ground state mod

This commit is contained in:
landgreen
2020-03-29 13:31:35 -07:00
parent 67fc1a0e37
commit 860daf9160
7 changed files with 161 additions and 190 deletions

View File

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