ground state mod
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@@ -69,6 +69,7 @@ const b = {
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isModStunField: null,
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isModHarmDamage: null,
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isModAlphaRadiation: null,
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modEnergyRegen: null,
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modOnHealthChange() { //used with acid mod
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if (b.isModAcidDmg && mech.health > 0.8) {
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b.modAcidDmg = 0.7
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@@ -274,7 +275,7 @@ const b = {
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},
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{
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name: "mass driver",
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description: "<strong>objects</strong> do <strong>3x</strong> more <strong class='color-d'>damage</strong> to mobs<br>charge <strong>throws</strong> in <strong>3x</strong> less time",
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description: "<strong>blocks</strong> do <strong>3x</strong> more <strong class='color-d'>damage</strong> to mobs<br>charge <strong>throws</strong> in <strong>3x</strong> less time",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -450,7 +451,7 @@ const b = {
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},
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{
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name: "acute stress response",
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description: "increase <strong class='color-d'>damage</strong> by <strong>50%</strong><br>no <strong class='color-f'>energy</strong> for <strong>5 seconds</strong> after a mob <strong>dies</strong>",
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description: "increase <strong class='color-d'>damage</strong> by <strong>33%</strong><br>but, after a mob <strong>dies</strong> lose <strong>1/2</strong> your <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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@@ -568,8 +569,8 @@ const b = {
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}
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},
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{
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name: "entanglement",
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description: "<strong>13%</strong> less <strong>harm</strong> for each gun in your <strong>inventory</strong><br> while your <strong>first gun</strong> is equipped",
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name: "entanglement <span id = 'mod-entanglement'></span>",
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description: "<strong>16%</strong> less <strong>harm</strong> for each gun in your <strong>inventory</strong><br> while your <strong>first gun</strong> is equipped",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -583,9 +584,27 @@ const b = {
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b.isModEntanglement = false;
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}
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},
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{
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name: "ground state",
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description: "reduce <strong>harm</strong> by <strong>67%</strong><br>you <strong>no longer</strong> passively regenerate <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 true
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},
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requires: "",
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effect: () => {
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b.modEnergyRegen = 0;
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mech.fieldRegen = b.modEnergyRegen;
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},
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remove() {
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b.modEnergyRegen = 0.005;
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mech.fieldRegen = b.modEnergyRegen;
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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 fills your <strong class='color-f'>energy</strong><br><strong>10%</strong> less <strong>harm</strong> from mob collisions",
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description: "<strong>colliding</strong> with mobs fills your <strong class='color-f'>energy</strong><br><strong>15%</strong> less <strong>harm</strong> from mob collisions",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -602,7 +621,7 @@ const b = {
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},
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{
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name: "energy conservation",
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description: "gain <strong class='color-f'>energy</strong> proportional to <strong class='color-d'>damage</strong> done",
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description: "<strong>15%</strong> of <strong class='color-d'>damage</strong> done is recovered as <strong class='color-f'>energy</strong>",
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -619,7 +638,7 @@ const b = {
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},
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{
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name: "entropy exchange",
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description: "<strong class='color-h'>heal</strong> proportional to <strong class='color-d'>damage</strong> done",
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description: "<strong class='color-h'>heal</strong> for <strong>1.5%</strong> of <strong class='color-d'>damage</strong> done",
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maxCount: 9,
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count: 0,
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allowed() {
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@@ -810,6 +829,10 @@ const b = {
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},
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requires: "more than 6 mods",
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effect: () => {
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//remove bullets //mostly to get rid of bots
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for (let i = 0; i < bullet.length; ++i) Matter.World.remove(engine.world, bullet[i]);
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bullet = [];
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let count = b.modCount
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if (b.isModNoAmmo) count - 6 //remove the 6 bonus mods when getting rid of leveraged investment
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for (let i = 0; i < count; i++) { // spawn new mods
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@@ -822,8 +845,6 @@ const b = {
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//nothing to undo
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}
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},
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{
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name: "ice crystal nucleation",
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description: "your <strong>minigun</strong> uses <strong class='color-f'>energy</strong> to condense<br>unlimited <strong class='color-s'>freezing</strong> <strong>bullets</strong> from water vapor",
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@@ -1915,7 +1936,7 @@ const b = {
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lockedOn: null,
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isFollowMouse: true,
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onDmg(who) {
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mobs.statusSlow(who, 30)
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mobs.statusSlow(who, 60)
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this.endCycle = game.cycle
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if (b.isModAlphaRadiation) mobs.statusPoison(who, 0.1, 180)
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},
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@@ -2302,7 +2323,7 @@ const b = {
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if (b.isModIceCrystals && mech.energy > 0.01) {
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mech.energy -= mech.fieldRegen + 0.007
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bullet[me].onDmg = function (who) {
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mobs.statusSlow(who, 60)
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mobs.statusSlow(who, 30)
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};
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//ice muzzleFlash
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ctx.fillStyle = "rgb(0,100,255)";
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