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:
landgreen
2020-11-14 05:37:27 -08:00
parent 72e61eab78
commit 6e90ed2376
9 changed files with 876 additions and 869 deletions

View File

@@ -197,7 +197,7 @@ const mod = {
},
{
name: "fluoroantimonic acid",
description: "increase <strong class='color-d'>damage</strong> by <strong>40%</strong><br>when your base <strong>health</strong> is above <strong>100%</strong>",
description: "increase <strong class='color-d'>damage</strong> by <strong>40%</strong><br>when your <strong>health</strong> is above <strong>100%</strong>",
maxCount: 1,
count: 0,
allowed() {
@@ -408,7 +408,7 @@ const mod = {
maxCount: 9,
count: 0,
allowed() {
return mod.haveGunCheck("missiles") || mod.haveGunCheck("flak") || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || mod.isPulseLaser || mod.isMissileField || mod.boomBotCount > 1 || mod.isFlechetteExplode
return mod.haveGunCheck("missiles") || mod.isIncendiary || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || mod.isPulseLaser || mod.isMissileField || mod.boomBotCount > 1 || mod.isFlechetteExplode
},
requires: "an explosive damage source",
effect: () => {
@@ -424,7 +424,7 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("missiles") || mod.haveGunCheck("flak") || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || mod.isPulseLaser || mod.isMissileField || mod.boomBotCount > 1 || mod.isFlechetteExplode
return mod.haveGunCheck("missiles") || mod.isIncendiary || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || mod.isPulseLaser || mod.isMissileField || mod.boomBotCount > 1 || mod.isFlechetteExplode
},
requires: "an explosive damage source",
effect: () => {
@@ -440,7 +440,7 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("missiles") || mod.haveGunCheck("flak") || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || mod.isPulseLaser || mod.isMissileField || mod.isFlechetteExplode
return mod.haveGunCheck("missiles") || mod.isIncendiary || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || mod.isPulseLaser || mod.isMissileField || mod.isFlechetteExplode
},
requires: "an explosive damage source",
effect: () => {
@@ -457,7 +457,7 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("missiles") || mod.haveGunCheck("flak") || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || mod.isMissileField || mod.isExplodeMob || mod.isFlechetteExplode || mod.isPulseLaser
return mod.haveGunCheck("missiles") || mod.isIncendiary || mod.haveGunCheck("grenades") || mod.haveGunCheck("vacuum bomb") || mod.isMissileField || mod.isExplodeMob || mod.isFlechetteExplode || mod.isPulseLaser
},
requires: "an explosive damage source",
effect: () => {
@@ -469,7 +469,7 @@ const mod = {
},
{
name: "scrap bots",
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",
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",
maxCount: 3,
count: 0,
allowed() {
@@ -1574,9 +1574,25 @@ const mod = {
//************************************************** gun
//************************************************** mods
//**************************************************
{
name: "incendiary ammunition",
description: "your <strong>bullets</strong> <strong class='color-e'>explode</strong> after a short time<br>(nail gun, shotgun, super balls, drones)",
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("drones") || mod.haveGunCheck("super balls") || (mod.haveGunCheck("nail gun") && !mod.isIceCrystals && !mod.isNailCrit) || (mod.haveGunCheck("shotgun") && !mod.isNailShot)
},
requires: "drones, super balls, nail gun, shotgun",
effect() {
mod.isIncendiary = true
},
remove() {
mod.isIncendiary = false;
}
},
{
name: "Lorentzian topology",
description: "your <strong>bullets</strong> last <strong>33% longer</strong>",
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>",
maxCount: 3,
count: 0,
allowed() {
@@ -1612,9 +1628,9 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("nail gun") && !mod.nailInstantFireRate
return mod.haveGunCheck("nail gun") && !mod.nailInstantFireRate && !mod.isIncendiary
},
requires: "nail gun",
requires: "nail gun, not incendiary, not powder-actuated",
effect() {
mod.isIceCrystals = true;
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
@@ -1645,9 +1661,9 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("nail gun")
return mod.haveGunCheck("nail gun") && !mod.isIncendiary
},
requires: "nail gun",
requires: "nail gun, not incendiary",
effect() {
mod.isNailCrit = true
},
@@ -1731,7 +1747,7 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("shotgun")
return mod.haveGunCheck("shotgun") && !mod.isIncendiary
},
requires: "shotgun",
effect() {
@@ -1765,7 +1781,7 @@ const mod = {
allowed() {
return mod.haveGunCheck("super balls") && !mod.oneSuperBall
},
requires: "super balls",
requires: "super balls, but not the mod super ball",
effect() {
mod.superBallNumber += 2
},
@@ -1781,7 +1797,7 @@ const mod = {
allowed() {
return mod.haveGunCheck("super balls") && mod.superBallNumber === 4
},
requires: "super balls",
requires: "super balls, but not super duper",
effect() {
mod.oneSuperBall = true;
},
@@ -1999,26 +2015,6 @@ const mod = {
mod.is3Missiles = false;
}
},
{
name: "optimized shell packing",
description: "<strong>flak</strong> <strong class='color-g'>ammo</strong> drops contain <strong>2x</strong> more shells",
maxCount: 3,
count: 0,
allowed() {
return mod.haveGunCheck("flak")
},
requires: "flak",
effect() {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "flak") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * (2 * (1 + this.count));
}
},
remove() {
for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
if (b.guns[i].name === "flak") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
}
}
},
{
name: "fragmentation grenade",
description: "<strong>grenades</strong> are loaded with <strong>5</strong> nails<br>on detonation <strong>nails</strong> are ejected towards mobs",
@@ -2143,7 +2139,7 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
return mod.nailBotCount + mod.grenadeFragments + mod.nailsDeathMob / 2 + (mod.haveGunCheck("mine") + mod.isRailNails + mod.isNailShot + mod.haveGunCheck("nail gun")) * 2 > 1
return mod.nailBotCount + mod.grenadeFragments + mod.nailsDeathMob / 2 + (mod.haveGunCheck("mine") + mod.isRailNails + mod.isNailShot + (mod.haveGunCheck("nail gun") && !mod.isIncendiary)) * 2 > 1
},
requires: "nails",
effect() {
@@ -2159,7 +2155,7 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
return mod.nailBotCount + mod.grenadeFragments + mod.nailsDeathMob / 2 + (mod.haveGunCheck("mine") + mod.isRailNails + mod.isNailShot + mod.haveGunCheck("nail gun")) * 2 > 1
return mod.nailBotCount + mod.grenadeFragments + mod.nailsDeathMob / 2 + (mod.haveGunCheck("mine") + mod.isRailNails + mod.isNailShot + (mod.haveGunCheck("nail gun") && !mod.isIncendiary)) * 2 > 1
},
requires: "nails",
effect() {
@@ -3259,5 +3255,6 @@ const mod = {
timeEnergyRegen: null,
isRadioactive: null,
isRailEnergyGain: null,
isMineSentry: null
isMineSentry: null,
isIncendiary: null
}