classic n-gon links

nailgun mod
This commit is contained in:
landgreen
2020-08-27 05:25:02 -07:00
parent 21b8c6fc2b
commit d3514ee4f1
10 changed files with 144 additions and 177 deletions

View File

@@ -1011,7 +1011,7 @@ const mod = {
},
{
name: "Bayesian inference",
description: "<strong>33%</strong> chance to <strong>duplicate</strong> spawned <strong>power ups</strong><br><strong class='color-g'>ammo</strong> will no longer <strong>spawn</strong> from mobs",
description: "<strong>33%</strong> chance to <strong>duplicate</strong> spawned <strong>power ups</strong><br><strong class='color-g'>ammo</strong> will no longer <strong>spawn</strong>",
maxCount: 1,
count: 0,
allowed() {
@@ -1019,10 +1019,10 @@ const mod = {
},
requires: "",
effect: () => {
mod.bayesian = 0.33;
mod.isBayesian = true
},
remove() {
mod.bayesian = 0;
mod.isBayesian = false
}
},
{
@@ -1081,7 +1081,6 @@ const mod = {
mod.isGunCycle = true;
for (let i = 0; i < 5; i++) {
powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
}
},
remove() {
@@ -1200,7 +1199,6 @@ const mod = {
mod.isDeterminism = true;
for (let i = 0; i < 5; i++) { //if you change the six also change it in Born rule
powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
}
},
remove() {
@@ -1221,7 +1219,6 @@ const mod = {
mod.isSuperDeterminism = true;
for (let i = 0; i < 4; i++) { //if you change the six also change it in Born rule
powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "mod");
}
},
remove() {
@@ -1333,7 +1330,6 @@ const mod = {
for (let i = 0; i < 2; i++) {
powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
}
},
remove() {}
@@ -1380,7 +1376,7 @@ const mod = {
count: 0,
maxCount: 9,
allowed() {
return mod.haveGunCheck("minigun") || mod.haveGunCheck("shotgun") || mod.haveGunCheck("super balls")
return (mod.haveGunCheck("minigun") && !mod.nailGun) || mod.haveGunCheck("shotgun") || mod.haveGunCheck("super balls")
},
requires: "minigun, shotgun, super balls",
effect() {
@@ -1391,28 +1387,28 @@ const mod = {
}
},
{
name: "high caliber",
description: "<strong>100%</strong> increased <strong>minigun</strong> bullet size<br><strong>100%</strong> increased <strong>delay</strong> after firing",
name: "nail gun",
description: "the <strong>minigun</strong> is modified to fire <strong>nails</strong><br>with a short <strong>fire delay</strong> and a low <strong>precision</strong>",
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("minigun")
return mod.haveGunCheck("minigun") && !mod.isIceCrystals
},
requires: "minigun",
effect() {
mod.highCaliber = 2
mod.nailGun = true
},
remove() {
mod.highCaliber = 1
mod.nailGun = false
}
},
{
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",
description: "the <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",
maxCount: 1,
count: 0,
allowed() {
return mod.haveGunCheck("minigun")
return mod.haveGunCheck("minigun") && !mod.nailGun
},
requires: "minigun",
effect() {
@@ -1847,7 +1843,7 @@ const mod = {
maxCount: 1,
count: 0,
allowed() {
return mod.nailBotCount + mod.grenadeFragments + mod.nailsDeathMob / 2 + (mod.haveGunCheck("mine") + mod.isRailNails + mod.isNailShot) * 2 > 1
return mod.nailBotCount + mod.grenadeFragments + mod.nailsDeathMob / 2 + (mod.haveGunCheck("mine") + mod.isRailNails + mod.isNailShot + mod.nailGun) * 2 > 1
},
requires: "nails",
effect() {
@@ -2456,7 +2452,6 @@ const mod = {
effect() {
for (let i = 0; i < 6; i++) {
powerUps.spawn(mech.pos.x, mech.pos.y, "heal");
if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "heal");
}
this.count--
},
@@ -2476,7 +2471,6 @@ const mod = {
effect() {
for (let i = 0; i < 6; i++) {
powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
}
this.count--
},
@@ -2497,7 +2491,6 @@ const mod = {
effect() {
for (let i = 0; i < 5; i++) {
powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "reroll");
}
this.count--
},
@@ -2516,7 +2509,6 @@ const mod = {
requires: "not superdeterminism",
effect() {
powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "gun");
this.count--
},
remove() {}
@@ -2534,7 +2526,6 @@ const mod = {
requires: "not superdeterminism",
effect() {
powerUps.spawn(mech.pos.x, mech.pos.y, "field");
if (Math.random() < mod.bayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "field");
this.count--
},
remove() {}
@@ -2558,7 +2549,6 @@ const mod = {
largerHeals: null,
squirrelFx: null,
isCrit: null,
bayesian: null,
isLowHealthDmg: null,
isFarAwayDmg: null,
isEntanglement: null,
@@ -2659,5 +2649,7 @@ const mod = {
isDamageForGuns: null,
isGunCycle: null,
isFastFoam: null,
isSporeGrowth: null
isSporeGrowth: null,
isBayesian: null,
nailGun: null
}