every 2 seconds",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
setInterval(() => {
|
||
if (!simulation.paused && document.visibilityState !== "hidden") {
|
||
b.grenade(Vector.add(m.pos, {
|
||
x: 10 * (Math.random() - 0.5),
|
||
y: 10 * (Math.random() - 0.5)
|
||
}), -Math.PI / 2) //fire different angles for each grenade
|
||
const who = bullet[bullet.length - 1]
|
||
Matter.Body.setVelocity(who, {
|
||
x: who.velocity.x * 0.1,
|
||
y: who.velocity.y * 0.1
|
||
});
|
||
}
|
||
}, 2000);
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "stubs",
|
||
description: "no knees or toes are drawn on the player<br>you can wall climb though",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isJunk: true,
|
||
isNonRefundable: true,
|
||
allowed() {
|
||
return !m.isShipMode
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
m.skin.stubs()
|
||
Matter.Body.scale(player.parts[3], 2, 2);
|
||
},
|
||
remove() {
|
||
// if (this.count) m.resetSkin();
|
||
}
|
||
},
|
||
{
|
||
name: "Sleipnir",
|
||
description: "grow more legs",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isJunk: true,
|
||
allowed() {
|
||
return !m.isShipMode
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
m.skin.Sleipnir()
|
||
},
|
||
remove() {
|
||
if (this.count) m.resetSkin();
|
||
}
|
||
},
|
||
{
|
||
name: "diegesis",
|
||
description: "indicate fire cooldown</strong><br>through a rotation of your head",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isJunk: true,
|
||
allowed() {
|
||
return !m.isShipMode
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
m.skin.diegesis()
|
||
},
|
||
remove() {
|
||
if (this.count) m.resetSkin();
|
||
}
|
||
},
|
||
{
|
||
name: "🐱",
|
||
description: "🐈",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isJunk: true,
|
||
allowed() {
|
||
return !m.isShipMode
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
m.skin.cat();
|
||
},
|
||
remove() {
|
||
if (this.count) m.resetSkin();
|
||
}
|
||
},
|
||
{
|
||
name: "n-gone",
|
||
description: "become invisible to yourself<br><em>mobs can still see you</em>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
m.draw = () => { }
|
||
},
|
||
remove() {
|
||
if (this.count) m.resetSkin();
|
||
}
|
||
},
|
||
{
|
||
name: "pareidolia",
|
||
description: "don't",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return !m.isShipMode
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
m.skin.pareidolia()
|
||
},
|
||
remove() {
|
||
if (this.count) m.resetSkin();
|
||
}
|
||
},
|
||
{
|
||
name: "posture",
|
||
description: "stand a bit taller",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isJunk: true,
|
||
allowed() {
|
||
return !m.isShipMode
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
m.yOffWhen.stand = 70
|
||
},
|
||
remove() {
|
||
m.yOffWhen.stand = 49
|
||
}
|
||
},
|
||
{
|
||
name: "rhythm",
|
||
description: "you oscillate up and down",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isJunk: true,
|
||
isNonRefundable: true,
|
||
allowed() {
|
||
return !m.isShipMode
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
setInterval(() => {
|
||
m.yOffWhen.stand = 53 + 28 * Math.sin(simulation.cycle * 0.2)
|
||
if (m.onGround && !m.crouch) m.yOffGoal = m.yOffWhen.stand
|
||
}, 100);
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "prism",
|
||
description: "you cycle through different <strong>colors</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
m.color = {
|
||
hue: 0,
|
||
sat: 100,
|
||
light: 50
|
||
}
|
||
setInterval(function () {
|
||
m.color.hue++
|
||
m.setFillColors()
|
||
}, 10);
|
||
},
|
||
remove() { }
|
||
},
|
||
// {
|
||
// name: "microtransactions",
|
||
// description: `when you choose a <strong class='color-m'>tech</strong> you can<br>use ${powerUps.orb.research(1)} to buy a free in game <strong>skin</strong>`,
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 0,
|
||
// isJunk: true,
|
||
// allowed() {
|
||
// return true
|
||
// },
|
||
// requires: "",
|
||
// effect() {
|
||
// tech.isMicroTransactions = true
|
||
// },
|
||
// remove() {
|
||
// tech.isMicroTransactions = false
|
||
// }
|
||
// },
|
||
{
|
||
name: "ship",
|
||
description: "fly around with no legs<br>reduce combat <strong>difficulty</strong> by <strong>1 level</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return !m.isShipMode && !m.isAltSkin && m.fieldUpgrades[m.fieldMode].name !== "negative mass"
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
m.isAltSkin = true
|
||
m.shipMode()
|
||
level.difficultyDecrease(simulation.difficultyMode)
