turret mod
This commit is contained in:
421
js/mods.js
421
js/mods.js
@@ -196,7 +196,7 @@ const mod = {
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},
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{
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name: "radiative equilibrium",
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description: "increase <strong class='color-d'>damage</strong> by <strong>100%</strong><br>for <strong>10 seconds</strong> after receiving <strong>harm</strong>",
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description: "for <strong>10 seconds</strong> after receiving <strong class='color-harm'>harm</strong><br>increase <strong class='color-d'>damage</strong> by <strong>100%</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -436,7 +436,7 @@ const mod = {
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},
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{
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name: "bot replication",
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description: "<strong>duplicate</strong> your permanent <strong>bots</strong><br>remove <strong>90%</strong> of your <strong>ammo</strong>",
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description: "<strong>duplicate</strong> your permanent <strong>bots</strong><br>remove <strong>90%</strong> of your <strong class='color-g'>ammo</strong>",
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maxCount: 1,
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count: 0,
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// isNonRefundable: true,
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@@ -501,7 +501,7 @@ const mod = {
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// },
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{
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name: "ablative drones",
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description: "rebuild your broken parts as <strong>drones</strong><br>chance to occur after being <strong>harmed</strong>",
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description: "rebuild your broken parts as <strong>drones</strong><br>chance to occur after receiving <strong class='color-harm'>harm</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -540,7 +540,7 @@ const mod = {
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},
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{
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name: "Pauli exclusion",
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description: `after receiving <strong>harm</strong> from a collision<br><strong>immune</strong> to <strong>harm</strong> for <strong>1</strong> second`,
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description: `after receiving <strong class='color-harm'>harm</strong> from a collision<br><strong>immune</strong> to <strong class='color-harm'>harm</strong> for <strong>1</strong> second`,
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -557,7 +557,7 @@ const mod = {
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},
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{
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name: "non-Newtonian armor",
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description: "for <strong>10 seconds</strong> after receiving <strong>harm</strong><br>reduce <strong>harm</strong> by <strong>50%</strong>",
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description: "for <strong>10 seconds</strong> after receiving <strong class='color-harm'>harm</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>50%</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -573,7 +573,7 @@ const mod = {
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},
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{
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name: "clock gating",
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description: `<strong>slow</strong> <strong>time</strong> by <strong>50%</strong> after receiving <strong>harm</strong><br>reduce <strong>harm</strong> by <strong>15%</strong>`,
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description: `<strong>slow</strong> <strong>time</strong> by <strong>50%</strong> after receiving <strong class='color-harm'>harm</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>15%</strong>`,
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -595,7 +595,7 @@ const mod = {
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game.boldActiveGunHUD();
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}, 1000);
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},
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description: "while your <strong>first gun</strong> is equipped<br>reduce <strong>harm</strong> by <strong>16%</strong> for each of your <strong class='color-g'>guns</strong>",
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description: "while your <strong>first gun</strong> is equipped<br>reduce <strong class='color-harm'>harm</strong> by <strong>16%</strong> for each of your <strong class='color-g'>guns</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -615,7 +615,7 @@ const mod = {
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},
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{
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name: "piezoelectricity",
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description: "<strong>colliding</strong> with mobs fills your <strong class='color-f'>energy</strong><br><strong>15%</strong> less <strong>harm</strong> from mob collisions",
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description: "<strong>colliding</strong> with mobs fills your <strong class='color-f'>energy</strong><br><strong>15%</strong> less <strong class='color-harm'>harm</strong> from mob collisions",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -632,7 +632,7 @@ const mod = {
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},
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{
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name: "ground state",
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description: "reduce <strong>harm</strong> by <strong>50%</strong><br>you <strong>no longer</strong> passively regenerate <strong class='color-f'>energy</strong>",
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description: "reduce <strong class='color-harm'>harm</strong> by <strong>50%</strong><br>you <strong>no longer</strong> passively regenerate <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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@@ -650,7 +650,7 @@ const mod = {
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},
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{
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name: "mass-energy equivalence",
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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: "<strong class='color-f'>energy</strong> protects you instead of <strong>health</strong><br><strong class='color-harm'>harm</strong> <strong>reduction</strong> effects provide <strong>no</strong> benefit",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -818,198 +818,6 @@ const mod = {
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mod.recursiveHealing = 1;
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}
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},
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{
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name: "bubble fusion",
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description: "after destroying a mob's <strong>shield</strong><br>spawn <strong>3</strong> <strong class='color-h'>heals</strong>, <strong>ammo</strong>, or <strong class='color-r'>rerolls</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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mod.isShieldAmmo = true;
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},
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remove() {
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mod.isShieldAmmo = false;
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}
