pause menu on selection
you can see your build while in the power up selection menu balance - metamaterial cloaking field gives 111% more damage (up from 66%) mod: Newton's 1st law - harm reduction when moving fast (thanks NoHaxJustPi) mod: Newton's 2nd law - damage increase while moving fast
This commit is contained in:
47
js/mods.js
47
js/mods.js
@@ -95,6 +95,7 @@ const mod = {
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if (mod.isRerollDamage) dmg *= 1 + 0.04 * powerUps.reroll.rerolls
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if (mod.isOneGun && b.inventory.length < 2) dmg *= 1.25
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if (mod.isNoFireDamage && mech.cycle > mech.fireCDcycle + 120) dmg *= 1.5
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if (mod.isSpeedDamage) dmg *= 1 + Math.min(0.33, player.speed * 0.011)
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return dmg * mod.slowFire * mod.aimDamage
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},
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totalBots() {
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@@ -818,6 +819,38 @@ const mod = {
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mech.setMovement()
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}
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},
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{
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name: "Newton's 1st law",
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description: "moving at high <strong>speeds</strong> reduces <strong class='color-harm'>harm</strong><br>by up to <strong>50%</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return mech.Fx > 0.016
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},
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requires: "speed increase",
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effect() {
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mod.isSpeedHarm = true
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},
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remove() {
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mod.isSpeedHarm = false
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}
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},
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{
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name: "Newton's 2nd law",
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description: "moving at high <strong>speeds</strong> increases <strong class='color-d'>damage</strong><br> by up to <strong>33%</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return mech.Fx > 0.016
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},
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requires: "speed increase",
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effect() {
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mod.isSpeedDamage = true
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},
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remove() {
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mod.isSpeedDamage = false
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}
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},
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{
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name: "Pauli exclusion",
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description: `<strong>immune</strong> to <strong class='color-harm'>harm</strong> for <strong>0.5</strong> seconds longer<br>after receiving <strong class='color-harm'>harm</strong> from a collision`,
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@@ -2534,7 +2567,7 @@ const mod = {
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},
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{
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name: "diffraction grating",
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description: `your <strong>laser</strong> gains <strong>2 diverging</strong> beams<br>decrease laser <strong class='color-d'>damage</strong> by <strong>10%</strong>`,
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description: `your <strong>laser</strong> gains <strong>2 diverging</strong> beams<br>decrease individual beam <strong class='color-d'>damage</strong> by <strong>10%</strong>`,
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -2622,7 +2655,7 @@ const mod = {
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}
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},
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remove() {
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this.description = "<strong>laser</strong> beam is <strong>spread</strong> into your recent <strong>past</strong><br>increase total beam <strong class='color-d'>damage</strong> by <strong>200%</strong>"
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this.description = "<strong>laser</strong> beam is <strong>spread</strong> into your recent <strong>past</strong><br>increase total laser <strong class='color-d'>damage</strong> by <strong>200%</strong>"
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mod.historyLaser = 0
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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 === "laser") b.guns[i].chooseFireMethod()
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@@ -2885,7 +2918,7 @@ const mod = {
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},
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requires: "standing wave harmonics",
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effect() {
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mod.blockDmg += 0.7 //if you change this value also update the for loop in the electricity graphics in mech.pushMass
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mod.blockDmg += 0.75 //if you change this value also update the for loop in the electricity graphics in mech.pushMass
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},
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remove() {
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mod.blockDmg = 0;
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@@ -2901,8 +2934,8 @@ const mod = {
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},
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requires: "standing wave harmonics",
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effect() {
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mech.fieldRange += 175 * 0.17
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mech.fieldShieldingScale *= 0.6
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mech.fieldRange += 175 * 0.2
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mech.fieldShieldingScale *= 0.55
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},
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remove() {
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mech.fieldRange = 175;
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@@ -3359,5 +3392,7 @@ const mod = {
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overfillDrain: null,
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isNeutronSlow: null,
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isRailAreaDamage: null,
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historyLaser: null
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historyLaser: null,
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isSpeedHarm: null,
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isSpeedDamage: null
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}
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