renormalization
This commit is contained in:
30
js/mods.js
30
js/mods.js
@@ -70,7 +70,7 @@ const mod = {
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},
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damageFromMods() {
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let dmg = 1
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if (mod.isLowHealthDmg) dmg *= 1 + 0.4 * Math.max(0, 1 - mech.health)
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if (mod.isLowHealthDmg) dmg *= 1 + 0.5 * Math.max(0, 1 - mech.health)
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if (mod.isHarmDamage && mech.lastHarmCycle + 600 > mech.cycle) dmg *= 2;
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if (mod.isEnergyLoss) dmg *= 1.33;
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if (mod.isAcidDmg && mech.health > 1) dmg *= 1.4;
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@@ -199,7 +199,7 @@ const mod = {
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},
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{
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name: "negative feedback",
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description: "increase <strong class='color-d'>damage</strong> by <strong>4%</strong><br>for each <strong>10%</strong> missing <strong>health</strong>",
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description: "increase <strong class='color-d'>damage</strong> by <strong>5%</strong><br>for every <strong>10%</strong> missing base <strong>health</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -1058,7 +1058,7 @@ const mod = {
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},
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{
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name: "logistics",
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description: "<strong class='color-g'>ammo</strong> power ups give <strong>100%</strong> more <strong class='color-g'>ammo</strong><br>but <strong class='color-g'>ammo</strong> is only added to your <strong>current gun</strong>",
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description: "<strong class='color-g'>ammo</strong> power ups give <strong>200%</strong> <strong class='color-g'>ammo</strong><br>but <strong class='color-g'>ammo</strong> is only added to your <strong>current gun</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -1391,7 +1391,7 @@ const mod = {
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},
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{
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name: "shotgun spin-statistics",
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description: "firing the <strong>shotgun</strong> makes you <br><strong>immune</strong> to <strong class='color-harm'>harm</strong> while on cooldown",
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description: "<strong>immune</strong> to <strong class='color-harm'>harm</strong> while firing the <strong>shotgun</strong><br>receive <strong>33%</strong> less <strong>shotgun</strong> <strong class='color-g'>ammo</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -1400,9 +1400,21 @@ const mod = {
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requires: "shotgun",
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effect() {
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mod.isShotgunImmune = 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 === "shotgun") {
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b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * 0.66
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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.isShotgunImmune = 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 === "shotgun") {
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b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
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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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@@ -1785,7 +1797,7 @@ 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.nailBotCount + mod.grenadeFragments + mod.nailsDeathMob / 2 + mod.haveGunCheck("mine") + mod.isRailNails + mod.isNailShot > 1
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return mod.nailBotCount + mod.grenadeFragments + mod.nailsDeathMob / 2 + (mod.haveGunCheck("mine") + mod.isRailNails + mod.isNailShot) * 2 > 1
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},
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requires: "nails",
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effect() {
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@@ -1999,12 +2011,12 @@ const mod = {
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requires: "laser",
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effect() {
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mod.laserReflections++;
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mod.laserDamage += 0.045; //base is 0.08
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mod.laserDamage += 0.05; //base is 0.1
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mod.laserFieldDrain += 0.001 //base is 0.002
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},
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remove() {
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mod.laserReflections = 2;
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mod.laserDamage = 0.09;
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mod.laserDamage = 0.1;
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mod.laserFieldDrain = 0.002;
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}
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},
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@@ -2097,7 +2109,7 @@ const mod = {
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},
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{
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name: "Lorentz transformation",
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description: "<strong>move</strong>, <strong>jump</strong>, and <strong>shoot</strong> <strong>33%</strong> faster<br>while <strong>time dilation</strong> is active or inactive ",
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description: "<strong>move</strong>, <strong>jump</strong>, and <strong>shoot</strong> <strong>33%</strong> faster",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -2300,7 +2312,7 @@ const mod = {
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},
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{
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name: "renormalization",
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description: "<strong>phase decoherence</strong> adds <strong>visibility</strong> to bullets<br><strong>80%</strong> less <strong class='color-f'>energy</strong> drain when <strong>firing</strong>",
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description: "using a <strong class='color-r'>reroll</strong> to change selection options<br>has a <strong>60%</strong> chance to spawn a <strong class='color-r'>reroll</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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