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},
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{
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name: "Bayesian inference",
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description: "<strong>40%</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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return true
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},
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requires: "",
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effect: () => {
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mod.bayesian = 0.4;
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},
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remove() {
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mod.bayesian = 0;
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}
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},
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{
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name: "logistics",
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description: "<strong>ammo</strong> power ups add to your <strong>current gun</strong><br>spawn <strong>5 ammo</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return b.inventory.length > 1
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},
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requires: "at least 2 guns",
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effect() {
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mod.isAmmoForGun = true;
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for (let i = 0; i < 5; 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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mod.isAmmoForGun = false;
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}
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},
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{
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name: "supply chain",
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description: "double your current <strong>ammo</strong> for all <strong class='color-g'>guns</strong>",
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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 mod.isAmmoForGun
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},
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requires: "logistics",
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effect() {
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for (let i = 0; i < b.guns.length; i++) {
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if (b.guns[i].have) b.guns[i].ammo = Math.floor(2 * b.guns[i].ammo)
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}
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game.makeGunHUD();
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},
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remove() {}
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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>2%</strong> of <strong>max health</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return !mod.isEnergyHealth
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},
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requires: "not mass-energy equivalence",
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effect: () => {
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mod.isAmmoFromHealth = 0.02;
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},
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remove() {
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mod.isAmmoFromHealth = 0;
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}
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},
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{
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name: "desublimated ammunition",
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description: "use <strong>50%</strong> less <strong>ammo</strong> when <strong>crouching</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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mod.isCrouchAmmo = true
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},
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remove() {
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mod.isCrouchAmmo = false;
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}
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},
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{
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name: "gun turret",
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description: "reduce <strong>harm</strong> by <strong>50%</strong> when <strong>crouching</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.isCrouchAmmo
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},
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requires: "desublimated ammunition",
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effect() {
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mod.isTurret = true
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},
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remove() {
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mod.isTurret = false;
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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> for <strong class='color-m'>mods</strong>, <strong class='color-g'>guns</strong>, and <strong>fields</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return !mod.isDeterminism
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},
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requires: "not determinism",
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effect: () => {
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mod.isExtraChoice = true;
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},
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remove() {
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mod.isExtraChoice = 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>5</strong> <strong class='color-m'>mods</strong><br><strong class='color-m'>mods</strong>, <strong class='color-g'>guns</strong>, and <strong>fields</strong> have only <strong>1 choice</strong>",
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maxCount: 1,
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count: 0,
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isNonRefundable: true,
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allowed() {
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return !mod.isExtraChoice
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},
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requires: "not cardinality",
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effect: () => {
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mod.isDeterminism = true;
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for (let i = 0; i < 5; i++) { //if you change the six also change it in Born rule
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powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
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if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
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}
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},
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remove() {
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mod.isDeterminism = false;
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}
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},
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{
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name: "superdeterminism",
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description: "spawn <strong>4</strong> <strong class='color-m'>mods</strong><br><strong class='color-r'>rerolls</strong>, <strong class='color-g'>guns</strong>, and <strong>fields</strong> no longer <strong>spawn</strong>",
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maxCount: 1,
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count: 0,