|
||
//unlock relativistic rotation
|
||
for (let i = 0; i < tech.tech.length; i++) {
|
||
if (tech.tech[i].name === "relativistic rotation") tech.tech[i].frequency = 10
|
||
}
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "circular symmetry",
|
||
description: "turning the ship rotates the universe instead<br><strong>+200%</strong> <strong class='color-d'>damage</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return m.isShipMode
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
tech.damage *= 3
|
||
|
||
m.look = () => {
|
||
// const scale = 0;
|
||
m.transSmoothX = canvas.width2 - m.pos.x // - (simulation.mouse.x - canvas.width2) * scale;
|
||
m.transSmoothY = canvas.height2 - m.pos.y // - (simulation.mouse.y - canvas.height2) * scale;
|
||
m.transX += (m.transSmoothX - m.transX) * m.lookSmoothing;
|
||
m.transY += (m.transSmoothY - m.transY) * m.lookSmoothing;
|
||
ctx.restore();
|
||
ctx.save();
|
||
ctx.translate(canvas.width2, canvas.height2); //center
|
||
ctx.rotate(-m.angle)
|
||
ctx.translate(-canvas.width2, -canvas.height2); //center
|
||
}
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "assimilation",
|
||
description: "all your <strong class='color-bot'>bots</strong> are converted to the <strong>same</strong> random model",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isBotTech: true,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return b.totalBots() > 2
|
||
},
|
||
requires: "at least 3 bots",
|
||
effect() {
|
||
const total = b.totalBots();
|
||
tech.dynamoBotCount = 0;
|
||
tech.nailBotCount = 0;
|
||
tech.laserBotCount = 0;
|
||
tech.orbitBotCount = 0;
|
||
tech.foamBotCount = 0;
|
||
tech.soundBotCount = 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.soundBot();
|
||
tech.soundBotCount++;
|
||
},
|
||
() => {
|
||
b.boomBot();
|
||
tech.boomBotCount++;
|
||
},
|
||
() => {
|
||
b.laserBot();
|
||
tech.laserBotCount++;
|
||
},
|
||
() => {
|
||
b.orbitBot();
|
||
tech.orbitBotCount++
|
||
},
|
||
() => {
|
||
b.dynamoBot();
|
||
tech.dynamoBotCount++
|
||
}
|
||
]
|
||
const index = Math.floor(Math.random() * bots.length)
|
||
for (let i = 0; i < total; i++) bots[index]()
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "growth hacking",
|
||
description: "increase combat <strong>difficulty</strong> by <strong>1 level</strong>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
level.difficultyIncrease(simulation.difficultyMode)
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "stun",
|
||
description: "<strong>stun</strong> all mobs for up to <strong>8</strong> seconds",
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
for (let i = 0; i < mob.length; i++) mobs.statusStun(mob[i], 480)
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "translucent",
|
||
description: "spawn <strong>3</strong> <strong class='color-g'>gun</strong> power ups<br>your <strong class='color-g'>bullets</strong> and bots are transparent",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
for (let i = 0; i < 3; i++) powerUps.spawn(m.pos.x + 60 * (Math.random() - 0.5), m.pos.y + 60 * (Math.random() - 0.5), "gun");
|
||
|
||
// //removes guns and ammo
|
||
// b.inventory = [];
|
||
// b.activeGun = null;
|
||
// b.inventoryGun = 0;
|
||
// for (let i = 0, len = b.guns.length; i < len; ++i) {
|
||
// b.guns[i].have = false;
|
||
// if (b.guns[i].ammo !== Infinity) b.guns[i].ammo = 0;
|
||
// }
|
||
// simulation.makeGunHUD(); //update gun HUD
|
||
b.bulletDraw = () => { }; //make bullets invisible
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "re-research",
|
||
description: `<strong>eject</strong> all your ${powerUps.orb.research(1)}`,
|
||
maxCount: 9,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return powerUps.research.count > 3
|
||
},
|
||
requires: "at least 4 research",
|
||
effect() {
|
||
powerUps.spawnDelay("research", powerUps.research.count);
|
||
powerUps.research.count = 0
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "black hole",
|
||
description: `use your <strong class='color-f'>energy</strong> and ${powerUps.orb.research(4)} to <strong>spawn</strong><br>inside the event horizon of a huge <strong>black hole</strong>`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return powerUps.research.count > 3
|
||
},
|
||
requires: "at least 4 research",
|
||
effect() {
|
||
m.energy = 0
|
||
spawn.suckerBoss(m.pos.x, m.pos.y - 700)
|
||
powerUps.research.changeRerolls(-4)
|
||
simulation.makeTextLog(`<span class='color-var'>m</span>.<span class='color-r'>research</span> <span class='color-symbol'>--</span><br>${powerUps.research.count}`)
