wormhole
mods ejected from Bayesian statistics can't duplicate the power up boss moves faster, has less health, it will eject one of your mods after a collision and two health power ups mod ammonium nitrate: increase explosion damage and area by 25% also other explosion mods have been rebalanced (damage buffed, but self damage is also higher) field: wormhole - teleport around, bullets teleport too, blocks and power ups get sucked in mobs don't do much in worm hole yet, but that is coming with future mods
This commit is contained in:
41
js/mods.js
41
js/mods.js
@@ -403,8 +403,24 @@ const mod = {
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}
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},
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{
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name: "trinitrotoluene",
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description: "increase <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong> by <strong>50%</strong><br>decrease <strong class='color-e'>explosive</strong> <strong>area</strong> by <strong>71%</strong>",
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name: "ammonium nitrate",
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description: "increase <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong> by <strong>20%</strong><br>increase <strong class='color-e'>explosive</strong> <strong>radius</strong> by <strong>20%</strong>",
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maxCount: 9,
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count: 0,
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allowed() {
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return mod.haveGunCheck("missiles") || mod.haveGunCheck("flak") || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || mod.haveGunCheck("pulse") || mod.isMissileField || mod.boomBotCount > 1;
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},
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requires: "an explosive damage source",
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effect: () => {
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mod.explosiveRadius += 0.2;
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},
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remove() {
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mod.explosiveRadius = 1;
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}
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},
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{
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name: "nitroglycerin",
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description: "increase <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong> by <strong>60%</strong><br>decrease <strong class='color-e'>explosive</strong> <strong>radius</strong> by <strong>20%</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -419,8 +435,8 @@ const mod = {
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}
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},
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{
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name: "ammonium nitrate",
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description: "increase <strong class='color-e'>explosive</strong> <strong>area</strong> by <strong>100%</strong>, but<br>you take <strong>400%</strong> more <strong class='color-harm'>harm</strong> from <strong class='color-e'>explosions</strong>",
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name: "acetone peroxide",
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description: "increase <strong class='color-e'>explosive</strong> <strong>radius</strong> by <strong>80%</strong>, but<br>you take <strong>400%</strong> more <strong class='color-harm'>harm</strong> from <strong class='color-e'>explosions</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -437,7 +453,7 @@ const mod = {
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{
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name: "electric reactive armor",
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// description: "<strong class='color-e'>explosions</strong> do no <strong class='color-harm'>harm</strong><br> while your <strong class='color-f'>energy</strong> is above <strong>98%</strong>",
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description: "<strong class='color-harm'>harm</strong> from <strong class='color-e'>explosions</strong> is passively reduced<br>by <strong>6%</strong> for every <strong>10</strong> stored <strong class='color-f'>energy</strong>",
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description: "<strong class='color-harm'>harm</strong> from <strong class='color-e'>explosions</strong> is passively reduced<br>by <strong>7%</strong> for every <strong>10</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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@@ -1192,7 +1208,7 @@ const mod = {
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},
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{
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name: "Bayesian statistics",
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description: "<strong>17%</strong> chance to <strong>duplicate</strong> spawned <strong>power ups</strong><br>after a <strong>collision</strong>, <strong>eject</strong> one of your <strong class='color-m'>mods</strong>",
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description: "<strong>20%</strong> chance to <strong>duplicate</strong> spawned <strong>power ups</strong><br>after a <strong>collision</strong>, <strong>eject</strong> one of your <strong class='color-m'>mods</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -1201,13 +1217,13 @@ const mod = {
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requires: "",
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effect: () => {
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mod.isBayesian = true
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mod.duplicateChance += 0.17
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mod.duplicateChance += 0.2
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game.draw.powerUp = game.draw.powerUpBonus //change power up draw
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},
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remove() {
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if (mod.isBayesian) {
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mod.duplicateChance -= 0.17
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mod.duplicateChance -= 0.2
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if (mod.duplicateChance < 0) mod.duplicateChance = 0
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}
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mod.isBayesian = false
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@@ -1226,12 +1242,12 @@ const mod = {
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effect() {
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mod.duplicateChance += 0.08
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game.draw.powerUp = game.draw.powerUpBonus //change power up draw
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this.description = `<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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// this.description = `<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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},
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remove() {
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mod.duplicateChance -= 0.08 * this.count
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if (mod.duplicateChance === 0) game.draw.powerUp = game.draw.powerUpNormal
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this.description = `<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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// this.description = `<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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}
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},
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{
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@@ -1604,7 +1620,7 @@ const mod = {
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allowed() {
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return mod.haveGunCheck("nail gun") && mod.nailFireRate && !mod.isIceCrystals
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},
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requires: "nail gun",
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requires: "nail gun and pneumatic actuator",
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effect() {
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mod.nailInstantFireRate = true
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},
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@@ -3023,5 +3039,6 @@ const mod = {
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duplicateChance: null,
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beamSplitter: null,
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iceEnergy: null,
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isPerfectBrake: null
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isPerfectBrake: null,
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explosiveRadius: null
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}
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