nail gun
zoom now only works in testing mode with keys: i / o minigun is now nailgun (higher damage, lower ammo) mod: pneumatic actuator - nail gun's ramp up time is 50% shorter mod: powder-actuated - removes ramp up time and increases nail speed removed mod depleted uranium mod: super size - larger super balls
This commit is contained in:
103
js/mods.js
103
js/mods.js
@@ -67,7 +67,7 @@ const mod = {
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!build.isCustomSelection &&
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b.inventory.length > 2 &&
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name !== b.guns[b.activeGun].name &&
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Math.random() < -0.1 + 0.1 * (b.inventory.length + mod.isGunCycle * 2) //lower chance of mods specific to a gun if you have lots of guns
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Math.random() > 2 / (b.inventory.length + mod.isGunCycle * 3) //lower chance of mods specific to a gun if you have lots of guns
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) {
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return false
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}
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@@ -82,7 +82,7 @@ const mod = {
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if (mod.isDamageForGuns) dmg *= 1 + 0.07 * b.inventory.length
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if (mod.isLowHealthDmg) dmg *= 1 + 0.5 * Math.max(0, 1 - mech.health)
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if (mod.isHarmDamage && mech.lastHarmCycle + 600 > mech.cycle) dmg *= 2;
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if (mod.isEnergyLoss) dmg *= 1.33;
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if (mod.isEnergyLoss) dmg *= 1.37;
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if (mod.isAcidDmg && mech.health > 1) dmg *= 1.4;
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if (mod.isRest && player.speed < 1) dmg *= 1.20;
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if (mod.isEnergyDamage) dmg *= 1 + mech.energy / 5.5;
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@@ -128,7 +128,7 @@ const mod = {
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},
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{
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name: "acute stress response",
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description: "increase <strong class='color-d'>damage</strong> by <strong>33%</strong><br>if a mob <strong>dies</strong> drain stored <strong class='color-f'>energy</strong> by <strong>25%</strong>",
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description: "increase <strong class='color-d'>damage</strong> by <strong>37%</strong><br>if a mob <strong>dies</strong> drain stored <strong class='color-f'>energy</strong> by <strong>25%</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -557,7 +557,7 @@ const mod = {
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},
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{
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name: "scrap bots",
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description: "<strong>12%</strong> chance to build a <strong>bot</strong> after killing a mob<br>the bot only functions until the end of the level",
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description: "<strong>11%</strong> chance to build a <strong>bot</strong> after killing a mob<br>the bot only functions until the end of the level",
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maxCount: 6,
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count: 0,
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allowed() {
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@@ -565,7 +565,7 @@ const mod = {
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},
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requires: "a bot",
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effect() {
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mod.isBotSpawner += 0.12;
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mod.isBotSpawner += 0.11;
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},
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remove() {
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mod.isBotSpawner = 0;
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@@ -1371,50 +1371,50 @@ const mod = {
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}
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},
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{
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name: "depleted uranium rounds",
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description: `your <strong>bullets</strong> are <strong>18%</strong> larger<br>increased mass and physical <strong class='color-d'>damage</strong>`,
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count: 0,
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maxCount: 9,
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allowed() {
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return (mod.haveGunCheck("minigun") && !mod.nailGun) || mod.haveGunCheck("shotgun") || mod.haveGunCheck("super balls")
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},
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requires: "minigun, shotgun, super balls",
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effect() {
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mod.bulletSize += 0.18
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},
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remove() {
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mod.bulletSize = 1;
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}
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},
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{
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name: "nail gun",
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description: "the <strong>minigun</strong> is modified to fire <strong>nails</strong><br>with a short <strong>fire delay</strong> and a low <strong>precision</strong>",
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name: "pneumatic actuator",
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description: "<strong>nail gun</strong> takes <strong>50%</strong> less time to ramp up<br>to it's shortest <strong>delay</strong> after firing",
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.haveGunCheck("minigun") && !mod.isIceCrystals
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return mod.haveGunCheck("nail gun")
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},
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requires: "minigun",
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requires: "nail gun",
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effect() {
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mod.nailGun = true
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mod.nailFireRate = true
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},
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remove() {
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mod.nailGun = false
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mod.nailFireRate = false
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}
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},
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{
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name: "powder-actuated",
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description: "<strong>nail gun</strong> takes <strong>no</strong> time to ramp up<br>nails have a <strong>20%</strong> faster muzzle <strong>speed</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.haveGunCheck("nail gun") && mod.nailFireRate && !mod.isIceCrystals
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},
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requires: "nail gun",
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effect() {
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mod.nailInstantFireRate = true
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},
