cardinality 2 choices
cardinality now gives 2 selection choices +20% laser damage Mod: When damaged, time slows down
This commit is contained in:
101
js/bullets.js
101
js/bullets.js
@@ -85,6 +85,7 @@ const b = {
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isModDeterminism: null,
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isModHarmReduce: null,
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modNailsDeathMob: null,
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isModSlowFPS: null,
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modOnHealthChange() { //used with acid mod
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if (b.isModAcidDmg && mech.health > 0.8) {
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b.modAcidDmg = 0.5
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@@ -234,6 +235,22 @@ const b = {
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b.isModHarmDamage = false;
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}
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},
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{
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name: "acute stress response",
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description: "increase <strong class='color-d'>damage</strong> by <strong>33%</strong><br>but, after a mob <strong>dies</strong> lose <strong>1/2</strong> your <strong class='color-f'>energy</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return !b.isModEnergyHealth
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},
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requires: "mass-energy equivalence",
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effect() {
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b.isModEnergyLoss = true;
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},
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remove() {
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b.isModEnergyLoss = false;
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}
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},
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{
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name: "auto-loading heuristics",
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description: "your <strong>delay</strong> after firing is <strong>+14% shorter</strong>",
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@@ -473,22 +490,6 @@ const b = {
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b.isModEnergyRecovery = false;
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}
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},
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{
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name: "acute stress response",
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description: "increase <strong class='color-d'>damage</strong> by <strong>33%</strong><br>but, after a mob <strong>dies</strong> lose <strong>1/2</strong> your <strong class='color-f'>energy</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return !b.isModEnergyHealth
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},
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requires: "mass-energy equivalence",
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effect() {
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b.isModEnergyLoss = true;
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},
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remove() {
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b.isModEnergyLoss = false;
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}
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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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@@ -526,6 +527,22 @@ const b = {
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b.modCollisionImmuneCycles = 30;
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}
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},
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{
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name: "clock gating",
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description: `reduce all <strong>harm</strong> by <strong>15%</strong><br><strong>slow</strong> <strong>time</strong> by <strong>50%</strong> after receiving <strong>harm</strong>`,
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maxCount: 1,
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count: 0,
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allowed() {
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return game.fpsCapDefault > 45
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},
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requires: "FPS above 45",
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effect() {
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b.isModSlowFPS = true;
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},
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remove() {
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b.isModSlowFPS = true;
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}
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},
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{
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name: "quantum immortality",
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description: "after <strong>dying</strong>, continue in an <strong>alternate reality</strong><br><em>guns, ammo, field, and mods are randomized</em>",
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@@ -642,7 +659,7 @@ const b = {
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},
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{
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name: "energy conservation",
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description: "<strong>15%</strong> of <strong class='color-d'>damage</strong> done is recovered as <strong class='color-f'>energy</strong>",
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description: "<strong>+15%</strong> of <strong class='color-d'>damage</strong> done recovered as <strong class='color-f'>energy</strong>",
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -659,7 +676,7 @@ const b = {
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},
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{
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name: "entropy exchange",
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description: "<strong class='color-h'>heal</strong> for <strong>1.5%</strong> of <strong class='color-d'>damage</strong> done",
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description: "<strong class='color-h'>heal</strong> for <strong>+1.5%</strong> of <strong class='color-d'>damage</strong> done",
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -711,7 +728,7 @@ const b = {
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},
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{
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name: "recursive healing",
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description: "<strong class='color-h'>healing</strong> <strong>power ups</strong> trigger a <strong>2nd</strong> time",
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description: "<strong class='color-h'>healing</strong> <strong>power ups</strong> trigger <strong>+1</strong> more time",
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -758,22 +775,6 @@ const b = {
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b.modBayesian = 0;
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}
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},
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{
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name: "cardinality",
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description: "one extra <strong>choice</strong> when selecting <strong>power ups</strong>",
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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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},
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requires: "",
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effect: () => {
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b.isModExtraChoice = true;
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},
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remove() {
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b.isModExtraChoice = false;
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}
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},
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{
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name: "catabolism",
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description: "gain <strong>ammo</strong> when you <strong>fire</strong> while <strong>out</strong> of <strong>ammo</strong><br>drains <strong>3%</strong> of current remaining <strong class='color-h'>health</strong>",
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@@ -790,15 +791,31 @@ const b = {
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b.isModAmmoFromHealth = 0;
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}
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},
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{
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name: "cardinality",
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description: "<strong>2</strong> extra <strong>choices</strong> when selecting <strong>power ups</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return !b.isModDeterminism
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},
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requires: "not determinism",
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effect: () => {
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b.isModExtraChoice = true;
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},
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remove() {
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b.isModExtraChoice = false;
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}
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},
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{
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name: "determinism",
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description: "spawn <strong>4</strong> <strong class='color-m'>mods</strong> and 2 <strong class='color-h'>heal</strong> power ups<br>future <strong>power ups</strong> are limited to <strong>one choice</strong>",
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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 !b.isModExtraChoice
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},
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requires: "",
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requires: "not cardinality",
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effect: () => {
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b.isModDeterminism = true;
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for (let i = 0; i < 4; i++) { //if you change the six also change it in Born rule
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@@ -1217,7 +1234,7 @@ const b = {
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maxCount: 1,
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count: 0,
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allowed() {
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return b.modNailBotCount || b.haveGunCheck("mine") || b.modGrenadeFragments || b.isModRailNails || b.isModBotSpawner
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return b.modNailBotCount || b.haveGunCheck("mine") || b.modGrenadeFragments || b.isModRailNails || b.isModBotSpawner || b.modNailsDeathMob
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},
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requires: "nails",
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effect() {
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@@ -1350,12 +1367,12 @@ const b = {
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requires: "laser",
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effect() {
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b.modLaserReflections++;
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b.modLaserDamage += 0.035; //base is 0.06
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b.modLaserDamage += 0.045; //base is 0.08
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b.modLaserFieldDrain += 0.001 //base is 0.002
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},
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remove() {
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b.modLaserReflections = 2;
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b.modLaserDamage = 0.07;
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b.modLaserDamage = 0.09;
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b.modLaserFieldDrain = 0.002;
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}
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},
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@@ -2782,7 +2799,7 @@ const b = {
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count: 0, //used to track how many shots are in a volley before a big CD
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lastFireCycle: 0, //use to remember how longs its been since last fire, used to reset count
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fire() {
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const CD = (mech.crouch) ? 45 : 25
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const CD = (mech.crouch) ? 50 : 30
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if (this.lastFireCycle + CD < mech.cycle) this.count = 0 //reset count if it cycles past the CD
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this.lastFireCycle = mech.cycle
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if (this.count > ((mech.crouch) ? 6 : 1)) {
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@@ -2790,7 +2807,7 @@ const b = {
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mech.fireCDcycle = mech.cycle + Math.floor(CD * b.modFireRate); // cool down
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} else {
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this.count++
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mech.fireCDcycle = mech.cycle + Math.floor(2 * b.modFireRate); // cool down
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mech.fireCDcycle = mech.cycle + Math.floor(3 * b.modFireRate); // cool down
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}
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function makeFlechette(angle = mech.angle) {
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