incendiary ammunition
bug - spider boss move at full speed again (watch out) bots that uses energy stop when you hit 50% energy if you have mass-energy mod you get a warning before you overwrite your current gun due to integrated armament gun - flak is removed mod: High-explosive incendiary, or incendiary rounds shotgun: several large explosions nail gun: rapid fire explosions drones: drones explode on impact super balls: explode on contact
This commit is contained in:
71
js/mods.js
71
js/mods.js
@@ -197,7 +197,7 @@ const mod = {
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},
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{
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name: "fluoroantimonic acid",
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description: "increase <strong class='color-d'>damage</strong> by <strong>40%</strong><br>when your base <strong>health</strong> is above <strong>100%</strong>",
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description: "increase <strong class='color-d'>damage</strong> by <strong>40%</strong><br>when your <strong>health</strong> is above <strong>100%</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -408,7 +408,7 @@ const mod = {
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maxCount: 9,
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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.isPulseLaser || mod.isMissileField || mod.boomBotCount > 1 || mod.isFlechetteExplode
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return mod.haveGunCheck("missiles") || mod.isIncendiary || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || mod.isPulseLaser || mod.isMissileField || mod.boomBotCount > 1 || mod.isFlechetteExplode
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},
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requires: "an explosive damage source",
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effect: () => {
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@@ -424,7 +424,7 @@ 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.haveGunCheck("missiles") || mod.haveGunCheck("flak") || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || mod.isPulseLaser || mod.isMissileField || mod.boomBotCount > 1 || mod.isFlechetteExplode
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return mod.haveGunCheck("missiles") || mod.isIncendiary || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || mod.isPulseLaser || mod.isMissileField || mod.boomBotCount > 1 || mod.isFlechetteExplode
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},
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requires: "an explosive damage source",
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effect: () => {
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@@ -440,7 +440,7 @@ 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.haveGunCheck("missiles") || mod.haveGunCheck("flak") || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || mod.isPulseLaser || mod.isMissileField || mod.isFlechetteExplode
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return mod.haveGunCheck("missiles") || mod.isIncendiary || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || mod.isPulseLaser || mod.isMissileField || mod.isFlechetteExplode
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},
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requires: "an explosive damage source",
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effect: () => {
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@@ -457,7 +457,7 @@ 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.haveGunCheck("missiles") || mod.haveGunCheck("flak") || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || mod.isMissileField || mod.isExplodeMob || mod.isFlechetteExplode || mod.isPulseLaser
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return mod.haveGunCheck("missiles") || mod.isIncendiary || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || mod.isMissileField || mod.isExplodeMob || mod.isFlechetteExplode || mod.isPulseLaser
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},
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requires: "an explosive damage source",
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effect: () => {
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@@ -469,7 +469,7 @@ const mod = {
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},
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{
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name: "scrap bots",
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description: "<strong>20%</strong> chance to build a <strong>bot</strong> after killing a mob<br>the bot last for about <strong>20</strong> seconds",
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description: "<strong>20%</strong> chance to build a <strong>bot</strong> after killing a mob<br>the bot lasts for about <strong>20</strong> seconds",
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maxCount: 3,
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count: 0,
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allowed() {
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@@ -1574,9 +1574,25 @@ const mod = {
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//************************************************** gun
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//************************************************** mods
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//**************************************************
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{
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name: "incendiary ammunition",
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description: "your <strong>bullets</strong> <strong class='color-e'>explode</strong> after a short time<br>(nail gun, shotgun, super balls, drones)",
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.haveGunCheck("drones") || mod.haveGunCheck("super balls") || (mod.haveGunCheck("nail gun") && !mod.isIceCrystals && !mod.isNailCrit) || (mod.haveGunCheck("shotgun") && !mod.isNailShot)
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},
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requires: "drones, super balls, nail gun, shotgun",
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effect() {
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mod.isIncendiary = true
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},
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remove() {
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mod.isIncendiary = false;
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}
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},
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{
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name: "Lorentzian topology",
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description: "your <strong>bullets</strong> last <strong>33% longer</strong>",
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description: "your <strong>bullets</strong> last <strong>33% longer</strong><br><span style = 'font-size: 85%'>drones, spores, super balls, foam, wave, ice IX, neutron</span>",
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maxCount: 3,
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count: 0,
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allowed() {
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@@ -1612,9 +1628,9 @@ 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.haveGunCheck("nail gun") && !mod.nailInstantFireRate
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return mod.haveGunCheck("nail gun") && !mod.nailInstantFireRate && !mod.isIncendiary
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},
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requires: "nail gun",
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requires: "nail gun, not incendiary, not powder-actuated",
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effect() {
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mod.isIceCrystals = true;
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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@@ -1645,9 +1661,9 @@ 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.haveGunCheck("nail gun")
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return mod.haveGunCheck("nail gun") && !mod.isIncendiary
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},
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requires: "nail gun",
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requires: "nail gun, not incendiary",
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effect() {
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mod.isNailCrit = true
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},
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@@ -1731,7 +1747,7 @@ 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.haveGunCheck("shotgun")
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return mod.haveGunCheck("shotgun") && !mod.isIncendiary
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},
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requires: "shotgun",
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effect() {
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@@ -1765,7 +1781,7 @@ const mod = {
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allowed() {
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return mod.haveGunCheck("super balls") && !mod.oneSuperBall
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},
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requires: "super balls",
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requires: "super balls, but not the mod super ball",
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effect() {
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mod.superBallNumber += 2
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},
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@@ -1781,7 +1797,7 @@ const mod = {
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allowed() {
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return mod.haveGunCheck("super balls") && mod.superBallNumber === 4
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},
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requires: "super balls",
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requires: "super balls, but not super duper",
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effect() {
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mod.oneSuperBall = true;
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},
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@@ -1999,26 +2015,6 @@ const mod = {
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mod.is3Missiles = false;
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}
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},
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{
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name: "optimized shell packing",
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description: "<strong>flak</strong> <strong class='color-g'>ammo</strong> drops contain <strong>2x</strong> more shells",
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maxCount: 3,
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count: 0,
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allowed() {
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return mod.haveGunCheck("flak")
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},
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requires: "flak",
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effect() {
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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 === "flak") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * (2 * (1 + this.count));
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}
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},
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remove() {
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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 === "flak") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
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}
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}
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},
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{
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name: "fragmentation grenade",
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description: "<strong>grenades</strong> are loaded with <strong>5</strong> nails<br>on detonation <strong>nails</strong> are ejected towards mobs",
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@@ -2143,7 +2139,7 @@ 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 + mod.haveGunCheck("nail gun")) * 2 > 1
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return mod.nailBotCount + mod.grenadeFragments + mod.nailsDeathMob / 2 + (mod.haveGunCheck("mine") + mod.isRailNails + mod.isNailShot + (mod.haveGunCheck("nail gun") && !mod.isIncendiary)) * 2 > 1
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},
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requires: "nails",
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effect() {
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@@ -2159,7 +2155,7 @@ 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 + mod.haveGunCheck("nail gun")) * 2 > 1
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return mod.nailBotCount + mod.grenadeFragments + mod.nailsDeathMob / 2 + (mod.haveGunCheck("mine") + mod.isRailNails + mod.isNailShot + (mod.haveGunCheck("nail gun") && !mod.isIncendiary)) * 2 > 1
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},
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requires: "nails",
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effect() {
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@@ -3259,5 +3255,6 @@ const mod = {
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timeEnergyRegen: null,
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isRadioactive: null,
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isRailEnergyGain: null,
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isMineSentry: null
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isMineSentry: null,
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isIncendiary: null
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}
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