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "black hole cluster",
|
||
description: `spawn <strong>30</strong> nearby <strong>black holes</strong>`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
const unit = {
|
||
x: 1,
|
||
y: 0
|
||
}
|
||
for (let i = 0; i < 30; i++) {
|
||
const where = Vector.add(m.pos, Vector.mult(Vector.rotate(unit, Math.random() * 2 * Math.PI), 2000 + 1200 * Math.random()))
|
||
spawn.sucker(where.x, where.y, 140)
|
||
const who = mob[mob.length - 1]
|
||
who.locatePlayer()
|
||
// who.damageReduction = 0.2
|
||
}
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "rule 30",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isJunk: true,
|
||
allowed() {
|
||
return !build.isExperimentSelection
|
||
},
|
||
requires: "NOT EXPERIMENT MODE",
|
||
effect() { },
|
||
remove() { },
|
||
state: [
|
||
[false, false, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, false, false, false, false, false, true, false, false, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, Math.random() > 0.8, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, false, false, false, false, false]
|
||
],
|
||
rule(state, a, b, c) {
|
||
//30
|
||
if (state[a] && state[b] && state[c]) return false; // TTT => F
|
||
if (state[a] && state[b] && !state[c]) return false; // TTF => F
|
||
if (state[a] && !state[b] && state[c]) return false; //TFT => F
|
||
if (state[a] && !state[b] && !state[c]) return true; //TFF => T
|
||
if (!state[a] && state[b] && state[c]) return true; //FTT => T
|
||
if (!state[a] && state[b] && !state[c]) return true; //FTF => T
|
||
if (!state[a] && !state[b] && state[c]) return true; //FFT => T
|
||
if (!state[a] && !state[b] && !state[c]) return false; //FFF => F
|
||
},
|
||
id: 0,
|
||
researchSpawned: 0,
|
||
descriptionFunction() {
|
||
const loop = () => {
|
||
if ((simulation.paused || simulation.isChoosing) && m.alive && !build.isExperimentSelection) { //&& (!simulation.isChoosing || this.count === 0)
|
||
let b = []; //produce next row
|
||
b.push(this.rule(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 1, 0, 1)); //left edge wrap around
|
||
for (let i = 1; i < this.state[this.state.length - 1].length - 1; i++) { //apply rule to the rest of the array
|
||
b.push(this.rule(this.state[this.state.length - 1], i - 1, i, i + 1));
|
||
}
|
||
b.push(this.rule(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 2, this.state[this.state.length - 1].length - 1, 0)); //right edge wrap around
|
||
this.state.push(b)
|
||
if (document.getElementById(`cellular-rule-id${this.id}`)) document.getElementById(`cellular-rule-id${this.id}`).innerHTML = this.outputText() //convert to squares and send HTML
|
||
if (this.count && this.researchSpawned < 12 && !(this.state.length % 10)) {
|
||
this.researchSpawned++
|
||
powerUps.spawn(m.pos.x - 50 + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "research");
|
||
}
|
||
setTimeout(() => {
|
||
loop()
|
||
}, 300 + 5 * this.state.length);
|
||
}
|
||
}
|
||
setTimeout(() => {
|
||
loop()
|
||
}, 300);
|
||
this.id++
|
||
return `<span id = "cellular-rule-id${this.id}" style = "letter-spacing: -0.5px;font-size: 100%;line-height: normal;font-family: 'Courier New', monospace;">${this.outputText()}</span>`
|
||
},
|
||
outputText() {
|
||
let text = "<pre>"
|
||
for (let j = 0; j < this.state.length; j++) {
|
||
// text += "<p style = 'margin-bottom: -12px;'>"
|
||
text += "<p style = 'margin-top: -7px;margin-bottom: -7px;'>"
|
||
for (let i = 0; i < this.state[j].length; i++) {
|
||
if (this.state[j][i]) {
|
||
text += "■" //"☻" //"⬛" //"█" //"■"
|
||
} else {
|
||
text += " " //"□" //"☺" //"⬜" //" " //"□"
|
||
}
|
||
}
|
||
text += "</p>"
|
||
}
|
||
text += "</pre>"
|
||
return text
|
||
},
|
||
},
|
||
{
|
||
name: "rule 90",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isJunk: true,
|
||
allowed() {
|
||
return !build.isExperimentSelection
|
||
},
|
||
requires: "NOT EXPERIMENT MODE",
|
||
effect() { },
|
||
remove() { },
|
||
state: [
|
||
[false, false, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, false, false, false, false, false, true, true, false, false, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, Math.random() > 0.8, false, Math.random() > 0.8, false, false, false, Math.random() > 0.8, false, false, false, false, false, false, false, false]
|
||
],
|
||
rule(state, a, b, c) { //90
|
||
if (state[a] && state[b] && state[c]) return false; // TTT => F
|
||
