explosions mods rework
mod: recursion - gives missiles a 30% chance to spawn a larger missile when they explode mod: electric reactive armor - immune to harm from explosions while energy is full (was 80%) mod: ammonium nitrate - explosions are 60% bigger, but they do 300% more damage to you mod: trinitrotoluene - explosions are 50% smaller and do 71% more damage
This commit is contained in:
123
js/mods.js
123
js/mods.js
@@ -367,6 +367,22 @@ const mod = {
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mod.sporesOnDeath = 0;
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}
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},
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{
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name: "impact shear",
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description: "mobs release a <strong>nail</strong> when they <strong>die</strong><br>nails target nearby mobs",
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maxCount: 9,
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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.nailsDeathMob++
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},
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remove() {
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mod.nailsDeathMob = 0;
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}
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},
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{
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name: "thermal runaway",
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description: "mobs <strong class='color-e'>explode</strong> when they <strong>die</strong><br><em>be careful</em>",
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@@ -384,19 +400,51 @@ const mod = {
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}
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},
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{
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name: "impact shear",
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description: "mobs release <strong>1-2</strong> <strong>nails</strong> when they <strong>die</strong><br>nails target nearby mobs",
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maxCount: 9,
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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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maxCount: 1,
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count: 0,
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allowed() {
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return true
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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: "",
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requires: "an explosive damage source",
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effect: () => {
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mod.nailsDeathMob += 2
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mod.isSmallExplosion = true;
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},
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remove() {
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mod.nailsDeathMob = 0;
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mod.isSmallExplosion = false;
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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>60%</strong>, but<br>you take <strong>300%</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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return mod.haveGunCheck("missiles") || mod.haveGunCheck("flak") || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || mod.haveGunCheck("pulse") || mod.isMissileField
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},
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requires: "an explosive damage source",
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effect: () => {
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mod.isExplosionHarm = true;
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},
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remove() {
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mod.isExplosionHarm = false;
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}
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},
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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 <strong>full</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("missiles") || mod.haveGunCheck("flak") || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || mod.isMissileField || mod.isExplodeMob
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},
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requires: "an explosive gun",
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effect: () => {
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mod.isImmuneExplosion = true;
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},
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remove() {
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mod.isImmuneExplosion = false;
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}
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},
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{
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@@ -612,9 +660,9 @@ const mod = {
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// isNonRefundable: true,
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isCustomHide: true,
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allowed() {
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return mod.totalBots() > 2
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return mod.totalBots() > 3
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},
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requires: "3 or more bots",
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requires: "at least 3 bots",
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effect() {
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b.removeAllGuns();
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game.makeGunHUD();
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@@ -1029,7 +1077,7 @@ const mod = {
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},
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{
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name: "Bayesian statistics",
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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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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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maxCount: 1,
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count: 0,
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allowed() {
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@@ -1111,9 +1159,9 @@ const mod = {
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maxCount: 1,
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count: 0,
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allowed() {
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return true
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return !mod.isEnergyNoAmmo
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},
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requires: "",
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requires: "not exciton-lattice",
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effect() {
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mod.isAmmoForGun = true;
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},
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@@ -1145,9 +1193,9 @@ const mod = {
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maxCount: 1,
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count: 0,
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allowed() {
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return !mod.isEnergyHealth
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return !mod.isEnergyHealth && !mod.isEnergyNoAmmo
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},
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requires: "not mass-energy equivalence",
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requires: "not mass-energy equivalence<br>not exciton-lattice",
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effect: () => {
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mod.isAmmoFromHealth = 0.023;
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},
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@@ -1691,52 +1739,20 @@ const mod = {
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mod.isWaveReflect = false
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}
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},
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{
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name: "high explosives",
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description: "increase <strong class='color-e'>explosion</strong> <strong class='color-d'>damage</strong> by <strong>20%</strong><br><strong class='color-e'>explosive</strong> area is <strong>44% larger</strong>",
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maxCount: 3,
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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;
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},
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requires: "an explosive gun",
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effect: () => {
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mod.explosionRadius += 0.2;
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},
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remove() {
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mod.explosionRadius = 1;
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}
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},
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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>75%</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("missiles") || mod.haveGunCheck("flak") || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || (mod.haveGunCheck("pulse") && mech.maxEnergy > 1) || mod.isMissileField || mod.isExplodeMob
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},
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requires: "an explosive gun",
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effect: () => {
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mod.isImmuneExplosion = true;
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},
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remove() {
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mod.isImmuneExplosion = false;
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}
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},
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{
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name: "recursion",
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description: "after <strong>missiles</strong> <strong class='color-e'>explode</strong><br>they launch <strong>1</strong> smaller <strong>missile</strong>",
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maxCount: 9,
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description: "after <strong>missiles</strong> <strong class='color-e'>explode</strong> they have a<br><strong>30%</strong> chance to launch a larger <strong>missile</strong>",
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maxCount: 6,
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count: 0,
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allowed() {
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return mod.haveGunCheck("missiles") || mod.isMissileField
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},
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requires: "missiles",
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effect() {
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mod.babyMissiles++
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mod.recursiveMissiles++
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},
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remove() {
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mod.babyMissiles = 0;
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mod.recursiveMissiles = 0;
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}
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},
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{
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@@ -2599,7 +2615,6 @@ const mod = {
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],
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//variables use for gun mod upgrades
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fireRate: null,
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explosionRadius: null,
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bulletSize: null,
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energySiphon: null,
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healthDrain: null,
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@@ -2651,7 +2666,7 @@ const mod = {
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isPlasmaRange: null,
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isRailNails: null,
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isFreezeMobs: null,
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babyMissiles: null,
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recursiveMissiles: null,
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isIceCrystals: null,
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throwChargeRate: null,
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isBlockStun: null,
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@@ -2721,5 +2736,7 @@ const mod = {
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nailInstantFireRate: null,
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isCapacitor: null,
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isEnergyNoAmmo: null,
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isFreezeHarmImmune: null
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isFreezeHarmImmune: null,
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isSmallExplosion: null,
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isExplosionHarm: null
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}
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