added player history
balance: mod capacitor - gives 1% damage for every 7% energy (was 5.5%) some fixes on community level detour added a once every 7 second check to try to undo the crouch bug (I have no idea how to crouch bug is happening, so I can't even test this fix) mod: slow light propagation - laser is divided into your past, and increase total damage by 200% let me know about balance (is this too strong or too weak)
This commit is contained in:
60
js/mods.js
60
js/mods.js
@@ -90,7 +90,7 @@ const mod = {
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if (mod.isEnergyLoss) dmg *= 1.5;
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if (mod.isAcidDmg && mech.health > 1) dmg *= 1.4;
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if (mod.restDamage > 1 && player.speed < 1) dmg *= mod.restDamage
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if (mod.isEnergyDamage) dmg *= 1 + mech.energy / 5.5;
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if (mod.isEnergyDamage) dmg *= 1 + mech.energy / 7;
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if (mod.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.0038
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if (mod.isRerollDamage) dmg *= 1 + 0.04 * powerUps.reroll.rerolls
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if (mod.isOneGun && b.inventory.length < 2) dmg *= 1.25
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@@ -117,7 +117,7 @@ const mod = {
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}
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}, {
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name: "capacitor",
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description: "increase <strong class='color-d'>damage</strong> by <strong>1%</strong><br>for every <strong>5.5%</strong> stored <strong class='color-f'>energy</strong>",
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description: "increase <strong class='color-d'>damage</strong> by <strong>1%</strong><br>for every <strong>7%</strong> stored <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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@@ -2518,7 +2518,7 @@ const mod = {
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maxCount: 9,
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count: 0,
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allowed() {
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return mod.haveGunCheck("laser") && !mod.isWideLaser && !mod.isPulseLaser
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return mod.haveGunCheck("laser") && !mod.isWideLaser && !mod.isPulseLaser && !mod.historyLaser
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},
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requires: "laser, not wide beam",
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effect() {
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@@ -2538,14 +2538,20 @@ const mod = {
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maxCount: 9,
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count: 0,
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allowed() {
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return mod.haveGunCheck("laser") && !mod.isWideLaser && !mod.isPulseAim
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return mod.haveGunCheck("laser") && !mod.isWideLaser && !mod.isPulseAim && !mod.historyLaser
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},
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requires: "laser, not specular reflection",
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effect() {
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mod.beamSplitter++
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
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}
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},
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remove() {
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mod.beamSplitter = 0
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
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}
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}
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},
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{
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@@ -2560,10 +2566,16 @@ const mod = {
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effect() {
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if (mod.wideLaser === 0) mod.wideLaser = 3
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mod.isWideLaser = true;
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
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}
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},
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remove() {
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mod.wideLaser = 0
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mod.isWideLaser = false;
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
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}
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}
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},
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{
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@@ -2577,6 +2589,9 @@ const mod = {
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requires: "laser, not specular reflection<br>not diffraction grating",
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effect() {
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mod.wideLaser = 4
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
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}
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},
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remove() {
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if (mod.isWideLaser) {
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@@ -2584,6 +2599,34 @@ const mod = {
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} else {
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mod.wideLaser = 0
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}
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
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}
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}
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},
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{
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name: "slow light propagation",
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description: "",
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maxCount: 9,
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count: 0,
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allowed() {
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return mod.haveGunCheck("laser") && mod.laserReflections < 3 && !mod.beamSplitter && !mod.isPulseLaser
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},
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requires: "laser, not specular reflection<br>not diffraction grating",
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effect() {
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this.description = `add 10 more <strong>laser</strong> beams into into your past`
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//`<strong>8%</strong> chance to <strong>duplicate</strong> spawned <strong>power ups</strong><br><em>chance to duplicate = ${mod.duplicateChance}</em>`
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mod.historyLaser++
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
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}
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},
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remove() {
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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>"
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mod.historyLaser = 0
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
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}
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}
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},
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{
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@@ -2592,19 +2635,19 @@ const mod = {
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.haveGunCheck("laser") && mod.laserReflections < 3 && !mod.isWideLaser
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return mod.haveGunCheck("laser") && mod.laserReflections < 3 && !mod.isWideLaser && !mod.historyLaser
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},
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requires: "laser, not specular reflection, not diffuse",
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effect() {
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mod.isPulseLaser = true;
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "laser") b.guns[i].fire = b.guns[i].firePulse
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if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
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}
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},
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remove() {
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mod.isPulseLaser = false;
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "laser") b.guns[i].fire = b.guns[i].fireLaser
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if (b.guns[i].name === "laser") b.guns[i].chooseFireMethod()
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}
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}
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},
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@@ -3315,5 +3358,6 @@ const mod = {
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isIncendiary: null,
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overfillDrain: null,
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isNeutronSlow: null,
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isRailAreaDamage: null
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isRailAreaDamage: null,
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historyLaser: null
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}
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