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:
landgreen
2020-11-25 05:00:09 -08:00
parent 313a9f861f
commit 0c319d3049
7 changed files with 82 additions and 49 deletions

View File

@@ -95,6 +95,7 @@ const mod = {
if (mod.isRerollDamage) dmg *= 1 + 0.04 * powerUps.reroll.rerolls
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)
return dmg * mod.slowFire * mod.aimDamage
},
totalBots() {
@@ -818,6 +819,38 @@ const mod = {
mech.setMovement()
}
},
{
name: "Newton's 1st law",
description: "moving at high <strong>speeds</strong> reduces <strong class='color-harm'>harm</strong><br>by up to <strong>50%</strong>",
maxCount: 1,
count: 0,
allowed() {
return mech.Fx > 0.016
},
requires: "speed increase",
effect() {
mod.isSpeedHarm = true
},
remove() {
mod.isSpeedHarm = false
}
},
{
name: "Newton's 2nd law",
description: "moving at high <strong>speeds</strong> increases <strong class='color-d'>damage</strong><br> by up to <strong>33%</strong>",
maxCount: 1,
count: 0,
allowed() {
return mech.Fx > 0.016
},
requires: "speed increase",
effect() {
mod.isSpeedDamage = true
},
remove() {
mod.isSpeedDamage = false
}
},
{
name: "Pauli exclusion",
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`,
@@ -2534,7 +2567,7 @@ const mod = {
},
{
name: "diffraction grating",
description: `your <strong>laser</strong> gains <strong>2 diverging</strong> beams<br>decrease laser <strong class='color-d'>damage</strong> by <strong>10%</strong>`,
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>`,
maxCount: 9,
count: 0,
allowed() {
@@ -2622,7 +2655,7 @@ const mod = {
}
},
remove() {
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>"
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>"
mod.historyLaser = 0
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
@@ -2885,7 +2918,7 @@ const mod = {
},
requires: "standing wave harmonics",
effect() {
mod.blockDmg += 0.7 //if you change this value also update the for loop in the electricity graphics in mech.pushMass
mod.blockDmg += 0.75 //if you change this value also update the for loop in the electricity graphics in mech.pushMass
},
remove() {
mod.blockDmg = 0;
@@ -2901,8 +2934,8 @@ const mod = {
},
requires: "standing wave harmonics",
effect() {
mech.fieldRange += 175 * 0.17
mech.fieldShieldingScale *= 0.6
mech.fieldRange += 175 * 0.2
mech.fieldShieldingScale *= 0.55
},
remove() {
mech.fieldRange = 175;
@@ -3359,5 +3392,7 @@ const mod = {
overfillDrain: null,
isNeutronSlow: null,
isRailAreaDamage: null,
historyLaser: null
historyLaser: null,
isSpeedHarm: null,
isSpeedDamage: null
}