buffs to cloak

This commit is contained in:
landgreen
2020-09-19 19:26:29 -07:00
parent f334372281
commit 33fa0898fb
5 changed files with 22 additions and 18 deletions

View File

@@ -4,6 +4,7 @@ const mod = {
for (let i = 0, len = mod.mods.length; i < len; i++) {
mod.mods[i].remove();
mod.mods[i].count = 0
if (mod.mods[i].isLost) mod.mods[i].isLost = false;
}
mod.armorFromPowerUps = 0;
mod.totalCount = 0;
@@ -87,7 +88,7 @@ const mod = {
if (mod.isHarmDamage && mech.lastHarmCycle + 600 > mech.cycle) dmg *= 2;
if (mod.isEnergyLoss) dmg *= 1.37;
if (mod.isAcidDmg && mech.health > 1) dmg *= 1.4;
if (mod.isRest && player.speed < 1) dmg *= 1.20;
if (mod.restDamage > 1 && player.speed < 1) dmg *= mod.restDamage
if (mod.isEnergyDamage) dmg *= 1 + mech.energy / 5.5;
if (mod.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.0038
if (mod.isRerollDamage) dmg *= 1 + 0.05 * powerUps.reroll.rerolls
@@ -162,18 +163,18 @@ const mod = {
},
{
name: "rest frame",
description: "increase <strong class='color-d'>damage</strong> by <strong>20%</strong><br>when not <strong>moving</strong>",
maxCount: 1,
description: "increase <strong class='color-d'>damage</strong> by <strong>25%</strong><br>when not <strong>moving</strong>",
maxCount: 6,
count: 0,
allowed() {
return true
},
requires: "",
effect: () => {
mod.isRest = true
mod.restDamage += 0.25
},
remove() {
mod.isRest = false;
mod.restDamage = 1;
}
},
{
@@ -1261,7 +1262,7 @@ const mod = {
},
{
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>",
description: "spawn <strong>4</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,
@@ -1271,7 +1272,7 @@ const mod = {
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
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");
}
},
@@ -1281,7 +1282,7 @@ const mod = {
},
{
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>",
description: "spawn <strong>3</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,
@@ -1291,7 +1292,7 @@ const mod = {
requires: "determinism",
effect: () => {
mod.isSuperDeterminism = true;
for (let i = 0; i < 4; i++) { //if you change the six also change it in Born rule
for (let i = 0; i < 3; i++) { //if you change the six also change it in Born rule
powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
}
},
@@ -2726,7 +2727,7 @@ const mod = {
isEnergyHealth: null,
isPulseStun: null,
isPilotFreeze: null,
isRest: null,
restDamage: null,
isRPG: null,
is3Missiles: null,
isDeterminism: null,