fragments
so many bug fixes around CPT mod: fragments - blocks, grenades, rail gun, shotgun slugs can all eject nails on collisions, or detonation
This commit is contained in:
71
js/mods.js
71
js/mods.js
@@ -372,6 +372,22 @@ const mod = {
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mod.throwChargeRate = 1
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}
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},
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{
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name: "fragmentation",
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description: "detonation or collision ejects <strong>nails</strong><br><em>rail gun, grenades, shotgun slugs, blocks</em>",
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maxCount: 9,
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count: 0,
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allowed() {
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return (mod.haveGunCheck("grenades") && !mod.isNeutronBomb) || mod.haveGunCheck("rail gun") || (mod.haveGunCheck("shotgun") && mod.isSlugShot) || mod.throwChargeRate > 1
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},
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requires: "grenades, rail gun, shotgun slugs, or mass driver",
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effect() {
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mod.fragments++
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},
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remove() {
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mod.fragments = 0
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}
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},
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{
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name: "ammonium nitrate",
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description: "increase <strong class='color-e'>explosive</strong> <strong class='color-d'>damage</strong> by <strong>20%</strong><br>increase <strong class='color-e'>explosive</strong> <strong>radius</strong> by <strong>20%</strong>",
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@@ -1044,9 +1060,9 @@ const mod = {
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maxCount: 1,
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count: 0,
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allowed() { //&& (mech.fieldUpgrades[mech.fieldMode].name !== "nano-scale manufacturing" || mech.maxEnergy > 1)
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return mech.maxEnergy > 0.99 && mech.fieldUpgrades[mech.fieldMode].name !== "standing wave harmonics" && !mod.isEnergyHealth && !mod.isEnergyLoss && !mod.isPiezo
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return mech.maxEnergy > 0.99 && mech.fieldUpgrades[mech.fieldMode].name !== "standing wave harmonics" && !mod.isEnergyHealth
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},
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requires: "not nano-scale, mass-energy, standing wave, acute stress, piezoelectricity",
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requires: "standing wave, mass-energy, piezoelectricity, max energy reduction",
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effect() {
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mod.isRewindAvoidDeath = true;
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},
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@@ -1092,12 +1108,12 @@ 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.isEnergyHealth && !mod.isRewindAvoidDeath
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return !mod.isEnergyHealth
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},
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requires: "not mass-energy equivalence, CPT reversal",
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requires: "not mass-energy equivalence",
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effect() {
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mod.isPiezo = true;
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mech.energy += mech.maxEnergy * 2;
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mech.energy += 200;
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},
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remove() {
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mod.isPiezo = false;
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@@ -1893,7 +1909,7 @@ const mod = {
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//**************************************************
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{
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name: "incendiary ammunition",
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description: "<strong>bullets</strong> are loaded with <strong class='color-e'>explosives</strong><br><span style = 'font-size: 90%'>nail gun, shotgun, super balls, drones</span>",
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description: "<strong>bullets</strong> are loaded with <strong class='color-e'>explosives</strong><br><em style = 'font-size: 90%'>nail gun, shotgun, super balls, drones</em>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -1909,7 +1925,7 @@ const mod = {
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},
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{
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name: "Lorentzian topology",
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description: "<strong>bullets</strong> last <strong>30% longer</strong><br><span style = 'font-size: 83%'>drones, spores, missiles, foam, wave, ice IX, neutron</span>",
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description: "<strong>bullets</strong> last <strong>30% longer</strong><br><em style = 'font-size: 83%'>drones, spores, missiles, foam, wave, ice IX, neutron</em>",
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maxCount: 3,
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count: 0,
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allowed() {
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@@ -2364,22 +2380,6 @@ 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: "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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maxCount: 9,
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count: 0,
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allowed() {
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return mod.haveGunCheck("grenades") && !mod.isNeutronBomb
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},
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requires: "grenades, not neutron bomb",
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effect() {
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mod.grenadeFragments += 5
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},
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remove() {
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mod.grenadeFragments = 0
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}
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},
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{
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name: "rocket-propelled grenade",
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description: "<strong>grenades</strong> rapidly <strong>accelerate</strong> forward<br>map <strong>collisions</strong> trigger an <strong class='color-e'>explosion</strong>",
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@@ -2422,7 +2422,7 @@ 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("grenades") && !mod.isRPG && !mod.grenadeFragments && !mod.isVacuumBomb
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return mod.haveGunCheck("grenades") && !mod.isRPG && !mod.fragments && !mod.isVacuumBomb
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},
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requires: "grenades, not rocket-propelled or fragmentation",
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effect() {
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@@ -2504,7 +2504,7 @@ 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.isMineDrop + 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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return mod.isMineDrop + mod.nailBotCount + mod.fragments + mod.nailsDeathMob / 2 + (mod.haveGunCheck("mine") + 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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@@ -2520,7 +2520,7 @@ 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.isMineDrop + 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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return mod.isMineDrop + mod.nailBotCount + mod.fragments + mod.nailsDeathMob / 2 + (mod.haveGunCheck("mine") + 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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@@ -2805,22 +2805,6 @@ const mod = {
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mod.isCapacitor = false;
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}
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},
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{
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name: "fragmenting projectiles",
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description: "<strong>rail gun</strong> rods fragment into <strong>nails</strong><br>after hitting mobs at high speeds",
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.haveGunCheck("rail gun")
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},
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requires: "rail gun",
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effect() {
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mod.isRailNails = true;
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},
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remove() {
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mod.isRailNails = false;
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}
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},
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{
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name: "laser diodes",
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description: "<strong>lasers</strong> drain <strong>37%</strong> less <strong class='color-f'>energy</strong><br><em>effects laser-gun and laser-bot</em>",
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@@ -3575,7 +3559,6 @@ const mod = {
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isFlechetteMultiShot: null,
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isMineAmmoBack: null,
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isPlasmaRange: null,
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isRailNails: null,
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isFreezeMobs: null,
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recursiveMissiles: null,
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isIceCrystals: null,
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@@ -3587,7 +3570,7 @@ const mod = {
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energyRegen: null,
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isVacuumBomb: null,
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renormalization: null,
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grenadeFragments: null,
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fragments: null,
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isEnergyDamage: null,
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isBotSpawner: null,
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waveHelix: null,
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