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remove() {
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mod.nailInstantFireRate = false
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}
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},
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{
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name: "ice crystal nucleation",
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description: "the <strong>minigun</strong> uses <strong class='color-f'>energy</strong> to condense<br>unlimited <strong class='color-s'>freezing</strong> <strong>bullets</strong> from water vapor",
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description: "the <strong>nail gun</strong> uses <strong class='color-f'>energy</strong> to condense<br>unlimited <strong class='color-s'>freezing</strong> <strong>ice shards</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.haveGunCheck("minigun") && !mod.nailGun
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return mod.haveGunCheck("nail gun") && !mod.nailInstantFireRate
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},
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requires: "minigun",
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requires: "nail gun",
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effect() {
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mod.isIceCrystals = true;
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "minigun") {
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if (b.guns[i].name === "nail gun") {
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b.guns[i].ammoPack = Infinity
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b.guns[i].recordedAmmo = b.guns[i].ammo
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b.guns[i].ammo = Infinity
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@@ -1426,7 +1426,7 @@ const mod = {
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remove() {
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mod.isIceCrystals = false;
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "minigun") {
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if (b.guns[i].name === "nail gun") {
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b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
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b.guns[i].ammo = b.guns[i].recordedAmmo
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game.updateGunHUD();
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@@ -1527,6 +1527,22 @@ const mod = {
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mod.oneSuperBall = false;
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}
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},
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{
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name: "super sized",
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description: `your <strong>super balls</strong> are <strong>22%</strong> larger<br>increased mass and physical <strong class='color-d'>damage</strong>`,
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count: 0,
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maxCount: 9,
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allowed() {
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return mod.haveGunCheck("super balls")
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},
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requires: "super balls",
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effect() {
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mod.bulletSize += 0.22
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},
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remove() {
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mod.bulletSize = 1;
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}
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},
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{
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name: "flechettes cartridges",
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description: "<strong>flechettes</strong> release <strong>three</strong> needles in each shot<br><strong class='color-g'>ammo</strong> cost are increases by <strong>3x</strong>",
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@@ -1843,7 +1859,7 @@ const mod = {
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.nailBotCount + mod.grenadeFragments + mod.nailsDeathMob / 2 + (mod.haveGunCheck("mine") + mod.isRailNails + mod.isNailShot + mod.nailGun) * 2 > 1
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return mod.nailBotCount + mod.grenadeFragments + mod.nailsDeathMob / 2 + (mod.haveGunCheck("mine") + mod.isRailNails + mod.isNailShot + (mod.haveGunCheck("nail gun") && !mod.isIceCrystals)) * 2 > 1
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},
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requires: "nails",
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effect() {
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@@ -2016,7 +2032,7 @@ const mod = {
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},
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{
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name: "colloidal foam",
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description: "increase <strong>foam</strong> <strong class='color-d'>damage</strong> by <strong>200%</strong><br><strong>foam</strong> dissipates <strong>50%</strong> faster",
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description: "increase <strong>foam</strong> <strong class='color-d'>damage</strong> by <strong>200%</strong><br><strong>foam</strong> dissipates <strong>40%</strong> faster",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -2030,6 +2046,22 @@ const mod = {
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mod.isFastFoam = false;
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}
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},
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// {
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// name: "foam size",
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// description: "increase <strong>foam</strong> <strong class='color-d'>damage</strong> by <strong>200%</strong><br><strong>foam</strong> dissipates <strong>50%</strong> faster",
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// maxCount: 1,
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// count: 0,
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// allowed() {
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// return mod.haveGunCheck("foam") || mod.foamBotCount > 2
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// },
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// requires: "foam",
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// effect() {
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// mod.isLargeFoam = true
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// },
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// remove() {
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// mod.isLargeFoam = false;
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// }
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// },
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{
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name: "frame-dragging",
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description: "<strong>slow time</strong> while charging the <strong>rail gun</strong><br>charging no longer drains <strong class='color-f'>energy</strong>",
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@@ -2651,5 +2683,6 @@ const mod = {
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isFastFoam: null,
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isSporeGrowth: null,
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isBayesian: null,
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nailGun: null
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nailGun: null,
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nailInstantFireRate: null
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}
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