if (state[a] && state[b] && !state[c]) return true; // TTF => T
|
||
if (state[a] && !state[b] && state[c]) return false; //TFT => F
|
||
if (state[a] && !state[b] && !state[c]) return true; //TFF => T
|
||
if (!state[a] && state[b] && state[c]) return true; //FTT => T
|
||
if (!state[a] && state[b] && !state[c]) return false; //FTF => F
|
||
if (!state[a] && !state[b] && state[c]) return true; //FFT => T
|
||
if (!state[a] && !state[b] && !state[c]) return false; //FFF => F
|
||
},
|
||
id: 90,
|
||
researchSpawned: 0,
|
||
descriptionFunction() {
|
||
const loop = () => {
|
||
if ((simulation.paused || simulation.isChoosing) && m.alive && !build.isExperimentSelection) { //&& (!simulation.isChoosing || this.count === 0)
|
||
let b = []; //produce next row
|
||
b.push(this.rule(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 1, 0, 1)); //left edge wrap around
|
||
for (let i = 1; i < this.state[this.state.length - 1].length - 1; i++) { //apply rule to the rest of the array
|
||
b.push(this.rule(this.state[this.state.length - 1], i - 1, i, i + 1));
|
||
}
|
||
b.push(this.rule(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 2, this.state[this.state.length - 1].length - 1, 0)); //right edge wrap around
|
||
this.state.push(b)
|
||
if (document.getElementById(`cellular-rule-id${this.id}`)) document.getElementById(`cellular-rule-id${this.id}`).innerHTML = this.outputText() //convert to squares and send HTML
|
||
if (this.count && this.researchSpawned < 12 && !(this.state.length % 10)) {
|
||
this.researchSpawned++
|
||
powerUps.spawn(m.pos.x - 50 + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "research");
|
||
}
|
||
setTimeout(() => {
|
||
loop()
|
||
}, 300 + 5 * this.state.length);
|
||
}
|
||
}
|
||
setTimeout(() => {
|
||
loop()
|
||
}, 300);
|
||
this.id++
|
||
return `<span id = "cellular-rule-id${this.id}" style = "letter-spacing: -0.5px;font-size: 100%;line-height: normal;font-family: 'Courier New', monospace;">${this.outputText()}</span>`
|
||
},
|
||
outputText() {
|
||
let text = "<pre>"
|
||
for (let j = 0; j < this.state.length; j++) {
|
||
// text += "<p style = 'margin-bottom: -12px;'>"
|
||
text += "<p style = 'margin-top: -7px;margin-bottom: -7px;'>"
|
||
for (let i = 0; i < this.state[j].length; i++) {
|
||
if (this.state[j][i]) {
|
||
text += "■" //"☻" //"⬛" //"█" //"■"
|
||
} else {
|
||
text += " " //"□" //"☺" //"⬜" //" " //"□"
|
||
}
|
||
}
|
||
text += "</p>"
|
||
}
|
||
text += "</pre>"
|
||
return text
|
||
},
|
||
},
|
||
{
|
||
name: "cosmogonic myth",
|
||
description: `<span style = "opacity: 9%;">open a portal to a primordial version of reality<br>in 5 minutes close the portal, spawn 1 of each power up</span>`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
const urls = ["https://scratch.mit.edu/projects/14005697/fullscreen/", "https://scratch.mit.edu/projects/22573757/fullscreen/", "https://scratch.mit.edu/projects/41429974/fullscreen/", "https://scratch.mit.edu/projects/43690666/fullscreen/", "https://codepen.io/lilgreenland/full/ozXNWZ", "https://codepen.io/lilgreenland/full/wzARJY", "classic/7-1-2017/", "classic/4-15-2018/", "classic/7-11-2019/", "classic/9-8-2019/", "classic/7-15-2020/", "classic/6-1-2021/"]
|
||
const choose = urls[Math.floor(Math.random() * urls.length)]
|
||
console.log(`opening new tab" ${choose}`)
|
||
let tab = window.open(choose, "_blank");
|
||
setTimeout(() => {
|
||
tab.close();
|
||
powerUps.spawn(m.pos.x, m.pos.y, "gun");
|
||
setTimeout(() => {
|
||
powerUps.spawn(m.pos.x, m.pos.y - 50, "ammo")
|
||
}, 250);
|
||
setTimeout(() => {
|
||
powerUps.spawn(m.pos.x + 50, m.pos.y, "field");
|
||
}, 500);
|
||
setTimeout(() => {
|
||
powerUps.spawn(m.pos.x + 50, m.pos.y - 50, "heal");
|
||
}, 750);
|
||
setTimeout(() => {
|
||
powerUps.spawn(m.pos.x - 50, m.pos.y, "tech");
|
||
}, 1000);
|
||
setTimeout(() => {
|
||
powerUps.spawn(m.pos.x - 50, m.pos.y - 50, "research");
|
||
}, 1250);
|
||
}, 1000 * 5 * 60);
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "planetesimals",
|
||
description: `play <strong>planetesimals</strong> <em style = 'font-size:80%;'>(an asteroids-like game)</em><br>clear <strong>levels</strong> in <strong>planetesimals</strong> to spawn <strong class='color-m'>tech</strong><br>if you <strong style="color:red;">die</strong> in <strong>planetesimals</strong> you <strong style="color:red;">die</strong> in <strong>n-gon</strong>`,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isNonRefundable: true,
|
||
isJunk: true,
|
||
allowed() {
|
||
return true
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
