working on giving custom mods requirements (in progress, buggy)

This commit is contained in:
landgreen
2020-02-16 14:28:56 -08:00
parent be45c4d5d3
commit 32733909ab
7 changed files with 262 additions and 156 deletions

View File

@@ -42,65 +42,26 @@ const b = {
modLaserFieldDrain: null,
isModNoAmmo: null,
isModAmmoFromHealth: null,
mobDieAtHealth: null,
modMobDieAtHealth: null,
isModEnergyRecovery: null,
isModHealthRecovery: null,
setModDefaults() {
b.modCount = 0;
b.modFireRate = 1;
b.modExplosionRadius = 1;
b.isModImmuneExplosion = false;
b.modBulletSize = 1;
b.isModDroneOnDamage = false;
b.modEnergySiphon = 0;
b.modHealthDrain = 0;
b.modNoAmmo = 0;
b.isModBulletsLastLonger = 1;
b.isModDroneCollide = true;
b.isModFastSpores = false
b.isModImmortal = false;
b.modSpores = 0;
b.modAcidDmg = 0;
b.isModAcidDmg = false;
game.playerDmgColor = "rgba(0,0,0,0.7)"
b.isModAnnihilation = false;
b.modRecursiveHealing = 1;
b.modSquirrelFx = 1;
b.isModCrit = false;
b.isModBayesian = 0;
b.isModFourOptions = false;
b.isModLowHealthDmg = false;
b.isModFarAwayDmg = false;
b.isModEntanglement = false;
b.isModMassEnergy = false;
b.modLaserBotCount = 0;
b.modNailBotCount = 0;
b.modBlockDmg = 0;
b.isModPiezo = false;
b.isModStomp = false;
b.modCollisionImmuneCycles = 30;
b.modSuperBallNumber = 4;
b.modLaserReflections = 2;
b.modLaserDamage = 0.05;
b.modLaserFieldDrain = 0.002;
b.isModNoAmmo = false;
b.isModAmmoFromHealth = 0;
b.mobDieAtHealth = 0.05;
b.isModEnergyRecovery = false;
b.isModHealthRecovery = false;
mech.fieldRange = 175;
mech.Fx = 0.016; //if this changes update the values in definePlayerMass
mech.jumpForce = 0.42; //was 0.38 at 0.0019 gravity
mech.maxHealth = 1;
mech.fieldEnergyMax = 1;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak
if (b.guns[i].name === "flak") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
}
for (let i = 0; i < b.mods.length; i++) {
isModEnergyLoss: null,
removeAllMods() {
for (let i = 0, len = b.mods.length; i < len; i++) {
b.mods[i].remove();
b.mods[i].count = 0
}
b.modCount = 0;
},
modOnHealthChange() {
setModDefaults() {
for (let i = 0, len = b.mods.length; i < len; i++) {
if (b.mods[i].count) b.mods[i].remove();
b.mods[i].count = 0
}
b.modCount = 0;
},
modOnHealthChange() { //used with acid mod
if (b.isModAcidDmg && mech.health > 0.8) {
game.playerDmgColor = "rgba(0,80,80,0.9)"
b.modAcidDmg = 0.9
@@ -119,6 +80,9 @@ const b = {
},
effect() {
b.modBulletSize += 0.13
},
remove() {
b.modBulletSize = 1;
}
},
{
@@ -127,11 +91,16 @@ const b = {
maxCount: 1,
count: 0,
allowed() {
return mech.health > 0.8
return mech.health > 0.8 || level.isBuildRun
},
effect() {
b.isModAcidDmg = true;
b.modOnHealthChange();
},
remove() {
b.modAcidDmg = 0;
b.isModAcidDmg = false;
game.playerDmgColor = "rgba(0,0,0,0.7)"
}
},
{
@@ -144,6 +113,9 @@ const b = {
},
effect() {
b.isModCrit = true;
},
remove() {
b.isModCrit = false;
}
},
{
@@ -156,6 +128,9 @@ const b = {
},
effect() {
b.isModFarAwayDmg = true; //used in mob.damage()
},
remove() {
b.isModFarAwayDmg = false;
}
},
{
@@ -168,6 +143,9 @@ const b = {
},
effect() {
b.isModLowHealthDmg = true; //used in mob.damage()
},
remove() {
b.isModLowHealthDmg = false;
}
},
{
@@ -180,11 +158,14 @@ const b = {
},
effect: () => {
b.modExplosionRadius += 0.2;
},
remove() {
b.modExplosionRadius = 1;
}
},
{
name: "electric reactive armour",
description: "<strong class='color-e'>explosions</strong> do you no <strong>harm</strong>, but drain <strong class='color-f'>energy</strong>",
description: "<strong class='color-e'>explosions</strong> do no <strong>harm</strong><br> <strong class='color-e'>explosions</strong> drain <strong class='color-f'>energy</strong>",
