worm hole mods
mod: critical bifurcation - nail gun does 400% more damage if it hits very close to the center of a mob mod: supercritical fission - flechettes explode if they hit very close to the center of a mob mod: transdimensional spores - after wormholes eat blocks, they disturb spores mod: traversable geodesics - your bullets can go through worm holes scrap bots now only last only 30 seconds, but they have a 20% chance to spawn from a kill (was 11%) the difficulty should feel a bit harder after clearing the boss level (a bit more more damage taken, and fewer mod drops)
This commit is contained in:
93
js/mods.js
93
js/mods.js
@@ -408,7 +408,7 @@ const mod = {
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maxCount: 9,
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count: 0,
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allowed() {
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return mod.haveGunCheck("missiles") || mod.haveGunCheck("flak") || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || mod.haveGunCheck("pulse") || mod.isMissileField || mod.boomBotCount > 1;
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return mod.haveGunCheck("missiles") || mod.haveGunCheck("flak") || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || mod.haveGunCheck("pulse") || mod.isMissileField || mod.boomBotCount > 1 || mod.isFlechetteExplode
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},
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requires: "an explosive damage source",
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effect: () => {
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@@ -424,7 +424,7 @@ 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.haveGunCheck("missiles") || mod.haveGunCheck("flak") || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || mod.haveGunCheck("pulse") || mod.isMissileField || mod.boomBotCount > 1;
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return mod.haveGunCheck("missiles") || mod.haveGunCheck("flak") || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || mod.haveGunCheck("pulse") || mod.isMissileField || mod.boomBotCount > 1 || mod.isFlechetteExplode
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},
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requires: "an explosive damage source",
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effect: () => {
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@@ -440,7 +440,7 @@ 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.haveGunCheck("missiles") || mod.haveGunCheck("flak") || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || mod.haveGunCheck("pulse") || mod.isMissileField
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return mod.haveGunCheck("missiles") || mod.haveGunCheck("flak") || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || mod.haveGunCheck("pulse") || mod.isMissileField || mod.isFlechetteExplode
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},
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requires: "an explosive damage source",
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effect: () => {
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@@ -457,7 +457,7 @@ 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.haveGunCheck("missiles") || mod.haveGunCheck("flak") || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || mod.isMissileField || mod.isExplodeMob
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return mod.haveGunCheck("missiles") || mod.haveGunCheck("flak") || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || mod.isMissileField || mod.isExplodeMob || mod.isFlechetteExplode
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},
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requires: "an explosive damage source",
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effect: () => {
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@@ -469,15 +469,15 @@ const mod = {
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},
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{
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name: "scrap bots",
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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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description: "<strong>19%</strong> chance to build a <strong>bot</strong> after killing a mob<br>the bot last for about <strong>30</strong> seconds",
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maxCount: 3,
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count: 0,
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allowed() {
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return mod.totalBots() > 0
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},
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requires: "a bot",
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effect() {
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mod.isBotSpawner += 0.11;
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mod.isBotSpawner += 0.19;
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},
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remove() {
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mod.isBotSpawner = 0;
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@@ -1596,6 +1596,22 @@ const mod = {
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mod.isDamageFromBulletCount = false
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}
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},
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{
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name: "critical bifurcation",
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description: "<strong>nails</strong> do <strong>400%</strong> more <strong class='color-d'>damage</strong><br>when they strike near the <strong>center</strong> of a mob",
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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")
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},
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requires: "nail gun",
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effect() {
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mod.isNailCrit = true
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},
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remove() {
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mod.isNailCrit = false
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}
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},
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{
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name: "pneumatic actuator",
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description: "<strong>nail gun</strong> takes <strong>45%</strong> less time to ramp up<br>to it's shortest <strong>delay</strong> after firing",
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@@ -1843,15 +1859,31 @@ const mod = {
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mod.isFastDot = false;
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}
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},
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{
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name: "supercritical fission",
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description: "<strong>flechettes</strong> can <strong class='color-e'>explode</strong><br>if they strike mobs near their <strong>center</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("flechettes") && !mod.pierce
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},
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requires: "flechettes and not piercing needles",
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effect() {
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mod.isFlechetteExplode = true
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},
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remove() {
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mod.isFlechetteExplode = false
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}
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},
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{
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name: "piercing needles",
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description: "<strong>needles</strong> penetrate <strong>mobs</strong> and <strong>blocks</strong><br>potentially hitting <strong>multiple</strong> targets",
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.haveGunCheck("flechettes")
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return mod.haveGunCheck("flechettes") && !mod.isFlechetteExplode
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},
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requires: "flechettes",
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requires: "flechettes and not supercritical fission",
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effect() {
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mod.pierce = true;
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},
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@@ -2807,7 +2839,7 @@ const mod = {
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},
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{
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name: "cosmic string",
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description: "when you <strong> tunnel</strong> through a <strong class='color-worm'>wormhole</strong><br><strong class='color-d'>damage</strong> mobs between the <strong>endpoints</strong>",
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description: "when you <strong> tunnel</strong> through a <strong class='color-worm'>wormhole</strong><br>mobs between the <strong>endpoints</strong> take <strong class='color-d'>damage</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -2823,7 +2855,7 @@ const mod = {
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},
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{
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name: "Penrose process",
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description: "after a <strong>block</strong> falls into a <strong class='color-worm'>wormhole</strong><br>overfill your <strong class='color-f'>energy</strong> to <strong>300%</strong> of your maximum<br> ",
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description: "after a <strong>block</strong> falls into a <strong class='color-worm'>wormhole</strong><br>your <strong class='color-f'>energy</strong> overfills to <strong>300%</strong> of the maximum",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -2837,6 +2869,39 @@ const mod = {
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mod.isWormholeEnergy = false
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}
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},
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{
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name: "transdimensional spores",
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description: "when <strong>blocks</strong> fall into a <strong class='color-worm'>wormhole</strong><br>higher dimension <strong class='color-p' style='letter-spacing: 2px;'>spores</strong> are summoned",
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maxCount: 1,
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count: 0,
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allowed() {
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return mech.fieldUpgrades[mech.fieldMode].name === "wormhole"
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},
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requires: "wormhole",
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effect() {
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mod.isWormSpores = true
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},
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remove() {
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mod.isWormSpores = false
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}
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},
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{
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name: "traversable geodesics",
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description: "your <strong>bullets</strong> can traverse <strong class='color-worm'>wormholes</strong><br>spawn a <strong class='color-g'>gun</strong> power up",
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maxCount: 1,
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count: 0,
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allowed() {
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return mech.fieldUpgrades[mech.fieldMode].name === "wormhole"
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},
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requires: "wormhole",
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effect() {
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mod.isWormBullets = true
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powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
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},
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remove() {
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mod.isWormBullets = false
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}
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},
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{
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name: "heals",
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description: "spawn <strong>6</strong> <strong class='color-h'>heal</strong> power ups",
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@@ -3074,5 +3139,9 @@ const mod = {
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isPerfectBrake: null,
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explosiveRadius: null,
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isWormholeEnergy: null,
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isWormholeDamage: null
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isWormholeDamage: null,
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isNailCrit: null,
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isFlechetteExplode: null,
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isWormSpores: null,
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isWormBullets: null
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}
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