foam damage mod
This commit is contained in:
70
js/mods.js
70
js/mods.js
@@ -79,7 +79,7 @@ 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 + 0.066 * b.inventory.length
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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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@@ -175,22 +175,6 @@ const mod = {
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mod.isFarAwayDmg = false;
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}
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},
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{
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name: "fracture analysis",
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description: "increase <strong class='color-d'>damage</strong> by <strong>400%</strong><br>for mobs that are <strong>unaware</strong> of you",
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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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mod.isCrit = true;
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},
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remove() {
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mod.isCrit = false;
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}
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},
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{
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name: "fluoroantimonic acid",
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description: "increase <strong class='color-d'>damage</strong> by <strong>40%</strong><br>when your base <strong>health</strong> is above <strong>100%</strong>",
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@@ -1068,7 +1052,7 @@ const mod = {
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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>6.6%</strong><br>for each <strong class='color-g'>gun</strong> in your inventory",
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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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@@ -1610,7 +1594,7 @@ const mod = {
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},
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{
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name: "wave packet",
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description: "<strong>wave beam</strong> emits <strong>two</strong> oscillating particles<br>decrease wave <strong class='color-d'>damage</strong> by <strong>40%</strong>",
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description: "<strong>wave beam</strong> emits <strong>two</strong> oscillating particles<br>decrease wave <strong class='color-d'>damage</strong> by <strong>33%</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -1969,7 +1953,7 @@ const mod = {
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},
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{
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name: "heavy water",
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description: "<strong>ice IX</strong> is synthesized with an extra neutron<br>does <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong> over <strong>3</strong> seconds",
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description: "<strong>ice IX</strong> is synthesized with an extra neutron<br>does <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong> over <strong>5</strong> seconds",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -1999,6 +1983,22 @@ const mod = {
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mod.isFoamGrowOnDeath = false;
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}
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},
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{
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name: "colloidal foam",
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description: "increase <strong>foam</strong> <strong class='color-d'>damage</strong> by <strong>200%</strong><br><strong>foam</strong> dissipates <strong>50%</strong> faster",
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.haveGunCheck("foam") || mod.foamBotCount > 2
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},
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requires: "foam",
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effect() {
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mod.isFastFoam = true
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},
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remove() {
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mod.isFastFoam = false;
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}
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},
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{
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name: "frame-dragging",
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description: "<strong>slow time</strong> while charging the <strong>rail gun</strong><br>charging no longer drains <strong class='color-f'>energy</strong>",
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@@ -2138,7 +2138,7 @@ const mod = {
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},
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{
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name: "timelike world line",
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description: "<strong>time dilation</strong> doubles your time <strong>rate</strong><br>and makes you <strong>immune</strong> to <strong class='color-harm'>harm</strong>",
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description: "<strong>time dilation</strong> doubles your relative time <strong>rate</strong><br>and makes you <strong>immune</strong> to <strong class='color-harm'>harm</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -2156,7 +2156,7 @@ const mod = {
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},
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{
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name: "Lorentz transformation",
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description: "<strong>move</strong>, <strong>jump</strong>, and <strong>shoot</strong> <strong>33%</strong> faster",
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description: "permanently increase your relative time rate<br><strong>move</strong>, <strong>jump</strong>, and <strong>shoot</strong> <strong>33%</strong> faster",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -2194,7 +2194,7 @@ const mod = {
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},
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{
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name: "plasma-bot",
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description: "a bot uses <strong class='color-f'>energy</strong> to emit short range <strong>plasma</strong><br>plasma <strong class='color-d'>damages</strong> and <strong>pushes</strong> mobs",
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description: "a bot uses <strong class='color-f'>energy</strong> to emit short range <strong>plasma</strong><br>that <strong class='color-d'>damages</strong> and <strong>pushes</strong> mobs",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -2389,6 +2389,22 @@ const mod = {
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mod.superposition = false;
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}
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},
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{
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name: "fracture analysis",
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description: "bullet impacts do <strong>500%</strong> <strong class='color-d'>damage</strong><br>to mobs that are <strong>unaware</strong> of you or <strong>stunned</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.isStunField || mech.fieldUpgrades[mech.fieldMode].name === "phase decoherence field"
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},
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requires: "phase decoherence field or flux pinning",
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effect() {
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mod.isCrit = true;
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},
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remove() {
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mod.isCrit = false;
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}
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},
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{
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name: "Bose Einstein condensate",
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description: "<strong>mobs</strong> in superposition with the <strong>pilot wave</strong><br>are <strong class='color-s'>frozen</strong> for <strong>2</strong> seconds",
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@@ -2420,6 +2436,7 @@ const mod = {
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powerUps.spawn(mech.pos.x, mech.pos.y, "heal");
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if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "heal");
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}
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this.count--
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},
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remove() {}
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},
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@@ -2438,6 +2455,7 @@ const mod = {
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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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this.count--
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},
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remove() {}
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},
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@@ -2457,6 +2475,7 @@ const mod = {
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powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
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if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
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}
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this.count--
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},
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remove() {}
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},
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@@ -2473,6 +2492,7 @@ const mod = {
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effect() {
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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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this.count--
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},
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remove() {}
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},
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@@ -2489,6 +2509,7 @@ const mod = {
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effect() {
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powerUps.spawn(mech.pos.x, mech.pos.y, "field");
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if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "field");
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this.count--
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},
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remove() {}
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},
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@@ -2610,5 +2631,6 @@ const mod = {
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isDroneGrab: null,
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isOneGun: null,
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isDamageForGuns: null,
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isGunCycle: null
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isGunCycle: null,
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isFastFoam: null
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}
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