mod - microstates

mod - many worlds: 100% chance on choosing a power up to spawn a reroll if you have no rerolls
mod - microstates: +7% damage for every 10 active bullets
  (requires mod: Lorentzian topology)
mod - laser diode: laser, pulse, and laser-bots use 37% less energy
25% increase in difficulty scaling  (level 10 should now have the difficulty of level 12)
  effects: player damage, mod damage, mob acceleration, mob reaction time, mob cooldown time
This commit is contained in:
landgreen
2020-05-17 19:23:24 -07:00
parent 0ff8021ea8
commit 4a355caa60
10 changed files with 151 additions and 42 deletions

View File

@@ -87,6 +87,8 @@ const b = {
isModSlowFPS: null,
isModNeutronStun: null,
manyWorlds: null,
isModDamageFromBulletCount: null,
isModLaserDiode: null,
modOnHealthChange() { //used with acid mod
if (b.isModAcidDmg && mech.health > 0.8) {
b.modAcidDmg = 0.5
@@ -816,8 +818,8 @@ const b = {
}
},
{
name: "many worlds",
description: "after choosing a <strong>gun</strong>, <strong>field</strong>, or <strong class='color-m'>mod</strong><br><strong>66%</strong> chance to spawn a <strong class='color-r'>reroll</strong>",
name: "many-worlds",
description: "if you have <strong>zero</strong> <strong class='color-r'>rerolls</strong>, spawn a <strong class='color-r'>reroll</strong><br>after choosing a <strong>gun</strong>, <strong>field</strong>, or <strong class='color-m'>mod</strong>",
maxCount: 1,
count: 0,
allowed() {
@@ -826,10 +828,6 @@ const b = {
requires: "",
effect: () => {
b.manyWorlds = true;
// for (let i = 0; i < 9; i++) {
// powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
// if (Math.random() < b.modBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
// }
},
remove() {
b.manyWorlds = false;
@@ -944,6 +942,22 @@ const b = {
b.isModBulletsLastLonger = 1;
}
},
{
name: "microstates",
description: "<strong>+7%</strong> <strong class='color-d'>damage</strong> for every <strong>10</strong> active <strong>bullets</strong>",
maxCount: 3,
count: 0,
allowed() {
return b.isModBulletsLastLonger > 1
},
requires: "Lorentzian topology",
effect() {
b.isModDamageFromBulletCount = true
},
remove() {
b.isModDamageFromBulletCount = false
}
},
{
name: "depleted uranium rounds",
description: `your <strong>bullets</strong> are <strong>+16%</strong> larger<br>increased mass and physical <strong class='color-d'>damage</strong>`,
@@ -1432,6 +1446,22 @@ const b = {
b.isModRailNails = false;
}
},
{
name: "laser diodes",
description: "<strong>lasers</strong> drain <strong>37%</strong> less <strong class='color-f'>energy</strong><br><em>effects laser gun, pulse gun, and laser-bot</em>",
maxCount: 1,
count: 0,
allowed() {
return b.haveGunCheck("pulse") || b.haveGunCheck("laser") || b.modLaserBotCount > 1
},
requires: "laser",
effect() {
b.isModLaserDiode = 0.63; //100%-37%
},
remove() {
b.isModLaserDiode = 1;
}
},
{
name: "specular reflection",
description: "<strong>laser</strong> beams gain <strong>+1</strong> reflection<br><strong>+50%</strong> laser <strong class='color-d'>damage</strong> and <strong class='color-f'>energy</strong> drain",
@@ -1604,7 +1634,7 @@ const b = {
maxCount: 1,
count: 0,
allowed() {
return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(b.isModMissileField || b.isModIceField)
return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(b.isModMissileField || b.isModIceField || b.isModFastDrones)
},
requires: "nano-scale manufacturing",
effect() {
@@ -1620,7 +1650,7 @@ const b = {
maxCount: 1,
count: 0,
allowed() {
return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(b.isModSporeField || b.isModIceField)
return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(b.isModSporeField || b.isModIceField || b.isModFastDrones)
},
requires: "nano-scale manufacturing",
effect() {
@@ -1636,7 +1666,7 @@ const b = {
maxCount: 1,
count: 0,
allowed() {
return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(b.isModSporeField || b.isModMissileField)
return mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(b.isModSporeField || b.isModMissileField || b.isModFastDrones)
},
requires: "nano-scale manufacturing",
effect() {
@@ -1801,6 +1831,7 @@ const b = {
if (b.isModEnergyLoss) dmg *= 1.33;
if (b.isModRest && player.speed < 1) dmg *= 1.20;
if (b.isModEnergyDamage) dmg *= 1 + mech.energy / 5.5;
if (b.isModDamageFromBulletCount) dmg *= 1 + bullet.length * 0.007
return dmg
},
bulletRemove() { //run in main loop
@@ -2834,7 +2865,7 @@ const b = {
//hit target with laser
if (this.lockedOn && this.lockedOn.alive && mech.energy > 0.15) {
mech.energy -= 0.0014
mech.energy -= 0.0014 * b.isModLaserDiode
//make sure you can still see vertex
const DIST = Vector.magnitude(Vector.sub(this.vertices[0], this.lockedOn.position));
if (DIST - this.lockedOn.radius < this.range + 150 &&
@@ -4117,7 +4148,7 @@ const b = {
if (mech.energy < b.modLaserFieldDrain) {
mech.fireCDcycle = mech.cycle + 100; // cool down if out of energy
} else {
mech.energy -= mech.fieldRegen + b.modLaserFieldDrain
mech.energy -= mech.fieldRegen + b.modLaserFieldDrain * b.isModLaserDiode
let best = {
x: null,
y: null,
@@ -4345,7 +4376,7 @@ const b = {
//use energy to explode
const energy = 0.3 * Math.min(mech.energy, 1.75)
mech.energy -= energy
mech.energy -= energy * b.isModLaserDiode
if (best.who) b.explosion(path[1], 1000 * energy, true)
mech.fireCDcycle = mech.cycle + Math.floor(60 * b.modFireRate); // cool down