new mod anthropic, small map changes

This commit is contained in:
landgreen
2020-02-21 06:02:52 -08:00
parent b9422c8c74
commit 60bbd64c80
6 changed files with 133 additions and 68 deletions

View File

@@ -47,6 +47,9 @@ const b = {
isModEnergyRecovery: null,
isModHealthRecovery: null,
isModEnergyLoss: null,
isModFoamShieldHit: null,
isModDeathAvoid: null,
isModDeathAvoidOnCD: null,
modOnHealthChange() { //used with acid mod
if (b.isModAcidDmg && mech.health > 0.8) {
game.playerDmgColor = "rgba(0,80,80,0.9)"
@@ -357,22 +360,6 @@ const b = {
mech.fieldRange = 175;
}
},
{
name: "entanglement",
description: "only when your <strong>first gun</strong> is equipped<br>reduce <strong>harm</strong> by <strong>10%</strong> for each gun you have",
maxCount: 1,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
b.isModEntanglement = true
},
remove() {
b.isModEntanglement = false;
}
},
{
name: "waste energy recovery",
description: "regen <strong>7%</strong> of max <strong class='color-f'>energy</strong> every second<br>active for <strong>5 seconds</strong> after a mob <strong>dies</strong>",
@@ -457,6 +444,22 @@ const b = {
b.isModStomp = false;
}
},
{
name: "entanglement",
description: "only when your <strong>first gun</strong> is equipped<br>reduce <strong>harm</strong> by <strong>10%</strong> for each gun you have",
maxCount: 1,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
b.isModEntanglement = true
},
remove() {
b.isModEntanglement = false;
}
},
{
name: "Pauli exclusion",
description: `unable to <strong>collide</strong> with enemies for <strong>+2</strong> seconds<br>activates after being <strong>harmed</strong> from a collision`,
@@ -490,6 +493,40 @@ const b = {
b.isModAnnihilation = false;
}
},
{
name: "quantum immortality",
description: "after <strong>dying</strong>, continue in an <strong>alternate reality</strong><br><em>guns, ammo, field, and mods are randomized</em>",
maxCount: 1,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
b.isModImmortal = true;
},
remove() {
b.isModImmortal = false;
}
},
{
name: "weak anthropic principle",
description: "<strong>avoid harm</strong> that should be <strong>fatal</strong><br>can occur once every <strong>3</strong> seconds",
maxCount: 1,
count: 0,
allowed() {
return b.isModImmortal
},
requires: "quantum immortality",
effect() {
b.isModDeathAvoid = true;
b.isModDeathAvoidOnCD = false;
},
remove() {
b.isModDeathAvoid = false;
b.isModDeathAvoidOnCD = false;
}
},
{
name: "piezoelectricity",
description: "<strong>colliding</strong> with enemies charges your <strong class='color-f'>energy</strong>",
@@ -576,7 +613,7 @@ const b = {
},
{
name: "recursive healing",
description: "<strong class='color-h'>healing</strong> power ups trigger one extra time.",
description: "<strong class='color-h'>healing</strong> power ups trigger one extra time",
maxCount: 9,
count: 0,
allowed() {
@@ -607,22 +644,6 @@ const b = {
b.isModMassEnergy = false;
}
},
{
name: "quantum immortality",
description: "after <strong>dying</strong>, continue in an <strong>alternate reality</strong><br><em>guns, ammo, field, and mods are randomized</em>",
maxCount: 1,
count: 0,
allowed() {
return true
},
requires: "",
effect() {
b.isModImmortal = true;
},
remove() {
b.isModImmortal = false;
}
},
{
name: "Bayesian inference",
description: "<strong>20%</strong> chance for double <strong>power ups</strong> to drop<br>one fewer <strong>choice</strong> when selecting <strong>power ups</strong>",
@@ -805,6 +826,22 @@ const b = {
}
}
},
{
name: "foam stabilization",
description: "<strong>foam</strong> can stick to shields",
maxCount: 1,
count: 0,
allowed() {
return b.haveGunCheck("foam")
},
requires: "foam",
effect() {
b.isModFoamShieldHit = true;
},
remove() {
b.isModFoamShieldHit = false;
}
},
// {
// name: "super mines",
// description: "mines fire super balls when triggered",
@@ -1705,11 +1742,11 @@ const b = {
num: 5,
isStarterGun: true,
fire() {
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 30 : 20) * b.modFireRate); // cool down
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 25 : 20) * b.modFireRate); // cool down
b.muzzleFlash(20);
// mobs.alert(450);
const SPEED = mech.crouch ? 40 : 30
const SPREAD = mech.crouch ? 0.04 : 0.15
const SPREAD = mech.crouch ? 0.08 : 0.15
let dir = mech.angle - SPREAD * (b.modSuperBallNumber - 1) / 2;
for (let i = 0; i < b.modSuperBallNumber; i++) {
const me = bullet.length;
@@ -2215,7 +2252,7 @@ const b = {
target: null,
targetVertex: null,
onDmg(who) {
if (!this.target && who.alive && who.dropPowerUp && !who.isShielded) {
if (!this.target && who.alive && (who.dropPowerUp || b.isModFoamShieldHit) && (!who.isShielded || b.isModFoamShieldHit)) {
this.target = who;
this.collisionFilter.category = cat.body;
this.collisionFilter.mask = null;
@@ -2260,7 +2297,12 @@ const b = {
Matter.Body.setPosition(this, this.target.vertices[this.targetVertex])
Matter.Body.setVelocity(this.target, Vector.mult(this.target.velocity, 0.9))
Matter.Body.setAngularVelocity(this.target, this.target.angularVelocity * 0.9)
this.target.damage(b.dmgScale * 0.005);
if (this.target.isShielded) {
this.target.damage(b.dmgScale * 0.001);
} else {
this.target.damage(b.dmgScale * 0.005);
}
} else if (this.target !== null) { //look for a new target
this.target = null
this.collisionFilter.category = cat.bullet;