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isNonRefundable: true,
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allowed() {
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return mod.isDeterminism && !mod.manyWorlds
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},
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requires: "determinism",
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effect: () => {
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mod.isSuperDeterminism = 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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powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
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if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
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}
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},
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remove() {
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mod.isSuperDeterminism = false;
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}
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},
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{
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name: "many-worlds",
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description: "after choosing a <strong class='color-m'>mod</strong>, <strong class='color-g'>gun</strong>, or <strong>field</strong><br>spawn a <strong class='color-r'>reroll</strong>, if you have none",
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maxCount: 1,
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count: 0,
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allowed() {
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return !mod.isSuperDeterminism
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},
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requires: "not superdeterminism",
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effect: () => {
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mod.manyWorlds = true;
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},
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remove() {
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mod.manyWorlds = false;
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}
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},
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{
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name: "anthropic principle",
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nameInfo: "<span id = 'mod-anthropic'></span>",
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@@ -1035,6 +843,199 @@ const mod = {
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mod.isDeathAvoid = false;
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}
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},
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{
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name: "bubble fusion",
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description: "after destroying a mob's <strong>shield</strong><br>spawn <strong>3</strong> <strong class='color-h'>heals</strong>, <strong class='color-g'>ammo</strong>, or <strong class='color-r'>rerolls</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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mod.isShieldAmmo = true;
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},
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remove() {
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mod.isShieldAmmo = false;
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}
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},
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{
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name: "Bayesian inference",
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description: "<strong>40%</strong> chance for double <strong>power ups</strong> to drop<br><strong class='color-g'>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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return true
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},
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requires: "",
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effect: () => {
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mod.bayesian = 0.4;
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},
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remove() {
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mod.bayesian = 0;
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}
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},
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{
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name: "logistics",
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description: "<strong class='color-g'>ammo</strong> power ups add to your <strong>current gun</strong><br>spawn <strong>5 ammo</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return b.inventory.length > 1
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},
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requires: "at least 2 guns",
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effect() {
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mod.isAmmoForGun = true;
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for (let i = 0; i < 5; 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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mod.isAmmoForGun = false;
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}
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},
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{
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name: "supply chain",
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description: "double your current <strong class='color-g'>ammo</strong> for all <strong class='color-g'>guns</strong>",
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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 mod.isAmmoForGun
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},
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requires: "logistics",
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effect() {
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for (let i = 0; i < b.guns.length; i++) {
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if (b.guns[i].have) b.guns[i].ammo = Math.floor(2 * b.guns[i].ammo)
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}
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game.makeGunHUD();
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},
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remove() {}
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},
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{
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name: "catabolism",
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description: "gain <strong class='color-g'>ammo</strong> when you <strong>fire</strong> while <strong>out</strong> of <strong class='color-g'>ammo</strong><br>drains <strong>2%</strong> of <strong>max health</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return !mod.isEnergyHealth
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},
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requires: "not mass-energy equivalence",
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effect: () => {
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mod.isAmmoFromHealth = 0.02;
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},
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remove() {
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mod.isAmmoFromHealth = 0;
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}
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},
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{
|
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name: "desublimated ammunition",
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description: "use <strong>50%</strong> less <strong class='color-g'>ammo</strong> when <strong>crouching</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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mod.isCrouchAmmo = true