maxCount: 1,
count: 0,
allowed() {
@@ -192,6 +173,10 @@ const b = {
},
effect: () => {
b.isModImmuneExplosion = true;
},
remove() {
b.isModImmuneExplosion = false;
}
},
{
@@ -204,6 +189,9 @@ const b = {
},
effect() {
b.modFireRate *= 0.86
},
remove() {
b.modFireRate = 1;
}
},
{
@@ -216,6 +204,9 @@ const b = {
},
effect() {
b.modNoAmmo = 1
},
remove() {
b.modNoAmmo = 0;
}
},
{
@@ -228,6 +219,9 @@ const b = {
},
effect() {
b.isModBulletsLastLonger += 0.33
},
remove() {
b.isModBulletsLastLonger = 1;
}
},
{
@@ -239,7 +233,10 @@ const b = {
return true
},
effect: () => {
b.mobDieAtHealth = 0.15
b.modMobDieAtHealth = 0.15
},
remove() {
b.modMobDieAtHealth = 0.05;
}
},
{
@@ -255,6 +252,9 @@ const b = {
for (let i = 0; i < 10; i++) {
b.spore(player)
}
},
remove() {
b.modSpores = 0;
}
},
{
@@ -268,6 +268,9 @@ const b = {
effect() {
b.modLaserBotCount++;
b.laserBot();
},
remove() {
b.modLaserBotCount = 0;
}
},
{
@@ -281,6 +284,9 @@ const b = {
effect() {
b.modNailBotCount++;
b.nailBot();
},
remove() {
b.modNailBotCount = 0;
}
},
{
@@ -296,6 +302,9 @@ const b = {
for (let i = 0; i < 4; i++) {
b.drone() //spawn drone
}
},
remove() {
b.isModDroneOnDamage = false;
}
},
{
@@ -308,6 +317,9 @@ const b = {
},
effect() {
b.modBlockDmg += 0.7 //if you change this value also update the for loop in the electricity graphics in mech.pushMass
},
remove() {
b.modBlockDmg = 0;
}
},
{
@@ -319,7 +331,10 @@ const b = {
return mech.fieldUpgrades[mech.fieldMode].name !== "time dilation field" && mech.fieldUpgrades[mech.fieldMode].name !== "phase decoherence field"
},
effect() {
mech.fieldRange = 175 * 1.4 //175 is default
mech.fieldRange = 175 * 1.4
},
remove() {
mech.fieldRange = 175;
}
},
{
@@ -332,10 +347,13 @@ const b = {
},
effect() {
b.isModEntanglement = true
},
remove() {
b.isModEntanglement = false;
}
},
{
name: "waste energy recycling",
name: "waste energy recovery",
description: "regen <strong>7%</strong> of max <strong class='color-f'>energy</strong> every second<br>active for <strong>5 seconds</strong> after a mob <strong>dies</strong>",
maxCount: 1,
count: 0,
@@ -344,10 +362,13 @@ const b = {
},
effect() {
b.isModEnergyRecovery = true;
},
remove() {
b.isModEnergyRecovery = false;
}
},
{
name: "waste scrap recycling",
name: "scrap recycling",
description: "regen up to <strong>1%</strong> of max <strong class='color-h'>health</strong> every second<br>active for <strong>5 seconds</strong> after a mob <strong>dies</strong>",
maxCount: 1,
count: 0,
@@ -356,6 +377,24 @@ const b = {
},
effect() {
b.isModHealthRecovery = true;
},
remove() {
b.isModHealthRecovery = false;
}
},
{
name: "acute stress response",
description: "increase <strong class='color-d'>damage</strong> by <strong>50%</strong><br>no <strong class='color-f'>energy</strong> for <strong>5 seconds</strong> after a mob <strong>dies</strong>",
maxCount: 1,
count: 0,
allowed() {
return b.isModHealthRecovery
},
effect() {
b.isModEnergyLoss = true;
},
remove() {
b.isModEnergyLoss = false;
}
},
{
@@ -370,6 +409,11 @@ const b = {
b.modSquirrelFx += 0.2;
mech.Fx = 0.016 * b.modSquirrelFx;
mech.jumpForce += 0.038;
},
remove() {
b.modSquirrelFx = 1;
mech.Fx = 0.016; //if this changes update the values in definePlayerMass
mech.jumpForce = 0.42; //was 0.38 at 0.0019 gravity
}
},
{
@@ -382,6 +426,9 @@ const b = {
},
effect() {
b.isModStomp = true
},
remove() {
b.isModStomp = false;
}
},
{
@@ -395,6 +442,9 @@ const b = {
effect() {
b.modCollisionImmuneCycles += 120;
mech.collisionImmune = mech.cycle + b.modCollisionImmuneCycles; //player is immune to collision damage for 30 cycles
},
remove() {
b.modCollisionImmuneCycles = 30;
}
},
{
@@ -407,6 +457,9 @@ const b = {