window.open('../../planetesimals/index.html', '_blank')
|
||
// powerUps.spawn(m.pos.x, m.pos.y, "tech");
|
||
|
||
// for communicating to other tabs, like planetesimals
|
||
// Connection to a broadcast channel
|
||
const bc = new BroadcastChannel('planetesimals');
|
||
bc.activated = false
|
||
|
||
bc.onmessage = function (ev) {
|
||
if (ev.data === 'tech') powerUps.directSpawn(m.pos.x, m.pos.y, "tech");
|
||
if (ev.data === 'death') {
|
||
m.death()
|
||
bc.close(); //end session
|
||
}
|
||
if (ev.data === 'ready' && !bc.activated) {
|
||
bc.activated = true //prevents n-gon from activating multiple copies of planetesimals
|
||
bc.postMessage("activate");
|
||
}
|
||
}
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "tinker",
|
||
description: "<strong>permanently</strong> unlock <strong class='color-junk'>JUNK</strong><strong class='color-m'>tech</strong> in experiment mode<br><em>this effect is stored for future visits</em>",
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
frequencyDefault: 0,
|
||
isJunk: true,
|
||
isNonRefundable: true,
|
||
allowed() {
|
||
return !localSettings.isJunkExperiment
|
||
},
|
||
requires: "",
|
||
effect() {
|
||
localSettings.isJunkExperiment = true
|
||
if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
|
||
},
|
||
remove() { }
|
||
},
|
||
{
|
||
name: "NFT",
|
||
descriptionFunction() {
|
||
return `buy your current game seed: <strong style = 'font-size:120%;'>${Math.initialSeed}</strong><br><em>no one is allowed to use your seeds<br>if they use them they are gonna get in trouble</em><br>your seeds: <span style = 'font-size:80%;'>${localSettings.personalSeeds.join(", ")}</span>`
|
||
},
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 0,
|
||
isJunk: true,
|
||
isNonRefundable: true,
|
||
allowed: () => true,
|
||
requires: "",
|
||
effect() {
|
||
localSettings.personalSeeds.push(Math.initialSeed)
|
||
if (localSettings.isAllowed) localStorage.setItem("localSettings", JSON.stringify(localSettings)); //update local storage
|
||
},
|
||
remove() { }
|
||
},
|
||
// {
|
||
// name: "rule 90",
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 0,
|
||
// isJunk: true,
|
||
// allowed() {
|
||
// return true
|
||
// },
|
||
// requires: "",
|
||
// effect() {},
|
||
// remove() {},
|
||
// state: [
|
||
// [false, false, false, false, false, false, false, false, false, false, false, false, false, false, true, true, false, false, false, false, false, false, false, false, false, false, false, false, false]
|
||
// ],
|
||
// rule(state, a, b, c) {
|
||
// if (state[a] && state[b] && state[c]) return false; // TTT => F
|
||
// if (state[a] && state[b] && !state[c]) return true; // TTF => T
|
||
// if (state[a] && !state[b] && state[c]) return false; //TFT => F
|
||
// if (state[a] && !state[b] && !state[c]) return true; //TFF => T
|
||
// if (!state[a] && state[b] && state[c]) return true; //FTT => T
|
||
// if (!state[a] && state[b] && !state[c]) return false; //FTF => F
|
||
// if (!state[a] && !state[b] && state[c]) return true; //FFT => T
|
||
// if (!state[a] && !state[b] && !state[c]) return false; //FFF => F
|
||
// },
|
||
// id: 0,
|
||
// descriptionFunction() {
|
||
// const loop = () => {
|
||
// if ((simulation.paused || simulation.isChoosing) && m.alive && !build.isExperimentSelection) { //&& (!simulation.isChoosing || this.count === 0)
|
||
// let b = []; //produce next row
|
||
// b.push(this.rule(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 1, 0, 1)); //left edge wrap around
|
||
// for (let i = 1; i < this.state[this.state.length - 1].length - 1; i++) { //apply rule to the rest of the array
|
||
// b.push(this.rule(this.state[this.state.length - 1], i - 1, i, i + 1));
|
||
// }
|
||
// b.push(this.rule(this.state[this.state.length - 1], this.state[this.state.length - 1].length - 2, this.state[this.state.length - 1].length - 1, 0)); //right edge wrap around
|
||
// this.state.push(b)
|
||
// if (document.getElementById(`cellular-rule-id${this.id}`)) document.getElementById(`cellular-rule-id${this.id}`).innerHTML = this.outputText() //convert to squares and send HTML
|
||
// if (this.count && this.state.length < 120 && !(this.state.length % 10)) powerUps.spawn(m.pos.x - 50 + 100 * (Math.random() - 0.5), m.pos.y + 100 * (Math.random() - 0.5), "research");
|
||
// setTimeout(() => { loop() }, 400);
|
||
// }
|
||
// }
|
||
// setTimeout(() => { loop() }, 400);
|
||
// // if (this.id === 0) {
|
||
// // for (let i = 0; i < 29; i++) this.state[0][i] = Math.random() < 0.5 //randomize seed
