CPT
mod: CPT reversal - avoid damage by rewinding to your past, but use up all your energy requires wormhole or time dilation several minor buffs to wormhole small changes to mob distribution on a few maps
This commit is contained in:
26
js/mods.js
26
js/mods.js
@@ -981,6 +981,22 @@ const mod = {
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mod.overfillDrain = 0.8
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}
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},
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{
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name: "CPT reversal",
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description: "<strong>rewind 2-4</strong> seconds to avoid <strong class='color-harm'>harm</strong><br>drains a minimum of <strong>100%</strong> <strong class='color-f'>energy</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return mech.fieldUpgrades[mech.fieldMode].name !== "nano-scale manufacturing" && mech.fieldUpgrades[mech.fieldMode].name !== "standing wave harmonics" && !mod.isEnergyHealth && !mod.isEnergyLoss
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},
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requires: "not nano-scale manufacturing, not mass-energy equivalence, not standing wave harmonics, not acute stress response",
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effect() {
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mod.isTimeAvoidDeath = true;
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},
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remove() {
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mod.isTimeAvoidDeath = false;
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}
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},
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{
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name: "piezoelectricity",
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description: "<strong>colliding</strong> with mobs overfills <strong class='color-f'>energy</strong> by <strong>200%</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>15%</strong>",
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@@ -1022,7 +1038,7 @@ 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.isPiezo
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return !mod.isPiezo && !mod.isTimeAvoidDeath
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},
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requires: "not piezoelectricity<br>or acute stress response",
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effect: () => {
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@@ -1629,7 +1645,7 @@ const mod = {
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maxCount: 1,
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count: 0,
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allowed() {
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return (mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(mod.isSporeField || mod.isMissileField || mod.isIceField)) || mod.haveGunCheck("drones") || mod.haveGunCheck("super balls") || (mod.haveGunCheck("nail gun")) || (mod.haveGunCheck("shotgun")) && !mod.isIceCrystals && !mod.isNailCrit && !mod.isNailShot && !mod.isNailPoison
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return ((mech.fieldUpgrades[mech.fieldMode].name === "nano-scale manufacturing" && !(mod.isSporeField || mod.isMissileField || mod.isIceField)) || mod.haveGunCheck("drones") || mod.haveGunCheck("super balls") || mod.haveGunCheck("nail gun") || mod.haveGunCheck("shotgun")) && !mod.isIceCrystals && !mod.isNailCrit && !mod.isNailShot && !mod.isNailPoison
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},
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requires: "drones, super balls, nail gun, shotgun",
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effect() {
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@@ -3123,7 +3139,7 @@ const mod = {
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},
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{
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name: "traversable geodesics",
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description: "your <strong>bullets</strong> can traverse <strong class='color-worm'>wormholes</strong><br>spawn a <strong class='color-g'>gun</strong> power up",
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description: "your <strong>bullets</strong> can traverse <strong class='color-worm'>wormholes</strong><br>spawn a <strong class='color-g'>gun</strong> and <strong class='color-g'>ammo</strong> power up",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -3133,6 +3149,7 @@ const mod = {
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effect() {
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mod.isWormBullets = true
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powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
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powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
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},
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remove() {
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mod.isWormBullets = false
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@@ -3394,5 +3411,6 @@ const mod = {
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isRailAreaDamage: null,
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historyLaser: null,
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isSpeedHarm: null,
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isSpeedDamage: null
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isSpeedDamage: null,
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isTimeSkip: null
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}
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