arsenal, generalist mod
This commit is contained in:
42
js/mods.js
42
js/mods.js
@@ -70,6 +70,7 @@ const mod = {
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},
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damageFromMods() {
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let dmg = 1
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if (mod.isDamageForGuns) dmg *= 1 + 0.07 * b.inventory.length
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if (mod.isLowHealthDmg) dmg *= 1 + 0.5 * Math.max(0, 1 - mech.health)
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if (mod.isHarmDamage && mech.lastHarmCycle + 600 > mech.cycle) dmg *= 2;
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if (mod.isEnergyLoss) dmg *= 1.33;
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@@ -1056,6 +1057,43 @@ const mod = {
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mod.bayesian = 0;
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}
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},
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{
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name: "arsenal",
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description: "increase <strong class='color-d'>damage</strong> by <strong>7%</strong><br>for each <strong class='color-g'>gun</strong> in your inventory",
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maxCount: 1,
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count: 0,
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allowed() {
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return b.inventory.length > 1
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},
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requires: "at least 2 guns",
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effect() {
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mod.isDamageForGuns = true;
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},
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remove() {
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mod.isDamageForGuns = false;
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}
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},
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{
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name: "generalist",
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description: "<strong>spawn</strong> 3 <strong class='color-g'>gun</strong>, but you can't <strong>switch</strong> <strong class='color-g'>guns</strong><br>automatically cycle <strong class='color-g'>guns</strong> with each new level",
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maxCount: 1,
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count: 0,
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isNonRefundable: true,
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allowed() {
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return mod.isDamageForGuns
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},
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requires: "arsenal",
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effect() {
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mod.isGunCycle = true;
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for (let i = 0; i < 3; i++) {
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powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
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if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
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}
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},
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remove() {
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mod.isGunCycle = false;
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}
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},
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{
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name: "logistics",
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description: "<strong class='color-g'>ammo</strong> power ups give <strong>200%</strong> <strong class='color-g'>ammo</strong><br>but <strong class='color-g'>ammo</strong> is only added to your <strong>current gun</strong>",
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@@ -2561,5 +2599,7 @@ const mod = {
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isLaserBotUpgrade: null,
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isBoomBotUpgrade: null,
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isDroneGrab: null,
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isOneGun: null
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isOneGun: null,
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isDamageForGuns: null,
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isGunCycle: null
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}
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