portal level work in progress

This commit is contained in:
landgreen
2020-07-18 11:37:37 -07:00
parent c63d0ac5f0
commit 08e09b59c4
8 changed files with 552 additions and 217 deletions

View File

@@ -643,7 +643,7 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
return game.fpsCapDefault > 45
return game.fpsCapDefault > 45 && !mod.isRailTimeSlow
},
requires: "FPS above 45",
effect() {
@@ -852,22 +852,6 @@ const mod = {
mech.displayHealth();
}
},
{
name: "negentropy",
description: "at the start of each <strong>level</strong><br><strong class='color-h'>heal</strong> up to <strong>66%</strong> of <strong>maximum health</strong>",
maxCount: 1,
count: 0,
allowed() {
return mech.maxHealth > 1 || mod.isArmorFromPowerUps
},
requires: "increased max health",
effect() {
mod.isHealLowHealth = true;
},
remove() {
mod.isHealLowHealth = false;
}
},
{
name: "crystallized armor",
description: "increase <strong>maximum</strong> <strong class='color-h'>health</strong> by <strong>5%</strong> for each<br>unused <strong>power up</strong> at the end of a <strong>level</strong>",
@@ -884,6 +868,38 @@ const mod = {
mod.isArmorFromPowerUps = false;
}
},
{
name: "negentropy",
description: "at the start of each <strong>level</strong><br><strong class='color-h'>heal</strong> up to <strong>66%</strong> of <strong>maximum health</strong>",
maxCount: 1,
count: 0,
allowed() {
return mech.maxHealth > 1 || mod.isArmorFromPowerUps
},
requires: "increased max health",
effect() {
mod.isHealLowHealth = true;
},
remove() {
mod.isHealLowHealth = false;
}
},
// {
// name: "prismatic cleavage",
// description: "harm that would be fatal no longer kills you<br>instead it is removed from your maximum health",
// maxCount: 1,
// count: 0,
// allowed() {
// return mech.maxHealth > 1 || mod.isArmorFromPowerUps
// },
// requires: "increased max health",
// effect() {
// mod.isMaxHealthRemove = true;
// },
// remove() {
// mod.isMaxHealthRemove = false;
// }
// },
{
name: "recursive healing",
description: "<strong class='color-h'>healing</strong> <strong>power ups</strong> trigger <strong>1</strong> more time",
@@ -1245,6 +1261,22 @@ const mod = {
mod.bulletSize = 1;
}
},
{
name: "high caliber",
description: "<strong>100%</strong> increased <strong>minigun</strong> bullet size<br><strong>100%</strong> increased <strong>delay</strong> after firing",
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("minigun")
},
requires: "minigun",
effect() {
mod.highCaliber = 2
},
remove() {
mod.highCaliber = 1
}
},
{
name: "ice crystal nucleation",
description: "your <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",
@@ -1813,7 +1845,22 @@ const mod = {
mod.isFoamGrowOnDeath = false;
}
},
{
name: "frame-dragging",
description: "<strong>slow time</strong> while charging the <strong>rail gun</strong><br>charging no longer drains <strong class='color-f'>energy</strong>",
maxCount: 1,
count: 0,
allowed() {
return game.fpsCapDefault > 45 && mod.haveGunCheck("rail gun") && !mod.isSlowFPS
},
requires: "rail gun && FPS above 45",
effect() {
mod.isRailTimeSlow = true;
},
remove() {
mod.isRailTimeSlow = false;
}
},
{
name: "fragmenting projectiles",
description: "<strong>rail gun</strong> fragments into <strong>nails</strong><br>after hitting mobs at high speeds",
@@ -2384,5 +2431,7 @@ const mod = {
isRerollHaste: null,
rerollHaste: null,
isMineDrop: null,
isRerollBots: null
isRerollBots: null,
isRailTimeSlow: null
// isMaxHealthRemove: null
}