time dilation mods
new mod - heal: gives heals
new mod - ammo: gives ammo
mod mass-energy equivalence no longer benefits from harm reduction effects,
but it also takes 25% less damage than before
mod - timelike world line gives 2x faster speed and harm immunity when time dilation is active
mod - Lorentz transformation improves move jump and fire speed even when time dilation isn't active
(the same as 1 rank of squirrel cage rotor and auto-loading heuristics)
This commit is contained in:
86
js/mods.js
86
js/mods.js
@@ -111,6 +111,42 @@ const mod = {
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},
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mods: [{
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name: "heal",
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description: "spawn <strong>6</strong> <strong class='color-h'>heal</strong> power ups",
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maxCount: 9,
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count: 0,
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isNonRefundable: true,
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allowed() {
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return true
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},
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requires: "",
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effect() {
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for (let i = 0; i < 6; i++) {
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powerUps.spawn(mech.pos.x, mech.pos.y, "heal");
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if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "heal");
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}
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},
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remove() {}
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},
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{
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name: "ammo",
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description: "spawn <strong>6 ammo</strong> power ups",
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maxCount: 9,
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count: 0,
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isNonRefundable: true,
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allowed() {
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return true
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},
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requires: "",
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effect() {
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for (let i = 0; i < 6; i++) {
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powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
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if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
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}
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},
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remove() {}
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},
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{
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name: "capacitor",
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// nameInfo: "<span id='mod-capacitor'></span>",
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description: "increase <strong class='color-d'>damage</strong> based on stored <strong class='color-f'>energy</strong><br><strong>+1%</strong> <strong class='color-d'>damage</strong> for every <strong>5.5%</strong> <strong class='color-f'>energy</strong>",
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@@ -217,7 +253,7 @@ const mod = {
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allowed() {
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return !mod.isEnergyHealth
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},
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requires: "mass-energy equivalence",
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requires: "not mass-energy equivalence",
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effect() {
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mod.isEnergyLoss = true;
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},
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@@ -536,7 +572,7 @@ const mod = {
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},
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{
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name: "squirrel-cage rotor",
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description: "<strong>jump</strong> higher and <strong>move</strong> faster<br>reduced <strong>harm</strong> from <strong>falling</strong> ",
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description: "<strong>jump</strong> higher and <strong>move</strong> faster",
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -545,13 +581,13 @@ const mod = {
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requires: "",
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effect() { // good with melee builds, content skipping builds
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mod.squirrelFx += 0.2;
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mech.Fx = 0.016 * mod.squirrelFx;
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mech.jumpForce += 0.038;
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mod.squirrelJump += 0.09;
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mech.setMovement()
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},
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remove() {
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mod.squirrelFx = 1;
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mech.Fx = 0.016; //if this changes update the values in definePlayerMass
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mech.jumpForce = 0.42; //was 0.38 at 0.0019 gravity
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mod.squirrelJump = 1;
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mech.setMovement()
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}
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},
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{
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@@ -594,9 +630,9 @@ const mod = {
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maxCount: 1,
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count: 0,
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allowed() {
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return true
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return !mod.isEnergyHealth
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},
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requires: "",
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requires: "not mass-energy equivalence",
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effect() {
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mod.isEntanglement = true
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setTimeout(function () {
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@@ -610,7 +646,8 @@ const mod = {
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},
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{
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name: "mass-energy equivalence",
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description: "you can't <strong>die</strong> if your <strong class='color-f'>energy</strong> is above <strong>zero</strong><br>your <strong>health</strong> is permanently set to <strong>zero</strong>",
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description: "<strong class='color-f'>energy</strong> protects you instead of <strong>health</strong><br><strong>harm reduction</strong> effects provide <strong>no</strong> benefit",
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// description: "you can't <strong>die</strong> if your <strong class='color-f'>energy</strong> is above <strong>zero</strong><br>your <strong>health</strong> is permanently set to <strong>zero</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -770,7 +807,7 @@ const mod = {
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},
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{
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name: "Bayesian inference",
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description: "<strong>37%</strong> chance for double <strong>power ups</strong> to drop<br><strong>ammo</strong> will no longer <strong>spawn</strong>",
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description: "<strong>37%</strong> chance for double <strong>power ups</strong> to drop<br><strong>ammo</strong> will no longer <strong>spawn</strong> from mobs",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -1611,7 +1648,7 @@ const mod = {
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},
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{
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name: "timelike world line",
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description: "<strong>time dilation</strong> increases your time <strong>rate</strong> by <strong>2x</strong><br><strong>33%</strong> decreased <strong>delay</strong> after firing",
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description: "<strong>time dilation</strong> increases your time <strong>rate</strong> by <strong>2x</strong><br> and makes you <strong>immune</strong> to <strong>harm</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -1627,6 +1664,28 @@ const mod = {
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b.setFireCD();
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}
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},
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{
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name: "Lorentz transformation",
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description: "<strong>time dilation field</strong> has an effect while inactive<br><strong>move</strong>, <strong>jump</strong>, and <strong>shoot</strong> <strong>33%</strong> faster",
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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 === "time dilation field"
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},
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requires: "time dilation field",
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effect() {
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mod.fastTime = 1.33;
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mod.fastTimeJump = 1.09;
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mech.setMovement();
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b.setFireCD();
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},
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remove() {
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mod.fastTime = 1;
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mod.fastTimeJump = 1;
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mech.setMovement();
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b.setFireCD();
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}
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},
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{
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name: "plasma jet",
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description: "increase <strong>plasma torch's</strong> range by <strong>33%</strong>",
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@@ -1911,5 +1970,8 @@ const mod = {
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isDamageFromBulletCount: null,
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isLaserDiode: null,
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isNailShot: null,
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slowFire: null
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slowFire: null,
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fastTime: null,
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squirrelJump: null,
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fastTimeJump: null,
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}
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