},
effect() {
b.isModAnnihilation = true
},
remove() {
b.isModAnnihilation = false;
}
},
{
@@ -420,6 +473,9 @@ const b = {
effect() {
b.isModPiezo = true;
mech.fieldMeter = mech.fieldEnergyMax;
},
remove() {
b.isModPiezo = false;
}
},
{
@@ -433,6 +489,9 @@ const b = {
effect() {
b.modEnergySiphon += 0.15;
mech.fieldMeter = mech.fieldEnergyMax
},
remove() {
b.modEnergySiphon = 0;
}
},
{
@@ -445,6 +504,9 @@ const b = {
},
effect() {
b.modHealthDrain += 0.015;
},
remove() {
b.modHealthDrain = 0;
}
},
{
@@ -458,6 +520,9 @@ const b = {
effect() {
mech.fieldEnergyMax += 0.5
mech.fieldMeter += 0.5
},
remove() {
mech.fieldEnergyMax = 1;
}
},
{
@@ -471,6 +536,9 @@ const b = {
effect() {
mech.maxHealth += 0.50
mech.addHealth(0.50)
},
remove() {
mech.maxHealth = 1;
}
},
{
@@ -483,6 +551,9 @@ const b = {
},
effect() {
b.modRecursiveHealing += 1
},
remove() {
b.modRecursiveHealing = 1;
}
},
{
@@ -496,6 +567,9 @@ const b = {
effect: () => {
b.isModMassEnergy = true // used in mech.grabPowerUp
mech.fieldMeter = mech.fieldEnergyMax * 2
},
remove() {
b.isModMassEnergy = false;
}
},
{
@@ -508,6 +582,9 @@ const b = {
},
effect() {
b.isModImmortal = true;
},
remove() {
b.isModImmortal = false;
}
},
{
@@ -520,6 +597,9 @@ const b = {
},
effect: () => {
b.isModBayesian = 0.20;
},
remove() {
b.isModBayesian = 0;
}
},
{
@@ -532,6 +612,9 @@ const b = {
},
effect: () => {
b.isModAmmoFromHealth = 0.03;
},
remove() {
b.isModAmmoFromHealth = 0;
}
},
{
@@ -552,6 +635,9 @@ const b = {
powerUps.spawn(mech.pos.x, mech.pos.y, "heal");
if (Math.random() < b.isModBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "heal");
}
},
remove() {
b.isModNoAmmo = false;
}
},
{
@@ -564,6 +650,9 @@ const b = {
},
effect: () => {
b.isModFourOptions = true;
},
remove() {
b.isModFourOptions = false;
}
},
{
@@ -582,6 +671,9 @@ const b = {
}
b.setModDefaults(); // remove all mods
//have state is checked in mech.death()
},
remove() {
//nothing to undo
}
},
{
@@ -594,6 +686,9 @@ const b = {
},
effect() {
b.isModDroneCollide = true
},
remove() {
b.isModDroneCollide = true;
}
},
{
@@ -606,6 +701,9 @@ const b = {
},
effect() {
b.isModFastSpores = true
},
remove() {
b.isModFastSpores = false
}
},
{
@@ -618,6 +716,9 @@ const b = {
},
effect() {
b.modSuperBallNumber++
},
remove() {
b.modSuperBallNumber = 4;
}
},
{
@@ -632,6 +733,11 @@ const b = {
b.modLaserReflections++;
b.modLaserDamage += 0.010; //base is 0.05
b.modLaserFieldDrain += 0.0004 //base is 0.002
},
remove() {
b.modLaserReflections = 2;
b.modLaserDamage = 0.05;
b.modLaserFieldDrain = 0.002;
}
},
{
@@ -646,6 +752,11 @@ const b = {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak
if (b.guns[i].name === "flak") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * (2 + this.count);
}
},
remove() {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak
if (b.guns[i].name === "flak") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
}
}
},
// {
@@ -1551,7 +1662,7 @@ const b = {
name: "fléchettes", //3
description: "fire a volley of <strong>precise</strong> high velocity needles",
ammo: 0,
ammoPack: 20,
ammoPack: 22,
have: false,
isStarterGun: true,
count: 0, //used to track how many shots are in a volley before a big CD
@@ -1572,7 +1683,7 @@ const b = {
const me = bullet.length;
bullet[me] = Bodies.rectangle(mech.pos.x + 40 * Math.cos(mech.angle), mech.pos.y + 40 * Math.sin(mech.angle), 45 * b.modBulletSize, 1.4 * b.modBulletSize, b.fireAttributes(mech.angle));
bullet[me].endCycle = game.cycle + 180;
bullet[me].dmg = 1.1;
bullet[me].dmg = 1.15;
bullet[me].do = function () {
if (this.speed < 10) this.force.y += this.mass * 0.0003; //no gravity until it slows don to improve aiming
};