explosion damage immunity mod
This commit is contained in:
12
js/mods.js
12
js/mods.js
@@ -77,7 +77,7 @@ const mod = {
|
||||
if (mod.isAcidDmg && mech.health > 1) dmg *= 1.4;
|
||||
if (mod.isRest && player.speed < 1) dmg *= 1.20;
|
||||
if (mod.isEnergyDamage) dmg *= 1 + mech.energy / 5.5;
|
||||
if (mod.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.006
|
||||
if (mod.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.005
|
||||
if (mod.isRerollDamage) dmg *= 1 + 0.05 * powerUps.reroll.rerolls
|
||||
if (mod.isOneGun && b.inventory.length < 2) dmg *= 1.22
|
||||
return dmg * mod.slowFire
|
||||
@@ -954,7 +954,7 @@ const mod = {
|
||||
},
|
||||
{
|
||||
name: "negentropy",
|
||||
description: `at the start of each <strong>level</strong><br><strong class='color-h'>heal</strong> a percent of <strong>maximum health</strong>`,
|
||||
description: `at the start of each <strong>level</strong><br>spawn a <strong class='color-h'>heal</strong> for every <strong>50%</strong> missing health`,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
@@ -1315,7 +1315,7 @@ const mod = {
|
||||
},
|
||||
{
|
||||
name: "microstates",
|
||||
description: "increase <strong class='color-d'>damage</strong> by <strong>6%</strong><br>for every <strong>10</strong> active <strong>bullets</strong>",
|
||||
description: "increase <strong class='color-d'>damage</strong> by <strong>5%</strong><br>for every <strong>10</strong> active <strong>bullets</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
@@ -1622,11 +1622,11 @@ const mod = {
|
||||
},
|
||||
{
|
||||
name: "electric reactive armor",
|
||||
description: "<strong class='color-e'>explosions</strong> give you <strong class='color-f'>energy</strong><br>instead of <strong>harming</strong> you",
|
||||
description: "<strong class='color-e'>explosions</strong> do no <strong class='color-harm'>harm</strong><br> while your <strong class='color-f'>energy</strong> is above <strong>75%</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
return mod.haveGunCheck("missiles") || mod.haveGunCheck("flak") || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || mod.haveGunCheck("pulse") || mod.isMissileField || mod.isExplodeMob
|
||||
return mod.haveGunCheck("missiles") || mod.haveGunCheck("flak") || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || (mod.haveGunCheck("pulse") && mech.maxEnergy > 1) || mod.isMissileField || mod.isExplodeMob
|
||||
},
|
||||
requires: "an explosive gun",
|
||||
effect: () => {
|
||||
@@ -1953,7 +1953,7 @@ const mod = {
|
||||
allowed() {
|
||||
return game.fpsCapDefault > 45 && mod.haveGunCheck("rail gun") && !mod.isSlowFPS
|
||||
},
|
||||
requires: "rail gun && FPS above 45",
|
||||
requires: "rail gun and FPS above 45",
|
||||
effect() {
|
||||
mod.isRailTimeSlow = true;
|
||||
},
|
||||
|
||||
Reference in New Issue
Block a user