|
||
// // }
|
||
// this.id++
|
||
// return `<span id = "cellular-rule-id${this.id}" style = "letter-spacing: 0px;font-size: 50%;line-height: normal;">${this.outputText()}</span>`
|
||
// },
|
||
// outputText() {
|
||
// let text = ""
|
||
// for (let j = 0; j < this.state.length; j++) {
|
||
// text += "<p style = 'margin-bottom: -11px;'>"
|
||
// for (let i = 0; i < this.state[j].length; i++) {
|
||
// if (this.state[j][i]) {
|
||
// text += "⬛" //"█" //"■"
|
||
// } else {
|
||
// text += "⬜" //" " //"□"
|
||
// }
|
||
// }
|
||
// text += "</p>"
|
||
// }
|
||
// return text
|
||
// },
|
||
// },
|
||
|
||
//**************************************************
|
||
//************************************************** undefined / lore
|
||
//************************************************** tech
|
||
//**************************************************
|
||
{
|
||
name: `undefined`,
|
||
description: `<strong class="lore-text">this</strong><br> `,
|
||
maxCount: 1,
|
||
count: 0,
|
||
frequency: 2,
|
||
frequencyDefault: 2,
|
||
isLore: true,
|
||
// isExperimentHide: true,
|
||
allowed() { return !build.isExperimentSelection },
|
||
requires: "NOT EXPERIMENT MODE",
|
||
effect() {
|
||
if (localSettings.loreCount > lore.conversation.length - 1) { //reward for people done with lore chapters (or on the final chapter)
|
||
for (let i = mob.length - 1; i > -1; i--) { //replace mobs with starters
|
||
if (!mob[i].isBoss && mob[i].isDropPowerUp && mob[i].alive) {
|
||
spawn.starter(mob[i].position.x, mob[i].position.y)
|
||
mob[i].leaveBody = false
|
||
mob[i].isDropPowerUp = false
|
||
mob[i].death()
|
||
|
||
//spawn a random power up
|
||
// if (Math.random() < 1 / 5) {
|
||
// powerUps.spawn(mob[i].position.x, mob[i].position.y, "research")
|
||
// } else
|
||
if (Math.random() < 1 / 4) {
|
||
powerUps.spawn(mob[i].position.x, mob[i].position.y, "ammo")
|
||
} else if (Math.random() < 1 / 3) {
|
||
powerUps.spawn(mob[i].position.x, mob[i].position.y, "heal")
|
||
} else if (Math.random() < 1 / 2) {
|
||
powerUps.spawn(mob[i].position.x, mob[i].position.y, "boost")
|
||
} else {
|
||
powerUps.spawn(mob[i].position.x, mob[i].position.y, "coupling")
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
setTimeout(() => { //a short delay, I can't remember why
|
||
lore.techCount++
|
||
if (lore.techCount === lore.techGoal) {
|
||
// tech.removeLoreTechFromPool();
|
||
this.frequency = 0;
|
||
this.description = `<strong class="lore-text">null</strong> is open at level.final() <br> `
|
||
} else {
|
||
this.frequency += lore.techGoal * 2
|
||
// for (let i = 0; i < tech.tech.length; i++) { //set name for all unchosen copies of this tech
|
||
// if (tech.tech[i].isLore && tech.tech[i].count === 0) tech.tech[i].description = `${lore.techCount+1}/${lore.techGoal}<br><em>add copies of <strong class="lore-text">this</strong> to the potential <strong class='color-m'>tech</strong> pool</em>`
|
||
// }
|
||
// for (let i = 0, len = 10; i < len; i++) tech.addLoreTechToPool()
|
||
this.description = `<em>uncaught error:</em><br><strong>${Math.max(0, lore.techGoal - lore.techCount)}</strong> more required for access to <strong class="lore-text">null</strong>`
|
||
}
|
||
}, 1);
|
||
},
|
||
remove() {
|
||
lore.techCount = 0;
|
||
this.maxCount = lore.techGoal;
|
||
this.description = `<strong class="lore-text">this</strong> <br> `
|
||
}
|
||
}
|
||
],
|
||
// addLoreTechToPool() { //adds lore tech to tech pool
|
||
// if (!simulation.isCheating) {
|
||
// tech.tech.push({
|
||
// name: `undefined`,
|
||
// description: `${lore.techCount+1}/${lore.techGoal}<br><em>add copies of <strong class="lore-text">this</strong> to the potential <strong class='color-m'>tech</strong> pool</em>`,
|
||
// maxCount: 1,
|
||
// count: 0,
|
||
// frequency: 2,
|
||
// isLore: true,
|
||
// isNonRefundable: true,
|
||
// isExperimentHide: true,
|
||
// allowed() {
|
||
// return true
|
||
// },
|
||
// requires: "",
|
||
// effect() {
|
||
// setTimeout(() => { //a short delay, I can't remember why
|
||
// lore.techCount++
|
||
// if (lore.techCount > lore.techGoal - 1) {
|
||
// // tech.removeLoreTechFromPool();
|
||
// for (let i = tech.tech.length - 1; i > 0; i--) {
|
||
// if (tech.tech[i].isLore && tech.tech[i].count === 0) tech.tech.splice(i, 1)
|
||
// }
|
||
// } else {
|
||
// for (let i = 0; i < tech.tech.length; i++) { //set name for all unchosen copies of this tech
|
||
