laser mod beam splitter
laser mod: beam splitter - laser is split into diverging beams, but does 10% less damage
This commit is contained in:
16
js/bullet.js
16
js/bullet.js
@@ -3230,8 +3230,7 @@ const b = {
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mech.energy -= mech.fieldRegen + mod.laserFieldDrain * mod.isLaserDiode
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if (mod.isWideLaser) {
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const off = 8
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const dmg = 0.6 * mod.laserDamage // 5 * 0.4 = 200% more damage
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// ctx.lineCap = 'butt';
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const dmg = 0.4 * mod.laserDamage // 5 * 0.4 = 200% more damage
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b.laser({
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x: mech.pos.x + 20 * Math.cos(mech.angle),
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y: mech.pos.y + 20 * Math.sin(mech.angle)
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@@ -3252,7 +3251,18 @@ const b = {
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y: i * off * Math.sin(mech.angle - Math.PI / 2)
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}), mech.angle, dmg, 0, true)
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}
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// ctx.lineCap = 'round';
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} else if (mod.beamSplitter) {
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let dmg = mod.laserDamage * 0.9
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const where = {
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x: mech.pos.x + 20 * Math.cos(mech.angle),
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y: mech.pos.y + 20 * Math.sin(mech.angle)
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}
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b.laser(where, mech.angle, dmg)
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for (let i = 1; i < 1 + mod.beamSplitter; i++) {
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b.laser(where, mech.angle + i * 0.2, dmg)
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b.laser(where, mech.angle - i * 0.2, dmg)
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dmg *= 0.9
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}
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} else {
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b.laser()
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}
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26
js/mods.js
26
js/mods.js
@@ -2352,24 +2352,39 @@ const mod = {
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mod.laserFieldDrain = 0.0012;
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}
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},
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{
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name: "beam splitter",
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description: `your <strong>laser</strong> is <strong>split</strong> into diverging beams<br>decrease <strong class='color-d'>damage</strong> by <strong>10%</strong>`,
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maxCount: 9,
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count: 0,
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allowed() {
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return mod.haveGunCheck("laser") && !mod.isWideLaser
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},
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requires: "laser, not specular reflection",
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effect() {
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mod.beamSplitter++
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},
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remove() {
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mod.beamSplitter = 0
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}
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},
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{
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name: "diffuse beam",
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description: "<strong>laser</strong> beam is <strong>wider</strong> but doesn't <strong>reflect</strong><br>increase <strong class='color-d'>damage</strong> and <strong class='color-f'>energy</strong> drain by <strong>150%</strong>",
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description: "<strong>laser</strong> beam is <strong>wider</strong> and doesn't <strong>reflect</strong><br>increase <strong class='color-d'>damage</strong> by <strong>100%</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.haveGunCheck("laser") && mod.laserReflections < 3
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return mod.haveGunCheck("laser") && mod.laserReflections < 3 && !mod.beamSplitter
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},
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requires: "laser, not specular reflection",
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effect() {
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mod.isWideLaser = true
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mod.laserFieldDrain = 0.0012 * 2.5 //base is 0.002
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},
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remove() {
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mod.isWideLaser = false
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mod.laserFieldDrain = 0.0012;
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}
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},
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// {
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// name: "waste heat recovery",
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// description: "<strong>laser</strong> <strong class='color-d'>damage</strong> grows by <strong>400%</strong> as you fire<br>but you periodically <strong>eject</strong> your <strong class='color-h'>health</strong>",
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@@ -2973,5 +2988,6 @@ const mod = {
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aimDamage: null,
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isNoFireDefense: null,
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isNoFireDamage: null,
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duplicateChance: null
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duplicateChance: null,
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beamSplitter: null
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}
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10
todo.txt
10
todo.txt
@@ -1,11 +1,11 @@
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mod: stimulated emission - 8% chance to duplicate power ups
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laser mod: diffuse beam - laser is wide but doesn't reflect, 150% damage and energy drain
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laser mod: beam splitter - laser is split into diverging beams, but does 10% less damage
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************** TODO - n-gon **************
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write a function that returns collisions
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mod: laser gets increased damage with each reflection
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mod: laser is 3 thick beams that look like one, but can separate into three at corners
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laser mod, increase damage, but ass some angular spread to 5 laser beam
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require diffuse
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use the b.laser() function
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mod set a max speed cap based on distance from player while field is active
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mod for a field, or bot?
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