This commit is contained in:
landgreen
2020-10-21 07:47:10 -07:00
parent 0c2285b1c7
commit 5bbac02f88
5 changed files with 60 additions and 62 deletions

View File

@@ -791,7 +791,7 @@ const mod = {
},
{
name: "squirrel-cage rotor",
description: "<strong>jump</strong> higher and <strong>move</strong> faster",
description: "<strong>move</strong> and <strong>jump</strong> about <strong>25%</strong> faster",
maxCount: 9,
count: 0,
allowed() {
@@ -1208,7 +1208,7 @@ const mod = {
},
{
name: "Bayesian statistics",
description: "<strong>18%</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>",
description: "<strong>16%</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>",
maxCount: 1,
count: 0,
allowed() {
@@ -1217,13 +1217,13 @@ const mod = {
requires: "",
effect: () => {
mod.isBayesian = true
mod.duplicateChance += 0.18
mod.duplicateChance += 0.16
game.draw.powerUp = game.draw.powerUpBonus //change power up draw
},
remove() {
if (mod.isBayesian) {
mod.duplicateChance -= 0.18
mod.duplicateChance -= 0.16
if (mod.duplicateChance < 0) mod.duplicateChance = 0
}
mod.isBayesian = false
@@ -1596,6 +1596,39 @@ const mod = {
mod.isDamageFromBulletCount = false
}
},
{
name: "ice crystal nucleation",
description: "the <strong>nail gun</strong> uses <strong class='color-f'>energy</strong> to condense<br>unlimited <strong class='color-s'>freezing</strong> <strong>ice shards</strong>",
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("nail gun") && !mod.nailInstantFireRate
},
requires: "nail gun",
effect() {
mod.isIceCrystals = true;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "nail gun") {
b.guns[i].ammoPack = Infinity
b.guns[i].recordedAmmo = b.guns[i].ammo
b.guns[i].ammo = Infinity
game.updateGunHUD();
break;
}
}
},
remove() {
mod.isIceCrystals = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "nail gun") {
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
b.guns[i].ammo = b.guns[i].recordedAmmo
game.updateGunHUD();
break;
}
}
}
},
{
name: "critical bifurcation",
description: "<strong>nails</strong> do <strong>400%</strong> more <strong class='color-d'>damage</strong><br>when they strike near the <strong>center</strong> of a mob",
@@ -1644,39 +1677,6 @@ const mod = {
mod.nailInstantFireRate = false
}
},
{
name: "ice crystal nucleation",
description: "the <strong>nail gun</strong> uses <strong class='color-f'>energy</strong> to condense<br>unlimited <strong class='color-s'>freezing</strong> <strong>ice shards</strong>",
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("nail gun") && !mod.nailInstantFireRate
},
requires: "nail gun",
effect() {
mod.isIceCrystals = true;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "nail gun") {
b.guns[i].ammoPack = Infinity
b.guns[i].recordedAmmo = b.guns[i].ammo
b.guns[i].ammo = Infinity
game.updateGunHUD();
break;
}
}
},
remove() {
mod.isIceCrystals = false;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "nail gun") {
b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
b.guns[i].ammo = b.guns[i].recordedAmmo
game.updateGunHUD();
break;
}
}
}
},
{
name: "shotgun spin-statistics",
description: "<strong>immune</strong> to <strong class='color-harm'>harm</strong> while firing the <strong>shotgun</strong><br><strong class='color-g'>ammo</strong> costs are <strong>doubled</strong>",
@@ -2570,7 +2570,7 @@ const mod = {
},
{
name: "Lorentz transformation",
description: "permanently increase your relative time rate<br><strong>move</strong>, <strong>jump</strong>, and <strong>shoot</strong> <strong>33%</strong> faster",
description: "permanently increase your relative time rate<br><strong>move</strong>, <strong>jump</strong>, and <strong>shoot</strong> <strong>40%</strong> faster",
maxCount: 1,
count: 0,
allowed() {
@@ -2578,8 +2578,8 @@ const mod = {
},
requires: "time dilation field",
effect() {
mod.fastTime = 1.33;
mod.fastTimeJump = 1.09;
mod.fastTime = 1.40;
mod.fastTimeJump = 1.11;
mech.setMovement();
b.setFireCD();
},