// if (tech.tech[i].isLore && tech.tech[i].count === 0) tech.tech[i].description = `${lore.techCount+1}/${lore.techGoal}<br><em>add copies of <strong class="lore-text">this</strong> to the potential <strong class='color-m'>tech</strong> pool</em>`
|
||
// }
|
||
// for (let i = 0, len = 10; i < len; i++) tech.addLoreTechToPool()
|
||
// }
|
||
// }, 1);
|
||
// },
|
||
// remove() {}
|
||
// })
|
||
// }
|
||
// },
|
||
// junk: [
|
||
|
||
// ],
|
||
//variables use for gun tech upgrades
|
||
fireRate: null,
|
||
bulletSize: null,
|
||
energySiphon: null,
|
||
healthDrain: null,
|
||
crouchAmmoCount: null,
|
||
bulletsLastLonger: null,
|
||
isImmortal: null,
|
||
sporesOnDeath: null,
|
||
isImmuneExplosion: null,
|
||
isExplodeMob: null,
|
||
isDroneOnDamage: null,
|
||
isAcidDmg: null,
|
||
isAnnihilation: null,
|
||
largerHeals: null,
|
||
squirrelFx: null,
|
||
isCrit: null,
|
||
isLowHealthDmg: null,
|
||
isLowHealthDefense: null,
|
||
isLowHealthFireRate: null,
|
||
isFarAwayDmg: null,
|
||
isFirstDer: null,
|
||
isMassEnergy: null,
|
||
extraChoices: null,
|
||
laserBotCount: null,
|
||
dynamoBotCount: null,
|
||
nailBotCount: null,
|
||
foamBotCount: null,
|
||
soundBotCount: null,
|
||
boomBotCount: null,
|
||
plasmaBotCount: null,
|
||
missileBotCount: null,
|
||
orbitBotCount: null,
|
||
blockDmg: null,
|
||
isBlockRadiation: null,
|
||
isPiezo: null,
|
||
isFastDrones: null,
|
||
oneSuperBall: null,
|
||
laserReflections: null,
|
||
laserDamage: null,
|
||
isAmmoFromHealth: null,
|
||
mobSpawnWithHealth: null,
|
||
isEnergyRecovery: null,
|
||
isHealthRecovery: null,
|
||
isEnergyLoss: null,
|
||
isDeathAvoid: null,
|
||
isDeathAvoidedThisLevel: null,
|
||
isPlasmaRange: null,
|
||
isFreezeMobs: null,
|
||
isIceCrystals: null,
|
||
blockDamage: null,
|
||
isBlockStun: null,
|
||
isStunField: null,
|
||
isHarmDamage: null,
|
||
energyRegen: null,
|
||
isVacuumBomb: null,
|
||
renormalization: null,
|
||
fragments: null,
|
||
energyDamage: null,
|
||
botSpawner: null,
|
||
isBotSpawnerReset: null,
|
||
isSporeFollow: null,
|
||
isNailRadiation: null,
|
||
isEnergyHealth: null,
|
||
isStun: null,
|
||
restDamage: null,
|
||
isRPG: null,
|
||
missileCount: null,
|
||
isDeterminism: null,
|
||
isSuperDeterminism: null,
|
||
isHarmReduce: null,
|
||
nailsDeathMob: null,
|
||
isSlowFPS: null,
|
||
isNeutronStun: null,
|
||
isAnsatz: null,
|
||
isDamageFromBulletCount: null,
|
||
laserDrain: null,
|
||
isNailShot: null,
|
||
slowFire: null,
|
||
fastTime: null,
|
||
squirrelJump: null,
|
||
isFastRadiation: null,
|
||
isAmmoForGun: null,
|
||
isRapidPulse: 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,
|
||
isSoundBotUpgrade: null,
|
||
isLaserBotUpgrade: null,
|
||
isBoomBotUpgrade: null,
|
||
isOrbitBotUpgrade: null,
|
||
isDroneGrab: null,
|
||
isOneGun: null,
|
||
isDamageForGuns: null,
|
||
isGunCycle: null,
|
||
isFastFoam: null,
|
||
isSporeGrowth: null,
|
||
isStimulatedEmission: null,
|
||
nailGun: null,
|
||
nailInstantFireRate: null,
|
||
isCapacitor: null,
|
||
isEnergyNoAmmo: null,
|
||
// isFreezeHarmImmune: null,
|
||
isSmallExplosion: null,
|
||
isExplosionHarm: null,
|
||
extraMaxHealth: null,
|
||
// bonusHealth: null,
|
||
isIntangible: null,
|
||
isCloakStun: null,
|
||
bonusEnergy: null,
|
||
// healGiveMaxEnergy: null,
|
||
healMaxEnergyBonus: 0, //not null
|
||
aimDamage: null,
|
||
isNoFireDefense: null,
|
||
isNoFireDamage: null,
|
||
duplicateChance: null,
|
||
beamSplitter: null,
|
||
iceEnergy: null,
|
||
isPerfectBrake: null,
|
||
explosiveRadius: null,
|
||
// isWormholeEnergy: null,
|
||
isWormholeDamage: null,
|
||
isNailCrit: null,
|
||
isFlechetteExplode: null,
|
||
isWormholeWorms: null,
|
||
isWormHoleBullets: null,
|
||
isWideLaser: null,
|
||
wideLaser: null,
|
||
isPulseLaser: null,
|
||
isRadioactive: null,
|
||
radioactiveDamage: null,
|
||
isRailEnergy: null,
|
||
isMineSentry: null,
|
||
isIncendiary: null,
|
||
overfillDrain: null,
|
||
isNeutronSlow: null,
|
||
// isRailAreaDamage: null,
|
||
historyLaser: null,
|
||
isSpeedHarm: null,
|
||
isSpeedDamage: null,
|
||
isTimeSkip: null,
|
||
isCancelDuplication: null,
|
||
duplication: null,
|
||
isCancelRerolls: null,
|
||
isCancelTech: null,
|
||
isBotDamage: null,
|
||
isBanish: null,
|
||
isMaxEnergyTech: null,
|
||
isLowEnergyDamage: null,
|
||
isRewindBot: null,
|
||
isRewindGrenade: null,
|
||
isExtruder: null,
|
||
isEndLevelPowerUp: null,
|
||
isMissileBig: null,
|
||
isMissileBiggest: null,
|
||
isLaserMine: null,
|
||
isFoamMine: null,
|
||
isAmmoFoamSize: null,
|
||
isIceIX: null,
|
||
isDupDamage: null,
|
||
isFireRateForGuns: null,
|
||
cyclicImmunity: null,