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},
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remove() {
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mod.isCrouchAmmo = false;
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}
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},
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{
|
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name: "gun turret",
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description: "reduce <strong class='color-harm'>harm</strong> by <strong>50%</strong> when <strong>crouching</strong>",
|
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.isCrouchAmmo
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},
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requires: "desublimated ammunition",
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effect() {
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mod.isTurret = true
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},
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remove() {
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mod.isTurret = false;
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}
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},
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{
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name: "cardinality",
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description: "<strong class='color-m'>mods</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong> have <strong>5</strong> <strong>choices</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return !mod.isDeterminism
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},
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requires: "not determinism",
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effect: () => {
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mod.isExtraChoice = true;
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},
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remove() {
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mod.isExtraChoice = false;
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}
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},
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{
|
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name: "determinism",
|
||||
description: "spawn <strong>5</strong> <strong class='color-m'>mods</strong><br><strong class='color-m'>mods</strong>, <strong class='color-f'>fields</strong>, and <strong class='color-g'>guns</strong> have only <strong>1 choice</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
isNonRefundable: true,
|
||||
allowed() {
|
||||
return !mod.isExtraChoice
|
||||
},
|
||||
requires: "not cardinality",
|
||||
effect: () => {
|
||||
mod.isDeterminism = true;
|
||||
for (let i = 0; i < 5; i++) { //if you change the six also change it in Born rule
|
||||
powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
|
||||
if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
|
||||
}
|
||||
},
|
||||
remove() {
|
||||
mod.isDeterminism = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "superdeterminism",
|
||||
description: "spawn <strong>4</strong> <strong class='color-m'>mods</strong><br><strong class='color-r'>rerolls</strong>, <strong class='color-g'>guns</strong>, and <strong class='color-f'>fields</strong> no longer <strong>spawn</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
isNonRefundable: true,
|
||||
allowed() {
|
||||
return mod.isDeterminism && !mod.manyWorlds
|
||||
},
|
||||
requires: "determinism",
|
||||
effect: () => {
|
||||
mod.isSuperDeterminism = true;
|
||||
for (let i = 0; i < 4; i++) { //if you change the six also change it in Born rule
|
||||
powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
|
||||
if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
|
||||
}
|
||||
},
|
||||
remove() {
|
||||
mod.isSuperDeterminism = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "many-worlds",
|
||||
description: "after choosing a <strong class='color-m'>mod</strong>, <strong class='color-f'>field</strong>, or <strong class='color-g'>gun</strong><br>spawn a <strong class='color-r'>reroll</strong>, if you have none",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
return !mod.isSuperDeterminism
|
||||
},
|
||||
requires: "not superdeterminism",
|
||||
effect: () => {
|
||||
mod.manyWorlds = true;
|
||||
},
|
||||
remove() {
|
||||
mod.manyWorlds = false;
|
||||
}
|
||||
},
|
||||
|
||||
{
|
||||
name: "quantum immortality",
|
||||
description: "after <strong>dying</strong>, continue in an <strong>alternate reality</strong><br>spawn <strong>5</strong> <strong class='color-r'>rerolls</strong>",
|
||||
@@ -1198,7 +1199,7 @@ const mod = {
|
||||
},
|
||||
{
|
||||
name: "shotgun spin-statistics",
|
||||
description: "firing the <strong>shotgun</strong> makes you <br><strong>immune</strong> to <strong>harm</strong> while on cooldown",
|
||||
description: "firing the <strong>shotgun</strong> makes you <br><strong>immune</strong> to <strong class='color-harm'>harm</strong> while on cooldown",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
@@ -1278,7 +1279,7 @@ const mod = {
|
||||
},
|
||||
{
|
||||
name: "flechettes cartridges",
|
||||
description: "<strong>flechettes</strong> release <strong>three</strong> needles in each shot<br><strong>ammo</strong> cost are increases by <strong>3x</strong>",
|
||||
description: "<strong>flechettes</strong> release <strong>three</strong> needles in each shot<br><strong class='color-g'>ammo</strong> cost are increases by <strong>3x</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
@@ -1472,7 +1473,7 @@ const mod = {
|
||||
},
|
||||
{
|
||||
name: "optimized shell packing",
|
||||
description: "<strong>flak</strong> ammo drops contain <strong>3x</strong> more shells",
|
||||
description: "<strong>flak</strong> <strong class='color-g'>ammo</strong> drops contain <strong>3x</strong> more shells",
|
||||
maxCount: 3,
|
||||
count: 0,
|
||||
allowed() {
|
||||
@@ -1572,7 +1573,7 @@ const mod = {
|
||||
},
|
||||
{
|
||||
name: "mine reclamation",
|
||||
description: "retrieve <strong>ammo</strong> from all undetonated <strong>mines</strong><br>and <strong>20%</strong> of <strong>mines</strong> after detonation",
|
||||
description: "retrieve <strong class='color-g'>ammo</strong> from all undetonated <strong>mines</strong><br>and <strong>20%</strong> of <strong>mines</strong> after detonation",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
@@ -1855,7 +1856,7 @@ const mod = {
|
||||
},
|
||||
{
|
||||
name: "timelike world line",
|
||||
description: "<strong>time dilation</strong> doubles your time <strong>rate</strong><br>and makes you <strong>immune</strong> to <strong>harm</strong>",
|
||||
description: "<strong>time dilation</strong> doubles your time <strong>rate</strong><br>and makes you <strong>immune</strong> to <strong class='color-harm'>harm</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
@@ -1911,7 +1912,7 @@ const mod = {
|
||||
},
|
||||
{
|
||||
name: "degenerate matter",
|
||||
description: "<strong>harm</strong> reduction from <strong>negative mass field</strong><br>is increased from 60% to <strong>80%</strong>",
|
||||
description: "<strong class='color-harm'>harm</strong> reduction from <strong>negative mass field</strong><br>is increased from 60% to <strong>80%</strong>",
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
allowed() {
|
||||
@@ -2126,7 +2127,7 @@ const mod = {
|
||||
},
|
||||
{
|
||||
name: "ammo",
|
||||
description: "spawn <strong>6 ammo</strong> power ups",
|
||||
description: "spawn <strong>6</strong> <strong class='color-g'>ammo</strong> power ups",
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
isNonRefundable: true,
|
||||
@@ -2179,7 +2180,7 @@ const mod = {
|
||||
},
|
||||
{
|
||||
name: "field",
|
||||
description: "spawn a <strong>field</strong> power up",
|
||||
description: "spawn a <strong class='color-f'>field</strong> power up",
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
isNonRefundable: true,
|
||||
|
||||
Reference in New Issue
Block a user