final boss
missile moves slightly differently it used to slow when locked on to a target now it slows when turning missiles explode when near any mob wormhole mod: cosmic string - now stuns mobs and applies radiation damage mod time dilation: - quadruple your default energy regeneration added final boss level, it's still in progress so I'd love some feedback also the game loops back to the intro level after the boss I'll be working on the ending in the next patch, so the intro level is just a placeholder
This commit is contained in:
6675
js/bullet.js
6675
js/bullet.js
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2297
js/game.js
2297
js/game.js
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1578
js/index.js
1578
js/index.js
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9241
js/level.js
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js/level.js
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102
js/mods.js
102
js/mods.js
@@ -87,12 +87,12 @@ const mod = {
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if (mod.isDamageForGuns) dmg *= 1 + 0.07 * b.inventory.length
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if (mod.isLowHealthDmg) dmg *= 1 + 0.6 * 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 *= 1.43;
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if (mod.isEnergyLoss) dmg *= 1.5;
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if (mod.isAcidDmg && mech.health > 1) dmg *= 1.4;
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if (mod.restDamage > 1 && player.speed < 1) dmg *= mod.restDamage
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if (mod.isEnergyDamage) dmg *= 1 + mech.energy / 5.5;
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if (mod.isDamageFromBulletCount) dmg *= 1 + bullet.length * 0.0038
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if (mod.isRerollDamage) dmg *= 1 + 0.05 * powerUps.reroll.rerolls
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if (mod.isRerollDamage) dmg *= 1 + 0.06 * powerUps.reroll.rerolls
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if (mod.isOneGun && b.inventory.length < 2) dmg *= 1.25
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if (mod.isNoFireDamage && mech.cycle > mech.fireCDcycle + 120) dmg *= 1.5
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return dmg * mod.slowFire * mod.aimDamage
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@@ -149,7 +149,7 @@ const mod = {
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},
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{
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name: "acute stress response",
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description: "increase <strong class='color-d'>damage</strong> by <strong>43%</strong><br>if a mob <strong>dies</strong> drain stored <strong class='color-f'>energy</strong> by <strong>25%</strong>",
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description: "increase <strong class='color-d'>damage</strong> by <strong>50%</strong><br>if a mob <strong>dies</strong> drain stored <strong class='color-f'>energy</strong> by <strong>25%</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -245,7 +245,7 @@ const mod = {
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},
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{
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name: "perturbation theory",
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description: "increase <strong class='color-d'>damage</strong> by <strong>5%</strong><br>for each of your <strong class='color-r'>rerolls</strong>",
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description: "increase <strong class='color-d'>damage</strong> by <strong>6%</strong><br>for each of your <strong class='color-r'>rerolls</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -259,26 +259,6 @@ const mod = {
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mod.isRerollDamage = false;
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}
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},
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{
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name: "Ψ(t) collapse",
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description: "<strong>60%</strong> decreased <strong>delay</strong> after firing<br>if you have no <strong class='color-r'>rerolls</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return powerUps.reroll.rerolls === 0 && !mod.manyWorlds
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},
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requires: "no rerolls",
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effect() {
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mod.isRerollHaste = true;
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mod.rerollHaste = 0.4;
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b.setFireCD();
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},
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remove() {
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mod.isRerollHaste = false;
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mod.rerollHaste = 1;
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b.setFireCD();
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}
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},
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{
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name: "electrostatic discharge",
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description: "increase <strong class='color-d'>damage</strong> by <strong>20%</strong><br><strong>20%</strong> increased <strong>delay</strong> after firing",
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@@ -296,6 +276,26 @@ const mod = {
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b.setFireCD();
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}
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},
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{
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name: "Ψ(t) collapse",
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description: "<strong>66%</strong> decreased <strong>delay</strong> after firing<br>if you have no <strong class='color-r'>rerolls</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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return powerUps.reroll.rerolls === 0 && !mod.manyWorlds
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},
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requires: "no rerolls",
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effect() {
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mod.isRerollHaste = true;
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mod.rerollHaste = 0.33;
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b.setFireCD();
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},
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remove() {
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mod.isRerollHaste = false;
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mod.rerollHaste = 1;
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b.setFireCD();
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}
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},
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{
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name: "auto-loading heuristics",
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description: "<strong>30%</strong> decreased <strong>delay</strong> after firing",
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@@ -558,7 +558,7 @@ const mod = {
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},
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{
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name: "foam-bot upgrade",
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description: "<strong>200%</strong> increased <strong>foam size</strong><br><em>applies to all current and future foam-bots</em>",
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description: "<strong>150%</strong> increased <strong>foam size</strong><br><em>applies to all current and future foam-bots</em>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -675,7 +675,7 @@ const mod = {
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},
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{
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name: "orbital-bot upgrade",
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description: "<strong>125%</strong> increased <strong class='color-d'>damage</strong><br><em>applies to all current and future orbit-bots</em>",
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description: "increase <strong class='color-d'>damage</strong> by <strong>100%</strong> and <strong>radius</strong> by <strong>30%</strong><br><em>applies to all current and future orbit-bots</em>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -684,15 +684,24 @@ const mod = {
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requires: "2 or more orbital bots",
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effect() {
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mod.isOrbitBotUpgrade = true
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const range = 190 + 60 * mod.isOrbitBotUpgrade
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for (let i = 0; i < bullet.length; i++) {