|
||
isTechDamage: null,
|
||
isRestHarm: null,
|
||
isFireMoveLock: null,
|
||
isRivets: null,
|
||
isNeedles: null,
|
||
isExplodeRadio: null,
|
||
isPauseSwitchField: null,
|
||
isPauseEjectTech: null,
|
||
isShieldPierce: null,
|
||
isDuplicateMobs: null,
|
||
is100Duplicate: null,
|
||
isDynamoBotUpgrade: null,
|
||
isBlockPowerUps: null,
|
||
isDamageAfterKillNoRegen: null,
|
||
isHarmReduceNoKill: null,
|
||
isSwitchReality: null,
|
||
isResearchReality: null,
|
||
isAnthropicDamage: null,
|
||
isFlipFlop: null,
|
||
isFlipFlopHarm: null,
|
||
isFlipFlopOn: null,
|
||
// isFlipFlopLevelReset: null,
|
||
isFlipFlopDamage: null,
|
||
isFlipFlopEnergy: null,
|
||
isFlipFlopChoices: null,
|
||
isRelay: null,
|
||
relayIce: null,
|
||
isMetaAnalysis: null,
|
||
isFoamAttract: null,
|
||
droneCycleReduction: null,
|
||
droneEnergyReduction: null,
|
||
isHalfHeals: null,
|
||
isAlwaysFire: null,
|
||
isDroneRespawn: null,
|
||
deathSpawns: null,
|
||
isMobBlockFling: null,
|
||
// blockingIce: null,
|
||
isPhaseVelocity: null,
|
||
waveBeamSpeed: null,
|
||
wavePacketAmplitude: null,
|
||
isCollisionRealitySwitch: null,
|
||
iceIXOnDeath: null,
|
||
wimpCount: null,
|
||
isAddBlockMass: null,
|
||
isMACHO: null,
|
||
isHarmMACHO: null,
|
||
isSneakAttack: null,
|
||
isFallingDamage: null,
|
||
harmonics: null,
|
||
isStandingWaveExpand: null,
|
||
isTokamak: null,
|
||
deflectEnergy: null,
|
||
superBallDelay: null,
|
||
isBlockExplode: null,
|
||
isOverHeal: null,
|
||
isDroneRadioactive: null,
|
||
droneRadioDamage: null,
|
||
isDroneTeleport: null,
|
||
isDroneFastLook: null,
|
||
isBulletTeleport: null,
|
||
isResearchBoss: null,
|
||
isJunkResearch: null,
|
||
junkResearchNumber: null,
|
||
laserColor: null,
|
||
laserColorAlpha: null,
|
||
isLongitudinal: null,
|
||
is360Longitudinal: null,
|
||
isShotgunReversed: null,
|
||
fieldDuplicate: null,
|
||
isCloakingDamage: null,
|
||
harmonicEnergy: null,
|
||
isFieldHarmReduction: null,
|
||
isFastTime: null,
|
||
isAnthropicTech: null,
|
||
isSporeWorm: null,
|
||
isSporeFlea: null,
|
||
isFoamShot: null,
|
||
isIceShot: null,
|
||
isBlockRestitution: null,
|
||
isZeno: null,
|
||
isFieldFree: null,
|
||
isExtraGunField: null,
|
||
isBigField: null,
|
||
isSmartRadius: null,
|
||
isFilament: null,
|
||
isLargeHarpoon: null,
|
||
extraHarpoons: null,
|
||
ammoCap: null,
|
||
isHarpoonPowerUp: null,
|
||
harpoonDensity: null,
|
||
isAddRemoveMaxHealth: null,
|
||
cloakDuplication: null,
|
||
extruderRange: null,
|
||
isForeverDrones: null,
|
||
nailRecoil: null,
|
||
baseJumpForce: null,
|
||
baseFx: null,
|
||
isNeutronium: null,
|
||
isFreeWormHole: null,
|
||
isRewindField: null,
|
||
isCrouchRegen: null,
|
||
isAxion: null,
|
||
isDarkStar: null,
|
||
isWormholeMapIgnore: null,
|
||
isLessDamageReduction: null,
|
||
needleTunnel: null,
|
||
isBrainstorm: null,
|
||
isBrainstormActive: null,
|
||
brainStormDelay: null,
|
||
wormSize: null,
|
||
extraSuperBalls: null,
|
||
isTimeCrystals: null,
|
||
isGroundState: null,
|
||
isRailGun: null,
|
||
isGrapple: null,
|
||
isImmuneGrapple: null,
|
||
isDronesTravel: null,
|
||
isTechDebt: null,
|
||
isPlasmaBall: null,
|
||
plasmaDischarge: null,
|
||
isFlipFlopHealth: null,
|
||
isRelayEnergy: null,
|
||
coyoteTime: null,
|
||
missileFireCD: null,
|
||
isBotField: null,
|
||
isFoamBall: null,
|
||
isNoDraftPause: null,
|
||
isFoamPressure: null,
|
||
foamDamage: null,
|
||
isClusterExplode: null,
|
||
isCircleExplode: null,
|
||
isPetalsExplode: null,
|
||
deathSkipTime: null,
|
||
isIceMaxHealthLoss: null,
|
||
isIceKill: null,
|
||
isCritKill: null,
|
||
isQuantumEraser: null,
|
||
isPhononBlock: null,
|
||
isPhononWave: null,
|
||
isLaserLens: null,
|
||
laserCrit: null,
|
||
isSporeColony: null,
|
||
isExtraBotOption: null,
|
||
isLastHitDamage: null,
|
||
isCloakHealLastHit: null,
|
||
isRicochet: null,
|
||
isCancelCouple: null,
|
||
isCouplingPowerUps: null,
|
||
isBoostPowerUps: null,
|
||
isBoostReplaceAmmo: null,
|
||
isInfiniteWaveAmmo: null,
|
||
isJunkDNA: null,
|
||
buffedGun: 0,
|
||
isGunChoice: null,
|
||
railChargeRate: null,
|
||
isSuperHarm: null,
|
||
isZombieMobs: null,
|
||
isSuperMine: null,
|
||
sentryAmmo: null,
|
||
collidePowerUps: null,
|
||
isDilate: null,
|
||
isDiaphragm: null,
|
||
hardLanding: null,
|
||
isNoGroundDamage: null,
|
||
isSuperBounce: null,
|
||
isDivisor: null,
|
||
isFoamCavitation: null,
|
||
isHealAttract: null,
|
||
isLaserField: null,
|
||
isHealBrake: null,
|
||
isMassProduction: null,
|
||
isPrinter: null,
|
||
} |