buffs to cloak
This commit is contained in:
21
js/mods.js
21
js/mods.js
@@ -4,6 +4,7 @@ const mod = {
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for (let i = 0, len = mod.mods.length; i < len; i++) {
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mod.mods[i].remove();
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mod.mods[i].count = 0
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if (mod.mods[i].isLost) mod.mods[i].isLost = false;
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}
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mod.armorFromPowerUps = 0;
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mod.totalCount = 0;
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@@ -87,7 +88,7 @@ const mod = {
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if (mod.isHarmDamage && mech.lastHarmCycle + 600 > mech.cycle) dmg *= 2;
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if (mod.isEnergyLoss) dmg *= 1.37;
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if (mod.isAcidDmg && mech.health > 1) dmg *= 1.4;
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if (mod.isRest && player.speed < 1) dmg *= 1.20;
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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.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.0038
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if (mod.isRerollDamage) dmg *= 1 + 0.05 * powerUps.reroll.rerolls
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@@ -162,18 +163,18 @@ const mod = {
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},
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{
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name: "rest frame",
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description: "increase <strong class='color-d'>damage</strong> by <strong>20%</strong><br>when not <strong>moving</strong>",
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maxCount: 1,
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description: "increase <strong class='color-d'>damage</strong> by <strong>25%</strong><br>when not <strong>moving</strong>",
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maxCount: 6,
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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.isRest = true
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mod.restDamage += 0.25
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},
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remove() {
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mod.isRest = false;
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mod.restDamage = 1;
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}
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},
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{
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@@ -1261,7 +1262,7 @@ const mod = {
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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-f'>fields</strong>, and <strong class='color-g'>guns</strong> have only <strong>1 choice</strong>",
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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>",
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maxCount: 1,
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count: 0,
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isNonRefundable: true,
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@@ -1271,7 +1272,7 @@ const mod = {
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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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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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}
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},
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@@ -1281,7 +1282,7 @@ const mod = {
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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 class='color-f'>fields</strong> no longer <strong>spawn</strong>",
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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>",
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maxCount: 1,
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count: 0,
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isNonRefundable: true,
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@@ -1291,7 +1292,7 @@ const mod = {
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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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for (let i = 0; i < 3; 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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}
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},
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@@ -2726,7 +2727,7 @@ const mod = {
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isEnergyHealth: null,
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isPulseStun: null,
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isPilotFreeze: null,
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isRest: null,
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restDamage: null,
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isRPG: null,
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is3Missiles: null,
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isDeterminism: null,
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