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if (bullet[i].botType === 'orbit') bullet[i].isUpgraded = true
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if (bullet[i].botType === 'orbit') {
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bullet[i].isUpgraded = true
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bullet[i].range = range
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bullet[i].orbitalSpeed = Math.sqrt(0.25 / range)
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}
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}
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},
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remove() {
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mod.isOrbitBotUpgrade = false
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const range = 190 + 60 * mod.isOrbitBotUpgrade
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for (let i = 0; i < bullet.length; i++) {
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if (bullet[i].botType === 'orbit') bullet[i].isUpgraded = false
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if (bullet[i].botType === 'orbit') {
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bullet[i].range = range
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bullet[i].orbitalSpeed = Math.sqrt(0.25 / range)
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}
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}
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}
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},
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@@ -946,7 +955,7 @@ const mod = {
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maxCount: 1,
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count: 0,
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allowed() {
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return mod.isPiezo
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return mod.isPiezo && !mod.timeEnergyRegen
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},
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requires: "piezoelectricity",
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effect: () => {
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@@ -1169,7 +1178,7 @@ const mod = {
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name: "anthropic principle",
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nameInfo: "<span id = 'mod-anthropic'></span>",
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addNameInfo() {
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setTimeout(function () {
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setTimeout(function() {
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powerUps.reroll.changeRerolls(0)
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}, 1000);
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},
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@@ -1182,7 +1191,7 @@ const mod = {
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requires: "at least 1 reroll",
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effect() {
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mod.isDeathAvoid = true;
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setTimeout(function () {
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setTimeout(function() {
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powerUps.reroll.changeRerolls(0)
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}, 1000);
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},
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@@ -1254,7 +1263,7 @@ const mod = {
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name: "entanglement",
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nameInfo: "<span id = 'mod-entanglement'></span>",
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addNameInfo() {
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setTimeout(function () {
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setTimeout(function() {
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game.boldActiveGunHUD();
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}, 1000);
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},
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@@ -1267,7 +1276,7 @@ const mod = {
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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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setTimeout(function() {
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game.boldActiveGunHUD();
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}, 1000);
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@@ -1893,7 +1902,7 @@ 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>33%</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>20%</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -1943,7 +1952,7 @@ const mod = {
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},
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{
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name: "recursion",
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description: "after <strong>missiles</strong> <strong class='color-e'>explode</strong> they have a<br><strong>30%</strong> chance to launch a larger <strong>missile</strong>",
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description: "after <strong>missiles</strong> <strong class='color-e'>explode</strong> they have a<br><strong>20%</strong> chance to launch a larger <strong>missile</strong>",
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maxCount: 6,
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count: 0,
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allowed() {
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@@ -2622,6 +2631,24 @@ const mod = {
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b.setFireCD();
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}
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},
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{
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name: "time crystals",
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description: "<strong>quadruple</strong> your default <strong class='color-f'>energy</strong> regeneration",
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maxCount: 1,
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count: 0,
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allowed() {
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return mech.fieldUpgrades[mech.fieldMode].name === "time dilation field"
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},
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requires: "time dilation field",
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effect: () => {
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mod.energyRegen = 0.004;
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mech.fieldRegen = mod.energyRegen;
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},
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remove() {
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mod.energyRegen = 0.001;
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mech.fieldRegen = mod.energyRegen;
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}
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},
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{
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name: "plasma jet",
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description: "increase <strong class='color-plasma'>plasma</strong> <strong>torch's</strong> range by <strong>27%</strong>",
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@@ -2871,7 +2898,7 @@ const mod = {
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},
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{
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name: "cosmic string",
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description: "when you <strong> tunnel</strong> through a <strong class='color-worm'>wormhole</strong><br>mobs between the <strong>endpoints</strong> take <strong class='color-d'>damage</strong>",
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description: "<strong>stun</strong> and do <strong class='color-p'>radioactive</strong> <strong class='color-d'>damage</strong> to <strong>mobs</strong><br>if you tunnel through them with a <strong class='color-worm'>wormhole</strong>",
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maxCount: 1,
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count: 0,
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allowed() {
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@@ -3178,5 +3205,6 @@ const mod = {
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isWormBullets: null,
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isWideLaser: null,
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wideLaser: null,
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isPulseLaser: null
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isPulseLaser: null,
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timeEnergyRegen: null
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}
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4823
js/player.js
4823
js/player.js
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5676
js/spawn.js
5676
js/spawn.js
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