back up before adjusting keycodes

This commit is contained in:
landgreen
2020-10-08 16:40:28 -07:00
parent dd8df8f563
commit 649d7858b3
5 changed files with 45 additions and 33 deletions

View File

@@ -83,7 +83,7 @@ const mod = {
damageFromMods() {
let dmg = mech.fieldDamage
// if (mod.aimDamage>1)
if (mod.isEnergyNoAmmo) dmg *= 1.4
if (mod.isEnergyNoAmmo) dmg *= 1.5
if (mod.isDamageForGuns) dmg *= 1 + 0.07 * b.inventory.length
if (mod.isLowHealthDmg) dmg *= 1 + 0.6 * Math.max(0, 1 - mech.health)
if (mod.isHarmDamage && mech.lastHarmCycle + 600 > mech.cycle) dmg *= 2;
@@ -133,7 +133,7 @@ const mod = {
},
{
name: "exciton-lattice",
description: `increase <strong class='color-d'>damage</strong> by <strong>40%</strong>, but<br><strong class='color-g'>ammo</strong> will no longer <strong>spawn</strong>`,
description: `increase <strong class='color-d'>damage</strong> by <strong>50%</strong>, but<br><strong class='color-g'>ammo</strong> will no longer <strong>spawn</strong>`,
maxCount: 1,
count: 0,
allowed() {
@@ -420,7 +420,7 @@ const mod = {
},
{
name: "ammonium nitrate",
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>",
description: "increase <strong class='color-e'>explosive</strong> <strong>area</strong> by <strong>100%</strong>, but<br>you take <strong>400%</strong> more <strong class='color-harm'>harm</strong> from <strong class='color-e'>explosions</strong>",
maxCount: 1,
count: 0,
allowed() {
@@ -1217,7 +1217,7 @@ const mod = {
},
{
name: "stimulated emission",
description: "<strong>8%</strong> chance to <strong>duplicate</strong> spawned <strong>power ups</strong>",
description: "<strong>9%</strong> chance to <strong>duplicate</strong> spawned <strong>power ups</strong>",
maxCount: 9,
count: 0,
allowed() {
@@ -1225,12 +1225,12 @@ const mod = {
},
requires: "",
effect: () => {
mod.duplicateChance += 0.08
mod.duplicateChance += 0.09
game.draw.powerUp = game.draw.powerUpBonus //change power up draw
},
remove() {
mod.duplicateChance -= 0.08 * this.count
mod.duplicateChance -= 0.09 * this.count
if (!mod.duplicateChance) game.draw.powerUp = game.draw.powerUpNormal
}
},
@@ -2220,8 +2220,8 @@ const mod = {
},
{
name: "thermoelectric effect",
description: "<strong>killing</strong> mobs with <strong>ice IX</strong> gives <strong>3%</strong> <strong class='color-h'>health</strong><br>and overfills your <strong class='color-f'>energy</strong> by <strong>66%</strong>",
maxCount: 3,
description: "<strong>killing</strong> mobs with <strong>ice IX</strong> gives <strong>4%</strong> <strong class='color-h'>health</strong><br>and overloads <strong class='color-f'>energy</strong> by <strong>100%</strong> of your max",
maxCount: 9,
count: 0,
allowed() {
return (mod.haveGunCheck("ice IX") || mod.isIceField) && !mod.isHeavyWater
@@ -2660,7 +2660,7 @@ const mod = {
},
{
name: "pair production",
description: "<strong>power ups</strong> overfill your <strong class='color-f'>energy</strong><br>temporarily gain <strong>3x</strong> your maximum <strong class='color-f'>energy</strong>",
description: "<strong>power ups</strong> overload your <strong class='color-f'>energy</strong><br>by <strong>300%</strong> of your maximum <strong class='color-f'>energy</strong>",
maxCount: 1,
count: 0,
allowed() {