late game bot mods

balance: perimeter defense - 3% harm reduction for each bot (was 5%)

mod: network effect - 2% damage for each bot
mod: commodities exchange - canceling a power up gives 6 rerolls, ammo, or heals
This commit is contained in:
landgreen
2020-11-29 18:42:47 -08:00
parent 5782d82b8d
commit 05e7799417
6 changed files with 72 additions and 37 deletions

View File

@@ -100,6 +100,7 @@ const mod = {
if (mod.isOneGun && b.inventory.length < 2) dmg *= 1.25
if (mod.isNoFireDamage && mech.cycle > mech.fireCDcycle + 120) dmg *= 1.5
if (mod.isSpeedDamage) dmg *= 1 + Math.min(0.33, player.speed * 0.011)
if (mod.isBotDamage) dmg *= 1 + 0.02 * mod.totalBots()
return dmg * mod.slowFire * mod.aimDamage
},
duplicationChance() {
@@ -715,11 +716,11 @@ const mod = {
},
{
name: "perimeter defense",
description: "reduce <strong class='color-harm'>harm</strong> by <strong>5%</strong><br>for each of your permanent <strong>bots</strong>",
description: "reduce <strong class='color-harm'>harm</strong> by <strong>3%</strong><br>for each of your permanent <strong>bots</strong>",
maxCount: 1,
count: 0,
allowed() {
return mod.totalBots() > 4 && !mod.isEnergyHealth
return mod.totalBots() > 5 && !mod.isEnergyHealth
},
requires: "5 or more bots",
effect() {
@@ -728,6 +729,21 @@ const mod = {
remove() {
mod.isBotArmor = false
}
}, {
name: "network effect",
description: "increase <strong class='color-d'>damage</strong> by <strong>2%</strong><br>for each of your permanent <strong>bots</strong>",
maxCount: 1,
count: 0,
allowed() {
return mod.totalBots() > 6 && !mod.isEnergyHealth
},
requires: "6 or more bots",
effect() {
mod.isBotDamage = true
},
remove() {
mod.isBotDamage = false
}
},
{
name: "bot replication",
@@ -1344,6 +1360,22 @@ const mod = {
if (mod.duplicationChance() === 0) game.draw.powerUp = game.draw.powerUpNormal
}
},
{
name: "commodities exchange",
description: "clicking <strong>X</strong> to cancel a <strong class='color-m'>mod</strong>, <strong class='color-f'>field</strong>, or <strong class='color-g'>gun</strong><br>spawns <strong>6</strong> <strong class='color-h'>heals</strong>, <strong class='color-g'>ammo</strong>, or <strong class='color-r'>rerolls</strong>",
maxCount: 1,
count: 0,
allowed() {
return mod.duplicationChance() > 0 && !mod.isDeterminism
},
requires: "a chance to duplicate power ups, not determinism",
effect() {
mod.isCancelRerolls = true
},
remove() {
mod.isCancelRerolls = false
}
},
{
name: "reallocation",
description: "convert <strong>1</strong> random <strong class='color-m'>mod</strong> into <strong>3</strong> new <strong class='color-g'>guns</strong><br><em>recursive mods lose all stacks</em>",
@@ -1589,9 +1621,9 @@ const mod = {
count: 0,
isNonRefundable: true,
allowed() {
return !mod.isExtraChoice
return !mod.isExtraChoice && !mod.isCancelDuplication && !mod.isCancelRerolls
},
requires: "not cardinality",
requires: "not cardinality, not futures or commodities exchanges",
effect: () => {
mod.isDeterminism = true;
for (let i = 0; i < 4; i++) { //if you change the six also change it in Born rule
@@ -1640,7 +1672,7 @@ const mod = {
},
{
name: "renormalization",
description: "consuming a <strong class='color-r'>reroll</strong> for <strong>any</strong> purpose<br>has a <strong>42%</strong> chance to spawn a <strong class='color-r'>reroll</strong>",
description: "consuming a <strong class='color-r'>reroll</strong> for <strong>any</strong> purpose<br>has a <strong>37%</strong> chance to spawn a <strong class='color-r'>reroll</strong>",
maxCount: 1,
count: 0,
allowed() {
@@ -3564,5 +3596,7 @@ const mod = {
isPerpetualHeal: null,
isPerpetualStun: null,
isCancelDuplication: null,
cancelCount: null
cancelCount: null,
isCancelRerolls: null,
isBotDamage: null
}