bug fix
This commit is contained in:
80
js/mods.js
80
js/mods.js
@@ -791,7 +791,7 @@ const mod = {
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},
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{
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name: "squirrel-cage rotor",
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description: "<strong>jump</strong> higher and <strong>move</strong> faster",
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description: "<strong>move</strong> and <strong>jump</strong> about <strong>25%</strong> faster",
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -1208,7 +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>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>",
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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>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -1217,13 +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 += 0.18
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mod.duplicateChance += 0.16
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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 -= 0.18
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mod.duplicateChance -= 0.16
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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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@@ -1596,6 +1596,39 @@ const mod = {
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mod.isDamageFromBulletCount = false
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}
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},
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{
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name: "ice crystal nucleation",
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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>",
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.haveGunCheck("nail gun") && !mod.nailInstantFireRate
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},
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requires: "nail gun",
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effect() {
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mod.isIceCrystals = true;
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "nail gun") {
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b.guns[i].ammoPack = Infinity
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b.guns[i].recordedAmmo = b.guns[i].ammo
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b.guns[i].ammo = Infinity
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game.updateGunHUD();
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break;
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}
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}
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},
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remove() {
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mod.isIceCrystals = false;
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "nail gun") {
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b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
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b.guns[i].ammo = b.guns[i].recordedAmmo
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game.updateGunHUD();
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break;
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}
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}
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}
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},
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{
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name: "critical bifurcation",
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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",
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@@ -1644,39 +1677,6 @@ const mod = {
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mod.nailInstantFireRate = false
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}
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},
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{
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name: "ice crystal nucleation",
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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>",
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.haveGunCheck("nail gun") && !mod.nailInstantFireRate
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},
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requires: "nail gun",
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effect() {
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mod.isIceCrystals = true;
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "nail gun") {
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b.guns[i].ammoPack = Infinity
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b.guns[i].recordedAmmo = b.guns[i].ammo
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b.guns[i].ammo = Infinity
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game.updateGunHUD();
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break;
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}
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}
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},
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remove() {
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mod.isIceCrystals = false;
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "nail gun") {
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b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
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b.guns[i].ammo = b.guns[i].recordedAmmo
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game.updateGunHUD();
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break;
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}
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}
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}
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},
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{
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name: "shotgun spin-statistics",
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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>",
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@@ -2570,7 +2570,7 @@ const mod = {
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},
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{
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name: "Lorentz transformation",
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description: "permanently increase your relative time rate<br><strong>move</strong>, <strong>jump</strong>, and <strong>shoot</strong> <strong>33%</strong> faster",
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description: "permanently increase your relative time rate<br><strong>move</strong>, <strong>jump</strong>, and <strong>shoot</strong> <strong>40%</strong> faster",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -2578,8 +2578,8 @@ const mod = {
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},
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requires: "time dilation field",
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effect() {
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mod.fastTime = 1.33;
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mod.fastTimeJump = 1.09;
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mod.fastTime = 1.40;
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mod.fastTimeJump = 1.11;
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mech.setMovement();
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b.setFireCD();
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},
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