URL build goes to custom, ammo goes to all guns
This commit is contained in:
20
js/mods.js
20
js/mods.js
@@ -79,7 +79,7 @@ const mod = {
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if (mod.isEnergyDamage) dmg *= 1 + mech.energy / 5.5;
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if (mod.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.005
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if (mod.isRerollDamage) dmg *= 1 + 0.05 * powerUps.reroll.rerolls
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if (mod.isOneGun && b.inventory.length < 2) dmg *= 1.22
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if (mod.isOneGun && b.inventory.length < 2) dmg *= 1.25
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return dmg * mod.slowFire
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},
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totalBots() {
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@@ -87,7 +87,7 @@ const mod = {
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},
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mods: [{
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name: "integrated armament",
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description: "increase <strong class='color-d'>damage</strong> by <strong>22%</strong><br>your inventory can only hold <strong>1 gun</strong>",
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description: "increase <strong class='color-d'>damage</strong> by <strong>25%</strong><br>your inventory can only hold <strong>1 gun</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -759,13 +759,13 @@ const mod = {
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game.boldActiveGunHUD();
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}, 1000);
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},
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description: "while your <strong>first gun</strong> is equipped<br>reduce <strong class='color-harm'>harm</strong> by <strong>15%</strong> for each of your <strong class='color-g'>guns</strong>",
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description: "while your <strong>first gun</strong> is equipped<br>reduce <strong class='color-harm'>harm</strong> by <strong>13%</strong> for each of your <strong class='color-g'>guns</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return !mod.isEnergyHealth
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return b.inventory.length > 1 && !mod.isEnergyHealth
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},
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requires: "not mass-energy equivalence",
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requires: "at least 2 guns",
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effect() {
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mod.isEntanglement = true
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setTimeout(function () {
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@@ -1059,19 +1059,15 @@ const mod = {
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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 add to your <strong>current gun</strong><br>spawn <strong>7 ammo</strong>",
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description: "<strong class='color-g'>ammo</strong> power ups give <strong>100%</strong> more <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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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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return true
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},
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requires: "at least 2 guns",
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requires: "",
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effect() {
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mod.isAmmoForGun = true;
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for (let i = 0; i < 7; i++) {
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powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
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if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
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}
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},
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remove() {
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mod.isAmmoForGun = false;
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