explosion damage immunity mod

This commit is contained in:
landgreen
2020-08-07 08:41:11 -07:00
parent d13b1fb16d
commit 2e9ff7e292
6 changed files with 122 additions and 76 deletions

View File

@@ -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;
},